Character Guide: Samus

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.

Hello and welcome to Amiibo Dojo’s Samus training guide! You know, there’s a lot of people out there who consider this amiibo to be “bad”. To be honest, I see where they’re coming from. Samus has a lot of weaknesses, moreso than any other amiibo, and doesn’t have many strengths to compensate for her flaws. Despite this, I believe that she actually has a lot of potential – the problem is, nobody seems to have unlocked it…except for me.

Table of Contents

I’ve set up a table of contents that’ll help you navigate this guide. You can click any part of the table of contents below, and the page will automatically scroll down to the section you clicked on!

  • Section 1: Guide Introduction
  • Section 2: Amiibo Overview / Pros & Cons
  • Section 3: Training your Amiibo
  • Section 4: Conclusion & Credits


Technically, we already introduced the guide in the first paragraph, but this section is the formal introduction. To start off, I’d like to thank you for taking the time to read this guide – your support is much appreciated.


Now that I’ve formally introduced the guide, it’s time to get down to business. In this section, we’re going to discuss Samus’ pros and cons, and the reasoning behind my decision to place her in the amiibo tier list’s D Rank.

Amiibo Overview

Like I mentioned earlier, a lot of people consider Samus to be “bad” amiibo. And this, unfortunately, is a completely justified opinion – she’s plagued with severe flaws that hold her back from greatness. The hitboxes on her moves, namely up smash and forward smash, often fail to connect to the point of being unreliable. She has mediocre mobility, and among the laggiest grab and roll in the game.

Despite these flaws, though, I do believe that Samus has a lot of potential – it’ll just take a while to unlock it. Her biggest strength is in her camping game. Charge Shot is her neutral special, which, when fully charged, has excellent range and power. It deals extra damage to shields, too. Missile is her side special; if you hold the special button, she’ll fire a slow-moving homing missile that deals 5%. If you input the move like a smash attack, she’ll fire a fast missile that inflicts 10%. These moves are her bread and butter – it’s absolutely essential that you teach her to rely on them. She’s also got a handy tether recovery that allows her to latch onto a ledge without having to use her up special. Samus is also a heavyweight, making her difficult to KO relative to the rest of the cast.

In spite of her low tier list rank, I don’t really consider Samus to be all that bad. The people who thought she wasn’t worth training simply didn’t know how to unlock her true potential. If you can teach your amiibo to play a strong camping game, I think she can win by virtue of patience.


  • Great projectiles
  • Tether recovery
  • Heavyweight


  • Unreliable hitboxes
  • Mediocre mobility
  • Slow grab and roll


Now that we’ve gone over Samus’ pros and cons, it’s time to start training her. In this section, we’ll talk about the stats and bonuses I gave to my amiibo, alternate setups that could work for you, and raising her to Level 50.

Before we begin, there’s something I want to mention real quick. I feed all of my amiibo equipment, and I don’t really “believe” in leaving them vanilla. It’s just not how I do things. As such, my guides are tailored to those of you who feed your amiibo. That being said, if you truly don’t want to feed your amiibo, this guide will still work. Whether or not you feed your amiibo, defense is the key to victory, as this tournament win has proven.

My Samus Amiibo’s Stats and Bonuses

Above is an image of my amiibo’s status screen. As you can see, she’s got +40 in attack, defense, and speed. Samus is a heavyweight, so she doesn’t need too much defense investment. I think extra speed points help her out a lot due to her below-average mobility, so that’s definitely something to consider when it comes time for you to feed your amiibo. Let’s move right along to her bonuses.

If you don’t know already, Auto-heal is one of the best bonuses in the game. With one of these bonuses equipped, your amiibo will restore 2% of health every 3 seconds. With two of them, it’ll get back 3% every 3 seconds. And with three, it’ll recover 4% every 3 seconds. This might not seem like a lot, but it adds up. Even with just two auto-heal capability bonuses, your amiibo can recover a whopping 80% in just one minute. Personally, I chose two go with two Auto-heal capability bonuses and one Improved dodge ability bonus. If you read section 2 of this guide, you’d remember that I said Samus has some of the worst rolls in the game – this is due to their slow speed and ending lag. In layman’s terms, the improved dodge ability bonus makes gives her “a little extra time to dodge an enemy attack” (but technically, it increases the number of intangibility frames in a dodge). Not only is my amiibo getting a lot of health back, but its rolls and spot dodges are improved!

