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Walkthrough & guides

Spark Locations

Mario + Rabbids Sparks of Hope guide hub

There are thirty equippable Sparks in the base game. Starburst belongs to the prologue, followed by eight on Beacon Beach, seven on Pristine Peaks, six on Palette Prime, five on Terra Flora and three on Barrendale Mesa. Twinkle, Decibel and Drizzle provide exploration powers and are counted separately.

Mario + Rabbids Sparks of Hope walkthrough screenshot

Prologue — 1 Spark

Open the Prologue walkthrough

Starburst

Unlock: Headlong into the Unknown. Turbocharge boosts nearby allies’ attack strength. Activate it before the team spends its damage actions; its passive bonus reduces physical damage.

Beacon Beach — 8 Sparks

Open the Beacon Beach walkthrough

Reflector

Unlock: Arrive at Beacon Beach. Reflect returns a portion of incoming damage. Its passive Attack Master increases weapon damage.

Pyrostar

Unlock: Crossing the Battleground. Burn Attack adds Burn to weapon attacks. The matching passive protects the equipped hero from Burn.

Exosphere

Unlock: Start Driven to the Edge. Fortify reduces damage taken by nearby allies. Its passive Athlete improves movement-attack damage.

Aquanox

Unlock: Light Your Fire. Splash Attack adds Splash to weapon attacks, useful for pushing vulnerable enemies toward a ledge.

Toxiquake

Unlock: A Light in the Darkmess. Shockwave Ooze sends Ooze waves around the user. Check elevation: quake attacks do not simply reach every platform above or below.

Electrodash

Unlock: From Bad to Worse. Shock Dash charges movement attacks with Shock. Use it on a hero with several Dashes.

Aquadash

Unlock: Cheep Beats and Bleepstreets. Splash Dash adds Splash to Dashes. Check the enemy’s landing position before knocking it toward an ally.

Screech

Unlock: Beacon Beach Secret Zone. Whoopsgottago drives nearby enemies away; its passive boosts critical damage.

Pristine Peaks — 7 Sparks

Open the Pristine Peaks walkthrough

Cryobolide

Unlock: Freeze in Your Tracks. Frostbite Attack adds Frostbite to weapon attacks, restricting affected enemies’ movement.

Ethering

Unlock: Wolf at the Door. Unseen prevents direct targeting for its duration. It does not make standing in every area explosion safe.

Electroid

Unlock: Icy Breath of Winter. Shock Attack charges weapon attacks with Shock. Watch spacing around electrified targets.

Pyrogeddon

Unlock: A Cold Greeting. Skyrain Burn bombards the area with burning meteors; useful against groups weak to Burn.

Zephystar

Unlock: Dr. Vent’s Frozen Oddity. Gust Attack adds Gust to weapon attacks. Aim the resulting displacement away from your team.

Regenesis

Unlock: Hide N’ Squeak. Regen restores the user’s HP over subsequent turns. Activate it early enough for the recovery to matter.

Vampdash

Unlock: Pristine Peaks Secret Zone. Vamp Dash adds Lifesteal to Dashes, letting an injured mobile hero recover while attacking.

Palette Prime — 6 Sparks

Open the Palette Prime walkthrough

Glitter

Unlock: A Bridge Too Fear. Gather ’Round pulls enemies toward the user. Combine it with an area attacker, but leave enough actions to defeat or disable the gathered group.

Zephyrquake

Unlock: A Ghostly Sunset. Shockwave Gust pushes nearby enemies away with Gust waves.

Electrogeddon

Unlock: Roots of Corruption. Skyrain Shock rains electrified meteors over an area.

Vampastra

Unlock: Bury the Hatchet. Vamp Attack gives weapon damage Lifesteal. Use a strong attack to make the healing worthwhile.

Zephyrdash

Unlock: A Dryad’s Dream. Gust Dash charges Dashes with Gust for damage and displacement.

Wildclaw Master

Unlock: Palette Prime Secret Zone. Summon Wildclaw provides an allied Wildclaw. Place the summon where it can engage without drawing danger onto an injured hero.

Terra Flora — 5 Sparks

Open the Terra Flora walkthrough

Aquaquake

Unlock: Ooze Inside the Everbloom. Shockwave Splash creates nearby Splash waves, providing displacement when enemy protections allow it.

