Enemy

Block Tales Flying Mantis Enemy Guide

Block Tales Flying Mantis is a 4 HP Flying and Mobile Chapter 2 enemy with Pinch, level 9, Plainstown and Pit appearances, and a Free Poison drop at 1%. It is not bulky, but it punishes players who reach Chapter 2 without a steady answer to airborne enemies.

Last updated: 2026-04-27

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

Quick Facts

TypeChapter 2 Flying enemy
HP4
Level9
AttributesFlying and Mobile.
MovePinch.
Pinch damagePinch deals 3 damage.
LocationsPlainstown and Pit floors 21, 23, and 25.
DropsPapaya, Mango, Pineapple, Jackfruit, Orange, Chocolate Ice Cream, Tickle Stick, and Free Poison are listed drops.
Free Poison dropFree Poison is listed at 1%.
Confusion noteCurrent data lists Confusion at 0% while most other listed status PROCs are 100%.
Route lessonFlying coverage remains important after Chapter 1.
Farming noteA 1% Free Poison drop is better for cleanup than first-clear preparation.
Reviewed factsChecked against current community wiki data on 2026-04-27.

Block Tales Flying Mantis facts that matter

Flying Mantis is the kind of enemy that should be easy if your build is honest. Four HP is low, but Flying and Mobile make lazy grounded plans feel bad.

Pinch deals 3 damage, so one missed reach check can cost more than the enemy's HP total suggests.

  • Use attacks that can hit Flying targets.
  • Do not waste a sword turn unless the move can reach.
  • Clear it before repeated Pinch damage drains the route.
  • Treat Free Poison as a cleanup drop, not a reason to grind early.

Plainstown route and Free Poison

Plainstown is where Chapter 2 starts asking for more status planning, and Flying Mantis sits right at that intersection. It can drop Free Poison, but the fight itself is mostly a coverage test.

If you are already short on HP or SP, farming a 1% drop here is a poor use of time. Buy or plan around Free Poison later unless the route is already comfortable.

  • Bring a ranged or Ball-side answer.
  • Do not let a 3 damage Pinch happen because you chose the wrong target.
  • Farm only after you can clear the route without item loss.
  • Compare this page with Mosquito Swarm before poison-route cleanup.

Flying Mantis compared with Mosquito Swarm

Flying Mantis is a simple airborne hitter. Mosquito Swarm is much nastier because Poison Pierce both poisons and heals it by the damage dealt.

That comparison matters for target priority. If both are in the wider route plan, save the careful status answer for the enemy that can undo your damage.

  • Flying Mantis: 4 HP and 3 damage Pinch.
  • Mosquito Swarm: 3 HP, Poison Pierce, and self-heal.
  • Cheeky Eagle: earlier version of the Flying lesson.
  • Free Poison: useful after the route is stable.

FAQ

How much damage does Flying Mantis Pinch do?

Pinch deals 3 damage.

Where is Flying Mantis found?

Current data lists Plainstown and Pit floors 21, 23, and 25.

Can Flying Mantis drop Free Poison?

Yes. Free Poison is listed at 1%, but it is usually a cleanup farm rather than first-clear prep.

What should I bring against Flying Mantis?

Bring a reliable anti-air option such as a Ball-side attack or another move that can hit Flying enemies.

Related Pages

Plainstown location guide image for Block Tales Wiki

Location

Plainstown

Block Tales Plainstown is the Chapter 2 landing and staging area after the airport route. It sits before Savannah, Ant Hill, Turitopulis, Rugged Rainforest, and Griefer's Crib, so it is the point to reset items and status answers before the poison route gets serious.

Chapter 2 chapter guide image for Block Tales Wiki

Chapter

Chapter 2

Block Tales Chapter 2 is A Toxic Time, released on July 6, 2024. It starts after Cruel King and the Ice Dagger, then sends the player through Roblox HQ Basement, the airport route, Plainstown, Savannah, Ant Hill, Turitopulis Forest, Rugged Rainforest, and Griefer's Crib. The chapter adds a heavier poison and jungle route feel, with Komodo Dragon, Bigfoot, Griefer, Bubonic Plant, and optional Supreme Mosquito in the boss set. Bring Cure or another status answer before the route starts draining items. Chapter 2 rewards players who conserve SP before the long jungle stretch.

Free Poison card guide image for Block Tales Wiki

Card

Free Poison

Block Tales Free Poison is a 1 BP action card that costs 1 SP and gives Enchant: Poison level 1 for the next attack. It is sold by Amber and Banished Knight for 100 TIX, stacks up to 5, and can drop from poison-route enemies.

Sword Toss card guide image for Block Tales Wiki

Card

Sword Toss

Block Tales Sword Toss is a 1 BP Sword action card that costs 1 SP and turns Sword into a ranged attack. Its real value is not raw damage. It lets you choose any enemy and hit Flying targets while keeping the same damage and action command as a regular Sword. That makes it worth equipping when Chapter 3 or later fights waste turns with airborne or priority enemies. It is not worth spending SP when a normal Sword hit already reaches the target. Treat it as coverage, not a main damage upgrade.

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.

Cheeky Eagle enemy guide image for Block Tales Wiki

Enemy

Cheeky Eagle

Block Tales Cheeky Eagle is a 4 HP Flying and Mobile enemy with Strike, level 8, Snowy Thicket and Savannah appearances, and a Snowball drop at 1.5%. Its main lesson is coverage: sword-only habits waste turns when the enemy is in the air.

Mosquito Swarm enemy guide image for Block Tales Wiki

Enemy

Mosquito Swarm

Block Tales Mosquito Swarm is a 3 HP Flying and Mobile Chapter 2 enemy with Poison Pierce, level 9, Plainstown and Rugged Rainforest encounters, and a Free Poison drop at 1%. Poison Pierce deals damage, poisons, and heals the swarm, so slow play can erase your progress.

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.