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New Method of Farming: Amiibo Gifts

Mewtwo929

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Idk if anyone has said this but, if you have less than 5 amiibo then here is what you can do. Go to special smash put it on slow, heavy and metal, then click okay or whatever next put the launch ratio to 0.5, then 99 stock, lastly pick the wii fit trainer stage (because this has no drop-offs for the heavy/metal amiibos. have fun!

Took around 11 1/2 hours.
 
Last edited:
Joined
Jan 3, 2015
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Idk if anyone has said this but, if you have less than 5 amiibo then here is what you can do. Go to special smash put it on slow, heavy and metal, then click okay or whatever next put the launch ratio to 0.5, then 99 stock, lastly pick the wii fit trainer stage (because this has no drop-offs for the heavy/metal amiibos. have fun!

Took around 11 1/2 hours.
I'm gonna try that right now and see if it works! Thanks for the info!
 

erico9001

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Idk if anyone has said this but, if you have less than 5 amiibo then here is what you can do. Go to special smash put it on slow, heavy and metal, then click okay or whatever next put the launch ratio to 0.5, then 99 stock, lastly pick the wii fit trainer stage (because this has no drop-offs for the heavy/metal amiibos. have fun!

Took around 11 1/2 hours.
This is actually an ineffective strategy. I did testing with something similar on previous pages. The rate in which you get rewards seems to drop off.
 

Mewtwo929

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C:\Users\heyoj156\Pictures\Impossible.jpg
This is actually my favorite way of doing it. Do this and 99 time. Works wonders. no items. .5 launch rate otherwise everything normal. Unless you like seeing the score mid battle (I do) turn on score points. They can get a lot of gold (3000 each) or a LOT of customs.
 
D

Deleted member

Guest
When I pit my Amiibo against each other I never receive presents. Do I have to do it a certain way?
 

Emuser012

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As long as Amiibo finish fights to the results screen, and you back up and tap them to save when backing out to the menu, you should be able to cash out when you tap them back in on the amiibo screen.
 
D

Deleted member

Guest
Not sure if this helps but I came up with this and it works well.

Setup: Special Smash
Duration: 1 Hour
Sudden Death 300%
Speed: Fast
Items: Bomb only on High

For each amiibo I got 11 items for almost all chars except one where i got like 8 items using 3 amiibo since it's all I have.

This method doesn't work with 8 players, but since you speed up the fights to 2x the speed it allows you to essentially make up for the time of not having 8 amiibo.
 

erico9001

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Large bump, continuing research from previously in this thread:
I'm curious about how amiibos receive loot, so I'm conducting some experiments. First, for a baseline:

10 minute smash
Link - 90 coins, 1 custom
Villager - 209 coins, 1 trophy
Diddy - 120 coins, 1 custom, 1 mii outfit,
Mario - 90 coins, 1 trophy

509 coins, 2 customs, 1 trophy, 1 mii outfit

Okay. The first thing I am wondering is does the amount of battles decide it to an extent?

Five 2 minute smashes
Link - 147 coins, 1 custom
Villager - 206 coins
Diddy - 118 coins, 1 custom
Mario - 147 coins, 1 custom

618 coins, 3 customs

It does not appear like so. It's a greater amount, but does not seem to be too significant to me. Next, I am wondering if the amount of kills matters.

10 minute smash, 2× ratio
Villager 91 coins, 2 trophies, 1 (KO healer!) custom
Link - 181 coins, 1 custom
Diddy - 179 coins, 1 custom
Mario - 120 coins, 1 custom

571 coins, 4 customs, 2 trophies.

Probably not. However, just to be sure, let's try out a special smash.

10 minute special smash, light, ×2 speed, flower, 300% damage, ratio ×2.
Villager - 120 coins, 1 trophy
Mario - 239 coins
Diddy - 90 coins, 1 custom, 1 mii outfit, 1 trophy
Link - 179 coins

628 coins, 1 custom, 2 trophies, 1 mii outfit

Basically the same. What's interesting, is it seems like receiving trophies and customs takes away from the amount of coins you get. Also it seems like it takes away of increments of ~30 coins.

