FragPunk: Best Shard Card Tier List

FragPunk: Best Shard Card Tier List

FragPunk is a fresh new hero shooter that mixes fast-paced gunplay with a unique twist—Shard Cards. These cards can completely change the flow of battle by altering abilities, terrain, or gameplay mechanics mid-match. Whether you’re freezing enemies in place, boosting speed, or swapping your entire loadout, Shard Cards can turn the tide when used strategically. But not all cards are created equal—some offer powerful advantages while others are more situational. In this article, we’ve ranked the best Shard Cards in FragPunk so you know which ones are worth equipping in your loadout.

S Tier

best shark cards in fragpunk

S+ Shard Cards


S+ tier cards in FragPunk are the most powerful options you can get. These cards often tilt the game heavily in your favor with little counterplay, making them essential picks whenever they show up. Whether you’re on attack or defense, grabbing one of these can turn the tide of a round instantly. If you can’t afford one, convincing your team to vote for it is a no-brainer.

Here are the standout cards in this tier and what makes them worth it:

Blade Master
Cost: 5 Shards
Rarity: High
This card gives you Blaze, which lets you block incoming bullets and dish out powerful melee attacks. It’s especially strong on defense, where holding angles becomes nearly impossible for attackers to deal with. In the right hands, it can carry an entire round.

Long Dash
Cost: Custom
Rarity: Low
Extends the range of your charged melee attacks significantly. This makes knife kills much more viable, and the low cost means it’s easy to grab early on. It’s a fantastic card for aggressive players who like to stay mobile and get up close.

Freestyle Placement
Cost: 5 Shards
Rarity: High
One of the most dangerous cards for attackers. It allows the Converter to be planted anywhere, forcing defenders to cover unpredictable angles. The longer convert time is a fair trade-off for the massive tactical flexibility this card provides.

Other top-tier picks in S+ include:

Dullahans – Makes all allied heads invulnerable, drastically reducing the risk of being taken out by a lucky headshot.
Extra Site – Adds an additional site, spreading the defense thin and opening up new strategies.
Life Saver – Lets teammates revive once after dying. It’s a second chance that can completely swing a round.
Medical Error – Disables enemy healing, which shuts down sustain-heavy comps entirely.
Prosthetic Enhancements – Makes limbs bulletproof, helping you survive longer and soak more damage.
Quick Charge – Cuts down the time it takes to charge melee attacks, making close-range combat easier.
Quick Defuse – Halves the time needed to defuse, perfect for late-round clutch scenarios.
Rift Expansion – Increases the size of the target site, making it harder for defenders to hold.
Site Deletion – Randomly removes one site, limiting options and forcing the enemy to adjust fast.

These cards are strong for a reason—they’re versatile, hard to counter, and deliver massive value for their cost. Prioritize them whenever you see them.

S Shard Cards


While a step below the absolute best, these S-tier Shard Cards in FragPunk are still incredibly strong. They offer game-changing effects and can shift momentum in your favor with the right timing and usage. Most of them are worth grabbing on sight if they fit your team’s strategy—or even if they don’t. These cards can still win fights outright, catch enemies off guard, or just cause total chaos in your favor.

Here are some standout picks in this tier and why they’re so good:

Explosive Shot
Cost: 4 Shards
Rarity: Medium
Explosive rounds are exactly as deadly as they sound. Missing a shot doesn’t hurt as much when you’re still dealing splash damage. This one’s a staple for aggressive players who like to control chokepoints or punish grouped enemies.

Leader of the Dead
Cost: 5 Shards
Rarity: High
This card lets you trade HP to spawn a zombie ally. It’s perfect for defending post-plants or adding a surprise distraction mid-fight. It’s risky, but in the right hands, it turns the tide fast.

Weapon Morph
Cost: 5 Shards
Rarity: High
Turning a dropped weapon into a turret is absolutely cracked, especially during a plant or hold scenario. It adds pressure, gives you extra cover fire, and can lock down entire lanes if used right.

