Blox Fruits Wiki FREN
Dungeons Activity - Blox Fruits
Activity

Dungeons

Activity

Dungeons are a PvE mode in Blox Fruits similar to Raids, introduced with Update 29: in a team of 2 to 4, you go through 15 rooms filled with enemies (20 on Hard, 100 on Challenge), with bosses at key checkpoints. After each room you pick one buff out of three, and it's this cumulative collection of cards that makes you stronger throughout the run. It's also the only source of Trinkets in the game, making it a must-do if you want to complete your collection.

How to get it

Gather 2 to 4 players at one of three gates at the Simulation Hub, accessible from Hot and Cold or Castle on the Sea. You must be level 1100 minimum to join. Once the dungeon starts, the team is teleported into a separate game instance and progresses room by room. Note that the source contradicts itself on solo play: it first states you need two or more players to launch a dungeon, then later mentions the possibility of entering solo with the minimum player count. In any case, a coordinated team will go significantly faster than an incomplete group, especially on higher difficulties.

How It Works

Enemies come from islands across all three seas, plus some dungeon exclusives, and they can dash to dodge your attacks. Boss rooms appear at fixed intervals:

A dungeon entrance seen from the outside.
RoomBoss
5Ancient Beast
10Kitsune Lord
15Gas Knight
20Zero (absent from Normal, which stops at room 15)

The Ancient Beast, for example, is a level 3000 Dungeon Boss with 285,000 HP. On rooms 10 and 15, your entire team must destroy the shrines and winds to prevent the boss from healing: otherwise it can restore to full life, or even blow up the entire floor and kill everyone.

After each cleared room, you pick 1 buff out of 3. They stack throughout the run: up to 15 buffs on Normal, and 20 to 100 on higher difficulties.

Difficulties and Energy

DifficultyRoomsUnlock
Normal15From the start
Hard20200 Simulation Data
Challenge1001,000 Simulation Data

On Challenge, a 15-minute timer runs and each cleared floor adds 30 seconds. There are no more bosses after Zero, but floors fill with enemies capable of killing you in a single hit. The mode also has Reward Tiers (Gold, Platinum...): the higher your tier, the better the rewards, the stronger the trinkets are, and the better your chances of leaving with three of them.

As for energy (a gauge exclusive to dungeons, not to be confused with the Energy bar): you have 50 points maximum, a dungeon costs 10, you regenerate 1 every 9 minutes and 36 seconds, and the gauge fills completely every 8 hours. No energy means no more dungeons. A Normal run often seems to cost only 8 or 9 points, simply because you regenerate 1 or 2 during the run.

Damage and Stats (Special Rules)

Your normal stats don't count inside: everyone deals damage by default as if they had 2,800 points in Melee, Sword, Gun and Blox Fruit, even when under-leveled (a Lv. 1550 player is on equal footing). Level 1100 remains mandatory to enter nonetheless. Each cleared room adds 350 defense points, or 1,750 HP, more Energy and a fixed damage bonus that stacks with your buffs.

Also worth knowing:

  • Dying has no consequence for now: you respawn after 5 seconds and continue the dungeon normally.
  • Items, inventory, shops and stats are disabled inside (impossible to swap equipment or fruit): equip your best build BEFORE entering.
  • Since you have maxed stats everywhere, play untransformed to take advantage of your full arsenal. If your fruit's transformation locks out Fighting Styles, Swords and Guns and has no Fury gauge, you can instead put your weapons away, they won't help you.
  • Your race gauge fills much faster from taking damage than dealing it: with a Vampiric or Curse of the Reaper weapon, or the Overflow and Lifesteal buffs, you can keep your V4 running almost constantly and clear much faster.

The Cards (Buffs)

Normal cards:

  • +500 stats: 500 points in the displayed stat.
  • Cooldown Reduction: -15% on one skill (or all skills) of a given weapon, Blox Fruit, Melee and the like, or -10% on all move cooldowns.
  • Skyjumps: +2 air jumps.

