Banished Knight
Elite- HP
- —
- DEF
- —
- EXP / drops
- BP (~120 at Lv.8)
Attacks: Two-hit sword chain
Counter / weakness: Remove first if paired; punish the recovery gap between his swings
Every Block Tales enemy I can name with confidence, from Chapter 1 Killbots to the Chapter 5 Mutant superboss, in one searchable bestiary. Each entry lists the chapter, the route area, what it does, and how to counter it. Where the game hides a number — which is most enemy HP — this page says so instead of guessing. Last updated 2026-06-02.
Search every Block Tales enemy by name, area, or attack, then filter by chapter or by type (normal, elite, or boss). This is a real client-side bestiary: type and the grid narrows with no page reload. Disable JavaScript and the full 29-enemy list still renders below — the data lives on the page, not behind a script. HP and DEF are shown only for the seven main and optional bosses where the damage model is known; everything else honestly reads “—” because the game does not display those numbers and they have not been datamined.
Showing 29 of 29 enemies
Attacks: Two-hit sword chain
Counter / weakness: Remove first if paired; punish the recovery gap between his swings
Attacks: Contact spike damage, patrol charge
Counter / weakness: Reduce enemy actions first; Power Stab confirmed windows
Attacks: Boss-sized single hits
Counter / weakness: Split one defender, one attacker; survive without burning the bag
Attacks: Phase 2 ground slam (~1.4s wind-up), sword raise
Counter / weakness: Watch the orange ground tell; alternate guard / setup / burst turns
Attacks: Poison bite, phase change near ~40% HP
Counter / weakness: Feel Fine status prevention beats post-tick healing
Attacks: Aggressive pace pressure, baiting attacks
Counter / weakness: Keep the plan boring: block, pressure, do not chase the bait
Attacks: Heavy melee, pace-break swings
Counter / weakness: Refill at the savannah crates before the fight; assign a healer
Attacks: Poison, add waves, transformation phase
Counter / weakness: Feel Fine + Cure clear status before the transform; 3-player stabilises
Attacks: Drain hits, tougher endurance check
Counter / weakness: Optional superboss — fight after the story clear; rewards the Investor card
Attacks: Tempo and quest-check hits
Counter / weakness: Route discipline; predictable item-drop window
Attacks: Sharp burst hits that punish panic
Counter / weakness: Enter with full resources; do not swap cards after every hit
Attacks: Punishes overreach
Counter / weakness: Stop chasing greedy turns; clear as a Dream World warm-up
Attacks: Punishes weak recovery planning
Counter / weakness: Bring recovery before damage; clear before Fear and Hatred
Attacks: Punishes blind following; forest navigation pressure
Counter / weakness: Question the path the encounter pushes you toward (usually right, not left)
Attacks: Manor patrol hits
Counter / weakness: Match the card to the mechanic; do not over-clear the manor
Attacks: Vampiric pressure
Counter / weakness: Garlic item routing unlocks the "So it is true..." badge path
Attacks: Endurance pressure that punishes the exhausted
Counter / weakness: Prayer + SP Wire + Bodyguard; judged by recovery after a bad block chain
Attacks: Eye Sweep melee, Eye Beam (Phase 2), Cyclops Stare (Phase 3), blind status
Counter / weakness: Power Shot ranged safety; Charge DEF the Cyclops Stare; Feel Fine vs blind
Attacks: Drawn-out endurance pressure
Counter / weakness: Endurance signal — tune the build here before pushing to the temple
Attacks: Side hands change action economy; central body
Counter / weakness: Control the hands first; do not tunnel the center body
Attacks: Sudden-wipe pressure on overconfident parties
Counter / weakness: Keep Charge DEF ready; hold an SP reserve for the back half
Attacks: Multi-role pressure that collapses single-role decks
Counter / weakness: Four-player role separation: defender, support, two damage; Aggressor only with real support
Attacks: Hard optional check above the story route
Counter / weakness: Attempt after a stable Ancients clear; rewards the Aggressor card
Attacks: Scripted-feeling pressure that shifts after several turns
Counter / weakness: Warm-up fight — avoid spending premium recovery; make cheap mistakes
Attacks: First real Chapter 5 build check; trio pressure in Trinity Castle
Counter / weakness: One defender, one healer, simple damage plan; reduce action economy first
Attacks: Trio-fight pressure alongside Reginald and Robur
Counter / weakness: Target discipline — do not split damage for style
Attacks: Trio-fight pressure alongside Reginald and Azuri
Counter / weakness: Reduce the source of next-turn pressure before chasing the loudest target
Attacks: Large turns; Cassie becomes the fail condition
Counter / weakness: Prayer, Cure, Bodyguard, Charge DEF protect Cassie before any damage plan
Attacks: Optional superboss; longest resource test in the game
Counter / weakness: Feel Fine + Free Ice + Prayer package; unlocked via the Brigand Sword / Red Room route
No enemy matches that search. Try a single word like “boss” or clear the filters.
