Block Tales All Enemies — Enemy Database & Bestiary

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.

TL;DR — Block Tales Enemy List at a Glance

Block Tales Enemy Database

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

Banished Knight

Elite

Chapter 1 Blackrock Castle

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

Spiky Killbot

Normal

Chapter 1 Snowy Thicket / Blackrock Castle

HP
DEF
EXP / drops

Attacks: Contact spike damage, patrol charge

Counter / weakness: Reduce enemy actions first; Power Stab confirmed windows

Sentient Statue

Elite

Chapter 1 Blackrock Castle

HP
DEF
EXP / drops

Attacks: Boss-sized single hits

Counter / weakness: Split one defender, one attacker; survive without burning the bag

Cruel King

Boss

Chapter 1 Blackrock Castle throne room

HP
85
DEF
5
EXP / drops
Chapter 1 completion

Attacks: Phase 2 ground slam (~1.4s wind-up), sword raise

Counter / weakness: Watch the orange ground tell; alternate guard / setup / burst turns

Komodo Dragon

Elite

Chapter 2 Rugged Rainforest

HP
DEF
EXP / drops

Attacks: Poison bite, phase change near ~40% HP

Counter / weakness: Feel Fine status prevention beats post-tick healing

Griefer

Normal

Chapter 2 Rugged Rainforest

HP
DEF
EXP / drops

Attacks: Aggressive pace pressure, baiting attacks

Counter / weakness: Keep the plan boring: block, pressure, do not chase the bait

Bigfoot

Elite

Chapter 2 Mango Tree / savannah

HP
DEF
EXP / drops

Attacks: Heavy melee, pace-break swings

Counter / weakness: Refill at the savannah crates before the fight; assign a healer

Bubonic Plant

Boss

Chapter 2 Rainforest arena

HP
170
DEF
8
EXP / drops
Chapter 2 completion

Attacks: Poison, add waves, transformation phase

Counter / weakness: Feel Fine + Cure clear status before the transform; 3-player stabilises

Supreme Mosquito

Boss

Chapter 2 Rainforest (optional)

HP
DEF
EXP / drops
Investor card, badge

Attacks: Drain hits, tougher endurance check

Counter / weakness: Optional superboss — fight after the story clear; rewards the Investor card

Turkey

Normal

Chapter 3 Telamon manor / quest route

HP
DEF
EXP / drops
Item drop

Attacks: Tempo and quest-check hits

Counter / weakness: Route discipline; predictable item-drop window

Slasher

Elite

Chapter 3 Telamon manor

HP
DEF
EXP / drops

Attacks: Sharp burst hits that punish panic

Counter / weakness: Enter with full resources; do not swap cards after every hit

Greed

Elite

Chapter 3 Dream World

HP
DEF
EXP / drops

Attacks: Punishes overreach

Counter / weakness: Stop chasing greedy turns; clear as a Dream World warm-up

Sorrow

Elite

Chapter 3 Dream World

HP
DEF
EXP / drops

Attacks: Punishes weak recovery planning

Counter / weakness: Bring recovery before damage; clear before Fear and Hatred

Fear

Elite

Chapter 3 Fear Forest / Dream World

HP
DEF
EXP / drops

Attacks: Punishes blind following; forest navigation pressure

Counter / weakness: Question the path the encounter pushes you toward (usually right, not left)

Ghostwalker

Normal

Chapter 3 Telamon manor

HP
DEF
EXP / drops

Attacks: Manor patrol hits

Counter / weakness: Match the card to the mechanic; do not over-clear the manor

VLAD

Elite

Chapter 3 Manor (hidden badge path)

HP
DEF
EXP / drops
Badge ("So it is true...")

Attacks: Vampiric pressure

Counter / weakness: Garlic item routing unlocks the "So it is true..." badge path

Hatred

Boss

Chapter 3 Dream World finale

HP
280
DEF
12
EXP / drops
Chapter 3 completion

Attacks: Endurance pressure that punishes the exhausted

Counter / weakness: Prayer + SP Wire + Bodyguard; judged by recovery after a bad block chain

Opticus

Boss

Chapter 3 Demo 5 route

HP
340
DEF
14
EXP / drops
Lens Fragment, ~80-120 BP, chance at Free Ice card

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

The Great Flocci

Elite

Chapter 4 Ancient Tomb

HP
DEF
EXP / drops

Attacks: Drawn-out endurance pressure

Counter / weakness: Endurance signal — tune the build here before pushing to the temple

Temple Guardian

Elite

Chapter 4 Excavation temple

HP
DEF
EXP / drops

Attacks: Side hands change action economy; central body

Counter / weakness: Control the hands first; do not tunnel the center body

Captain Trotter

Elite

Chapter 4 Temple summit approach

HP
DEF
EXP / drops

Attacks: Sudden-wipe pressure on overconfident parties

Counter / weakness: Keep Charge DEF ready; hold an SP reserve for the back half

The Ancients

Boss

Chapter 4 Firebrand finale

HP
420
DEF
16
EXP / drops
Chapter 4 completion (Firebrand)

Attacks: Multi-role pressure that collapses single-role decks

Counter / weakness: Four-player role separation: defender, support, two damage; Aggressor only with real support

Finn McCool

Boss

Chapter 4 Chapter 4 (optional superboss)

HP
DEF
EXP / drops
Aggressor card, badge

Attacks: Hard optional check above the story route

Counter / weakness: Attempt after a stable Ancients clear; rewards the Aggressor card

The Magnificent

Elite

Chapter 5 Wizard Tower

HP
DEF
EXP / drops

Attacks: Scripted-feeling pressure that shifts after several turns

Counter / weakness: Warm-up fight — avoid spending premium recovery; make cheap mistakes

Reginald

Boss

Chapter 5 Redcliff / Trinity Castle

HP
DEF
EXP / drops

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

Azuri

Boss

Chapter 5 Trinity Castle

HP
DEF
EXP / drops

Attacks: Trio-fight pressure alongside Reginald and Robur

Counter / weakness: Target discipline — do not split damage for style

Robur

Boss

Chapter 5 Trinity Castle

HP
DEF
EXP / drops

Attacks: Trio-fight pressure alongside Reginald and Azuri

Counter / weakness: Reduce the source of next-turn pressure before chasing the loudest target

Frostmaw

Boss

Chapter 5 Trinity Castle finale

HP
580
DEF
20
EXP / drops
Chapter 5 completion

Attacks: Large turns; Cassie becomes the fail condition

Counter / weakness: Prayer, Cure, Bodyguard, Charge DEF protect Cassie before any damage plan

Mutant

Boss

Chapter 5 Telamon Manor basement (optional)

HP
820
DEF
24
EXP / drops
Badge

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

How Enemy Tiers Scale: Normal vs Elite vs Boss

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.

FAQ

How many enemies are in Block Tales?

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.

What is the difference between an elite and a boss in Block Tales?

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.

Why are most enemy HP values shown as a dash?

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.

Which Block Tales enemies are optional?

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.

What is the hardest enemy in Block Tales?

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.