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Skylanders® SuperChargers eGuide
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Contents

  • Portal Mastery
    • Skylanders SuperChargers
    • Portal Master Rank Powers
    • Portal Master Powers
    • Selecting Portal Master Powers
  • Meet The Skylanders
    • Overview
    • The SuperChargers
    • Vehicles
      • Land Vehicles
      • Sea Vehicles
      • Sky Vehicles
    • Air
      • Previous Skylanders
      • Hurricane Jet-Vac
      • Stormblade
    • Dark
      • Previous Skylanders
      • Nightfall
    • Earth
      • Previous Skylanders
      • Smash Hit
      • Shark Shooter Terrafin
    • Fire
      • Previous Skylanders
      • Lava Lance Eruptor
      • Spitfire
    • Life
      • Previous Skylanders
      • Super Shot Stealth Elf
      • Thrillipede
    • Light
      • Previous Skylanders
      • Astroblast
    • Magic
      • Previous Skylanders
      • Big Bubble Pop Fizz
      • Splat
    • Tech
      • Previous Skylanders
      • High Volt
      • Double Dare Trigger Happy
    • Undead
      • Previous Skylanders
      • Fiesta
      • Bone Bash Roller Brawl
    • Water
      • Previous Skylanders
      • Dive-Clops
      • Deep Dive Gill Grunt
  • Vehicles
    • Land Vehicles
      • Burn-Cycle
      • Crypt Crusher
      • Gold Rusher
      • Hot Streak
      • Shark Tank
      • Shield Striker
      • Thump Truck
      • Tomb Buggy
    • Sea Vehicles
      • Dive Bomber
      • Reef Ripper
      • Sea Shadow
      • Soda Skimmer
      • Splatter Splasher
    • Sky Vehicles
      • Buzz Wing
      • Jet Stream
      • Sky Slicer
      • Stealth Stinger
      • Sun Runner
  • Improving Your Skylanders and Vehicles
    • Introduction
    • Leveling
    • Stats
    • Powers & Upgrades
    • Hats
    • Portal Master Powers
    • Quests
    • Improving Your Vehicles
  • Villainous Drivers and Their Vehicles
    • Overview
    • Doom Jet and Kaos
    • Chompy Buster and Chompy Mage
    • Scale Biter and Dragon Hunter
    • Spirit Dragster and Count Moneybone
    • Steam Roller and Glumshanks
    • Glitter Glider and Golden Queen
    • The Lil' Phantom Tide and Captain Frightbeard
    • Rune Slider and Spellslamzer
    • Wave Singer and Mesmeralda
    • Sky Scrambler and Cap’n Cluck
    • Storm Striker and Stratosfear
    • Sub Woofer and Wolfgang
    • Toaster Bomber and Chef Pepper Jack
  • Minions of Kaos
    • Introduction
    • Bugs
    • Chompies
    • Cyclopes
    • Drow / Dark Drow
    • Elementals
    • Magnetized
    • Mechanical
    • Pirates
    • Spell Punks
    • Trolls
    • Undead
  • The Adventure
    • The Rift to Skylands
      • Chapter 1: Skylands in Chains
      • Chapter 2: Motley Meadows
      • Chapter 3: A Fuel's Errand
      • Chapter 4: The Great Breakout
      • Chapter 5: A Safe Place
    • The Cloudbreather's Crag
      • Chapter 6: Conquered by Kaos
      • Chapter 7: City Under Sea
      • Chapter 8: Scaling the Road
      • Chapter 9: Temple of the Cloudbreather
      • Chapter 10: Call Down the Thunder
    • The Cloud Kingdom
      • Chapter 11: The Brewing Storm
      • Chapter 12: All Roads Lead to Ruin
      • Chapter 13: Mayhem at the Market
      • Chapter 14: Clear Skies Ahead
      • Chapter 15: The Land of the Undead
    • Land of the Undead
      • Chapter 16: Not as Advertised
      • Chapter 17: Upside Downstairs Overtheres
      • Chapter 18: Eon’s Escape
      • Chapter 19: Moneyback Guarantee
      • Chapter 20: Reunions
    • Battlebrawl Island
      • Chapter 21: Cast a Deadly Spellslamzer
      • Chapter 22: Book Report
    • The Spell Punk Library
      • Chapter 23: The Spell Punk Library
