Card

Block Tales Fireball Card Guide

Block Tales Fireball is a 1 BP Ball action card that costs 2 SP and applies Burn level 1 for 3 turns. It is good when a target will survive long enough for Burn to matter, and weaker when direct damage would end the fight immediately. Fireball is found in Caves [3], can be bought from Amber for 80 TIX, and can drop from several later enemies and bosses at 1.2%. The action command can add 1 extra damage to Ball damage. Use it as a damage-over-time plan, not a panic button.

Last updated: 2026-04-27

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

Quick Facts

TypeAction card
SlotBall
BP1
SP cost2
EffectApplies Burn level 1 for 3 turns.
SourceFound in Caves [3].
Shop sourceBought from Amber for 80 TIX.
DropsVessel, Vulture, Temple Guardian, The Great Flocci, and The Ancients each list Fireball at 1.2%.
Sell amount42 TIX.
Max stack5
Action commandA successful command adds 1 extra damage to Ball damage instead of rebounding.
Reviewed factsChecked against current community wiki data on 2026-04-27.

Block Tales Fireball facts that matter

Fireball is strongest when the enemy survives long enough for Burn to work. If the target would die to direct damage this turn, spending 2 SP for Burn is usually wasteful.

The card is still useful because it gives Ball builds a status plan without relying on a later elemental setup.

  • Use Fireball in longer enemy or boss fights.
  • Skip it when direct damage ends the fight now.
  • Do not spend it on low-health cleanup.
  • Count whether 2 SP is worth the remaining turns.

Sources and cleanup value

The clean source is Caves [3], with Amber as a shop source for 80 TIX. Later drop sources exist, but farming a 1.2% card drop should be a cleanup plan, not the first route plan.

If you only need one copy for normal use, get the verified route or shop source first.

  • Route source: Caves [3].
  • Shop source: Amber for 80 TIX.
  • Drop cleanup: later enemies and bosses at 1.2%.
  • Do not build the early route around rare drops.

Fireball compared with Linebounce

Linebounce solves enemy count right now. Fireball solves time. If a row of enemies will all attack next turn, Linebounce is often cleaner. If one tough target will last several turns, Fireball has a better reason to be used.

A Ball build can use both, but they draw from the same SP pool.

  • Use Linebounce for rows.
  • Use Fireball for targets that survive multiple turns.
  • Bring SP+ or SP Saver if both cards are used often.
  • Do not burn SP on both unless the fight is actually dangerous.

FAQ

Where do I get Fireball?

Fireball is found in Caves [3] and can also be bought from Amber for 80 TIX.

How much does Fireball cost?

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

What does Fireball do?

It applies Burn level 1 for 3 turns and can add 1 extra Ball damage if the command lands.

Is Fireball better than Linebounce?

Not in the same situation. Fireball is better for longer single-target pressure; Linebounce is better when several enemies need damage immediately.

Related Pages

Best Cards guide guide image for Block Tales Wiki

Guide

Best Cards

Block Tales Best Cards should be chosen by the problem in front of you. Power Stab fixes early single-target damage, Linebounce handles rows, HP+ and SP+ buy room for mistakes, SP Saver rewards SP-heavy builds, and Defend+ stabilizes hard routes.

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

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.

Linebounce card guide image for Block Tales Wiki

Card

Linebounce

Block Tales Linebounce is the early Ball card for rooms with several enemies. It costs 1 BP and 2 SP, comes from the Caves, and keeps bouncing only if each action command lands, which makes it strong but easy to waste.

Free Fire card guide image for Block Tales Wiki

Card

Free Fire

Block Tales Free Fire is a 1 BP action card that costs 1 SP and gives the chosen target Enchant: Burn level 1 for the next attack. It is found in Scorched Dunes [3], sold by Banished Knight for 100 TIX, and stacks up to 5.

SP+ card guide image for Block Tales Wiki

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.

Caves location guide image for Block Tales Wiki

Location

Caves

Block Tales Caves is an early Chapter 1 route where Ball timing, route tools, and card pickups start mattering. Current reviewed data ties HP+ to Caves [1], Fireball to Caves [3], and Linebounce to a Caves pedestal, making the area more than a simple transition before Roadtown.

Temple Guardian boss guide image for Block Tales Wiki

Boss

Temple Guardian

Block Tales Temple Guardian is a Chapter 4 boss in the Temple of the Red Sun with a 50 HP head, two 15 HP hands, 2 Defense on the head, and no normal effects while the hands are active. The fight is really three targets, not one big target.