Enemy
Block Tales Zombie Enemy Guide
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.
Last updated: 2026-04-27
Quick Facts
| Type | Chapter 3 haunted enemy |
|---|---|
| HP | 6 |
| Level | 15 |
| Attributes | None. |
| Moves | Stab, Charge Power, and Super Stab. |
| Stab damage | Stab deals 4 damage. |
| Charge Power | Applies Charged level 1 for two turns. |
| Super Stab damage | Super Stab deals 8 damage while Charged. |
| Attack pattern | Stab > Charge Power > Stab > repeat, with charged Stab becoming Super Stab. |
| Locations | Spooksville and The Pit of 100 Trials are listed; the current page shows Pit floor data around floors 32-33. |
| Drops | Bloxy Cola, Mr Batty, Applesauce, Glue, Slateskin Potion, Cherry Bomb, Orange Juice, and Pie are listed drops. |
| Bloxy Cola drop | Bloxy Cola is listed at 22.2%. |
| Index note | Current trivia says Super Stab does not appear in the Enemy Index. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Zombie facts that matter
Zombie is a charged-hit enemy. Six HP is not much, but Charge Power tells you the next Stab can become Super Stab for 8 damage.
That is the turn to make a decision. Kill it, control it, defend properly, or heal. Pretending it is still a normal 4 damage enemy is how the route gets expensive.
- Watch for Charge Power.
- Do not eat Super Stab at low HP.
- Use focused damage if it prevents the charged hit.
- Bloxy Cola drops are useful but should not drive first-clear routing.
Spooksville charge timing
Chapter 3 haunted routes already ask for cleaner planning. Zombie adds a very readable timer: Stab, Charge Power, then the charged threat.
If you have a defensive card, this is a better place to use it than after the 8 damage already happened.
- Heal before Super Stab when one missed guard would end the attempt.
- Use status only if it actually interrupts the charged turn.
- Save area damage for groups, not a lone low-HP Zombie.
- Pair this enemy with Winged Zombie coverage planning.
Zombie compared with Winged Zombie
Zombie and Winged Zombie share the charge lesson. The difference is reach. Winged Zombie is Flying, so the same charged burst becomes worse if your attacks cannot hit it cleanly.
If your build already struggles with Flying enemies, fix that before treating haunted route fights as ordinary damage races.
- Zombie: grounded charged Stab.
- Winged Zombie: Flying charged arrow.
- Bandit: Speed Up pressure.
- Helmet Bandit: high Defense and Dizzy.
FAQ
How much damage does Zombie Super Stab deal?
Super Stab deals 8 damage while Zombie is Charged.
What does Charge Power do?
Charge Power applies Charged level 1 for two turns, turning the next Stab threat into Super Stab.
Where does Zombie appear?
Current data lists Spooksville and The Pit of 100 Trials, with the page showing Pit floor data around floors 32-33.
Should I focus Zombie after it charges?
Usually yes if you can finish it. Otherwise defend or heal around the 8 damage Super Stab threat.
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.
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.
Item
Cheezburger
Block Tales Cheezburger is a 5 HP recovery item sold by several shops, found in early routes, and dropped by Chapter 1 enemies. In battle, using it at full HP grants 1 SP and does not consume it, which makes it more flexible than a plain small heal.
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.
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.
Enemy
Winged Zombie
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.
Enemy
Bandit
Block Tales Bandit is a 7 HP Chapter 3 enemy with Bat Swing, Speed Up, Fast turns, Bizville Train encounters, and Bloxy Cola drops. The fight punishes slow cleanup because Speed Up turns a routine enemy into repeated 5 damage swings.
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.