Card
Block Tales Linebounce Card Guide
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.
Last updated: 2026-04-27
Quick Facts
| Type | Action card |
|---|---|
| Slot | Ball |
| BP | 1 |
| SP cost | 2 |
| Source | Found on a pedestal in the Caves. |
| Effect | Bounces through enemies in a row if each timed press succeeds. |
| Damage rule | Each later enemy takes 1 less damage, down to a minimum value. |
| Single target | Can bounce on the same enemy again after a successful command. |
| Failure point | The chain ends early if the command fails. |
| Hazard note | Spiky enemies can pop the ball and stop the chain. |
| Associated badge | Baller asks for 4 successful Linebounce commands in one use. |
| Drain note | HP Drain and SP Drain trigger only once with Linebounce. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Linebounce facts that matter
Linebounce is not just a bigger Ball throw. It is a timing test. The card starts on one enemy, then moves down the line only if the player hits the action command on each bounce.
That makes Linebounce best when the enemy count is the real problem. If there is only one target, it can still add a second hit, but the card is usually picked because it can clean up groups.
- Equip it for Caves and other routes with enemy groups.
- Save SP if the fight has one low-health target left.
- Avoid using it into spiky enemies unless you know the interaction is safe.
How to judge a good Linebounce turn
A good Linebounce turn removes pressure from the whole enemy row. If it only scratches targets that will survive anyway, the SP may have been better spent on Power Stab, healing, or a defensive turn.
The card gets worse when timing nerves are already high. Missing the first command wastes the plan. Use normal Ball or single-target damage until you can hit the rhythm consistently.
- Best case: three or more enemies that all need chip damage.
- Weak case: one enemy with enough HP to ignore the second hit.
- Risk case: a row with spiky targets that can break the bounce.
Linebounce, Baller, and drain cards
Linebounce is tied to the Baller badge because that badge asks for four successful action commands in one Linebounce. Do not chase it in a dangerous fight. Use a safe group encounter where a miss will not ruin the route.
HP Drain and SP Drain only trigger once with Linebounce, so the card should not be judged as a multi-trigger engine. Its real value is enemy-row damage.
- Use Baller attempts on repeatable fights.
- Do not expect drain cards to trigger on every bounce.
- Treat Linebounce as a group-clear card first.
Linebounce compared with Power Stab
Power Stab solves one target. Linebounce solves a row. That is the simple split. If the next enemy turn is dangerous because one target must die, Power Stab is usually cleaner. If the danger comes from several enemies taking turns, Linebounce is the better spend.
A balanced early build can carry both because their jobs do not overlap as much as they look on paper.
- Pick Power Stab for boss pressure.
- Pick Linebounce for enemy groups.
- Carry recovery if both cards are eating the same SP pool.
FAQ
Where is Linebounce found?
Linebounce is found in the Caves on a pedestal. It is a Chapter 1 Ball action card.
How much does Linebounce cost?
Linebounce costs 1 BP to equip and 2 SP to use.
Why did Linebounce stop early?
The chain stops if the action command fails. Spiky enemies can also pop the ball and end the bounce.
Is Linebounce good against one enemy?
It can still bounce on a single enemy after a successful command, but the card is usually strongest against multiple enemies.
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
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
Power Stab
Block Tales Power Stab is the first real SP check for sword builds. It costs 0 BP and 2 SP, adds 1 damage over a normal Sword hit, and rewards players who can land the tighter action command instead of spending turns on plain attacks.
Card
SP Saver
Block Tales SP Saver is a 3 BP passive card that lowers SP costs by 1, but never below 1. It is bought from Sketchy Figure for 4 BUX and has a max stack of 1. SP Saver is strong only when the build repeatedly uses SP-cost cards. It helps Power Stab, Linebounce, Fireball, Snowball, Cure, Charge, and Dynamite routes, but it does nothing for a build that mostly uses normal attacks. Do not equip it just because SP feels low once. Count how many discounted actions you expect before giving it 3 BP.
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.
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.
Enemy
Ant Army
Block Tales Ant Army is a 2 HP Mobile enemy from Caves with Munch, Call for Help, a Munch > Munch > Call for Help pattern, and a Free Ice drop at 1.2%. The danger is not the 1 damage bite. It is letting a tiny enemy spend a third turn adding another body while you save SP for no reason.
Boss
Cruel King
Block Tales Cruel King is the Chapter 1 final boss in Blackrock Castle. He has 30 HP, uses freeze pressure, can summon Loyal Knight or Crossbow Crony, and punishes players who enter the throne room with no SP plan.