Enemy
Block Tales Winged Zombie Enemy Guide
Block Tales Winged Zombie is a 6 HP Flying Chapter 3 enemy with Arrow Shot, Charge Power, Super Arrow Shot, Spooksville encounters, and HP Finder drops. It combines the Zombie charge timer with a Flying coverage check, so grounded-only plans waste the turn you need most.
Last updated: 2026-04-27
Quick Facts
| Type | Flying haunted enemy |
|---|---|
| HP | 6 |
| Level | 15 |
| Attribute | Flying |
| Moves | Arrow Shot, Charge Power, and Super Arrow Shot. |
| Arrow Shot damage | Arrow Shot deals 4 damage. |
| Charge Power | Applies Charged level 1 for two turns. |
| Super Arrow Shot damage | Super Arrow Shot deals 8 damage while Charged. |
| Attack pattern | Arrow Shot > Charge Power > Arrow Shot > repeat, with charged Arrow Shot becoming Super Arrow Shot. |
| Locations | Spooksville and Pit floor 32. |
| Drops | Bomb, Smoked Trout, Cherry, Gulab Kulfi, HP Finder, Cookie Dough, First Aid Kit, and Unadon are listed drops. |
| HP Finder drop | HP Finder is listed at 1.1%. |
| Timing note | Current trivia says Super Arrow Shot happens very fast and should be superguarded before the text finishes. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Winged Zombie facts that matter
Winged Zombie is not just Zombie with wings. Flying changes your available answers, and Charge Power gives you very little room to waste a turn.
If your only good damage is grounded, the charged Super Arrow Shot is going to feel unfair. It is not. The fight is asking whether your build still has anti-air coverage in Chapter 3.
- Bring an attack that can hit Flying enemies.
- Track Charge Power before Super Arrow Shot.
- Use Sword Toss, Ball-side attacks, or another anti-air option.
- Do not chase HP Finder at 1.1% until the route is stable.
Super Arrow Shot timing
Current trivia warns that Super Arrow Shot happens very fast and should be superguarded before the text finishes. That is a real player problem, not just a wiki note.
If your guard timing is shaky, avoid letting the charged shot happen at low HP. Finish the enemy or heal before the fast timing check arrives.
- Practice the normal Arrow Shot rhythm first.
- Do not assume you can react late to Super Arrow Shot.
- Heal before the charged turn if one miss would kill you.
- Keep anti-air cards equipped through haunted route cleanup.
Winged Zombie compared with Cheeky Eagle
Cheeky Eagle teaches the early Flying lesson. Winged Zombie tests whether you remembered it when the hit can become 8 damage.
The better your anti-air plan, the less this fight feels like a gimmick.
- Winged Zombie: Flying plus charged burst.
- Zombie: grounded version of the charge pattern.
- Cheeky Eagle: early Flying coverage check.
- HP Finder: rare cleanup drop, not first-clear gear.
FAQ
How much damage does Super Arrow Shot deal?
Super Arrow Shot deals 8 damage while Winged Zombie is Charged.
Can Winged Zombie drop HP Finder?
Yes. HP Finder is listed at 1.1%, so it is a cleanup farm rather than something to expect naturally.
Why can Winged Zombie waste my turns?
It has Flying, so grounded-only attacks are not a reliable answer. Bring anti-air coverage before the route.
Is Super Arrow Shot hard to guard?
Current trivia says it happens very fast and should be superguarded before the on-screen text finishes.
Related Pages
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.
Card
HP Finder
Block Tales HP Finder is a 0 BP passive card that gives +1 extra HP after every battle. It is simple route sustain, not a boss card. Current data lists it as an enemy-drop card from Bee Happy and Winged Zombie at 1.1%, with a max stack of 3.
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.
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.
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.
Enemy
Zombie
Block Tales Zombie is a 6 HP Chapter 3 enemy with Stab, Charge Power, Super Stab, Spooksville encounters, and Bloxy Cola drops. The fight is about respecting the charge turn, because Super Stab can hit for 8 damage if you let the setup sit.
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.
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.