Other great options in the S tier include:
Big Heads – Makes enemy headshots way easier to land. A hilarious card that actually boosts your lethality.
Bullet Trade – Lets you use primary ammo to recharge your skills, perfect for skill-reliant characters.
Cure Shot – Shoot your teammates to heal them. Feels weird, works wonders.
Dimensional Travel – Adds a whole new level of strategy. You and your enemies can switch between two parallel zones, becoming invisible to each other.
Piercing Bullet – Great for catching enemies behind cover with wallbangs.
Vampire Night – Increased max HP, lifesteal, and HP regen after dealing damage? Sign us up.
Pull The Plug – Disables all other Shard Cards for a round. A brutal reset button that favors strong gunplay and raw mechanics.
Throw To Plant – Makes planting feel like tossing a grenade. Great for fast plays and catching defenders off guard.
Tick Tock – Disables all sites after 1 minute, adding a brutal timer to the match and forcing early aggression.

The S-tier is filled with highly effective and fun options that are just shy of being overpowered. If you see one of these during the card selection phase, don’t hesitate—they’re more than worth their shard cost.

S- Shard Cards


S- tier Shard Cards in FragPunk might not break the game wide open, but they’re consistently strong and offer great value in most situations. These cards are dependable and provide solid bonuses that can support different playstyles without relying on niche setups or high-risk conditions. They’re often overshadowed by the flashier S and S+ cards, but if you see one and it fits your role, don’t hesitate.

Here are a few standouts that are well worth grabbing:

Eagle Eyes
Cost: 2 Shards
Rarity: Medium
Short range, but super powerful. Revealing enemies in your line of sight can make the difference in tense standoffs, especially on tight maps or while holding corners. Great for flank protection and clearing angles before peeking.

Plenty of Ammo
Cost: Custom
Rarity: Low
An absolute must-have for SMG or Assault Rifle users. This card gives a massive boost to your ammo pool, which means more uptime in fights and fewer reload interruptions during clutch moments.

Security Check
Cost: 2 Shards
Rarity: Low
For the price, this card is a steal. Turning all doors into enemy-detecting traps makes it easier to hold tight angles, slow pushes, and gather intel without risking your position.



Here are the other cards that round out the S- tier:
Dr. Converter – Heals teammates near the Converter carrier. Solid passive sustain for coordinated pushes or defensive setups.
Fragile Converter – Lowers the Converter’s HP but adds an interesting twist for aggressive strategies that rely on disrupting site control.
Game For Thief – Steal an enemy’s activated Shard Card. High risk, high reward, but can be amazing if it works. The chance of failure keeps it from being top-tier.
Infernal Hounds – Summons a fiery dog that damages enemies nearby. It’s fun, chaotic, and good for pushing corners and flushing enemies out of cover.
Inherit the Wind – On death, your allies get +1 skill use. Great for support players who like to enable their team even after going down.
Mission Bound – Makes you unkillable while planting the Converter. Perfect for clutch situations where every second counts.
Quick Reload – Speeds up reloads significantly, which is perfect for aggressive players who don’t want to be caught mid-reload.
Relocation – Allows defenders to move Target Sites before a plant. This adds some unique strategy, though it requires communication and map knowledge.
Return To Sender – Teleports an enemy back to their spawn the first time they damage you. Great for disrupting opening picks or forcing resets in a 1v1.
Weapon Enhancement – Buffs a random weapon of each type. Adds unpredictability and can give you a serious edge depending on what drops.

These cards might not steal the spotlight, but they consistently deliver strong value, tactical utility, and situational power. If you’re aiming to build a well-rounded strategy without going all-in on high-cost gambles, S- cards are your go-to picks.

A Tier

every shark card in fragpunk
While not quite as dominant as the top-tier picks, A-tier Shard Cards in FragPunk are still very powerful—just a bit more conditional. These cards can seriously impact the outcome of a round, but they usually need the right setup, timing, or playstyle to shine. In the right hands or situations, though, they can be just as devastating as higher-tier picks.

Think of A-tier cards as your tactical tools. They won’t always win the game by themselves, but they give you a serious edge when played smart.

These are the cards you’ll want to grab if they match your role or if the situation calls for it. Their power might not be as plug-and-play as S-tier cards, but once their conditions are met, they’re incredibly rewarding.

A+ Shard Cards


A+ tier Shard Cards in FragPunk sit just below the S tier and offer game-changing advantages with little effort or setup. These cards are reliable, widely useful, and strong in almost any situation. Whether you’re attacking or defending, you can count on them to make an impact without needing specific synergies or rare scenarios. If you see these in your selection, they’re almost always worth the pick.

