Table of Contents
- Section 1: Guide Introduction
- Section 2: Amiibo Overview / Pros & Cons
- Section 3: Recommended Equipment
- Section 4: Leveling up your Amiibo
- Section 5: Post Level-50 Training
- Section 6: Conclusion & Credits
Welcome to Amiibo Dojo’s Toon Link training guide!
To start off, I’d like to thank you for taking the time to read this guide – your support is very much appreciated.
With big eyes and an expressive face, this version of Link is how he appeared in The Legend of Zelda: The Wind Waker. Link lived peacefully on Outset Island until a bird captured his little sister, and he came to her rescue. His green clothes were worn on his 12th birthday and are the lucky outfit of the hero of legend.
In the amiibo metagame, Toon Link is unfortunately very rarely seen. He doesn’t have many dedicated trainers, and many underestimate him as an inferior clone of Link. With the release of this guide, I’m hoping to change that. Toon Link has a unique and powerful moveset, and a ton of potential – which I will be teaching you all to unlock. Let’s get started.
Please note: Although all of the information in this guide is 100% accurate, it may be revised in the future if there are further game updates to Super Smash Bros.
Toon Link, despite his lack of tournament representation, is a strong fighter with a defined skill set. He has several unique attacks that can surprise and disorient his opponents, most notably his smash attacks. His forward smash consists of two separate hits instead of one, which can cause foes to drop their guard after blocking the first hit. His up smash is a quick and surprisingly powerful attack – it isn’t as effective as Link’s up smash, but is a good aerial punish tool nonetheless. Toon Link also has a good keepaway game thanks to his projectiles – his arrows have incredible range and can even gimp certain characters, while his Boomerang is a bit stronger and can efficiently keep enemies at bay. His recovery is quite good, too – while his up special doesn’t go very far, his tether recovery is a fast and reliable option. Finally, Toon Link’s back throw is very strong, which classifies it as a kill throw.
Unfortunately, Toon Link lacks resilience due to his relatively low weight. This is problematic in the amiibo metagame; the best and most used characters, such as Ganondorf and Little Mac, have no problems KOing light fighters due to their incredible overall power. Toon Link’s grab is also quite slow – it isn’t as sluggish as, say, Pac-Man’s, but still leaves him vulnerable to attack if missed. Rounding out his cons is a small problem in his AI – he doesn’t use his Bombs very well. He’ll either toss it upwards to no effect, or hold onto it for too long and damage himself with the resulting explosion.
By all accounts, Toon Link is a good amiibo with lots of potential. It might take some work to sharpen his skills, but as long as you teach him to practice defense, rely on his forward smash, and limit the use of his grab, you should have no problem tapping into the endless potential found within this character.
Toon Link – Recommended Stats & Bonuses
Now that I’ve given you a general outline of Toon Link’s strengths and weaknesses, it’s time to begin the training process by setting him up with equipment! When feeding your amiibo, it’s important that you know what you’re doing – if you carelessly slap random stats and bonuses onto your amiibo, it’s not going to work very well. That being said, feeding an amiibo can be kind of complicated to someone who hasn’t done it before – that’s why this section is dedicated to telling you how to properly equip your amiibo. Let’s get started with my recommended build for Toon Link:
Point Distribution: +40 Attack / +70 Defense / +10 Speed
Many amiibo trainers use this point distribution on their amiibo – in fact, I’d say this is the most common stat spread. It focuses on defense, which is good for a lightweight character like Toon Link. In addition to a great defensive boost, your amiibo’s strength and mobility will be respectably boosted, too.
- Critical-hit capability
- Explosive perfect shield
- Improved escapability
Dubbed the “Rock-Paper-Scissors” setup, this is the best and most popular bonus combination in the game. This is because the three bonuses here work together to create a well-rounded fighter with enhanced abilities. The centerpiece here is Explosive perfect shield, which allows your amiibo to damage opponents just by blocking! This capability will encourage your Toon Link to use its shield more often, which is a good thing. Eventually, though, opposing amiibo will take note of how often Toon Link is blocking, and go for grabs instead of direct attacks. That’s where Improved escapability comes in – with this bonus equipped, your amiibo will be able to escape grabs almost instantly! Critical-hit capability rounds out the set, giving all of your amiibo’s attacks a 20% chance of dealing three times as much damage as usual!
