Honestly, if you’ve been wandering around the south side of Vermillion Village after wrapping up Chapter 4, you’ve probably run into a bit of a problem. His name is Finn McCool. He looks like your average, smug Robloxian—yellow skin, purple sleeveless shirt, and a pair of shades that, hilariously, hide another pair of shades. But don't let the "Supa Fly Cap" fool you. This guy is basically the gatekeeper of your sanity in Block Tales.
Most players stumble into his "Dunes Spot" hideout thinking it's just another side quest. It isn't. It's a brutal reality check.
Who Exactly Is This Guy?
Finn McCool isn't part of the main story progression, which is why he's officially labeled a superboss. In the current meta of Block Tales (Demo 4 and beyond), he holds the record for the highest HP in the game at a solid 100. For context, most other bosses like the Supreme Mosquito or The Ancients sit closer to 60. He’s a unit.
He carries a wooden baseball bat that most people think is just for show until he hits them for 20 damage. Fun fact: his moveset is actually a subtle nod to Goro Majima’s Slugger style from the Yakuza series. If you've played Yakuza 0, the way he kneels and swings that bat will feel painfully familiar.
Breaking Down the Moveset
You can't just spam "Sword Toss" and hope for the best here. Finn has a very specific rhythm.
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- Bat Combo: He walks up, kneels, and swings twice. Each hit is 10 damage. If you miss the block, that’s 20 HP gone in a blink.
- Baseball Shot: This one is tricky. He’ll toss a ball and whack it at you. Sometimes he does it fast. Other times, he'll juggle the ball on his bat for a second to mess with your parry timing. It deals 20 damage and inflicts Confusion for three turns.
- Flex: He throws his shades behind him, heals himself (and any buddies he's summoned) for 2 HP, and gains the Fine and Fast attributes.
- Call for Help: This is where the fight usually falls apart for solo players. He summons a mix of Megaphone Men and Shotgun Blokes.
The Megaphone Men are the real threat. They heal. If you don't take them out immediately, you'll be fighting Finn for forty minutes while he heals back every bit of damage you deal.
Why Everyone Fumbles the Finn McCool Fight
The biggest mistake? Treating it like a normal turn-based encounter. This fight is about resource management.
If you go in with a glass-cannon build, he will delete you. His "Charge Power" move leads into a "Bat Smackdown" that hits for 30 total damage and slows you down. If you aren't at full health or don't have a Ghost Potion ready, that's usually the end of the run.
Some players try to use "Training Wheels" to make it easier. Honestly, there's no shame in it—the game gives you the card for a reason. But if you're going for the Converging Timelines achievement and that sweet Aggressor card, you’ve gotta do it the hard way.
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Strategies That Actually Work
If you’re trying to solo Finn McCool, you need a very specific deck.
The "Focus" Meta
Most successful solo runs rely on Deep Focus. You want at least 4 of these. Start the match by spamming Focus to max out your NRG. You aren't winning a war of attrition; you're winning by having more moves than him.
The Item Carry
Don't walk into the Dunes without a First Aid Kit and some Hummus. Why Hummus? Because it boosts the healing power of Pitas. A stack of Pitas combined with Hummus can heal 20 HP per turn, which is exactly what you need to survive a Bat Combo.
Dealing with Summons
When he uses "Call for Help," don't panic. Use Firebrand or a Bomb to clear the board. If there are Shotgun Blokes, you can actually leave them alone for a bit if you're good at dodging—they're less annoying than the Megaphone Men.
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The Rewards: Is It Worth the Pain?
When you finally deplete that 100 HP, you get two things:
- Converging Timelines Achievement: Bragging rights.
- The Aggressor Card: This is a top-tier card for offensive builds.
Is it worth it? Totally. Finn is a benchmark for whether your build is actually "good" or just "good enough for the story."
Actionable Steps for Your Next Attempt
- Check your BP: Ensure you have at least 15-20 BP to equip necessary defense cards like Charge DEF or Safe Guard.
- Farm for Ghost Potions: These are life-savers during his Charged Up turns.
- Practice the Delay: Go into the fight just to practice parrying the "Delayed Baseball Shot." Once you get the timing down for the juggle, his most annoying move becomes a non-issue.
- Targeting Priority: Always, always kill the Megaphone Men first. No exceptions.
Finn McCool is a wall, but once you stop trying to out-damage him and start out-thinking him, he’s just another Robloxian with too many sunglasses.