Mecha-Godzilla vs. 3-Ring Circus

Introduction to Amiibo Doubles

“It’s easy to get good players.  Getting them to play together, that’s the hard part.” -Casey Stengel, 3-time champion baseball manager

In one-on-one combat, you can develop a good idea of the metagame. After all, in one-on-one it’s easy to analyze the data on which attacks are best, what match-ups are difficult for specific Amiibos, and which training techniques can be best used to condition an Amiibo’s AI to act a certain way. These data points lead to an understanding of the metagame and lead us to create things like tier lists.

In doubles, you can almost throw the entire concept of tier lists out the window. This is because once you have two Amiibos to a side, you can make up for one Amiibo’s shortcomings with another Amiibo’s strengths. But that in turn introduces new quirks into the AI as you now have Amiibos trying to process the data of two enemies and one friendly.

But this complication and lack of definition is exactly what makes the world of Amiibo Doubles combat so intriguing. You’re not trying to create a warrior but a team. This allows for pairs of Amiibos who you would never consider strong contenders in single combat to form powerful teams. So, if this new concept intrigues you, step on in and let’s discuss how you can get your team ready for Doubles Combat!

Now, if you’re coming from the world of Amiibo Singles combat you may be asking one big question:

Why should I train for Amiibo Doubles?

An excellent question. Here are some answers for you:

  1. There is a wider selection of competitive Amiibo. Champions of doubles tournaments have often had C and D-tier Amiibo in their team composition because the best teams are ones that find good synergy between their Amiibo, not just throw out the strongest Amiibos there are.
  2. There are more fist-pumping hype moments and soul-crushing dumb moments in a Doubles match due to the teams either making great plays together or completely sabotaging one another
  3. Because you can play your opponents off of one another, there are more comebacks in Doubles which, again, makes for more entertaining matches.
  4. Naming your team is fun and gives you a bit more self-expression than you normally get in Amiibos. You can have hardcore names like ¡Muerte Desde Arriba!, Razor Danger, Sucker Punch, or Windshield Warfare. Or you can have names that reference something like #TeamReal, Cowboy BeBop at His Computer, Dunkin’ Donuts, Fruity Pebbles, Mr. Blue Sky, Of Mice & Men, or Wombo Combo. Or you can just have utterly bizarre names like (ง•̀_•́)ง or just Boat. No other modifier. The team name is just Boat.

Of the reasons to train for Doubles, honestly #4 is my personal favorite. I love coming up with dumb name concepts for my team then trying to build around the name. I suspect more people enjoy #1, #2, and #3 more. Being able to play a wider assortment of Amiibo brings some variety to your training. Plus it’s a lot of fun to watch your team attempt teamwork. Or it hurts watching them fail miserably and treacherously backstab one another. It gives Amiibo personality to see how they work (or don’t work) together.

Now, a newcomer to Amiibo Doubles combat might say, “You say D-tier Amiibo can be on a team and win but I’m just going to get two S-tiered Amiibo and put them on the same team to win. Tier lists matter. You can’t just throw them out.” Well, Johnny Newbie, let me see if I can change your mind.

Doubles Combat is structurally different from 1-on-1 combat in many ways. The biggest difference is, of course, the simple fact that there are four Amiibo on the battlefield. This makes it very hard to avoid damage. Further muddying the battlefield is the fact that most Doubles tournament I’ve seen run  have turned on Team Attack.

Now, I could go into the reasons WHY Team Attack is left on but the purpose is this article is to get you and your Amiibos ready for Doubles Combat. So, to make a long story short, we leave Team Attack on to prevent a boring death-ball playstyle that isn’t fun to watch or train for.

With Amiibos having to avoid getting killed by two opponents PLUS their own teammate, you can see where you have to adapt your playstyle. It’s no longer a simple matter of racking up damage and getting a kill. You have to design a team that can make sure the majority of its damage and killing blows end up striking the opponent.

