The information in this guide is up to date, but the format is not. I will be updating this guide with a smoother, cleaner format, as well as additional tips and tricks, in the near future.
Table of Contents
- Section 1: Guide Introduction
- Section 2: Amiibo Overview / Pros & Cons
- Section 3: Recommended Equipment
- Section 4: Training your Amiibo
- Section 5: Post-Level 50 Training
- Section 6: Conclusion & Credits
Welcome to Amiibo Dojo’s Roy character guide!
To start off, I’d like to thank you for taking the time to visit – your support is very much appreciated.
Roy is yet another character from the Fire Emblem series who appeared in Fire Emblem: The Binding Blade as the main protagonist. He takes the place of his ill father Eliwood (who was a central character of the succeeding title) in leading the army of Pherae. Eventually, Roy comes to wield the powerful Sword of Seals. In Super Smash Bros., he uses this sword to deliver fiery attacks to his opponents.
Roy’s amiibo figure was released on March 18th, 2016, as a GameStop exclusive. He wasn’t tough to find on release day, and he isn’t tough to find now. You can snag one for MSRP on GameStop’s website, if you really want to.
Like in Fire Emblem: The Binding Blade, Roy starts off slow and can be a bit difficult to train. He’s got quite a few shortcomings that hold him back in battle, the most notable of which is his reverse tipper mechanic. If you don’t know, the hilt of Roy’s blade deals the most damage – this means that he needs to be right next to his enemy if he wants to inflict as much damage as possible. In turn, this leaves him vulnerable to command grabs (such as Bowser’s Flying Slam) and regular grabs. If he gets a hit in, he’ll benefit greatly, but Roy has to take a risk to be able to do that. His AI is also sort of shaky; it may prioritze aerials (not all Roy amiibo do this, it’s a case-by-case kind of thing), which will only get him killed in the long run. Additionally, the Young Lion (which is Roy’s title, if you weren’t aware) possesses a below-average recovery. All he’s got is his up special, Blazer, which really doesn’t go all that far. Lastly, Roy’s special moves – specifically his side special, Double-Edge Dance, have some lag to them. If he misses, he’s left open to attack.
Luckily, Roy’s got some strong points that make him worth training. His general damage output is very high, especially if he can land his reverse tippers (again, he has to take a risk to land them, but the payout could potentially be very high). He’s also got fast and powerful tilts and smash attacks that he should be taught to use often. Finally, like all Fire Emblem characters (bar Robin), Roy possesses a Counter. It’s actually one of the strongest of its kind, only beaten out by Shulk’s Power Vision custom move.
Roy is the very definition of a high-risk, high-reward amiibo – if you can teach him to play a very calculated game, you’ll find that he can rival the best of the best, including his ‘clones’ – Marth and Lucina.
Now that we’ve talked about Roy’s pros and cons, we’re going to begin the training process by feeding him equipment! I’m going to go over recommended stat boosts and bonus effect setups for your amiibo. Let’s get started.
This section assumes that your Roy is Level 1, and that you are training it from Level 1 to Level 50. If your amiibo is already at its highest level, and you’re reading this section because you want to give it better stats and bonuses, you’ll still go about feeding it the same way as you would with a Level 1 amiibo.
Roy – Recommended Stat Boosts
Powerful characters like Bowser, Little Mac, and Ganondorf rule the amiibo metagame. Even without boosts, their attacks are extraordinarily strong. Their power when combined with bonus effects and attack points isn’t just something to be scared of – it’s something your Roy amiibo needs to prepare for. He won’t be able to use his counter on every attack that comes his way, so he needs to at least be ready to stomach a few powerful attacks. As such, I recommend you focus on defense points with this character. Here are a few stat spreads you can try out on your amiibo:
- Setup #1: +40 Attack / +70 Defense / +10 Speed
This is a balanced spread that focuses on improving your amiibo’s defense. It also gives respectable boosts to attack and speed. If you want to train a balanced character who can be ready for any opponent, this is the setup for you.
- Setup #2: +200 Attack / +120 Defense / –200 Speed
This setup is for those of you who want your amiibo to hit as hard as possible. +200 points in strength makes for a very powerful character who can turn a match around in one attack. Your amiibo will be able to hit hard and take a lot of hits thanks to the +120 in defense, but the downside is the -200 points in speed, which will decrease Roy’s already-poor recovery.
