Chrom was probably the least controversial Fire Emblem newcomer we’ve had in a while! He’s Roy’s Echo Fighter, which might make you think the two fighters are similar. And they are! But despite that, Chrom performs noticeably better than Roy, mainly due to his more consistent hits (as Roy has a reverse tipper whereas Chrom deals consistent damage). A quick heads-up: save for a few small differences, this guide is going to be very similar to the Roy guide. Mainly because Roy and Chrom are, in fact, very similar.
Thanks to MiDe for contributing Chrom’s training information! Feel free to check out their YouTube channel by following this link.
Chrom is the very definition of a glass canon. Especially when he’s being controlled by artificial intelligence! His attacks hit really hard, and deal consistent damage, unlike his base fighter’s. He’s got multi-hits, powerful finishers, and … well, that’s about it. But Chrom’s got a lot of potential, and does surprisingly well against most opponents when properly trained!
Back to that whole glass cannon thing, Chrom isn’t a lightweight or anything. It’s his recovery. His up special grants no horizontal distance whatsoever, meaning that Chrom is very, very easily gimped. He’s almost forced, then, to stay on-stage at all times, because he’s left vulnerable to just about any other character’s aerial moves.
Regardless, Chrom’s tournament results and representation have been solid. Even better than Roy’s, actually! If you’d like to read a little bit more on Chrom and his place in our metagame, have a look at his wiki page! Compared to a guide post (which you’re reading right now), wiki pages are more of a chronicle that go more in-depth on a character’s properties and competitive results. Definitely worth a look! At least in my opinion.
If you’re going to equip your Chrom amiibo with a Spirit team, try figuring that all out before you start training. If not, that’s fine too. Just keep in mind that Spirits – when inherited – scramble a Figure Player’s training data and shift around their individual move priorities. It’s been years since Ultimate’s release and we still don’t know why the developers do this.
Chrom is neither noticeably light or significantly heavy, so the “big five” are just about average on him. Super Armor can help Chrom stand his ground and stay off-stage, while Armor Knight and Trade-Off Ability ↑ can turn him into a defensive juggernaut. Great Autoheal isn’t as useful given that Chrom kind of needs to be up close to deal the most damage possible.
In terms of other options, Chrom’s got a whole bunch to choose from. You can select from – in no particular order – Weapon Attack ↑, Jump ↑, Move Speed ↑, Trade-Off Ability ↑, or Hyper Smash Attacks. And as usual, stats aren’t too important as long as your Figure Player has them at all. A balanced spread (2100 / 2100) is usually the way to go.
For best results, try mirror matching your Chrom amiibo all the way to Level 50. That means you’ll need to play as Chrom, even if you aren’t very good with him. Something else to note here: Figure Players can’t actually tell which character you’re playing as because they don’t save any kind of matchup experience. Don’t worry about training it against any particular fighter; just play as Chrom and you’ll be all set.
To train the most optimal Chrom amiibo, we’re going to be employing something called the Musket Method (which was originated and popularized by MiDe). The method itself is named after MiDe’s Lucina amiibo, which just so happened to play its matches in a really specific way. Basically, the Musket Method involves walking and attacking. Which means no running. Or jumping. Only walking.
When the battle starts, slowly but menacingly approach your FP. From there, you can either poke with a bunch of down tilts or go for greater damage with a forward smash. Forward tilt can be used every once in a while, too. And that’s the general jist of the method! Of course, if you’re training your Chrom amiibo specifically to fight human opponents, you might not want to employ this strategy.
When launching your FP off-stage, just wait at the edge until it recovers (or dies trying). Chrom’s recovery isn’t quite as strong as Marth or Lucina’s, which makes off-stage play risky. You could go for a forward or back air as long as you don’t go too far away from the ledge, but that part’s up to you. It’s a risk: by going off-stage, you’re giving Chrom a chance to end a stock early, but at the same time, he is left vulnerable to having his stock ended early.
Thanks so much for reading, as always! You’re probably figuring out that “optimally-trained” Figure Players play kind of lame… and they do! That’s the fun of training amiibo. You’re aiming for consistency, because AI opponents can’t tell if their enemy is spamming a move or not. If you have any questions that weren’t answered here, feel free to join our Discord server and ask! Thanks again to MiDe for contributing Chrom’s training information. Don’t forget to check out their YouTube channel if you want to see a bunch of neat amiibo clips!
If you would like to read more amiibo training guides, please follow this link.