Wow, what a week last week was! I was so busy I didn’t get to put up anything I wanted to. This week, you’ll get two posts – tonight’s guest article and my review of Steins;Gate tomorrow!
Now, I’ve always been a fan of Amiibos and the concept of “training” them. Hell, I’ve won a few money matches with my Kirby Amiibo, HUPBOYZ. This guy, Glenn Cravens, is a tournament Amiibo trainer, which I think is pretty cool. Unlike my style of keeping an Amiibo itemless, he attends events where utilizing different combinations of items and skills is the way to win. If you’re interested in something like this (I know I’ll definitely be doing it with at least one Amiibo!), you should check out his stuff! There’ll be some links at the end of the article.
This is an article he wrote about training an offensive Amiibo. Enjoy!
There are so many ways an Amiibo can be built and trained to dominate the competition. Some people like a balanced attack, while others prefer a defensive style or offensive style. I have tried several different Amiibo builds, including ones that are completely focused on offense. I use these Amiibos as sparring partners to get my main Amiibos ready for tournaments.
Recently, I had one of these offensive Amiibos play a few friendlies against other trainers’ Amiibos, and they dominated the competition. Perhaps this offensive Amiibo could be just as good if put in a tournament. Today, I want to share with you the five-step process I used to create one of these offensive juggernauts so you can build a similar Amiibo and take down fellow friends’ Amiibos.
First, I want to present to you my Charizard Amiibo. He is perhaps the most offensive-focused Amiibo I have and the greatest sparring partner for my main tournament Amiibos. Here are his stats:
- 200 points Attack
- 120 points Defense
- -200 points Speed
- Critical Hit
- Double Improved Trade-Off Ability (60%)
I’m sharing with you how Charizard is built so you can get a quick idea of how I set him up to be heavily offensive. I’ll reference him a few times in this post. With that, let’s get to building your Amiibo.
It doesn’t matter whether your Amiibo is already at Level 50. Because Amiibos continue to learn even after Level 50, it should be able to take the lessons you are teaching it and apply it to future matches. For this lesson, I’m going to be teaching as if your Amiibo is already at Level 50.
Step 1: Visualization
The first thing I tell every trainer is to envision how their Amiibo will act under the build they are creating. So before we start, envision how your Amiibo will play in games as a heavily offensive character. It is going to do a lot of smash attacks and go for big damage early and often. It’s all about taking its power and using it to destroy everyone in its path. Spend a couple of moments envisioning your Amiibo in action destroying the competition.
Step 2: Creation
Now that you have an idea of how it will play, the next thing is to get to building said Amiibo. You’re going to enter into the Amiibo settings, where you can customize it with equipment upgrades and bonuses.
Since we’re going for power, I’ve saved you some time in trying to figure out what is best. First off, let’s start with the point distribution. You can feed your Amiibo equipment upgrades and bonuses to buff its Attack, Defense and Speed concentrations. For power purposes, there are three combinations you can go with. I’ll explain the reasoning behind all three.
- 120 Attack, 0 Defense, 0 Speed: This is a typical offensive build. Since you’re allowed a maximum of 120 cumulative points without going into the negative on any concentration, it makes sense to slam it all toward Attack.
- 200 Attack, 0 Defense, -80 Speed: You can go into the negative on one concentration in order to overload another concentration. That’s what this combination is all about. You’re giving the Attack concentration the most points possible to make its moves as strong as it can be. However, we’re taking away from the Speed concentration, which is OK because your Amiibo will still have some mobility. It should be able to recover if knocked off of the stage.
- 200 Attack, 120 Defense, -200 Speed: With this combination, we’re maxing out the stats. Your Amiibo will be all power and will have a chance to withstand some attacks, but it will have no mobility, and if it is knocked off of the stage, there’s little chance it returns.
If your Amiibo has multiple jumps, I recommend 200/120/-200 because of the built-in advantage of returning to the stage should it get knocked off from there. That’s why I went with that combination for Charizard, given he has multiple recovery options in addition to his jumps.
Next, let’s focus on the bonuses we want to give our Amiibo. There are plenty that are geared toward offense, some better than others. I’ve come up with three specific combinations you should give your Amiibo if you’re focused on offense.
- Critical Hit, Double Improved Trade-Off Attack (30%): Since Critical Hit is going to be in every combination I mention, let me break it down for a moment. With Critical Hit, any attack your Amiibo does has a 1-in-5 chance of doing extra damage. A single-digit percentage hit suddenly becomes 35 to 40 percent. A regular smash attack can turn into a one-hit KO. That’s how lethal Critical Hit can be. If you’re thinking offense, this is why you must have Critical Hit equipped as one of the three bonuses. With Improved Trade-Off Attack, your Amiibo starts off at 30 percent damage, but every hit does 1.15 times the damage. You can stack this bonus, which means starting off at a higher percentage but doing more damage. With this combination, your Amiibo is doing stronger attacks than normal, and there’s a chance it will get an additional attack boost.