Toon Link – Recommended Custom Moves
Toon Link has a unique set of custom moves that can give him brand-new options. Not all of them are good trade-offs, though, so I’m going to list each special move, and which choice will work best for your amiibo.
Neutral special (Hero’s Bow):
- In addition to Hero’s Bow, the default version of the move, there’s also Fire Bow and Piercing Bow. The former has reduced range, damage, and knockback, but lingers if it hits the ground. The latter, hence its name, flies straight through enemies, at the cost of reduced range and damage. Your best option here is probably the default Hero’s Bow, as it balances power, range, and speed.
Side special (Boomerang):
- There are two custom versions of this move: Floating Boomerang and High-Speed Boomerang. The former flies slowly and can’t be angled, but has a larger hitbox and lingers for a longer time. The latter, as you might guess, has enhanced speed and hits multiple times, but takes longer to throw and and has a smaller hitbox. Your best choice is the default Boomerang, as it is the most consistent of the three possible options.
Up special (Spin Attack):
- Along with the default Spin Attack, we also have Sliding Spin Attack and Flying Spin Attack. The first one, Sliding Spin Attack, traps opponents and hits multiple times before launching them. It deals more damage, but worsens Toon Link’s already-poor up special recovery. Flying Spin Attack grants super armor and more damage potential, but has less vertical distance than normal. Your best bet here is the default Spin Attack, as it is better for recovery than the other two options.
Down special (Bomb):
- In addition to the default version of the move, we also have Time Bomb and Short-Fused Bomb. However, I don’t think it’s necessary to worry about this move – Toon Link’s AI doesn’t use it very well anyway. It’s better to focus on the other two projectiles in his arsenal.
Feeding Your Amiibo
It’s time to start feeding your amiibo equipment! Please be aware that, for this part, I’m going to assume you’re going with my recommendations for stats and bonuses.Once you’re ready to begin, open the game, navigate to Games & More, and then to the amiibo section. Scan in your Toon Link amiibo, and you’ll see a status screen that details his stats and bonus effects.
There are a few things I want to mention before we continue. First, don’t worry about your amiibo’s current level, and definitely don’t reset it just to use this guide. Just like an old dog can learn new tricks, a Level 50 amiibo can adapt to newly added or changed equipment. It can be Level 1, Level 50, or anywhere in between – whichever the case, the feeding method I’m about to explain will work on your amiibo.
Step 1: Equipping Bonus Effects
The first thing we’re going to do is give your amiibo its three bonus effects. Click the “Feed Equipment” option from the menu, and sort your equipment stash alphabetically. You’re going to be searching for three specific “prefixes” on your equipment pieces: “Critical Hitter”, “Escape Artist”, and “Shield Exploder”. You can look at the image above for a visual example. If you realize you don’t have one of these bonuses, leave one of the slots blank, and you can feed your Toon Link the missing bonus later.
Step 2: Rounding Out Stat Values
For many people, this is the most difficult step: rounding out your amiibo’s points. The goal is to give your amiibo 40 points attack, 70 points defense, and 10 points speed. Don’t worry if you end up with, say, 36 points attack, 76 points defense, and 8 points speed. We’re aiming for a ballpark range here.
If you don’t know this already, each piece of equipment has a different color: orange, blue, or green. Orange pieces will increase an amiibo’s attack power, but decrease its defense. Blue pieces will increase its defense, but lower its speed. A green piece will increase its speed, but lower its strength.
Step 3: When Your Amiibo Gets Full
At some point as you feed your amiibo, it’ll become full and won’t be able to eat any more equipment. Normally, you’d have to battle your amiibo to continue the feeding process, but luckily, there’s an exploit that was brought to light by Amiibo Trainer. If you take your full amiibo into a 1-stock match and immediately run off the stage and KO yourself when the game begins, you’ll be able to feed it again once the match ends. Now, as you may know, an amiibo can’t learn to KO itself – and since that’s the only thing you’re doing in this kind of match, your amiibo learns nothing. It has no effect on its tendencies, no matter how many times you repeat it.
Why is this trick relevant, you ask? Well, when your amiibo does become full (it’ll happen eventually), you probably won’t yet be done adjusting its points. If you were to play a legitimate match with your amiibo at this point, it would start to adapt to its new spread, only for it to be changed again the next round. That’s why we KO ourselves – the match will have ended too quickly for your amiibo to adapt. Oh, and it saves time, so there’s that too.