Roy – Recommended Bonus Effects
Let’s move right along to bonus effect combinations. I’ve prepared a few different setups that I think would work well on Roy. Here they are!
- Critical-hit capability
- Explosive perfect shield
- Improved escapability
By all accounts, this is the best bonus effect combination in the game and a safe bet for your Roy. The centerpiece of the setup is Explosive perfect shield, which, hence its name, creates an explosion whenever your amiibo perfect shields. This bonus will automatically encourage your Roy to perfect shield more often since it will deal damage. In turn, Roy’s opponents will notice he’s shielding a lot, and go for grabs instead of attacks. That’s where Improved escapability comes in – if your amiibo gets grabbed, he’ll be able to escape very quickly, to the point where his foe won’t even have time to throw! Lastly, we have Critical-hit capability, which will give Roy’s attacks a 1 in 5 chance of dealing triple damage. This isn’t the only form of the “Rock-Paper-Scissors” concept, though – for more information, listen to this podcast from Amiibo Trainer.
- Critical-hit capability
- Improved trade-off attack
This setup works extremely well on Roy. The three bonuses here work together to create a powerful fighter who can recover HP by landing big hits. You’ve got critical hits, which further bolsters your amiibo’s damage output. You’ve also got Improved trade-off attack, which will even FURTHER bolster Roy’s attack power by 1.15x at the cost of 30% damage. And then you have Lifesteal, which can help offset the 30% set in place by the improved trade-off attack bonus (which, if you want, you can replace with Improved escape to make for a more balanced fighter).
#3: First-Aid Kit
- Auto-heal capability
- Health-restoring shield
I tried this combination out on a few of my amiibo a year or so ago, but it never really got anywhere. Then Amiibo Trainer released a podcast about the setup, and it led me to explore the spread once again, and I found some value to it. The “First-Aid Kit” , hence its name, allows your amiibo to recover a lot of HP. Auto-heal capability will automatically heal Roy for 2% every 3 seconds. Doesn’t sound like much, but it really adds up, especially in conjunction with Health-restoring shield and Lifesteal. If you’d like to raise an amiibo that can turn the tables on its opponents, go with this combination!
Those are just three of essentially infinite bonus effect combinations. If none of them strike your fancy, I’ve got a whole lot more ideas in another article, which you can find here. You should find it pretty helpful.
OK, you should have decided on both stats and bonuses by now. If you’re missing any equipment, you can click here to check out my equipment farming guide. Otherwise, it’s time for me to explain how to feed your amiibo the stats and bonuses you decided on.
Feeding your Amiibo
Go to Games & More, navigate to the Vault, and then to the amiibo section. Tap in your Roy amiibo – he should still be Level 1. We’re going to start the feeding process by giving him the three bonuses you decided on. For example, if you chose the Critical-hit capability / Explosive perfect shield / Improved escapability set, you’d start by feeding him pieces of equipment that yield those bonuses. But let’s say you realize you don’t have a critical-hit bonus. In this case, you’d only give Roy the Explosive perfect shield and Improved escapability bonuses – which leaves open one slot so you can give him the critical-hit bonus effect once you manage to get it (again, if this is the case with you, you should check out my equipment farming guide). Once your amiibo has its bonuses fed to it, you’ll need to round out its stats to the spread you decided on.
You will need to continue to feed your amiibo and adjust its stats until their values match up with the decision you made earlier. At some point, though, your amiibo will become full and won’t be able to eat any more equipment. Normally, you’d have to battle it to be able to feed it more equipment – which would result in it leveling up. Luckily, there’s a workaround that was brought to light by Amiibo Trainer that allows you to have your amiibo fully fed before it ever levels up. If you take your full amiibo into a 1-stock match and immediately kill yourself when the game begins, you’ll be able to feed it again. You can simply repeat this as many times as needed until it’s fully fed. Using this method, you will be able to Level 1 have your amiibo fully fed with the stats and bonuses you want (this is because KOing yourself one time in such a short game isn’t enough for the amiibo to pass Level 1)!
Before you move on, make sure that your amiibo meets the following criteria:
- Is still at Level 1*
- Has the stats, bonuses, and custom moves you want
* If your amiibo is not at Level 1, and you made a mistake, do not worry, you can still continue. I just recommend your amiibo have all its equipment at Level 1 so that it has slightly more time to adjust to its bonuses.