How do other modes influence it?:

10 minute coin smash
Diddy - 119 coins, 1 custom
Villager- 90 coins, 2 customs
Link - 60 coins, 1 custom item, 1 custom move, 1 trophy
Mario - 119 coins, 1 custom

388 coins, 6 customs, 1 trophy.

It does not seem to help. By the amount of customs I got, it does not seem to hurt either.

Maybe let's just see if I have one amiibo doing it.

10 minute smash against lv 1 cpu
Mario - 153 coins, 2 customs

Alright, that's not bad, but not impossible by what I've seen.

Let's see if a lower amount of kills matters.

10 minute smash, ×.5 ratio
Mario - 60 coins, 2 custom items, 1 custom move
Villager- 209 coins
Diddy - 90 coins, 2 custom items
LInk - 149 coins, 1 custom item, 1 custom move

508 coins, 4 custom items, 2 custom moves

Nope.

Now I'm curious if the amiibo having victory gets the most coins. If so, perhaps a team smash where their scores are put together might increase the overall result.

10 minute team smash all same team vs lv 1 Marth
Diddy - 13 KOs, Villager 3, Mario 6, Link - 0.
Villager - 115 coins, 1 custom
Link - 286 coins
Diddy - 143 coins, 1 custom
Mario - 172 coins

716 coins, 2 customs.

Highest coins yet, but low amounts of other things.

How does the amount of time effect it? Perhaps greater time increases the rate of retrieving gifts?

20 minute smash
Link - 120 coins, 4 customs, 1 trophy
Diddy - 299 coins, 2 customs, 1 trophy
Villager - 597 coins
Mario - 359 coins, 1 custom

1375 coins, 7 customs, 2 trophies

Divided by two, seems similar to the previous results.

At this time, I'm just going to put them in a really long stock special match with everything possible to make them hard to kill. Okay, actually, I had them metal but it seemed like that match would go on for days, so I just turned it off. Stage is Wii Fit Studio.

271:51 minutes
Villager- 3 trophies, 15 customs, 973 coins
Link - 4 trophies, 10 customs, 973 coins
Diddy - 5 trophies, 15 customs, 730 coins
Mario - 5 trophies, 14 customs, 730 coins

3406 coins
17 trophies
54 customs

Much less than I was expecting...
Let's try out a 99 stock match with everyone very easy to kill.

99 stock custom match (300%, flower, light, giant, small stage, all dat stuff) lasted 10 minutes 10 seconds
Mario - 122 gold, 1 custom, 1 trophy
Villager - 182 gold, 1 custom
Link - 87 gold, 2 customs, 1 trophy
Diddy - 182 gold, 1 trophy

572 coins, 4 customs, 3 trophies.

No significant difference from the usual 10 minute matches, so time still seems to be the only factor.

I averaged all the matches that took 10 minutes (divided the 20 minute one by two) for 8 individual results.
578 coins average
3.69 customs average
.875 trophies average

Based on these averages, I should have gotten much, much more from the long battle than I did. Even if my averages are high, I should have gotten at least double what I did. So what happened? I think it's probably a result of how a couple of my amiibos dropped out before all the others. Let's confirm this with a test. I'll go into battle with 3 of my amiibos and focus on just one of them so he dies before the others.

Mario was only in the match for 9:20, Diddy was in for 14:42, Villager was in for 15:31
Mario - 89 coins, 1 custom
Diddy - 187 coins, 2 customs
Villager - 197 coins, 2 customs

Indeed, it does matter if the amiibo drops out. This could be a limitation of doing stock battles then. However, being able to for for several more hours while asleep may justify it. I wonder if the amiibo still gets credit if it is on a team with the others though? I'll test this using a handicap.

