Enemy
Block Tales Mosquito Swarm Enemy Guide
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.
Last updated: 2026-04-27
Quick Facts
| Type | Flying poison enemy |
|---|---|
| HP | 3 |
| Level | 9 |
| Attributes | Flying and Mobile. |
| Move | Poison Pierce. |
| Poison Pierce damage | Poison Pierce deals 2 damage. |
| Poison Pierce status | Poison Pierce applies Poison level 1 for two turns. |
| Self-heal | Poison Pierce heals Mosquito Swarm by the damage it dealt. |
| Locations | Plainstown, Rugged Rainforest, and Pit floors 22, 24, and 25. |
| Drops | Papaya, Mango, Pineapple, Jackfruit, Orange, Chocolate Ice Cream, Tickle Stick, and Free Poison are listed drops. |
| Free Poison drop | Free Poison is listed at 1%. |
| Supreme Mosquito note | Supreme Mosquito can call for Mosquito Swarm during the optional boss route. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Mosquito Swarm facts that matter
Mosquito Swarm has only 3 HP, but Poison Pierce makes the fight feel bigger than that. The hit deals damage, adds Poison, and heals the swarm by the damage dealt.
That means a sloppy turn is not just lost HP. It can also undo the damage you already put in.
- Use attacks that can hit Flying enemies.
- Clear it before Poison Pierce repeats.
- Do not let self-heal drag a 3 HP enemy into a long fight.
- Bring Cure or poison planning if the route already feels tight.
Poison Pierce and route drain
Poison Pierce is annoying because it attacks two resources at once. You lose HP from the hit, then poison keeps ticking if you do not answer it.
If the route is already full of poison enemies, do not save Cure for a perfect moment that never comes. Use it when the next few rooms would make the poison cost worse.
- A fast clear is often better than trying to outlast the heal.
- Do not waste grounded sword turns into Flying.
- Use status tools only if they prevent another Poison Pierce.
- Farm the 1% Free Poison drop after the route is safe.
Mosquito Swarm compared with Flying Mantis
Both are low-HP Flying enemies. Flying Mantis mostly checks reach. Mosquito Swarm checks reach, poison management, and whether your damage is fast enough to beat the heal.
In practical routing, Mosquito Swarm deserves higher priority when the party is already poisoned or low.
- Mosquito Swarm: 3 HP, Poison Pierce, self-heal.
- Flying Mantis: 4 HP and 3 damage Pinch.
- Toxic Dartman: poison pressure through multi-hit darts.
- Supreme Mosquito: optional boss that can make swarms matter more.
FAQ
How much HP does Mosquito Swarm have?
Mosquito Swarm has 3 HP.
What makes Poison Pierce dangerous?
It deals 2 damage, applies Poison level 1 for two turns, and heals Mosquito Swarm by the damage dealt.
Can Mosquito Swarm drop Free Poison?
Yes. Free Poison is listed at 1%, so it is a better cleanup farm than first-clear plan.
Should I clear Mosquito Swarm before bigger enemies?
Often yes, especially if poison would force item use or if its self-heal is making the fight longer.
Related Pages
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.
Location
Rugged Rainforest
Block Tales Rugged Rainforest is the heavy Chapter 2 route before Griefer's Crib. It connects Komodo Dragon, Rocket Boots, Bigfoot, SP+ at Rugged Rainforest [19], poison pressure, and the resource checks that decide whether the final Chapter 2 chain is stable.
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.
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.
Card
Cure
Block Tales Cure is a 2 BP action card that costs 2 SP and heals 5 HP to yourself or an ally. It is useful when a route keeps forcing recovery turns, especially in party play or status-heavy chapters. Cure is bought from Desna for 120 TIX and Tai for 150 TIX. Pre-Demo 5 data listed a max stack of 5, with 2 obtainable copies. Use Cure before low HP becomes unrecoverable. Do not rely on it as your only survival plan if the build cannot afford the SP or if enemies can punish the heal turn.
Boss
Supreme Mosquito
Block Tales Supreme Mosquito is an optional Chapter 2 superboss in the Mosquito Nest with 60 HP, Flying, level 91, Call for Help, Double Pierce, and Poison Pierce. The fight requires Iron Sword route access and rewards Alternate Reality plus the Investor card.
Enemy
Flying Mantis
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.
Guide
Status Effects Guide
Block Tales Status Effects Guide focuses on what changes a turn, not on memorizing every icon. Status effects appear in battle with duration and level when applicable. Some protect, some debuff, and some steal tempo. Frozen is the early warning sign because Cruel King can apply it for 1 turn and stop the action you planned next. Fine can block status ailments for a short window. Burn, Freeze, and Poison enchants can come from card effects. The key decision is simple: remove, prevent, or race the effect before it costs more than the turn spent answering it.