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Steal a Superpower Best Powers: Every Power Card and How to Choose

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Every power card in Steal a Superpower: the seven pack powers, the Valkyrie and Galaxy Lord exclusive cards, and the passes, free packs and index rewards worth weighing before you invest.

Quick answer

Steal a Superpower's power cards come from two routes. Ability packs hold the regular pack powers — Lightning, Fire, Frost, Gravity, Time, Shadow and Gold, with more in the pool — while Valkyrie (R$649) and Galaxy Lord (R$799) are exclusive cards tied to their own paid game passes. Every card has its own set of moves, and leveling a card up unlocks its most powerful ability.

  • Pack powers arrive through play: Dominus boss loot chests carry packs home, and liking the game plus joining its group grants a free Legend Pack.
  • Any card you own can sit on a holder at your base and earn cash for you, even while you're out fighting.
  • Before spending Robux, know that the permanent 2x Luck pass (R$49) makes rare cards twice as likely in every pack you open, forever.

The word "best" is doing a lot of work in this game, because every power card comes with its own set of moves — each pull adds a new way to fight. That makes the real decisions about cards surprisingly concrete: which route you get them from, which ones you level, and whether any Robux is worth spending. This page lists every card both routes give you, shows where pack powers and exclusive cards actually differ, and covers the passes and free rewards worth knowing before you invest. New to the game? The beginner guide covers the first steps — the rest of this page focuses on the cards themselves.

Every power card you can pull from packs

The game's own description names the core of the pack pool: lightning, fire, frost, gravity, time, shadow and gold — and more.

  • Lightning
  • Fire
  • Frost
  • Gravity
  • Time
  • Shadow
  • Gold

That "and more" is part of the description, so treat the seven names above as the highlighted powers rather than the whole pool.

Three things are true of every card you pull, pack or exclusive:

Each card has its own set of moves. A new power means a new way to fight, not just a swap of one card for another.

Leveling a card up unlocks its most powerful ability. A fresh pull isn't the finished article — the strongest move on each card stays locked until you level that specific card up. The card leveling guide walks through the process.

Cards earn cash on your base. Put a card on a holder at your base and it earns cash for you even while you're out fighting. Every pull therefore pays twice: once in combat, and once as income while the card sits on its holder. The cash guide covers the earning side in more depth.

Golden-armored Steal a Superpower character grinning while holding up a glowing question-mark card under lightning

As for where packs come from: bosses. Defeating a Dominus boss opens the next area, and its loot chest holds packs you carry home — that's the loop that keeps new cards arriving, and it's also what the 2x Boss Loot pass doubles (more on that below). The boss loot guide covers the chests, and the packs guide breaks the packs themselves down in detail.

Pack powers vs exclusive cards

The seven pack powers all arrive the same way — through packs — so picking between them isn't a purchase decision at all. It's about which moveset you enjoy and which cards you choose to level. Valkyrie and Galaxy Lord are the exception: each is tied to its own paid game pass, the supported route for that specific card.

Comparison

Comparison
CardHow you get itCostWhat it gives you
Pack powers — Lightning, Fire, Frost, Gravity, Time, Shadow, Gold and moreOpened from ability packs: Dominus boss loot chests carry packs home, and the group reward grants a free Legend PackIn-game playA card with its own set of moves; leveling unlocks its most powerful ability
ValkyrieVia the paid Valkyrie game passR$649Calls down a storm of golden spears
Galaxy LordVia the paid Galaxy Lord game passR$799Unlocks the exclusive Galaxy Lord card forever

Read that way, the choice is easy to frame. The pack route is a treadmill you're already running: every boss adds packs to your haul, so your collection grows with play. The exclusive cards are the only two cards sold directly — Valkyrie's pass includes the golden-spear card, and Galaxy Lord's pass unlocks its card permanently. If you want more of what packs already give you, the passes that change pack odds and boss loot (next section) stretch the same loop; The exclusive cards overview compares the pair, and both have their own pages: Valkyrie and Galaxy Lord.

Game passes to weigh before you invest

The store sells five passes, and they affect your card plans in different ways:

Data table

Data table
Game passPriceWhat it does
2x Luck [PERMANENT]R$49Rare cards are twice as likely in every pack you open, forever
2x DamageR$189Every hit you land does double damage
2x Boss LootR$199Twice the packs from every boss you beat, and your own bosses drop a bigger golden chest
ValkyrieR$649Unlocks the exclusive Valkyrie card: call down a storm of golden spears
Galaxy LordR$799Unlocks the exclusive Galaxy Lord card forever

Two of them feed your collection directly. 2x Luck [PERMANENT] is the cheapest pass in the store and the only one that changes what packs produce: with it, rare cards are twice as likely in every pack you open, for good — it shapes every future pull, which is why it's aimed squarely at card collectors. 2x Boss Loot attacks the same loop from the other end: twice the packs from every boss you beat, plus a bigger golden chest from your own bosses, so a boss-running session banks twice the packs.

2x Damage (R$189) is the combat pick: every hit you land does double damage, which matters for pushing through zones and bosses.

Before any Robux decision, claim the free stuff: liking the game and joining its group grants a free Legend Pack — the free Legend Pack page covers it — and it's worth a glance at the latest Steal a Superpower codes.

There are also two long-game reasons to keep opening packs even once your deck feels settled. Completing the index earns permanent rewards for every rarity you collect, so every new rarity you add keeps paying out — the index rewards page has the details. And Ancient is the rarity the game's own description spotlights: pulling an Ancient card and beating Dominus Empyreus, the final boss, is the challenge the game itself holds up. The card rarities guide and Ancient cards page cover that chase, and the Dominus Empyreus guide covers the boss at the end of it.

If you want a second opinion on the store, the best game passes guide and the general game passes guide go deeper on the Robux side.

A sensible order to do it in

Checklist

  • Like the game and join the group

    Grants a free Legend Pack before you spend anything.

  • Open your packs and level the cards you actually use

    Leveling a card up unlocks its most powerful ability.

  • Put cards on holders at your base

    They earn cash for you even while you're out fighting.

  • Work through the bosses in zone order

    Each Dominus boss opens the next area, and loot chests carry packs home — all the way to Dominus Empyreus, the final boss.

  • Consider 2x Luck (R$49) before long pack sessions

    It's permanent, and rare cards are twice as likely in every pack you open.

  • Decide on Valkyrie or Galaxy Lord last

    They're the only cards sold directly, at R$649 and R$799, so buy one only if you specifically want that card.

However you spend, the loop underneath stays the same: packs produce cards, cards fight and earn cash on holders, bosses open new areas and drop more packs, and leveling turns any pull into its strongest version. Buy an exclusive pass when you want that specific card; buy luck and loot passes when you'd rather upgrade the grind itself.