Here are a few standouts that make the most of this tier:

Efficient Conversion – Shaves 20 seconds off Converter activation time, forcing defenders to scramble. Great for aggressive teams that can reach the site quickly.

Informant – Reveals the positions of remaining enemies after a kill, turning every elimination into a huge intel boost. Helps your team finish rounds cleanly.

Psychic Defusing – Automatically starts defusing the Converter if a Defender is nearby. Perfect for clutch rounds and surprise site retakes, especially when hiding on-site is easy.



The rest of the A+ tier lineup includes:
A/B Main Ban – Blocks a path with a destructible wall. Great for controlling flow and slowing down the enemy team’s approach.
Bigger and Badder – Projectiles get stronger and larger as they fly. Ideal for players who like throwing chaos into the mix with every shot.
Eye of the Reaper – After planting, any nearby enemies are revealed. Excellent for locking down the site post-plant.
Freeze Bullet – Slows enemies hit by bullets by 55%. Fantastic for disrupting pushes or chasing down fleeing enemies.
Headache Vision – A headshot pings all enemies. This card turns your precision into valuable recon for your team.
Iron Head – Removes bonus damage from headshots. Underrated, but great if you’re often taking duels and want to reduce burst deaths.
King of Eggs – Crouch for 10 seconds to lay a healing egg. A weird but surprisingly helpful healing method between engagements.
Mass Cheetah – Grants a 15% speed boost. Simple, effective, and great for flankers or fast rotations.
Superfly – Gives a double jump. Boosts your mobility, opens up new angles, and lets you surprise enemies in tight spaces.
Take Your Time – Increases Converter time, stalling enemies and forcing longer site control. Excellent for defenders who need breathing room.
Turtleback – Adds a bullet-blocking turtle on your back. Great passive defense that saves you more often than you’d expect.
Two-Way Portals – Turns teleporters into two-way paths. Great for unpredictable movement and mind games.
Weapon or Life – Sacrifice your weapon to survive a fatal hit. Works like a second chance mechanic when rounds get dicey.
Extra Converter – Adds another Converter. Can totally change attacker strategy and force defenders to spread thin.
Invest In The Future – Doubles Shard Point gain this round. Strong pick early on to snowball your next card purchase.

A+ cards are efficient, versatile, and offer great value across the board. They’re not quite as overwhelming as the S tier, but they still swing rounds hard and reward both tactical and aggressive plays. Don’t overlook them—they’re some of the most dependable tools in the game.

A Shard Cards


A-tier Shard Cards in FragPunk are dependable, cost-effective, and often just straight-up strong. While they may not be as flashy or game-breaking as top-tier cards, they can turn the tide when used smartly. These cards either offer solid utility, team-wide value, or strong situational power that fits many match types.

These are the kinds of cards that don’t need perfect setups to work. They give you consistent value, help with map control, improve survivability, or boost your team’s firepower—without costing a fortune in Shards.

Standout Picks:
Alert – Think of it as a radar pulse. Reveals nearby enemies when you’re disengaged, which makes pushing or rotating way safer. Strong recon for a low price.
Healing Site (A/B) – Adds healing zones to specific sites, giving defenders huge sustainability. Great for teams who want to hold or retake without relying on medkits.
Muscle Weakness – Lowers projectile reliability by making enemy shots drop faster. A nightmare for ability-reliant Lancers.



