

WWE SuperCard
LiveSports and racingCard and board games
- Platforms
- Release:
- 2014
- Developer:
- Cat Daddy Games
- Scale:
- Total installs25,300,000
- Player rating:
- 89.3% · 638.9K
- Profile data as of:
- September 1, 2026
WWE SuperCard is the WWE card battler where strategy decides the match, not luck. Build a stacked deck with your favorite Superstars, then prove it in real PvP and PvE battles. YOUR ROSTER John Cena, Roman Reigns, AJ Lee, Cody Rhodes, Triple H, Liv Morgan, The Undertaker, CM Punk, Rhea Ripley, Seth Rollins, and Dwayne "The Rock" Johnson lead a roster of Superstars, Legends, and Hall of Famers. GAME MODES • Road to Immortality, the campaign mode that takes you from independent bouts to international renown • King of the Ring, Royal Rumble, Elimination Chamber, and Money in the Bank • Ring Domination and Road to Glory for solo strategy runs • Super ShowDown, a roguelike draft mode built for Season 12 • Leagues, real-time PvP with League Points and seasonal rankings • Team Battleground and Tag Team Takedown co-op formats CARD STRATEGY • Collect and upgrade across 98+ card rarities • Train, Pro, and Perfect Pro upgrade paths for every card • Fusion Chamber and Crafting/Forging to shape the deck you want • New rarities every season, including SummerSlam 26, Leviathan, WrestleMania 42, and Royal Rumble 26 BACK AFTER A BREAK? Climb Road to Immortality from WWE ID through Evolve, NXT, RAW, and SmackDown, top the leaderboard, and become a Legend. Super ShowDown, Leagues, and a deeper card ladder have all shipped recently, so there's a new game to come back to. WWE SuperCard is part of the 2K lineup, alongside WWE 2K26, NBA 2K26, and Borderlands 4. It is free to download and includes optional in-game purchases, including paid random items. Drop-rate details for random item purchases are available in-game. In-app purchases can be turned off in your device's Settings. To delete your account and associated data, visit: https://cdgad.cdgsrv.com/wwe Do Not Sell or Share My Personal Information: https://www.take2games.com/ccpa
Screenshots
Images from the source page, in source order. Select an image to view it full size.
Videos
Videos from the game’s source page, in source order. Select one to open the original.
Overview
- Franchise
- WWE (brand)
- WWE (series)
- Release date
- iOS — August 14, 2014
- Android — 2014
- Developer
- Publisher
- Unknown
- Age rating
- ESRB T — Teen, age 13+ · IGDB mirror
- App Store 12+ — age 12+ · App Store
- Google Play Teen — age 13+ · Google Play
- Content warnings
- Not specified by the storefront
- Interaction modes
- Single-playerMultiplayer
- Session capacity
- 2 online, 1 offline · IGDB mirror
- Access model
- Free to play
- Monetization
- Unknown
- Storefront price
- Unknown
- Store contents
- Unknown
- Languages
- EnglishRussianGermanFrenchSpanishPortugueseItalianJapaneseKorean
Classification
- Genres
- Sports and racingCard and board gamesEvidence:
- Setting and subject matter
- Unknown
- Camera
- Unknown
- Visual style
- Unknown
- Combat system type
- Card battle Evidence:
Scale
Total installs · cumulative total
25,300,000
- Detailed value
- 25,326,949
- Coverage
- Google Play, worldwide
- Origin
- Published by source
- Confidence
- Medium — The storefront only publishes an approximate range; the exact count comes from the page's internal data
- Basis
- Google Play installs: 25326949; the storefront shows "10,000,000+"
- Date observed
- September 1, 2026
- Source
- Google Play
- Ratings
- players89.3% · 638.9KGoogle Play, worldwide · Google Play
- players95.3% · 78.5KApp Store, US storefront · App Store
- players68.3%Global · IGDB mirror
- Last update
- August 21, 2026 · Google Play
Mechanics
Key game systems from the Mechanics Catalog. Assessment axes are independent and are not combined into a single score. An unassessed mechanic is unknown, not absent.
A persistent player organization created or recognized by the game itself, with a stable membership, a life beyond one session, a shared identity, functions, and goals.
Assessment scope: iOS
For WWE SuperCard, the reviewed 2K Sports material does not establish whether the observed iOS product line contains a persistent in-game player organization with membership, identity, and collective action.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The reviewed 2K Sports material is insufficient to establish presence or absence. Silence was not treated as absence.
research draft · methodology 0.4 · September 2, 2026
An in-game system where player decisions materially influence at least part of the production, supply, distribution, or price of in-game value.
