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Shard Cards are the main game mechanic ofFragPunk, as they make each round feel unique either by changing the map entirely, giving Attackers or Defenders a massive advantage in some form, or twisting up a certain mechanic to have a new purpose.
With so many Shard Cards to choose from, some cards end up being undeniably better than others. If you’re starting your career and don’t know which cards to vote for, the tier list below will give you an idea of which cards to grab the moment you see them and which cards should be generally avoided across the board.

How Our Ranking Was Determined
Shard Cards havea lot of factors to each, so ranking them isn’t as easy as looking at the plain value. Some cards only find usewhen used in specific situations, in which case they mayensure your team a winin that round, but otherwise may evenbe detrimental.
For this reason, we’ve compiled the listusing the following factors:
Considering the sheer amount of good Shard Cards the game offers, we’ve divided most of the list intotiers and sub-tiers, as each tier may be overfilled with cards, making it hard to understand. Higher tiers havea lot more cards in them, as most of the cards in the game are great to have.
This game is heavily reliant on play style over meta. The list below should be a guideline for great cards, but many cards are meant to boost certain Lancers or weapons. Don’t take the list below as fact; instead, use it as a suggestion on which cards to pick during matches.

Because of the subdivision of the tiers,the order in which they appear does not matter, only the sub-tier they appear in. Each sub-tier will havestandout cards listedbefore the list of cards itself, which are cards that are a bit above the rest of the tier.
Description
S Tier
Cards in this tier give your team amassive advantageif used correctly. Cards in S+ are, hands down,the bestin the game, cards in S are outstanding andbarely counterable, and cards in S- are inching closer to A tier, but still give anoverwhelming advantage.
A Tier
Most of the picks here are great and ensure aprominent advantageto your team. Cards in A+ are very close to the S tier with only afew drawbacks, cards in A aregreat picksin almost any match, and cards in A- lackvery little to be greatbut should still be picked if the situation allows it.
B Tier
This is where your average card lives, as most cards in this tier havenice advantages. Cards in B+ areabove-averagepicks with great bonuses, cards in B aregood picksthat can be picked up in most situations, and cards in B- requirea bit more workto make use of.
C Tier
Cards in this tier are mainlysmaller bonusesthat are nice to have butmay not be worth the cost. Cards in C+ areslightly underwhelming, and cards in Ccould be avoidedas they don’t offer too much.
D Tier
D tier is home to cards that arenot worth the costandshould be avoidedif possible. If you’re able to’t re-roll and only have these cards to pick from, some may be a good choice, but generally should be avoided.
These arethe best cardsin the game. Most of them are of the highest rarity, though some are fairly common. If you ever see a card in this tier,grab it immediatelyif the situation allows it, andpush your team to vote on ittoo if you can’t afford it yourself.

S+ Cards
Cards here arethe best of the best, and with very little effort, they win you the round or give you an overpowering advantage over the enemy.
Five Shards
High
Grants you Blaze, allowing you to block bullets and melee attack.
Attackers can plant the Converter anywhere, but the converting time +40s.

Remove one Target Site randomly.
S Cards
A bit below the very best, these are all still cards thatwe recommend you grabthe moment you see them if the situation allows it.
Four Shards
All players can travel between two worlds. Players in each world are invisible to each other.
Three Shards
Werewolf power: Injured enemies leave temporary tracks. Evolve: Once your team deals 200 damage, further attacks will deal damage over time to the enemies.
Every 5s, a random enemy is forced to use their trigger key/button.

Leader of the Dead
Swap Defenders and Attackers.

Enemies can’t crouch or slide.
After 1 minute, disable all target sites. Converters can no longer be planted.

Vampire power: Increase your max HP and gain lifesteal. Evolve: once your team deals 200 damage, unlock slow HP regeneration.
A dropped weapon becomes a turret.
S- Cards
These cards don’t give you a ridiculous advantage, butthat’s where the negatives end. Cards in this tier are still amazing picks inalmost any situation.
The [Converter] has 1500 HP, but it’s destructible.

Steal an enemy-activated Shard Card this round. There is a chance of failure.
[N Points]: Mag size and ammo +Nx25%.

When damaged for the first time, enemies are teleported to their spawn point.
Doors expose nearby enemies and emit alarm sounds.