      • Chapter 24: Feathered Friends
    • Gadfly Glades
      • Chapter 25: A Teensy Problem
      • Chapter 26: Fungi Funhouse
      • Chapter 27: Waterdrop Way
    • Cap'n Cluck's Chicken HQ
      • Chapter 28: Cap'n Cluck's Chicken HQ
      • Chapter 29: Fowl Play
      • Chapter 30: Running Afowl
      • Chapter 31: Cuckoo's Nest
      • Chapter 32: Big Boss Cluck
    • Monstrous Isles
      • Chapter 33: Monstrous Isles
      • Chapter 34: The Last Resort
      • Chapter 35: Basalt Basin
      • Chapter 36: Exclusive Shores
      • Chapter 37: Titanopolis
    • Ridepocalypse Demo Derby
      • Chapter 38: Ridepocalypse Demo Derby
      • Chapter 39: Win, Lose or Glumshanks
    • Vault of the Ancients
      • Chapter 40: Vault of the Ancients
      • Chapter 41: Whispering Wilds
      • Chapter 42: Riftward Road
      • Chapter 43: Slumbering Spires
    • The Bandit Train
      • Chapter 44: Aerial Ambush
      • Chapter 45: Highway Robbery
    • The Sky Eater
      • Chapter 46: Gathering of Friends
      • Chapter 47: The Sky Eater
      • Chapter 48: Grinding Gears
      • Chapter 49: Darkest Goo
      • Chapter 50: Crush of Kaos
      • Chapter 51: Fear and Obey
  • Skylanders Academy
    • Introduction
    • Purchase Upgrades for Your Skylanders and Vehicles
    • Vehicle Training Areas
    • Racing with Pandergast
    • Academy Store
    • Games Room
    • Element Gate
    • Quests from Tessa
    • Hugo's Daily Quests
    • Skystones Overdrive with Kaos
  • Skystones Overdrive
    • Introduction
    • Building Your Skystone Collection
    • Special Ability Skystones
    • Tips for Winning Skystone Overdrive
    • Skystones Checklist
  • Collectibles
    • Introduction
    • Hats
    • Kaos Diaries
    • Legendary Treasures
    • Magic Items
  • Racing
    • Overview
    • Select a Race Mode
    • Select a Track, Driver, and Vehicle
    • Get Ready to Race
    • Using the Interactive Racing Maps
    • Racing Tracks
      • Chompy Garden
      • Cloud Factory
      • Cluck's Cuckoo Nest
      • Dragon Spine
      • Frozen Fossil Festival
      • Mystical Vault
      • Temple of Arkus
      • The After Party
      • The Clock Rock
      • The Golden Temple
      • Tropic Plunder
  • Achievements & Trophies
    • Story Mode Achievements
  • Maps
    • Skylanders Academy
    • Skylands In Chains
    • Motley Meadows
    • A Fuels Errand
    • The Great Breakout
    • Conquered By Chaos
    • City Under Seas
    • Scaling the Road
    • Temple of the Cloudbreather
    • The Brewing Storm
    • All Roads Lead To Ruin
    • Mayhem at the Market
    • Clear Skies Ahead
    • Not As Advertised
    • Upside Downstairs Overtheres
    • Eon's Escape
    • Moneyback Guarantee
    • Cast A Deadly Spellslamzer
    • The Spell Punk Library
    • A Teensy Problem
    • Fungi Funhouse
    • Waterdrop Way
    • Fowl Play
    • Running Afowl
    • Cuckoos Nest
    • Big Boss Cluck
    • Last Resort
    • Basalt Basin
    • Exclusive Shores
    • Titanopolis
    • Win, Lose, or Glumsharks
    • Whispering Wilds
    • Riftward Road
    • Slumbering Spires
    • Highway Robbery
    • Grinding Gears
    • Darkest Goo
    • Crush of Kaos
  • Videos
    • Chapter 01: Live Wire Lock
    • Chapter 03: Live Wire Lock
    • Chapter 09: Live Wire Lock
    • Chapter 13: Live Wire Lock
    • Chapter 18: Live Wire Lock
    • Chapter 21: Live Wire Lock
    • Chapter 23: Live Wire Lock
    • Chapter 26: Live Wire Lock
    • Chapter 30: Live Wire Lock
    • Chapter 36: Live Wire Lock
    • Chapter 39: Live Wire Lock
    • Chapter 42: Live Wire Lock
    • Chapter 45: Live Wire Lock
    • Chapter 48: Live Wire Lock

