Amiibo Training Guide: Roy (SSB4)

Roy is the main character of the Fire Emblem: The Binding Blade game. In The Binding Blade, Roy led the troops of Pherae into battle in his ailing father’s stead, and now he brings his speed and talent for short-range combat into Super Smash Bros. for Wii U & Nintendo 3DS. His sword, the Sword of Seals, is uniquely powerful at the base of the blade.

Section 1: Character Overview

Roy has a unique moveset that can overwhelm his opponents: his counter move and smash attacks are among his best options. Roy’s Counter is special compared to his other Fire Emblem counterparts in that it has a higher damage multiplier, and his amiibo AI is adept at using it with proper timing. Roy also has a reverse tipper mechanic on all of his attacks – the closer he is to his opponent, the more damage he inflicts. This is best described as a double-edged sword – Roy can punish aggressive enemies but has to get up close and personal to reach his maximum power. Roy has a great set of smash attacks as well, with his forward and down smashes having the potential to break shields.

Roy certainly has his strength, but he comes with an equal amount of flaws. His recovery is poor, and although it can be aimed, it doesn’t cover much distance. His AI also suffers from several issues: Roy’s amiibo has a hard time learning to use his full side special. He occasionally whiffs his neutral special and likes to use his up special at random. These tendencies leave him vulnerable to incoming attacks.

The Verdict

Overall, Roy is an above average amiibo with a powerful arsenal to conquer opponents. It will take some time to iron out his flaws, but with patience and determination, Roy can be a force to be reckoned with.

Section 2: Recommended Equipment

Stats & Bonuses

For more information on equipment – including instructions on how to farm for custom parts – please read our amiibo equipment guide.

Most amiibo tournaments allow and encourage equipment. In fact, over ninety percent of competitions do – but if you’d prefer to forgo custom gear and leave your amiibo ‘vanilla’, you can skip this section. Otherwise, you will need to equip your amiibo with a viable setup of stats and bonuses. The following build has been extensively tested and proven effective:

+60 Attack / +60 Defense / 0 Speed


Once your amiibo’s stats, bonuses, and custom moves are refined and ready to go, your training will officially begin! If you encountered a problem while equipping your amiibo, feel free to join our Discord server to ask for help.

Section 3: Training Your Amiibo

Amiibo training is a very specific task, and for the best possible result, you will need to approach it with caution. You can’t just go all-out using combos and aerials: both are seen as “newbie tactics” by competitive trainers. Instead, you should remain grounded at all times, making sure to punish your amiibo for every aerial attack it uses against you. This is true regardless of whether or not your amiibo was fed equipment.

To help your amiibo properly utilize its moveset, you will mirror match it from Level 1 all the way to Level 50. Playing timed matches on Ω-form stages is highly recommended.

Training Tips (Equipment & Vanilla)

  • Neutral options: forward tilt, down tilt, up tilt, and Double-Edge Dance. Roy’s tilts are all fast and powerful – when using them, get as close to your amiibo as possible to maximize their damage output. When using Double-Edge Dance, be sure to land all four hits of the attack.
  • Main KO moves: forward smash, up smash, and Counter. At point blank, Roy’s forward smash is his strongest move (bar Flare Blade). It can be used as a KO move, a shield breaker, and an edgeguard. Roy’s up smash is great for aerial punishes due to its multiple-hit properties. Roy’s counter move is one of the most damaging in the game. It’s best used against smash attacks and to punish aerials.
  • Moves to avoid: Flare Blade and Blazer. Roy’s amiibo may use these two moves at random. They don’t bring him any notable benefit, and leave him horribly vulnerable afterwards. It’s best that you refrain from using these two attacks during training.

Training Tips (Vanilla-Only)

  • If you did not feed your amiibo equipment, it’s a good idea to teach it to grab, pummel, and throw its opponents. When grabbing your amiibo, throw it towards the nearest edge. This means you will only need to use forward and back throws. In the equipment metagame, Improved escapability renders most grabs and throws useless. Without the presence of this bonus, your amiibo is free to use its grab as often as it pleases.

When your amiibo finally reaches Level 50, its training will truly begin. Just like a real player, amiibo need match experience and practice against different characters. For more information on training your amiibo past Level 50, follow this link.

Section 4: Conclusion & Credits

Thank you so much for reading! Although the guide may be coming to an end, your training most certainly isn’t: there’s always a way to make an amiibo stronger, and yours is no exception. If you need additional help, check out the Amiibo Mechanics & Metagame Guide. If you want to ask specific questions, you can also stop by our Discord server.

If your desire to read amiibo training guides and articles hasn’t been entirely fulfilled, there are more posts here that you might like. Amiibo Training Analysis analyzes a specific aspect of the metagame in great detail. Meanwhile, the official amiibo tier list ranks each amiibo’s potential. The FAQ is another good resource worth checking out. Alternatively, you can head back to the master list of guides for even more amiibo training methods!

Thanks to Supernova for compiling Roy’s information. Images are courtesy of SmashWiki and the official Super Smash Bros. website.

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