The Spacing Problem

Training an Amiibo is already frustrating. I mean they have the reflexes of caffeined-up ninjas with all the tactical strategy of a toddler. Now give it the distraction of two more people on the battlefield than it’s used to and now you have two more Amiibo that can magnify an Amiibo’s poor decision-making skills.

This means YOU have to solve the Spacing Problem for your Amiibos.

“Me? But I can’t make the Amiibo space themselves correctly in the middle of a match!”

An excellent point Johnny Newbie. But I’m not suggesting you take over for your Amiibo in the middle of a match. That would be cheating… though also some very impressive hacking!

No, you solve the Spacing Problem by training your Amiibo to favor attacks and strategies that prevent them from getting in one another’s way. 

“Okay, well that sounds all well and good but I’ve never done Doubles before. What kinds of strategies work?”

I’m so glad you asked! Because I’ve been hosting the second season of the Seasonal Amiibo League Team Invitational over on my twitch channel since the start of the year. At the time of this writing, every one of the 32 teams that was entered has played 15 matches, each against a different opponent. I have done a deep dive and studied the matches of the eleven teams with the best records and how each of them have solved the Spacing Problem. 

“Wait, eleven teams? That’s an odd number why not ten?” Well Johnny Newbie, if you must know, I planned on 10 but there was a tie in the record between ranks 9, 10, and 11 so I just did eleven. So, with that question answered, let’s move on. 

In my study of these teams I discovered eight team “archetypes” you could try to utilize whilst formulating your plans on which team. It’s important to note that no team purely uses one archetype at all times and many teams blur between two or three archetypes. But you need to start somewhere when training your Amiibo so I suggest you start with the concept of one of these eight archetypes in mind and then start blending into other archetypes as you get a feel for how your Amiibo will behave.

One last note before we get started on the archetypes. I don’t think these are the only archetypes that can work. No doubt there is another answer to the Spacing Problem somewhere. But I plan to focus on the ones we’ve seen work out so far.  So, without further adieu… the Archetypes

Archetype 1: High & Low

How it solves the Spacing Problem: One Amiibo focuses on fighting in the air (the High) while the other stays grounded (the Low)

High & Low is one of the simpler ideas you can implement on a pair of Amiibo. There is obviously a lot more vertical space above a stage than horizontal space. Having one Amiibo who prefers the air while the other keeps two feet on the ground is a great way to ensure the two avoid hitting one another.

Usually your air-based Amiibo is going to be an aggressive style Amiibo that chases targets up into the air and far off-stage. The ground based Amiibo will stalk the ground, usually a heavier type, who takes bigger swings.

This pairing CAN run afoul of each other if they are trying to attack the same target. Seeing as the aggressive Amiibo will tend to be a lightweight or middleweight, that can mean if they jump down at the wrong time, they are eating a big swing from their teammate.

Example gameplay: This clip from Day 10 of SALTI Season 02 does a great job of showing both the strengths and weaknesses of this style. The High & Low team is represented here by the team Sucker Punch, trained by Cloud. His Kirby, Soul Eater, represents the High while his Bowser, Turtlebits, represents the Low. In this clip you’ll see Kirby do a great job, going deep for a kill but then run into trouble as he eats a grab Bowser intended for their opponent. It still works out well for them overall but the clip shows the potential highs and lows of the High & Low archetype (see what I did there?) 

What Amiibo pairs can play this style? High & Low has a broad base of Amiibos that can utilize this style. Most heavyweights with a strong array of smash attacks can play the Low while any Amiibo with a strong air and off-stage game can play the High. If you are playing with Spirits on, utilizing the Instadrop Spirit can really add something to your High Amiibo’s game as it lets them jump back into the fray very quickly.

Both teams that utilize this style in Season 02 of SALTI use Instadrop. For Sucker Punch you already saw the clip that they had an Instadrop Kirby and Super Armor Bowser. The other team that blends this playstyle into their gameplan is Sideliners, who use an Instadrop Luigi and Great Autoheal Ganondorf. However, Sideliners blends this with two other styles that we’ll discuss further in the article.

