Card

Block Tales HP+ Card Guide

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.

Last updated: 2026-04-27

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

Quick Facts

TypePassive card
BP3
EffectRaises current and maximum HP by 5.
Max stack4
Obtainable copiesPre-Demo 5 reviewed data listed 3 obtainable copies.
SourceFound in Caves [1].
Source 2Found in Dream Path D [2].
Shop sourceBought from Amber for 65 TIX.
Sell amount46 TIX.
Version scopeFirst introduced in Chapter 1 and appears again in Chapter 3.
Reviewed factsChecked against current community wiki data on 2026-04-27.

Block Tales HP+ facts that matter

HP+ gives a larger mistake budget. That is exactly what new players need when guard timing, enemy patterns, or boss turns are still unfamiliar.

The card is not flashy, but it is honest. If you keep dying before the plan can work, more HP can be better than another attack.

  • Use it while learning boss patterns.
  • Use it when missed guards are expensive.
  • Skip it if you already survive but kill too slowly.
  • Do not use it to ignore bad healing timing.

HP+ versus Defend+

HP+ adds 5 max HP for 3 BP. Defend+ costs 4 BP and reduces incoming damage by adding DEF.

HP+ is easier for new players because it works even when damage patterns are messy. Defend+ gets stronger when repeated hits are the main issue.

  • HP+: more room for any mistake.
  • Defend+: better against repeated hits.
  • Charge DEF: short defensive window.
  • Cure: turns SP into recovery.

When HP+ is worth 3 BP

HP+ is worth it when one more hit would keep the route alive. This is common during first clears, solo routes, and boss practice.

It is less useful when you are losing with HP left because SP ran out or the boss healed faster than you dealt damage.

  • Good use: Cruel King learning attempts.
  • Good use: solo routes with shaky guards.
  • Bad use: builds with no damage plan.
  • Bad use: routes where SP, not HP, keeps failing.

FAQ

What does HP+ do?

HP+ raises current and maximum HP by 5.

Where do I get HP+?

HP+ is found in Caves [1] and Dream Path D [2], and can be bought from Amber for 65 TIX.

How many HP+ copies are obtainable?

Pre-Demo 5 reviewed data listed 3 obtainable copies, with a max stack of 4.

Is HP+ good for beginners?

Yes. It gives more room for missed guards and first-time boss mistakes.

Related Pages

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.

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.

Boss Guide guide guide image for Block Tales Wiki

Guide

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.

Defend+ card guide image for Block Tales Wiki

Card

Defend+

Block Tales Defend+ is a 4 BP passive card that adds +1 DEF per stack. It is expensive, but it can change long routes and boss learning attempts where repeated damage is the real problem. Defend+ is bought from Sketchy Figure for 5 BUX or found on Pit Floor 50. Pre-Demo 5 data listed a max stack of 3, with 2 obtainable copies. Use it when incoming damage keeps ending runs. Do not equip it just because it sounds safe if the real failure is low damage, poor SP use, or missed action commands.

Charge DEF card guide image for Block Tales Wiki

Card

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.

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.

Chapter 1 chapter guide image for Block Tales Wiki

Chapter

Chapter 1

Block Tales Chapter 1, Storming the Castle, runs from the Caves into Roadtown, Snowy Thicket, and Blackrock Castle. The chapter teaches Ball, Dynamite, keys, dungeon routing, and ends with Cruel King and the Ice Dagger.

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.