Deciding on Stats and Bonuses

Before you take your amiibo into battle, you’ll need to decide which stats and bonus effects you’re going to feed it. By the way, it’s totally fine if you decide to copy my amiibo’s stats and bonuses. If you need a reminder as to what they are, here you go:

  • +40 Attack | +40 Defense | +40 Speed
  • Auto-heal capability
  • Improved dodge ability
  • Auto-heal capability

This setup worked really well for me, so it should work for you as well! If you want, you can always just go triple auto heal instead. That’ll allow your amiibo to recover an extra 1% every 3 seconds. If you want to try a completely different setup on your amiibo, well, that’s fine too. I’ve prepared a complete guide on feeding your amiibo, which includes a big list of potential setups for your amiibo. Read the list, and choose one that looks good to you! Once you’ve decided on stats and bonuses, you’ll be all set to begin the feeding process.

Feeding your Amiibo

Go to Games & More, navigate to the Vault, and then go into the amiibo section. Scan in your Level 1* amiibo – it’s time to start feeding it! Remember those three bonus effects you decided on in the last paragraph? Feed your amiibo those three bonuses now. Then, you’ll need to start feeding it equipment to raise or lower its stats (without overwriting the bonuses) to the values you decided on.

If, for example, you wanted your amiibo to have 40/40/40 like mine did, it’s fine if you can only get the stats to 39/40/41 or something like that. At the end of the day, one point or two away from what you originally decided on is completely fine.

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. Luckily, there’s a workaround that was brought to light by Amiibo Trainer. 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 have your amiibo fully fed with the stats and bonuses you want before it even levels up (this is because KOing yourself one time in such a short game isn’t enough for the amiibo to pass Level 1)!

By the way, if you are missing one of the bonuses you decided on, don’t worry. For example, let’s say you had wanted to give your Samus the Improved dodge ability bonus, but you realize that you do not have it. In this case, give your amiibo the other two bonuses, and leave the third slot blank. When you get the Critical-hit capability bonus, you’ll be able to add it. Please note, if you leave the third slot blank, you should still round out Samus’ stats to what you decided on, even though you will need to feed her again once you acquire the missing bonus.

Before you move on, make sure that your amiibo meets the following criteria:

  • Is still at Level 1*
  • Has the stats and bonuses you want

If your amiibo is not at Level 1, and you made a mistake, do not worry, you can 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 isn’t Level 1, don’t worry. You can still train a champion!

If your amiibo meets the criteria above, great! It’s time to move on! If it doesn’t, and there’s a problem of some sort that you can’t fix, please don’t hesitate to contact me or email me directly at I’m happy to help you out, and I check my inbox every day, so you can expect a speedy response.

Custom Moves

Samus really doesn’t have many custom moves worth using. In fact, there’s only one: Mega Bomb. Hence its name, it allows Samus to drop a Mega Bomb. Only one bomb can be active at a time, but it does more shield damage and has a higher blast radius. Giving your amiibo this move ensures that it won’t spam bombs whenever it’s in the air.

So, we’ve decided on stats and bonus effects, we fed your amiibo, and we talked about custom moves. Your amiibo should be all set and ready to begin training. If it’s Level 1, has the stats and bonuses you decided on, and any custom moves you wanted it to have, then you are ready to go! Let’s start training your amiibo!

If you’re a site regular, you’d know that I train my amiibo to play defense. In fact, one of my amiibo, Ness, won a tournament because he was able to block and counterattack at the drop of a hat. Samus was difficult for me to train – she was able to block and dodge just fine, but her smash attacks were slow and often failed to connect. I realized that the “block and counterattack” concept wasn’t going to work on her. In order to give your Samus a shot at becoming a champion, she needs to learn to camp. She’s so far the only character I’ve trained who can’t play defense well unless she has Explosive perfect shield.

By the way, a good way to train Samus is to use Amiibo Trainer’s passive amiibo guide. If you want, you can use that guide instead. If not, I’ve prepared an alternate regimen you can put your amiibo through. With all that said, let’s get started!

Step 1: Introduction to Passive Play (Levels 1-25)

  • Character you need to play as: Samus
  • What stage to play on: Ω stages / Final Destination
  • Game rules: 5 minute timed matches, no handicap
  • What you need to do: Camp and shoot projectiles.

We’re going to train Samus a little differently compared to other amiibo. For this step, you’ll need to play as the bounty hunter herself (even if you’re not good with her)! Set the game rules to 5-minute matches, and make sure that all items and handicaps are off. You’ll be playing several sessions against your amiibo – at the beginning of each of them, fully charge your neutral special (as a general rule, you should always have a fully charged shot in reserve in case your amiibo gets too close), then roll to the edge of the stage and start shooting a bunch of Missiles at your amiibo. If she starts to get close, you can then unleash the Charge Shot in your reserve. But if she gets too close (2 character lengths away from you), run or roll to the other side of the stage and continue to spam projectiles. Essentially, you’re playing a game of keepaway – you’ll want to stay as far away from your amiibo as possible without being in the air.

Don’t understand what I’m talking about? Below is a video demonstration. If you want to watch the video directly on YouTube, you can click here to do so.