Archetype 2: Face & Space

How it solves the Spacing Problem: One Amiibo is a very aggressive type Amiibo that gets in the opponents’ faces (the Face) while the other keeps uses ranged attacks to keep their distance (the Space).

Where High & Low tries to take advantage of the vertical space, Face & Space tries to take advantage of horizontal space. Of course there isn’t as much horizontal space as vertical so this is usually mitigated by the Face usually being a bit jumpy and eagerly going off-stage for kills. But for this to work the Space Amiibo still has to be able to fight in close-quarters a little bit to push their opponents away and get back to spamming ranged attacks.

Example gameplay: Because they are lobbing projectiles, naturally the Space Amiibo is going to hit the Face Amiibo at times. That’s just the price of doing business. However, in this clip from Day 10 of SALTI Season 2, we see the team yellow team, Cowboy BeBop at his Computer, blend their styles well. The Face (the Pikachu named Ed) is able to take advantage of delays that the Space (the Mega Man named Ein) is able to create to land a meteor at the end. In the meantime we also see some of the negatives of this playstyle as there are several points where Pikachu gets hit by Mega Man as he spams projectiles in. We also see Mega Man get struck when he decides to go in for a melee attack.

What Amiibo pairs can play this style? Obviously the Space Amiibo needs to be a strong projectile Amiibo, but one that still has some options on how to push their opponents away from them.  Obvious choices like Samus, Robin, Mii Gunner, or Palutena come to mind. The Face Amiibo just has to be a nimble melee fighter. That list is so long I’m not going to bother listing them all here.

There are several good examples of Face & Space in SALTI Season 02. You already saw Cowboy BeBop At His Computer use it well with a Pikachu and Mega Man. They are a pure example of this style but there are two other good teams that blend it into their style. Team Casual, with a Chrom as the Face and  a Robin as the Space pair this well with Bounce House style which we’ll talk about next. Windshield Warfare further prove how good Robin is as they use Robin as the Space as well with a Luigi as the Face. However they pair this, paradoxically, with Barroom Blitz style which will be the last style we talk about.

Archetype 3: Bounce House

How it solves the Spacing Problem: Both Amiibo are very jumpy, preferring to use air attacks.

High & Low solves the problem by keeping the Amiibo out of the same vertical space. Bounce House style abandons that theory, preferring both Amiibo utilize jumps and short hops to stay off the ground most of the time. You’d think that would mean they get in each other’s way a lot. However this is, unexpectedly, not the case.

Due to the flow of battle, both Amiibo tend to juggle who is jumping and who is landing. Even if both do occupy the same airspace, once one swings they usually hit an opponent and a teammate at the same time, creating distance and, thus, solving the Spacing Problem, at least temporarily.

This playstyle can be really fun to watch as there is a lot of action going on at all times. I thought about calling this style Hopping Mad but that didn’t capture the lively nature this match-up creates. Bounce House really conveys the exuberance of their matches. You can expect a lot of off-stage gameplay from these Amiibo and if two Bounce House teams go toe-to-toe you can expect lots of mid-air scuffles and high-stakes off-stage combat!

Example gameplay: As it so happens I  have a clip of two of our  premier Bounce House teams facing off against one another on Day 11 of SALTI Season 02. When Team Casual and Razor Danger went at it, things got wacky. You’ll see an early meteor by the Chrom named Chromunism as he recovers. You’ll see SOOO Much jumping. Lots of off-stage shenanigans. It’s a lot of fun.

What Amiibo pairs can play this style? Bounce House is another style that can be utilized by a lot of Amiibo. If your Amiibo have good air attacks and can play fairly safe off-stage, then Bounce House could be in your future. But then again, maybe that’s not even a limiting factor. As you saw, Chrom is being used on Team Casual and he is not very safe off-stage. Then again Team Casual blends Bounce House with Face & Space style so Chromunism isn’t ALWAYS going off-stage for his kills.

