
Steal a Superpower powers and card rarities
Rip open Ability Packs and you pull cards from the families the listing names. This page maps those families and the rarity bands the badges prove — not a catalogue of every card, because the game does not publish one.
The eight families
The listing names the families directly. These are the developer's names, not this guide's: the game publishes no card list and no per-card sheet, so anything more specific than a family name would be guesswork.
- lightning
- fire
- frost
- gravity
- time
- shadow
- gold
Every card comes with its own set of moves, and levelling a card unlocks its most powerful ability. That is the whole progression rule the listing states for a card — which ability a card carries is something you read in-game, not something a third-party list can publish for you.
The official description lists lightning, fire, frost, gravity, time, shadow, gold and more. Only those named families appear below. Each card still comes with its own set of moves, and the rarity bands on Badges tell you how often each pull tier lands across the player base.
Lightning
Lightning is the first family the listing names. Cards in this line hit with electric moves that clear space and keep pressure on a boss.
Fire
Fire is named next. These cards lean on burning damage and area pressure when you smash through a zone.
Frost
Frost slows the fight down. The listing groups it with the other elemental lines you pull from Ability Packs.
Gravity
Gravity pulls enemies and space around your card. It sits in the same named set as lightning and fire.
Time
Time cards warp the pace of a fight. The listing lists time beside shadow and gold as a collectible family.
Shadow
Shadow is the stealth and burst line named on the official page. Every card still comes with its own set of moves.
Gold
Gold is the seventh named family. It pairs with the rest of the pack pool rather than standing as a separate shop track.
And more
The listing ends the list with “and more.” That remainder is real, but the game does not publish a full card list, so this page stops at the named families.
Rarity bands
The four bands the official badges establish are starter, God, Secret and Ancient. The live win rates live on the badges page; the numbers here are the same official fractions rendered as percentages so you can compare bands without leaving this route.
The game does not publish a full card list, so this page maps the rarity system rather than listing every card. Use the bands to decide which pulls are worth chasing, then open packs on Packs and place keepers on holders covered on Base.
- Welcome, Hero!98.6%
- Godly Pull!36.1%
- Secret Pull!28.5%
- Ancient Pull!19.8%
Full award counts and the win-rate meter sit on Badges. Trails and auras that boost Power, Health and speed live on Upgrades.
Leveling a card
The listing is direct: level a card up to unlock its most powerful ability, and every card comes with its own set of moves. That is the growth track for a single pull — raise the card you keep, then put it on a holder so the base keeps earning while you fight elsewhere.
Card level goals pair with the boss ladder and the Index chase. Beating zone bosses opens the next area and drops packs; completing the Index grants permanent rewards for every rarity you collect. Neither system publishes a per-card stat sheet, so level what you use and check the in-game card panel for the next unlock.
FAQ
- How many power families are there?
- The listing names lightning, fire, frost, gravity, time, shadow, gold, and more. This page covers those eight slots and does not add families beyond that list.
- What is the rarest card?
- The game does not publish a full card list. Among the rarity bands the badges prove, Ancient sits at the lowest pull win rate.