Gaming Guide

Blox Monsters Index: Every Monster, Stats, Evolutions and Where to Catch Them

A full roster of Blox Monsters with base damage, health, evolution lines and the exact region each one comes from.

A full roster of Blox Monsters with base damage, health, evolution lines and the exact region each one comes from.

In Blox Monsters, every creature you catch belongs to a region and an elemental skill family, and each one can carry only two equipped skills at a time. You level those skills up and reroll them at the Town, then push a monster through its evolution line to raise its damage and health. The roster below lists each monster with its base stats and exactly where it comes from.

Quick answer: Catch base monsters in their home region (Sunny Beach, Lava Volcano, Misty Forest, Iceberg, Astral Grove, or Bamboo Temple), equip two skills, then evolve each monster up its line to reach higher damage and health. Dungeon-only monsters like Azure Dragon and Glacipup do not spawn in the open regions.


How catching, skills and evolution work

Each monster is tied to a single obtainment source. Most starting forms appear in an open region, while their stronger forms are reached by evolving the previous stage rather than catching them in the wild. A few monsters come only from a Dungeon or a Grass Egg.

Skills are shared inside an element family, so a monster’s element tells you what it can do. A monster can only have two skills equipped at once. You level up and reroll those skills at the Town, which lets you swap a weak roll for a stronger one without changing the monster itself.

Element skill sets

ElementKey skills
WaterTide, Water Slash, Celestial Deluge (x5), Water Canon, Water Shield, Water Blade, Bubble Shoot
FireFire Bombard, Flame Charge, Firesnake, Deflagration, Wild Fire, Fire Slash, Fire Meteorite, Lava Path (x4.95)
GrassSeedbomb, Razor Leaf, Thorn Whip, Thorn Claw, Sunny Healing, Photosynthesis, Thorn Entangle, Carrot Cannon (x4.8)
IceHailstone, Ice Cone Stab, Ice Lance (x4.8), Freeze, Crystallization
LightningElectrocharge, Lightningchain (x4.8), Thunderstorm, Thunderball, Store Electricity
DarkDarktide, Snoop, Darkchain, Darkarrow (x4), Non-Entity (DR +30%)
FightingDeliberate Smash, Close Combat, Fist Smash (x7), Continuous Punches, Rage
WindBattlecry, Comet, Tornado, Rotational Impact, Wakeup Call

Water monsters

Water monsters lean on Celestial Deluge and Water Blade for damage, plus Water Shield and Slippery Skin for damage reduction. The Serpent Deity is the standout, with 180 damage and 500 health from Sunny Beach before it evolves into Serpent of Wisdom.

MonsterDMG / HPObtainment
Water Sprite
Water Sprite
12 / 50Sunny Beach
Tide Sprite
Tide Sprite
28 / 120Evolve Water Sprite
Wave Sprite
Wave Sprite
67 / 288Evolve Tide Sprite
Blue Puff
Blue Puff
24 / 60Sunny Beach
Bowtie Frost
Bowtie Frost
24 / 60Evolve Blue Puff
Frostfang
Frostfang
88 / 345Evolve Bowtie Frost
Bubblefin
Bubblefin
10 / 50Sunny Beach
Tidalbun
Tidalbun
20 / 180Evolve Bubblefin
Auroraflare
Auroraflare
40 / 445Evolve Tidalbun
Serpent Deity
Serpent Deity
180 / 500Sunny Beach
Serpent of Wisdom180 / 500Evolve Serpent Deity

Fire monsters

Fire monsters all carry Ignition effects through Fire Bombard and Flame Charge, and they top out with Lava Path at x4.95. The Milo line scales hardest, ending at Milofory with 460 damage from a Lava Volcano source.

MonsterDMG / HPObtainment
Flame Dog
Flame Dog
18 / 50Lava Volcano
Burst Dog
Burst Dog
43 / 120Evolve Flame Dog
Blast Dog
Blast Dog
103 / 288Evolve Burst Dog
ButterCluck
ButterCluck
28 / 45Lava Volcano
BlazeChick
BlazeChick
67 / 108Evolve ButterCluck
BlazeRooster
BlazeRooster
160 / 259Evolve BlazeChick
Milo
Milo
35 / 60Lava Volcano
Miloy
Miloy
84 / 144Evolve Milo
Millofoy
Millofoy
201 / 345Evolve Miloy
Milofory
Milofory
460 / 360Evolve Millofoy
Cinder Embers
Cinder Embers
400 / 350Lava Volcano

Grass monsters

Grass monsters mix offense with sustain, using Seedbomb and Carrot Cannon for damage while Sunny Healing and Photosynthesis keep the team alive. Most come from Misty Forest, while the Sylvabud line hatches from a Grass Egg.