Full A Tier Card List:
Alert – 4 Shards | [Disengaged]: Sense enemies nearby. Great map awareness tool.
Cloaking Plant – 2 Shards | Spawns Stealth Grass. Adds extra stealth to defensive zones.
Chain Reaction – 3 Shards | Bullets trigger chain lightning. Nice for crowd control or clustered enemies.
Close Havoc – Custom cost | Increases damage at close range. Great for aggressive rush play.
Dragon’s Breath – 3 Shards | Shotgun shells deal fire damage. Adds extra tick damage in brawls.
Emergency Evacuation – 4 Shards | Boosts movement speed when under fire. Amazing for repositioning or escape.
Endless Battle – 2 Shards | Extends round time. Good for slow, tactical teams.
Equipment Supply – 5 Shards | All weapons gain an extra use. Great utility in late-round loadouts.
Healing Site (A/B) – Custom | Heals players on selected site. Can tilt site control in your favor.
Holistic Deadicine – Custom | Heals after a kill. Useful for sustaining in high-frag rounds.
IP Theft – 3 Shards | Destroying enemy traps gives you your own version. Fun and disruptive.
Large Bounty – 2 Shards | Doubles loot drop from treasures. Good economy boost.
Melon Rinds – 3 Shards | Throwable item that makes enemies slip. Silly but surprisingly effective.
Mini Mags – Custom | Reduces enemy magazine size. Indirectly limits their uptime in fights.
Misty Site (A/B) – 2 Shards | Adds fog to a site. Hinders long-range sightlines and creates chaos.
Morale Booster – 4 Shards | Restores HP and skill uses to the team after planting. Huge teamwide buff.
Muscle Weakness – 3 Shards | Makes enemy projectiles fall faster. Great against ability-heavy enemies.
Roger, Roger – 4 Shards | Deploys two friendly combat bots. Adds consistent harassment.
Sprint Fire – 3 Shards | Allows hipfire while sprinting. Excellent for run-and-gun playstyles.
Super Jump – 4 Shards | Massive vertical boost. Enables unique movement and trick angles.
Sustained Crab Walk – 3 Shards | Forces enemies to crouch while damaging them. Good for disorienting targets.
Swift Resolution – 3 Shards | Shortens round time. Ideal for rushing or snowball comps.
Time to Snipe – Custom | Increases bullet damage at long range. Great for marksman-style plays.
Time-Saving Skill – 3 Shards | Skills reduce round time. Allows you to pressure objectives faster.
Vampire Bullet – Custom | Adds lifesteal to bullets. Keeps you alive longer in extended fights.



These cards are great all-arounders—pick them when you’re not sure what to go for or when you’re trying to get a solid edge without spending all your Shards. They’re especially helpful when trying to support your team, extend survivability, or push for objectives with a little extra help.

B Tier


B Tier Shard Cards are the middle ground—reliable picks that offer decent value without being game-changing. These cards provide small but useful bonuses that can support your playstyle, especially if you’re still leveling up or want to round out your loadout. While they might not shift the entire match in your favor, they’re still worth picking up when stronger options aren’t available or when you’re looking for cost-efficient utility.

These are the kinds of cards that won’t break the game but also won’t let you down. Think of them as consistent performers that enhance your kit without requiring perfect timing or synergy.

B+ Shard Cards


B+ Tier cards offer respectable advantages that aren’t quite strong enough to stand out in higher tiers but still bring real value when used right. These cards may not define a match on their own, but in the right hands—or in the right moment—they can absolutely make a difference. They’re often picked for their niche strengths or for filling specific gaps in your team’s overall strategy.

One standout here is Rapid Marksman Rifle, which turns high-damage, semi-auto rifles into high-speed bullet hoses, perfect for players with fast reflexes and good aim.



Dibs
Cost: 3 Shards
Rarity: Low
Effect: Only your team can destroy Treasures, giving you an edge in holding objectives.

Hard Rain
Cost: 5 Shards
Rarity: Medium
Effect: Creates a rainy zone. Standing in it grants a water shield when disengaging—useful for healing and repositioning mid-fight.

Heavy Armor
Cost: 5 Shards
Rarity: High
Effect: One random ally gains a massive HP boost at the cost of reduced damage output. Great for tanking, but needs careful coordination.

Rapid Marksman Rifle
Cost: 4 Shards
Rarity: Medium
Effect: Removes the fire rate cap and lowers recoil for Marksman Rifles. With good aim, you’ll melt enemies fast.

Sustained Exposure
Cost: 2 Shards
Rarity: Medium
Effect: Continuously damaging enemies keeps them visible, making it easier to finish them off or track during chaotic fights.

These cards are reliable, sometimes underrated, and worth grabbing if they complement your current loadout or match situation.

B Shard Cards


B Tier cards in FragPunk are your middle-of-the-road picks—solid, reliable, and occasionally underrated. They don’t have the flashiness or game-changing power of higher-tier cards, but they still offer tangible benefits that can support your strategy. Most cards here either enhance specific weapon types, provide minor map or utility tweaks, or give moderate team-wide boosts. They’re especially good for filling gaps in your loadout or adapting to enemy compositions on the fly.

