Steal a Superpower powers are collectible cards that define your combat moves and can also earn Cash when placed on a holder in your Base. The current confirmed collection includes seven Ability Pack powers—Lightning, Fire, Frost, Gravity, Time, Shadow, and Gold—plus the separately sold Valkyrie and Galaxy Lord exclusive cards. Each card has its own moveset, so a useful collection is not only about rarity: you should also consider the card's level, available abilities, and whether it suits the enemies in your current area.
Confirmed Steal a Superpower powers
The table lists the currently named cards and card-related systems. “Pack power” means the card comes from an Ability Pack; “exclusive card” means it is tied to its own Game Pass rather than the normal pack route.
| Power or card | Type | What it does | How to obtain |
|---|---|---|---|
| Lightning | Pack power | Uses its own attack and skill combination | Open Ability Packs |
| Fire | Pack power | Uses its own attack and skill combination | Open Ability Packs |
| Frost | Pack power | Uses its own attack and skill combination | Open Ability Packs |
| Gravity | Pack power | Uses its own attack and skill combination | Open Ability Packs |
| Time | Pack power | Uses its own attack and skill combination | Open Ability Packs |
| Shadow | Pack power | Uses its own attack and skill combination | Open Ability Packs |
| Gold | Pack power | Uses its own attack and skill combination | Open Ability Packs |
| Valkyrie | Exclusive card | Summons a golden spear storm | Buy the Valkyrie Game Pass; R$649 |
| Galaxy Lord | Exclusive card | Provides its own exclusive card moves | Buy the Galaxy Lord Game Pass; R$799 |
| Power abilities | Combat system | Cards provide a basic attack, skills, and an ultimate | Equip the matching card |
| Card levels | Progression | Higher levels unlock stronger abilities | Level up an owned card |
| Card holder | Base utility | Produces Cash from a placed card | Place an owned card in your Base |
The seven named pack powers are the safest starting point for a normal collection. The game's description also says “and more,” so this is a confirmed list of named powers rather than a guarantee that the Ability Pack pool ends at seven. Treat the Game Pass prices as mutable storefront values and check the current purchase panel before spending Robux.
How Ability Pack powers work
Ability Packs are the normal way to build a power collection. Opening one gives you a card, and the card's rarity helps define collection goals. The available material names rarity levels including Mythic, Legend, Godly, Secret, and Ancient, but it does not establish a complete probability table for every pack. Do not treat a rarity label as a guaranteed damage ranking without checking the card's actual moves and level.
Pack access is connected to area progression. Defeat Dominus bosses to open the next area, then open their loot chests and carry the resulting packs back to your Base. The game description also advertises a free Legend Pack for players who like the game and join the group. Those routes give you more chances to expand the collection without assuming that a specific named power will drop from a specific chest.
Open Ability Packs and place cards for Cash
This moment supports the pack-opening and Base-income loop described in this section.
Luck and Boss Loot upgrades affect collection efficiency in different ways. A 2x Luck effect improves the chance of finding rarer cards, while 2x Boss Loot increases the number of packs obtained from boss drops. If your goal is a particular rarity, Luck is the more relevant consideration; if you need more openings overall, extra boss loot supports the pack supply. The exact odds and upgrade durations are not established here, so use the live upgrade panel for current values.
Choosing a card for combat or Cash
Power cards have two jobs. Equipped cards provide the combat kit used against enemies and Dominus bosses. Cards placed on holders in your Base generate Cash even while you leave the Base to fight. This makes your strongest card a combat decision and an economy decision at the same time.
Use the following rules when deciding what to equip:
- For fighting: compare the card's available basic attack, skills, and ultimate with the enemies and boss you are currently trying to clear. The card name alone does not reveal how useful its moveset will be.
- For progression: keep a card equipped long enough to level it and unlock its stronger ability instead of assuming that a newly opened card is fully powered immediately.
