Tier List

Dares Tier List

Every confirmed dare code ranked S to C — hardest to easiest. Use this to prioritise your dare runs and know what to attempt first on each level.

Difficulty ranked based on demo data from Shin's Testgrounds. Full game dare variants may differ. Rankings update post-launch as community verifies.

Dare Difficulty Rankings

S
540 — Finger Kick 540 Rotation
The hardest dare in the confirmed list. Requires a full 360 right stick rotation while airborne on the halfpipe — the most demanding input in the game. Only one location (halfpipe). Practice exclusively in Trick Park until the motion is automatic. Do not attempt until all other dares are comfortable.
A
20C — 20-Trick Combo
Requires sustaining a combo of 20 tricks in a single run — no drops, no bails, no flat sections without a manual. Grinds maintain combo but don't count toward the 20. Basic tier tricks (Kickflip/Heelflip/Shuvit) are fastest. Demands full track knowledge and consistent trick execution. High pressure — one bail forces a restart.
A
No-Crash — Complete Without Crashing
Any respawn collision invalidates the dare immediately. Requires clean execution for the full run — no risky tricks, no aggressive lane switches, no challenging routes. Most players unlock this dare last after all others are comfortable. Combining with 20C is possible but should only be attempted once both are individually consistent.
B
3TC — 3-Trick Chain in One Jump
Three separate tricks within a single jump air window. Requires a large air ramp and fast stick inputs: Basic → Intermediate → Basic works well. The timing window is tight — practice the triple input in Trick Park on big ramps before attempting in levels.
B
LRT — Loop the Rainbow Road
Find the rainbow tunnel and complete the loop. Medium difficulty because the tunnel entrance can be easy to miss at speed, and the loop requires confident physics. Always do this before your charm sweep — it opens the upper lane. Once you know the tunnel location it becomes much easier.
B
GR2 / GR4 — Collect Gears
Gears require charged RT jumps to reach elevated positions — easy to miss if you don't know the ramp locations. B-tier because they demand specific technique and positioning rather than pure skill. Easier once you know exact gear positions from a scouting run.
C
MRE — Movie Reel
One per level, near the finale, off a side route. Easy to grab once you know where it is. Low technique requirement — just a lane switch at the right moment. Do on your collectible run alongside 3TB and charms.
C
3DT — 3 Different Trick Types
Just use Kickflip + Heelflip + Shuvit in the same run. Easiest skill dare — completes naturally during any trick run. No dedicated effort needed; you'll unlock this while attempting 20C anyway.
C
MOA — Trick over Moai Heads
Honk (L) + trick as you pass the Moai Heads. Easy once you know the Moai location. The combined input feels awkward at first but becomes natural quickly. Do on any run once you've scouted where the Moai are.
C
LC2 / LC4 — Lucky Charms
On alternate lane routes — easy to collect once LRT is done. No technique beyond knowing the layout. Always do after LRT for upper lane charms. Consistently the easiest collectible dare alongside 3TB.
C
3TB — Three Toolboxes
The easiest dare in the game. Side routes, obvious placement, persist between runs. Do these first on every new level — they're free dare completion.

Recommended Dare Order Per Level

Do in this order:

1. 3TB — free, persist between runs
2. LRT — unlock upper lane first
3. LC + GR + MRE — full collectible sweep
4. 3DT + MOA + 3TC — easy skill dares
5. 20C — dedicated trick run
6. No-Crash — clean execution run
7. 540 — last, halfpipe only