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.

Front and back of a Dragon Ball Super Divers battle card with numbered fields
Official card-anatomy diagram from the how-to-play guide on dbsdv.com.
Card fieldWhat it means
Card number and nameIdentify the card, for example SDV12-069
HPAdded to your team HP
PowerAttack strength; higher means more damage
GuardDefense; higher means less damage taken
Starting kiKi at the start of battle
Special-move energyHow much energy this card contributes toward a special move
Special move and skillThe card’s finisher, plus an ability and its trigger condition
Action skillFires when its condition is met and you rub the card, touch the screen or press a button
Unit skill or BUPPA skillUnit 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★.

CodeRarityNotes from official sources
NNormalBase rarity
RRare
SRSuper Rare
GDRGod RareHeadline cards of each set; some have parallel art
PURPick-Up RareThemed cards; Set 12 PURs form two-card art pairs, and Set 13 adds landscape SPECIAL LIMITED cards
SECSecretSet 12 has two, Vegeta and Beerus, plus alt-art versions
EXRExtra RareIntroduced through campaign “chances”, such as the Shenron EXR events
Example God Rare battle card SDV7-062 showing Gogeta
Official rarity example card (God Rare) from the how-to-play guide.

Battle types

TypeAttackingDefending
I — ImpactBig damage; good for special-move finishesLower guard and no ki-damage resistance, so it is easily stunned
B — BoostMedium damage; combat power is 1.5× that of the other two types, so it often strikes firstMedium ki-damage resistance; balanced
R — RushWeak alone but triggers follow-up hits oftenHigher guard and high ki-damage resistance; hard to stun
L — LimitedOnly one per deck; strong support effects—
Example Secret rare battle card SDV6-SEC showing a Super Saiyan 3 Goku
Official rarity example card (Secret) from the how-to-play guide.

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.