Call card tier list
Call cards cost a lot of SP but can swing a fight. Cassie remains the standout for her all-in-one utility.
| Tier | Card | Role | BP | SP | Why |
|---|---|---|---|---|---|
| S | Cassie | Support | 4 | 10 | Team heal, attack buff, burn, defense pierce. Exhausts after group heal. |
| A | Black Rock King | Damage | 4 | 10 | Full-field damage plus freeze control. |
| A | Brad Thannuel | Control | 4 | 10 | Poison uptime, bodyguard utility, status protection. |
| B | Calypso | Damage | 4 | 10 | Durable, self-sustaining attacker. |
| C | Jerry | Tempo | 4 | 10 | SP wave for party tempo; transitional pick. |
| D | Red and Blue | Damage | 3 | 5 | Cheap deploy, some defense pierce, random impact. |
| F | Gorilla | Damage | 3 | 3 | Lowest SP entry; fragile and limited. |
Battle card tier list
Battle cards are your everyday deck. Defensive and tempo cards consistently outrank raw burst at the highest level.
| Tier | Card | Role | BP | SP | Why |
|---|---|---|---|---|---|
| S | Bodyguard | Defense | 2 | 3 | Protects ally, defense value 2.7. |
| A | Power Stab | Damage | 1 | 1 | Reliable early single-target burst. |
| A | Bombardment | Damage | 2 | 3 | AoE burst, rare-tier unlock. |
| A | Charge DEF | Defense | 1 | 2 | Self defense buff, value 2.0. |
| A | Charge Defend+ | Defense | 1 | 2 | Stronger guard charge for boss turns. |
| A | Barrier | Defense | 1 | 3 | Party-wide shield layer. |
| A | Last Stand | Defense | 2 | 3 | Reactive guard at critical HP. |
| A | Prayer | Heal | 1 | 2 | Party heal, value 3.5. |
| A | Cure | Heal | 1 | 5 | Strong single heal, value 5.0. |
| A | Feel Fine | Heal | 1 | 2 | Cleanses status, priority vs poison. |
| A | Resurrect | Heal | 1 | 3 | Revives downed ally, essential late. |
| A | SP Wire | Tempo | 1 | 2 | Party SP regen, scales with party size. |
| B | Sword Toss | Damage | 1 | 1 | Ranged poke, no card cost on base sword. |
| B | Power Shot | Damage | 1 | 2 | Pierce-friendly ranged option. |
| B | Free Fire | Damage | 1 | 0 | Free elemental fire chip; strong vs plants. |
| B | Free Ice | Control | 1 | 0 | Free ice chip with slow potential. |
| B | Free Poison | Control | 1 | 0 | Free poison application over time. |
| B | Daze | Control | 1 | 2 | Stun / skip enemy turn window. |
| B | Softener | Control | 1 | 2 | Defense-down debuff opener. |
| B | Investor | Support | 2 | 2 | Economy payoff over long fights. |
| B | Aggressor | Support | 2 | 2 | Trades safety for damage uptime. |
| B | Overload | Support | 2 | 3 | High-risk amplifier, rare-tier. |
| C | Firecrackers | Damage | 1 | 2 | Multi-hit chip damage. |
| C | Hitmarker | Damage | 1 | 2 | Conditional precision damage. |
| C | Infect | Control | 1 | 2 | Stacks poison pressure. |
How to read this list
- S - format-defining; pick whenever available.
- A - excellent in most fights or strong in a clear niche.
- B - stable, dependable picks while you learn an encounter.
- C - situational or transitional value.
- D-F - early fallback only; replace as soon as you can.
FAQ
What is the best card in Block Tales?
Cassie is the strongest call card thanks to team heal, attack buff and defense pierce in one summon.
Are defensive cards really better than damage?
In boss fights, yes. Bodyguard and timed guard charges prevent wipes that raw damage cannot recover from.