Enemy
Block Tales Snory Bear Enemy Guide
Block Tales Snory Bear is an 8 HP, 1 Defense Chapter 1 enemy with Swipe, Fall Asleep, Sleep self-healing, Snowy Thicket route pressure, and a Free Ice drop at 1.2%. The fight asks you to decide whether to burst through the bear now or let Sleep turns undo your damage.
Last updated: 2026-04-27
Quick Facts
| Type | Chapter 1 heavy enemy |
|---|---|
| HP | 8 |
| Defense | 1 |
| Level | 8 |
| Attributes | None. |
| Moves | Swipe and Fall Asleep. |
| Swipe damage | Swipe deals 5 damage. |
| Fall Asleep | Snory Bear applies Sleep to itself for four turns. |
| Sleep healing | While sleeping after Fall Asleep, it heals 2 HP at the end of each turn. |
| Locations | Icy Caves, Snowy Thicket, Roadtown, and Pit floors 15 and 17 are listed. |
| 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%. |
| Failure point | Slow damage can be erased by repeated Sleep healing. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Snory Bear facts that matter
Snory Bear is not a complicated enemy, but it is a good test of whether your route damage is real. Eight HP plus 1 Defense makes weak chip feel worse, and Fall Asleep can turn a half-finished fight back into extra work.
The worst version of this fight is taking a 5 damage Swipe, poking through Defense, then watching Sleep healing undo the turn you just spent.
- Plan for 8 HP and 1 Defense, not just a normal small enemy.
- Do not let Sleep healing stretch the fight for free.
- Burst is better when Snory Bear is already low.
- Keep recovery ready if Snowy Thicket has already drained you.
Fall Asleep route decision
When Snory Bear sleeps, the question is whether you can finish it quickly. If the answer is yes, push. If the answer is no, stop wasting SP into bad math and reset the route plan around healing and safer turns.
This is also where first-clear players lose items. They spend SP to chase a half kill, fail to finish through healing, and still have to eat the next Swipe later.
- Count remaining HP before spending SP.
- Use stronger single-target damage when it prevents another heal tick.
- Do not farm Free Ice here while your route is unstable.
- Heal before a missed guard turns Swipe into a route reset.
Snory Bear compared with Hungry Wolf
Hungry Wolf is a faster, cleaner chip enemy. Snory Bear is slower but punishes low damage harder because Defense and Sleep healing change the math.
If both are part of your Snowy Thicket routing problem, solve them differently. Do not use the same lazy attack pattern into every white enemy on the route.
- Snory Bear: high HP, 1 Defense, Sleep healing.
- Hungry Wolf: 4 HP and 2 damage Munch.
- Cheeky Eagle: Flying and Mobile coverage check.
- Banished Knight: later route check with stronger pressure.
FAQ
How much damage does Snory Bear Swipe do?
Swipe deals 5 damage.
Why does Snory Bear keep healing?
Fall Asleep gives Snory Bear Sleep for four turns, and while sleeping from that move it heals 2 HP at the end of each turn.
Is Snory Bear worth farming for Free Ice?
Not during a first Snowy Thicket clear. Free Ice is listed at 1.2%, so come back when the route no longer costs items.
What is the common mistake against Snory Bear?
Players poke through 1 Defense too slowly, let Fall Asleep heal the bear, and spend more HP and SP than the fight should cost.
Related Pages
Location
Snowy Thicket
Block Tales Snowy Thicket is the Chapter 1 route from Roadtown toward Blackrock Castle. It contains the Snowy Thicket Mines, Accountant Jim, Dynamite, wildlife pressure, and the Banished Knight mini-boss. The area tests whether players can save enough SP for the castle.
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
Hungry Wolf
Block Tales Hungry Wolf is a 4 HP Chapter 1 enemy with Munch, level 8, Roadtown and Snowy Thicket encounters, and a Free Ice drop at 1.2%. It is a simple fight on paper, but 2 damage Munch punishes players who enter the snowy route already low or keep saving attacks for a later danger.
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.
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
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.
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.