Gaming Guide

Steal a Super Power: Leveling Power and Clearing Zone Bosses

How bench press Power, ability cards, holders and auras carry you from The Ruins to the Sand Sultan.

How bench press Power, ability cards, holders and auras carry you from The Ruins to the Sand Sultan.

Steal a Super Power runs on one loop. You lift weights at your base to raise Power and Level, then fight through three level-gated zones for packs. You open those packs for ability cards, park spare cards on holders for cash, and spend that cash on upgrades and auras that make the next zone survivable. The wall most players hit is The Desert, where the Sand Sultan sits at Level 35 and punishes anyone who shows up early.

Quick answer: Upgrade the bench press, equip your highest-rarity card, fill every holder, buy the strongest aura you can afford, then clear Noob King and Outlaw for packs before attempting the Sand Sultan.


Steal a Super Power zones, enemies and boss levels

Each zone sits behind a gate or portal, and the enemy levels climb fast between them. Bosses drop reward chests, and those chests are where most of your packs come from.

ZoneRegular enemiesBoss
The RuinsPuncher Noob, Brawler Noob, Slugger Noob (Lv.1)Noob King Lv.5
The ForestBacon Hair Lv.10, Lv.12, Lv.14Outlaw Lv.18
The DesertDesert Raider Lv.25Sand Sultan Lv.35

Bosses come back on a timer after you kill them, shown as a countdown such as “Respawns in 1:23.” That respawn is what makes repeat boss runs a reliable source of packs. Bosses also show red attack indicator circles on the ground before they hit, so stepping out of those circles is the main defensive skill the game asks of you.

Every regular enemy you defeat pays out cash and Power on the spot, so walking through a zone is never wasted time even when the boss is out of reach.

Character runs through a glowing portal as +$69 and +1.37K Power pop up over the Level 22 bar
Moving between zones while kill rewards of cash and Power add to Level 22 progress.

Raising Power on the bench press

Your Level and maximum health both come from Power, and the bench press at your home gym plot is the steady way to earn it. Walk up to the bench and use the “E – Lift” prompt to start. The game shows “Lifting! Jump to get up,” so you stay on the bench repping until you jump off.

Glowing avatar at the home gym with 6.12K Power and Level 17 progress at 552/935
Training at the home gym plot with 6.12K Power at Level 17.

Each level-up raises your health cap. Reaching Level 18, for example, lifts maximum health to 574. That matters more than it sounds, because the late-zone bosses kill through raw damage rather than tricks.

Avatar pressing the barbell in the workout area with Level 18 progress at 392/1.08K
Bench pressing for Power after reaching Level 18.

An unupgraded bench gives only +8 to +9 Power per rep, which turns long stretches of the early 20s into a slog. Levels 22 through 25 take a lot of repetitions at that rate.

Upgrading the bench press station

The bench has its own Upgrade station, and cash spent there multiplies every future rep. Taking the bench to Level 13 or 14 raises the payout from +8 or +9 to roughly +70 or +71 Power per lift, close to an eightfold jump. Early upgrades are cheap, too.

Return to your home gym plot and walk to the Upgrade station next to the bench press. The panel shows the bench’s current level, the next level and the cash price for that step.
Buy the next upgrade. Moving the bench from Level 3 to Level 4 costs $397, and prices rise with each level after that.
Gym Upgrade station panel offering the Level 3 to Level 4 bench upgrade for $397
The bench press Upgrade station, showing the Level 3 to Level 4 step for $397.
Keep buying levels until your cash runs out or you reach Level 14. Spending everything here is usually a better return than a pack or potion, because the bench keeps paying for the rest of the game.
Bench press workout station after a run of cash upgrades toward Level 14
Upgrading the bench press station several levels in a row.
Get back on the bench and lift. You can confirm the upgrade worked by watching the number that floats up on each rep, which should now read around +70 Power instead of single digits.

