How to train a Pyra / Mythra amiibo in Super Smash Bros. Ultimate

Have you trained a Pokémon Trainer amiibo before? In case you missed our guide, here’s a quick recap. Even though Squirtle, Ivysaur, and Charizard each have their own base AI, they pull from the same set of training data. This is also true for Pyra and Mythra: they pull from the same training data, which means you have to teach both fighters to use the same moves. Luckily, we’ve got you covered with an in-depth guide that’ll help you find a workaround! If you’re ready to go, then let’s jump right into today’s training!


Let’s start off with Spirits. Pyra and Mythra may be different characters, but they benefit from many of the same bonus effects. This, in turn, makes their optimal setups simple and easy to understand. If you don’t know this already, you should give your Figure Player its Spirits at Level 1 before you start training it – for additional information (and more!), please read our full Spirits guide.

  • Banned bonuses: As is the case for most fighters, Armor Knight works incredibly well on both Pyra and Mythra. It grants its user a 1.15x attack boost and a whopping 1.8x defense boost! This means Mythra’s lower individual damage output can be patched up while simultaneously increasing her defense. Pair Armor Knight with Move Speed ↑ for the best results!
  • Tournament-legal bonuses: All of Pyra and Mythra’s moves make use of their swords, so Weapon Attack ↑ is a clear choice here. You can use two Weapon Attack ↑ to really stack on the power! For the third slot, you could add Air Defense ↑, Critical-Health Stats ↑, or simply leave it blank and bank the extra stats instead.
  • Raid Boss bonuses: Each of the Spirit effects listed above works well here, plus your typical Super Armor and Great Autoheal. Move Speed ↑ helps correct Pyra’s slow running speed, but it does introduce an absolutely minuscule chance that Mythra self-destructs while recovering. It’s very rare to see, so you’re probably fine.

Stats aren’t quite as important as bonus effects. With bonuses, you’ll want to carefully pick out ones that’ll benefit your character; with stats, as long as you have them, you’re pretty much set. Feel free to go with a roughly balanced build (2100 / 2100) if you really need a recommendation, though. Make sure your FP’s Spirit type is Neutral so it doesn’t lose Spirit-type matchups later on!

Competitive Training

We’ve prepared a brief bullet-point list of each and every move a tournament-ready Pyra or Mythra amiibo should have in its arsenal. If you’re a seasoned amiibo trainer, you’re good to simply read the list and leave it at that. Otherwise, we’ll go into more detail and explain each move’s role in Pyra and Mythra’s kits. Let’s break it down!

  • Heavy focus on side special at medium range
  • Grounded up special at close to medium range
  • Forward tilt, forward smash, down tilt, and grab at close range
  • Up air and up smash to juggle opponents
  • Limited off-stage play; Pyra’s forward air is viable off-stage on rare occasions

If you’re new to amiibo training, welcome! We’ll begin with a short overview of some basic training concepts. Here they are, then: never run and stay grounded unless you’re juggling your FP. That’s about all you need to know! As for the why, FPs trained to dash often initiate one directly into an opponent’s attack. Walking helps them make better defensive choices, and by extension, live longer. As you can imagine, that comes in handy during tournaments! When you’re ready to start training Pyra and Mythra, scan your amiibo and choose to play as Mythra (yes, specifically Mythra).

We’re starting out as Mythra because her side special, Photon Edge, is an excellent move against other FPs. That’s because this game’s AI often fails to block the whole attack, so it’ll take damage even if it’s on its defensive A-game. Pyra’s equivalent attack, Blazing End, is also quite good — though other FPs have considerably less trouble blocking it compared to Mythra’s version of the move. Regardless, you’ll want to use plenty of side specials from a distance during your training sessions.

Pyra and Mythra both have up specials that launch them up in the air for a moment. Pyra’s up special, Prominence Revolt, is incredibly fast and powerful; this makes it a great move to throw out there every so often. Mythra’s has less power, but works well enough nonetheless. It’s important to note that some trainers prefer raising the Aegis without offensive up special usage; if that’s you, feel free to forgo this move if you really want. Its potential benefits make it well worth your time, though!

When you’re right next to your FP, forward tilt is a solid option. It’s quite fast, and Mythra will automatically learn to use it in combos by the time she reaches Level 50. Forward smash is Mythra’s strongest move, allowing her to KO at high percentages at the edge. Swap to Pyra, however, and this attack becomes nuclear-powered. It can KO an enemy amiibo at 60% from center-stage! You’ll want to place a higher focus on your other grounded moves, however, as forward smash is rather easily blocked. Speaking of grounded moves, here’s another one you should use: down tilt. Just like with forward tilt, Pyra and Mythra will learn to combo using this attack by the time their levels max out.

