Card

Block Tales HP Finder Card Guide

Block Tales HP Finder is a 0 BP passive card that gives +1 extra HP after every battle. It is simple route sustain, not a boss card. Current data lists it as an enemy-drop card from Bee Happy and Winged Zombie at 1.1%, with a max stack of 3.

Last updated: 2026-04-27

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

Quick Facts

TypePassive card
BP0
EffectGain +1 extra HP after each fight.
Max stack3
SourceDropped by Bee Happy at 1.1%.
Source 2Dropped by Winged Zombie at 1.1%.
Sell amount50 TIX.
Battle valueDoes not heal during a fight.
Best useLong exploration routes with repeated normal battles.
Weak useBoss attempts where post-battle healing does not help mid-fight.
Trivia noteCurrent wiki trivia calls HP Finder and SP Finder filler cards.
Reviewed factsChecked against current community wiki data on 2026-04-27.

Block Tales HP Finder facts that matter

HP Finder helps after battles, not during them. That makes it a route sustain card, not an emergency tool.

The 0 BP cost is the point. If you have the card and an empty slot, it can quietly patch chip damage across normal fights.

  • Use it while clearing routes with many small encounters.
  • Do not expect it to save a boss attempt.
  • Do not farm it early unless the route already makes sense.
  • Treat it as comfort sustain, not a core build piece.

When HP Finder is worth using

HP Finder is worth using when repeated fights are shaving off HP and you still have the BP space. It is especially easy to justify because it costs 0 BP.

It is less useful once the problem becomes burst damage, status pressure, or SP shortage.

  • Good use: repeated enemy rooms.
  • Good use: low-risk cleanup.
  • Bad use: Cruel King-style boss prep.
  • Bad use: replacing real healing or defense cards.

HP Finder compared with HP+

HP+ gives a bigger HP bar before the fight starts. HP Finder gives a small recovery after the fight ends.

If you are dying inside battle, HP+ is the better answer. If you are surviving but losing small HP across routes, HP Finder can help.

  • HP Finder: post-battle route sustain.
  • HP+: max HP and mistake room.
  • HP Drain: sustain after successful hits.
  • Cure: active recovery during battle.

FAQ

What does HP Finder do?

HP Finder gives +1 extra HP after each fight.

How much BP does HP Finder cost?

HP Finder costs 0 BP.

Where does HP Finder drop?

Current data lists HP Finder as a 1.1% drop from Bee Happy and Winged Zombie.

Is HP Finder useful for bosses?

Not really. It heals after fights, so it does not help once a boss battle is already underway.

Related Pages

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.

Solo Player Build guide guide image for Block Tales Wiki

Guide

Solo Player Build

Block Tales Solo Player Build is stricter than a party setup because every bad guard, heal, and SP spend belongs to you. Start with one reliable attack, one survival card, and one SP plan. Power Stab handles single targets. Linebounce helps when enemy rows threaten too many turns. HP+ gives room for missed blocks, while SP+ or SP Saver keeps active cards usable. Do not build like a speedrun while learning. A solo route should reach bosses with enough HP, SP, and recovery to survive one mistake, then adjust after the exact failure is clear.

HP+ card guide image for Block Tales Wiki

Card

HP+

Block Tales HP+ is a 3 BP passive card that raises current and maximum HP by 5. It is one of the best early safety cards because it gives more room for missed guards, bad enemy turns, and first-time boss learning. HP+ is found in Caves [1] and Dream Path D [2], and bought from Amber for 65 TIX. Pre-Demo 5 data listed a max stack of 4, with 3 obtainable copies. Use HP+ when dying is the problem. Do not equip it if the real failure is low damage or poor SP planning.

HP Drain card guide image for Block Tales Wiki

Card

HP Drain

Block Tales HP Drain is a 1 BP passive card that heals 1 HP after a successful hit, but lowers all damage by 1. It is sustain with a damage tax. Use it only when repeated safe hits matter more than ending fights quickly.

Cure card guide image for Block Tales Wiki

Card

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.

Winged Zombie enemy guide image for Block Tales Wiki

Enemy

Winged Zombie

Block Tales Winged Zombie is a 6 HP Flying Chapter 3 enemy with Arrow Shot, Charge Power, Super Arrow Shot, Spooksville encounters, and HP Finder drops. It combines the Zombie charge timer with a Flying coverage check, so grounded-only plans waste the turn you need most.

Dream World location guide image for Block Tales Wiki

Location

Dream World

Block Tales Dream World is the late Chapter 3 route after Catacombs, built around Greed, Solitude/Sorrow, Fear, and Hatred. It is not a normal map stretch. The area tests item timing, poison and debuff handling, charged-hit discipline, Sword Energy pressure, and whether enough recovery survived the haunted route.

Beginner Guide guide guide image for Block Tales Wiki

Guide

Beginner Guide

Block Tales Beginner Guide is for players who just reached the first real routes and keep losing HP, SP, or turns without knowing why. Start by learning normal Sword and Ball timing, then add Power Stab for single targets and Linebounce when enemy count becomes the problem. Chapter 1 checks whether you can save SP through Caves, Roadtown, Snowy Thicket, and Blackrock Castle before Cruel King. Do not spend every item fixing small mistakes. Use healing plates, count whether a card changes the turn count, and keep one recovery plan for boss rooms.