by Doc, Owner, Founder, fan of sitting on backs of bears and helping them fly
For better or for worse, “Raid Boss” amiibo content is built around artificially-inflated hype. Creators will train an amiibo and pass it off as the “best”, “strongest”, “invincible” amiibo, or some other moniker that’s clearly intended to skirt the rules of clickbait. It’s actually quite interesting to compare the edited footage of their amiibo on their Youtube channels versus their livestreamed, unedited footage – you’ll find that almost every creator’s amiibo are actually quite dumb (or high tier), and make up for it with unfair stat-loaded battles against opponents without any spirit bonuses.
However, at Amiibo Doctor, we believe in actually training good and entertaining amiibo, so today I’m going to run down some strategies for you to train an entertaining Banjo amiibo Raid Boss.
Entertaining amiibo content is 50% amiibo, and 50% commentation. I’ll tell you of the strategies on the amiibo side, and then give you a tip on the commentation side for each one.
Wonderwing is a staple of any interesting Banjo amiibo. Banjo amiibo have an AI flaw insofar as Wonderwing is concerned: they don’t recognize that they’ve run out of feathers. If you spam Wonderwing and it runs out, it’ll still input the side special, but the amiibo’ll just stumble. This creates an interesting proposition for opponents – ‘do I try to kill it early and risk facing his Wonderwing, or do I bait him into wasting his feathers so I can go for the kill?’, they’ll ask. A good commentator will be pointing this fact out to the audience, and analyzing the behavior of the opponent in relation to the usage of Wonderwing.
Banjo’s neutral special looks like a scene straight out of Madagascar Penguins in a Christmas Caper, which is a Dreamworks’ Madagascar special that you’re probably too young to understand. The Banjo amiibo has a curious set of routines built into him as far as this move goes: occasionally, without any warning, he’ll start camping out the opponent with Breegull Blaster, the held-button version of the move.
While Breegull Blaster is most likely not going to be the most viable way to train your Banjo amiibo, it makes for a very interesting mixup in the middle of a Raid Boss battle. The human opponent suddenly has to fend off a well-executed wall of eggs or take heavy damage. Good commentators will point out the sudden challenge the human is facing – are they jumping over it, attempting to shield, reflecting it? What’s the thinking behind it?
Banjo amiibo like to use their Grenade, often to their benefit. However, there’s a lot of opportunity for entertainment value with Grenade – some human opponents will notice the Grenade use and try to throw it back. The timing on the throw is very tight, and it’s very risky for human opponents to take it, but when they do it’s often useful. Grenades are typically the most exciting part of a Raid Boss battle – it’s basically a roll of the dice.
Good commentators will point out the difficulty of getting grenades and the rewards for them against the opponent, as they’re a high-risk, high-reward option.
That about covers it! We’re going to have Banjo Raid Boss content on the Youtube channel for a good long while, so be sure to look at the Amiibo Doctor Youtube channel!