A physical card game lives and dies by its card pool, and Super Divers has a clear and readable hierarchy. This page covers how the cards are built; the pages on card sets and modes cover what to do with them.
Every Battle Card carries a consistent set of fields, and knowing them makes the rest of the game readable at a glance.
| Field | What it does |
|---|---|
| Card number | Identifies the card within its set |
| Name | The character |
| HP | Health points; the number that must be reduced to zero for the card to be removed |
| Power | Offensive output in the strike battle |
| Guard | Defensive output in the strike battle |
| Initial ki | Starting ki for the card |
| Special move energy | Energy required to fire the card's special move |
| Special move | The card's signature attack |
| Skill | An individual activated effect |
| Action skill | An effect triggered by the card's action |
| Unit skill / BUPPA skill | Effects tied to the unit or BUPPA slot |
| Rarity | See below |
| Combat type | See below |
One caution about numbers: the official card list published for each set gives card numbers, names and rarities, but the per-card HP, Power and Guard values are distributed through in-game data and booster pack listings rather than a single public table. Any site claiming exact values for every card without citing a source is inventing them.
| Rarity | Tier | What to expect |
|---|---|---|
| SEC | Secret | The rarest tier. Two per set in the 12th set. Alt Art versions exist for some Secret cards. |
| EXR | Extra Rare | An additional rare tier that appeared in the launch set alongside the God Rares. |
| GDR | God Rare | The headline rarity — full-art cards with the strongest effects. Eight per set in the 12th set, plus Alt Art variants for some. |
| PUR | Purple | A high-tier tier above SR. Ten in the 12th set, in a distinct "Ultimate Bout" series. |
| SR | Super Rare | Twelve per set in the 12th set. The workhorse of competitive decks. |
| R | Rare | Eighteen in the 12th set |
| N | Normal | Thirty in the 12th set — the bulk of the set and the cheapest pulls |
Rarity here is not purely a power ranking. A Normal card with a strong effect can out-perform a God Rare in the right deck, because what matters is whether the card's function fits the strategy you are running. That said, God Rares carry effects that are simply not available at lower rarities, so a competitive deck almost always wants one or two.
Alt Art and parallel variants exist across the rarity tiers. In the 12th set, five of the eight God Rares have Alt Art versions, and the Secret cards have theirs too — these are the chase cards, and they are what makes opening packs interesting rather than just expensive.
Every card carries a combat type that governs how it behaves in its area. The three that matter most are the Triple Type Bonus types.
| Type | Role |
|---|---|
| Impact (I) | Straight damage emphasis. The "I" in the Triple Type Bonus. |
| Boost (B) | Buff and power support. The "B" in the Triple Type Bonus. |
| Rush (R) | Speed and multi-hit behaviour. The "R" in the Triple Type Bonus. |
| Limited (L) | Extremely powerful support cards — but only one copy allowed per deck. Introduced with the second set. |
The Triple Type Bonus is the single most important deck constraint in the game: place one Impact, one Boost and one Rush card in the same area and you can trigger a significant damage multiplier, provided you press it at the right moment during the strike battle. Miss the timing and you get nothing. It is the clearest example of the game's core tension: a good deck creates the opportunity; your hands under pressure decide whether you take it.