Enhance a random weapon of each type.
Now that the best cards are out of the way, this tier has amazing cards that requirecertain situations to trigger. Once the requirements are met, though, these cards are a treat to have.
A+ Cards
Ever so close to S Tier, these cards give, as you may imagine, beautiful advantages for your team to enjoy. They requirevery little workto use, or offer an advantage to most Lancers.
Bigger And Badder
[Projectiles]: Gradually increase in size and damage during trajectory.
Remain crouched for 10s to lay an egg that can be eaten to regain HP.
Medium
Equip a turtle on your back to block bullets from behind.
Weapon Or Life
Double Shard Point gains this round.
A Cards
This sub-tier is foramazing pickswhich can work in many situations, or are justbafflingly good picks for their price.
When under attack, movement speed +20%
Custom
Low
[N Points]: Generate a healing zone in (Site), healing Nx2 HP per second.
[N Points]: Enemy mag size and ammo -Nx5%.
[Converter]: After planting, replenish all alies' HP and skill uses to max.
[N Points] [Bullet]: Lifesteal +Nx5%.
A- Cards
Amazing advantages that requiremore specific circumstancesto work properly, but still recommended as creating the scenario requiredisn’t challenging.
Dire an extra bullet in a random direction with every shot.
Two Shards
Enemies expose themselves when they enter or exit insisibility by skills.
[N Points]: Enemy jump height -Nx10%.
In this tier, we have cards that givenice bonuseswithout being too strong. The price of these cards ismostly justifiable, and the advantages they offer are good to have.
B+ Cards
This is a strange sub-tier, as it’s meant forabove-average, but not great,cards, and not a lot of those fit this category. Still, these are perfectly appropriate Cards to pick.
The only standout card here isRapid Marksman Rifle- it turns a very high-damage firearm into, essentially, an SMG (if you may shoot fast enough, that is).
Heavy rainy day. [Disengage]: Gain a water shield when staying in a rainy area.
A random ally gains a huge HP buff, but their damage is greatly reduced.
Marksman Weapon: Reduce recoil and remove fire rate limit.
Enemies are exposed when sustaining ongoing damage.
B Cards
This tier is foraverage Cards, in the figurative sense. Picks herearen’t great or bad, and generally either buff a certain aspect of certain Lancers or weapons, or givean advantage that isn’t too big.
Your last few bullets zip back into your gun when you reload.
Expose the gadget owner for 2s when the gadget is destroyed.
Throw one of your eyes as your camera, but lose part of your vision.
Ban a random enemy primary weapon of each type.
B- Cards
Slightly disappointing cardslive here, as the buffs they providemay go unusedin many matches.
The only standout here isClone Tech- if someone takes your main, or you feel like another Nitro could be good, this is nice for the price.
Melee hits to anyone, including allies, regain HP.
This tier is for cards that could offersome advantagesbut are generally justnot something we can recommend. If you play a Lancer that benefits from these enough, they could be good, butperhaps a re-roll wouldn’t hurt too much.
C+ Cards
The C Tier oddballs: there were a few slightly underwhelming cards that didn’t exactly fit inwith the rest of the tier, so they’re here.
With so few cards to pick from, we don’t have standouts for these.
You can equip another primary weapon to your secondary weapon slot.
Enemies take fall damage.
C Cards
These cards arepretty underwhelming, but could see some use in beginner matches, or to counter the enemy team’s cards. Otherwise, we don’t recommend these, butthey aren’t terrible picks.
When the enemy is midair, their [Bullet] damage -50% for 2s.
[N Points] [Bullet]: Damage +Nx10% when on higher ground than your enemy.
Tear off your health bar, swapping health with your target Lancer.
[Bullets] can damage allies, but increase their movement speed and fire rate.
Reduce the blinding effects of enemy actions
Crouch to reduce 10% recoil and gain 20% damage reduction.
Enemy trap damage -50%.
This tier has the fewest cards out of all the tiers. This is great, as most of the cards in this tiershould be avoided in almost any situationand should only be picked upif you have no choicebut to pick between three D-Tier Shard Cards and can’t re-roll.
Instead of standouts for the best cards, here arethe standouts for the worst cards in the tier, and as such, in the game:
Higher fire rate and reload speed while in midair.