Oh, I didn't even realize... once one of them dies, he uses the share stock feature. Ok, let's do a test with that. Setting my four amiibos into battle with 4 lv 9 CPUs. Mario is at 300% hp. Once his first 15 stocks are up, he will continue to share stock with the other amiibos. I've limited the time to 10 minutes for consistency.

6:30 mario loses all stocks for first time
Mario and Diddy die at about 30 seconds left. Link dies at 18 seconds left. Villager hangs it out til the end.
Diddy: 78 coins, 4 customs
Villager: 100 coins, 1 custom, 1 trophy
Link - 79 coins, 3 customs
Mario - 47 coins

Interesting... it seems that because Mario did die early, even though he shared stock, it still counted as if he died then. Or maybe it's just that he was not helping much on the team? Maybe I should do another test just like this but just time battle rather than stock. If it's true that it's just his performance as a teammate, then sharing stock is actually great.

4 amiibos on one team vs 4 lv 9 CPUs on the other team. Mario at 300% handicap. Mario scores -29 in the end.
Diddy - 55 coins, 2 customs, 1 trophy,
Link - 164 coins, 1 trophy
Villager - 164 coins, 1 custom
Mario - 218 coins, 2 customs, 1 trophy

Nope.

Results:
All that matters is the amount of time your amiibos are in the battle. If an amiibo loses all its stocks, even if share stocking, it is not counted from thereon.

Options:
- Splitting amiibos up into two teams (friendly fire off) should extend the time of matches, for there are less opponents that can damage each individual person.
-The following items can be turned on high for maximum amount of time: Sandbag, food, maxim tomato, heart container, fairy, super star, team healer (if doing teams), back shield, rocket belt, and possibly special flag (this may result in endless smashes though).
-You can adjust launch rate
-If using 4 or less amiibos, special smash can be used. The following will extend the time of matches: Mega or mini (I can't decide), Metal, Heavy, and Slow. The longest lasting match for this would be on a long, curved, walk off, custom stage. However, Wii Fit Studio and Mario Galaxy work too. I'm sticking with Wii Fit Studio because the custom or Mario Galaxy may work too well.
-For not using Special Smash, a custom stage cannot be used, so the best is probably Mario Galaxy. The worst would probably be orbital gate assault :p.

So from here, I'm just doing some testing to figure out time lengths. With Special Team Smash, all of those items on except the flag, all the Special options on but with Giant, on wii fit studio, and with launch rate 1.0x, it's on average 2.6 minutes per stock. Therefore the final result may be about ~4½ hours.

With a launch rate of 0.8x, it averaged at about 4 minutes per stock. This would place a full 99 stock match at 6.6 hours.

With a launch rate of 0.6x, it averaged about 5 minutes per stock, placing a 99 stock match at roughly 8.3 hours. I might try this out for the full 99 stocks tonight.
I had 4 amiibos run overnight in Special Smash. I forgot to turn team battle on, so it only lasted 7-7.3 hours (depending on amiibo). Here's the loot:

Mario: 7 trophies, 12 custom parts, 1092G
Villager: 4 trophies, 11 custom parts, 1348G
Diddy: 7 trophies, 14 custom parts, 801G
Link: 5 trophies, 7 custom parts, 1910G

Overall, I got 23 trophies, 44 custom parts, and 5251 gold.
My latest test had 6 amiibos doing 6, 30 minute matches on various stages.

  1. Villager: 4 trophies, 9 custom parts, 2089 G
  2. Diddy: 7 trophies, 14 custom parts, 1393 G
  3. Mario: 6 trophies, 17 custom parts, 697 G
  4. Link: 5 trophies, 15 custom parts, 697 G
  5. Yoshi: 7 trophies, 15 custom parts, 1045 G
  6. Sheik: 3 trophies, 17 custom parts, 1393 G
  • Total: 32 trophies, 87 custom parts, 7314 G
Hmm. I was expecting more. Interestingly, the results are comparable to the results of the ~7 hours test, if you multiply each average by 1.5 to account for this having 6 amiibos rather than 4.
Overall, I got 23 trophies, 44 custom parts, and 5251 gold.
23 trophies×1.5=34.5 trophies
44 custom parts × 1.5 = 66 custom parts
5251 G × 1.5 = 7867 G

The similarities between the two results are striking. It makes me wonder if my theorized drop off point is not with the amount of time the amiibos are in battle, but actually the amount of loot that an amiibo can generate in one save. Another possibility is that the limit is with the amount of loot an amiibo can store.

