Heroes, Villains & Renegades
Attack, Defense, Movement

Power Deck Guide

Learn which cards count, why Team Size matters, and how the three primary statistics shape a fight.

Your Power Deck is the foundation of an HVR character’s combat statistics. It is divided into Attack, Defense, and Movement cards. The game uses the strongest cards that fit within your current limits, so collecting a Power is useful—but whether it contributes right now depends on deck capacity and Team Size.

The three card groups

Attack

Damage and accuracy

Attack increases base damage and contributes to Accuracy. It helps successful hits matter and supports the chance to connect.

Defense

Damage reduction and evasion

Defense helps reduce incoming base damage and contributes to Evasion, making an opponent’s attacks less reliable.

Movement

Accuracy, evasion, and turn order

Movement contributes to both Accuracy and Evasion and affects the likelihood that your character acts first.

What “deck size” means

Each level expands the maximum Power Deck by five Attack cards, five Defense cards, and five Movement cards. At level 10, for example, the capacity is the top 50 cards of each type: 150 contributing cards in total if the Team Size requirement is also met.

This is not a hand of actions that you manually draw during combat. It is the collection layer used to calculate the base statistics your character brings into a fight. A newly acquired card can raise a total if it is stronger than the lowest card currently contributing, or if you still have unused capacity.

Why Team Size matters

Team Size is the number of in-game friends plus NPC Henchmen available to your character. To use the full Power Deck for a level, you need an equivalent Team Size: one team member per level supports that level’s full set of fifteen cards.

If your character levels faster than the team grows, the theoretical deck capacity can be larger than the number of cards actually contributing. When a new level seems to produce less growth than expected, check Team Size before assuming the Power card calculation is broken.

How to evaluate a new Power

  1. Identify its role.Attack, Defense, and Movement cards compete within their own group, not against all cards at once.
  2. Compare the relevant value.The card’s contribution matters relative to the weakest card currently inside that group’s active capacity.
  3. Check its minimum level.A card that belongs in a future deck can still be a useful collection gain even when it cannot contribute today.
  4. Recheck after leveling or growing the team.Capacity changes can pull previously idle cards into the active deck.

Balanced totals versus specialization

No primary statistic operates alone. More Attack is less useful if Accuracy cannot overcome an opponent’s Evasion. High Defense may reduce damage, but Movement also affects whether attacks land and who acts first. That does not mean all three totals must be equal. It means a specialized character should understand the cost of the statistic being neglected.

Equipment can amplify or compensate for the deck. Direct stat bonuses, percentage bonuses, reductions, steals, initiative, resistances, and damage effects all sit on top of the foundation supplied by Power cards. When comparing two loadouts, keep the Power Deck stable so you know which change produced the result.

Use the public catalog as a reference

The Power Catalog lists live normal-store Power records with their role, Attack, Defense, Movement, and minimum level. Search and filters are useful for research, while the unfiltered pages show the broader shape of the collection.

Once the deck totals make sense, the next layer is Equipment and Loadouts: the system that turns those base statistics into a particular combat strategy.