Card
Block Tales SP Saver Card Guide
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.
Last updated: 2026-04-27
Quick Facts
| Type | Passive card |
|---|---|
| BP | 3 |
| Effect | Reduces SP costs of cards that require SP by 1. |
| Limit | Cannot reduce an SP cost below 1. |
| Max stack | 1 |
| Source | Bought from Sketchy Figure for 4 BUX. |
| Sell amount | Cannot be sold. |
| Version note | SP Saver used to cost 6 BP before Demo 3. |
| Introduced | First introduced in the Prologue. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales SP Saver facts that matter
SP Saver is not more SP. It is cheaper SP spending. That difference matters.
If you only use one or two SP actions in a fight, SP+ may be simpler. If the build uses several SP cards across many turns, SP Saver can pay for its 3 BP.
- Use it with repeated SP-cost cards.
- Skip it if normal attacks do most of the work.
- Remember costs cannot drop below 1.
- Count expected uses before equipping it.
SP Saver versus SP+
SP+ adds 5 max SP. SP Saver reduces repeated costs. SP+ helps immediately. SP Saver gets better the more often the build spends SP.
For a short boss attempt with only a few skills, SP+ may be enough. For routes using Power Stab, Linebounce, Cure, and Fireball often, SP Saver starts making sense.
- SP+: bigger pool.
- SP Saver: lower repeated costs.
- Use both only if the build is truly SP-heavy.
- Do not fix wasteful play with more economy cards.
SP Saver mistakes
The biggest mistake is equipping SP Saver, then still spending SP on unnecessary turns. The card makes good spending better; it does not make bad spending good.
The second mistake is using it in builds with almost no SP costs. In that case, 3 BP is doing little or nothing.
- Do not use SP cards for overkill just because they are discounted.
- Do not equip SP Saver before checking the card list.
- Do not expect 0 SP skills.
- Do not ignore HP problems while solving SP problems.
FAQ
What does SP Saver do?
SP Saver reduces SP costs of SP-using cards by 1, but costs cannot go below 1.
Where do I get SP Saver?
SP Saver is bought from Sketchy Figure for 4 BUX.
Is SP Saver better than SP+?
SP Saver is better for repeated SP actions. SP+ is better when you simply need a larger SP pool.
Does SP Saver make 1 SP cards free?
No. SP Saver cannot reduce a cost below 1 SP.
Related Pages
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.
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.
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.
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
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
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
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.
Guide
Solo Player Build
Block Tales Solo Player Build is stricter than a party setup because every bad guard, heal, and SP spend belongs to you. Start with one reliable attack, one survival card, and one SP plan. Power Stab handles single targets. Linebounce helps when enemy rows threaten too many turns. HP+ gives room for missed blocks, while SP+ or SP Saver keeps active cards usable. Do not build like a speedrun while learning. A solo route should reach bosses with enough HP, SP, and recovery to survive one mistake, then adjust after the exact failure is clear.