Razor Danger however is a pure Bounce House style, using Link and Shulk’s good air game to constantly keep their opponents juggled and off-balance. The team Boat however uses Inkling and Lucina to blend Bounce House with Barroom Blitz style. Inkling is an interesting choice because Inkling is NOT a good fighter in Singles combat. However, with a teammate helping to dish out damage, Inkling suddenly has a place because the squid’s insane recovery lets it play dangerously far off stage to confirm kills.

Archetype 4: Air Force

How it solves the Spacing Problem: Both Amiibo go high in the air for combat, utilizing the fact that there is a lot more space up there to avoid getting in each other’s way.

You may be thinking, “Bounce House style fights in the air too? Isn’t this the same thing?” I’m here to tell you it’s not. Bounce House likes to use short hops and single jumps to get slightly in the air. Air Force style likes to get VERY high in the air, using strong downward attacks to punish grounded opponents and aggressively chasing airborne up to get Star KO’s.

Air Force is a style I’m not sure that can exist without the aid of Spirits. The reason I can’t be sure is we only have one Air Force team with which to base this all on.  It may be possible in vanilla but I personally think Spirits like Floaty Jumps and Instadrop are a must to make this work. However, I could be wrong. Only time will tell.

Regardless of if this is a Spirits only style or not, it is a marvel to watch and is a match-up nightmare for a lot of Amiibo. Most Amiibo aren’t trained to do combat with an almost exclusively airborne team. However, this style DOES tend to utilize lighter Amiibo so sometimes they can be popped like balloons if the enemy team can get their hands on them.

Example gameplay: In this clip, our Air Force team, ¡Muerte Desde Arriba! showcase just how high Yoshi will go for kills with his Floaty Jumps near the beginning and at the end of the clip you will see his Instadrop Jigglypuff just ABUSE Samus with Instadrop after Instadrop after Instadrop. They are my favorite team to watch.

What Amiibo pairs can play this style? You need Amiibo with very good air games for this style, preferably more floaty characters. The only proven examples we have are Yoshi and Jigglypuff but I suspect Kirby, Peach, Mr. Game & Watch, Pit, R.O.B., and Ridley might all be able to make this style work with the right Spirits and training.

However, ¡Muerte Desde Arriba! is the only team we’ve seen do this so far. If you don’t know, ¡Muerte Desde Arriba!  literally means, “Death from Above!” so it’s clear their trainer, Orsuros, had this plan from the beginning. His Yoshi, Gonzalez, is equipped with Floaty Jump, Air Attack ↑, and Foot Attack ↑. Making an already floaty Yoshi even floatier (totally a word) along with boosting his down air attack means he connects with it so often and racks up a lot of damage. And his Instadrop Jigglypuff, Siesta… he trained it to Instadrop then Rest. It doesn’t pull it off every time but it does pull it off often enough that it it’s rather impressive.

And if the words Instadrop and Jigglypuff don’t make you excited to train Amiibo, I don’t know what will.

Archetype 5: Raptor Squad

How it solves the Spacing Problem: One Amiibo acts as a distraction while the other gets in cheap shots from behind.

If you’ve watched the original Jurassic Park, you can understand why this is called Raptor Squad. In the infamous scene where Dr. Grant scares a young boy talking about velociraptors, he explains how one Raptor keeps your attention and then the real attack comes from an ambush at the side.

This isn’t a playstyle I thought would be a real thing until I saw Team Chungus in action in Season 02 of SALTI. You can’t really train Amiibo to be bait but luckily Lucas’ AI lends itself well to playing the role of bait. If you have seen him play at all in Ultimate, you’ll know Lucas will spend a weirdly long amount of time off-stage, jumping and then using PK Thunder to recover. 

Well, because so many people have trained their Amiibo to be aggressive off-stage, the Amiibo will go for meteors against the supposedly vulnerable Lucas. However he isn’t THAT vulnerable as his PK Thunder pushes away opponents and, if he connects PK Thunder with his body for recovery, he can dish out a heavy attack on the would be meteor smasher.

This all ignores the fact that he still has a teammate! Amiibo are bad at remembering there is another enemy Amiibo when there is a juicy gimping opportunity off-stage. Obviously you can’t rely exclusively on the distraction so your non-distraction Amiibo needs to be a good fighter on his own.

