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Fairly straightforward here. A ranged-heavy set of reinforcements allows Hubert to fight at his preferred range, meaning I don't have to hamstring him with Close Foil to buy breathing room. The n i c e HP comes from a combination of Diluvial Boost and HP +6/Atk+4/Def +4 seal, which ended up being a necessity to take out the Axe Fighter early on. Null C Avoid drops his AoE damage to an embarrassingly low number for a unit with visible 80+ Atk unsupported, so I needed something that had a little extra oomph for the seal there. Unfortunately it meant I couldn't slot my preferred S slot of wily fighter for guaranteed follow up, meaning with abyssal health pools Hubert just missed a number of clean kills on enemy ranged units. Not the end of the world, but problematic as the team will soon be caught between an aggressive dancer, a high range nuke, and a bunch of flier terrain where it will be difficult to protect my backline without protecting Hubert and this disqualifying the solo. Frankly finding the correct orientation for this was the longest part of the solo, as although it was obvious what I needed to do, there were some un-intuitive problem enemies. For example, the Red Bow who shows 3x2 in combat forecast actually deals 0+48 to Hubert with an Archrival proc. Weapon triangle, am I right? Frankly insulting because it hasn't got a bit of true damage, so that damage is entirely the bow's Archrival proc, scaling off Hubert's Atk. Boo I say, boo You might notice that Elise is ignoring things within range of her style, and that's a fortunate quirk of the AI priority. Since Elise reduces her own damage to zero to inflict a small mountain of debuffs, she prefers to rally friends in the danger zone instead, freeing up some tiles that otherwise wouldn't be usable. Despite being unable to use Reposition offensively, Byleth will move forward too quickly to be left unchecked, and so I needed to end him here and work with the tiles I had after the canto. This narrowed down the positioning so that I could find that pushing the sword backwards opens up a space for the Axe Pegasus. I had been trying to avoid taking an axe to the face, but turns out is far easier to tank than the bow, and has the added benefit of throwing it to the far left, opening up the bottom right for a retreat. This allows me to beat the Red Bow with AoE and at the same time chip the Lance Knight below 25% to disable Slick Fighter and make tanking it easy. This bottom row of tiles is really tricky to work with, as I am using Petra with Lyn ring to create threat zones high up in the map, but if she or Lilith are left on flier terrain, Dedue can't save them, so I needed to find a position for all four units where Dedue could protect both Lilith and Petra from ranged threats Dedue was more than 2 tiles from Hubert so he wouldn't save Hubert and Dedue and Blubert naturally bodyblocked any melee units between the two of them so that they couldn't reach Petra, or Lilith if she was on a flier tile. It took a few iterations but given it was quick to work out what I needed to do, working out how wasn't too bad in this instance. From there it's a pretty simple defusing of the remaining units, with AoE packed originally to target Byleth's 17 Res allowing me to bypass Elise's brutal damage (she hit for 30+8+80 with Mystic Boost halving her damage...) and fortunately the Sword Knight isn't the really scary Briar variant that punishes Hubert for his damage. Extraction from the corner looks complicated, but since it uses all the same parts I used to get to the corner, it was quick and easy and let me retire the squad for the last few turns of cleanup. #feheroes #fireemblemheroes #feh