The Abomination in Valheim: 800 Health, and Three Damage Types Bounce Off It

The Abomination is the Swamp's unofficial mini-boss: 800 health, no star tiers, and a resistance table that rules out most of what you are carrying. It is immune to Frost, Poison and Spirit, very resistant to Pierce, and resistant to Blunt — which leaves exactly one damage type doing full work, and it is the one the Swamp discourages you from bringing.
On sourcing. Iron Gate do not publish system documentation. The figures below come from the community wikis and can change with any patch.
The Numbers

| Field | Value |
|---|---|
| Location | Swamp |
| Faction | Undead |
| Health | 800 — no star variants |
| Weak to | Fire |
| Resistant to | Blunt |
| Very resistant to | Pierce |
| Immune to | Frost, Poison, Spirit |
| Stagger threshold | 33% |
| Drops | Abomination trophy, Guck, Root |
Read that list against a typical Swamp loadout and the problem is obvious. Frostner — the club most players bring to the Swamp — deals 35 Blunt, 40 Frost and 20 Spirit. Against an Abomination, the Frost is immune, the Spirit is immune, and the Blunt is resisted. The single best Swamp weapon is close to useless here.
Bows are no better: very resistant to Pierce is a harder cut than plain resistance, so the arrow answer that works on Trolls fails.
Fire Is the Answer, and the Swamp Fights You On It
The one thing that works is Fire, and this is the awkward part: the Swamp is the biome where fire is otherwise wrong. Draugr resist it, Surtlings are immune to it, and the constant rain suppresses fire generally. So the correct Abomination loadout is a deliberate swap rather than something you happen to be carrying.
Practical options:
- Fire Arrows. Pierce is very resisted, but the fire component is not, and arrows deliver it from range — which matters against something with 800 health and reach.
- A torch. Genuinely viable. Torches deal fire damage and the Abomination is weak to it.
- Fire from the environment. Anything already burning does work an Abomination cannot resist.
Its Three Attacks
| Attack | Damage | Cooldown |
|---|---|---|
| Swing | 60 Blunt, 100 Chop, 60 Pickaxe | 7s |
| Slam | 80 Blunt, 100 Chop, 60 Pickaxe | 8s |
| Ground slam | 80 Blunt, 100 Chop, 60 Pickaxe | 6s |
All three carry 100 Chop and 60 Pickaxe, which is the same structural-damage signature as a Troll and slightly worse on the Pickaxe side. An Abomination that reaches your Swamp outpost will take it apart.
The cooldowns are long — 6 to 8 seconds — and that is the fight. An Abomination is slow, telegraphed and immobile relative to you. Its damage per hit is high but its damage per second is not, and a player who keeps moving takes very little.
The 33% stagger threshold means 264 damage staggers it. That is a substantial investment against a creature that resists most of what you have, so stagger is not a reliable part of the plan.
What It Drops

| Drop | Notes |
|---|---|
| Root | Root mask, Root harnesk, Root leggings — and the Arbalest |
| Guck | Also harvested from Guck sacs on Swamp trees |
| Abomination trophy | Decoration |
Root is the point, and the Abomination is its only source. No chest, no merchant, no alternate drop. It builds the three-piece Root Set — mask, harnesk and leggings — and, several biomes later, the Arbalest, the Mistlands crossbow. That second recipe is the one people forget: a Swamp mini-boss you skipped is still gating a weapon you want at the end of the game, and Root does not appear anywhere between the two.
Guck is the softer reward, since Guck sacs on Swamp trees give it too. But an Abomination is a guaranteed source rather than a search.
Fighting One

- Swap to fire before you engage. It is the only damage type not resisted or ignored.
- Leave Frostner in the bag. Frost and Spirit are both immune, and the Blunt is resisted — three of its damage components neutralised.
- Do not rely on a bow alone. Very resistant to Pierce, though Fire Arrows still deliver their fire.
- Keep moving. Cooldowns of 6 to 8 seconds mean an Abomination that misses is doing nothing for several seconds.
- Fight it away from anything you built. 100 Chop and 60 Pickaxe per swing.
- Do not plan around stagger. 33% of 800 is 264 damage before it flinches.
- There are no star variants. Every Abomination is an 800-health Abomination, anywhere in the world, at any distance from spawn. That is unusual and it is in your favour — this enemy does not scale.
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Conclusion
The Abomination has 800 health and no star variants, which means it never scales — the one you meet near spawn is the one you meet a thousand metres out. Its resistance table is the fight: immune to Frost, Poison and Spirit, very resistant to Pierce, resistant to Blunt, and weak only to Fire. That combination neutralises three of Frostner's four properties and blunts the bow, so the Swamp's standard loadout is the wrong one and a deliberate fire swap is required — awkward, since fire is otherwise the wrong choice everywhere else in the biome. Its three attacks land 60 to 80 Blunt on 6 to 8 second cooldowns, slow enough that a moving player takes little, but each one carries 100 Chop and 60 Pickaxe, so fight it away from anything you built. Its 33% stagger threshold is 264 damage and not worth planning around. The reward is Root, which drops from nothing else in the game and builds both the three-piece Root Set and, much later, the Mistlands Arbalest — plus guaranteed Guck and a trophy.
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