Standout picks include:
Free For All – Perfect if you’re tight on Shards and want quick access to your favorite weapons without cost.
Health Club – A bit pricey, but extra HP can go a long way in tighter matches.
Nerfed A/B Site – Reducing cover gives defenders a strong advantage, especially when locking down critical angles.



Bigger Bombs
Cost: 3 Shards
Rarity: Low
Effect: Boosts explosion radius by 50%, great for area denial and crowd control.

Blast Suits
Cost: Custom
Rarity: Low
Effect: Reduces explosive damage taken, making it ideal against grenade-heavy comps.

Bullet Upgrade
Cost: 3 Shards
Rarity: Medium
Effect: Enhances projectile-based pistols—nice for pistol-round dominance.

Deadly Rewind
Cost: 2 Shards
Rarity: Medium
Effect: Automatically reloads the last few bullets—perfect for clutch plays or aggressive rushes.

Free For All
Cost: 4 Shards
Rarity: Low
Effect: Lets everyone grab weapons for free once—useful for turning early rounds around.

Frozen Wasteland
Cost: 3 Shards
Rarity: Medium
Effect: Covers the map in snow, allowing sliding movement. Great for repositioning or creative escapes.

Health Club
Cost: 5 Shards
Rarity: Low
Effect: Grants a flat 25 HP boost. Expensive, but survivability is never a bad investment.

Lingering Smoke
Cost: 3 Shards
Rarity: Low
Effect: Doubles smoke duration, great for zoning or blocking vision.

Nerfed A Site / B Site
Cost: 3 Shards
Rarity: Low
Effect: Lowers attacker cover at the chosen site. Excellent for defense-focused comps.

Origin Detection
Cost: 3 Shards
Rarity: Medium
Effect: Reveals gadget owners briefly when their devices are destroyed—useful against trap-heavy enemies.

Prosthetic Eye
Cost: 3 Shards
Rarity: Medium
Effect: Lets you throw your eye to scout, at the cost of some vision—great intel tool for coordinated plays.

Scan Reductions
Cost: 3 Shards
Rarity: Low
Effect: Reduces enemy scan range by 50%, offering a stealth edge.

Short Exposure
Cost: 2 Shards
Rarity: Low
Effect: Cuts down the time you’re exposed, useful when facing heavy recon comps.

Stealthy Start
Cost: 3 Shards
Rarity: Medium
Effect: Prevents exposure at the beginning of the round—ideal for aggressive openers or quick flanks.

Toxic Traps
Cost: 3 Shards
Rarity: Medium
Effect: Each ally places a toxic trap, adding a passive zoning threat to the map.

Weapon Ban
Cost: 4 Shards
Rarity: Low
Effect: Randomly bans one weapon of each type from the enemy team—can completely shake up their strategy.

B- Shard Cards

B- Tier cards offer minor benefits that may not always shine in the heat of battle. These are cards that sound cool on paper but can often end up doing very little depending on the flow of the match. Whether it’s because their effects are too situational, hard to activate consistently, or just overshadowed by better options, most cards in this tier are underwhelming unless you build a very specific strategy around them.

That said, a few do have potential. Clone Tech is easily the best of the bunch here—perfect if your favorite Lancer is taken or you want to double up on a specific utility like Nitro’s.



Black Hole Traps
Cost: 3 Shards
Rarity: Medium
Effect: Traps spawn a small black hole on trigger. Sounds cool, but the area is small and inconsistent, making it more style than substance.

Clone Tech
Cost: 4 Shards
Rarity: High
Effect: Lets teammates pick the same Lancer. It’s a niche pick, but if you’re running double Nitro or stacking strong ults, it can be surprisingly effective.

Feinting Flash
Cost: 3 Shards
Rarity: High
Effect: Dropping your main weapon causes a flashbang to go off. Fun to mess with enemies, but hard to justify unless you’re using it for specific tricks.

Guess Who?
Cost: 3 Shards
Rarity: Medium
Effect: Disables damage indicators for enemies. It’s mildly annoying for them but rarely impactful enough to matter.

Maximum Overhealth
Cost: 4 Shards
Rarity: Medium
Effect: Heals can go 25 HP over your max health. Decent for tanky team comps but underperforms in fast-paced fights where healing is limited.

