Card Rarities & Index Rewards

Compare Steal a Superpower! card rarities—God, Secret, and Ancient—with pull badge stats, Index reward planning, and practical pack-opening tips.

Why the Rarity Tier Matters More Than the Power

The Steal a Superpower! card rarities system is the real chase behind every ability pack you rip open. You might want a lightning, fire, or time card for its moves, but the tier label attached to that card decides how rare the pull is and whether it moves your collection toward permanent Index rewards. Understanding the three Steal a Superpower! card rarities—God, Secret, and Ancient—helps you judge pack results, set realistic goals, and plan a collection route that does not stall on the rarest tier.

Every card carries two separate labels. The power tells you what the card does, including its moves and the stronger ability unlocked through leveling. The rarity tells you how hard that card is to land. Those labels work together, but they are not the same thing. A lightning card and a gold card can still fall into different rarity tiers, so the pack result you celebrate is usually the rarity badge, not just the power name.

The rarity ladder is short but uneven. God is the broadest entry tier, Secret sits above it, and Ancient is the ceiling. That order matters because most players will see a God-tier pull long before they see a Secret or Ancient one. If you are building a collection, treating those three labels as milestones is more useful than chasing one specific power and hoping the pack cooperates.

The Three Card Rarities at a Glance

The Steal a Superpower! card rarities table below shows the confirmed tiers, their in-game pull badges, and the player shares attached to each badge. These percentages describe how many players hold each badge; they are not pack drop rates.

RarityIn-game pull badgeBadge requirementPlayers holding it
GodGodly Pull!Pull a God card or rarer41K players (39%)
SecretSecret Pull!Pull a Secret card or rarer25K players (22%)
AncientAncient Pull!Pull an Ancient card7.2K players (2.8%)

Ancient is the rarest of the three. The game’s own badge structure supports that order, and the player counts show a narrowing funnel: roughly four in ten players have reached the God milestone, about one in five has reached Secret, and fewer than three in a hundred have landed an Ancient. That does not tell you the exact chance of any single pack, but it does show where most collections sit.

The counterintuitive part is the name “God.” In many games, a god tier would sit at the very top. Here, God is the most common of the three confirmed card rarities. Secret is the step above it, and Ancient is the final tier. If you open a God card, you have cleared the first rarity milestone, but you have not finished the ladder.

How to Read the Rarity Order

The quickest way to rank Steal a Superpower! card rarities is to read the badge wording carefully. The in-game badges provide the clearest rarity ladder and pull badge milestones, and their requirements explain how the tiers stack up.

BadgeWording signalWhat it provesPractical read
Godly Pull!God card or rarerAt least a God-tier pullYour first rarity milestone
Secret Pull!Secret card or rarerAt least a Secret cardYou have moved past the common tier
Ancient Pull!Ancient card specificallyAn Ancient pullThe rarest tier, with no higher tier named

Godly Pull! covers “a God card or rarer,” which means it counts God and everything above it. Secret Pull! covers “a Secret card or rarer,” so it counts Secret and anything above Secret. Ancient Pull! asks for an Ancient card specifically, with no “or rarer” clause, because the game does not name a tier above Ancient.

That wording locks in the order: God is the most common of the three, Secret is rarer, and Ancient is the top. The player percentages tell the same story without contradicting the badge text. Around 39% of players have reached the God badge, 22% have reached Secret, and 2.8% have reached Ancient. The drop from Secret to Ancient is the harsh one, which is why Ancient pulls are usually the final obstacle for a collection.

Ancient also gets special treatment in the game’s challenge framing. The final boss, Dominus Empyreus, is tied to the question of whether you can pull an Ancient card and then beat that encounter. That connection makes Ancient more than a collection trophy: it is the rarity the game uses to mark its ultimate challenge.

What the Index Wants From Your Collection

The Index is the collection book, and its core promise is simple: complete it to earn permanent rewards for every rarity you collect. Two details matter for planning. First, every rarity you add to the collection counts, so a God pull is not wasted just because Secret and Ancient exist. Second, the rewards are permanent, not temporary boosts that expire after a session.