Earlier in this long study, I averaged the results of 8 (with 4 amiibos), 10 minute matches together to obtain an estimate for the amount of loot obtained per 10 minute match.
578 G/10min = 3468 G/hr
3.69 customs/10min = 22.14 customs/hr
.875 trophies/10min = 5.25 trophies/hr

For 6 amiibos rather than 4, I multiply these rates by 1.5.
5202 G/hr
33.21 customs/hr
7.875 trophies/hr

By comparing these rates to both the 3 hours (6 matches) score and the 7 hours (1 match) score, I can find the average amount of time it should have taken to get to those values.

3 hours calculations:
7314 G / 3468 G/hr = 1.41 hr's
87 customs / 22.14 customs/hr = 2.62 hrs
32 trophies / 5.25 trophies/hr = 4.10 hrs

-7 hours calculations (just results):
1.51 hrs - G
1.99 hrs - Customs
4.38 hrs - Trophies

I think that the high amount of time for the trophies was caused by how during each individual taking of amiibo gits, the value for trophies would not even reach one. It is likely that what occurred was the trophy value was some decimal below 1, which was then rounded down to zero. This happened multiple times.

I suspect this might also explain the disparities between the amount of customs and the amount of gold. The factor of the threshold not being reached could occur with customs as well, with the amount being rounded down to, say, 2, when it was at 2.6, for it could not complete a full custom move. Gold has the least threshold, and so would produce the most accurate result. This may be why the two gold values are nearest to each other, with only 8 minutes of difference.

The next step in this experiment will be to set the 6 amiibos to do 1, 84 minute match (1.41 hr × 60 = 84.6 mins). This value was chosen rather than 1.56×60, which is 92.6 minutes, because the lower value is safer for not going over the limit. I will likely go to bed while this battle takes place, so the results will not be available until morning. I predict (and hope) that the values should be about the same as those produced in the 3 hour and 7 hour matches.

Following calculations and reporting, assuming my prediction is correct, I will do two such matches, but save my amiibos between matches. This will demonstrate if the limitation is on how much loot the amiibo can carry at once or on how much the amiibo can produce in each instance of saving. We already know the limitation is not with how much loot is produced which each instance of a match, as several, 30 minute matches produce similar results to 1, 7 hour match.
-
edited to fix a simple but significant mistake in calculation

##############################################################​

Not sure if this helps but I came up with this and it works well.

Setup: Special Smash
Duration: 1 Hour
Sudden Death 300%
Speed: Fast
Items: Bomb only on High

For each amiibo I got 11 items for almost all chars except one where i got like 8 items using 3 amiibo since it's all I have.

This method doesn't work with 8 players, but since you speed up the fights to 2x the speed it allows you to essentially make up for the time of not having 8 amiibo.
Very late reply, but there is no affect on your loot from what actually happens in the matches. What matters is only the amount of time the amiibos fight. Speeding it up may help amiibos to level up faster, however. I am unsure of that (sounds like a good thing to test!)

