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
Quick Facts
| Type | Action card |
|---|---|
| Slot | Ball |
| BP | 1 |
| SP cost | 2 |
| Effect | Applies Burn level 1 for 3 turns. |
| Source | Found in Caves [3]. |
| Shop source | Bought from Amber for 80 TIX. |
| Drops | Vessel, Vulture, Temple Guardian, The Great Flocci, and The Ancients each list Fireball at 1.2%. |
| Sell amount | 42 TIX. |
| Max stack | 5 |
| Action command | A successful command adds 1 extra damage to Ball damage instead of rebounding. |
| Reviewed facts | Checked 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
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.
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
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.
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.
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.
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.
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.
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.