Bowser’s beloved, spoiled son sports a bandana with a large mouth drawn on it, likely an effort to appear more menacing. Like his father, Bowser Jr. longs to take Mario down, and he always seems to have new tricks up his sleeve. He often fights from inside his heavily armed Junior Clown Car.
Section 1: Character Overview
Of all the amiibo currently available, Bowser Jr. is by far the least represented in tournaments. That’s not because he’s a bad character: in reality, Bowser Jr. is a solid fighter who has many useful tools in his arsenal. His infinite jab has an impressive damage racking potential, and can even KO a heavily damaged opponent. All three of his tilts come out fast and serve as good “get-off-me” moves. In addition to striking multiple times, Bowser Jr.’s smash attacks inflict massive damage and knockback. For a heavyweight fighter, Bowser Jr.’s recovery is also quite good, granting above average vertical distance.
On the surface, Bowser Jr. doesn’t have many flaws. His only true bane is his AI, which overuses its aerials and fails to use its Mechakoopa. Although Bowser Jr.’s strengths seem to vastly outnumber his weaknesses, he is not a top-tier threat. As a heavyweight fighter, Bowser Jr. is outclassed by Bowser and Ganondorf, who have far more consistent results.
Despite being somewhat outclassed by fellow heavyweights Bowser and Ganondorf, Bowser Jr. is still a decent pick who can hold his own with proper training. It will take a while for Bowser Jr.’s amiibo to come to fruition, but given time, he can reach a very high potential.
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: jab, forward tilt, up tilt, down tilt, and Koopa Drift. Bowser Jr.’s rapid jab deals a lot of damage, but is somewhat difficult to fully land at low percentages. Use it out of shield for best effect. Bowser Jr.’s forward tilt can be angled and is decent for spacing, while his up and down tilts are both quick attacks that can help him out of a tight spot. If you chose to give him Koopa Drift, the spinning Kart serves as another great way to rack up damage. You can even use it to edgeguard your amiibo!
- Main KO moves: forward smash and up smash. Bowser Jr.’s forward smash can be angled, and is great at edgeguarding opponents when aimed downwards. His up smash is particularly powerful, and is best used as an aerial punish.
- Moves to avoid: neutral special and down special. Clown Cannon is a slow, laggy projectile that isn’t powerful enough to justify the vulnerability it brings. Bowser Jr.’s AI rarely uses its Mechakoopa: and if it does, it will make no attempt to pick up the wandering Mechakoopa and throw it as a projectile.
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!