Card

Block Tales Charge Card Guide

Block Tales Charge is a 1 BP action card that costs 3 SP and gives a target +2 damage on their next attack. It is only good when the next attack is safe, likely to land, and strong enough to justify spending a setup turn. Charge is bought from Wealthy Merchant for 100 TIX or Sketchy Figure for 1 BUX. It can make Power Stab, Dynamite, or other planned hits more threatening, but it is bad when the enemy can interrupt the plan or when the charged hit would overkill anyway.

Last updated: 2026-04-27

Charge card guide image for Block Tales Wiki
Charge reference image for the cards section.

Quick Facts

TypeAction card
BP1
SP cost3
EffectGives a target +2 damage on their next attack.
StatusGrants ATK Up level 2 removed on strike.
Max stack3
Stack noteEach stacked copy adds +2 ATK Up and +2 SP cost.
Shop sourceBought from Wealthy Merchant for 100 TIX.
Shop source 2Bought from Sketchy Figure for 1 BUX.
Sell amount70 TIX.
Reviewed factsChecked against current community wiki data on 2026-04-27.

Block Tales Charge facts that matter

Charge spends a turn and 3 SP to make the next attack hit harder. That means the next attack must matter.

If the charged attack misses, overkills, or gets delayed by a defensive emergency, the setup turn was not worth it.

  • Use Charge before a planned burst hit.
  • Skip it when direct damage already changes the turn count.
  • Do not Charge before a risky action command unless you can land it.
  • Do not Charge when the next turn may need healing.

Best Charge targets

Charge is better on high-value attacks than on routine hits. A charged Power Stab, Dynamite, or other strong planned attack has a clearer payoff.

It is weaker if the next attack is small or if the fight is almost over.

  • Good target: a boss burst window.
  • Good target: a defense-piercing Dynamite turn.
  • Bad target: an enemy already near death.
  • Bad target: a player who may need to heal next turn.

Charge mistakes

The most common mistake is treating Charge as free damage. It is not free. It costs a turn, SP, and the next action has to connect.

If your build keeps losing before the charged turn lands, use safer damage or survival cards first.

  • Do not stack setup cards with no survival plan.
  • Do not Charge into a target that may die early.
  • Do not use it while learning a hard action command.
  • Do not ignore SP economy on long routes.

FAQ

What does Charge do?

Charge gives a target +2 damage on their next attack.

How much does Charge cost?

Charge costs 1 BP to equip and 3 SP to use.

Where do I buy Charge?

Charge is sold by Wealthy Merchant for 100 TIX and Sketchy Figure for 1 BUX.

Is Charge good for bosses?

Yes if the next attack is safe and important. It is bad if the setup turn delays healing or gets wasted on overkill.

Related Pages

Card Build Basics guide guide image for Block Tales Wiki

Guide

Card Build Basics

Block Tales Card Build Basics starts with one question: what is failing right now? If enemies live too long, add damage. If SP runs dry, use SP+ or SP Saver. If missed guards are killing the run, take HP+ or defense before more offense. Cards are not free just because they fit in the menu. Most cost BP to equip, active cards often spend SP, and stacked cards can raise both power and cost. A good build has one damage answer, one survival answer, and enough SP to use both when the route gets messy.

Action Commands Guide guide guide image for Block Tales Wiki

Guide

Action Commands Guide

Block Tales Action Commands Guide is about timing under pressure, not just pressing buttons faster. Early cards make this obvious. Power Stab deals better damage when the command lands, while a missed early Power Stab falls back to weaker damage. Linebounce keeps going only if each command succeeds. Ante Up raises damage but makes commands harsher and can turn misses into zero damage. Use low-risk enemies to practice before boss attempts. If timing falls apart when HP is low, fix survival first instead of adding more risky damage.

Power Stab card guide image for Block Tales Wiki

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Power Stab

Block Tales Power Stab is the first real SP check for sword builds. It costs 0 BP and 2 SP, adds 1 damage over a normal Sword hit, and rewards players who can land the tighter action command instead of spending turns on plain attacks.

Dynamite card guide image for Block Tales Wiki

Card

Dynamite

Block Tales Dynamite is a Chapter 1 weapon-field card found in the Snowy Thicket Mines near Accountant Jim. In the overworld, it blows up cracked walls and red rocks. In battle, it costs 5 SP, uses a rapid-input action command, can reach 5 damage at full charge, and pierces defense. That makes it a strong burst tool, but not a casual room-clear button. Save it for targets where defense or one big turn matters. If Ante Up is equipped, the command becomes harsher, so do not build around Dynamite burst until the timing is stable.

Ante Up card guide image for Block Tales Wiki

Card

Ante Up

Block Tales Ante Up is a 4 BP passive card that adds +1 damage but makes attack commands much harder. Current data describes the timing window as 50% of normal, and a missed attack command deals 0 damage. It is bought from Sketchy Figure in Bizville for 5 BUX and has a max stack of 1. Ante Up is worth using only when your timing is already consistent under pressure. It can make Power Stab, Dynamite, Launcher, and other attacks hit harder, but it also turns shaky play into wasted turns.

SP Saver card guide image for Block Tales Wiki

Card

SP Saver

Block Tales SP Saver is a 3 BP passive card that lowers SP costs by 1, but never below 1. It is bought from Sketchy Figure for 4 BUX and has a max stack of 1. SP Saver is strong only when the build repeatedly uses SP-cost cards. It helps Power Stab, Linebounce, Fireball, Snowball, Cure, Charge, and Dynamite routes, but it does nothing for a build that mostly uses normal attacks. Do not equip it just because SP feels low once. Count how many discounted actions you expect before giving it 3 BP.

Cruel King boss guide image for Block Tales Wiki

Boss

Cruel King

Block Tales Cruel King is the Chapter 1 final boss in Blackrock Castle. He has 30 HP, uses freeze pressure, can summon Loyal Knight or Crossbow Crony, and punishes players who enter the throne room with no SP plan.

Boss Guide guide guide image for Block Tales Wiki

Guide

Boss Guide

Block Tales Boss Guide starts with preparation, because most failed attempts are decided before the first attack. Bring one reliable damage card, one recovery answer, and a plan for the boss's worst turn. Cruel King is the clean example: 30 HP, freeze moves, summons, and a heal plus DEF Up. Power Stab helps when the boss is alone. Linebounce helps when summons make the row messy. If the fight keeps failing, do not swap every card. Identify the exact failure: low HP, low SP, missed guards, enemy adds, or panic healing.