How to train a Pokémon Trainer amiibo in Super Smash Bros. Ultimate

A complete summary of Pokémon Trainer’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results.

Stats & Spirit Effects

Using a balanced spread (2100 / 2100) or a more defensive one (1000 / 3200) are both fine options that work well on the character. It all comes down to your personal preference.

As with most characters, Pokémon Trainer benefits most from the Armor Knight and Move Speed ↑ setup. This spread works best with Charizard, whose endurance becomes ridiculously high. Other potential options include Physical Attack ↑, Air Attack ↑, Strong Throw, Instadrop, Special-Move Power ↑, and Additional Midair Jump.

Recommended Training

A Figure Player becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Training will take several hours, but match rules can be interchangeably switched between Stock and Timed.

Though competitive (non-amiibo) Super Smash Bros. Ultimate tournaments tell a different story, the Pokémon Trainer FP’s worst Pokémon is Squirtle. Its AI is inconsistent with combos and the character is weak and easy to launch. As a result, you should avoid using Squirtle at all costs. If you own a Pokémon Trainer amiibo (the trainer, not Squirtle, Ivysaur, or Charizard), set its starting Pokémon to Ivysaur so that a switch results in Charizard being sent out.

If you ever find yourself playing as Squirtle, use Pokémon Change as soon as possible to switch to Ivysaur. This is the only time you should ever use Pokémon Change. Given that Squirtle should not be used under any circumstance, here is a complete breakdown of Ivysaur and Charizard’s individual movesets and which attacks to focus on during training.


A well-trained Pokémon Trainer FP starts the battle with Ivysaur. This is only possible if you are training an Ivysaur or Pokémon Trainer amiibo figure; if you are training Squirtle or Charizard, you will be stuck sending out Squirtle or Charizard first. When playing as Ivysaur, refrain from using Pokémon Change at all costs; in other words, continue to play as Ivysaur until you are KOed.

  • Neutral attack: A vine whip attack that can be extended into a rapid jab. Good at point blank range, but doesn’t do too much damage. Use it infrequently.
  • Forward tilt: Essentially a grounded version of its neutral aerial. Deals good damage and can KO at higher percentages. Use it as one of your primary ground moves.
  • Up tilt: It doesn’t have much horizontal range. Don’t use it too often, as it’s difficult to connect against grounded enemies.
  • Down tilt: Very fast and deals good damage. It can be used infrequently as a neutral option.
  • Dash attack: Has a bit of KO power, but not until very high percentages. It can be used every once in a while, but don’t prioritize it.
  • Forward smash: Respectably powerful and can KO opponents at medium-high percentages at the edge of the stage. One of Ivysaur’s most reliable grounded kill moves.
  • Up smash (Exploding Flower): It has a fair bit of startup, but has a gigantic hitbox that makes it a great aerial punish. Use it against aerial opponents but keep its vulnerability in mind.
  • Down smash: Fairly weak for being a smash attack, but has a strong hitbox at the edge of Ivysaur’s vines. It can be used infrequently, but should not be prioritized over its forward and up smash attacks.
  • Neutral aerial: A solid neutral option that hits multiple times. Low ending lag and can potentially combo into another aerial. Best used out of a short hop, but do note that the move has high landing lag.
  • Forward aerial: Decent range and can combo into itself at low percentages. It can also be used after a down throw.
  • Back aerial: It has acceptable speed and damage, but can’t KO until very high percentages. It can be used to approach but should not be specifically prioritized.
  • Up aerial: Huge hitbox and one of the strongest up aerials in the game. It’s a bit faster than up smash, so rotating up aerial and up smash as aerial punishes serves Ivysaur well.
  • Down aerial: A powerful meteor smash with minimal startup. It can be used to go off-stage to gimp enemies, but don’t go too far off stage, as Ivysaur’s recovery is poor.
  • Forward throw: Doesn’t have any use other than throwing opponents off-stage. It can be used to rack up damage, but can’t KO at any percentage.
  • Back throw: Ivysaur’s strongest throw. It can KO opponents past 100% at the edge of the stage, so use it as a situational kill move.
  • Up throw: It can link into an up aerial at low percentages. Use this combo every once in a while to rack up additional damage.
  • Down throw: It can combo into a forward aerial or up aerial, both of which are viable for your amiibo to learn.
  • Neutral special (Bullet Seed): Useless. It doesn’t deal much damage, can’t KO, and has noticeable ending lag. Avoid using Bullet Seed.
  • Side special (Razor Leaf): A potent projectile with low knockback. Use it from afar to rack up damage. Keep in mind that overusing Razor Leaf will cause Squirtle and Charizard to start using Withdraw and Flare Blitz, respectively, so don’t go crazy with Razor Leaf.
  • Up special (Vine Whip): Vine Whip can be used in combos or to KO, but in terms of amiibo training it should be used for recovery purposes only. Using Vine Whip as an attack will cause the AI to start using it at inappropriate times.
  • Down special (Pokémon Change): Once again, do not use it. The AI has a tendency to switch to Squirtle at high percentages; this is a poor idea, given that its endurance is among the worst in the game.


