We’ve done it. As of today, we’ve reached the peak of amiibo training content. As you may well know, we’ve got over one hundred posts dedicated to teaching new trainers how to raise the strongest amiibo. It’s time to break that streak, because today, we’re going to talk about all the worst training methods out there, and how you can use them to create the most pitiful and pathetic Figure Player you’ll ever see. If you’re interested in reading a thousand words of pure mediocrity, you’ve come to the right place — let’s get started!
Background Training
For the sake of convenience, we’re going to cut this guide up into two sections. In this first section. we’ll talk about training methods you can employ that don’t require you to play the game. If you’re looking to train a horrible amiibo, one of your best options is to send it on a Journey with its Learn button switched on. Journey matches are usually free-for-alls with items on, so your FP is going to get absolutely bombarded with attacks left and right (which will most likely lower its aggression, making it much worse overall).
Your second option here is to drop your FP into an 8-Player Smash game. As we just mentioned, one of the most important values an FP can have is a high aggression. A high aggression value makes it more likely to use attacks, and if that number is low, it’s going to be much more likely to just stand there and dodge away. By throwing your amiibo into 8-Player Smash (especially if the other seven CPUs are on a team together), you’re ensuring that your FP is going to get hit so often that it will never have the chance to attack. This will most likely lower its aggression value, which is an excellent first step to training a terrible amiibo.
One could argue that feeding an FP Spirits makes it worse. Indeed, when an amiibo inherits a Spirit, its training data is changed in ways you can’t easily track. That being said, each Spirit changes your FP in a different way, so it’s possible that you could end up giving it a Spirit that works in its favor. If you’re looking to train a bad FP without directly fighting it, you should probably stick to Journeys and 8-Player Smash.
Manual Training
When you’re ready to play against your amiibo, there are several “training strategies” you can employ to sabotage your FP. When fighting your amiibo, be sure to spam rolls as often as you can. Roll away whenever possible and air dodge away whenever you’re in the air. Try your best not to attack too often, but whenever you do land an attack, use a down taunt immediately afterwards and continue using it until your FP attacks you. Every once in a while, charge a smash attack for as long as you can (preferably your character’s weakest) but try to have your amiibo hit you before you can actually execute the attack.
If the character you’re training has bad or suboptimal special moves – examples include Yoshi’s Egg Roll, Inkling’s Splattershot, Captain Falcon’s Falcon Punch, and Mr. Game & Watch’s Chef – be sure to use them. Moves like these either don’t deal much damage or are really slow, so they’ll contribute a lot to training a pitiful fighter. For extra chaos, you can also play against your FP on crazy custom stages. They don’t navigate them very well, so you’re bound to see some… interesting behaviors on their end, to say the least.
If possible, try to minimize the amount of time the amiibo successfully attacks you. Pair that with Journeys and 8-Player Smash and you’ll likely end up with an FP that dodges, taunts, and runs away, which is exactly what you want! During battle, you can also use both your jump and double jump for no reason. Bad amiibo are usually in the air a lot, so jumping around will definitely help them learn that habit. If you repeat the (admittedly simple) tactics listed here, you should have a really bad amiibo in no time. If you’d prefer to just go back to our “legitimate” training guides, you can find those here.
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This has helped me in every wrong way possible. I now have an amiibo purely for entertainment and boosting morale.