If your amiibo meets the criteria above, great! If it doesn’t, and there’s a problem of some sort that you can’t fix, please don’t hesitate to ask me over at the Amiibo Dojo forums. You don’t have to register to ask a question, and you can expect a speedy response! Otherwise, we’re ready to move on to training your amiibo.
If your Roy amiibo is already Level 50, and you are reading this guide because you want to make him better without resetting him (which is totally fine), please skip to Section 5.
You know, one big thing I’ve learned over the course of a year is that, ultimately, the method you use to get your amiibo to Level 50 doesn’t matter. In fact, it’s what you do with your amiibo after it reaches Level 50 that matters. Just like a real player, amiibo need a lot of match experience in order to become true champions, and Roy is no exception. He may start out slow, but don’t give up. Don’t reset him if he’s underperforming. Think of it this way – if a competitive Super Smash Bros. player was starting to lose a lot of tournaments, would they wipe their memory and learn the fundamentals of the game over again? No. That’s ridiculous. They’d identify what they’re doing wrong and improve, and that’s just the case with amiibo. Even with all that said, I’m still going to give you a guide. Just, please, and I can’t stress this enough, don’t expect your amiibo to instantly become super good after you use it. This guide is designed to give your Roy amiibo a good foundation, which you will be able to build on after he hits Level 50. OK? Got it? Good. We’re going to keep this short and sweet, so let’s get started.
Also, if you’re on a crunch for time, there’s a training method that will allow you to raise your amiibo to Level 50 in the background while you do something else, like work or school. You’ll need to do some additional work on your amiibo once it hits Level 50, but this trick is a good time-saver. Interested? Click here to read more about it. Otherwise, let’s get right to the guide.
Step 1: Super Smash Bros. Fundamentals (Levels 1-45)
- Character you need to play as: Roy
- What stage to play on: Ω stages / Final Destination
- Game rules: 3-5 minute timed matches
- What you need to do: Stay grounded, use a lot of moves, highlight grabs.
For this (really long) step, you’re going to be mirror matching your amiibo on omega stages only (for the sake of convenience). I recommend you set the game mode to timed matches. As you fight your amiibo, there are a few tips you should make use of in battle:
- Do not jump or use aerials. I know there are a lot of you who train your amiibo to use, and even rely on aerials, but in the amiibo training metagame, they’re a big no-no. As several tournaments have shown, amiibo who rely on aerials leave themselves open to attack (as their aerials get perfect shielded, and the opponent gets a great opportunity to strike with an up smash). So yeah, please take my advice and don’t use them at all.
- Use grabs a lot. It’s actually quite important in the amiibo metagame. When grabbing your amiibo, pummel once or twice and throw them towards the nearest ledge (this means you will only ever need to use forward and back throw). Be sure to grab a lot, as it’s an essential skill for your amiibo.
- Play defense. I haven’t talked about defense very much in this guide, but make no mistake – it’s the key to victory not just with Roy, but every character. As you train your amiibo, try to perfect shield his attacks and then counter with a smash attack. I’ll talk about this more in Section 5, but the whole ‘perfect shield and counter with smash attack’ concept is very important – so important, in fact, that I was able to win an amiibo tournament by making this concept the focus of my training.
- Don’t focus on combos. I hate to burst your bubble, but if you want a Roy amiibo who is a combo lord, you’ll be disappointed. Amiibo only use “true” combos (which are strings of moves that can’t be air dodged out of – an example of a true combo is Ness’ down throw to forward aerial). Roy has a few true combos – mostly with down throw – but that doesn’t mean you have to teach him them. Your focus should be defense and countering with smash attacks.
- Steer clear of Flare Blade. This move really has no place in this metagame. If Roy can break an opponent’s shield, it’ll take too long to fully charge it to be worth using. Even uncharged, the move is easy to block and highly punishable. I know it’s really satisfying to hear the explosion and Roy scream “TOIYAH” at the top of his lungs, but please take my advice and stay far away. Metaphorically.
- Don’t use Blazer as an attack, ever. As tempted as you may be to attack with up special, don’t do it. Most amiibo will be able to dodge or block this and then punish Roy with a powerful up smash. It’s just not worth it.
- Utilize Counter to the best of your ability. It’s one of the strongest in the game, as I mentioned before. If your Roy can become really accurate with his Counter, he’ll be able to eat powerful characters like Bowser alive. Seriously, if Roy counters a forward smash from the big guy, that counterattack is going to leave a mark.
