Training the strongest Inkling amiibo in Super Smash Bros. Ultimate

Inkling was initially regarded as one of the worst characters in the Super Smash Bros. Ultimate amiibo metagame. Crazy, right? Especially considering how all of the popular Smash Bros. YouTubers were saying Inkling was “best in the game” at the time. That was for humans versus humans, though — amiibo versus amiibo is a totally different game. Nowadays, Inkling isn’t the worst in the game, but her FP has a critical flaw that’s going to disappoint a lot of you: it doesn’t properly charge its ink. With that zinger out of the way, let’s get started with today’s guide!


We’ve got good news and bad news when it comes to Inkling’s Figure Player. In a feeble attempt to start things off on a positive note, we’re going to go over the good news first. Thanks to Inkling’s signature ink mechanic, the character has an above-average damage output. Opponents soaked in ink take more damage than usual, and thus are also launched farther. Adding to this unique strength is a solid recovery, a generally quick moveset, and strong off-stage options.

Inkling’s AI doesn’t recharge its ink properly. Let’s explain that a bit. The AI’s usage of its “shield special” – which recharges its ink tank – is entirely hard-coded. In other words, you can’t teach an Inkling amiibo how often to recharge its ink. Running out of ink is a real issue for Inkling, as many of the FP’s strongest kill moves (forward smash, up smash, etc.) require ink to be at full power. Without ink, Inkling struggles to KO, and is often itself KOed before the AI finally decides to replenish its tank. Not to mention the AI can get a bit silly with its special moves, which also use up ink.

Inkling’s tournament representation has been above-average, but its results haven’t been so good. A lot of Inklings run out of ink and then get killed, and there’s not much we can really do about it unless the Smash Bros. developers patch that out. And since amiibo training isn’t the focus of the game, we doubt that’ll happen, sadly. If you want to learn more about Inkling and her place in our metagame, check out our wiki page!


Let’s get straight to the point here: out of the “big five” bonuses (Super Armor, Slow Super Armor, Armor Knight, Autoheal, and Great Autoheal), only Armor Knight is worth using on Inkling. Given how often we suggest Armor Knight in our character guides, you might think it’s like, really powerful or something, right? It’s even stronger when paired with Move Speed ↑ or Trade-Off Ability ↑. Give it a shot!

There’s lots of other options you can pick from, too! Try out Move Speed ↑, Hyper Smash Attacks, Air Attack ↑, Physical Attack ↑, and Weapon Attack ↑. Just pick any three and you’re probably good to go. Despite the abundance of different Spirit effects, only a few of them are any good, so you don’t have to put too much thought into them.

Speaking of not putting much thought into things, let’s talk stats. You could afford to run a more offensive setup (2500 / 1700) to buff up Inkling’s attack power. But a balanced build (2100 / 2100) is probably your best bet. Stats don’t matter too much as long as your amiibo has them!


To train the best possible Inkling amiibo, you’re going to have play as Inkling. Luckily, Inkling’s not too tough to pick up if you haven’t really played as them before. Pay close attention to the moves we mention below and you should be all set! Now, we’re going to want to mirror match the FP until it reaches Level 50. Don’t worry about any of its bad habits in the meantime! You can focus on ironing those out after it hits Level 50. Here are all the moves you should focus on during training:

  • Forward smash: Inkling’s forward smash coats opponents in ink and has decent launching power. Use it as a primary tool while grounded! The AI isn’t smart enough to utilize its ink effectively, but it’s required to bring forward smash to its maximum power. Try to train your FP to refill its ink even though that habit might not transfer over.
  • Forward tilt: Another primary grounded option you should use often! This one doesn’t have as much firepower as forward smash, but it does have speed and doesn’t use up ink. That’s important!
  • Up smash: It’s got a small forward hitbox that scoops an enemy into its massive upwards blast. The hitbox’s large size makes it a decent anti-air, but it uses up ink and has a sourspot. You’ll need to use other anti-air options. For example…
  • Up tilt: Up tilt isn’t super strong, but it conveniently swats at airborne opponents without using up ink. Sprinkle this move in too!
  • Grab & throws: Inkling’s standing grab is kind of bad, but her dash and pivot grabs have decent range. If your Inkling likes to run, it’ll get decent mileage out of grabs. Her back throw has decent kill potential, and up throw combos into an up aerial.
  • Side special: FPs punish buried opponents more effectively than they did in the base game. This move has potential, then, but only when used on the ground. Not in the air. It runs through ink pretty quickly, though, so it’s a double-edged sword.
  • Back aerial: Disjointed, strong, and fast. This move does it all, and should be your go-to aerial. Its hitbox is angled downwards, making it a good landing option. Use it off-stage too!
  • Down aerial: Inkling need this move as a landing option, and thankfully, down air’s hitbox is disjointed. You could also spike with it every so often!
  • Up aerial: A fantastic anti-air, and kills at a decent percent. Use it against your FP when it’s in the air! We listed three aerials so far, so be careful to use them sparingly. You don’t want your Inkling to become jumpy, so be sure to focus higher on grounded attacks.

Those are your highest-priority moves, so use them as often as you can during training! There are a few more low-priority moves to talk about too. Use these too, but less often than the ones listed above. Here’s the rest of the attacks you should be using.

  • Forward aerial: You can go off-stage and gimp with a forward air too! It’s decent for landing as long as the opponent isn’t directly beneath you. Use forward airs occasionally.
  • Neutral aerial: It’s not great as a landing option because its hitbox is actually above Inkling. But it is fast and that makes it useful. If you want to use some neutral airs, there’s no harm in doing that!
  • Down special: This move paired with the AI’s strange pinpoint accuracy can produce spectacular results when edgeguarding opponents — sometimes, anyway. Other times it can be kind of lackluster. You can use Splat Bombs very rarely, but they take up ink and Inkling is better off just going off-stage.

No moves to specifically avoid with Inkling! If a move you’re thinking of wasn’t mentioned here, it’s because it’s not good or bad enough to be noteworthy. Feel free to experiment, though, as experimentation is the key to success! Or something like that, anyway. Focus on the moves listed here and recharge your ink when possible and you’ll be well on your way to training the strongest Inkling amiibo!


Remember how we mentioned “ironing out flaws at Level 50” in the last section? Well, if you notice something your FP is doing wrong, feel free to tell us about it in our Discord server! We’ll be able to give you specific advice that bring you one step closer to turning your amiibo into a champ. Though, to be fair, our advice will probably be “don’t get hit by attacks you don’t want the amiibo to use”. Even so, we’d love to have you! And thanks so much for reading — until next time!

If you would like to read more amiibo training guides, please follow this link.


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