Enemy

Block Tales Bandit Enemy Guide

Block Tales Bandit is a 7 HP Chapter 3 enemy with Bat Swing, Speed Up, Fast turns, Bizville Train encounters, and Bloxy Cola drops. The fight punishes slow cleanup because Speed Up turns a routine enemy into repeated 5 damage swings.

Last updated: 2026-04-27

Bandit enemy guide image for Block Tales Wiki
Bandit reference image for the enemies section.

Quick Facts

TypeChapter 3 humanoid enemy
HP7
Level14
AttributesNone.
MovesBat Swing and Speed Up.
Bat Swing damageBat Swing deals 5 damage.
Speed Up effectSpeed Up gives Bandit Fast level 1 for three turns.
Attack patternBat Swing > Bat Swing > Speed Up > Bat Swing > repeat.
Fast behaviorExtra turns from Fast use Bat Swing.
LocationsBizville Train and Pit floor 31.
DropsBloxy Cola, Mr Batty, Applesauce, Glue, Slateskin Potion, Cherry Bomb, Orange Juice, and Pie are listed drops.
Bloxy Cola dropBloxy Cola is listed at 22.2%.
Route lessonA Speed Up turn should change target priority.
Reviewed factsChecked against current community wiki data on 2026-04-27.

Block Tales Bandit facts that matter

Bandit is not scary because the pattern is mysterious. It is scary because 5 damage Bat Swing becomes more expensive once Speed Up starts feeding extra turns.

If Bandit has already sped up, the fight needs to end or stabilize. Waiting one more round can cost more HP than the enemy deserves.

  • Treat Speed Up as a real warning.
  • Guard Bat Swing consistently.
  • Use focused damage before Fast turns stack value.
  • Do not farm Bloxy Cola during an unstable Chapter 3 route.

Bizville Train route pressure

Bizville Train fights can feel cramped because Bandit does not need many turns to hurt. A missed guard, then Speed Up, then another Bat Swing is enough to push you into food.

The better play is to decide early whether Bandit is the first target. If you cannot kill it quickly, at least plan around the Speed Up turn instead of reacting late.

  • Count the third action as the Speed Up turn.
  • Spend SP if it prevents a Fast Bat Swing cycle.
  • Save Orange Juice or Pie drops as lucky route value, not expected planning.
  • Compare HP before using Cheezburger or Apple.

Bandit compared with Helmet Bandit

Bandit is straightforward damage plus speed. Helmet Bandit is an armor check with 4 Defense, Ball Weakness, Mobile, and Dizzy on contact.

That means normal damage works better on Bandit than on Helmet Bandit. Do not burn strong attacks on the wrong target just because both share the same route.

  • Bandit: stop Speed Up and Bat Swing pressure.
  • Big Bandit: bigger setup and heavy hits.
  • Helmet Bandit: Ball Weakness and high Defense.
  • Zombie: charged burst timing after the train route.

FAQ

What does Bandit Speed Up do?

Speed Up gives Bandit Fast level 1 for three turns, and the extra turns use Bat Swing.

How much damage does Bat Swing deal?

Bat Swing deals 5 damage.

Can Bandit drop Bloxy Cola?

Yes. Bloxy Cola is listed at 22.2%, but it is better treated as route value than something to grind mid-story.

When should I focus Bandit first?

Focus it when Speed Up is close or active. If another enemy is about to land a worse setup, compare the next turn rather than the enemy names.

Related Pages

Chapter 3 chapter guide image for Block Tales Wiki

Chapter

Chapter 3

Block Tales Chapter 3 is now listed as The Harrowing Home, with All Hallow's Eve noted as its older name. It released on October 21, 2024 and starts after Venomshank, when Shedletsky sends the player toward Telamon's Manor and the Ghostwalker. The route uses Bizville Railways, a train segment, Spooksville, Cemetery, Telamon's Manor, Catacombs, and Dream World. Sword Toss becomes important because flying enemies and target choice start mattering more. The chapter has many boss checks, including Slasher and the emotion fights, so save recovery for the long haunted stretch.

Bloxy Cola item guide image for Block Tales Wiki

Item

Bloxy Cola

Block Tales Bloxy Cola is a 5 SP recovery item sold by several shops, found in early overworld spots, and dropped by enemies such as Bandit, Big Bandit, Helmet Bandit, and Zombie. It is best spent when the extra SP turns into a concrete card action, not just because the bar is half empty.

Cheezburger item guide image for Block Tales Wiki

Item

Cheezburger

Block Tales Cheezburger is a 5 HP recovery item sold by several shops, found in early routes, and dropped by Chapter 1 enemies. In battle, using it at full HP grants 1 SP and does not consume it, which makes it more flexible than a plain small heal.

Power Stab card guide image for Block Tales Wiki

Card

Power Stab

Block Tales Power Stab is the first real SP check for sword builds. It costs 0 BP and 2 SP, adds 1 damage over a normal Sword hit, and rewards players who can land the tighter action command instead of spending turns on plain attacks.

Linebounce card guide image for Block Tales Wiki

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.

Big Bandit enemy guide image for Block Tales Wiki

Enemy

Big Bandit

Block Tales Big Bandit is an 8 HP, 1 Defense Chapter 3 enemy with Growth, Big Punch, Smackdown, Bizville Train encounters, and Bloxy Cola drops. Growth makes the fight slower and heavier, so weak chip attacks become a bad trade.

Helmet Bandit enemy guide image for Block Tales Wiki

Enemy

Helmet Bandit

Block Tales Helmet Bandit is a 6 HP, 4 Defense Chapter 3 enemy with Ball Weakness, Mobile, Headbash, Quick Headbash, Dizzy pressure, Bizville Train encounters, and Bloxy Cola drops. The page's lesson is simple: use the weakness, because normal chip into 4 Defense is miserable.

Action Commands Guide guide guide image for Block Tales Wiki

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.