A 20 Turn Ice Ring Dance | Hubert True Solo vs. Emblem Corrin and Uma Lyn Abyssal [FEH]
Автор: Spiritbu
Загружено: 2026-01-21
Просмотров: 118
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Originally Recorded: Sep 2025
One of the top reasons I was exhausted at the end of last year. This took a good four days to iron out my endgame, as I tried a number of things that didn't work out, including a boon swap to +Def, which failed on exactly 1HP because with the reduced Res, Hubert began losing a Res check on the manakete.
By now you probably know that Icicle and Vert is one of the most powerful defensive tools available to solo units, especially to a unit like Hubert who has limited accessibility to defensive effects. It doubles down by allowing the direction of AI movements that aren't ordinarily able to be produced. This was the first opportunity I had to use ice, but also the first time OG!Hubert has had any access to terrain.
With chasms and pillars Corrin's map is well designed to take advantage of her Divine Vein abilities, but also to use them against her. Enemies with canto move in to break blocks and then retreat, clogging up narrow lanes.The main goal here was originally to take out Lyn early, before her defense reduction support and extra range could overwhelm Hubert who is simply too fragile with his current weapon to take defense hits.
I quickly worked out there were reasons I couldn't afford to kill Lyn early - more on that in a moment - but I was able to use Growing Thunder to plink away at her HP, and disable some of her support before unraveling the chokepoint, allowing better survivability through the mid game.
Note an interesting property of breakable blocks - once the enemy gets to the part of the turn where they can break blocks, that means there are no current eligible combats. Instead of moving in order of damage dealt, enemies move in slot order. So while at a number of points the ice could have been broken by a low damage unit to open the way for Lyn to crater Hubert, she usually ends up breaking the blocks, opening the way for her weaker teammates.
But it all looks very well in hand only a few turns in, so what took so long?
The issue is the ice. I can't actually reach Corrin to fight her.
Because of the way my ice ring and her ice ring overlap, it is physically impossible to approach each other under normal circumstances. If I approach she'll hit my ice, stay in place and then summon ice one tile in front of Hubert. Unable to advance, Hubert can only stay in place, spawn ice on the next turn, Corrin stays in place. An infinite stalemate. No possible combination of movement between these two anywhere on the map can break the stalemate, as long as I want to run ice myself, and I sure need it.
Further complicating the issue is that Corrin grants a third ice ring to a high defense ally nearby.
In essence this means that
1) without getting hit, I need to
2) arrange all units on the map in such a way that I can chip Corrin twice with Growing Thunder,
3) create a situation where an enemy stands on a tile where my ice ring will spawn while Corrin is in a position to take that spot on the next turn and
4) defeat the ice breaker unit before Corrin and the last remaining unit can benefit from each other's support.
I went through a number of iterations on this.
Arguably the simplest was a method involving separating Lyn from Corrin, making Lyn canto forward onto my ice tile, then having Hubert tank her at the exact time Corrin stepped forward so that Lyn attacked without the benefits of Draconic Hex. While it would have been insanely cool to pull off, this measure failed by a margin of 3HP, which was the reason I experimented with switching to +Def, though as mentioned I couldn't pass the earlier portions of the fight with the change.
With every skill slot locked in, I had to readjust for the strat in the video instead. I had originally dismissed using the lance knight to break the circle because it had scored kills on Hubert in past runs, but it ended up being key.
Using the lance fighter as the first chip point sets up the lance knight at low HP so I can manage a combat without trouble later on. Lyn as the second chip point rather than as the circle breaker allowed me a great deal more space to work with on the map, which eventually lead to the optimisation of pulling both armors back to the top and resetting before the final kill.
Pulling them in from opposite directions allowed me to keep the lance knight far enough away that the third ice ring only began to spawn at the same time it was overlapped on the breaking tile with Corrin, keeping the arena clear for warping movements and Hubert to shuffle around for the finale.
hrghrhrbdbllehrbnlgr
Glad I was able to figure it out in the end, but talk about needing a nap. Ice is made for a world of 3 action units not my unit's antique ass playing a challenge mode.
#feh #feheroes #fireemblemheroes
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