Training the strongest Lucas amiibo in Super Smash Bros. Ultimate

There’s been plenty of buzz regarding Ness’s amiibo lately, but what about Lucas’s? The two EarthBound representatives may look similar, but in reality, they couldn’t be more different from each other! After being added to Super Smash Bros. 4 as DLC, Lucas made a name for himself as a solid mid-tier character. He’s much stronger in Super Smash Bros. Ultimate, though he does suffer from a lack of tournament entries.

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Introduction

Lucas and Ness are polar opposites in many ways. Unlike his red-clad counterpart, Lucas’s biggest strength lies in his off-stage game, as he is blessed with a wide variety of edgeguarding tools. His throws, dash attack, and down smash can all send opponents off-stage; Lucas can then take advantage of their vulnerability with a forward, back, or down aerial (or even PK Thunder if he decides to wait at the edge).

However, Lucas is far less threatening on-stage. His grounded kill moves aren’t as consistent as his aerial ones, and many of his attacks are plagued with low damage or high ending lag. This makes it easy for well-trained Figure Players to predict and break through Lucas’s web. PK Fire deals decent damage and knockback while keeping foes at a distance, but it can be absorbed, reflected, or simply jumped over. PK Thunder, while strong, is quite slow and easy to avoid. Furthermore, it can’t KO opponents off the top blast zone as easily as Ness’s can.

By all accounts, Lucas is a top-tier threat — as long as he’s airborne. Lucas’s ground moves are easily overwhelmed by stronger fighters including Incineroar and Little Mac. As a result, controlling the stage and keeping enemies off of it is key. Overall, Lucas is an above-average contender who currently struggles with low representation. For more information on Lucas’s place in the Exion amiibo metagame, have a look at his wiki page.

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Spirits

For this section, I am going to assume your Lucas amiibo is at Level 1. If you don’t know this already, feeding your Figure Player a Spirit actually changes its training, so it’s best to equip the FP at Level 1. If your amiibo is already at Level 50, you can still give it a Spirit team, just be prepared to train it for a few rounds so it can brush up on its skills.

If you just want to train a Lucas amiibo that can beat up your friends, you should go with Armor Knight and Trade-Off Ability ↑. Between these two bonuses, Lucas will enjoy the following benefits: 1.15x Attack and 1.8x Defense (from Armor Knight) and an additional 1.18x Attack and 1.2x Defense from Trade-Off Ability ↑. That being said, Armor Knight is banned from our Spirit-enabled tourneys, so don’t select it if you’re looking to participate in one.

Alternative choices would include PSI Attack ↑, Air Attack ↑, Electric Attack ↑, and Toss & Meteor. Each of these effects increases the power of Lucas’s moves, allowing him to rack up damage and KO opponents more easily. In terms of stat points, a balanced spread (2100 / 2100) works well with Lucas.

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Training

If you’ve trained an amiibo before, you know the drill: mirror match it all the way to Level 50. In this case, it means you’ll have to play as Lucas. If you can’t properly recover with PK Thunder, no worries: the AI’s recovery is hard-coded, meaning it can’t be “soiled” or “ruined” by its opponent. If your FP starts doing something you don’t like, don’t reset it. Habits like these can always be patched up — even after the amiibo reaches Level 50.

Lucas’s matches start on the ground. Problem is, the ground is where Lucas is weakest, so his immediate goal is to launch enemies off-stage as soon as possible. Grabs, forward tilts, forward smashes, down smashes, and PK Fire can all accomplish this. Short-hopped neutral and forward aerials work too!

When grabbing, Lucas should focus on sending opponents towards the closest edge. The AI doesn’t know what to do with its down throw outside of simple (and often ineffective) combos, so prioritize forward and back throws instead. Up throw is a bit more situational, but can still KO at high percentages.

When it comes to off-stage play, Lucas’s philosophy is simple: if his opponent is off-stage, he should be too. Lucas can afford to chase his enemy to any distance thanks to his long-distanced up special. His back and down aerials can meteor smash their victims, while forward aerial can knock them farther away from the edge. Lucas can also wait at the edge and use PK Thunder, though this is mostly outclassed by his aerial moves.

In summary, Lucas should be trying to lure his opponent off-stage as often as possible. He’s strongest in the air, but should stay grounded while on-stage to avoid being caught by up smashes. Speaking of up smash, don’t use it. It’s far too slow and is easily punished; to add to this, the AI doesn’t seem to be aware of its sluggishness and will use it haphazardly. PK Freeze is another move to avoid, as the AI cannot charge it and will only leave itself vulnerable.

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Wrap-Up

As I mentioned previously, Lucas and Ness are opposites in several ways, but they do share one similarity: they run hot and cold. On-stage, Lucas is somewhat lacking; off-stage, though, he’s nearly incontestable. Once again, Lucas’s wiki page covers more of his individual strengths and weaknesses. If you have any additional questions that weren’t answered here, feel free to drop by our Discord server! Thanks to Leaf for providing me with information for this guide. Happy training, and until next time!

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