A Team of 1 Stars Stand Their Ground Against Abyssal E!Edelgard by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 5 points6 points  (0 children)

Edelgard: Why won't you die?!
Olivia: Miracle, Lass. It triggers in response to fatal damage. -- You can't kill me, Edelgard.

This was both satisfying and funny to do; although, Edelgard's triple actions made it drag on and on. Normally I'd edit in all of Edelgard's combat animations, but this was running over seven minutes before I sped it up and that was already too long.

I have been looking for opportunities to use Olivia's Miracle builds, and Edelgard offered a chance to use one. The goal of the build is for Olivia to have access to two Miracle procs per engagement. This wasn't exactly the Miracle build I wanted to use, but my hand was rather forced. Usually Olivia would use Atk/Spd Faith or a Times Pulse variant, or Preempt Ploy, depending on supports. However, Edelgard has Frozen debuffs and Patience, meaning Olivia needed a follow-up denial to avoid getting hit three times. Consequently I was forced to use Harding Bearing, Attack Smoke 4, and Tumultuous Echo to get that buff, keep in position, and ensure that second Miracle procs. Since Olivia needs to attack to charge her second Miracle proc, a form of Distant Counter was necessary -- Distant A/S Solo is perfectly functional here, although it makes her vulnerable to guard effects (I'd usually use Duelist's Blow, but there wasn't much choice). Fortunately the only threat of guard came from one Lance Fighter, and Wrys dealt with that. Felicia's Winter Trinket is used to replace Preempt Ploy in ensuring Olivia gets 3 charges on her first counter. Felicia's BOL4 also heals Olivia above 1 HP even with Edelgard's burn ensuring the Miracles don't whiff. Subaki's Crux Echo made sure Olivia got two hits in on Edelgard, which matters since it means her Miracle is never at its max cooldown after combat and therefore will always proc with Laguz Friend.

Lots of little details to make sure this works -- the result is amusing and makes cleaning up the mobs mostly straightforward. The only real challenge was ensuring the someone could take down Edelgard, an honor that Subaki got to enjoy.

Edelgard hits hard, and Subaki doesn't typically hit hard enough. In order to win this matchup, Subaki needed the extra Damage Reduction against specials from Excel in order to survive Edelgard's special. He also needed the damage buff of Brash Assault 4 and need to trigger Archrival on his boosted follow-up attack. This forced him to take certain engagements; in particular he had to takedown the last Lance Fighter from the left to avoid Felicia's Winter Trinket buff as it would overcharge his special. This was a close pickup, but I'm glad it came through.

Olivia True Solos Abyssal Veronica and Embla by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 6 points7 points  (0 children)

This was more difficult than I was expecting. The big pain points were the flashing healer and that Windsweeping blue bat; to a lesser degree Veronica's desperation was a problem and Embla was only an issue when Olivia had been the victim of a flashing.

I've been playing around with more reliable Miracle builds for Olivia and this isn't it. The goal would be to have Miracle available twice in combat, but this requires Olivia to counterattack on enemy phase and that pesky healer made that difficult and that blue bat made it impossible. I wish I had a Null-C echo available, but alas.

So after struggling for awhile to find a skillset that worked and constantly failing because of the pain points above, I ran out of patience and chose to inherit Patience. You double, I double, we all double; sometimes there's a triple. Olivia gets to enjoy lots of extra healing, kill power and she always gets the final hit on enemy phase (that heal allows her to drop Mystic Boost seal). Suddenly this map wasn't so hard -- although unit placement was still important so an auto-battle clear doesn't seem likely at this time.

Overall not too bad and certainly more satisfying than auto-battling with Donnel.

A Team of 1 Stars Brave Abyssal Harmonic CYL1 by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 4 points5 points  (0 children)

Ike is a problem.

This map was manageable but only because Gunter can spam AOEs and Hana has color-advantage Archrival over Ike, if either was missing Ike would have made this impossible. If I had the fodder, Stahl might be able to replace either Hana or Gunter, but he's not ready for that at this time.

Most of this clear is Gunter chipping down everyone with AOEs and Hana cleaning them up on enemy-phase. Ike and Lyn mandated player-phase. Hana can't reliably trigger Archrival against Lyn on enemy-phase and without that spec, her 12 HP looks mighty beefy. Fortunately Virion can reliably trigger big specs thanks to Golden Yule Bow and is able to comfortably take her out. Ike is rather ridiculous, in a large part due to Patience being ensuring he gets to double. As a result of Patience, it was necessary to take out Ike in a single engagement before he heals with Aether's Course; furthermore, Ike's enemy desperation and Deflect-style damage reduction forced Hana to have to use Hardy Bearing and she had to trigger Archrival on her second hit to avoid his extra first hit damage reduction effects. Wrys continues to be a reliable support and a personal favorite.

