Blobs, Oozers and Growths in Valheim: Three Slimes, and the Plains One Is Inverted

Valheim has three gelatinous enemies that look and behave alike — Blob, Oozer and Growth — and two of them share an identical damage profile. The third does not. Blobs and Oozers are weak to Frost. The Growth is resistant to it and weak to Fire instead, which is the exact reverse, and it is the kind of detail that turns a routine tar pit into a long fight.
On sourcing. Iron Gate do not publish system documentation. The figures below come from the community wikis and can change with any patch.
All Three Side by Side

| Blob | Oozer | Growth | |
|---|---|---|---|
| Health | 50 | 150 | 100 |
| Where | Swamp | Swamp | Plains tar pits |
| Weak to | Blunt, Frost, Lightning | Blunt, Frost, Lightning | Blunt, Fire |
| Resistant to | Fire, Pierce, Slash | Fire, Pierce, Slash | Frost, Pierce, Slash |
| Immune to | Poison, Stagger | Poison, Stagger | Poison, Stagger |
| Attack | AoE 90 Poison | AoE 115 Poison | 45 Blunt, 50 Poison |
Read the Fire and Frost columns down the table. Blob and Oozer resist Fire and are weak to Frost. The Growth resists Frost and is weak to Fire. Everything else about them matches.
Blunt works on all three, which is the one constant, and Pierce and Slash are resisted by all three — so a bow or a sword is the wrong tool against any slime in the game.
All Three Are Immune to Stagger
This is the property that actually kills people, and it is shared across the family. You cannot interrupt a slime. There is no stagger window, no knockback, no moment where a heavy hit buys you space.
Combined with the fact that their attacks are area-of-effect poison, that means the damage is unavoidable once you are inside the radius. You do not trade blows with a slime — you either kill it from outside its range or you take the poison.
All three are also immune to Poison, so poison arrows and poisoned weapons do nothing back.
The Oozer Splits

The Oozer carries the family's one behavioural quirk: on death it splits into two Blobs.
That changes the arithmetic of the fight. An Oozer is not a 150-health enemy — it is 150 health followed by two more 50-health enemies, for 250 total, and the two Blobs arrive already inside the space you were fighting in with their own 90 Poison area attacks.
Do not kill an Oozer at melee range unless you are ready for what comes out of it. The correct approach is to be at distance when it dies, or to have already backed off.
Its own attack is 115 Poison in an area, the highest poison output of the three, so the fight was already about staying outside a radius.
What They Drop
| Creature | Drops |
|---|---|
| Blob | Ooze 1, Blob trophy 10% |
| Oozer | Ooze 2, Scrap iron, plus 2 Blobs on death |
| Growth | Tar, Growth trophy 10% |
Ooze is the point in the Swamp, feeding Ooze Bombs and other recipes, and an Oozer gives twice what a Blob does before its two children are counted.
The Oozer's Scrap iron is the entry people miss — a Swamp enemy that drops iron directly, outside the Sunken Crypt loop.
Growths are the tar source. Tar is a Plains material with no substitute, and it comes from tar pits, which is exactly where Growths live. That pairing is not optional: if you want tar, you are fighting Growths.
Fighting Slimes

- Blunt is the universal answer. All three are weak to it, and it is the only damage type that is.
- Frost in the Swamp, Fire in the Plains. Blobs and Oozers burn badly and freeze well; the Growth is the reverse.
- Never bring Pierce or Slash. All three resist both. A bow is close to the worst possible choice.
- Do not expect to stagger anything. All three are stagger-immune — there is no interrupt in this fight.
- Stay out of the radius. The attacks are area-of-effect poison, so distance is the entire defence.
- Back off before an Oozer dies. It becomes two Blobs, each with its own 90 Poison area.
- Poison resistance mead applies here too, and as always it has to be active before the hit lands.
Running your own Valheim server
Tar pits and Swamp ooze are farm runs rather than one-off fights, and farm runs only pay back on a world that keeps its state. A gamever Valheim server keeps it persistent for up to 10 players, with one-click backups.
Conclusion
Valheim's three slimes share almost everything: all are immune to Poison and to stagger, all resist Pierce and Slash, and all are weak to Blunt, which makes a mace the universal answer and a bow the worst possible choice. The elemental half is where they split — Blobs (50 health) and Oozers (150) resist Fire and are weak to Frost, while the Growth (100 health, in Plains tar pits) resists Frost and is weak to Fire, an exact inversion. Their attacks are area-of-effect poison — 90 from a Blob, 115 from an Oozer, and 45 Blunt plus 50 Poison from a Growth — and since none of them can be staggered, distance is the only defence available. The Oozer splits into two Blobs on death, making it effectively a 250-health encounter that ends with two poison sources next to you, so back off before it dies. Their drops are the reason to bother: Ooze at double rate from Oozers, Scrap iron from Oozers as a Swamp iron source outside the crypts, and Tar from Growths, which has no substitute.
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