Whetstone
Cost: 4 Shards
Rarity: High
Effect: Gain HP by hitting anyone with melee, even teammates. Sounds good, but not practical without a melee-focused comp.



These cards aren’t awful, but they often fall flat unless you’re playing around very specific setups. If you’re forced to pick from B- Tier, go for Clone Tech or Maximum Overhealth—they’re the few that offer tangible upside when used properly.

C Tier


C Tier cards might offer some perks, but they rarely feel impactful enough to justify the cost. These are the kinds of picks that sound useful in theory, but in actual matches, they tend to underperform or are simply too niche to make a big difference. Unless your chosen Lancer has a kit that specifically benefits from one of these effects, you’re usually better off rerolling or saving your Shards for something stronger.

These aren’t totally useless—they can still give your team a small edge in the right situation—but they’re generally outclassed by higher-tier options. Only consider grabbing these if there’s really nothing else better, or if your playstyle or team comp happens to make the most of their effects.

C+ Shard Cards


These C+ cards offer oddball effects that aren’t entirely useless—but they don’t quite justify their cost or effort in most matches. They’re quirky, situational, and sometimes entertaining to play with, but you’ll rarely see them swinging rounds unless the stars align. If you’re looking to spice things up or lean into a meme strategy, these can be fun to experiment with. Otherwise, you’re better off using your Shards on more consistent picks.



Backup Weapon
Cost: 5 Shards
Rarity: Medium
Effect: Equips a second primary weapon in your secondary slot. Cool idea, but rarely practical since most players barely switch off their main anyway—and five Shards is steep for the extra firepower.

Close Quarters Combat
Cost: 5 Shards
Rarity: High
Effect: Forces everyone to use melee weapons only. This can flip the match dynamic completely, but it’s extremely risky unless your whole team is built for close combat or wants chaos.

Skill Vampire
Cost: 2 Shards
Rarity: Low
Effect: Gain 100% lifesteal from skill damage. On paper, it sounds strong, but many abilities don’t deal enough damage to make the healing worth it—unless you’re stacking it with very specific Lancers.

Bad Knees
Cost: 4 Shards
Rarity: High
Effect: Enemies take fall damage. This one’s more for laughs than real value. You might catch an enemy once in a while, but most players will just avoid fall-prone areas altogether.



C+ cards aren’t completely off the table—but they’re niche picks through and through. Go for them if you’re feeling creative or want to experiment, but don’t expect them to carry rounds the way higher-tier cards can.

C Shard Cards


C-tier cards in FragPunk are mostly underwhelming and rarely worth picking unless you’re just starting out or trying to counter something very specific. Many of these effects sound useful but either apply to very limited scenarios or give too little value for their cost. They’re not bad per se—but in a game where Shard economy matters, they’re not efficient.



Standout Picks:
Band-Aid Solution: Offers a small burst of healing after taking damage. It won’t save you in most situations, but occasionally that little bit of HP can keep you in the fight long enough to make a difference.
Explosion Specialist: Only useful for Lancers who rely heavily on explosive damage like Axon or Broker. For anyone else, it’s a waste of points.



