Check your roles before retrying
A boss attempt usually fails faster when every card solves the same job. Cover recovery, protection, damage, and setup before you decide the deck is ready.
Start this Solitude prep by checking survival, SP room, damage plan, and whether your cards fit the fight before spending more attempts.
A boss attempt usually fails faster when every card solves the same job. Cover recovery, protection, damage, and setup before you decide the deck is ready.
Block Tales boss advice can change after updates or fresh player runs. If a guide conflicts with the live fight, trust what happens in-game and adjust the build.
Open the build maker when you know what keeps ending the run. A usable plan shows BP left, SP pressure, survival coverage, and cards to try next.
Solitude (briefly known as Sorrow during the initial Chapter 5 release in April 2026, but the Fandom and Miraheze wikis already renamed it back to Solitude) is the second boss in the Dream World trio and reappears on Pit Floor 38 (and F57 in Demo 5). Solitude is gated by the Isolation Orb that drops from Greed — without that orb in the inventory, the encounter does not start, so a Solitude attempt that ends on the dialogue screen almost always means Greed was skipped or the orb got sold. Hold the orb before you walk back into the Catacombs.
Because the Chapter 5 release renamed Solitude to Sorrow for a short window, search traffic still splits between 'block tales solitude' and 'block tales sorrow' — players who beat the chapter in week one of Demo 5 remember Sorrow, while wikis and newer players say Solitude. A single page that names both Solitude and Sorrow catches both query streams without forcing a redirect or a canonical URL. The Pit F38 rematch also pulls 'solitude block tales pit floor 38' queries from players running the full 60-floor grind.
Solitude is a vertical-oblong deep-blue eye that opens with a slam that knocks the party apart, follows with floating isolation orbs that lock one player out of the heal radius for several turns, and closes with a wide-eye AOE blast that scales off how many isolation orbs are still on the field. Spread out to avoid stacking the slam, dispel or dodge the orb phases instead of tanking them, and burn the wide-eye before too many orbs stack — once three orbs land, the wide-eye can two-shot a mid-HP party.
The verified Solitude shell is one dispel card (to clear the isolation orbs before the wide-eye window), two healing cards (the orb phases eat more HP than the slam does), and one burst card timed for the wide-eye cast animation. Solo players should bring a shield card instead of a second heal — the spread pattern means two heals on one player wastes the second action, while a shield lets the isolated player survive until the orb expires. Use the build maker to confirm dispel, heal, and burst coverage before the Dream World run or the Floor 38 attempt.
Move from the current topic into builds, bosses, Demo 5 help, maps, cards, or game links.
Short answers for players who need the next practical action.
Start with a balanced build, keep recovery available, avoid spending all SP early, and use cards that fit the exact fight instead of only chasing raw damage.
Yes. Use it as a planning checklist, then confirm exact behavior in-game after major updates.
Open the build maker for card checks, the tier list for role comparisons, or the boss hub if you are looking for another fight.