MonsterDMG / HPObtainment
Seedmon
Seedmon
10 / 40Misty Forest
Flowermon
Flowermon
24 / 96Evolve Seedmon
Vinemon
Vinemon
57 / 230Evolve Flowermon
CactusCube
CactusCube
5 / 50Misty Forest
ThornCube
ThornCube
12 / 120Evolve CactusCube
Cactlily
Cactlily
28 / 288Evolve ThornCube
Cloverhop
Cloverhop
10 / 50Misty Forest
Leafbun
Leafbun
24 / 120Evolve Cloverhop
Florahare
Florahare
57 / 288Evolve Leafbun
Sylvabud30 / 50Grass Egg
Sylvabloom80 / 110Evolve Sylvabud
Sylvagrove160 / 200Evolve Sylvabloom

Ice monsters (Iceberg)

Ice monsters all come from the Iceberg region and use Freeze for crowd control alongside Ice Lance for burst damage. Each of these is caught directly rather than evolved from a previous stage.

MonsterDMG / HPObtainment
Snow Peep
Snow Peep
10 / 50Iceberg
Frost Feather
Frost Feather
28 / 98Iceberg
Blizzardy
Blizzardy
67 / 230Iceberg

Lightning monsters

Lightning monsters build up power with Store Electricity, which raises damage by 15% each second up to ten stacks before it resets on a skill cast. Their lines start at Sunny Beach, Misty Forest, and Bamboo Temple.

MonsterDMG / HPObtainment
Voltlet
Voltlet
25 / 50Sunny Beach
Voltwyn
Voltwyn
60 / 120Evolve Voltlet
Stormwing
Stormwing
144 / 288Evolve Voltwyn
Voltlope
Voltlope
30 / 80Misty Forest
Galehorn
Galehorn
90 / 250Evolve Voltlope
Voltkit120 / 60Bamboo Temple
Stormlynx360 / 120Evolve Voltkit

Dark monsters (Astral Grove)

Dark monsters spawn in Astral Grove and rely on Darkarrow and Darktide for damage, with Non-Entity giving a flat 30% damage reduction. The Illusiver line is a hybrid that also carries the full grass skill set.

MonsterDMG / HPObtainment
Pico
Pico
60 / 60Astral Grove
Picomo
Picomo
144 / 144Evolve Pico
Picomori
Picomori
270 / 270Evolve Picomo
Illusiver
Illusiver
45 / 75Astral Grove
Illusivon
Illusivon
108 / 180Evolve Illusiver
Illusioner
Illusioner
160 / 432Evolve Illusivon
Phant
Phant
80 / 65Astral Grove
Phantom
Phantom
160 / 110Evolve Phant
Dreamer
Dreamer
300 / 200Evolve Phantom
Pufflare
Pufflare
30 / 90Astral Grove
Astraveil72 / 216Evolve Pufflare
DarkHailer172 / 218Evolve Astraveil
Orbitfin80 / 35Astral Grove
VioNova170 / 90Evolve Orbitfin
ExileCelestial340 / 160Evolve VioNova
Vardentstag480 / 250Astral Grove

Fighting monsters (Bamboo Temple)

Fighting monsters come from the Bamboo Temple and hit with Fist Smash at x7, plus Rage, which grants +35% damage and +20% damage reduction once health drops below 70%. Several of these are hybrids that also carry a second element’s skill set, such as Embercub with fire and Sylvalume with dark.

MonsterDMG / HPObtainment
KungfuWeasel80 / 60Bamboo Temple
MartWeasel160 / 100Evolve KungfuWeasel
MasterWeasel320 / 200Evolve MartWeasel
Bambit60 / 100Bamboo Temple
Grovepaw90 / 240Evolve Bambit
Verdabao210 / 550Evolve Grovepaw
Embercub50 / 90Bamboo Temple
Blazemane120 / 200Evolve Embercub
Solroar280 / 360Evolve Embercub
Sylvalume40 / 80Bamboo Temple
Prismfawn100 / 160Evolve Sylvalume
Auradeer230 / 280Evolve Prismfawn

Wind and Dungeon-only monsters

A handful of monsters do not fit the standard six regions. Thornshade and Dreadspike use the wind skill set built around Tornado and Battlecry and come from the Lava Volcano. The Azure Dragon and Glacipup lines are Dungeon-only, so you cannot catch them in open areas. Azure Dragon combines dragon skills like Thunder Breath (x7.2) with the water set, while the Glacipup line pairs fighting and ice skills.

MonsterDMG / HPObtainment
Thornshade
Thornshade
65 / 45Lava Volcano
Dreadspike
Dreadspike
270 / 210Evolve Thornshade
Azure Dragon100 / 180Dungeon
Azure Dragonet168 / 300Evolve Azure Dragon
Azure Emperor280 / 500Evolve Azure Dragonet
Glacipup115 / 208Dungeon
Glacifang192 / 348Evolve Glacipup
Glacifenrir320 / 580Evolve Glacifang

When you are planning a team, match each monster’s element to the two skills you actually want to run, since you cannot equip more than two at once. Push a creature through its full evolution line to reach its highest damage and health, and head to a Dungeon if you are chasing the Azure Dragon or Glacipup families that never appear in the open regions.