- Use Double-Edge Dance sparingly. It’s a good move and all, but it’s kinda slow. The downward-aimed variant in particular is very easily blocked by other amiibo. When you do use it, either don’t aim it at all or aim it upwards. If you aren’t good with the timing, you don’t have to use it.
- Utilize Roy’s tilts and smash attacks. This is fairly obvious, but Roy’s tilts and smashes are good. Just keep in mind that the reverse tipper mechanic applies to all of these moves – so you’ll need to get up close and personal with your amiibo to deal as much damage as possible.
Keep mirror matching your amiibo with these tips in mind until your Roy is at around Level 45. This might be a lengthy process, but it’s the first step to building a good foundation.
Step 2: Entering the Ring (Levels 46-50+)
- Character you need to play as: None!
- What stage to play on: Ω stages / Final Destination
- Game rules: 2-stock matches, best 2 out of 3
- What you need to do: Have your Roy fight other amiibo
Now that your Roy is around Level 45, his initial training is nearly complete! We’re going to round it off by having him fight other amiibo in your collection, no matter how badly trained they may be. He’ll need to face as many amiibo opponents as possible in order to succeed in a tournament environment.
If you do not have any other Level 50 amiibo, you can just keep mirror matching your amiibo. Either way, once Roy reaches Level 50, we can move on to the next section, which will talk about training your amiibo after it hits Level 50.
Congratulations! Your Roy amiibo is now Level 50, and…well, getting him there probably wasn’t so fun. I actually find post-level 50 training to be a lot more fun than raising an amiibo to its highest level. I was hinting at this before, but you can’t take a newly-Level 50 amiibo, enter it into a tournament, and expect it to do well. No. Like I said, an amiibo needs just as much match experience as any competitive Super Smash Bros. player. I’ve prepared a list of resources and articles so that your Roy amiibo can improve:
- Using timers to train your amiibo defensively. Top amiibo trainers know that defensive play is the key to victory. This post goes over a method using the timer item that will help you teach your amiibo to block and dodge more often.
- Amiibo Trainer’s monthly guide series. This series talks about stats and bonuses for your amiibo, and training sessions you can do to maximize your amiibo’s use of them.
- Defensive Exercises and Strategies for your Amiibo.. On the subject of Amiibo Trainer, they actually wrote an article for the Amiibo Dojo a while back that goes over exercises you can do with your amiibo to help it to play defense better. Give it a try!
- Raising your Amiibo’s EXP. This is a guide from me that talks about the kind of match experience your amiibo will need to become a true tournament contender. It’ll list all the characters you should be prepared for, and how you can gain an advantage over specific “top-tier” amiibo.
With Roy, your goal should be to teach him to play a cool, calculated game full of counters and well-timed attacks. He needs to be accurate in order to succeed. By the way, you should also mirror match your amiibo every once in a blue moon after it hits Level 50 – you can use the tips I came up with in Section 4 to your advantage.
And if you have any questions, or would like some help with training your amiibo for a tournament or something, I can give you personal advice to help you out. There are a few ways to get in contact with me – Reddit, Twitter, the Amiibo Dojo Forums, the contact form…oh, and you can email me directly at email@example.com. Is that too many options? It might be. I don’t know.
Still with me? That was a really long guide, wasn’t it? We’re past 3,500 words now…sheesh. Well hey, thanks again for checking out the Amiibo Dojo! I hope this guide was helpful to all of you Roy trainers looking to create a champion. The road to victory is a long one, but with hard work and determination, you will eventually succeed just as I have.
If you liked this guide, check out the Amiibo Dojo forums. You’ll get a lot of perks by signing up (for FREE) – exclusive training methods, early access to my guides, the ability to choose what comes next, and much more! Oh, and you should also check out the Amiibo Dojo Twitter account. I post to-the-minute updates
and rants, so if you’re interested, why not follow it?
Have any questions, comments, or concerns? You can use the question section on the aforementioned forum, and you don’t need to sign up to post there. If message boards don’t quite float your boat, you can also fill out this contact form or email me directly at firstname.lastname@example.org! I mean, I said all of this last section, but it doesn’t hurt to say it again, right?
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!
- Images: Official Super Smash Bros. website
- Guide Writing: namelesseleman, Hai, Megar, Pokeyoshi19
- Grammar checks: Nobody yet!
Secret Password: our boy