########################################################​
Data for 84 minute match:

  1. Villager: 3 trophies, 12 customs, 860 G - 15 items, 860 G
  2. Mario: 8 trophies, 3 customs, 1505 G - 11 items, 1505 g
  3. Sheik: 6 trophies, 14 customs, 1075 G - 20 items, 1075 G
  4. Link: 5 trophies, 10 customs, 1290 G - 15 items, 1290 G
  5. Yoshi: 6 trophies, 4 customs, 1720 G - 10 items, 1720 G
  6. Diddy: 5 trophies, 15 customs, 645 G - 20 items, 645 G
  • Total: 33 trophies, 48 customs, 7095 G
Hmm, not bad! The amount of trophies and gold are just about where they should be. The amount of customs is a bit lacking, oddly. I wonder if that trend will continue. Well, time for two more tests. Will do 2 more 84 minute matches today. I have kept the loot on the amiibos after recording the earlier results. After the first 84 minute match is over, I will save he amiibos but not collect their loot. After the second 84 minute match, I will take and record the loot. This will determine when the loot is generated, and whether a certain limit is being reached on what the amiibo can hold.

#######################################################​

Data for 3 84 minute matches (not collecting loot):

Villager: 3 trophies, 28 customs, 2579 G
Difference: 0 trophies, 14 customs, 1719 G
Difference/2: 0 trophies, 7 customs, 859.5 G = 7 items, 859.5 G

Mario: 10 trophies, 16 customs, 4513 G
Difference: 2 trophies, 13 customs, 3008 G
Difference/2: 1 trophy, 6.5 customs, 1504 G = 7.5 items, 1504 G

Sheik: 14 trophies, 17 customs, 3224 G
Difference: 8 trophies, 3 customs, 2149 G
Difference/2: 4 trophies, 1.5 customs, 1074.5 G = 5.5 items, 1075 G

Link: 8 trophies, 18 customs, 3869 G
Difference: 3 trophies, 8 customs, 2579 G
Difference/2: 1.5 trophies, 4 customs, 1289.5 G = 5.5 items, 1289.5 G

Yoshi: 8 trophies, 13 customs, 5158 G
Difference: 2 trophies, 9 customs, 3438 G
Difference/2: 1 trophy, 4.5 customs, 1719 G - 5.5 items, 1719 G

Diddy: 10 trophies, 21 customs, 1935 G
Difference: 5 trophies, 6 customs, 1290 G
Difference/2: 2.5 trophies, 3 customs, 645 G - 5.5 items - 645 G
  • Total: 53 trophies, 113 customs, 21,278 G
  • Total difference: 20 trophies, 65 customs, 14183 G
  • Total difference ÷ 2: 10 trophies, 32.5 customs, 7091.5 G
Comparing the first match to the second two (result of the difference), gold is where I expected it to be, but on average there was only 10 trophies collected per match and 32.5 customs per match.

Actually, strikingly, the amount of gold difference from the matches (divided by 2) is almost exactly equal to the original amount of gold gained for every single amiibo! This means the amiibo have a constant rate of gain for gold that is specific to them.

However, the rate of increase for the amiibos with the items is down significantly from the beginning.

#######################################################​

Data for 4 84 minute matches (not collecting loot):

Villager: 4 trophies, 27 customs, 3439 G
Difference: 1 trophy, -1 customs, 860 G - 0 items, 860 G

Mario: 11 trophies, 18 customs, 6018 G
Difference: 1 trophy, 2 customs, 1505 G - 3 items, 1505 G

Sheik: 11 trophies, 20 customs, 4298 G
Difference: -3 trophies, +3 customs, 1074 G - 0 items, 1074 G

Link: 10 trophies, 21 customs, 5158 G
Difference: 2 trophies, 3 customs, 1289 G - 5 items, 1289 G

Yoshi: 7 trophies, 15 customs, 6877 G
Difference: -1 trophy, 2 customs, 1719 G - 1 item, 1719 G

Diddy: 10 trophies, 21 customs, 2579 G
Difference: 0 trophies, 0 customs, 644 G - 0 items, 644 G
  • Total: 53 trophies, 122 customs, 28369 G
  • Total difference from last time: 0 trophies, 9 customs, 7091 G
Discussion:
This was by far the most interesting of the tests. If you're paying attention, you will notice the amount of trophies OR customs dropped from last time in some instances! Also, you will notice that in those instances (except for Yoshi for some reason), the total number of items is 31. Why? This is the max amount of items! This is the amount of items which completely fills the rectangle square. In the 3, 84 minutes match data, Villager and Sheik both have reached 31 already. When it comes to this test, some of the items were deleted in the place for new ones! Link has also now reached 31, and there is a good chance if I place Link into another match, he will also lose some items.