I almost named this style Bait & Mousetrap but went with Raptor Squad because everyone likes dinosaurs. Also because my old TF2 Guild, the Secret Agent Clan, had a strategy called Raptor Squad where one person would act as bait and two sword wielding Demomen would charge out from the side and behead whoever took the bait. We would then proudly all yell “RAPTOR SQUAD” over comms.

That story had nothing really to do with Amiibo. I just wanted to let you know that those of us in the Secret Agent Clan knew how to party.

Example gameplay: This isn’t the best example of Raptor Squad style but I picked it because it shows both the downside and upside this style brings. It starts with Lucas getting killed by his teammate (Lucario) of all people because he goes to strike his would-be gimpers off stage. However, because the enemy is so far out of position, Lucas spawns and immediately goes on the off-stage attack and gets a kill. Later on, he SHOULD die but because Amiibo don’t know when someone’s dead he gets saved AND gives his teammate an opportunity for another kill.

What Amiibo pairs can play this style? I don’t want to say you MUST have Lucas to pull this off but I struggle to come up with a version of Raptor Squad that has a bait Amiibo better than him. In theory you could do with with Ness but I worry that his version of PK Thunder makes him too susceptible to gimping.

For the other teammate anyone who can brawl well should be good though I might personally prefer someone a little more grounded because it limits the chance they will chase their opponents off stage and potentially kill the Bait Amiibo.

Given that I never anticipated this style being a thing, it’s not surprising that we only have one team utilizing it. Our lone current Raptor Squad team is Team Chungus, trained by Zappy. It’s an interesting view anytime they are up. As you can probably guess, it’s not the most consistent (they are currently at a record of 9-6) but I think this strategy could be iterated upon and become something pretty impressive.

Archetype 6: Lock & Pop

How it solves the Spacing Problem: One Amiibo (the Lock) uses grabs, buries, and other delaying tactics to set up a heavy hitter (the Pop) for the kill.

This style is simple in concept but difficult in execution. This is because the Lock can so easily fall victim to the same attack the Pop uses to kill the locked down opponent. For this reason, it’s not recommended you use this style by itself but have it blended in with another style.

However, you can’t argue with results. As of right now, the two teams that blend this style in are ranked #1 and #2 in SALTI Season 02 and it’s easy to see why. This style is almost reminiscent of how pro-teams in MOBAs get kills with one person crowd controlling and then the damage dealer sealing the deal.

Even if the Popper dies however, it’s not the end of the world. A one-for-one trade is good if your Popper excels at single combat. It sort of allows you to force the game into a one-on-one situation that is to your benefit.

Example gameplay: This short clip shows the end of a match between Sideliners and Razor Danger. It’s 2-v-1 at this point so it’s not the absolute best example but I think it shows how strong and dangerous this style can be as Luigi gets the plunger-grab on the enemy and Ganondorf charges and gets both a kill and would have gotten a team kill had the match not ended. Given that you’ve seen how jumpy Razor Danger is as a team though, you get the idea why getting someone to hold them still would be advantageous to a Ganondorf who doesn’t fight the best in the air.

What Amiibo pairs can play this style? Any Amiibo that is good at holding Amiibos in place can act as a Locker. Grabs like Luigi’s are obviously good for the range they provide but anything that can stun the opponent can be good as well. I think there is some space to explore here with Zero Suit Samus.

You’ve already seen how good the Sideliners use this style, blended with Hi & Low and Barroom Blitz. NinHartless’s team makes it easy for his Ganondorf (Ganonpork) to confirm kills.