Pyra and Mythra’s grabs aren’t anything too special, but they’re to be used just as often as forward tilt and down tilt! Though none of the Aegis’ throws have lasting kill power, a well-timed up throw can chuck an opponent upward and set them up for a juggle. Pyra and Mythra’s up air and up smash attacks are perfect for this cause! Mythra’s up air is incredibly fast, meaning it often hits the enemy before they can even initiate an air dodge. Both of these moves are also incredibly powerful when Pyra uses them! Use them about equally when your FP is directly above you. If it’s above you and far away, don’t run up to it! Walk up to it, even if it means you miss out on the attack in doing so.

You might notice that we only recommend limited off-stage play for Pyra and Mythra. Though they’re a fairly high-tiered Figure Player, their main weakness is their recovery — if we teach them to go off-stage and edgeguard, they’ll be edgeguarded themselves far more often than if we taught them to stay on-stage! So that’s exactly what we’ll do, then: stay on-stage at all times, and if your FP is knocked away, simply stand at the ledge and wait for it to return. In very, very rare cases, you can go off-stage with Pyra and attack with a single forward air. That being said, you’ll only want to do this once out of every ten times you knock your FP off-stage.

We’re assuming that a fair few Pyra and Mythra amiibo trainers haven’t raised a competitive Figure Player before, so we have a few more tips for you! First, if you’re following this guide, you shouldn’t worry about your amiibo’s performance until the time it reaches Level 50. It uses the in-game Level 1 CPU as a base AI at first, which gradually increases as the amiibo levels up. You’ll also want to let your FP hit you every once in a while, too. It’ll start attacking you after a few matches, and it’s a good idea to purposefully walk into its attacks so it knows to use them more often. If you don’t let your FP hit you, it may start acting passively and spamming its roll. On that note, don’t roll, either! Use your shield as your primary and only defensive option.

If any of the explanations here confused you, feel free to check out our general training guide! It’s designed to help newcomers better understand how to raise a tournament-ready Figure Player, and it’ll absolutely teach you something new if you haven’t raised one before. You can also join our Discord server if you’d like to ask a question and receive specialized help! Special thanks to Gotelin for contributing Pyra and Mythra’s training information.

Raid Boss Training

Compared to competitive training, Raid Boss training requires much less finesse. In other words, you’re free to run and dash around as you like! There’s also no truly “correct” way to train a Raid Boss, so feel free to experiment and deviate using our information as a base. Let’s break down our full recommendations for a Raid Boss Pyra or Mythra amiibo, then:

  • When you’re right next to your FP, attack it with a forward tilt or down tilt. Of these, down tilt is the better move — at later levels, your FP will automatically learn to string it into other attacks. Up tilt works here too, but you’ll want to use it a little less often in this case due to its shorter horizontal range.
  • Grabs are great for getting through opponents’ shields! The direction you throw doesn’t matter much — as long as you’re grabbing your FP often, the rest doesn’t matter.
  • When your FP is directly above you, intercept its landing with an up smash. Up tilt works in this case too, but up smash’s higher power is much preferred.
  • Each of Pyra and Mythra’s aerials is viable for air-to-air combat, but the best ones are their forward air, back air, and up air attacks. Neutral air and down air work too, but should receive less priority than the others.
  • Dash attack, forward smash, and down smash are optional. All of these are to be used in moderation — especially forward smash and down smash, both of which leave the Aegis vulnerable if they miss. Without forward smash, however, Mythra may have no real way to KO a weakened opponent.

Pyra and Mythra are rather straightforward to raise as a Raid Boss. You’ll just want to stay on-stage at all times, as their recovery leaves them wide open to edgeguarding. Indeed, when your FP is knocked off-stage, it’s best to have some restraint and wait at the ledge instead of chasing them down. As a final note, don’t worry about switching between Pyra and Mythra — the AI will do that on its own every so often whether you like it or not!


Thanks so much for reading! Don’t let Pyra and Mythra’s two-in-one nature fool you: they’re not quite as difficult to train as you would think. If you have any questions, feel free to direct them to our Discord community — we’re happy to help you out! We’ve also got an active tournament scene you can get involved in. If you’d like more information on how to prepare for tours, check out our introduction guide. Until next time — happy training!

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

2 thoughts on “How to train a Pyra / Mythra amiibo in Super Smash Bros. Ultimate”

  1. Why isn’t Trade-Off ability combined with Armor Knight recommended in the banned bonuses? That combination is usually recommended in the banned bonuses section of the guides, even for lighter characters than Pyra/Mythra.

    1. For a lot of the updated guides we’ve been removing Trade-Off Ability except for very heavy characters. 30% is a lot and the bonus isn’t used as much these days, so even for Pyra/Mythra Move Speed would generally be better!

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