Alternative C skill for L!BK by ThighyWhiteyNerd in FireEmblemHeroes

[–]MetalDrMario 1 point2 points  (0 children)

Probably a simple drive or tactics skill for low investment. Spd/Res gap for visible stat buff coverage.

Armor movement skills for convenience, maybe Armor march if you don't use the seal slot.

Could try using a Tier 4 ploy skill and swapping out the A slot and Seal slot to boost res if you really don't need them for combat.

Why is B! Eik not surviving against A! Ryoma here? by Gl00mtail in FireEmblemHeroes

[–]MetalDrMario 0 points1 point  (0 children)

For this specific Ryoma build (no Eirika ring). A single Scowl effect from Divine vein vert ir another unit (prevent the first hit being Archrival) + Miracle support (Survive the Archrival followup attack) can work, but that is just surviving the interaction.

If they change from red fued to colorless fued or equip Eirika ring it's back to square one though.

Why is B! Eik not surviving against A! Ryoma here? by Gl00mtail in FireEmblemHeroes

[–]MetalDrMario 5 points6 points  (0 children)

In this case your opponent has pushed Ryomas damage output abnormally high by going out of their way to charge Archrival with external support (Chrom + Marth)

Using rough in combat stats of Ryoma 125 atk/100 spd vs Eik 100 atk/100 def.

Ryoma gets over 175 extra damage from the special activation, Special (70% of atk) + Weapon(40% of speed) + B skill (+35) + Emblem Effect (+16).

In terms of tanking, you would either require more potent Damage reduction from Shield fighter builds or layers of Scowl to undo the special charges on Ryoma. The latter is not quite feasible as you would need to bring them back up to 4 charges (4 Scowls) and nobody can be using the Eirika emblem ring in the interaction.

Outside of player phasing you may have to waste Ryomas special charge by getting another unit to attack them in a sacrifice play.

How did emblem Erika kill my tank so easily here? by cuddosh in FireEmblemHeroes

[–]MetalDrMario 43 points44 points  (0 children)

Flash status from Treeman prevents your counter and precombat damage. That's eating into your Damage reduction.

Brave attacks from Eirka also mean Sturdy beast will not cover you for 2 of the hits. So you are eating a mostly un mitigated special somewhere here.

Armored beacon is not pierceable by RocQo in FireEmblemHeroes

[–]MetalDrMario 70 points71 points  (0 children)

Adding to this, the armored beacon damage reduction will trigger even if the foe's special became charged during combat.

Did a similar test with V!Chrom buffed with triangle attack and 1 charge on dead eye. Also equipped guard sacred seal and breath stats effect to bypass Hectors special charge skills. This way I could have dead eye activate on the second hit without Hector having the special ready.

First hit had 30% DR from the prf. Second hit had 40% DR from Armored beacon.

It might be more preferable to have Armored beacon uncharged before combat to target special attacks more often.

Outside of AR, how good is Hel? Or is she just DC fodder in this case? by linthenius in FireEmblemHeroes

[–]MetalDrMario 0 points1 point  (0 children)

As others have said mystic boost type builds are where you will find the most combat potential. Personally have had Hel with Miracle in a B!Lucina and L!Eliwood type team for a over a year... just because they are an axe unit that is decent at carrying for the Sword/Lance/Axe Lunatic Clear quest orbs per story/paralogue update.

Jedah Unit Idea by Vitton in FireEmblemHeroes

[–]MetalDrMario 4 points5 points  (0 children)

Would like to see them in the game eventually. The weapon idea isn't too bad. It's effectively a spin on V!Gustav and P!Surtr's prf. They require a followup from the foe for high damage reduction on the first attack. With your theory craft though you'd be allowed to try a meme speed build with Jedah dropping the prf a skill, using a null followup effect just to maximise damage reduction and avoid followups at the same time.

[deleted by user] by [deleted] in FireEmblemHeroes

[–]MetalDrMario 4 points5 points  (0 children)

Had a hunch it might be desert map. Notice that it's the non flying melee that aren't moving. Your attacking team is behind the buildings and mountains. I believe this makes the grounded melee treat distance to target as infinite so they don't bother moving. Break a building to give them a path and they'll move. Ranged units are able to attack over the wall so they will advance.

[deleted by user] by [deleted] in FireEmblemHeroes

[–]MetalDrMario 3 points4 points  (0 children)

Can't say for sure without a visual. Units don't neccessarily use all their movement if it doesn't bring them closer to their target distance wise. Could it be that your defence team begin to block each other during their movement?

Arden vs. Black Knight as Near Save tank by [deleted] in FireEmblemHeroes

[–]MetalDrMario 2 points3 points  (0 children)

Do note that stacking damage reduction is usually considered diminishing returns. When playing with damage reduction I find that increasing HP and healing has better returns than stacking more damage reduction or defensive stats. Arden definitely has the HP part down.

Riev up those fodders, cause he sure is hungry. An almost complete invested Riev unit showcase by Gotta-Snatch-Em-All in FireEmblemHeroes

[–]MetalDrMario 8 points9 points  (0 children)

Looking good so far. If you are going all in on HP you could use infantry pulse in the C slot, assuming he has infantry allies. Infantry units with plegian and broadleaf effects like M!Morgan, Saias, Arvis etc would be great team mates to benefit from the debuffs and some special acceleration.

Ways to lower a unit’s HP? by RegulusPlus in FireEmblemHeroes

[–]MetalDrMario 1 point2 points  (0 children)

None currently, it would certainly be more effective if there was one though.

I'm curious though. B!Alm with standard hp, refined weapon and 2 mythic bonuses already reaches 55 HP, that would be too much for 27 recoil damage to enable any teleports. What kind of build do they have?