Block Tales does not scale enemies with a single difficulty slider. Each tier asks a different question, and reading which question an enemy is asking is more useful than its raw HP. Normal enemies — the Killbot patrols, Ghostwalker packs, rainforest fillers — exist to drain a sloppy party between checkpoints. Individually they are harmless; the danger is letting their combined actions chip you down before the real fight. The counter is action economy: remove the lowest-health target first so the enemy side gets fewer turns next round.
Elites and mini-bosses sit on the route but hit like checkpoints. Sentient Statue, Komodo Dragon, the Great Flocci, and Temple Guardian each test one specific deck weakness — survival without burning the bag, status prevention, endurance, and target priority respectively. They are signals, not walls: if an elite drains all your recovery, that is the game telling you to tune the build before the chapter boss, not to brute-force forward.
Bosses change the win condition. A chapter boss has phases, an arena, and a completion reward, and the strongest ones move the goalposts away from raw damage. Frostmaw is the clearest example — the fight is not a damage race, it is a Cassie-protection race, which is why Bodyguard and Charge DEF outrank stronger-looking attacks there but not against Bubonic Plant. The optional superbosses (Supreme Mosquito, Finn McCool, Mutant) push that even further: they are resource tests gated behind side routes, best attempted only after the story plan already works. For the full danger-turn breakdown of any named boss, the boss strategies page covers the phase timing this bestiary only summarises, and the cards and builds calculator scores your deck against a chapter target before you walk in.
This bestiary documents 29 confirmed Block Tales enemies that appear across Chapters 1-5: 4 standard enemies, 13 elites and mini-bosses, and 12 chapter bosses or optional superbosses. The Demo 5 patch notes report 26 enemies in the Chapter 5 content alone, so the full game roster is larger; this page only lists enemies it can name with confidence rather than padding the count.
A boss is a chapter gate (or a named optional superboss) with its own arena, phases, and a completion reward — Cruel King, Bubonic Plant, Hatred, The Ancients, and Frostmaw are the five story bosses. An elite is a tougher-than-normal encounter that still sits on the route, like Sentient Statue, Komodo Dragon, Temple Guardian, or the Dream World emotions. Normal enemies are the patrol packs you clear between checkpoints.
Block Tales does not display exact enemy HP during combat, and most numbers have not been datamined. Showing a dash is the honest answer. The only HP and DEF figures on this page are the seven main and optional bosses (Cruel King through Mutant), which are community-derived from observed hit counts and cross-checked on the damage calculator — and even those are labelled as estimates.
Supreme Mosquito (Chapter 2, rewards Investor), Finn McCool (Chapter 4, rewards Aggressor), and Mutant (Chapter 5, behind the Telamon Manor basement route) are the named optional superbosses. They are not required to finish the story, but their card and badge rewards matter for build players.
Among datamined values, Mutant has the highest effective HP-times-DEF product (~820 HP, ~24 DEF), which is why it is the standard benchmark for a fully optimised damage build. Frostmaw is the hardest required fight because the Cassie survival condition can end the run even when your own HP looks safe.