Collection questionWhat the Index confirmsWhat it does not confirm
Does each rarity count?Rewards are tied to every rarity you collectExact reward value for each tier
Are the rewards temporary?The rewards are permanentA public payout table for each rarity
Which tier delays completion?Ancient is the rarest and usually the final blockerThe exact number of packs needed

The exact value attached to each rarity is not spelled out in public game text, so treat the Index as a long-term collection goal rather than a known reward calculator. What is clear is where the work sits. God pulls are common enough that nearly four in ten players have one. Secret pulls are less common. Ancient pulls are rare enough that most players have never seen one, which makes Ancient the tier that usually stands between a collection and Index completion.

RarityWhy it matters for Index planningPractical move
GodBroad entry tier; 39% of players have reached itUse it as your baseline, but do not stop collecting here
Secret22% of players have reached itKeep opening packs after your first God pull
AncientOnly 2.8% of players have reached itTreat it as a long-term target, not a quick checklist item

A useful way to think about the Index is “collect wide, then chase tall.” Wide means you keep every rarity you pull because each tier feeds the collection. Tall means you keep pushing toward Secret and Ancient after the easy God milestone. If you only chase one specific power and ignore the rarity labels, you can miss the bigger collection goal.

How to Get More Packs and Improve Rare Pulls

Packs come from gameplay, not from an unlimited free dispenser. Defeating bosses opens the next area, and each boss you beat drops a loot chest filled with ability packs. You carry those packs home and rip them open. That loop is the reliable source of more pulls, so boss progress and rarity progress are connected.

Source or toolWhat it gives youBest use
Boss loot chestsAbility packs from defeated bossesKeep clearing bosses so packs keep flowing
2x Luck [PERMANENT]Rare cards become twice as likely in every pack, permanently; costs R$49Optional accelerator when chasing Secret or Ancient
The IndexPermanent rewards for each rarity you collectTrack collection progress across all three tiers

The 2x Luck pass is the only directly relevant paid tool mentioned in the game’s public material. It makes rare cards twice as likely in every pack you open, and the effect is permanent. It is optional. Boss chests remain the main pack source whether you buy the pass or not.

No Steal a Superpower! card rarities breakdown can promise a specific Ancient pull from a specific number of packs, because exact pack odds are not publicly detailed. The badge percentages are player counts, not probability tables. Use them to understand the ladder and set expectations, not to calculate a guaranteed budget.

A Practical Rarity-Chasing Routine

StepActionWhy it helps
1Clear bosses and open the next areasBoss loot chests supply ability packs
2Rip packs and check your pull badgesBadges mark God, Secret, and Ancient progress
3Aim for a God pull first, then Secret, then AncientThat matches the confirmed rarity ladder
4Keep collecting across every rarityThe Index rewards every rarity you collect
5Consider 2x Luck only if you want faster rare pullsIt doubles rare-card likelihood but does not guarantee Ancient

Use the Steal a Superpower! card rarities ladder as a progress tracker rather than a single jackpot check. A God pull is a real milestone, but it is the entry step. A Secret pull proves you have moved above the common tier. An Ancient pull is the rare result that most players have not reached. If your goal is Index completion, every tier you bank matters, even after you have already seen a higher one.

Common Mistakes That Slow Collectors

  • Assuming “God” is the rarest tier because of its name. God is the most common of the three confirmed rarities.
  • Reading the 39% God badge figure as a pack chance. It is the share of players who hold the badge, not the odds of any one pack.
  • Stopping after a God pull. Secret and Ancient sit above it, and the Index rewards every rarity you collect.
  • Buying 2x Luck expecting a guaranteed Ancient. It makes rare cards twice as likely, but it does not remove the randomness.
  • Ignoring the Index while chasing one power. The collection book rewards rarity collection, not just a single favorite card.

FAQ

What are the Steal a Superpower! card rarities in order?
The confirmed order is God, then Secret, then Ancient. God is the most common of the three, Secret sits above it, and Ancient is the rarest.

Which Steal a Superpower! card rarity is rarest?
Ancient is the rarest. Only 7.2K players, or 2.8%, hold the Ancient Pull! badge, compared with 25K players at Secret and 41K at God.

Do the badge percentages show my pack odds?
No. They show how many players have earned each pull badge. They are useful for understanding the rarity funnel, but they are not published pack probabilities.

Do Steal a Superpower! card rarities affect Index rewards?
Yes. The Index rewards every rarity you collect, and those rewards are permanent. The exact value for each tier is not publicly detailed, but Ancient is typically the final blocker because it is so rare.