Bats and Wraiths in Valheim: Both Resist Every Physical Weapon You Own

A wraith over the Valheim swamp at night.

 

    Two Valheim creatures share a defence that almost nothing else does: the Bat and the Wraith both resist Blunt, Pierce and Slash simultaneously, and both are immune to Frost and Poison on top. They live in different biomes, sit ten-fold apart in health, and answer to exactly the same two damage types — Fire and Spirit.

 

    On sourcing. Iron Gate do not publish system documentation. The figures below come from the community wikis and can change with any patch.

 

The Shared Profile

 

Card comparing Bat and Wraith resistances side by side.

 

BatWraith
Health 0★ / 1★10 / 20100
WhereMountain, inside Frost CavesSwamp, at night
FactionMountainUndead
Weak toFire, SpiritFire, Spirit
Resistant toBlunt, Slash, PierceBlunt, Pierce, Slash
Immune toFrost, PoisonFrost, Poison
Stagger threshold50%50%
Attack20 Slash60 Slash
DropsLeather scrapsChain, Wraith trophy

 

    The two rows are identical apart from health, biome and damage. Weak to Fire and Spirit; resistant to all three physical types; immune to Frost and Poison. Whatever works on one works on the other.

 

    This is the profile Frostner was built for. At 35 Blunt, 40 Frost and 20 Spirit, its Blunt is resisted and its Frost is ignored — but its Spirit component is a published weakness, so it still lands meaningfully. Against a Wraith, Frostner is doing reduced Blunt plus bonus Spirit, which is a better trade than it looks.

 

    Fire is the cleaner answer for both. Fire Arrows against a flying enemy are the natural fit, and fire is not on either immunity list.

 

The Wraith Drops Chain

 

Card highlighting that the Wraith is a Chain source in Valheim.

 

    The Wraith drops Chain, which is the reason to fight one deliberately rather than avoid it.

 

    Chain is an awkward material — it appears in a small number of recipes and has limited sources, so players tend to acquire it incidentally and then find themselves short. A Wraith is a 100-health enemy that hands one over, which makes night-time Swamp travel a Chain farm if you are willing to take the fights.

 

    The catch is availability: Wraiths spawn in the Swamp at night, so this is not something you can farm on demand during a daytime crypt run. If you need Chain, you need to be out after dark.

 

    Its 60 Slash attack is real but survivable in Iron-tier armour, and its 50% stagger threshold means 50 damage interrupts it — reachable, which makes it a much more manageable fight than its resistance list suggests.

 

The Bat Is a Frost Cave Problem

 

    10 health at zero stars, 20 at one. A Bat dies to virtually anything that connects, and its 20 Slash attack is minor.

 

    What makes bats matter is where they are: inside Frost Caves, which is also where the Ulv lives — and the Ulv is very resistant to Fire, the exact element that kills bats fastest. So a Frost Cave asks you to carry two answers at once, or accept that one of the two enemy types will take longer.

 

    The practical resolution is that bats die to anything. At 10 health, even a resisted Blunt hit finishes one. Save the fire for whatever else is in the cave and just swing at the bats.

 

    Bats drop Leather scraps, which is a Meadows-tier material — so there is no farming reason to seek them out.

 

The Loadout That Covers Both

 

Card listing what works and what does not against Valheim's bats and wraiths.

 

  • Fire is the universal answer. A published weakness on both, and on neither immunity list.
  • Spirit also works, which is unusual — most of Valheim is Spirit-immune, so these two are among the few places a spirit weapon earns its slot.
  • Frost does nothing. Both are immune, which is worth remembering on a mountain where Frost is otherwise everywhere.
  • Poison does nothing. Both immune.
  • Physical weapons are all reduced, so a sword, mace or bow is fighting uphill against either.
  • Both stagger at 50% — that is 5 damage on a Bat and 50 on a Wraith, so interrupting is available in both fights.
  • Farm Wraiths for Chain, but only at night, and only in the Swamp.

 

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Conclusion

 

    Valheim's Bat and Wraith publish near-identical defensive profiles despite living in different biomes ten-fold apart in health: both are weak to Fire and Spirit, both resist Blunt, Pierce and Slash, and both are immune to Frost and Poison. That combination reduces every physical weapon in the game and makes Fire the clean universal answer, while Spirit is one of the few places in Valheim where a spirit component actually earns its slot — Frostner keeps its 20 Spirit as a bonus even as its 40 Frost is ignored and its 35 Blunt is reduced. The Wraith at 100 health hits for 60 Slash, spawns in the Swamp at night, and is the reason to take these fights at all: it drops Chain, an awkward material most players end up short of. The Bat at 10 / 20 health hits for 20 Slash, lives inside Frost Caves, and dies to anything — which is convenient, because the Ulv sharing those caves is very resistant to Fire, so the two enemies want opposite answers and only one of them cares.

 

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