Another interesting finding is the amount of gold obtained in total between the 84 minute trials has remained constant. In fact, the total amount of gold accumulated by each individual amiibo has remained constant. There were slight differences where I went two matches without recording, but that was due to what I see as rounding differences. You will also notice on the first check of the loot, the amount of items was clearly correlated negatively to the amount of gold received. This was also the case with the 10 minute tests at the way beginning of my research. However, this correlation seems to go away with the further lootings. It seems to only apply to the initial gathering. Additionally, all items seem to go down in frequency with the additional matches. Therefore, it is optimal to do 1 match, collect items, then do another match. The reason to do so is coupled with the apparent maximum item amount, which is always a threat of reaching.

Remember that my tests use 6 amiibos rather than 8. Make sure to either multiply my data by 4/3 or multiply your own data by 3/4 if you want to compare results.

Conclusion:
The best way to amiibo farm is the following:
-Take 8 amiibos and bring them into 8 player smash.
-Turn items onto max, with the master ball the only item.
-There will be a very slight improvement if you pick a stage that has a low risk of master balls being thrown off the edge or into the blast zone. Luigi's Castle and Yoshi's island are two such stages. However, if you want to pick, say, Omega Gaur Plains, you can do so as it doesn't make that large of a difference. The Master Ball will usually hit another amiibo anyways.
-Turn the match to time; have the time set to 84 minutes.
-Whatever other rules you want. Team battles? Launch rate? Handicap? It doesn't matter. Feel free to have fun with it.
-If you are going to be gone for more than 84 minutes, it does not hurt to set the time to 99 minutes. 84 minutes is only for if you are actively watching and collecting items.

What next?
The amount of time, 84 minutes, is based off of the average I had for coins. Coins have been shown to increase linearly until a little over 7000 G. However, items appear to not. Perhaps there is an even more optimal time if focusing on the custom equipment?

Bonus:
In the end, my useful loot turned to be the following:
  • Villager: 1 new custom move, 1 old custom move, 3 old trophies, 27 unique custom equipments, 3439 G
  • Mario: 3 new custom moves, 1 old custom move, 3 new trophies, 8 old trophies, 2 old hats, 1 old outfit, 18 unique custom equipments, 6018 G
  • Sheik: 1 new trophy, 10 old trophies, 3 old mii hats, 17 unique custom equipments, 4298 G
  • Link: 1 new custom move, 1 old custom move, 2 new trophies, 8 old trophies, 1 old outfit, 2 old hats, several good custom equipments, 5158 G
  • Yoshi: 2 new custom moves, 1 old custom move, 1 new trophy (finally got this one!), many unique custom equipments, 6877 G
  • Diddy: 3 new custom moves, 10 old trophies, 18 amazing custom equipments (wow!), 2579 G.
I must comment, all of the loot I received was actually quite rare! I believe this is what makes this method so effective.

#######################################################​

Let's try a 60 minute run, scale it to 84, and compare.

Villager: 3 trophies, 7 customs, 659 G
Mario: 7 trophies, 6 customs, 824 G
Sheik: 5 trophies, 4 customs, 1153 G
Yoshi: 9 trophies, 9 customs, 495 G
Link: 4 trophies, 7 customs, 824 G
Diddy: 2 trophies, 5 customs, 824 G
Total: 30, 38, 4779

scaled up to 84 minutes (×1.4)
Villager: 4.2 trophies, 9.8 customs, 922.6
Mario: 9.8 trophies, 8.4 customs, 1153.6
Sheik: 7 trophies, 5.6 customs, 1614.2 G
Yoshi: 12.6 trophies, 12.6 customs, 693 G
Link: 5.6 trophies, 9.8 trophies, 1153.6 G
Diddy: 2.8 trophies, 7 customs, 1153.6 G

Total (60 scaled to 84): 42 trophies, 53.2 customs, 6690.6
Total (84, originally): 33 trophies, 48 customs, 7095 G

Well, the amount of trophies and customs would be higher, but the amount of gold was less for this instance, so that may not mean much.

