Card
Block Tales Snowball Card Guide
Block Tales Snowball is a 1 BP Ball action card that costs 3 SP and attempts to apply Frozen level 1 for 2 turns. Use it when stopping a target's next actions matters more than direct damage. It is weaker when the enemy can be finished now, when the target resists control, or when the SP cost would leave you empty before a boss. Snowball is found in Penguinland, sold by Amber for 30 TIX, and can drop from Cheeky Eagle and Spiky Killbot at 1.5%. Do not throw it into spiky or flaming problems without checking the interaction.
Last updated: 2026-04-27
Quick Facts
| Type | Action card |
|---|---|
| Slot | Ball |
| BP | 1 |
| SP cost | 3 |
| Effect | Attempts to apply Frozen level 1 for 2 turns. |
| Source | Found in Penguinland. |
| Shop source | Bought from Amber for 30 TIX. |
| Drops | Cheeky Eagle and Spiky Killbot each list Snowball at 1.5%. |
| Sell amount | 21 TIX. |
| Max stack | 3 |
| Stack note | Each stacked copy adds 2 turns and 2 SP cost. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Snowball facts that matter
Snowball is a control card, not a damage card. The point is buying safer turns by freezing an enemy long enough to stop pressure.
That makes the 3 SP cost important. If the target would die to a normal attack or Fireball-style pressure is better, Snowball can be a waste.
- Use it when one enemy action would be expensive.
- Skip it when direct damage ends the fight.
- Do not spend 3 SP on low-risk cleanup.
- Check spiky or flaming interactions before relying on it.
When Snowball is worth 3 SP
Snowball is worth it when freezing the enemy prevents more HP loss than the SP would be worth later. That usually means a heavy enemy, a support enemy, or a fight where one bad enemy turn breaks the route.
It is less useful in fast normal battles. Control cards need time to matter.
- Good use: stop a target that would punish the next turn.
- Bad use: freeze an enemy already in kill range.
- Good use: reduce pressure before healing.
- Bad use: spend SP when a boss attempt is next and your bar is low.
Snowball compared with Fireball
Snowball tries to stop actions. Fireball adds Burn pressure. Pick Snowball when enemy turns are the problem, and Fireball when the target will survive long enough for damage over time to matter.
Both use Ball and both cost SP, so equipping both can make a build feel flexible while quietly draining the same resource.
- Snowball: control and safer turns.
- Fireball: damage over time.
- Linebounce: enemy rows.
- SP+ or SP Saver helps only if you really use these cards often.
FAQ
Where do I get Snowball?
Snowball is found in Penguinland and can be bought from Amber for 30 TIX.
How much BP and SP does Snowball cost?
Snowball costs 1 BP to equip and 3 SP to use.
What does Snowball do?
It attempts to apply Frozen level 1 for 2 turns.
Is Snowball better than Fireball?
Only when stopping enemy actions matters more than Burn damage. Fireball is better for longer damage pressure.
Related Pages
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.
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
Fireball
Block Tales Fireball is a 1 BP Ball action card that costs 2 SP and applies Burn level 1 for 3 turns. It is good when a target will survive long enough for Burn to matter, and weaker when direct damage would end the fight immediately. Fireball is found in Caves [3], can be bought from Amber for 80 TIX, and can drop from several later enemies and bosses at 1.2%. The action command can add 1 extra damage to Ball damage. Use it as a damage-over-time plan, not a panic button.
Card
Free Ice
Block Tales Free Ice is a 1 BP action card that costs 1 SP and gives Enchant: Ice level 1 for the next attack. It is found on Pit Floor [20], sold by Banished Knight for 150 TIX, and can drop from several Chapter 1 enemies at 1.2%.
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.
Card
SP+
Block Tales SP+ is a 3 BP passive card that raises current and maximum SP by 5. It is the simplest way to make an SP-heavy route less tight, especially before bosses or long areas. SP+ is found in Rugged Rainforest [19] and Scorched Ruins (C1), and bought from Amber for 45 TIX. Pre-Demo 5 data listed a max stack of 4, with 3 obtainable copies. Use SP+ when the bar is too small. Use SP Saver instead when repeated card costs are the real drain.
Enemy
Cheeky Eagle
Block Tales Cheeky Eagle is a 4 HP Flying and Mobile enemy with Strike, level 8, Snowy Thicket and Savannah appearances, and a Snowball drop at 1.5%. Its main lesson is coverage: sword-only habits waste turns when the enemy is in the air.
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.