Card

Block Tales Pity SP Card Guide

Block Tales Pity SP is a 0 BP action card that trades 10 HP for 5 partywide SP. It is bought from Sketchy Figure for 2 BUX or Wealthy Merchant for 20 TIX. Use it only when SP is the bottleneck and the user can survive the HP cost.

Last updated: 2026-04-27

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

Quick Facts

TypeAction card
BP0
Cost10 HP.
EffectRestores 5 SP to the party.
Max stack5
Obtainable copiesPre-Demo 5 reviewed data listed 2 obtainable copies.
SourceBought from Sketchy Figure for 2 BUX.
Source 2Bought from Wealthy Merchant for 20 TIX.
Sell amountCannot be sold.
Stack noteEach extra copy adds +4 SP restored and +10 HP cost.
Demo 4 changeChanged to 10 HP cost, partywide SP restore, and 0 BP.
Older behaviorPreviously worked as a passive SP recovery card after damage.
Reviewed factsChecked against current community wiki data on 2026-04-27.

Block Tales Pity SP facts that matter

Pity SP is a resource trade. It does not create free value. It turns the user's HP into party SP.

That can save a boss turn when the party needs skills now. It can also throw the user into danger if the HP cost is paid too late.

  • Use it when SP is blocking the winning turn.
  • Do not cast it at low HP.
  • Plan healing for the user afterward.
  • Do not use it just because it costs 0 BP.

Pity SP in party and solo play

In party play, Pity SP can refill the group enough for recovery, burst, or support turns. That is its strongest use.

In solo play, the card is harsher. You pay HP and get SP, but there is no teammate to cover the risk if the next enemy turn hits hard.

  • Party use: refill shared plans before a boss swing.
  • Solo use: only when HP is safe and SP is empty.
  • Bad use: spending HP before a freeze or stun risk.
  • Bad use: stacking copies without a huge HP buffer.

Pity SP compared with SP+ and SP Saver

SP+ gives more SP before the fight. SP Saver lowers repeated costs. Pity SP converts HP into SP inside the fight.

If the problem is predictable, SP+ or SP Saver is cleaner. If the problem is an emergency mid-fight shortage, Pity SP has a reason to exist.

  • SP+: bigger starting pool.
  • SP Saver: better over repeated skill use.
  • Pity SP: emergency conversion.
  • Good Vibes: slower party recovery over turns.

FAQ

What does Pity SP do?

Pity SP costs 10 HP and restores 5 SP to the party.

How much BP does Pity SP cost?

Pity SP costs 0 BP.

Where do I buy Pity SP?

Pity SP is sold by Sketchy Figure for 2 BUX and Wealthy Merchant for 20 TIX.

Is Pity SP safe to stack?

Only if the user can afford the extra HP cost. Each additional copy adds more SP restored, but also adds another 10 HP cost.

Related Pages

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BP, HP, SP, and NRG Explained

Block Tales BP, HP, SP, and NRG Explained covers the four numbers that decide most builds. BP is the card equipment budget. HP is battle health. SP pays for many card abilities. NRG is Sword Energy for special sword actions after the story unlocks them. New players usually fail by mixing these up: equipping strong cards with no SP plan, saving HP items too long, or using Focus at the wrong time. Read these resources together. A build with more damage but no SP can lose faster than a safer build that keeps turns available.

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SP+ card guide image for Block Tales Wiki

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SP Saver card guide image for Block Tales Wiki

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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.

Good Vibes card guide image for Block Tales Wiki

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Good Vibes

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.

HP+ card guide image for Block Tales Wiki

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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.

Cure card guide image for Block Tales Wiki

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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.

Boss Guide guide guide image for Block Tales Wiki

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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.