Enemy
Block Tales Ant Army Enemy Guide
Block Tales Ant Army is a 2 HP Mobile enemy from Caves with Munch, Call for Help, a Munch > Munch > Call for Help pattern, and a Free Ice drop at 1.2%. The danger is not the 1 damage bite. It is letting a tiny enemy spend a third turn adding another body while you save SP for no reason.
Last updated: 2026-04-27
Quick Facts
| Type | Small Mobile enemy |
|---|---|
| HP | 2 |
| Level | 7 |
| Attribute | Mobile |
| Moves | Munch and Call for Help. |
| Munch damage | Munch deals 1 damage. |
| Attack pattern | Munch > Munch > Call for Help > repeat. |
| Locations | Caves and Pit floors 11, 12, and 25. |
| Drops | Worm, Hot Chocolate, Cheezburger, Dizzy Dial, Ice Storm, Free Ice, Taco, and Strawberry Ice Cream are listed drops. |
| Free Ice drop | Free Ice is listed at 1.2%. |
| Route risk | The third turn matters because Call for Help can turn one small target into a longer fight. |
| Best answer | Spend a clean low-cost hit before the summon turn instead of hoarding SP blindly. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Ant Army facts that matter
Ant Army looks harmless because it has only 2 HP. That is exactly why players misplay it. They leave it alive while hitting something sturdier, then the third turn arrives and Call for Help adds another Ant Army.
The practical rule is simple: if an Ant Army is close to its summon turn, clear it. Spending one small action now is cheaper than letting the encounter grow.
- Munch is only 1 damage, but it buys time for Call for Help.
- Do not use expensive SP unless it prevents a summon or clears several targets.
- Linebounce is reasonable when the fight already has multiple bodies.
- Free Ice farming is cleanup work, not first-clear prep.
Caves route and summon timing
In Caves, Ant Army usually appears while the player is still learning how quickly small mistakes snowball. If you take two Munches and then let the summon happen, the fight stops being a small enemy check.
When several enemies are on screen, count what extends the fight. A support summon is often more annoying than one extra point of damage.
- Clear Ant Army before its third action when possible.
- Use basic attacks if they finish the 2 HP cleanly.
- Save items for route recovery, not tiny enemy panic.
- Treat Mobile timing as a reason to play clean, not a reason to overreact.
Ant Army compared with Devious Rat
Ant Army and Devious Rat both create low-number pressure, but they punish different habits. Devious Rat chips you down with Mobile turns. Ant Army punishes delay by bringing help.
If both are present, the better first target is the one about to extend the fight. That is usually Ant Army once the pattern is near Call for Help.
- Ant Army: stop the summon turn.
- Devious Rat: stop repeated Mobile chip.
- Smugupine: avoid careless contact into Spiky.
- Cultist Noob: stop healing before it erases damage.
FAQ
How much HP does Ant Army have?
Ant Army has 2 HP.
When does Ant Army call another enemy?
Its listed pattern is Munch, Munch, then Call for Help, repeating after that.
Should I farm Free Ice from Ant Army?
Only after the route is comfortable. Free Ice is listed at 1.2%, so farming it during a first Caves clear is usually a bad trade.
What is the clean way to fight Ant Army?
Kill it before the summon turn if it is about to act for the third time. A cheap finishing hit is better than letting the enemy count grow.
Related Pages
Location
Caves
Block Tales Caves is an early Chapter 1 route where Ball timing, route tools, and card pickups start mattering. Current reviewed data ties HP+ to Caves [1], Fireball to Caves [3], and Linebounce to a Caves pedestal, making the area more than a simple transition before Roadtown.
Chapter
Chapter 1
Block Tales Chapter 1, Storming the Castle, runs from the Caves into Roadtown, Snowy Thicket, and Blackrock Castle. The chapter teaches Ball, Dynamite, keys, dungeon routing, and ends with Cruel King and the Ice Dagger.
Enemy
Devious Rat
Block Tales Devious Rat is a 3 HP Mobile enemy with Munch, level 7, Cave and Pit appearances, and a Free Ice drop at 1.2%. Munch deals 1 damage. The enemy is not a wall, but repeated small hits can drain routes when players ignore Mobile timing or chase drops too early.
Enemy
Smugupine
Block Tales Smugupine is a 3 HP Spiky enemy with Pierce, level 7, and Porcu-Pain. Porcu-Pain deals 2 damage and pierces Defense. It appears in Cave and Pit Floor 11, so it works as an early reminder that contact habits and defense plans can fail against the wrong enemy rule.
Card
Free Ice
Block Tales Free Ice is a 1 BP action card that costs 1 SP and gives Enchant: Ice level 1 for the next attack. It is found on Pit Floor [20], sold by Banished Knight for 150 TIX, and can drop from several Chapter 1 enemies at 1.2%.
Card
Linebounce
Block Tales Linebounce is the early Ball card for rooms with several enemies. It costs 1 BP and 2 SP, comes from the Caves, and keeps bouncing only if each action command lands, which makes it strong but easy to waste.
Guide
Action Commands Guide
Block Tales Action Commands Guide is about timing under pressure, not just pressing buttons faster. Early cards make this obvious. Power Stab deals better damage when the command lands, while a missed early Power Stab falls back to weaker damage. Linebounce keeps going only if each command succeeds. Ante Up raises damage but makes commands harsher and can turn misses into zero damage. Use low-risk enemies to practice before boss attempts. If timing falls apart when HP is low, fix survival first instead of adding more risky damage.
Guide
Beginner Guide
Block Tales Beginner Guide is for players who just reached the first real routes and keep losing HP, SP, or turns without knowing why. Start by learning normal Sword and Ball timing, then add Power Stab for single targets and Linebounce when enemy count becomes the problem. Chapter 1 checks whether you can save SP through Caves, Roadtown, Snowy Thicket, and Blackrock Castle before Cruel King. Do not spend every item fixing small mistakes. Use healing plates, count whether a card changes the turn count, and keep one recovery plan for boss rooms.