Hi everyone! I have created this guide to doodles in the hopes that it will help you train your doodle faster and more efficiently. A lot of the information will be basic, and a lot of you may know it. However, there will be some new information that you guys may not know, some of which I have determined myself Because this guide is extremely extensive, I have broken up the information into several chapters. If there is any information I have left out, or if there’s something you think I should add, let me know in the comments! I will come back to fill in this guide as I learn more about doodles. There is also some information that I do not know at this time, so if you know something that I don’t, please let me know! Spoiler: Chapter 1: Buying a Doodle As we all know, each playground has a Pet Shop where you can buy doodles. The cheapest doodles can be bought in Toontown Central, and the most expensive ones will be in Donald’s Dreamland. This directly relates to the doodle’s capabilities. The best doodles will be found in Donald’s Dreamland, whereas the worst are found in Toontown Central. I highly recommend saving up your jellybeans to buy a doodle in Donald’s Dreamland. Donald’s Dreamland doodles are the easiest doodles to train, and they will make your training smooth and relatively quick. · Toontown Central doodles cost 200-300 jellybeans. · Donald’s Dock doodles cost 900-1200 jellybeans. · Daisy Gardens doodles cost 1600-1750 jellybeans. · Minnie’s Melodyland doodles cost 2000-2500 jellybeans. · The Brrrgh doodles cost 3000-3800 jellybeans. · Donald’s Dreamland doodles cost 3900-4998 jellybeans. A doodle’s capabilities are determined by its traits. (I will go more in-depth into traits later). The best traits will be found in Donald’s Dreamland, whereas the worst are found in Toontown Central. On top of that, Donald’s Dreamland doodles always have four traits, but Toontown Central doodles typically have one trait. (It is possible to find four-trait doodles in Toontown Central, but they will not have good traits). This allows for more specification on a doodle’s personality, so you can see exactly what you’re getting into when buying a doodle. When you go to buy a doodle, you have three minutes to pick a doodle and choose a name. If you care about your doodle’s name (for example, all my doodles’ names are related to those of their owner’s), a list of doodle names can be found here. List of doodle names | Toontown Wiki | Fandom powered by Wikia . There are almost 2,700 names, so choose wisely! Don’t feel forced to pick a specific doodle because it looks good or it has one good trait. You can wait to find the right doodle for you. The Pet Shop gets new doodles daily at 5 PM Toontown Time! Spoiler: Chapter 2: Traits Part 1 - Review As stated in the previous chapter, a doodle’s capabilities are defined by its traits. Traits are the single most important factor of a doodle if you want to train them to a usable level. Certain traits help or hinder a doodle’s ability to learn tricks. There are several traits, each with different gradients. · Confused- This happens when a doodle does not successfully execute a trick. · Tired- A doodle has become exhausted from doing tricks and will do no more tricks. · Grumpy- A grumpy doodle will not do tricks. · Excitable- A doodle is most likely to do tricks while excited. · Affectionate- Your doodle wants attention. It can also do tricks while affectionate. · Lonely- Your doodle is sad from being left alone for a long time. · Sad- Your doodle is sad because it has been neglected or treated badly. · Bored- Your doodle is not entertained. · Hungry- Your doodle wants to be fed jellybeans. Will not do tricks while hungry. · Restless- Your doodle is bored. · Forgets- I don’t know for sure, but it may be “forgetting how to do a trick.” · Playful- Your doodle is excited and wants to do tricks and play with you. · Calm- Your doodle will be neutral, and it is very easy to get your doodle excited. · Standard- The basic doodle. These traits (except Standard) will not come by themselves. They will be joined with a modifier that states the level of the above traits. For example, Rarely Confused or Often Sad. Certain combinations of traits are optimal for doodles. Best Traits: · Rarely Confused · Rarely Tired · Rarely Grumpy · Very/Pretty Excitable · Always/Often Affectionate · Rarely Lonely · Rarely Sad · Rarely Bored · Rarely Hungry · Rarely Restless · Rarely Forgets · Always/Often Playful Two of the best traits for training are Rarely Confused and Rarely Tired. Rarely Confused means your doodle is more likely to do tricks (not get confused) and Rarely Tired means your doodle is able to do more tricks without getting tired. Very Excitable is also really good because not only does it make your doodle extremely