Special cards:

CardEffect
ShadowEvery 60 seconds, a shadow of you equipped with Godhuman appears and attacks enemies
35% HYPER!!Cooldown of Melee, Sword and Gun M1s reduced by 35%, stackable
Overflow+3,000 HP overflow, Shark V4 style
UnbreakableAttacks no longer break your ability charges
FortressStuns no longer affect you, with 20% chance to reflect 100% of damage taken and stun the attacker for 1 second
LifestealHeal 10% on each hit against an enemy, stackable
30% SniperDamage and range of guns +30%, stackable

Rewards

At the end of the last room, or when the timer ends on Challenge, you receive a random Trinket, Beli, Simulation Data, random Materials and Fragments, all proportional to the damage dealt. Completing a dungeon on Hard or Challenge can reward up to three trinkets. Once rewards are distributed, you're automatically teleported back to the Simulation Hub.

Trinkets: What You Really Need to Know

  • Only a complete clear counts. Beating bosses without finishing the dungeon nets no trinkets, and leaving early cancels any chance of a reward.
  • Trinkets are only obtained in dungeons, with one exception: buy Simulation Data at the Shop and use it to draw trinkets from the Trinket Expert. Suffice it to say the mode is mandatory if you're aiming for full collection.
  • Going up in difficulty increases your chances of getting multiple trinkets, but never guarantees anything. Running regularly at your level rewards you more than grinding a difficulty that's too hard. However, Hard and Challenge are the only ways to get modified trinkets without needing to collect enough identical ones to rank up to Grade III.
  • Same reward tier doesn't mean the same number of trinkets. On Challenge, you can leave with one, two or three trinkets at the same tier, except at Bronze tier which always gives exactly one. The source emphasizes this with documented Platinum runs that, having all reached floor 100, returned different numbers (two and three). Its count is questionable, it talks of twenty runs but only describes two, but the conclusion holds: reaching a high tier doesn't guarantee the maximum trinkets.
  • Reward follows team damage, not just completing it. A player carried by teammates leaves with much less than a player who deals damage in every room. Assigning roles in advance - who tanks, who deals damage, who manages stuns - significantly improves results.

Enemies You'll Face

The source lists the following enemies, borrowed from islands across all three seas:

To this list add enemies exclusive to dungeons and the four checkpoint bosses.

Recommended Build (PvE)

  • Fruit: Buddha remains the safe bet (easy to get, huge survivability, huge range to hit multiple enemies, and a Fox Lamp combo that stuns everything). Buddha with Cursed Dual Katana is very often cited by players to clear normal floors, repeated M1s in transformation sending fragile enemies flying. Solid alternatives: Dragon (big M1 and hitbox on [C] Scorching Downfall; with attack speed buffs on M1s rather than pure damage, it clears floors faster at the cost of less boss damage), Dough (crowd control and boss stun, play with Fortress and Unbreakable to avoid getting interrupted during [V]), Kitsune and Empyrean Kitsune (huge DPS, with [Z] Sweeping Firestorm being one of the game's most powerful moves), Gravity (groups enemies at [C] Gravitational Prison), Gas (transformed M1s that stun in loops with no cooldown between them), Lightning ([V] Thunderball Destruction with huge area), Spirit (companions that regenerate and accelerate, plus [V] End of Times), Magma (huge damage over time, useful on bosses), Control ([V] Total Concentration that stuns long without i-frames, so allies can keep hitting), Phoenix ([X] awakened and transformed heals allies, [V] and [F] give height to reach shrines and winds, [C] works against bosses), Tiger and Werewolf (multi-target grabs, Tiger's [C] letting the team keep hitting during the cinematic), Pain (multi-target moves), Mammoth ([C] and [X] with area and delayed stun), Yeti (huge DPS, its transformed [X] destroys winds and shrines very well), Shadow (good DPS and damage over time on [V]), Blizzard ([V] Blizzard Domain with huge area, [F] that keeps hitting when held), and Sound (support that buffs allies).
  • Race: Human (damage and mobility, V4 Limit Break very effective when used well), Draco (defense, buffs for allies, its orbs potentially one-shotting a boss once well upgraded), Angel (King's Rule can stun indefinitely if you play it right, and its huge regeneration pairs with Lifesteal), Cyborg (enormous DPS on repeated M1 Buddha with Aftershock and Energy Control, spread damage, fast energy recovery, Form Agility on V4) or Ghoul (huge lifesteal and cooldown reduction, speed, the all-purpose option).
  • Sword: Fox Lamp (insane stun, huge damage, no endlag on its two moves, decent area on [X]), Dragonheart (mobility, long range, can drag enemies to group them, huge area on [X] Infernal Catastrophe), Shark Anchor (huge hitbox, crowd control, perfect on enemy packs), Cursed Dual Katana (fast abilities, fast projectiles, huge damage, Buddha's best friend), True Triple Katana (also excellent with Buddha, mobility from the last M1 and [Z] Wolf Fang Rush, range and damage on [X] Dragon Hurricane), Dragon Trident (among the best areas and ranges in the game, ridiculous cooldown with the right buffs and Ghoul), Dark Blade (fast abilities, huge damage with the right buffs), Bisento (huge area on V2, damage, range, powerful M1, very useful against bosses) and Soul Cane (can stun-lock a boss with cooldown reduction and Ghoul V4, and easy to get).
  • Gun: Dragonstorm (aerial auto-aim on [Z] Draconic Blitz, good range, fast projectiles, very effective M1s on bosses and for knockback, tiny cooldown with 35% HYPER!!), Skull Guitar (stun and life leech on [X] El Diablo, good range, area M1, excellent against groups), Magma Blaster (useful M1s on bosses and big NPCs, huge damage on [X] Magmatic Pressure, long stun) and Bazooka (huge area, huge damage, M1 with Destructible Physics to break shrines and winds).
  • Trinkets and accessories: prioritize damage, cooldown reduction or defense. Synergy with your buffs matters more than base stats, since your stats are already maxed inside.

