Card
Block Tales Good Vibes Card Guide
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.
Last updated: 2026-04-27
Quick Facts
| Type | Action card |
|---|---|
| BP | 2 |
| SP cost | 3 |
| Effect | Puts the user to Sleep for 3 turns. |
| Party restore | Restores 2 HP and 2 SP to the party each turn while active. |
| Defense | The sleeping user takes halved damage. |
| Max stack | 3 |
| Stack note | Extra copies add 2 SP cost. |
| Source | Bought from Sketchy Figure for 1 BUX. |
| Source 2 | Bought from Amber for 70 TIX. |
| Sell amount | 49 TIX. |
| Anti-synergy | Fine, Dodgy, Invisible, Feel Fine, Ghostwalker, Ghost Burger, Jasmine Tea, and Hot Chocolate can interfere with the Sleep-based effect. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Good Vibes facts that matter
Good Vibes is a delayed support card. The user gives up turns, falls asleep, and feeds the party HP and SP over time.
That makes it strong only if the team can protect the sleeping player. If the user is the only stable healer or attacker, the lost turns can hurt more than the restore helps.
- Use it when the team can survive while the user sleeps.
- Do not use it when the user must act next turn.
- Plan around 3 turns of Sleep.
- Use Bodyguard or defensive buffs if enemies may hit the sleeper.
Good Vibes anti-synergies
Good Vibes needs the user to sleep. Effects that prevent, remove, or conflict with Sleep can waste the turn or remove the benefit.
That is the page's biggest trap. A support card can look great in isolation and still fail because the build is already using Fine-style protection.
- Avoid stacking it blindly with Feel Fine.
- Check Ghostwalker and status-blocking items first.
- Do not cast it while Sleep cannot apply.
- Use Cure-style answers for status cleanup instead.
When Good Vibes pays off
Good Vibes pays off in longer fights where 2 HP and 2 SP per turn changes the team's resource curve. It is not for quick cleanup fights.
If the battle will end before the restore matters, just attack, heal, or defend normally.
- Good use: long party boss attempts.
- Good use: support player with protection.
- Bad use: short enemy rooms.
- Bad use: solo routes where sleeping loses control.
FAQ
What does Good Vibes do?
Good Vibes puts the user to Sleep for 3 turns and restores 2 HP and 2 SP to the party each turn.
How much does Good Vibes cost?
Good Vibes costs 2 BP to equip and 3 SP to use.
Where do I buy Good Vibes?
Good Vibes is sold by Sketchy Figure for 1 BUX and Amber for 70 TIX.
Why did Good Vibes fail?
It can fail or lose value if the user cannot fall asleep, wakes early, or is using effects that conflict with Sleep.
Related Pages
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.
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Bodyguard
Block Tales Bodyguard is a 1 BP support action card that costs 2 SP and protects an ally for 3 turns. The user absorbs 50% of the ally's enemy damage, rounded through the card's damage-split rules. It is strong in party play, but risky if the protector is already low.
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Cure
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.
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Sacrifice
Block Tales Sacrifice is a 1 BP action card that heals allies by 5 HP while the user loses 5 HP. It is strong in parties when one player can safely spend health to keep everyone else alive, but dangerous at low HP and weak in plans that already struggle to keep the support player standing.
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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.
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Charge DEF
Block Tales Charge DEF is a 1 BP action card that costs 3 SP and gives Halved Damage for 3 turns. It is a setup defense card, not a panic heal. Use it before a known damage window, especially when a boss or heavy enemy is about to punish the party. It is sold by Gene for 100 TIX and Banished Knight for 50 TIX, with no sell value. Charge DEF is worth the SP when it prevents more damage than a normal heal would fix. It is weak if you cast it after the dangerous turn has already happened.
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.
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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.