Scarlet Skips Hub
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PICK WITH A PURPOSE

Scarlet Skips UpgradesChoose the card your run needs

Compare what each card changes, when it can appear and when it helps. There are 13 regular entries here, plus three special game-data entries outside the usual offer.

Named here
16
On screen
3
Special
3
Scarlet Skips upgrade screen showing Reinforce Jump Rope, Increase Luck and Add Jump Rope
One level-up offers three cards. This screenshot is one draw, not the full card pool.

Why does Steam say 10 cards when this list has 16 entries?

Steam's store description advertises 10 upgrade cards. This site separately lists 16 named rows found in the shipping upgrade table: 13 with a regular appear-after-level value and three marked outside that usual progression. A data-table row is not proof that every card appears in a normal three-card offer, or that all 16 are available in the same run. We show the rows so you can identify a card you actually see; use the store count for its advertised pool and the table below for documented names and conditions.

Regular upgrade cards

These rows have a real AppearsAfterLevel in the shipping table. Use this while the level-up screen is open.

Practice a full run
Scarlet Skips upgrade cards, effects, per-stack values, appear level, timing and pairs
CardWhat it doesEach stackFromBest timePair with
Increase Jump Height card artwork in Scarlet SkipsJump HeightTake this when the current jump lacks clearance; relearn the landing after it gets taller.Visible each pickFrom level 1EarlyIncrease Luck · Rocket Shoes
Increase Luck card artwork in Scarlet SkipsIncrease LuckTake this early if the rope is already readable. It is a progress pick, not a save.No published %From level 5EarlyJump Height · Rocket Shoes
Add Rocket Shoes card artwork in Scarlet SkipsRocket ShoesConsider this once a normal jump already clears several loops; on a short hop, fuel may offer little time to use.Longer hold / no numberFrom level 3MidJump Height · Increase Luck
Add Jumprope card artwork in Scarlet SkipsAdd RopeTake this when you can already clear the current set. It is a volume card, not a beginner save.+1 ropeFrom level 1MidReinforce Rope · Jump Height
Reinforce Jumprope card artwork in Scarlet SkipsReinforce RopeTake this when losing a rope would wreck the run. It does not make a bad landing safe.One shield / no HP numberFrom level 4EarlyAdd Rope · Ignite Rope
Increase Jumprope Speed card artwork in Scarlet SkipsRope SpeedTake this late on a score run when airtime is already easy. Skip it while you are still landing every jump.Faster spin / no %From level 2LateJump Height · Rocket Shoes
Ignite Jumprope card artwork in Scarlet SkipsIgnite RopeTake this late on a score run when ropes are shielded. Skip it on a Moon attempt.More fire / no formulaFrom level 6LateReinforce Rope · Add Rope
Extinguish Rope card artwork in Scarlet SkipsExtinguish RopeTake this only when fire is the actual problem. Skip it if no rope is burning, or if fire is the point of the run.Puts fire outFrom level 7LateIgnite Rope · Reinforce Rope
Let Go to Fast Fall card artwork in Scarlet SkipsFast FallTake this when you already stay up too long and need a cleaner drop. Skip it while you are still learning the landing.No published numberFrom level 8LateJump Height · Charge Jump
Bounce Tricks card artwork in Scarlet SkipsBounce TricksTreat this as a late extra, not a foundation pick. The name is confirmed; the payoff is not.No published numberFrom level 9LateAir Tricks · Jump Height
Press Button in Air to Trick card artwork in Scarlet SkipsAir TricksTake this only after you already stay up long enough to press again on purpose. Skip it if you still mash to survive.No published numberFrom level 10LateBounce Tricks · Jump Height
Charge Jump card artwork in Scarlet SkipsCharge JumpTake this only after the normal jump is already easy. Skip it if you still cannot land a basic skip.No published numberFrom level 11LateJump Height · Fast Fall
They're Rocket And Super card artwork in Scarlet SkipsSuper Rocket ShoesThis is the late Super card, not a first Rocket Shoes pick. Ending routes watch for it; they do not explain a formula.No published numberFrom level 12LateRocket Shoes · Jump Height

Cards outside the regular offer

The shipping table still names these cards, but stores AppearsAfterLevel 9999 — a usual Unreal sentinel for 'not on the regular curve.' Do not plan a run around them.

Scarlet Skips upgrade cards, effects, per-stack values, appear level, timing and pairs
CardWhat it doesEach stackFromBest timePair with
Safety BounceSafety BounceDo not plan around seeing this on a normal three-card screen; its actual availability remains unconfirmed.Not in regular offerNot in regular offerAnyReinforce Rope · Add Rope
Hold to Slam DownSlam DownDo not plan around this appearing beside Fast Fall; it is listed separately because of its level marker.Not in regular offerNot in regular offerAnyFast Fall · Charge Jump
Remove Piece of ClothingRemove ClothingThis is a special table row, not a card to hunt on every level-up. Ending media shows costume changes; that still does not make this a published pick rule.Not in regular offerNot in regular offerAnySuper Rocket Shoes · Jump Height

IF YOU WANT THE MOON

Choose cards for a readable Moon run

Height, Luck, fuel and rope protection are the useful pieces. Fire is a score tool, not part of the documented ending route. If the pause still feels new, learn the jump before copying a card order.Open the ending route

IF YOU WANT SCORE

Build airtime before score pressure

More ropes, speed and fire pay off after your jumps already generate enough time and levels to control them. Add pressure only after the fuel loop repeats.Open the score guide

IF YOU WANT THE WILD SCREEN

Pick ropes, fire and tricks for spectacle

Extra ropes, fire, speed and tricks are the look. That is not the Moon climb. Play it as spectacle, or keep those cards late on a score run.Open the spectacle guide