excited, but it keeps your doodle excited for long periods of time. This way, when you call on your doodle in battle, it is more likely to be excited. Worst Traits: · Often Confused · Often Tired · Always/Often Grumpy · Often Bored · Rarely Affectionate · Often Lonely · Often Sad · Often Hungry · Often Restless · Often Forgets As you can probably guess, the aforementioned “Best Traits” will be found in Donald’s Dreamland, whereas the “Worst Traits” will be found in Toontown Central all the way through Minnie’s Melodyland. (The Brrrgh typically has its own set of traits beginning with “Sometimes,” and these “Sometimes” traits will also appear in Donald’s Dreamland.) Because the best traits are found in Donald’s Dreamland, it is best that you buy a doodle in Donald’s Dreamland. Spoiler: Chapter 3: Traits Part 2 – Training v. Performance A very important distinction to make with some of these traits is their purpose. Some traits exist to make training go faster (most notably Rarely Confused and Rarely Tired). A doodle with these traits would be more of a training doodle; these would be the fastest doodles to train. However, some traits exist to make a doodle perform better in battles (most notably Very Excitable and Always Playful). A doodle with these traits would be a performance doodle; they would be slightly more difficult to train than a training doodle but would be more likely to perform better in battle. Good training traits make your doodle more prone to perform successfully in training sessions by making a doodle less confused, less tired, more excited, and more playful. Traits like these are optimum in training conditions because it allows a doodle to remain entertained for long periods of time, and they work hand-in-hand with feeding and scratching, which allow for easy revival. Good training traits would be traits like: · Rarely Confused · Rarely Tired · Very Excitable · Always/Often Playful · Always/Often Affectionate Good performance traits are more behavioral. These are traits that keep your doodle in a good mood when you are unable to continue to keep him interested. In this, I am of course referring to battles. You cannot feed or scratch your doodle while fighting the cogs, so there is no way to make sure that your doodle remains excited for long periods of time without these traits. These traits work by making the doodle able to go much longer without company from a toon without losing excitement. Good performance traits would be traits like: · Rarely Lonely · Rarely Sad · Rarely Restless · Rarely Hungry · Always/Often Affectionate · Always/Often Playful · Very Excitable · Rarely Grumpy You are free to choose whatever traits you want for your doodle, but I would recommend at least two “training traits” (one can overlap but the other should be exclusively training) to make training smoother, and the rest should be performance (after all, you’re training your doodle to heal you in battle). Spoiler: Chapter 4: Caring For Your Doodle Now that you’ve bought your doodle, it’s time to take care of it. When you go to your estate and click on your doodle, you are shown a basic information tab showing a picture of your doodle, its current emotion, and three buttons: Feed, Scratch, and Call. Pressing the Feed button will give your doodle a jellybean. It is not required to give your doodle a jellybean, but sometimes you might want to do it to reward good behavior or energize your doodle. If your doodle gets hungry, this is the button you’ll want to press. Pressing the Scratch button will allow you to scratch your doodle. This is the button you want to press if your doodle is tired. Doodles bought in Donald’s Dreamland will only require one scratch to be excited again, whereas Toontown Central doodles may require three to four (or maybe more). Pressing the Call button will call your doodle to your area. This is when your doodle is somewhere else in your estate and you don’t feel like tracking it down. On top of that, your doodle will react to certain Speedchat+ phrases. Apart from tricks, your doodle will react to pet phrases like “Good boy!” or “Here girl!” Another section your doodle will react to is the Compliment section. Phrases like “You rock!” or “You guys are great!” can help get your doodle excited. The best way to get your doodle excited is to simply scratch it. Donald’s Dreamland doodles will only require one scratch to be excited again, but you may want to scratch your doodle multiple times to get it really excited. If you want to train your tricks fast, your doodle must be excited. Spoiler: Chapter 5: Emotions Doodles also have emotions. These will be indicated by a balloon over a doodle’s head. If you have a really good doodle, you may never see some of these (I myself have only seen four of the nine). The