Skylanders® SuperChargers Guide › Racing

Get Ready to Race

Every trip to a track begins with a countdown and a meter at the bottom of the screen. Hit the accelerator button to rev your engine and note the needle in the meter moving to the right. For a boosted start, that needle should be in the light blue area. The light green is a slightly less powerful boost. The dark green area provides no boost, while the red area means an overheated engine and a stalled start.

After the start, a portrait appears in the lower left corner of the screen. It has three different meters. First, the vehicle’s armor, shown in segments. As your vehicle takes damage, these segments fall away. Below the armor segments is your driver’s health. If your vehicle’s armor and driver’s health are both depleted, your vehicle spins out and comes to a rest until both are restored. When that happens, the image of another driver appears on the screen. That driver is either who spun you out, or who you managed to spin out.

The final meter is the Ammo Bar. Drivers use the energy displayed here to use their attacks or other abilities. It slowly recharges over time but not all modes allow for the use of attacks and abilities, so it may remain empty.

Track-Provided Bursts of Speed

Boost rings (floating, golden rings) and boost pads (shimmering arrow-heads on the ground) are scattered throughout each track. Riding over the pad, or passing through a ring, boosts your vehicle’s speed over a short distance. Learning the shortest route between these boosts can be tough because their positions change between the various race modes. Time Trial, for example, generally has more boosts due to the lack of Magic Item Boxes.

The numbered list items in the following section (The Tracks) mainly reference the Time Trial versions of that track. Some of the boosters mentioned become either Ammo Pods or Magic Item Boxes in Race modes and Boss Pursuit.

Ammo Pods and Magic Item Boxes

For competitive race modes, blue cylinders, called Ammo Pods, appear on the track. These pods fill your Ammo Bar when you run over them. The multicolored boxes with exclamation points on them are Magic Item Boxes, which provide a randomly-determined power up when you touch one. Both Ammo Pods and Magic Item Boxes respawn a short time after being picked up. Memorizing their locations on each track is vital to racing success.

Power Ups

Groove Machine increases your speed and makes you invulnerable.

Healing Elixir regenerates your life and shield.

Powered Pods increase attacks’ damage and give infinite ammo.

Rocket Ram morphs you into an invulnerable, high-speed machine.

Sky-Iron Shield blocks attacks for a short time.

Tiki Speaky strikes your enemies with lightning.

Time-Twister Hourglass slows down everyone…except the person who uses it.

Winged Boots give you a boost of speed.

Racing on Land: Drifting

Land Vehicles have two special controls: brake/reverse and drift. You may need brakes while racing, but reverse (holding down the brake button) should be saved for the Adventure.

Drifting is an invaluable skill for cutting seconds off each lap time. To begin drifting, hold down the appropriate button (default is Jump and one of the controller’s front buttons) and turn. As long as the drifting button is held down, the wheels are locked (minor adjustments are possible) and the vehicle slides. Look for red flames to appear under the tires. That means when you release the Drift button, your vehicle gets a speed boost. Hold the drift a bit longer to turn the flames blue for an improved boost.

Racing at Sea: Diving

Racing primarily takes place above the water but there are long stretches in each track where you can dive beneath the waves. Tapping the Jump button causes your vehicle to hop into the air slightly, about the same as hitting a small wave. Holding the Jump button plunges your vehicle underwater.

Being underwater does not slow down your vehicle but you can’t use abilities or attacks while submerged. Not every stretch of water is deep enough for your vehicle, so you may be forced to the surface. If you release the Jump button and your vehicle doesn’t climb, that means you’re in an area, like a cave, where there’s not enough space above water for your vehicle to surface.

Racing in the Sky: Barrel Roll

Like Land Vehicles, Sky Vehicles have a way to slow down (Sky Vehicles can’t come to a complete stop, however) that should be used sparingly, if at all. Sky Vehicles can make sharp turns to the left or right through the use of a barrel roll. To barrel roll, press the Jump button and the control stick.

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