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In an unprecedented twist in Hubert solo history, we have our first debut map where I only need a fraction of my real power. The general conceit of this map as a solo is to ORKO all enemy aggressors on the enemy phase. If anyone attacks you and survives, Shez will warp in and kill you. Of course, it's easier said than done, but the stars truly aligned for Hubert here and what could have been an agonising experience actually has a very tidy solution. There are three things at play here that made this possible. First, the enemy units are generally favourable to Hubert, with few blues and high resistance enemies to dodge ploy and reduce Hubert's overall damage. While it's always nice to have matchups swing in your favour, it's a game changer when a few points of damage are the difference between life and death. Second, the map designers decided not to add warp blockers. Although Celica's ring has featured in two clears already, I've only been able to use the warp function on a single turn between both clears. It's a great ring when it only provides extra damage, but here I get to use it to its full potential for creative routing. Lastly, and most importantly, Shez is tucked far away in the top left corner. While he may be safer from direct attack by counterwarps there, he is not contributing his 3 row 3 column stat dunk in a way that helps his team. Starting at -4 to all and ramping to -12 to all, a hefty negative stat swing would have drastically changed the course of the battle, making those ORKOs much riskier and difficult to pull off. I certainly wouldn't have been able to drop entire skills out of my build. I'm relatively confident I still would have been able to complete the map, but the tone and difficulty would have been drastically different. But, taking those three things into account, the general strategy for this map is pretty basic. Although almost all enemies have some sort of survival gimmick, we can player phase the sweep effects so we don't need NCD, while enemy phasing the rest. Laguz Friend powered Flares cut through enemies using damage reduction to try to survive, and the massive combined spike damage of Devoted Basket and Celica ring OHKOs any enemy trying to deny Hubert a double. It's a very tidy combination, except for one detail. As is often the case, to close out the fight, we need to find a way to have Flare up for our final player phase, since Laguz Friend often ends up decharging it. However, by maneuvering the lance fighter onto the other side of a lava pit while purposefully avoiding landing our debuffs, we can let the lance fighter survive a double on 3 hp. Since the lance fighter can't get to Hubert to unalive itself, we can pick it off on the next player phase for the third charge of Flare. There's a bit of a formality at the end of scooting the fillers out of Shez's 3 row 3 column radius, since he gets more stats based on foes within that area, but rest assured Shez wouldn't make it anyway. 77/78 Marth and Lumera rerun at the end of September, meaning that I'll have another shot at 100% with Hubert if I can beat both them and our September map - a (likely) blue emblem hero. I still don't know for sure if I can do it, but I'll work as hard as I can to pull it off. #feh #feheroes #fireemblemheroes