Guide
Block Tales Best Cards Guide
Block Tales Best Cards should be chosen by the problem in front of you. Power Stab fixes early single-target damage, Linebounce handles rows, HP+ and SP+ buy room for mistakes, SP Saver rewards SP-heavy builds, and Defend+ stabilizes hard routes.
Last updated: 2026-04-27
Quick Facts
| Card system | Most cards cost BP to equip, and action cards often spend SP in battle. |
|---|---|
| Current BP range | Community data lists common BP costs from 0 to 4 for many obtainable cards. |
| Power Stab | 0 BP, 2 SP, +1 Sword damage, Tutorial Terry source. |
| Linebounce | 1 BP, 2 SP, found in the Caves, bounces through enemies with timed commands. |
| HP+ | 3 BP, +5 max HP, max stack 4; the pre-Demo 5 baseline listed 3 obtainable copies. |
| SP+ | 3 BP, +5 max SP, max stack 4; the pre-Demo 5 baseline listed 3 obtainable copies. |
| SP Saver | 3 BP, reduces SP costs by 1 but not below 1, bought from Sketchy Figure for 4 BUX. |
| Defend+ | 4 BP, +1 DEF per stack, bought from Sketchy Figure for 5 BUX or found in The Pit. |
| Item | Item+ is 3 BP and increases battle item effects by 30%. |
| Build rule | A good build needs damage, survival, and enough SP to use the plan. |
| Reviewed facts | Checked against current community wiki data on 2026-04-27. |
Block Tales Best Cards by job
There is no single best card for every route. The useful question is what your build is missing right now. Damage, group clear, SP economy, HP safety, and defense all solve different failures.
If a fight is ending with one enemy alive, pick better single-target damage. If every room drains items, pick sustain or defense. If the build looks good but cannot afford its own turns, fix SP.
- Early damage: Power Stab.
- Enemy rows: Linebounce.
- Low survival: HP+ or Defend+.
- SP-heavy builds: SP+ or SP Saver.
- Item-focused recovery: Item+.
Early cards worth keeping
Power Stab stays useful because it costs no BP and gives a clear damage upgrade for 2 SP. It is not a full build by itself, but it is one of the cleanest ways to pressure Chapter 1 bosses.
Linebounce is the early answer to enemy count. Its value depends on timing, because a missed command can stop the chain. When it works, it saves more HP than a single-target hit would.
- Power Stab is better when one target must die.
- Linebounce is better when several enemies will all attack.
- Do not equip both and then spend SP on every random fight.
HP+, SP+, SP Saver, and Defend+
HP+ is the easiest safety card to understand: 3 BP for +5 max HP. It is good for new players because it forgives missed guards.
SP+ gives more SP to spend, while SP Saver makes repeated SP-cost moves cheaper. SP Saver is stronger when several cards in the build spend SP. SP+ is simpler when the build just needs a larger pool.
Defend+ costs more BP, but +1 DEF can change long routes and rematches where every hit matters.
- Use HP+ when dying is the problem.
- Use SP+ when the SP bar is too small.
- Use SP Saver when repeated abilities are draining you.
- Use Defend+ when incoming damage is the bottleneck.
What to avoid when copying best-card lists
A tier list can be useful, but copying one without the route context usually makes the build worse. Power Stab, Linebounce, SP Saver, and Defend+ are all good for different reasons.
The better test is one run. Change one card, play the same kind of fight again, and check whether the failure actually improved. If the route still drains the same resource, the card did not solve the real problem.
- Do not stack offense if the route is killing you before the boss.
- Do not stack defense if the fight is failing because damage is too slow.
- Do not equip SP Saver for a build with almost no SP-cost cards.
FAQ
What is the best early card in Block Tales?
Power Stab is one of the best early cards because it costs 0 BP and gives stronger single-target Sword damage for 2 SP.
What card is best for groups?
Linebounce is the early group option. It can hit enemies in a row if the player lands the timed commands.
Is SP Saver better than SP+?
SP Saver is better when the build repeatedly uses SP-cost cards. SP+ is better when you simply need a larger SP pool.
Should new players use HP+ or Defend+?
HP+ is easier for new players because it adds 5 max HP. Defend+ is stronger when you already understand enemy timing and want long-route damage reduction.
Related Pages
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
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
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
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
Defend+
Block Tales Defend+ is a 4 BP passive card that adds +1 DEF per stack. It is expensive, but it can change long routes and boss learning attempts where repeated damage is the real problem. Defend+ is bought from Sketchy Figure for 5 BUX or found on Pit Floor 50. Pre-Demo 5 data listed a max stack of 3, with 2 obtainable copies. Use it when incoming damage keeps ending runs. Do not equip it just because it sounds safe if the real failure is low damage, poor SP use, or missed action commands.
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
How to Beat Cruel King
Block Tales How to Beat Cruel King comes down to freeze control, summon cleanup, and not wasting SP before the throne room. Cruel King has 30 HP, hits with 5-damage freeze moves, and can call Loyal Knight or Crossbow Crony.