Check our Big List of Training Guides for other guides!
I’ve written a Smashboards post explaining some of the pre-release training methods that have been used on the Banjo amiibo, but bear in mind that until they are fully available to everyone in the scene the amiibo training experts have all agreed to stay mum on their strategies. We don’t want to hinder exploration. Instead, this is my preliminary thoughts on how to train the Banjo amiibo from that Smashboards post.
How to Train the Banjo amiibo
If you’re the type of amiibo trainer who puts spirits on their amiibo, I’d recommend using one of two loadouts depending on the ruleset you intend to play under. Bear in mind that most competitive amiibo tournaments use no spirits whatsoever, and there is no way in-game to completely remove spirit effects or stats in any fashion.
Raid Boss Banjo: Armor Knight, with a roughly even mix of Attack and Defense. Consider using Trade-Off Ability for the third spirit slot. Armor Knight boosts both Attack and Defense, so it’s effectively a steroid for your amiibo.
Competitive Spirits Banjo: Armor Knight and the other “Big Five” are banned in competitive Spirits, so you should run Physical Attack Up, Fist Attack Up, and Trade-off Ability. I recommend aiming for a 3000 Attack, 1200 Defense stat loadout.
Before you train the Banjo amiibo, there’s an AI issue you ought to be aware of. Similar to the Robin amiibo’s durability-based moves, Banjo won’t recognize when he’s run out of Wonderwing. He’ll attempt to use Wonderwing any time a Wonderwing attack would have landed, and instead trip. Because of this, you shouldn’t teach him to spam Wonderwing.
Banjo amiibo have very strong ground moves, and the AI appears to function better when trained to largely stay on the ground. At this state of the amiibo meta it appears that optimal Banjo amiibo will repeatedly use Forward Smash attacks and some Forward Tilt attacks, loosely resembling the “Musket Method” strategy, discovered by MiDe. The Musket Method strategy utilizes the inability of amiibo opponents to predict incoming hitboxes by teaching an amiibo to simply move and Forward Smash or Forward Tilt.
In order to facilitate Banjo amiibo maximizing their Musket Method-relevant amiibo subroutine commands, you’re going to want them to walk. Essentially, amiibo have access to more options when walking as opposed to running, and that includes the moves that a Banjo amiibo ought to use.
You’re going to want to avoid using most of Banjo’s aerial attacks except for Forward Air. The other aerials aren’t especially effective against opposing amiibo, despite Banjo having Nair-Dragdown built into the AI. Also, it’s not advisable to jump frequently when training Banjo amiibo – instead, you’ll teach him to use Forward Air by using it yourself whenever you’re knocked into the air.
Don’t be afraid if your Banjo amiibo hits level 50 and is using attacks you didn’t teach it. The amiibo AI has several other subroutines built-in, such as Up Air juggling and unusual usage of Grenade in the air. You won’t be able to get them to stop using those attacks.