Ability cards: opening packs and equipping the best one

Cards decide what you fight with. Each one carries a regular Ability and a stronger Special, and rarity is the clearest guide to strength. Everything lives in the Abilities menu, which has Packs, Cards, Index and Items tabs, along with Equip Best and Merge All buttons.

Packs come in several names, including Rookie Pack, Hero Pack, Fighter Pack and Legend Pack. To open one, drag across the top of the wrapper to tear it, then flip cards one at a time or hit Reveal All. The reveal screen also offers a 2X Luck boost for 49 Robux, which is optional.

Card reveal screen with a green 2X Luck button priced at 49
The pack reveal screen, with the optional 2X Luck purchase for 49 Robux.

After opening, go to the Cards tab and press Equip Best. The game confirms with “Equipped your best card!” You can also select any card and use its Equip button manually.

Cards tab of the Abilities menu with Puncher selected and its Equip button ready
Selecting a card in the Cards tab, here the Common Puncher, to equip it.
CardRarityAbilitySpecial
PuncherCommonPower JabMega Punch
BrawlerCommonHeadbuttBody Slam
KickerCommonSpin KickTornado Kick
SluggerCommonBat SwingHome Run Smash
SplashUncommonWater BlastTidal Wave
ArcherUncommonEnergy ArrowArrow Rain
ToxicUncommonAcid SpitToxic Wave
HotheadUncommonFire PunchInferno Uppercut
GuardianRareShield BashForce Field
FrostbiteRareIce ShardBlizzard
LazerEpicEye BeamHyper Laser

Frostbite is a solid early pick, since Ice Shard fires frost projectiles that handle the Bacon Hair packs in The Forest from range. Lazer is a clear step up. As an Epic card it also grants a 2x Power multiplier, which turns Noob King and Outlaw into quick kills. The game’s card list extends beyond Epic, with rarer tiers such as Ancient, and Like-and-join on the game’s group grants a free Legend Pack.


Card holders and offline cash

Every card you are not fighting with should sit on a holder. Holders are pedestals around your base, and a placed card earns cash every second whether you are lifting, fighting in a zone or offline. Use “E – Place Card” at a holder to slot one in and “E – Take Back” to remove it. Active holders glow with a yellow or green border.

RarityExample cardsHolder income
CommonPuncher, Brawler, Kicker, SluggerAbout $5–6/s
UncommonSplash, Archer, Toxic, HotheadAbout $13–15/s
RareFrostbite, GuardianAbout $35–38/s
EpicLazerAbout $95/s

Rarity scales income steeply, so once you pull a better fighting card, the old one belongs on a holder rather than in your inventory. An Epic on a holder earns roughly as much as sixteen Commons.

Avatar standing in the base training area at Level 22 with +15K, +60K and +250K buttons shown
Back at the base training area at Level 22, where card holders sit around the plot.

Holders keep earning while you are away. On rejoining, a “Before you go!” summary shows your offline rate and what waits for you the next day. A few low-rarity cards produce around +$2.16K per hour, while a fuller set of holders combined with an upgraded base pushes that to +$54.3K per hour, with “Come back tomorrow for $1.3M!” as the follow-up promise. You can also check the current rate from the escape menu.

Index set bonuses

The Index tab tracks which cards you own by rarity. Collecting every card in a rarity unlocks a one-time claim with a permanent boost. Claim these as soon as they light up, because the bonus applies to all future cash and Power.

  • Common complete: +5% Cash and Power forever, plus 1 Hero Pack
  • Uncommon complete: +5% Cash and Power forever, plus 1 Fighter Pack

Aura Shop and Potion Shop prices

Both shops sit in the hub area. Auras are the single biggest stat jump you can buy, because each one multiplies total Power and maximum HP at the same time. Every aura can be bought with cash or Robux.