The source doesn't separate its recommendations by difficulty. In practice, the higher you go, the more survival cards (Fortress, Unbreakable, Lifesteal) take priority over everything else, since on Challenge one enemy can one-shot you.

How to Play the Run

  • Rooms 1 to 4: clear fast on sword M1 with Buddha; use a good sword or gun even if it's not your main, because it's PvE and area and damage matter more than stun and combo potential. Without Buddha on the team, chain all sword, gun, fighting style and fruit moves in succession.
  • Boss rooms (5, 10 and 15): prioritize useful buffs in bossfights (Lifesteal, stat boosts, Unbreakable, Fortress), use the crowd control of Lightning or Dough, let Buddha and Dragon handle area damage, and everyone hits hard while the boss is stunned. If a Gas player stun-locks the boss on M1, NEVER break the stun: M1 or knockback-free skills only.
  • During the shrines and winds phase of Kitsune Lord and Gas Knight, hit under the text with a long-range ability, an explosive gun M1 for example, to destroy them instantly. It also works with a non-explosive gun on winds, but you often need to get closer or be at the same height. With Gas, landing [X] Bursting Vapor on the Kitsune Shrine and on Kitsune Lord during its transformation can remove up to half its life on Normal.
  • Against Zero: its blocks do little damage, ignore them and focus everything on the boss.
  • End of run: damage buffs take priority over raw stat boosts, and cooldown reduction makes all the difference, especially on Challenge.
  • Storm Blessing, Vampiric or Curse of the Reaper enchantments hugely boost your survivability; Siphon helps if you often run low on energy, and Rage gives speed to Buddha players using Dragon Trident.
  • With four players, each covers one side of the room: the dungeon goes much faster.

Did You Know?

  • NPCs drop nothing in dungeons: during the Christmas event released with Update 29, Magic Elves could appear without ever giving Candies. Ice Castle NPCs can however drop the Hidden Key, supposedly useless since no known door to open exists in dungeons.
The Hidden Key, dropped by Ice Castle NPCs in the dungeons.
  • Still at Update 29's launch, the system message announcing the gift event appeared in dungeons and the Simulation Hub, even though no event island existed in the instance: impossible to collect a single gift there.
  • The total HP of a Normal dungeon barely exceeds 7 million; that of a Hard exceeds 20 million, mostly because of tougher bosses and Zero's presence, absent from Normal.
  • Known bug: a boss can instantly kill a player who approaches, with an invisible attack that ignores armor, defense, overflow and race abilities. With Fortress (20% chance) or Draco race's Thorn Mail (systematic partial reflect), the reflect instantly kills the boss and massively boosts your counted damage.
  • Another bug, very rare: an enemy on the floor becomes invisible and unfindable, making the dungeon impossible to finish. A very wide-area attack can sometimes kill it anyway with luck.
  • Dragon players who destroy winds in transformed form can see their fury gauge go negative.

Our take

The best PvE squad mode to farm Trinkets, Simulation Data and Fragments: accessible as soon as you can gather a friend, and the Buddha build forgives everything.

Update history

Activity : Dungeons·Released : Update 29

  1. Update 29 23 décembre 2025 Release
    • Added to the game.

    See update 29

Discover : Raids, events and quests 25 / 87