The surprising team though is MegaVGMaster’s team Aggressive Desserts because it uses an Inkling as the Lock. He’s trained the thing to spam  Splat Roller to bury opponents. However, his team is unique in that both of his Amiibo can act as the Lock. He’s also got his Yoshi spamming Down-air, and those kicks can really hold someone in place. Given that he’s given his Inkling the Hyper Smash Spirit, this let’s the Inkling take advantage of those kicks and sometimes get a smash attack off that (while hitting her teammate) get the kill. But they are kind of unique because they blend Lock & Pop with another style…

Archetype 7: Friendliest Fire

How it solves the Spacing Problem: Instead of solving the spacing problem, the team opts to make it so when the teammate gets caught in the same attack as the opponent, they will come out ahead.

Friendliest Fire is weird because it leans into the Space Problem instead of fixing it. The execution of this will depend so much on the Amiibo that it’s hard to describe but we will try to do so with the only team we’ve seen do this, Aggressive Desserts.

First, CarrotCake, the Aggressive Dessert’s Yoshi has much of his Spirit Power dumped into his Down Air attack, similar to ¡Muerte Desde Arriba!’s Yoshi. However he’s equipped his Inkling, Jell-O, with Air Defence ↑. This means anytime Inkling gets caught in an attack with the opponent, the Inkling is taking less damage so Aggressive Desserts is still coming out ahead.

However, Inkling is also shorter than most opponents so usually the first kick or two doesn’t hit Inkling so they are taking less kicks to begin with.

On top of that, if the reverse happens and Yoshi starts kicking an opponent, holding them still long enough for Inkling to get a Smash attack off, then when it hits both the Yoshi and the enemy, the enemy is at higher damage so Aggressive Desserts normally comes out ahead.

But Jell-O is trained to spam Splat Roller a lot. Meaning sometimes it’ll bury both Yoshi and an enemy. However, both will normally pop out of the bury at roughly the same time and end up in the air. Where CarrotCake can easily spam Down Air again.

The style is not something I considered going into Ultimate but MegaVGMaster has found a gem here that I look forward to seeing others try to iterate upon.

Example gameplay: Sadly in the time I did this I couldn’t find the best clip to show off all the ways Friendliest Fire can benefit a team, so instead I settled on a clip that shows off how much more damage Yoshi’s dair deals to an enemy (Chrom) than his teammate (Inkling). At around the 8s mark of this clip, Yoshi will start to down air and both Chrom and Inkling are at about 35% damage. When it finishes Chrom is at 59% and Inkling at 41%. One took 6% damage, the other took 24%. That’s kind of a big difference!

Also that Yoshi taunt at the end HAD to be included!

What Amiibo pairs can play this style? This is a very difficult question to answer. In theory anyone can as there is a wide variety of Spirits that can boost the right type of defense to make this work. However, I have my gut telling me this will normally be an Air Defense thing because that covers a wider variety of attacks. Maybe using Electric Defense against Pikachu could be a thing but I’m not sure. We need more teams that use this style to know it’s limits.

Archetype 8: Barroom Blitz

How it solves the Spacing Problem: It doesn’t. It just swings hard and lets Sakurai sort them out!

I include this style last because no team utilizes this style all by itself. The only teams that really use it all weave it in with other styles as their main style. However, any team that has Barroom Blitz as a sub-style is a team that understands that Team Kills are a part of Doubles. Instead of running from it, they sacrifice their teammates life to get one or two kills against the enemy.

This style requires heavy hitters that can get those 1-for-1 and 2-for-1 trades. However those trades are NOT reliable and sometimes you just end up killing your teammate. The reason this style tends to not work very well on its own is that, in some ways, it’s a slot machine on who you kill. Pull on the lever enough times and you’ll learn the same lesson anyone does if they spend too much time in a casino: the house always wins eventually.

The style gets its name because Ballroom Blitz is an awesome song and because I needed something that conveyed the chaotic nature of this style. Thus a Barroom is much more appropriate than a Ballroom.

Example gameplay: Because the style isn’t utilized by any one team exclusively it was hard to find a clip that showed both the strengths and weaknesses of this style at the same time without morphing into other styles. So instead I settled on this clip of Cucco_Master’s team, Divine Hellfire, rolling a natural 20 while in the middle of a Barroom Blitz.

