Rebirth in Steal a Superpower trades your current Level and Power for a permanent multiplier on both Cash and Power. It is the main way to make every bench rep and every holder payout count for more. The cost is a reset of your training progress. Your money, cards and cosmetics stay put.
Quick answer: Reach Level 10 by lifting on your bench, open the Rebirth panel, and press Rebirth. You drop to Level 1 with 0 Power, keep your Cash, and gain x1.5 Cash and Power.
Rebirth level requirements and multipliers
Each Rebirth has its own Level requirement, and the bar goes up by 10 every time. The multiplier climbs in half steps, and it always applies to Cash and Power together. Neither stat can be boosted without the other.
| Rebirth | Level required | Multiplier before | Multiplier after |
|---|---|---|---|
| Rebirth 1 | Level 10 | x1 Cash, x1 Power | x1.5 Cash, x1.5 Power |
| Rebirth 2 | Level 20 | x1.5 Cash, x1.5 Power | x2 Cash, x2 Power |
| Rebirth 3 | Level 30 | x2 Cash, x2 Power | x2.5 Cash, x2.5 Power |
The requirement is a minimum. You can stay above it as long as you like. The panel accepts a Rebirth at Level 46 against a target of 10, or at Level 30 against a target of 20. Either way, the Rebirth always sends you back to Level 1. Leveling far past the requirement only matters if you want that extra Power for boss runs before you reset.
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The Rebirth panel sums up the trade in one line: “Power resets. Cash is kept.” In practice, the split looks like this:
- Reset: Power drops to 0.
- Reset: Level drops to 1.
- Kept: all the Cash you have banked.
- Kept: every ability card you own, including cards sitting on base holders.
- Kept: purchased trails and auras.
Because Cash and cards survive, a Rebirth never shrinks your income. Your holders keep paying, and the new Cash multiplier makes them pay more. The only thing you lose is the Power you need for fights. You rebuild it on the bench, and that is faster than before because Power gains are multiplied too.
The panel also shows a second button, labeled “Skip Rebirth” with a cost of 15, marked “RESETS NOTHING.” Use the standard Rebirth button if you are fine with the Level and Power reset.
How to Rebirth in Steal a Superpower
Everything happens at your home base. You only need your bench and enough Cash for a few bench upgrades.



You can tell it worked when a banner announces the new tier. Rebirth 1 shows “Rebirth 1! Cash & Power x1.5” and Rebirth 2 shows “Rebirth 2! Cash & Power x2.” When you reopen the panel, the header has gone up by one, and the progress line points at the next target, such as “Level 1 / 30” after your second Rebirth.
Rebuilding Level and Power after each Rebirth
Going back to the bench is the whole loop. The multiplier changes how quickly it moves, though. After Rebirth 1, steady lifting takes a character from Level 1 to Level 30, which already clears the Level 20 requirement for Rebirth 2. After Rebirth 2, the x2 Power gain carries the same bench from Level 1 to Level 40. That is past the Level 30 needed for Rebirth 3.

The buttons under the Power bar scale with your Level. At Level 46 they read +200K, +600K and +2M. At Level 30 they drop to +20K, +60K and +250K. Expect smaller numbers after a reset, since your Level has fallen.

Once you meet the next requirement, open the Rebirth panel again. For Rebirth 2, the line reads “Level 30 / 20” and the after column shows x2 Cash and x2 Power.


Spending kept Cash between Rebirths
Cash survives every Rebirth and earns at a higher rate afterward. That makes the time around a reset a good moment to strengthen the parts of your account that never reset.
Ability cards and base holders
Ability cards sitting on the holder pedestals in your base generate Cash every second. Higher rarities pay far more, and that payout gets multiplied by your Rebirth bonus. Open your Abilities menu, unpack any Rookie or Hero Packs you carried home, and use “Reveal All” to flip every card at once.

Next, equip your strongest card and fill every holder with the highest-paying cards you own. Use “E Place Card” at a holder to slot a card, or “E Take Back” to pull one off.


| Card | Rarity | Holder income | Multiplier |
|---|---|---|---|
| Kicker | Common | $6/s | x1 |
| Brawler | Common | $6/s | x1 |
| Archer | Uncommon | $13/s | x1.25 |
| Toxic | Uncommon | $14/s | x1.25 |
| Sparky | Rare | $40/s | x1.5 |
| Lazer | Epic | $95/s | x2 |
| Earthshaker | Epic | $98/s | x2 |
| Magnetron | Legendary | $240/s | x3 |
A single Magnetron out-earns a holder full of Commons. That gap is why it pays to refresh your holders every time a new Epic or Legendary turns up.
Trails, auras and potions
Trails and auras carry through Rebirths, so anything you buy keeps working at Level 1. The Trail Shop sells walk speed. The Frost Trail costs $240K and adds 40 speed, which raises walk speed from 38 with the White Trail to 70.

The Aura Shop boosts Power and Health. An equipped Cold Aura gives x3 Power and Health, which helps make up for the lost Power while you climb back up.


Potions are short-term boosts rather than permanent ones. Each holds a stock of three.
| Potion | Effect | Duration | Price |
|---|---|---|---|
| Luck Potion | x1.5 Luck | 5:00 | 10K |
| Strength Potion | x1.5 Damage | 5:00 | 10K |
| Health Potion | x1.5 Health | 5:00 | 10K |
Boss runs for card packs after a Rebirth
Bosses drop chests with card packs, and those packs feed your holders. A freshly reset character can still clear the early zones once it has some Power back. The Ruins hold the Outlaw and the Noob King, whose chest gives a Rookie Pack. The Desert holds the Sand Sultan, whose chest gives a Hero Pack.
| Zone | Enemy or boss | Level shown |
|---|---|---|
| The Ruins | Outlaw | Lv.18 |
| The Ruins | Noob King | — |
| The Desert | Desert Raider | Lv.28 |
| The Desert | Sand Sultan | Lv.35 |
| Frozen Peaks | Dominus Frigidus | Lv.60 |
Red telegraph lines on the ground mark incoming boss attacks, so step out of them while you deal damage. A Level 30 character can take on the Sand Sultan repeatedly after Rebirth 1. Dominus Frigidus at Lv.60 is a far tougher fight. Leave it until your Power has caught up.


When the run is over, take the portal home with the “E Teleport Home” prompt. Open your new packs and place any upgrades on your holders, then head back to the bench for the next Rebirth.







