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All Challenges in World 2 Sherbet Desert

Mario + Rabbids Kingdom Battle guide hub

Defeat the boss of Sherbet Desert 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

  1. The Frozen Desert — Defeat all enemies, 4 turns
  2. Home Sweet Home — Reach all three areas, 4 turns
  3. Ten Obnoxious Rabbids — Defeat all enemies, 5 turns
  4. Squeeze Them, You Fools! — Reach the area, 1 turn
  5. Taking in the Fights — Escort Toad, 5 turns
  6. Chomp and Circumstance — Defeat all enemies, 1 turn
  7. In the Heart of the Sherbet — Defeat four enemies, 1 turn
  8. Statue Rendezvous — Reach the area, 3 turns
  9. Chomp Alley — Escort Toad, 10 turns
  10. Mid-Boss Mayhem — Defeat six enemies, 5 turns

1 — The Frozen Desert

Location: First battlefield of 2-1. Objective: Defeat all enemies. Limit: 4 turns.

The Supporters can restore one another, so finish a selected target within the same turn. Use M-Power with the team in range, then Rabbid Mario’s Magnet Dance and area damage to bring several into a manageable group.

Super Barrier protects Rabbid Luigi against guaranteed effects while he uses multiple Dashes. Survive the opening enemy actions, then remove one healer completely rather than leaving six injured targets who can recover together.

2 — Home Sweet Home

Location: Second battlefield of 2-1. Objective: Reach all three areas. Limit: 4 turns.

Assign one hero to each yellow area before moving. Luigi should take the longest route using Itchy Feet and Double Jump; Mario can use a Stomp landing to extend another route. Leave the third hero a pipe or direct path that does not depend on a teammate who has already gone.

Do not shoot a Smasher if its chase would displace a needed jumping partner. Remove only enemies controlling the landing or finish, and keep each reached area occupied while the remaining heroes approach.

3 — Ten Obnoxious Rabbids

Location: First bend of the 2-2 battlefield. Objective: Defeat all enemies. Limit: 5 turns.

Remove the Supporter first when it can heal the main group. Use Magnet Dance, multiple Dashes and a Boomshot to finish close targets, then flank the Bucklers and handle the distant plant with a long-range weapon or secondary attack.

Leave a wounded enemy closer to a Chain Chomp than your own team. This supplies extra damage, but check the nearest target after every displacement. Clear one side without letting the other Chomp select the healer.

4 — Squeeze Them, You Fools!

Location: Upper part of the 2-2 battlefield. Objective: Reach the area. Limit: 1 turn.

Give the lower Rabbid at least seven cells of movement and the intended jumper sufficient Team Jump distance, around seven cells or more. Dash through the obstructing row and place the Rabbid at the edge closest to the other lower hero and the ravine.

Use the second lower hero to jump from that Rabbid into the goal. Luigi’s increased jump range makes the landing easier. The isolated hero on the upper route is not the required transport. Check the final highlighted destination before confirming; do not spend the jumper’s movement before placing the launch partner.

5 — Taking in the Fights

Location: Lower part of the first 2-3 battlefield. Objective: Escort Toad. Limit: 5 turns.

Clear the Ziggies surrounding Toad immediately, using an area attack if it removes the group without hurting the escort. Bring Itchy Feet and keep it in range when Toad moves. He needs progress every turn and cannot use a cleansing Team Jump.

The distant Hopper’s Honey attack is especially dangerous because a lost movement turn can ruin the limit. Remove or block that firing angle before Toad enters it. Track the tornado, use the pipes and heal with Rabbid Peach when necessary; her personal Shield does not protect Toad.

6 — Chomp and Circumstance

Location: Beyond the second 2-3 battlefield. Objective: Defeat all enemies. Limit: 1 turn.

Remove the Ziggy and weaken the three Smashers enough for the Chain Chomps to finish them. Multiple Dashes, M-Power and safe area attacks help spread the necessary damage without spending a separate weapon attack on every enemy.

Place each Smasher closer to a Chomp than any hero, then end the turn for the hazard attacks. Avoid Burn or uncontrolled Push if it moves a target out of the planned Chomp position. Check all three next targets before ending the only turn.

7 — In the Heart of the Sherbet

Location: Battlefield of 2-5. Objective: Defeat four enemies. Limit: 1 turn.

The four Garden Smashers are the required targets. Use M-Power, then draw them together with Rabbid Mario’s Magnet Dance. Multiple Dashes weaken the group before a Boomshot or hammer supplies the main damage.

Prepare Hero Sight only when the resulting chase remains safe or finishes the enemy. Spend the last single-target attack on a survivor rather than an irrelevant reinforcement. If the displayed damage is insufficient, reset the skill allocation and improve movement damage or the relevant weapon before retrying.

8 — Statue Rendezvous

Location: First battlefield of 2-7. Objective: Reach the area. Limit: 3 turns.

Use Luigi as the main runner, with Itchy Feet and Double Jump, while Mario and the Rabbid maintain the needed jump sequence. Follow the outer platforms and pipe shortcuts toward the destination.

Bucklers should be bypassed or flanked, not shot from the front. A Smasher hit is useful only if its chase opens the route without reaching the runner. Leave a jumping partner in range at the end of turn two so the final landing can be made on turn three.

9 — Chomp Alley

Location: Beginning of the second 2-7 battlefield. Objective: Escort Toad. Limit: 10 turns.

There are no ordinary enemies to clear: the Chain Chomps cannot be defeated. Move Toad along the pipe route, then place a durable, protected hero closer to each active Chomp than the escort. Check the target indicators before ending the turn.

Peach’s Protection and Healing Jump, plus Rabbid Peach’s Heal, support a cautious route. Rabbid Peach’s Shield covers only herself. Toad cannot Team Jump; he needs covered walking stops and deliberate bait placement rather than a jumping partner.

10 — Mid-Boss Mayhem

Location: First battlefield of 2-8. Objective: Defeat six enemies. Limit: 5 turns.

Blizzy and Sandy begin the fight, with plants and Bucklers joining later. Defeat Blizzy promptly if its lower HP and reaction fire make it the best opening target, and keep the heroes separated against Sandy’s bombs.

Use M-Power and focused damage while tracking the counter. Sandy’s temporary shield is not bypassed merely by walking behind it; Bucklers’ directional shields are. If weaker reinforcements bring the count to six sooner, finish those instead of insisting on defeating every tougher enemy.

Continue exploring

Sherbet Desert story route · World chests · Walkthrough overview