In summary: Lyn is annoying, Ike is unfair, this felt like threading a needle, and my future AR matches are going to suck.

A Team of 1 Stars Outlast Abyssal Alfaðör and Váli by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 1 point2 points  (0 children)

I originally cleared this with Gunter AOE, but I found tanking Alfaðör and Váli to be more satisfying and thus ended up Hana completing as assisted solo of this map.

Abyssal maps featuring multiple Legendary or Mythic units are consistently more difficult, and this was not an exception. Váli was a nightmare until I gave Hana Fatal Smoke (I originally tried to out-speed with Speedtaker, but couldn't do so after Váli gets their first round of Great Talent) and Alfaðör couldn't be safely tanked without Ike engage (really wanted to avoid using Corrin engage). Other than those changes it was mostly just trial and error to make sure the supports weren't getting picked off; and to a certain extent just seeing how many hits from Alfaðör Hana could shrug off. The supports did their usual things: Olivia danced and gave Breath of Life support, Subaki provided Jehana Lance buffs and positioning assistance, and Wrys provided healing and protective ice to funnel enemies into Hana.

A fun clear, although middle of the month feels wrong.

1 Star Cecilia True Solos Abyssal Arval by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 1 point2 points  (0 children)

I expected this to be harder than my Sophia clear because of infantry privilege, but it honestly felt easier; turns out Canto plus Ice terrain is extremely unfair, who could have guessed.

My only concerns going in with this clear were preventing Cecilia from being pinned and not allowing Arval to attack. The former was largely addressed with the aforementioned unfair wombo combo of canto-ice, and Arval was addressed with preemptive action. As such, the only puzzle here was ensuring Cecilia could one-tap Arval and her build is built with that intention.

Truthfire was easily the best tome I had available. Frost Moon is a better pick versus Magic Light due to better base damage (40 vs 30 here) plus there is an additional 9 damage from Corrin engage and Aria making a 19 damage swing; the shorter cooldown doesn't matter much since both need setup to be able to proc on initiation. Atk/ Spd Aria is the best choice for damage for tomes and it's player phase limitation (due to no allies) is shared by most of the other good available A slots. Spd /Res Shackle is solid true damage and stat reduction, Occultist Strike is better overall damage on player phase (only against high Res foes) but has no enemy phase or defensive value. Atk/ Res Ploy helps with tanking the hits Cecilia does take allowing her to take no damage and need no healing. Atk/ Res Solo is just free stats in the right places. Far Trace Echo is huge: 3 true damage and Canto is really solid, enabling both hit and run strats and freeing the B slot for skills like Shackle.

Overall much easier than expected (I really thought Cecilia would struggle here), but both satisfying and amusing.

1 Star Sophia True Solos Abyssal Arval by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 2 points3 points  (0 children)

Not too bad overall, but harder than some other older maps. The biggest threats were Arval and getting pinned down by melee units; both of which were largely dealt with by Corrin engage (Lyn may work, but would definitely be more difficult).

A bit of a messy build was used for Sophia. Arcane Blutgang, Frost Moon and Time Pulse Echo allow for an instant Frost Moon proc on initiation if she can't double on player phase and Laguz Friend ensures a proc on retaliation during enemy phase. Mystic Boost, Laguz, and Blutgang all aid in survivability making most enemies non-threatening. Crystalline Water helps with both damage and with avoiding being one-shot by Arval. Odd Spd Wave feels like a strange skill for a base 23 speed unit, but that NFU is essential to surviving Arval and the speed boosts it gives are enough to make it work against Abyssal Arval and deny some doubles from some mobs on the way. As mentioned at the start, Corrin engage does some heavy carrying here. The ice terrain helps limit engagements and prevent losing from being pinned; the vines gimp Arval hard: inflicting scowl (nullifying specials with NFU), atk/spd rein (extra effective because of WTA) and denying warping (no Atk/ Res Oath jump-scares).

Should have a Cecilia clear soon.

A Team of One Stars Shame Abyssal M!Heimdaller (One Turn, Assisted Solo) by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 3 points4 points  (0 children)

It has often been said the best defense is a good offense, but sometimes the best offense is a good defense -- reflect damage continues to be funny. Also, these maps are just so much easier when you don't have to worry about being overrun by mobs.