AuraRarityPower & HPPrice
Glow AuraCommonx1.5Starting aura
Windy AuraUncommonx29K / 19 Robux
Cold AuraRarex345K / 29 Robux
Emerald AuraRarex4180K / 45 Robux
Lightning AuraEpicx5820K / 69 Robux

Cold Aura is the practical target before The Desert. At $45K, it doubles a Level 27 character’s maximum HP from 875 to 1,750 the moment it is equipped. The purchase is confirmed by the message “Cold Aura unlocked! x3 Power & HP” and an icy blue ring around your character.

The Potion Shop sells three short boosts, each with a stock of 3/3. Strength Potion gives x1.5 Damage, Health Potion gives x1.5 Health and Power Potion gives x1.5 Power. All three last 5:00 and cost 10K cash or 19 Robux. Because they expire quickly, drink them right before a boss attempt rather than while lifting at base. Potions you own show up in the Items tab of the Abilities menu.

Items tab in the Abilities menu showing an empty potion inventory
The Items tab in the Abilities menu, where owned potions are listed; this one is empty.

Running The Ruins, The Forest and The Desert in order

With a strong card equipped and your holders filled, a full zone run is a straight line from the base gate to The Desert. Your basic attack is M1, and your card’s Ability and Special do the heavy lifting.

Leave your base through the gate into The Ruins. Clear the Puncher Noobs and Brawler Noobs on the way in, since each kill adds cash and Power and can push you through a level or two.
Avatar hitting a glowing target with the 1/5 counter and M1 attack button on screen
Fighting through early enemies with M1 while the 1/5 objective counter tracks progress.
Defeat Noob King, the Level 5 boss of The Ruins, and open his reward chest. With an Epic card like Lazer equipped, he goes down in seconds.
Player attacking Noob King Lv.5 in The Ruins with the M1 control at Level 26
Noob King Lv.5 in The Ruins, an easy repeat kill once your card and Power improve.
Take the portal into The Forest and fight the Bacon Hair enemies at Levels 10, 12 and 14. Ranged abilities such as Ice Shard let you thin groups before they close in.
Player hitting a large orange enemy with a 1/3 counter and health at 692/699
Trading hits with a large Forest enemy while health holds at 692/699.
Defeat Outlaw, the Level 18 Forest boss, and open his chest. The chest counter reads 2/5 here, and it pays out a Hero Pack.
Level 25 character crossing the arena with 19.4K Power and the bar filling toward 2.86K
Heading back through the zones at Level 25 with 19.4K Power for a quick boss loop.
Push into The Desert only when you are ready to face Desert Raiders at Level 25 and the Sand Sultan beyond them. If you are not, use the Home Portal to return to base with your packs intact.
HOME screen with the Level 22 power bar heading toward 1.88K and three upgrade buttons
Back at HOME after using the Home Portal, with Level 22 progress shown.

Dying in a zone costs you every unopened pack picked up on that run. The game shows “You died and lost 2 packs!” followed by a short-lived “RECOVER PACKS?” prompt that asks for 19 Robux. Open packs or teleport home before risky fights.


Sand Sultan Lv.35 in The Desert

The Sand Sultan is a large jump over Outlaw, in level and in how he fights. He calls down firestorms across the arena, which you have to keep moving to avoid, and he finishes players off with a spin attack at close range. The red circles still warn you where his hits will land, but his damage leaves very little room for mistakes.

A Level 26 character with an Epic card falls to him outright. Even at Level 27 with Lazer and Cold Aura doubling health to 1,750, dodging the firestorms is not enough, and his spin attack still lands the kill. Treat him as a target for after you have stacked more bench levels, a stronger aura such as Emerald Aura, and a 5:00 potion or two taken right before the fight.

Every failed attempt also burns the packs you carried in, so the efficient loop is to clear Noob King and Outlaw, open those packs at base, fill your holders, upgrade the bench and level up before the next try. An upgraded bench at around +70 Power per rep carries a character from Level 27 to Level 30 in one sitting, and each of those levels makes the Sand Sultan’s hits a little less final.