emotions are: Love, Excitement, Confusion, Hunger, Tiredness, Anger, Loneliness, Boredom, and Sadness. · Love- indicated by a pink heart. This means your doodle is happy to see you and is affectionate towards you. Doodles can perform tricks while affectionate. · Excitement- indicated by an exclamation mark. This means your doodle is excited to see you and wants to play with you. This is the best emotion for doing tricks. · Confusion- indicated by a question mark. This only happens when your doodle fails to perform a trick and will revert back to the previous emotion in a few seconds. · Hunger- indicated by a chicken leg. This means your doodle is hungry, so you must feed him a jellybean for it to go away. Your doodle will not perform tricks while hungry. · Tiredness- indicated by a ZZZ cloud. This means your doodle is tired after performing a trick, and he will not do tricks while tired. Scratch or feed him to make it go away. · Anger- indicated by a gray cloud with lightning bolts. This means your doodle is angry at you. It is usually a result of being neglected or called bad things. Scratching him, feeding him, and apologizing to him will make it go away. · Loneliness- indicated by an icon of huddling doodles. The doodle has been left alone for too long and wants attention. Scratching and feeding him will make it disappear. · Boredom- indicated by an ellipsis. This means the doodle is not entertained. Scratching him, feeding him, and commanding him to do tricks will make it go away. · Sadness- indicated by a blue crying face. This means your doodle is sad. It is usually a result of being neglected or called bad things. Scratching and feeding your doodle will make the feeling disappear. Spoiler: Chapter 6: Training Tricks- Overview This is a very important part to a doodle. A doodle has the ability to learn seven tricks, six of which must be bought from the Cattlelog for 500 jellybeans. When you first obtain a trick, it will give a certain amount of laff. For example, Jump starts off with gaining 5 laff. If you multiply that number by two, it shows the amount of laff that trick will provide at max level. In order to level your trick up, your doodle must perform the trick successfully many times. When your doodle successfully executes a trick, one point will be added to your doodle’s trick bar. You can keep track of your doodle’s trick progress by opening the tab on the bottom left corner of the doodle interface. There you will see seven bars showing how many laff points each trick provides as well has how far you are to leveling up the trick. When the bar is filled, the laff that the trick provides will increase by one, and the bar will reset. The initial number of laff points a trick provides is the number of times you must fill the bar to max the trick. For example, Backflip initially provides 9 laff points, so you must fill the bar 9 times to reach the maximum amount of laff, 18. The seven tricks are: · Jump (5-10 laff) · Beg (6-12 laff) · Play Dead (7-14 laff) · Rollover (8-16 laff) · Backflip (9-18 laff) · Dance (10-20 laff) · Speak (11-22 laff) The tricks work like Unite! phrases. The amount of laff it provides is not split among the toons like Toonup; it provides that laff to all toons. That means that Speak (at max level, of course) is a better healer to a group of four than a bamboo cane is! Even though your doodle may have Rarely Confused or Rarely Tired, it will still get confused or tired. But the more you work on the trick, the less likely the doodle is to get confused or become tired while executing tricks. It will take a while, so be patient! Each trick has accuracies that scale according to how much laff the trick gives and how leveled the trick is. These accuracies also are affected by the doodle's current emotion. This is why it is important that your doodle be excited when training or going into battle; the accuracy of a trick drops drastically if a doodle is tired vs if it is excited. Here are two charts that I "borrowed" from https://toontownrewritten.fandom.com/wiki/Doodles that show doodle trick accuracy for positive emotions (excitement and love) and negative emotions (everything else) for each of the tricks and at each of their levels. Spoiler: Positive Emotions Spoiler: Negative Emotions Spoiler: Chapter 7: Training Tricks- Methods & Tips There are many different ways to go about training your doodle’s tricks. The most common way, obviously, is to go to your estate and train the trick there for an indefinite period of time, but there are other methods one can use to train doodle tricks, and you can decide for yourself which one you will use. In Toontown Rewritten, doodle trick points are not affected by invasions. I know. I’m sad about it too. Despite whatever you may read on another blog, invasions do