Enemy
Block Tales Tree Golem Enemy Guide
Block Tales Tree Golem is an 8 HP, 1 Defense Chapter 2 enemy with Burn Weakness level 2, Smackdown, Jump Slam, Spike Up, Rugged Rainforest encounters, and a Free Poison drop at 0.7%. The fight rewards burn planning and punishes contact into Spiky turns.
Last updated: 2026-04-27
Quick Facts
| Type | Bulky Chapter 2 enemy |
|---|---|
| HP | 8 |
| Defense | 1 |
| Level | 12 |
| Attribute | Burn Weakness level 2. |
| Moves | Smackdown, Jump Slam, and Spike Up. |
| Smackdown damage | Two hits, 2 damage each. |
| Jump Slam damage | 4 damage. |
| Spike Up | Applies Spiky level 5 to itself for three turns. |
| Attack pattern | Smackdown > Jump Slam > Spike Up > Jump Slam > repeat. |
| Locations | Rugged Rainforest, Sacred Hollow, and Pit floor 26. |
| Drops | Apple Core, Dumpling, Bomb, Green Pepper, Dizzy Dial, Double Cheezburger, Feel Fine, Free Poison, and Green Tea are listed drops. |
| Free Poison drop | Free Poison is listed at 0.7%. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Tree Golem facts that matter
Tree Golem is a bulky route check, not a random throwaway enemy. Eight HP, 1 Defense, and a 4 damage Jump Slam make slow, unfocused damage feel bad.
The good news is Burn Weakness level 2. Fireball, Rocket Boots, or another burn plan can do more than generic poking, especially before Spike Up turns make contact awkward.
- Use burn pressure when your build has it.
- Respect 1 Defense before choosing weak multi-hit damage.
- Do not make contact carelessly after Spike Up.
- Clear it before repeated Jump Slam turns drain healing.
Spike Up and contact mistakes
Spike Up applies Spiky level 5 for three turns. That is the moment to stop autopiloting. If your next attack is a contact hit that triggers punishment, you have made the enemy's support turn useful.
This is also where ranged and burn options feel better. A patient turn that avoids bad contact can save more HP than a rushed swing.
- Track the listed pattern so Spike Up does not surprise you.
- Use safer ranged or burn options during Spiky turns.
- Do not waste SP on weak hits through Defense.
- Save Free Poison farming until you can clear the route cheaply.
Tree Golem compared with Toxic Dartman
Tree Golem is the sturdy enemy that asks for burn and contact discipline. Toxic Dartman is the poison enemy that asks you to stop a charged shot.
In mixed fights, priority depends on the next turn. A charged Dartman may need to die first. A Tree Golem about to Spike Up changes what attacks are safe.
- Tree Golem: burn weakness and Spiky timing.
- Toxic Dartman: Charged poison shot risk.
- Venom Wizard: summon risk.
- Bubonic Plant: larger Chapter 2 status-pressure check.
FAQ
Is Tree Golem weak to Burn?
Yes. Tree Golem has Burn Weakness level 2, so burn planning is stronger here than plain chip damage.
What does Spike Up do?
Spike Up applies Spiky level 5 to Tree Golem for three turns.
How much damage does Jump Slam deal?
Jump Slam deals 4 damage.
Should I hit Tree Golem during Spike Up?
Only with a safe plan. Avoid careless contact into Spiky turns and use burn or ranged options when they fit.
Related Pages
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
Fireball
Block Tales Fireball is a 1 BP Ball action card that costs 2 SP and applies Burn level 1 for 3 turns. It is good when a target will survive long enough for Burn to matter, and weaker when direct damage would end the fight immediately. Fireball is found in Caves [3], can be bought from Amber for 80 TIX, and can drop from several later enemies and bosses at 1.2%. The action command can add 1 extra damage to Ball damage. Use it as a damage-over-time plan, not a panic button.
Card
Rocket Boots
Block Tales Rocket Boots is a field card found inside Komodo Dragon's cave after defeating Komodo Dragon. It costs 3 SP in battle, can hit Flying enemies, and applies Burn and DEF Down for 3 turns if the attack deals damage.
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.
Enemy
Toxic Dartman
Block Tales Toxic Dartman is a 5 HP Mobile Chapter 2 enemy with Dart Barrage, Charge Up, Super Dart Shot, Rugged Rainforest encounters, and a Free Poison drop at 0.7%. The real problem is not one dart. It is letting a charged poison shot land after the route has already started draining HP.
Enemy
Venom Wizard
Block Tales Venom Wizard is a 7 HP Chapter 2 enemy with Super Staff Swipe, Staff Smackdown, Call for Help, Rugged Rainforest encounters, and a Free Poison drop at 0.7%. Its summon turn is the page's real warning: a fight you were winning can become crowded if you wait too long.
Boss
Bubonic Plant
Block Tales Bubonic Plant is the Chapter 2 final boss in Griefer's Crib. It has 40 HP, 2 Defense, Mobile, Burn Vulnerability level 1, and a poison-heavy pattern: Big Bite, Tendril Flurry, Venom Charge, Plant Rush, Acid Rain, then repeat pressure. It can also be rematched in Toxic Nirvana.