Here’s the five toughest spirits to beat on amiibo, and then some highly valuable information for new amiibo trainers looking to create the most optimal amiibo:
- Armor Knight – only obtainable from the Halberd support spirit
- Super Armor – only obtainable from the Gold Mario support spirit
- Slow Super Armor – obtainable from a handful of spirits
- Great Autoheal – only obtainable from Celebi support spirit
- Autoheal – obtainable from a handful of spirits
- Armor Knight is basically a heavy-ifier effect for your amiibo that provides a damage boost. With Armor Knight, you’ll take less knockback and damage, and deal more damage.
- Super Armor is similar to Armor Knight, but you take even less knockback. However, you have no damage boost.
- Slow Super Armor is Super Armor… but your amiibo moves slower. Betcha didn’t see that coming.
- Great Autoheal heals your amiibo at a rate of 5% every 3 seconds.
- Autoheal heals your amiibo at a rate of 2% every 3 seconds.
You’ll find that those five spirits are usually banned in amiibo tournaments, and for good reason – they’re insanely broken, and all of them must be banned. If one of them isn’t banned, then that one quickly becomes the most viable option for competitors. An amiibo with a Big Five spirit almost always beats an amiibo without one. Nintendo really loves competitive amiibo.
So What Else Can I Put On?
Instadrop is a fan favorite, and it’s almost as good as the Big Five. While Instadrop is only the optimal loadout for a few amiibo (Luigi, Jigglypuff, Falco stand out) it’s a frighteningly good option when it’s a good option. Most amiibo can use the Instadrop attack into a frame-perfect followup, which is the reason that Jigglypuff is bottom tier on the vanilla amiibo tier list but is generally considered to be much higher on a spirits tier list. Instadrop alone is most of the reason for variance between the vanilla metagame and spirits metagame.
The other generally useful non-Big Five effect is Trade-Off Ability. TOA is pretty straightforward – you start with 30% damage and you’re faster, stronger and harder to knock back. If an amiibo isn’t running Instadrop in a tournament, it’s probably running TOA.
If you plan on having very short matches with one stock or low stamina, then Giant is a decent option. It only lasts for 8 seconds, so don’t expect that it’ll make a major difference in the match.
Critical Super Giant makes for an interesting raid boss, if you’re into that sort of thing. I recommend using it on stock instead of stamina, as it’ll make the battle into a two-stage fight that gets significantly harder in the second stage. It’s the most interesting Critical-Health effect of the bunch.