Card

Block Tales Rocket Boots Card Guide

Block Tales Rocket Boots is a field card found inside Komodo Dragon's cave after defeating Komodo Dragon. It costs 3 SP in battle, can hit Flying enemies, and applies Burn and DEF Down for 3 turns if the attack deals damage.

Last updated: 2026-04-27

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

Quick Facts

TypeField card
SP cost3
SourceFound inside Komodo Dragon's cave after defeating Komodo Dragon.
OverworldUsed to fly over gaps and reach hard areas.
BattleCan be used from the Other category.
DamageDeals 2-3 base damage depending on the action command.
EffectApplies Burn level 1 and DEF Down level 1 for 3 turns if damage lands.
TargetingCan hit Flying enemies.
Stance noteBypasses stance changes by making the target change stance after being hit.
Sell amountCannot be sold.
Version noteBefore Demo 4, Rocket Boots did not inflict DEF Down.
Reviewed factsChecked against current community wiki data on 2026-04-27.

Block Tales Rocket Boots facts that matter

Rocket Boots is both a route tool and a battle tool. Outside battle it opens movement checks. In battle it gives a mobile fire hit with DEF Down.

The effect only matters if the attack deals damage. If the hit fails to connect or the target resists the setup, the SP spend loses value.

  • Use it for flying or stance-changing targets.
  • Use it when Burn and DEF Down both matter.
  • Do not spend 3 SP on low-health cleanup.
  • Remember it comes after Komodo Dragon.

Rocket Boots in battle

The battle use is strongest when the enemy will survive long enough for Burn and DEF Down to matter. It is not just a raw damage action.

Because it can hit Flying enemies, it also solves some coverage issues that ground-only plans cannot.

  • Good use: Flying enemies with enough HP to justify setup.
  • Good use: targets where DEF Down helps follow-up attacks.
  • Bad use: enemies dying this turn anyway.
  • Bad use: spending SP before a route boss without recovery.

Rocket Boots route value

The overworld value matters as much as the battle value. After Komodo Dragon, Rocket Boots can open gaps and checks that were not reachable before.

That makes location cleanup a better use case than random battles.

  • Return to earlier areas with movement gaps.
  • Check route notes after obtaining it.
  • Use Chapter 2 pages for Komodo Dragon context.
  • Do not treat field cards as only combat cards.

FAQ

Where do I get Rocket Boots?

Rocket Boots is found inside Komodo Dragon's cave after defeating Komodo Dragon.

How much SP does Rocket Boots cost in battle?

Rocket Boots costs 3 SP in battle.

Can Rocket Boots hit Flying enemies?

Yes. Current usage notes say Rocket Boots can hit Flying enemies.

What statuses does Rocket Boots apply?

If the attack deals damage, Rocket Boots applies Burn level 1 and DEF Down level 1 for 3 turns.

Related Pages

Chapter 2 chapter guide image for Block Tales Wiki

Chapter

Chapter 2

Block Tales Chapter 2 is A Toxic Time, released on July 6, 2024. It starts after Cruel King and the Ice Dagger, then sends the player through Roblox HQ Basement, the airport route, Plainstown, Savannah, Ant Hill, Turitopulis Forest, Rugged Rainforest, and Griefer's Crib. The chapter adds a heavier poison and jungle route feel, with Komodo Dragon, Bigfoot, Griefer, Bubonic Plant, and optional Supreme Mosquito in the boss set. Bring Cure or another status answer before the route starts draining items. Chapter 2 rewards players who conserve SP before the long jungle stretch.

Komodo Dragon boss guide image for Block Tales Wiki

Boss

Komodo Dragon

Block Tales Komodo Dragon is a Chapter 2 boss in Rugged Rainforest with 20 HP, Mobile, and a fixed pattern built around Venom Bite, Growl, and Tail Smack. Venom Bite poisons, Growl gives Fast, and Tail Smack hits harder while applying ATK Down. Beating the fight also connects to the Rocket Boots route.

Savannah location guide image for Block Tales Wiki

Location

Savannah

Block Tales Savannah is the Chapter 2 open route after Plainstown, leading toward Ant Hill, Fire Ant Hill context, Iron Sword access, and the optional Supreme Mosquito route. It is where players start learning that Chapter 2 is about route endurance, not one clean fight.

Rugged Rainforest location guide image for Block Tales Wiki

Location

Rugged Rainforest

Block Tales Rugged Rainforest is the heavy Chapter 2 route before Griefer's Crib. It connects Komodo Dragon, Rocket Boots, Bigfoot, SP+ at Rugged Rainforest [19], poison pressure, and the resource checks that decide whether the final Chapter 2 chain is stable.

Free Fire card guide image for Block Tales Wiki

Card

Free Fire

Block Tales Free Fire is a 1 BP action card that costs 1 SP and gives the chosen target Enchant: Burn level 1 for the next attack. It is found in Scorched Dunes [3], sold by Banished Knight for 100 TIX, and stacks up to 5.

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.

Status Effects Guide guide guide image for Block Tales Wiki

Guide

Status Effects Guide

Block Tales Status Effects Guide focuses on what changes a turn, not on memorizing every icon. Status effects appear in battle with duration and level when applicable. Some protect, some debuff, and some steal tempo. Frozen is the early warning sign because Cruel King can apply it for 1 turn and stop the action you planned next. Fine can block status ailments for a short window. Burn, Freeze, and Poison enchants can come from card effects. The key decision is simple: remove, prevent, or race the effect before it costs more than the turn spent answering it.

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.