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Destruction Derby

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Destruction Derby is a Stadium event in the City Trial mode of Kirby Air Ride. There are five different Destruction Derby arenas in total. KO-ing a certain number of opponents (five or ten depending on arena), be it human or CPU at whatever difficulty level within the time limit unlocks the next arena by checking off a box in the City Trial Checklist.


All destruction derbies have the objective of KO-ing opponent machines as many times as possible within 90 seconds. Copy Ability patches and power-ups spawn intermittently, and provide a huge advantage to the player picking them up, but they are the main locations where confrontations really heat up.

Should a player's machine be destroyed, it will respawn in its last location after a few seconds provided that the Kirby controlling it falls down and lies on the ground for a moment without taking further damage. Otherwise he will fly up into the air again and the respawn will be delayed.


Primary statistics

  • KAR Patch HPHit Point
  • KAR Patch DefenseDefense
  • KAR Patch TopSpeedTop Speed
  • KAR Patch OffenseOffense (for Destruction Derby 5)

Secondary statistics

  • KAR Patch TurnTurning
  • KAR Patch WeightWeight
  • KAR Patch OffenseOffense

Important Power-ups

  • LollipopInvincibility Candy
  • DefenseupDefense Max
  • GordospikesGordo
  • TimebombSensor Bomb
  • CannonCannon/Fireworks
  • BombiconBomb
  • MikeiconMike

Destruction Derbies require a hardy, speedy machine that can turn on a dime, hence the statistic picks. However, it is very important to understand the particular machine being used and shore up its weakness, such as Charge for the Hydra and Turning for the Wagon Star, for example.

Against the default level of CPU (level 3 out of 9), Golden Spikes are extremely potent, and can easily rack up a very large number of KOs from careful placement, simply by the fact that most machines take a long distance to completely stop, and machines fly up after hitting them. A cluster of these, or having them thrown one after the other will perpetually trap a machine inside its damage radius.

Likewise, the Bomb and Sensor Bombs have a very large blast radius, and deal a very large amount of damage, especially when placed near clusters of power-ups which players/CPUs will navigate to pick them up.

The cannon is a very potent tool given the right machine, and can pick off a fair number of opponents before the shots run out, by performing hit-and-run attacks.

The mike ability is a one-shot fire-and-forget weapon. Actually it works more like Crash than anything else in Destruction Derby. Should players be crippled in the initial City Trial portion and have an under-statted machine, or has had their ride blown up and default to a Compact Star, two consecutive Mike blasts will destroy them outright. Since the destruction derby maps are so compact, there is no escaping from its area of effect.

Invincibility Candy and Defense Max let machines withstand the damage and wade through bombs in the process of blowing up and even Golden Spikes to grab power-ups, when otherwise the damage would have been devastating. Moreover, taking damage would cause the player to drop the power-up, so invincibility candy may be the most important power-up of all.


Destruction Derby 1

This particular arena is fairly open, and is shaped like a square figure-of-eight, with two destructible rock formations. Destroying these rocks will drop copy ability patches and power-ups, but opens up a bottomless pit, which makes the player's machine respawn with only 1HP if it falls inside.

Destruction Derby 2

This arena is best described as a hollow circle, with two widened circular areas where most Patches and Power-ups spawn. These are the hotspots for conflict, and planted sensor bombs here are extremely effective. Otherwise, a bomb of a cluster of golden spikes thrown from afar would rack up a very impressive series of KOs. Mike is particularly common in this arena, so a speedy vehicle can cruise around the circle and pick them up first.

Destruction Derby 3

This arena is small and circular, with power-ups spawning close to the edges. Large area-of-effect power-ups like bombs, sensor bombs, and golden spikes are (rightfully) uncommon, and are particularly devastating in the confined spaces. Hit points are particularly important, likewise, as machines hit each other far more often and bomb blasts essentially cover the whole arena if thrown in the center.

Destruction Derby 4

This arena takes place in a walled-off section in the actual City Trial map. It is the portion where all the skyscrapers are. The corridors are very narrow, so confrontations are inevitable. Copy Ability patches spawn very often here, and Mike can be put to good use. Fire is also more effective here, as the burning patch act as mines. Area of effect power ups are even more rare than in Destruction Derby 3, but can still be found.

Destruction Derby 5

This arena takes place in a walled-off section in the actual City Trial map. It is the portion where all the dilapidated houses are. This arena is unique in the sense that only the SpinPanic Spin power-up spawns, besides copy ability patches (No Mike), and power-up and power-down patches for Offense and Defense from the main City Trial event drop periodically, so players can trick out their machines if they haven't had those statistics maxed-out already.

This is the only actual arena where it's a fair machine-on-machine confrontation without cheesy or lucky placement of bombs and Golden Spikes. The actual machine being used, as well as its offensive and defensive power will decide the outcome assuming equal skill level.


  • The first three Destruction Derbies take place nearby some of the Air Ride courses; Destruction Derby 1 is by Celestial Valley, Destruction Derby 2 is by Magma Flows, and Destruction Derby 3 is by Nebula Belt.

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