not speed up your rate of training. This may have been the case in Toontown Online (I don’t know, I was a noob in TTO) but this certainly is not the case in Toontown Rewritten. I tested this on multiple occasions, and during my tests I calculated that it takes about 400 successful jumps to fill the Jump trick bar. This number is not constant throughout tricks; some bars require different numbers of tricks to fill. I will continue to test these to make sure I am not too far off from the true value (which is entirely possible). If anyone else wants to help me with this, I will tell you how I calculated it in chapter 8. Using a correlation I found, I determined that in order to max a particular trick, your doodle must successfully perform the trick 2000 times. The tricks per bar are listed below. · Jump: ~400 · Beg: ~333 · Play Dead: ~286 · Rollover: ~250 · Backflip: ~222 · Dance: ~200 · Speak: ~182 Building multipliers may or may not affect doodle trick points. I imagine that because doodles don’t double invasion points, they don’t get floor multiplier points either, but I haven’t verified this yet. It’s a lot more difficult to track the progress in a building. When I verify the information one way or the other I will let you know. Regardless of whether or not multipliers are in effect, I do not recommend training in a building (at least not early on). Save it for when your trick has already progressed quite a bit. Here’s why. 1. In your estate, you have the advantage of caring for your doodle. As stated in chapter 4, it is very important to keep your doodle excited if he is going to do tricks. A tired doodle will not do tricks (very rarely it does happen in battles but do not count on it). At your estate, you can scratch and feed your doodle to make it excited. You do not have this option in the streets and in buildings. 2. You won’t get enough tricks out of your doodle. At its initial level, a doodle can perform 1-2 tricks without getting tired. At the top of a building, you can get maybe 3 tricks out of your doodle before it gets tired. Once it gets tired, your doodle training is done. This segues perfectly into… 3. It’s less time-efficient. In the time it takes you to get to the top of a 5 story building (even in a tier 1 cog invasion), you can do more tricks at your estate. Then there’s the issue of gag usage and whatever else you use to solo. If you go with a group in a building, you should make sure your group is aware that you are training your doodle (so you don’t go down in history as that one noob who was training his noob doodle in a building). Since you can’t get a significant amount of points in a building, it’s easiest to train your doodle in your estate until it can do a good amount of tricks without getting tired before you take it into the buildings. But once your doodle gets to that level, feel free to hit the buildings. Maybe you can get your doodle to level up even faster there. Another trick I would highly advise is to train your doodle in a group. When I first got a doodle on my main account, I had to spend a fair amount of time getting my doodle to be excited via scratching or Speedchat phrases in between tricks. At some point, I decided to get doodles for all the other toons on that account. Perhaps it was a tad bit obsessive to get six doodles, but after doing so I noticed that training was going smoother. Specifically, it appeared that doodles get excited easier when in the presence of other doodles. Instead of having to waste time hunting down Friendly Speedchat phrases in between tricks, the doodles were spontaneously becoming excited after being tired, and even for a shorter period of time. Though I had made some significant progress on my main doodle, I found that this persisted across all of the doodles regardless of which trick I was training: the doodles were slipping out of being tired much quicker, making them ready to do another trick sooner. This made training a lot quicker as well; I stopped using the Friendly Speedchat phrases and the scratching feature and I just spammed whatever trick I was training. The doodles all trained it together and kept each other excited for longer. Spoiler: Chapter 8: My Calculations To all those reading this chapter, I hope that you are reviewing this because you would like to help me verify/refute my numbers stated in chapter 7. If not, that’s perfectly fine too. I would like for you guys to see how I determined these numbers. The first thing I did was determine the length of the trick bar in pixels. Because I wasn’t going to sit and count pixels, I took a screenshot of the bar, blew it up and counted in 10s. When I divided the bar into sections with a 10-pixel length, I got 11.8 sections, meaning the bar is 118 pixels long. The next thing I did was determine