As you can see, I’m playing very passively. You might notice that I’m not jumping at all – you see, being in the air is a very bad thing, especially for Samus. If she’s trained to jump, I guarantee you that she’ll never land her Charge Shot (she’ll jump before using it, missing grounded opponents) and may also spam bombs when above you. Neither of those are good, so please, for the sake of your amiibo, don’t jump.

Something else to remember – when using Charge Shot, don’t fire it unless it is fully charged. Otherwise, your Samus may spam uncharged blasts of energy, which is definitely not what you want.

Keeping all of these tips in mind, play passively against your amiibo until it is around Level 25.

Step 2: The Missing Link (Levels 26-35)

  • Character you need to play as: Link / Toon Link
  • What stage to play on: Ω stages / Final Destination
  • Game rules: 5 minute timed matches, no handicap
  • What you need to do: Camp and shoot projectiles.

We’re going to keep the rules exactly the same as they were in Step 1. Except this time, you’re going to play as either Link or Toon Link – the choice is yours. During this step, you’ll be playing passively again. When each game begins, roll to the nearest ledge and start spamming arrows. If your amiibo begins to get close, use the Boomerang and/or uncharged arrows to keep it away. Just like Step 1, if your amiibo gets too close, run or roll to the other side of the stage and continue to spam projectiles. In short, you’re going to continue playing a game of keepaway.

I’ve prepared yet another video demonstration below, if you’d like to watch it! You can see it directly on YouTube by clicking here.

There’s not much else to explain here, but there is one thing I want to mention. My Samus’ shield somehow got broken within the first minute of the match, and I did not walk over and punish her with a smash attack. I simply continued to shoot projectiles.

Continue to fight your amiibo while playing as Link or Toon Link until she is at around Level 35.

Step 3: Perfecting Passive Play (Levels 36-45)

  • Character you need to play as: Samus
  • What stage to play on: Ω stages / Final Destination
  • Game rules: 5-minute timed matches, amiibo at 300% handicap
  • What you need to do: Camp and shoot projectiles.

You’re going to switch back to playing as Samus and set your amiibo to 300% handicap. This step is going to be exactly the same as Step 1 – you’ll play keepaway, and shoot a bunch of missiles and fully charged shots at your amiibo. This time however, set your amiibo to 300% handicap. Every charged shot that hits it should instantly KO it. Using only Charge Shot and Missiles, get as many KOs on your amiibo as possible while remaining as far away from it as you can.

I’ve prepared a THIRD video demonstration below! If you want to watch it on YouTube, click here.

This step is pretty straightforward. Stay at the ledge furthest away from your amiibo, and shoot projectiles at her. Missiles are fast, but don’t have much KO power, so your main kill move will be charged shots. Again, be sure to always fire a fully charged shot and have one in your reserve at all times.

Keep playing passively against your amiibo until it is at around Level 45.

Step 4: 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 Samus fight other amiibo’

Your Samus is now at around Level 45, so her initial training is nearly complete. We’re going to round off the training by having her fight your other Level 50 amiibo, no matter how badly trained they may be. She’ll need to face as many amiibo opponents as possible in order to succeed in a tournament environment. I recommend that she play 2-stock matches against each of your other Level 50 amiibo.

But after every game, you need to fit in a session where you fight your amiibo passively. You can use the training method in Step 3 against your Samus at any point, and it’ll hopefully help her retain those passive tendencies. By the way, if you don’t have any other Level 50 amiibo for Samus to fight, you can simply continue playing passively against her until she hits Level 50.

Post Level-50 Training

Congratulations – your Samus amiibo has reached Level 50! Now your training really begins. The most important thing you can do against your Samus amiibo after it hits Level 50 is to play passive matches against her. Passive play is very effective, but it is hard for your amiibo to retain. After each fight against another amiibo, you should play passively against her so she keeps passive tendencies fresh in her mind.

I do have a training guide that talks about training your amiibo after it hits Level 50, but it’s not specifically tailored for passive amiibo…yet.


File:SSB4-Wii U Congratulations Classic Samus.png

Alright, we’re done! Thank you so much for reading this guide. I hope you can put these strategies to good use! Samus is a tough one to train, but I assure you, it’ll be worth it in the end. And hey, if you liked this guide, check out Amiibo Dojo on Twitter. I post to-the-minute updates on new guides and content heading to the Dojo every day, so if you’re interested in that, give it a follow! And if you have any questions, please don’t hesistate to contact me here.


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!

Secret Password: Suit Samus


2 thoughts on “Character Guide: Samus”

  1. In order to resolve the 39/40/41 problem, the amiibo has to be fed an equipment that gives 3 attack, – 2 defence, then +2 defense, – 3 speed and lastly a – 2 attack and +2 speed to make the stata 40/40/40.


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