Card
Block Tales Cure Card Guide
Block Tales Cure is a 2 BP action card that costs 2 SP and heals 5 HP to yourself or an ally. It is useful when a route keeps forcing recovery turns, especially in party play or status-heavy chapters. Cure is bought from Desna for 120 TIX and Tai for 150 TIX. Pre-Demo 5 data listed a max stack of 5, with 2 obtainable copies. Use Cure before low HP becomes unrecoverable. Do not rely on it as your only survival plan if the build cannot afford the SP or if enemies can punish the heal turn.
Last updated: 2026-04-27
Quick Facts
| Type | Action card |
|---|---|
| BP | 2 |
| SP cost | 2 |
| Effect | Heals 5 HP to the user or a targeted ally. |
| Max stack | 5 |
| Obtainable copies | Pre-Demo 5 reviewed data listed 2 obtainable copies. |
| Stack note | Each stacked copy adds 5 healing and 1 SP cost. |
| Shop source | Bought from Desna for 120 TIX. |
| Shop source 2 | Bought from Tai for 150 TIX. |
| Sell amount | 84 TIX. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Cure facts that matter
Cure turns SP into HP. That is strong when the problem is survival, but it creates a new question: can the build afford the SP?
Because Cure can target allies, it has more value in party play than a selfish recovery option.
- Use it before a player falls into unrecoverable danger.
- Use it when an item should be saved for later.
- Skip it if the enemy must be finished this turn.
- Do not spend all SP healing small mistakes.
Cure timing in hard fights
The best Cure turn is one turn earlier than panic. If a boss can freeze, stun, or burst the party, waiting until the target is almost down can lose the chance to heal at all.
Against long routes, Cure also helps preserve items, but it should not replace basic defense and guard timing.
- Heal before a control effect can steal the turn.
- Heal the player whose next action matters most.
- Do not heal tiny chip damage if a safe room is near.
- Pair with SP+ or SP Saver if Cure is used often.
Cure compared with Good Vibes
Cure is direct and immediate. Good Vibes is slower and party-wide, but it puts the user to sleep for 3 turns.
Use Cure when one player needs HP now. Use Good Vibes when a longer party fight gives the sleep turns time to pay off.
- Cure: emergency or targeted healing.
- Good Vibes: slower HP and SP support.
- Prayer: random and unreliable.
- Sacrifice: party healing with HP risk.
FAQ
What does Cure do?
Cure heals 5 HP to yourself or a targeted ally.
How much does Cure cost?
Cure costs 2 BP to equip and 2 SP to use.
Where can I buy Cure?
Cure is sold by Desna for 120 TIX and Tai for 150 TIX.
Is Cure good in solo play?
Yes if HP loss is the problem and you can afford the SP. If SP is already failing, fix economy before leaning on Cure.
Related Pages
Guide
Status Effects Guide
Block Tales Status Effects Guide focuses on what changes a turn, not on memorizing every icon. Status effects appear in battle with duration and level when applicable. Some protect, some debuff, and some steal tempo. Frozen is the early warning sign because Cruel King can apply it for 1 turn and stop the action you planned next. Fine can block status ailments for a short window. Burn, Freeze, and Poison enchants can come from card effects. The key decision is simple: remove, prevent, or race the effect before it costs more than the turn spent answering it.
Guide
Party Support Build
Block Tales Party Support Build is strongest when one player has a clear job instead of four players all chasing damage. Bodyguard can absorb part of an ally's incoming enemy damage. Good Vibes trades the user's turns for party HP and SP recovery. SP Wire moves SP from one player to another and cannot be used solo. Prayer is too random to be the only plan. In real fights, support should stop a known failure: one ally getting focused, the party running out of SP, or a boss turn forcing early healing.
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.
Card
Good Vibes
Block Tales Good Vibes is a 2 BP support action card that costs 3 SP, puts the user to Sleep for 3 turns, and restores 2 HP and 2 SP to the party each turn. It is powerful in parties that can protect the sleeper, but awkward with Fine, Dodgy, Invisible, or any fight where the user cannot afford to lose turns.
Card
Prayer
Block Tales Prayer is a 3 BP action card that costs 5 SP and produces a random effect. Some outcomes heal, buff, revive, or apply useful pressure, while others can help enemies or hurt the user. It is a high-variance card, not a dependable recovery plan.
Card
SP+
Block Tales SP+ is a 3 BP passive card that raises current and maximum SP by 5. It is the simplest way to make an SP-heavy route less tight, especially before bosses or long areas. SP+ is found in Rugged Rainforest [19] and Scorched Ruins (C1), and bought from Amber for 45 TIX. Pre-Demo 5 data listed a max stack of 4, with 3 obtainable copies. Use SP+ when the bar is too small. Use SP Saver instead when repeated card costs are the real drain.
Chapter
Chapter 2
Block Tales Chapter 2 is A Toxic Time, released on July 6, 2024. It starts after Cruel King and the Ice Dagger, then sends the player through Roblox HQ Basement, the airport route, Plainstown, Savannah, Ant Hill, Turitopulis Forest, Rugged Rainforest, and Griefer's Crib. The chapter adds a heavier poison and jungle route feel, with Komodo Dragon, Bigfoot, Griefer, Bubonic Plant, and optional Supreme Mosquito in the boss set. Bring Cure or another status answer before the route starts draining items. Chapter 2 rewards players who conserve SP before the long jungle stretch.
Boss
Bubonic Plant
Block Tales Bubonic Plant is the Chapter 2 final boss in Griefer's Crib. It has 40 HP, 2 Defense, Mobile, Burn Vulnerability level 1, and a poison-heavy pattern: Big Bite, Tendril Flurry, Venom Charge, Plant Rush, Acid Rain, then repeat pressure. It can also be rematched in Toxic Nirvana.