What Amiibo pairs can play this style? Technically anyone can use this style but it’s better to use it with heavy hitters. The team that probably most consistently used this style was actually back in Smash 4 days. The Roy/Marth combo team of The Pointy End, always ended with very good records and at one point ended up in the top 4 of the SLAP tournament in 3 straight seasons. However, they never won it all as eventually they would trade slightly less efficiently against better teams.

However, teams Boat, Windshield Warfare, and the #1 ranked team at the time of this writing, Sideliners, all weave Barroom Blitz into their playstyles. Sideliners blends this, High & Low, and Lock & Pop together in a graceful dance that can also get messy in the trenches. As such, they have one of the highest Betrayal Percentages in SALTI (over 1/3 of their kills are team kills) but still have only lost once because Lock & Pop and High & Low help them to trade efficiently.

Boat combines this with Bounce House so they actually have a rather low Betrayal Percentage because their killing moves tend to be air moves that avoid hitting their teammate.

Windshield Warfare is probably the strangest case because you’d think Face & Space style would be antithetical to Barroom Blitz. However, Windshield Warfare’s Robin, Sparrow, has a bit of a bipolar personality. Sometimes it hangs back and plinks away damage with her spells but she also seems to get in these moods where suddenly she just needs to get into someone’s face and kill them with her sword. So it’s less that they blend the styles together but rather shift between the two.

“So, how do I get started on Doubles training?”

 Yes. Now we know the various styles that are working for the best teams. So now you have to decide on your team! Here’s what you gotta do:

Step 1: Figure out what you want your team to do

You don’t need to enter Doubles to just win. In many ways, making a Doubles team is a lot like assembling a deck in a collectible card game. Do you want your team to put on a show? Do you want them to get crazy but unlikely kills? Do you want to win? Do you want them to do silly things? All these questions matter when you construct the team so that you can maximize your own fun. Remember, what’s fun is up to you!

Step 2: Figure out which Amiibos and styles will achieve your goals

Which Amiibo you pick will depend on what you want your team to do. And what you want your team to do will depend an awful lot on your goals. If you want a high rolling team that creates chaos, maybe you DO want to pick two heavy hitters and just go all-out Barroom Blitz style. Then again you want Kirby and Jigglypuff to put on a show of Air Force! Or maybe you want to try to duplicate the Friendliest Fire concept but do it with a Pikachu and K. Rool combo!

Step 3: Name your team!

This is my favorite part to be honest. Coming up with team names is a pastime unto itself for me. I think you will enjoy it as well. Just be sure to keep your team name shorter so it actually fits in the fields of a Challonge bracket otherwise no one will know what your team name actually is!

Step 4: Decide on your training method

You can certainly train your two Amiibo the way you normally do and put them together but Doubles opens up one more interesting opportunity that I’ve found gets good results.

You can train your team with a friend!

Amiibo learn what moves work by facing off against an opponent. What better way to teach your Amiibo to fight like a team than to battle them at the same time with another human? Even though Amiibo will never TRULY learn teamwork, they are more likely to learn techniques that work if they see humans favoring moves that work better in a team environment?

It’s not required but it can be a lot of fun to create a team with a friend and I find it to be a great gateway into getting your friend into Amiibos. A lot of people get intimidated training Amiibo for the first time by themselves. So if you have a buddy you think might enjoy it, invite them over to help you train your team and then, if they get into it, be sure to do the same for them.

Remember, whether it’s for Amiibos or humans, the saying is always true: teamwork makes the dream work!

If you ever want to discuss your team training concerns or ideas with me, I’m on the Amiibo Dojo Discord. I may take some time to respond but I’m always open to discussion when I have the time for it. Also, if you’d like to watch team Amiibo combat live, I usually stream it on my channel on Tuesdays, Thursdays, and Saturdays. Just give me a follow over there to get a feel for how fun it can be! We are currently wrapping up Season 02 of the Seasonal Amiibo League Team Invitational so there should be some good displays of how Doubles work as we start getting into the playoffs. However, until next time…

Stay fit.
Keep sharp.
Make good decisions.
Splice out!


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