Completing the Feeding Process
If you’ve been using this guide correctly, your amiibo should be complete with its stats and bonuses. If your Toon Link is all set and ready to go, great – you can move onto the next section to begin your training (or continue it, if your amiibo is already Level 50)! If it’s not all set and ready to go, and there’s a problem of some sort you can’t resolve, I can help you out! Don’t be shy: you can send an email to email@example.com anytime explaining your issue, and I’ll give you personal advice to correct it. Emailing me is free, and I don’t get annoyed by repeated messages, so you don’t need to worry about that.
Note: If your Toon Link amiibo is already Level 50, and you want to further improve his abilities, please skip to Section 5. If your amiibo is not yet Level 50, keep reading this section!
Raising your Amiibo to Level 50
Raising an amiibo to Level 50 is simple in concept, but in practice, it takes a lot of time and perseverance. You will be mirror matching your amiibo until its level maxes out. A “mirror match”, also known as a “ditto”, is when you play as the character that is your amiibo – in this case, you’ll be playing as Toon Link. I recommend playing timed matches (3 to 5 minutes will do) on Ω-form stages only.
I want to be as specific as possible in this section so that you know exactly what steps to take here – to help you out, I’ve put together a big list of tips you can use to maximize your amiibo’s potential.
Amiibo Training Tips (Defensive)
As I said before, you should be mirror matching your amiibo all the way to Level 50. I’ve talked about defense a lot in this guide, but you might not know how to properly play defensively. This list of tips will help you – as long as you’re faithful to them, your amiibo will start off strong.
- Do not jump or use aerials. I say this very often, but it utterly confuses some people. Many amiibo trainers have aerial attacks incorporated into their playstyles, and can’t understand why they shouldn’t be used. Simply put, in a metagame where shields can do damage, aerials are too big a risk to take. As many amiibo tournaments have shown, amiibo who rely on air attacks leave themselves vulnerable, which leads to their demise. If you disagree, and need further convincing, head over to this post.
- Play defensively. Like I said, a Level 50 amiibo can react within 1/60th of a second (which is one frame). Why throw out attacks when you can just shield instead? In fact, if you followed my equipment recommendation and gave your amiibo Explosive perfect shield, all it needs to do is use its shield. If you can, try to perfect shield your amiibo’s attacks (equip yourself with Easy perfect shield and/or use slow motion settings if necessary) and immediately counterattack with forward smash after the block. This is an important concept that often decides which amiibo emerges victorious.Want more information on why defense is the most effective playstyle? Click here.
- Don’t make any attempt to combo. At the end of the day, amiibo are beefed up CPU characters. As trainers, we can teach our amiibo a general philosophy to play by – we can’t necessarily teach them to string certain moves together. Additionally, amiibo will not use combos that aren’t coded into their AI (for example, Ness is programmed to use down throw to forward aerial), so even if you do successfully land sweet 10-move combos, your amiibo likely will not learn to do the same. You’re better off focusing on attacking with powerful moves instead of linking several weak attacks.
Amiibo Training Tips (Character-Specific)
In addition to the aforementioned defensive tips, you should be playing be the following ones as well. They’re all about moves, habits, and tendencies that work best for Toon Link, and are specific to him as a character.
- Rely on smash attacks to rack up damage and KO. With Toon Link, your go-to move should be his forward smash. When you use this attack, be sure to use both hits of it by pressing the button twice. Up smash is also a good aerial punish tool, so consider hitting your amiibo with it while he’s airborne. Down smash is a quick “get off me” move, but don’t use this attack too often, or your amiibo may end up spamming it.
- Don’t spam projectiles, but use them ocassionally from afar. Despite his unique arsenal of projectiles, Toon Link’s best options are defense and his smash attacks. When your amiibo is far away and will not approach you, charge up and fire a couple of arrows. The Boomerang can also be used at closer range. But again, don’t focus on these moves – you should be relying on defense and smash attacks, not projectiles
- When recovering, use up special when you can. Characters who have tether grabs may end up spamming their grab aerial if not trained carefully. If you use Toon Link’s clawshot to recover too often, your amiibo may try to use it as an attack and leave itself vulnerable.
