Defeat the boss of Lava Pit to unlock its ten regular Challenges. Speak to the Challenge Rabbids on the return route. Reset Power Orbs for free before a movement puzzle or a one-turn damage objective; an ordinary story build may not have the required jump distance or Dash damage.
Choose a Challenge
- From Boo to Boom! — Defeat all enemies, 3 turns
- It’s Dangerous to Go Alone — Escort Spawny, 8 turns
- Factory Direct — Defeat the four midbosses, 4 turns
- Creep Convention — Defeat all enemies, 4 turns
- No Pain, No Gain — Reach all three areas, 1 turn
- Might and Main — Defeat all enemies, 1 turn
- A Walk on the Fireside — Escort Spawny, 3 turns
- Rules of Attraction — Defeat ten enemies, 10 turns
- Uphill Battle — Reach all three areas, 1 turn
- Battle Royal — Defeat thirty enemies, 18 turns
1 — From Boo to Boom!
Location: First battlefield of 4-3. Objective: Defeat all enemies. Limit: 3 turns.
Use strong Dash characters on opposite sides of the field. Remove the Supporters first, with M-Power and concentrated area damage, then finish the Valkyries. A rocket can remove cover for a hero who can still attack from the starting platform.
Do not base the clear on a Boo delivering a hero to a specific place. If one warps a character, reassess the new angles and finish the closest viable group. Keep enough movement damage to avoid spending a whole turn merely crossing the arena.
2 — It’s Dangerous to Go Alone
Location: Second battlefield of 4-3. Objective: Escort Spawny. Limit: 8 turns.
Spawny follows a separate corridor while the heroes attack from the parallel platform. Remove the starting Ziggies, then use Luigi’s range and secondary weapons to clear the corridor ahead of the escort.
Spawny cannot Team Jump, and the heroes cannot solve the gap by standing beside him. Shoot a Smasher only when its chase draws it away from the escort or defeats it. Move Spawny between covered stops and leave irrelevant enemies behind once he has passed them.
3 — Factory Direct
Location: First battlefield of 4-4. Objective: Defeat the four midbosses. Limit: 4 turns.
Focus the four Blizzies rather than the reinforcement Hoppers. Activate M-Power near the intended attackers, move a close-range hero to the group on the upper side and use a strong hammer or Boomshot when several bosses are within its area.
Luigi can finish the distant Blizzy from a safe angle. Watch their reaction fire before moving another hero into the same line, and finish one boss completely before spending single-target damage on the next.
4 — Creep Convention
Location: Second battlefield of 4-4. Objective: Defeat all enemies. Limit: 4 turns.
Use multiple Dashes and area attacks to clear the central Ziggies, then concentrate on the surrounding Smashers. Weaken and Vamp Dash help sustain the party while Mario supplies M-Power and controlled reaction damage.
Check every resulting chase and avoid trapping a hero between two Smashers. The Boos can change positions unpredictably; use the new position if helpful, but keep the core damage plan on enemies that are actually in reach.
5 — No Pain, No Gain
Objective: Reach all three areas in one turn. Bring Mario, Rabbid Mario and Luigi, with maximum movement, Team Jump range and Itchy Feet. Use Mario’s basic Blaster and Luigi’s basic Sentry so a disruptive Super Effect does not prevent the required retaliation.
Activate Itchy Feet before splitting the team. Move Rabbid Mario into the initial staging position near the closest area. Mario Team Jumps from him to the tile that lines up the first Smasher’s knockback toward a destination, then shoots that Smasher to be Bounced forward.
Luigi also uses Rabbid Mario as his jumping partner, landing on the line for the next Smasher’s launch. Shoot that Smasher with Luigi to put him in the final enemy-phase Bounce route. End the turn: the remaining enemy attacks deliver Rabbid Mario and Luigi to their destinations. Exact tiles matter, including the out-of-bounds return position; use the short Challenge video for the initial cells and both landings. Do not use Super Barrier to block a Bounce needed for transport.
6 — Might and Main
Location: Second battlefield of 4-6. Objective: Defeat all enemies. Limit: 1 turn.
Seventeen Garden Ziggies require movement damage and area attacks. Use Mario, Rabbid Mario and Rabbid Yoshi with upgraded multiple Dashes, Boom Dash radius, Stomp and suitable weapons. Activate M-Power before the team separates.
Plan every hero’s entire Dash route before confirming it. Rabbid Mario’s Boom Dash damages nearby Ziggies as well as the direct target; Rabbid Yoshi covers another line. Gather remaining enemies with Magnet Dance and finish them with the available Boomshot, hammer and Stomp. There is no second movement action to repair an incomplete path.
7 — A Walk on the Fireside
Location: First battlefield of 4-7. Objective: Escort Spawny. Limit: 3 turns.
Spawny needs maximum progress every turn. Activate Itchy Feet with him in range and use M-Power for the heroes clearing the corridor. Remove a Smasher or Hopper that controls the next stopping tile rather than spending attacks on distant enemies.
Keep healing within reach after the first enemy phase. Use the pipes and check the whole next segment before Spawny walks; he cannot make a Team Jump to compensate for a blocked route. Leave the rear reinforcements behind when they no longer threaten him.
8 — Rules of Attraction
Location: Second battlefield of 4-7. Objective: Defeat ten enemies. Limit: 10 turns.
Defeat the Supporter and use side angles on the Bucklers. Magnet Dance and Dashes can bring damaged enemies toward the central Chain Chomp, but your heroes must remain farther from it than the intended victim.
Climb through the pipes as reinforcements appear on the upper level. Concentrate on injured Bucklers and finish the defeat counter rather than clearing every distant spawn. Check the Chomp’s target again after any Push, Burn or attraction effect changes the formation.
9 — Uphill Battle
Location: First battlefield of 4-8. Objective: Reach all three areas. Limit: 1 turn.
Equip four-cell pipe exits, Mario’s four-cell Stomp landing range, and Luigi’s Double Jump with an eight-cell Team Jump range. First move the third hero to the northeastern cell of the nearest target area, closest to the Valkyrie.
Mario jumps from that hero, Stomps the Valkyrie and lands on the cell resembling Bowser’s eyes between the Valkyrie and the northern area. Luigi then uses the third hero and Mario as his two jumping partners to reach the northern area. End the turn; the tornado carries Mario to the eastern destination. The neighboring landing cell does not produce the same result, so check the Bowser-eye landmark before confirming.
10 — Battle Royal
Location: Second battlefield of 4-8. Objective: Defeat thirty enemies. Limit: 18 turns.
Bring sustained recovery: Rabbid Peach’s Heal and Rabbid Luigi’s Vamp Dash, Weaken and Super Barrier complement Mario’s damage. Use M-Power whenever it materially improves the next attack turn, rather than saving it only for the final bosses.
Finish Supporters promptly and concentrate on one boss at a time. Flank Calavera and Bucklers; treat Sandy’s protection as a temporary damage shield. Keep reaction chains against Smashers at a safe distance and move away from marked lava impacts before ending the turn.
Climb to a safer platform when melee waves overrun the start, while keeping the healer in reach. The counter ends at thirty defeats. Avoid spending the final turns damaging several strong survivors when a weaker required target can finish the challenge.