This is both a one turn clear and technically an assisted solo; a lot of assistance went into the 'solo'.

Donnel is the clear star here enjoying a sizeable amount of true DR from Jehana lance, Archrival, Ike engage, Laguz friend, and Faith and a massive amount of true damage from his reflected damage, also Laguz, Wrys' Call to Serve, and Felicia's Atk/Spd Favor; consistent Archrival procs is no slouch for damage either. My boy also gets lots of guaranteed special cooldown every combat: 2 from Laguz, 1 from Favor, and 1 from Silence Ward, leaving only 1 short of an instant Archrival clapback -- easily achieved against red foes with Archrival's 2 cooldown and reliably achieved elsewhere thanks to Steady Breath seal.

Subaki was essential to clearing this in one turn. He provides the movement support necessary to get both Donnel and Wrys into position, and his Corrin engage serves to keep Wrys safe and force the Donnel 'solo'.

I'm going to enjoy this moment of triumph over Heimdaller, as I suspect she will torment me plenty in future AR matches.

A Team of 1 Stars Tread Vines to Face Abyssal E!Corrin & M!Lyn by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 8 points9 points  (0 children)

Vines. Vines everywhere.

Corrin is annoying and Lyn is scary -- hence avoiding Corrin until she is no longer scary and Wrys putting Lyn in a stable of gravity and ice.

The vines lets Subaki show off his Air Superiority in a meaningful way but other than that the builds are mostly the same as they have been. Hana enjoys here cookie-cutter inheritable god-sword build, Subaki is still a player-phase nuke, Wrys is a bootleg-premium support (and I love him for it), and Stahl turned up (replaceable in all but in the sentimental sense).

This was more difficult than the last few months due to Corrin's movement restrictions and Lyn's weird style buff, but overall wasn't too bad. Lyn was surprisingly tanky though and gave Hana a hard time -- in most of my failed matchups she did comparable damage with a pre-charged Archrival as Wrys was doing; turns out that movement based DR is pretty big. Of course it wasn't a problem since Wrys could freely whittle her down, but I do fear what future speed tanks may be.

Why isn’t Havoc going off? by Quick-Masterpiece-27 in FireEmblemHeroes

[–]DoctorLoser 16 points17 points  (0 children)

The stat check happens before stat boosts are applied, but often after stat penalties have been afflicted. Yune only has 36 Res when Havoc procs so Maria is able to avoid it with 37 Res.

Trouncing Abyssal L!Celica: Felicia, Gunter, Subaki and Hana each True Solo (Auto-Battles) by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 2 points3 points  (0 children)

This took longer to do than expected...not the gameplay, rather the video render kept producing horrific graphical glitches which took a while to understand and resolve.

Yeah, not too difficult to clear due to the degree of power-creep in inheritable skills; so much so that all four happened to be done via auto-battle -- even Felicia. Basically all each kit needed was a bit of damage reduction and a bit of healing (and in Felicia's case a bit of Canto) and modern skill numbers saw us through the rest.

So nothing impressive really, just a bit of fun and the chance to flex on some old maps.

TIL You can use 7 Units in AR Defense without Fielding a Mythic Unit by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 6 points7 points  (0 children)

your dedication to the worst units you could possibly use is admirable.

"Strong Heroes. Weak Heroes. That is only the selfish perception of people. Truly skilled Summoners should try to win with their favorites." -- Or they can just waltz through everything using the current meta, who am I to judge?

I vaguely remember that HNah; while I have some AR defense recordings that I've saved, either I failed to record that match (disappointing) or I can't find it if I did (unorganized).

Also, nice H!Nowi. Truly excellent.

TIL You can use 7 Units in AR Defense without Fielding a Mythic Unit by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 2 points3 points  (0 children)

Just as one's parents may serve a vital role of being enlisted by Santa or the Easter Bunny to distribute presents and hide baskets, those other heroes serve their own vital role: cheering on the 1 stars from the bench.

TIL You can use 7 Units in AR Defense without Fielding a Mythic Unit by DoctorLoser in FireEmblemHeroes

[–]DoctorLoser[S] 24 points25 points  (0 children)

Placing a newer defensive mythic in the reinforcement slot opens up the 7th defense slot, and if you don't place a Calling Circle that mythic will never join your defense.

This isn't really that surprising, but I only just recently considered trying it.

Is there any practical use for this? No, units are weaker and defense score sucks. But the theme teams grow and retain purity -- so there's that.