- Do not use Bombs. For some reason, amiibo will throw a held item up into the air 90% of the time. The purpose of this tendency is unknown even to me, but take my advice – don’t even bother trying to get your amiibo to use them correctly. Throwing up items is coded into its AI.
- Teach your amiibo to kill with its back throw, but don’t overuse grab. Toon Link’s grab comes out quickly, but has a lot of ending lag, which leaves him vulnerable if missed. When you successfully grab your amiibo, use his back throw – it’s really strong, and is the only useful throw at his disposal.
It will take some time before your amiibo reaches Level 50. As long as you play by these tips, you will be creating a strong foundation for your amiibo to build on. Keep in mind that you can refer back to this list at any time.
When your Toon Link amiibo does reach level 50, don’t think your training is done. In fact, it will have just begun. When you are finished leveling up your amiibo, we will move onto the most important section in the guide – honing your Level 50 amiibo’s skills and turning it into a true champion!
Your Toon Link amiibo should now be Level 50, meaning your journey has officially just begun! You see, you can’t take a fresh Level 50 amiibo, enter it into a tournament, and expect it to do well – just like a real player, your amiibo needs additional practice and match experience in order to truly become strong. Here are some tips, tricks, and training methods you can use to enhance your amiibo’s abilities:
Your Amiibo’s Match Experience
One of the most important things your amiibo needs to succeed is match experience. It needs to know how to handle certain characters, attacks, and mechanics – some examples are Little Mac’s effortless shield breakers, Bowser’s infamous Flying Slam attack, and Lucario’s aura skill. If you have other amiibo, train them up with my guides and have them all fight each other in 1v1 matches. You will want to expose your amiibo to as many other amiibo as you can.
I also have a detailed and in-depth article on your amiibo’s match experience. It talks about the characters you need to prepare for, and the skills your amiibo can learn to overcome any fighter. Follow this link if you are interested in reading more!
It’s also important for your amiibo to play defense, and my defensive training session outline will help it do just that. It only takes a few minutes, and can be used multiple times in a row to great effect.
You should be using this guide on your amiibo regularly, too. You see, as your amiibo plays matches against other amiibo, its defensive capability will be somewhat watered down over time. To keep your amiibo at its best, repeat the defensive training session as needed.
Amiibo Trainer’s Guides
Along with the Amiibo Dojo, Amiibo Trainer is one of the main amiibo training sites. They have some very helpful training guides (and a long-running podcast, too) that I recommend you use in conjunction with the ones I have here.
First is the Amiibo 15, a 15-minute training session that hundreds of amiibo trainers around the globe have used. Its concept and goal are similar to my defensive training session that I mentioned earlier, and is another great option for quickly improving your amiibo.
And then we have Amiibo Trainer’s monthly guide series. Each month, a new training guide is released that talks about a specific bonus combination you can use on your amiibo, and training sessions that will maximize your amiibo’s use of its three bonus effects. I use these guides as a supplement to my own methods, and I think you should, too.
The road to amiibo superstardom is long and hard, and it isn’t as simple as this guide might suggest. At some point, your amiibo might develop a bad habit. Or maybe you’ll become stumped on what to do next. It doesn’t matter what problem you run into – I’m here to help. If you have any questions regarding amiibo training or the site, you can send an email to firstname.lastname@example.org. If you don’t like sending emails, you can also contact me on Reddit or Twitter.
Thanks so much for sticking with me to the end! Like the vast starscape of outer space, amiibo training is an endless task – there’s always a way forward, even if you can’t see it. You’re never truly “done” training. Again, if you run into any roadblocks along the way, I’m here to help. If you have any questions, comments, or concerns, hit me up at email@example.com!
And hey, since you’re here, you obviously like amiibo training, but do you like beautiful views of space and random discussion? Cloud’s Observatory has all three, and currently serves as the main amiibo training hub. Registration is free, and by joining, you’ll be able to pick up some sweet rewards (including exclusive guides!) and talk to amiibo trainers worldwide.
I may have done the training and the initial guide writing, but I had some help from a few others. This part’s dedicated to thanking them for their assistance!
- Grammar checks: Jamal Saad-Deen, Unoriginal Username, TheEleh
- Training: Trainer Blue, REDLx, TheEleh
- Images: Official Super Smash Bros. website
Note: If you post a comment here, I might not see it. The best way of asking me a question is through email.
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