Card

Block Tales Daze Card Guide

Block Tales Daze is a 1 BP Sword action card that costs 2 SP, attempts to apply Dizzy level 1 for 4 turns, and deals half damage to the enemy behind the target. It is best when one front enemy needs control and a back enemy can be chipped at the same time.

Last updated: 2026-04-27

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

Quick Facts

TypeAction card
SlotSword
BP1
SP cost2
EffectAttempts to apply Dizzy level 1 for 4 turns.
Bonus hitDeals half of its damage to the enemy behind the target.
Backline limitThe behind-target damage cannot hit Flying enemies.
Defense noteThe behind-target damage does not keep Sword defense-piercing behavior.
Action commandA successful command adds 1 Sword damage.
SourceFound on Pit Floor [10].
Shop sourceBought from Sketchy Figure for 3 BUX.
Shop source 2Bought from Wealthy Merchant for 40 TIX.
Sell amount28 TIX.
Max stack5
Obtainable copiesPre-Demo 5 reviewed data listed 3 obtainable copies.
Reviewed factsChecked against current community wiki data on 2026-04-27.

Block Tales Daze facts that matter

Daze is a control and splash card. It applies Dizzy and can chip the enemy behind the main target.

The card is best when the enemy lineup lets both parts matter. If there is no useful target behind the first enemy, Daze is mostly a 2 SP Dizzy attempt.

  • Use it when the front enemy needs Dizzy.
  • Use it when a second grounded enemy stands behind the target.
  • Skip it against lone targets if Dizzy is not needed.
  • Do not expect the back hit to catch Flying enemies.

Daze compared with Softener

Daze lowers enemy reliability. Softener lowers enemy defense. They solve different problems.

If the fight fails because enemies keep landing dangerous turns, Daze can help. If the fight fails because the target takes too long to damage, Softener is cleaner.

  • Daze: Dizzy and backline chip.
  • Softener: DEF Down and defense pierce.
  • Power Stab: single-target damage.
  • Linebounce: row pressure without Sword positioning.

Daze positioning mistakes

The backline hit is the reason to think about target order. Hitting the wrong front enemy can waste the second part of the move.

Do not use Daze as if it were a plain Sword hit. Check the enemy behind the target first.

  • Target the front enemy that gives useful splash damage.
  • Do not plan backline damage into Flying enemies.
  • Use Dizzy early enough for it to affect turns.
  • Stop using it once direct damage is the faster answer.

FAQ

What does Daze do?

Daze attempts to apply Dizzy level 1 for 4 turns and deals half damage to the enemy behind the target.

How much does Daze cost?

Daze costs 1 BP to equip and 2 SP to use.

Where do I get Daze?

Daze is found on Pit Floor [10], sold by Sketchy Figure for 3 BUX, and sold by Wealthy Merchant for 40 TIX.

Can Daze hit Flying enemies behind the target?

No. Current data says the behind-target damage cannot hit Flying enemies.

Related Pages

Status Effects Guide guide guide image for Block Tales Wiki

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.

Card Build Basics guide guide image for Block Tales Wiki

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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.

Softener card guide image for Block Tales Wiki

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Softener

Block Tales Softener is a 1 BP Sword action card that costs 2 SP, pierces defense, and applies DEF Down level 2 for 3 turns. It is best against durable enemies or enemies using DEF Up, not as a random damage button. Use it when the next few attacks will benefit from the debuff.

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.

Sword Toss card guide image for Block Tales Wiki

Card

Sword Toss

Block Tales Sword Toss is a 1 BP Sword action card that costs 1 SP and turns Sword into a ranged attack. Its real value is not raw damage. It lets you choose any enemy and hit Flying targets while keeping the same damage and action command as a regular Sword. That makes it worth equipping when Chapter 3 or later fights waste turns with airborne or priority enemies. It is not worth spending SP when a normal Sword hit already reaches the target. Treat it as coverage, not a main damage upgrade.

Blackrock Castle location guide image for Block Tales Wiki

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Blackrock Castle

Block Tales Blackrock Castle is the Chapter 1 dungeon and Cruel King route. It uses keys, doors, Ball, Sword, Dynamite, Shrink, the 2605 prison code, Blackrock Key, Blackrock Diner Key, optional checks, and a healing plate before the throne room.

Crossbow Crony enemy guide image for Block Tales Wiki

Enemy

Crossbow Crony

Block Tales Crossbow Crony is a Blackrock Castle ranged enemy with 4 HP, Mobile, level 22, and Crossbow Shot. Cruel King can summon it with Call for Help. It is fragile enough to remove quickly, but leaving it alive can stretch a boss attempt through extra ranged pressure.

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.