Catalog
WWE SuperCard

WWE SuperCard

Live

Sports 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
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 games
Evidence:
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

RealmScanner is a research catalog for multiplayer games. Data comes from public sources; coverage and evidence appear beside each assessment.