C Tier Cards:
Acrophobia (3 Shards, Low): Enemies in midair do 50% less bullet damage for 2 seconds. Very situational—requires awareness of enemy movement styles.
Band-Aid Solution (4 Shards, Low): Small HP recovery when injured. Could help in drawn-out fights but rarely game-changing.
Clear Path (2 Shards, Low): Removes all doors from the map. Can make certain routes smoother, but not very impactful overall.
Drought (2 Shards, Low): Drains on the map are disabled. Mostly cosmetic unless you’re trying to mess with very specific map movement.
Explosion Specialist (Custom, Low): Boosts explosive damage by a percentage based on N Points. Niche pick for explosive-based Lancers only.
Flashy Projectiles (4 Shards, Medium): Projectiles flash enemies on first impact. Flash is short and rarely lands where you want.
Headshot Master (Custom, Low): Adds bonus damage to headshots. Requires precision and is outclassed by more consistent damage boosts.
High Ground (Custom, Low): More damage when shooting from above. Decent if you’re playing snipers or taking advantage of map elevation.
HUD Remix (3 Shards, High): Swaps your health with a selected enemy. Can be risky or clever, depending on timing.
Long-Term Investment (2 Shards, Low): Earns you 0.1 Shard Points every 7 seconds alive. Too slow to be worth it.
Painful Motivation (4 Shards, High): You can damage teammates with bullets, but it buffs their speed and fire rate. Very risky and hard to coordinate.
Parting Flash (2 Shards, Low): Releases a flashbang when you die. Might disrupt your killer, but usually too little, too late.
Portal Malfunction (2 Shards, Low): Disables map portals. Highly situational and mostly affects specific tactics.
Safety Glasses (3 Shards, Medium): Reduces the effects of blinding. Can be decent vs flash-heavy enemy teams.
Shotgun Charge (3 Shards, Medium): Shotguns charge shells while aiming down sights. Offers slight performance boost for shotgun players.
Smoke Shields (4 Shards, Medium): Stand in smoke to gain max HP. Rarely usable unless your comp revolves around smoke abilities.
Spreading Smoke (3 Shards, Low): Increases smoke size by 50%. Can help with zoning or blocking vision, but needs coordination.
Squat Defence (3 Shards, Low): Crouch to reduce recoil and take less damage. Not bad if you play defensively, but it limits movement.
Toy Traps (2 Shards, Low): Halves enemy trap damage. Decent against trap-heavy comps, but niche overall.



C-tier picks are best left untouched unless you’re trying something very specific or you’re in a low-pressure match. Most of these effects feel more like novelties than game-winners. Use them if you must—but don’t expect miracles.

D Tier


D-tier cards are the least impactful and often actively bad in most scenarios. These Shard Cards either have negligible effects, waste your precious Shards, or even put your team at a disadvantage. You should avoid them unless you’re completely out of options and forced to choose between three D-tier picks with no re-rolls left.



Standout Worst Picks:
Broken Bridge: Disables the bridge… something you can already do with a button press. It’s a card that literally saves you half a second of effort.
Hold The Pass: Gains HP while standing on a bridge—great if you enjoy being a sitting duck in plain sight.
Let Them Hear You: Boosts your speed the louder you are—completely useless if you don’t use a mic, and honestly still bad even if you do.
Oh, Compassion: Rewards underperforming teammates with a small buff. If your team’s doing poorly, spending three Shards on this won’t change much.



D Tier Cards:
Airborne Justice (4 Shards, Low): Slight fire rate and reload speed boost while in midair. Midair gunfights are rare and usually a bad idea—skip this.
Birdman (2 Shards, Medium): Fall slower while aiming down sights. More of a visual gag than a useful perk.
Broken Bridge (2 Shards, Low): Disables the map’s bridge. The same thing you can do manually by pressing a button. Pointless.
Hidden Cameras (3 Shards, Medium): Turns treasure into security cams you can view. Sounds cool, but mostly ends up being a gimmick that distracts more than helps.
Hold The Pass (2 Shards, Low): Heals you while standing on the bridge. That bridge is also wide open and easy to snipe across. Pass.
Killstreak Bonus (3 Shards, Low): Increases damage by 10% per kill, but resets when you die. Nice in theory—completely unreliable in practice.
Let Them Hear You (4 Shards, High): Boosts movement speed based on how loud you are. It’s more of a meme than a meta play.
Mini Traps (2 Shards, Low): Reduces enemy trap range by 30%. It’s barely noticeable and won’t save you from a well-placed trap anyway.
Oh, Compassion (3 Shards, Medium): Gives weaker players a buff. But if your team is struggling, you probably need a game-changing card, not this.
Peace Treaty (3 Shards, Medium): Dropping your main weapon gives you 70% damage reduction. Incredibly impractical mid-match unless you enjoy punching enemies.
Portable Detector (2 Shards, Low): Detects enemy gadgets nearby. Not a bad idea—but too situational and there are better ways to deal with traps and tech.


Conclusion


That wraps up our complete Shard Card tier list for FragPunk. With so many unique cards offering a wide variety of effects, it’s crucial to understand which ones truly give you an edge and which are just flashy distractions. The best cards, especially those in the S and A tiers, can shift an entire round in your favor if timed right. On the other hand, lower-tier cards should only be picked in specific situations—or when you’re out of rerolls. Whether you’re stacking powerful effects or building around niche strategies, knowing what each card brings to the table is key to dominating the battlefield.

Posted On: April 12th, 2025

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