Card types, rarities and battle types
Each Dragon Ball Super Divers battle card shows HP, power, guard, starting ki, special-move energy, a special move and skills, plus a rarity and one of four battle types. The official rarities are Normal (N), Rare (R), Super Rare (SR), God Rare (GDR), Pick-Up Rare (PUR), Secret (SEC) and Extra Rare (EXR), and some cards have alternate-art parallel versions. The battle types are Impact, Boost, Rush and Limited.
| Card field | What it means |
|---|---|
| Card number and name | Identify the card, for example SDV12-069 |
| HP | Added to your team HP |
| Power | Attack strength; higher means more damage |
| Guard | Defense; higher means less damage taken |
| Starting ki | Ki at the start of battle |
| Special-move energy | How much energy this card contributes toward a special move |
| Special move and skill | The card’s finisher, plus an ability and its trigger condition |
| Action skill | Fires when its condition is met and you rub the card, touch the screen or press a button |
| Unit skill or BUPPA skill | Unit skills need certain characters together; BUPPA skills change the special move in the BUPPA area |
Rarities
The official card guide says higher rarity tends to mean higher stats or stronger abilities. It also mentions very rare parallel cards with different art. The English Set 12 article calls these Alt-Art versions, marked SEC★ and GDR★.
| Code | Rarity | Notes from official sources |
|---|---|---|
| N | Normal | Base rarity |
| R | Rare | |
| SR | Super Rare | |
| GDR | God Rare | Headline cards of each set; some have parallel art |
| PUR | Pick-Up Rare | Themed cards; Set 12 PURs form two-card art pairs, and Set 13 adds landscape SPECIAL LIMITED cards |
| SEC | Secret | Set 12 has two, Vegeta and Beerus, plus alt-art versions |
| EXR | Extra Rare | Introduced through campaign “chances”, such as the Shenron EXR events |
Battle types
| Type | Attacking | Defending |
|---|---|---|
| I — Impact | Big damage; good for special-move finishes | Lower guard and no ki-damage resistance, so it is easily stunned |
| B — Boost | Medium damage; combat power is 1.5× that of the other two types, so it often strikes first | Medium ki-damage resistance; balanced |
| R — Rush | Weak alone but triggers follow-up hits often | Higher guard and high ki-damage resistance; hard to stun |
| L — Limited | Only one per deck; strong support effects | — |
Skill families
Action skills come in two kinds. Battle action skills are chosen from one team member at set moments. Standby action skills fire automatically at their timing. Unit skills trigger when two or three named characters share an area, and a unit attack replaces the partners’ special moves with a joint one once per battle. Damage and ki damage also differ by whether an attack is a physical strike or a ki blast.