Assessment scope: iOS
For WWE SuperCard, the reviewed 2K Sports material does not establish whether the observed iOS product line contains in-game transfer of value between players with rules affecting allocation or price.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— The checked mechanic-specific material provides neither a compatible participant numerator, an active-audience denominator, nor source coverage sufficient to estimate adoption.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The reviewed 2K Sports material is insufficient to establish presence or absence. Silence was not treated as absence.
research draft · methodology 0.2 · September 2, 2026
A system where players or organizations capture, hold, and use parts of the game world with lasting consequences.
Assessment scope: iOS
Official-source search did not resolve transferable, contestable ownership that persists beyond one session for this product boundary. Silence was not treated as absence.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— On 2026-09-02, official-domain mechanic-specific searches for WWE SuperCard did not yield indexed primary evidence resolving Presence. Secondary sources were excluded.
research draft · methodology 0.3 · September 2, 2026
Structured competition between players with rules and a measurable outcome, usually including skill-based matchmaking.
Assessment scope: iOS
Official evidence confirms a competitive PvP contour with structured formats, a recorded rating or leaderboard, and seasonal competition and rewards. Unresolved features remain Unknown.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- at most 2 of 5 — Basic ladder
- What limits the result:
- Matchmaking: Component matchmaking remains Unknown after mechanic-specific research; the next level’s mandatory condition is not satisfied.
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— Adoption reach is unmeasured: primary sources provide neither unique participants nor a compatible active-audience denominator.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Unknown
- Assessment type:
- Unknown
- Confidence:
- Medium— 1 primary URL was reviewed on 2026-09-02. Each populated claim is bounded by its exact excerpt; unresolved values remain Unknown.
Component scores (0–4):
- Competitive formats1 of 4 — Score 1 for structured formats is bounded by the cited official claim: “Leagues, real-time PvP with League Points and seasonal rankings”
- MatchmakingNot assessed — Primary evidence did not resolve opponent matchmaking; retained as Unknown.
- Rating and ladder3 of 4 — Score 3 for a recorded rating or leaderboard is bounded by the cited official claim: “Leagues, real-time PvP with League Points and seasonal rankings”
- Seasons and rewards1 of 4 — Score 1 for seasonal competition and rewards is bounded by the cited official claim: “Leagues, real-time PvP with League Points and seasonal rankings”
- Competitive integrityNot assessed — Primary evidence did not resolve competition-integrity controls; retained as Unknown.
- Skill expressionNot assessed — Primary evidence did not resolve skill differentiation; retained as Unknown.
- Game integrationNot assessed — Primary evidence did not resolve links to other game loops; retained as Unknown.
research draft · methodology 0.3 · September 2, 2026
A regular rhythm of meaningful updates, including seasons, patches, events, and a roadmap that supports a long product life.
Assessment scope: iOS
The retained primary item identifies a release-related fact, but the package does not contain the complete dated release series, cadence observations, support-team boundary, and persistence evidence required by section 15.13. A positive live-service result is therefore not published.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 15.13 is incomplete.
Component scores (0–4):
- Release cadenceNot assessed
- Release announcementsNot assessed
- Content scope and typeNot assessed
- Seasonal structureNot assessed
- Event calendarNot assessed
- Roadmap transparencyNot assessed
- Response to playersNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026
A system for long-term character or account development through levels, skills, equipment, and specializations.
Assessment scope: iOS
The retained primary item identifies a progression-related fact, but the package does not establish the progression unit, cycle and reset rules, persistence, formal axes, cap, and post-cap state required by section 16.12. A positive character-progression result is therefore not published.
- Access cost:
- Unknown
- Product horizon:
- Unknown
- Depth:
- Unknown
- Core experience relevance:
- Unknown
- Observed adoption:
- Unknown— No compatible participation numerator and eligible-audience denominator were assembled for this exact boundary.
- Structural expectation:
- Unknown
- Player dependency:
- Unknown
- Change direction:
- Not assessed
- Assessment type:
- Unknown
- Confidence:
- Insufficient data— The checked source is insufficient for a positive result because the minimum evidence set in section 16.12 is incomplete.
Component scores (0–4):
- Path length and structureNot assessed
- Progression axesNot assessed
- Specialization choiceNot assessed
- Role of equipmentNot assessed
- Progression sourcesNot assessed
- Progress persistence and carry-overNot assessed
- Game integrationNot assessed
research draft · methodology 0.3 · September 2, 2026



