Card

Block Tales Launcher Card Guide

Block Tales Launcher is a 0 BP action card that replaces Ball with an area attack. It applies DEF Down level 1 for 3 turns to the target, hits adjacent enemies for reduced splash damage, and is sold by Tai and Banished Knight.

Last updated: 2026-04-27

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

Quick Facts

TypeAction card
SlotBall replacement
BP0
EffectReplaces Ball with an area attack.
DebuffApplies DEF Down level 1 for 3 turns to the target.
SplashHits enemies adjacent to the target for base damage minus 1.
Defense noteBypasses 1 Defense on the target.
Max stack1
SourceBought from Tai for 300 TIX.
Source 2Bought from Banished Knight for 150 TIX.
Sell amount105 TIX.
Miss noteLauncher is the only listed weapon that does no direct damage when its action command fails.
Version noteAdjacent enemies now must be directly beside the target.
Reviewed factsChecked against current community wiki data on 2026-04-27.

Block Tales Launcher facts that matter

Launcher is a Ball replacement for lineup pressure. It debuffs the main target and splashes nearby enemies.

That means target choice matters. If the adjacent enemies are not actually beside the target, the splash part loses value.

  • Use it when enemies are grouped tightly.
  • Use it when DEF Down helps follow-up damage.
  • Skip it when the lineup is spread out.
  • Do not miss the action command if the turn depends on damage.

Launcher miss and Ante Up risk

Launcher is harsh on missed commands because current trivia says it deals no direct damage when the command fails.

That makes Ante Up risky. More damage looks good, but a harder command can turn a planned splash turn into nothing.

  • Practice before using it as a boss answer.
  • Avoid Ante Up if Launcher timing is inconsistent.
  • Use Charge only if the next Launcher hit is safe.
  • Do not build a route around a command you cannot land.

Launcher compared with Slingshot

Launcher replaces Ball and works around DEF Down plus adjacent splash. Slingshot replaces Sword and focuses on ranged pellet damage.

Launcher is stronger when enemy position and defense matter. Slingshot is cleaner when you need ranged Sword-slot coverage.

  • Launcher: target debuff and splash.
  • Slingshot: ranged replacement attack.
  • Softener: Sword-based DEF Down.
  • Linebounce: row damage through timed bounces.

FAQ

What does Launcher replace?

Launcher replaces the Ball slot.

How much BP does Launcher cost?

Launcher costs 0 BP.

Where do I buy Launcher?

Launcher is sold by Tai for 300 TIX and Banished Knight for 150 TIX.

What happens if Launcher misses?

Current trivia says Launcher deals no direct damage when the action command fails.

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.

Action Commands Guide guide guide image for Block Tales Wiki

Guide

Action Commands Guide

Block Tales Action Commands Guide is about timing under pressure, not just pressing buttons faster. Early cards make this obvious. Power Stab deals better damage when the command lands, while a missed early Power Stab falls back to weaker damage. Linebounce keeps going only if each command succeeds. Ante Up raises damage but makes commands harsher and can turn misses into zero damage. Use low-risk enemies to practice before boss attempts. If timing falls apart when HP is low, fix survival first instead of adding more risky damage.

Slingshot card guide image for Block Tales Wiki

Card

Slingshot

Block Tales Slingshot is a 0 BP action card that replaces Sword with a projectile attack. It deals +1 over base in current Fandom data but cannot damage enemies with Defense unless another effect solves that problem. It is sold by Tai and Banished Knight.

Softener card guide image for Block Tales Wiki

Card

Softener

Block Tales Softener is a 1 BP Sword action card that costs 2 SP, pierces defense, and applies DEF Down level 2 for 3 turns. It is best against durable enemies or enemies using DEF Up, not as a random damage button. Use it when the next few attacks will benefit from the debuff.

Charge card guide image for Block Tales Wiki

Card

Charge

Block Tales Charge is a 1 BP action card that costs 3 SP and gives a target +2 damage on their next attack. It is only good when the next attack is safe, likely to land, and strong enough to justify spending a setup turn. Charge is bought from Wealthy Merchant for 100 TIX or Sketchy Figure for 1 BUX. It can make Power Stab, Dynamite, or other planned hits more threatening, but it is bad when the enemy can interrupt the plan or when the charged hit would overkill anyway.

Ante Up card guide image for Block Tales Wiki

Card

Ante Up

Block Tales Ante Up is a 4 BP passive card that adds +1 damage but makes attack commands much harder. Current data describes the timing window as 50% of normal, and a missed attack command deals 0 damage. It is bought from Sketchy Figure in Bizville for 5 BUX and has a max stack of 1. Ante Up is worth using only when your timing is already consistent under pressure. It can make Power Stab, Dynamite, Launcher, and other attacks hit harder, but it also turns shaky play into wasted turns.

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.

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.