Tier List

Tricks Tier List

Every confirmed Denshattack! trick ranked for scoring effectiveness, dare value, and reliability. Use this to build your optimal combo rotation.

⚠ Tier rankings based on demo data and confirmed mechanics. Full game has 57 tricks — only 13 are confirmed. This list updates as the community discovers and ranks all tricks post-launch.

Tier Rankings

Ranked on three factors: base score value, dare applicability, and reliability (how often it lands clean). A trick that scores high but bails frequently ranks lower than a reliable moderate scorer.

S
Kickflip & Heelflip
The backbone of every run. Fast input (single flick), high reliability, and they alternate to avoid repeat penalty. Used in 20C dares, Trick Park, and all score runs. No other tricks match their combination of speed and consistency. If you master nothing else, master these two.
A
Impossible (Half-Circle Down)
The best Intermediate tier trick. Higher base value than Basic tricks, moderate input difficulty (half-circle), and works on any medium-to-large air window. Fits perfectly into a Kickflip → Heelflip → Impossible rotation for sustained scoring. A-tier dare applicability too (3DT, 3TC).
A
Shuvit (Quarter-Circle Forward)
Third Basic tier trick — essential for variety bonus and 3DT dare (3 different trick types). Rotate Kickflip → Heelflip → Shuvit to maintain variety without slowing down. Simple quarter-circle input means low fail rate. Underrated for dare stacking.
B
360 Flip (Three-Quarter Circle)
Advanced tier — high base score but moderate bail risk on short air windows. Excellent on large ramps where you have plenty of air time. Drop it into your rotation on only the biggest ramps. Don't attempt on small hops. Trick Park gold runs benefit from one 360 Flip per large ramp.
B
Ollie
Foundation of all aerial movement — technically a trick in its own right. Low score value as a standalone but essential as the launch action for all other tricks. B-tier because it's always useful, but you should never be using Ollie as your main scoring trick once Kickflip/Heelflip are consistent.
B
Wallride Trick
Advanced tier — situational but high visual and score impact. Only works on designated wall surfaces. When available, it's excellent for variety and score. Too situational for consistent rotation use but invaluable when the opportunity arises.
C
Tunnel Loop
Hardcore tier — spectacular but requires specific loop geometry. High score ceiling but useless outside loop sections. Can't be practised freely. Include it when a loop is present, skip it everywhere else.
C
Manual
Not a scoring trick — a combo maintenance tool. C-tier for score but S-tier for combo preservation. If you're not using Manual on flat ground sections between ramps, you're losing significant Overtime time. Essential utility, not a trick to chase for points.
D
Finger Kick 540 (Full 360 Rotation)
S-tier dare value (the 540 dare), D-tier for general scoring. The highest-difficulty input in the confirmed trick list — full 360 right stick rotation — with a very high bail rate outside ideal conditions. Only use on the halfpipe for the 540 dare. Never attempt in a score or no-crash run until fully mastered in Trick Park.

Optimal Scoring Rotation

Best combo rotation for score medals:

Kickflip → Heelflip → Shuvit → Impossible → Kickflip → Heelflip → ...

This 4-trick rotation avoids repeat penalty, mixes Basic and Intermediate for good base value, and has low fail rate. Insert a 360 Flip on your largest air ramps for score spikes.