- For income: place cards you are not actively using on Base holders so they continue producing Cash. Swapping a card out of a holder for combat can reduce the income from that slot.
- For collecting: track rarities in the Index, since collecting cards across rarities contributes to permanent Index rewards.
The distinction between Power and power card matters here. Power is also a broader strength value affected by upgrades, trails, and auras, while a power card is the collectible that supplies a particular moveset and can be put on a holder. A stronger general Power value does not by itself identify which card has the best attack pattern for your next fight.
Exclusive Valkyrie and Galaxy Lord cards
Valkyrie and Galaxy Lord are not alternate names for pack powers. They are separate exclusive cards obtained through separate Game Passes. Valkyrie is listed at R$649 and is described as summoning a golden spear storm. Galaxy Lord is listed at R$799 and permanently unlocks its exclusive card after purchase. Buying one pass does not grant the other card, so compare the current pass descriptions before choosing.
These cards are a direct-purchase route rather than a reason to ignore normal progression. You still need to understand the card's moves, equip the card through the abilities interface, and decide whether using it in combat is more valuable than putting another card on a holder. Because pass prices and storefront availability can change, the in-game Game Pass panel is the final check before purchase.
Card abilities and level progression
Every card is presented as its own set of moves. The confirmed structure includes a basic attack, skills, and an ultimate; gameplay demonstrations distinguish the moves with controls such as E and F, but the exact key mapping should be read from the current in-game interface rather than memorized from a guide. Cooldowns, damage values, and ability names are not complete enough here to provide a reliable numeric ranking.
Leveling is important because the strongest ability is not necessarily available when you first obtain a card. Invest resources into the cards you actually use, then test the newly unlocked move against the current area's enemies. If a card feels weak at first, check its level and locked abilities before discarding it; the missing power may be progression-gated rather than absent.
Collect cards and unlock stronger abilities
This moment supports the card collection and ability-unlocking progression described in this section.
For a practical loadout check, ask three questions: does the card have an attack you can land consistently, are its unlocked skills useful against the current target, and will removing it from a holder cost you useful Cash? This avoids replacing a reliable leveled card solely because a new card has a higher rarity label.
From packs to the next area
Powers support the broader loop rather than functioning as a standalone collection screen. Open packs to obtain cards, equip a card to fight through the current zone, and defeat its Dominus boss to unlock the next area and more loot chests. Between fights, put spare cards on holders and spend Cash on growth systems such as Bench upgrades, additional packs, and potions.
When a boss blocks progress, improve the part of the system that is actually limiting you. A missing combat ability points toward leveling or changing the equipped card; a shortage of openings points toward Cash, packs, or boss loot; and a rarity-focused collection goal points toward Luck. This keeps the power system tied to a clear decision instead of treating every upgrade as interchangeable.
The Index provides another long-term reason to keep opening and organizing cards. Collecting different rarities contributes to permanent rewards, while the Base holder provides an ongoing Cash reason to keep duplicate or currently unused cards. Together, these systems mean that a card can still have value after it stops being your main combat choice.
Power collection limits to keep in mind
The seven named Ability Pack powers are confirmed, but the full pack pool is not. Specific damage, cooldowns, drop odds, upgrade costs, and complete keyboard mappings should be checked in the current game panels. The same applies to Game Pass pricing, which can change independently of the card's combat description.
For now, use the confirmed names and acquisition routes as a collection checklist, then judge individual cards by their unlocked moves, level, current area, and holder income. That approach remains useful even when the pack pool or balance values change.
First-time Steal a Superpower powers questions
Does every Ability Pack contain one of the seven named powers?
Not necessarily. Lightning, Fire, Frost, Gravity, Time, Shadow, and Gold are the currently confirmed named pack powers, while the game description leaves room for more cards; use the current pack and collection screens to check the live pool.
Which power has the highest damage?
The available details do not establish a reliable highest-damage card. Compare each card's unlocked moves, level, and performance against your current target instead of ranking it from the name or rarity alone.