A finding from this is that it is not the amiibo itself that has the constant gold rate, but it only has that constant rate for the instance of the looting.

####################################################​

Here are the results of 99 minute battle:

Villager: 4 trophies, 12 customs, 992 G
Mario: 8 trophies, 13 customs, 744 G
Sheik: 4 trophies, 14 customs, 992 G
Yoshi: 3 trophies, 13 customs, 1240 G
Link: 8 trophies, 15 customs, 992 G
Diddy: 3 trophies, 17 customs, 496 G

Total: 30 trophies, 84 customs, 5456 G
Total scaled to 84: 25.5 trophies, 71.2 customs, 4637 G

The amount of customs is quite high this time, while the gold and trophies are both low.

###################################################​

Results of an 86 minute match:

Villager: 7 trophies, 10 customs, 1097 G
Mario: 7 trophies, 12 customs, 878 G
Sheik: 4 trophies, 13 customs, 878 G
Yoshi: 6 trophies, 9 customs, 1316 G
Link: 5 trophies, 12 customs, 439 G
Diddy: 5 trophies, 5 customs, 1536 G

34 trophies, 61 customs, 6144 G

This one also has below average gold and above average customs. The amount of trophies is average.

##############################################​

Results of a 99 minute match:

Villager: 3 trophies, 12 customs, 1488 G
Mario: 6 trophies, 13 customs, 1240 G
Sheik: 3 trophies, 19 customs, 992 G
Yoshi: 6 trophies, 14 customs, 744 G
Link: 5 trophies, 12 customs, 496 G
Diddy: 3 trophies, 2 customs, 2479 G

26 trophies, 72 customs, 7439 G
 
Last edited:

divade

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Currently running a 60min. Smash with 8 Amiibo, yoshis island, high items master ball only. Will update results if desired.
 

divade

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"I would put this in a spoiler but idk how"
Luigi lv50 T 3, CP 5 ,G1340
Mario lv50 T 11, CP 7, G670
Shiek lv50 T 2, CP 3, G1340 (one custom move)
Diddy lv50 T 1, CP 1,G1675
Donkey lv50 T 4,CP 15,G503
Bowser lv50 T 3, CP 9,G503
Kirby lv50 T 0, CP 9,G335 (two custom moves)
Diddy lv1 to lv37 T2, CP 3, G1005
Total trophies, 26, custom parts 52, 3 moves.

Pretty disappointed with the lack of moves to parts ratio.
 
Last edited:

erico9001

You must find your own path to the future.
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"I would put this in a spoiler but idk how"
Luigi lv50 T 3, CP 5 ,G1340
Mario lv50 T 11, CP 7, G670
Shiek lv50 T 2, CP 3, G1340 (one custom move)
Diddy lv50 T 1, CP 1,G1675
Donkey lv50 T 4,CP 15,G503
Bowser lv50 T 3, CP 9,G503
Kirby lv50 T 0, CP 9,G335 (two custom moves)
Diddy lv1 to lv37 T2, CP 3, G1005
Total trophies, 26, custom parts 52, 3 moves.

Pretty disappointed with the lack of moves to parts ratio.
mm, it's certainly not fast for custom moves. However, if you weren't going to play the game anyways, it's a much better rate than nothing. Also, if you do like parts, you will find that they are usually good ones. I've gotten some vampires and other good abilities.
 

divade

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Indiana
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Divade011
mm, it's certainly not fast for custom moves. However, if you weren't going to play the game anyways, it's a much better rate than nothing. Also, if you do like parts, you will find that they are usually good ones. I've gotten some vampires and other good abilities.
Yeah, I got a couple vampires, was hoping for a home run, I'll have to check later.
 
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