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Act 8.4.6 Final Boss Glykhan Guide: Mechanics & Phase Breakdown In this video, I’ll walk you through how to beat the final boss of Act 8.4.6 in Marvel Contest of Champions – Glykhan! This guide will cover a detailed breakdown of Glykhan’s mechanics, including his unique abilities, special attacks, and the phase-based strategy you’ll need to adapt to as the fight progresses. We’ll go over the best champions to use, ideal counters, and tips to avoid his most dangerous attacks. Whether you’re struggling with this fight or just looking to optimize your approach, this guide will help you defeat Glykhan and finish Act 8.4 strong! You will have to defeat him 3 time for exploration and each path makes the fight feel slightly different based on the link node on the path you take. One will make your prowess expire 1 at a time, making it take longer to take him down because you’ll have less damage and it really makes you depend on a fast pace fight. Another node reduces the maximum punishment from 3 to 2 giving you a tighter window to manage and less easy access to prowess at the start of the fight. Phase one and two are very similar with the difference being that in phase 2 his is special locked until reaching 2 bars of power and then he will randomly use either sp1 or sp2, which will be indicated on activation by the passive he gains, giving you a split second to plan your dex. Special 1 gives an unstoppable passive and special 2 gives an unblockable passive. If you fully avoid/dex the special the passive will expire fast and you can easily punish the special attack but if you get hit by any portion the passive will last a while adding complexity. In phase 2, after throwing a special attack, he will have rapid power gain back up to 2 bars so you want to get your counter attacks in quick and make sure you don’t push him to 3 bars of power. In phase you you can simply bait the sp1 when he has 1 bar of power and keep the fight pace going. In phase one and two the ideal approach is start the fight by triggering the stun punishment the max times and the light attack into block max times. You can do this before he has his first bar of power giving you a bunch of prowess right away. Don’t attack his block with more than 1 light attack and don’t attack him while stunned, or you will take damage from wounds of defiance. The fight might be smoother if you avoid the intercepting punishment as that one gives your striker stun a chance to fail. After that you cycle striker and special attacks AFTER punishing his heavy or special attack, because that’s the only way you deal damage. Don’t activate any punishment when it is at max stacks. Fully dex his specials and one random punishment will be removed allowing you to trigger it again for more prowess. Phase 3 is very similar but he starts with max stacks of punishments. This means you’re parry stun and striker stun will have a chance to fail unless you removed the intercepting punishment first. In this phase, completing the punishment task removes a punishment charge. Once they all are removed they reset. The biggest challenge of this phase is that you are rooted during heavies and special attacks so you have to get your dex timing down! Good luck! Time stamps: 0:00 - Intro 0:07 - General Abilities to Note 0:47 - Phase 1 3:40 - Phase 2 5:19 - Phase 3 7:54 - Special Attack Dex