Community Spotlight: Raid Boss amiibo

Hello everyone! Welcome to a different kind of article: today, I’m going to be talking about somebody else’s amiibo content. The community has spread far since the beginning of Super Smash Bros. Ultimate, and as the central hub for all things amiibo training, it only makes sense for us to get the word out about other trainers! Our first spotlight goes to Choctopus, a YouTube creator famous for Raid Boss amiibo.

In the Raid Boss series, Choctopus trains amiibo to face off against human players, who must overcome the Figure Player’s overwhelming stats and instantaneous reaction times. Now, as you may have already noticed, I said that he pits these amiibo against humans. Our forte is amiibo against amiibo, so it’s no surprise that Raid Boss amiibo fall outside of our sphere of influence. That being said, we get a staggering amount of questions regarding Raid Bosses. In response to these questions, I would like to talk about why Raid Boss amiibo are contained in a different zone of thinking compared to our metagame. I’ll also touch on some of my own Raid Boss ideas that I encourage Choctopus to try out!

Before we get started, I strongly implore you to watch at least one of Choctopus’s videos. They’re very entertaining and it’s always fun to see a $15 plastic toy destroy a serious Smash player!

Raid Bosses versus competing amiibo

Here’s our first topic: what makes Raid Bosses different from your typical competing Figure Player? Well, in the words of Alpharad himself:

“we dont really care about the amiibo vs amiibo, we’re just talkin about amiibo vs human.”

Raid Bosses are not meant to fight opponents of equal strength. They are, by design, meant to utilize an overwhelming advantage against unsuspecting players. As such, Raid Boss trainers don’t take optimal Spirit setups into account: instead, they generally try to load up on insane amounts of firepower.

For example, Choctopus’s Little Mac runs the following setup: 1830 Attack and 2370 Defense alongside Jump ↑, Floaty Jumps, and Physical Attack ↑. This setup is actually interesting because it focuses on lessening Little Mac’s greatness weakness: the air. However, against an opponent of equal strength, Little Mac wouldn’t get much use out of this setup. Against humans, though, this spread works much better. In other words, the objectives of Raid Boss and competitive amiibo are entirely different. In the competitive metagame, Little Mac would want to end the game as quickly as possible so that his foe doesn’t get the chance to exploit his weakness. Against a human player, Little Mac doesn’t need to worry about KOing quickly: it’s his own survivability that concerns him the most.

Raid Boss ideas

The second topic I’d like to cover is what Raid Boss ideas have. Despite my many hours spent training amiibo, I haven’t put much thought into the “amiibo-versus-human” aspect of it all.

My first idea is inspired by my Jigglypuff amiibo, Naptime. As a character, I believe that Jigglypuff gets more value out of the Instadrop spirit than any other (especially given that Instadrop true combos into Rest). If I were entering her into a tournament, I would run 2100 Attack and 2100 Defense with Instadrop and Physical Attack ↑.  If I were making her a Raid Boss, I would change this to 1800 Attack and 2400 Defense with Instadrop and Landing Lag ↓. Reduced landing lag increases Instadrop’s shield pressuring capabilities, making it safe on shield.

Next, I have to go with my favorite amiibo, Zelda. Our metagame banned the Super Armor spirit in January 2019, but as a Raid Boss, Zelda with Super Armor would make for a brutal enemy. Between unbearably strong smash attacks and an incontestable meteor smash, she might be the first FP with Super Armor that’s actually fun to watch! Given that Zelda’s mobility wouldn’t take a hit with Super Armor, her recovery wouldn’t be an issue either. All in all, my suggestion for Zelda is a balanced stat spread (2100 / 2100) with Super Armor.

Last on the list is Ness, who would be a risky Raid Boss due to his obvious counters. Ness’s AI is hardcoded to use PK Thunder to return to the stage even if he could just use his double jump. It doesn’t matter if you equip a Ness amiibo with Additional Midair Jump: he is going to use PK Thunder anyway. The goal for Ness is to stay on-stage at all costs, and the best way to accomplish this goal would be through the Armor Knight bonus. Armor Knight was also banned from our metagame due to its incredible defensive boost. With this effect, Ness would still have his recovery as a weak point, though training can help mitigate this to a certain extent. My recommended setup for Ness would be 2200 Attack and 2000 Defense with Armor Knight and PSI Attack ↑.

That’s all I have for this community spotlight! If demand is high, I may be willing to make another (or maybe even a second Raid Boss-related post)! Thank you so much for reading, and see you next time!




Post a Comment