Pokémon Trainer’s premier Pokémon. Pokémon Trainer’s AI is hardcoded to frequently use Pokémon Change; Ivysaur is Pokémon Trainer’s best starting Pokémon because it will switch to Charizard instead of Squirtle.

  • Neutral attack: It was one of the best jabs in the Super Smash Bros. 4 amiibo metagame and retains much of its power and utility. Use it at point blank range to rack up reliable damage.
  • Forward tilt: Its sweetspot is the tip of Charizard’s tail. Connect it to deal increased damage and knockback. Use the move itself somewhat infrequently.
  • Up tilt (Wing Thrust): Decent horizontal range that can launch grounded opponents into the air. Charizard can then follow up with another up tilt, an up smash, or an up aerial.
  • Down tilt: Doesn’t deal much knockback and is rather slow. Best to avoid it for the most part.
  • Dash attack: Decent range and knockback, and can be used as a mixup option every once in a while.
  • Forward smash: It’s got a fair bit of ending lag, but Charizard is completely intangible throughout its duration. Serves as one of its primary kill moves.
  • Up smash: Sort of weak, but can still KO and functions as a solid aerial punish. Use it against aerial enemies.
  • Down smash: Deals high damage and knockback and strikes on both sides. Good to use in a pinch, but keep its punishable ending lag in mind.
  • Neutral aerial: Doesn’t inflict much damage or knockback. Should not be prioritized over other aerials.
  • Forward aerial: Rather strong and possesses decent range and speed. It can be used off-stage to intercept recoveries.
  • Back aerial (Aerial Tail): It’s strongest at the tip but difficult to land. Use it if you think you can connect with the sweetspot; otherwise, avoid it.
  • Up aerial: A formidable kill move that works best at the upper blast line.
  • Down aerial: A clean meteor smash. In Smash 4, Charizard was one of the only amiibo to fully utilize its stomp. In Ultimate, Charizard’s AI can learn to spike. Don’t go too far off-stage to gimp, as Charizard’s recovery is unreliable.
  • Forward throw: A surprisingly decent kill throw that works best at the edge. Also deals 10%, so it is rather strong.
  • Back throw: It’s not as strong as forward throw, but can still be used to throw enemies off the stage. Charizard can then follow up with a forward or down aerial.
  • Up throw: Works best on stages with platforms, but struggles to close a stock otherwise. Use it on Battlefield-form stages.
  • Down throw: It can combo into an up smash or forward aerial at low to medium percentages. In Smash 4, Charizard’s AI had a tendency to stand still after using a down throw; this flaw has been transferred to Ultimate, but can be fixed with continued training.
  • Neutral special (Flamethrower): Mostly useless. It doesn’t deal much damage and has a lot of startup and ending lag. Don’t use it at all.
  • Side special (Flare Blitz): It’s really strong, and should be used rather often. Don’t go overboard, but use it to recover and cross your fingers that it hits the opponent. Extremely powerful and can KO incredibly early.
  • Up special (Fly): Recovery purposes only, as the AI tends to go crazy with up specials if they are taught to use them as attacks. This means you can’t use it out of shield, either!
  • Down special (Pokémon Change): Do not use it. It replaces Rock Smash from Smash 4, which isn’t too much of a problem for Charizard. As long as you stick to Ivysaur and Charizard during training, your Pokémon Trainer will yield results.

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2 thoughts on “How to train a Pokémon Trainer amiibo in Super Smash Bros. Ultimate”

    1. Squirtle is indeed bad in amiibo play. Its AI is poor and the character can’t kill. Squirtle is fine in competitive play, but not in amiibo play. There are many key differences between the two metagames.

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