Card
Block Tales SP+ Card Guide
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.
Last updated: 2026-04-27
Quick Facts
| Type | Passive card |
|---|---|
| BP | 3 |
| Effect | Raises current and maximum SP by 5. |
| Max stack | 4 |
| Obtainable copies | Pre-Demo 5 reviewed data listed 3 obtainable copies. |
| Source | Found in Rugged Rainforest [19]. |
| Source 2 | Found in Scorched Ruins (C1). |
| Shop source | Bought from Amber for 45 TIX. |
| Sell amount | 32 TIX. |
| Version scope | First introduced in Chapter 2 and appears again in Chapters 3 and 4. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales SP+ facts that matter
SP+ is easy to understand: spend 3 BP to raise the SP bar by 5. That is useful when a build has the right cards but cannot afford enough turns.
It is not a discount card. If you are wasting SP, SP+ just gives you more room to waste.
- Use it before long routes with repeated SP needs.
- Use it before bosses where one extra skill turn matters.
- Skip it if normal attacks solve most fights.
- Do not use it to cover careless SP spending.
SP+ versus SP Saver
SP+ is front-loaded value. SP Saver is repeated value. If the build only needs a few extra SP, SP+ is simpler.
If several cards spend SP every fight, SP Saver may save more than 5 SP over time.
- SP+ helps immediately.
- SP Saver pays back over repeated uses.
- Use SP+ for short boss attempts.
- Use SP Saver for active-card routes.
When SP+ is worth 3 BP
SP+ is worth it when 5 more SP changes the route. That could be one more Dynamite, several discounted attacks with SP Saver elsewhere, or enough healing to survive a boss.
It is weaker when the build loses because HP or damage is too low.
- Good use: Cure and attack cards share the same SP pool.
- Good use: Chapter 2 status route drains skills.
- Bad use: the player dies with SP unused.
- Bad use: the build has no reliable SP spender.
FAQ
What does SP+ do?
SP+ raises current and maximum SP by 5.
Where do I get SP+?
SP+ is found in Rugged Rainforest [19] and Scorched Ruins (C1), and can be bought from Amber for 45 TIX.
How many SP+ copies are obtainable?
Pre-Demo 5 reviewed data listed 3 obtainable copies, with a max stack of 4.
Should I use SP+ or SP Saver?
Use SP+ when the SP pool is too small. Use SP Saver when repeated SP costs are draining the build.
Related Pages
Guide
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.
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
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.
Card
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.
Card
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.
Card
Dynamite
Block Tales Dynamite is a Chapter 1 weapon-field card found in the Snowy Thicket Mines near Accountant Jim. In the overworld, it blows up cracked walls and red rocks. In battle, it costs 5 SP, uses a rapid-input action command, can reach 5 damage at full charge, and pierces defense. That makes it a strong burst tool, but not a casual room-clear button. Save it for targets where defense or one big turn matters. If Ante Up is equipped, the command becomes harsher, so do not build around Dynamite burst until the timing is stable.
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.
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.