how many jumps it took to get the Jump bar to move up one pixel. When I counted, it alternated between 3 and 4 jumps, so I concluded that approximately 3.5 jumps were required to move the bar up one pixel. By multiplying the two, I determined that it took 413 successful jumps to max the trick bar from 5 laff to 6 laff. This number held true for the next set of jumps (from 6 laff to 7 laff). I also tested this when there was an invasion, and the tricks per pixel factor (that’s what I’m calling it: t/p factor) was still 3.5, which is why I said invasions do not affect doodle points. Shoutout to @Adorkable Mousie for gifting me Play Dead (one of my favorites), Beg, and Speak, which is what allowed me to calculate the next three t/p factors. I started with Play Dead. The trick bar is still 118 pixels long, obviously. But when I counted the number of successful “play deads” to make the bar move up one pixel, it fluctuated between 2 and 3 successful attempts. For this reason, I said the t/p factor is 2.5. By multiplying the factor by 118 pixels, I concluded that a doodle needs to successfully play dead approximately 295 times to max the bar. Because the number held true for Jump for the different levels, I am assuming that 2.5 is the constant t/p factor throughout all the Play Dead bars. When I calculated the t/p factor for Speak, I found that the doodle needed to successfully speak 1.6 times for the bar to move up one pixel. Multiplying this by 118 pixels got me a value of 189 successful attempts to max the Speak bar. Then I did the same thing for beg. I got a t/p factor of 2.9 (didn’t go out as much with this one, but I used some collected data as well as a correlation with the other numbers which I intend to share later), which allowed me to calculate that 354 successful Beg attempts are required to max the Beg bar. Because I did not sit and count every single successful attempt (for many reasons) I had to make some assumptions, which are stated below. If any of these assumptions turns out to be false, the numbers will change (some more drastically than others). · I assumed that the t/p factor does not change in the middle of the bar; I assumed it remained constant throughout the bar. · I assumed the leveling of the bar is constant and is not based on probability. (I have not completely ruled this one out, however. Sometimes I counted the bar and ended up with numbers that were twice the t/p factor. However, I assumed that they were from me missing the bar move up and were thus omitted from data.) · I assumed that every jump was counted, and that any lag during or after the trick did not hinder the progress of the bar. (Sometimes the bar would lag and not give a point when it was due, but the point would be given after the next attempt at a trick, success or fail). · I assumed that every pixel is equal to the set number of tricks (this is partially false. The first successful trick takes up 1-2 pixels. This would lower the total trick count, meaning that the number of tricks needed is actually slightly lower than stated above on the first bar only. Once the laff levels up one point, the t/p factor applies to every pixel). One correlation I noticed (that @Rookie confirmed) is that if you multiply the number of tricks to max a bar by the number of times you need to max a bar to max the trick, you get 2065. The four aforementioned tricks all followed this correlation, so I used it to determine the number of jumps per bar for the other numbers, which are stated in chapter 7. Because each trick requires 2065 successful tricks to max, no one trick will be maxed faster than another (not counting trick accuracy). EDIT: Other uncertainty factors regarding counting the number of tricks required to fill a bar yielded slightly overestimated numbers. Trick counts in the guide have been slightly decreased to match the 2000 total successful tricks required to match each doodle trick. Spoiler: Alternate Information So a while ago I stumbled upon this massive guide (which includes doodles. It can be found here) which goes into MUCH more detail explaining doodles, referencing the source code. In this section, I have compiled all information not included or different from mine. It takes 2000 tricks to max a doodle's trick completely, not 2065. Doodles gain no experience under Toons Hit SOS. General accuracies for tricks (assuming maxed tricks & positive moods): Jump = 0.97, Beg = 0.873, Play Dead = 0.776, Rollover = 0.679, Backflip = 0.582, Dance = 0.485, Speak = 0.388 (there's more but I have other stuff to do so I will return ) This guide is brought to you by Baby Quinoa and Couscous. Thanks for reading and hope this helps! Special shoutout to @Adorkable Mousie for gifting me Play Dead, Speak, and Beg! Shoutout to @Rookie for confirming some data!