- Health
- 80
- Combat style
- Jump and stomp
- Stomp range
- 12 units
- Circuit Boards
- 1–2 always
- Battery roll
- 66.7%
- Battery quantity
- 3–7 when rolled
- Defense warning
- Can cross floors and ceilings
Yellow Totebot recipes and properties
- Movement
- 3 walk / 8 sprint
- Immune movement
- Jump, jump-path, jump-roam, and patrol states
- Spudgun estimate
- ≈3 hits at 28 damage outside immunity
- Best defense read
- Vertical clearance, not wall height alone
Yellow Totebot normal loot
| Drop | Result |
|---|---|
| Circuit Board | 1–2 guaranteed |
| Battery | 66.7% chance for 3–7 |
| No Battery | 33.3% |
A Low Roof Is Not a Complete Defense
Yellow Totebot was built to jump and stomp through vertical layouts. A farm entrance that stops Green Totebots at ground level can still expose roof-mounted Controllers, Pistons, or crop storage to the landing path.
Wait Out the Immune Movement
Its jump and patrol-related states are included in the damage immunity check. Track the landing and fire during a normal combat window rather than spending shots during the leap.
- Keep valuable mechanisms away from the top edge.
- Leave lateral space to exit the stomp area.
- Test the gate with an overhead clearance route, not only a ground push.
Reliable Boards, Conditional Batteries
Every normal kill awards one or two Circuit Boards. The second roll gives three to seven Batteries two-thirds of the time, making Yellow Totebot a stronger energy-material encounter than the standard Green Totebot.
Repair the Landing Zone First
After a fight, inspect roof plates, overhead wiring, and the outer edge of moving mechanisms before repairing cosmetic walls. The stomp route can damage a part that still looks connected from ground level.