Pulser

Unlock: Spout Forth. Revive restores nearby fallen heroes. Move into range before activating it; Pulser is a Spark, not a consumable card sold by the shop.

Oozer Master

Unlock: Sullivan’s Despair. Summon Oozer supplies an allied Oozer for battlefield support.

Toxicomet

Unlock: The Quest for Courage. Ooze Attack adds Ooze to weapon attacks. Check the enemy’s resistance before spending the activation.

Cryogeddon

Unlock: Terra Flora Secret Zone. Skyrain Frostbite rains ice meteors into an area.

Barrendale Mesa — 3 Sparks

Open the Barrendale Mesa walkthrough

Gargantu-fan

Unlock: Magikoopa Mayhem. Kong Cameo calls Rabbid Kong for an outward wave. Its passive improves healing received.

Scoper Master

Unlock: Tortured Artist. Summon Scoper provides a ranged allied Scoper.

Squashette Master

Unlock: Barrendale Mesa Secret Zone. Summon Squashette adds an allied Squashette; its passive amplifies the user’s healing output.

Exploration Sparks

Decibel: Shake the tree near the WM ARC on Pristine Peaks to obtain Wave Power. Use it on cracked walls and the marked mechanisms.

Twinkle: Obtain Scan Power when entering Spellbound Woods or the secret passage beneath Woodrow’s house on Palette Prime. Scan yellow footprints and suspicious gaps for invisible objects and routes.

Drizzle: Meet Bea in Terra Flora’s Everbloom Tree to upgrade Wave Power for the planet’s vegetation and bridge mechanisms. These three Sparks cannot be assigned to a battle slot.

The Last Spark Hunter — five new battle Sparks

Melodic Gardens walkthrough

Berserk

Unlock: The March of the Golems. Frenzy increases the user’s attack and damage resistance according to the number of nearby enemies.

Vampgeddon

Unlock: Missing Musicians. Skyrain Lifesteal deals area damage and restores HP from the damage dealt.

Electroquake

Unlock: Embuscade!. Shockwave Shock sends three Shock waves around the user.

Cryodash

Unlock: Coup in Kanya’s HQ. Frostbite Dash improves Dashes and adds Frostbite.

Mayhem

Unlock: Treasure Hunter. Hypnotize temporarily turns affected enemies into allies; the selection and additional targets are chance based.

Rayman in the Phantom Show — two more battle Sparks

Cryoquake and Selfie are available at the start of Unlikely Team-Up. Cryoquake produces Frostbite waves; Selfie creates a hero doppelganger. The two Rabbid heroes can use these and the earlier battle Sparks, while Rayman uses his outfits instead of equipping Sparks.

Quiz Host and Movie Director are quest characters rather than equippable Sparks. Their quests award Gold Prisms, so they do not raise the usable Spark total. Open the Space Opera Network walkthrough.

Spark levels and the second equipment slot

The second Spark slot unlocks on Pristine Peaks when you reach Icy Breath of Winter. Before that, each hero has one slot. A Spark supplies an active Power and a passive Bonus; the passive still matters when you are saving the active ability for another turn.

Base-game Sparks begin at level 1 and can initially reach level 2. Hero level 9 unlocks Spark level 3, hero level 15 unlocks level 4, and hero level 21 unlocks level 5. The individual upgrades cost 100, 200, 350 and 550 Star Bits, for 1,200 from level 1 to level 5. A Star Potion grants one level, respecting the current cap; using it for an expensive later upgrade saves more Star Bits.

The DLC uses different progression. Tower Spark levels 3, 4 and 5 require hero levels 4, 7 and 10. The Last Spark Hunter starts Sparks at level 4 and allows level 5 upgrades. Rayman’s adventure caps Sparks at level 3, unlocked at hero level 5. Do not use the main campaign’s level gates for those separate modes.

Which Sparks should you upgrade first?

Start with a small set you actually use: Starburst for coordinated damage, Exosphere for a difficult enemy turn, an elemental Spark that exploits the next battle’s weakness, and a recovery option. Later, Ethering can enable a dangerous objective run and Pulser can rescue a damaged team.

For a multi-Dash hero, a Dash Spark can outperform a weapon buff. For enemies on the same platform behind cover, a quake can help; for several elevations, check its limits and consider another attack. Pairing the two slots is more useful than assigning two abilities that both compete for the same last action point. Gold Prism skills add chance-based bonuses to these choices.