- Critical Hit, Double Improved Trade-Off Ability (60%): With Improved Trade-Off Ability, your Amiibo starts at 60 percent damage. However, the Amiibo slowly gains strength, defense and speed the longer it stays alive in the current stock. With two of these added, the Amiibo starts at 90 percent damage, but it gains twice as much strength, defense and speed. That’s why I have this equipped on my Charizard. Although Charizard is at minus-200 speed, it is regaining his mobility, and if he stays alive for a long time, the negative effect is gone. Oh, by the way, it’s also gaining attack power as well to go along with his already boosted attack.
- Critical Hit, Double Improved Attack/Speed at 0 Percent: With the 0 percent bonus, an Amiibo gains a boost as long as it stays at 0 percent. Equipping two of these bonuses is huge, because one or two hits can result in a KO. However, the downside of the bonus is that even being at 1 percent means the bonus is gone. You can swap out one of the Improved Attack/Speed at 0 Percent bonuses for Auto-Heal, but you’re better off taking the risk of going for the early KO. If you can’t go with one of the previous two bonus combinations because you don’t have the bonuses available, consider this one.
Step 3: Training
Now that you’ve equipped your Amiibo, it’s time to train it to be the offensive juggernaut it should be. The training comes down to two lessons – grabbing and smash attacks.
If you went with one of the first two bonus combinations, your Amiibo will be at a percentage disadvantage as mentioned. Its mentality, even before you train it, will be to catch up in percentage to its opponent, which is probably starting off at 0 percent. The quickest way for your Amiibo to get there is by performing smash attacks, which your Amiibo will do constantly because it will feel it needs to pull even as soon as it can.
With this first game, we’re going to teach it to harness the power of its smash attack instead of just going for it randomly. Enter into a game against your Amiibo and play in a timed match, preferably five minutes. You can choose any character, although I prefer to use the Amiibo’s character. You’re going to play on an Omega-style stage or Final Destination.
When the game begins, walk up to your Amiibo and try to forward smash it. Even if you miss in this one attempt, make sure you do it. If you hit it, follow up with another forward smash. At some point, your Amiibo will predict it and attack you in some form.
When your Amiibo gets you, that’s when it’s time to change up. After recovering from whatever hit your Amiibo did, you’re going to wait for the Amiibo to attack again. When it does, roll dodge or spot dodge to get out of the way. If you get the dodge, then follow up with a smash attack. If your Amiibo dodges, then it will likely follow up with an attack of its own, which you’ll try to dodge, etc. This is the process you’re going to do for the full five minutes.
If you’re wondering about the outcome of the game, don’t. Winning and losing should not matter when you’re training your Amiibo. The ultimate goal is to teach it what you want it to learn, and in this game, we’re teaching it to rely on its forward smash.
After you’re done with the five-minute game, you’re going to play another five-minute game. In this game, our goal is to grab and throw the Amiibo. This is a tougher task because your Amiibo will attack you with the smash attacks you tried to teach it in the previous game. Like you did in the previous game, you can wait until the Amiibo attacks, spot dodge or roll dodge out of the way and then get the grab. You can also stand several body lengths away from the Amiibo and then do a dash grab.
Again, you’re not going to worry about the outcome of the game. Your goal in the second game should be to grab and throw the Amiibo as much as you can.
When you’re done with the two games, you have the option of going through the two games again or moving to the next step. It doesn’t hurt to give your Amiibos as much practice as you can, so feel free to go back and do the lessons a couple more times.
In the final step, we’re going to have our Amiibo go up against another opponent. It is preferred that the other opponent is an Amiibo. If you use a CPU character, be aware that it will take some of the lessons learned from what the CPU does. You can also have a friend or family member go up against it.
You’re going to have your Amiibo play under tournament settings: 2 out of 3 games, 2 stock, 6 minutes, Omega-style stage or Final Destination. You’re going to watch to see how your Amiibo does in action against its opponent. It should be going for power in some situations and grabs in other situations.
When the match is done, you’ve completed the guide! However, Amiibo training is nonstop, and to keep your Amiibo in top shape, you need to train it consistently. I suggest going back into training against your Amiibo and then putting it in more matches against other Amiibos. The more your Amiibo plays, the more experience it will have, which will make it stronger.
Happy training, and I hope to see your heavy hitter at a future tournament!