Bowser is the king of the Koopas and Mario’s eternal rival. He breathes fire, hurls hammers, and uses all sorts of weapons in hopes of taking out Mario. As his size suggests, he’s immensely powerful. His plans aren’t always the best, and sometimes he even finds himself on Mario’s side.
Section 1: Character Overview
Bowser is one of the strongest amiibo available, and is considered a titan of the metagame. He’s a heavyweight fighter, and his resilience is nearly unmatched; his “Tough Guy” ability allows him to muscle through weak attacks (including Mr. Game & Watch’s jab and Ness’ down tilt) without flinching. Bowser’s smash attacks are powerful, and can KO opponents ridiculously early. He’s also got a good set of tilts: his forward and down tilts come out fairly quickly and deal great damage to boot. Bowser’s most notable advantage, however, is his side special – Flying Slam – it’s by far and away the most versatile move in the game. Its power and speed are nearly unrivaled!
Bowser has many promising strengths, but barely any flaws to balance them out. His AI can be a bit too jumpy, and may try its forward aerial at inappropriate times. His smash attacks have quite a bit of ending lag, and leave Bowser vulnerable if missed.
Bowser is an absolutely lethal contender. He possesses many overwhelming strengths and only minor setbacks, which makes him fairly easy to train. Ultimately, Bowser’s Flying Slam attack is his biggest claim to fame, and helps cement his role as a top-tier threat.
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:
+100 Attack / +100 Defense / -80 Speed
- Fire Shot: This is a custom move version of Bowser’s neutral special. It unleashes long-ranged projectiles that don’t need to be recharged. Fire Shot isn’t essential to Bowser’s success, but is certainly an option to consider.
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, and Flying Slam. Bowser’s forward and down tilt attacks are both strong and come out quick. As useful as they may be, Flying Slam should be your go-to. It’s arguably the single greatest move in the amiibo metagame, and its use is absolutely crucial to Bowser’s success.
- Main KO moves: forward smash and up smash. Bowser’s forward smash has considerable startup, but is extraordinarily powerful and can shatter a full shield. His up smash is generally more reliable, however, as its power and speed are more consistent. Flying Slam is capable of netting KOs as well.
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!