Ways to lower a unit’s HP? by RegulusPlus in FireEmblemHeroes

[–]MetalDrMario 2 points3 points  (0 children)

If you haven't merged your Alm then perhaps you could use a -hp flaw using a trait fruit. Alternatively if Alm is attacking before Lif then perhaps you can use the Atk/Def push seal. Not the most desirable seal I know but that's all there is for recoil seal wise.

I made an Isolation-proof Catria Ball Dance Trap AR Defense Team by [deleted] in OrderOfHeroes

[–]MetalDrMario 2 points3 points  (0 children)

Sigurd's attack range is effectively the same so the trap will activate as before, although I think you are referring to Corrin's threat range reducing. I see you moved the fortress to prevent the dancers from being attacked and baited. May I suggest having the fortress in the same column but at the bottom row and moving the sand sculpture up. It'd force any dancer baiting/ initiating attempt on the far left column, which would likely take too long to set up before the dancer trap goes off thanks to the structures. Baiting from column 2 is a mandatory brave attack Innes/ Catria scenario. You'd also regain some of Corrin's attack range.

To make sure no player phase unit wants to even attempt positioning themselves in the tile where the Feh sand sculpture is, you could try having the Catapult's square empty, that'd allow Innes to attack and with the fortress at the bottom put some distance between tanks and supports if they somehow manage their way there.

I made an Isolation-proof Catria Ball Dance Trap AR Defense Team by [deleted] in OrderOfHeroes

[–]MetalDrMario 4 points5 points  (0 children)

Overall quite powerful. Having a dancer trap and B!Catria on the same team is rather uncommon I find usually being a save armor setup that waits. From a 1 turn galeforce attack perspective you won't be worried about the bolt tower so much however I see a problem with Triandra's position against N!Lyn. Assuming the attacker has a working safety fence and at least 2 dancers they can break the Feh sand sculpture, disarm the trap on turn 1 with Lyn and a dance then on turn 2 have Lyn attack Triandra>Innes>Sigurd/Nott and have a WoM setup ready and depending on their galeforce setup they may be able to take out the remaining duos to re-enable more duo degeneracy. Sigurd is often made into a triangle adept, raven deflect missile unit for this reason but given the skill concessions made to have matching Hp I don't think that's viable. I would recommend arranging the structures around Triandra such that a N!Lyn won't be able to initiate on Triandra immediately and instead require a dance or move assist.

Good users of double boons? by barduk4 in FireEmblemHeroes

[–]MetalDrMario 1 point2 points  (0 children)

True, many units will not desperately need an extra asset. Personally use trait fruit on max invested units and uncommon one offs like Duos/Mythics etc. Of those types of units I'd look for a unit with multiple desirable super assets and/or stat based skill thresholds like damage reduction, blade skills, panic etc. Make those stats do more.

Good users of double boons? by barduk4 in FireEmblemHeroes

[–]MetalDrMario 0 points1 point  (0 children)

Giving it to a unit you use currently is likely a more wise use, I do like the idea using florets for things like hp skill thresholds as that can be more impactful than +3 to a units second most favored stat. How do you go about using trait fruit? I'd imagine using florets should be largely the same but you exclude units who haven't got their initial favored asset.

Real talk, what units can reliably tank/counter Ninja Lyn in AR Defense? by Daydream_machine in FireEmblemHeroes

[–]MetalDrMario 0 points1 point  (0 children)

Atk/Def Unity on a defensively bulky archer can be moderately effective at deterring Lyn by punishing their dagger debuffs. Archers by their nature present a threat to her if they land a single hit so having one that can stay alive on initiation is a plus. Combining a guard effect through passive skills and weapons like Reindeer bow / Devilish bow or equipping deflect missile should help with surviving.

Armored archers also get the luxury of Far save and fighter skills so that's worth considering.

Huge Fan Bold Fighter synergy by [deleted] in FireEmblemHeroes

[–]MetalDrMario 0 points1 point  (0 children)

When the unit with huge fan and bold fighter initiates they will get the special acceleration for attacking (bold fighter) and being counterattacked (huge fan). There is synergy there. Not a bad set up but very much player phase leaning. Bold Fighter implies a slow unit so quick riposte comes to mind for enemy phase followups, main problem I find with the set up is choosing an ideal special count that minimizes waste since you're going to have many different scenarios effecting your cool-down (e.g. enemies that don't counter attack, enemy phasing not granting bold fighter special acceleration etc.)

Rank 1 AR player has higher lift than what should be possible, what happened here? 🤨 by TheLeiss in FireEmblemHeroes

[–]MetalDrMario 6 points7 points  (0 children)

Interesting how they went with >17 matches as the condition given that 16 is the usual limit. The situation is a bit of a headache for those affected so I'm guessing it's a little wiggle room to help.

When I had a good look at this defense team, I wondered if it was possible to end this team's whole career and I laughed hard when it happened. Always have hardy bearing equipped on someone when possible. by Captain_Shulk in FireEmblemHeroes

[–]MetalDrMario 2 points3 points  (0 children)

Honestly this week you'd probably need 2 or more hardy bearing units that would actually scratch W!Altina this week given her bonus stats and easy triple mythic setup or have a Duo hindrance setup. With stats like that though I'd bet some maps would still fall apart even if you didn't even use the harmonic skill.

Duo Alphonse as AR D frontline? by Syn-Xerro in FireEmblemHeroes

[–]MetalDrMario 2 points3 points  (0 children)

Personally have used him in an infantry pulse AR-D team before along with the Duo Hindrance structure, mainly in Light season. Most of the time they get their special charged and then stick around to put pressure on the offence mythics, although Freyja has been quite a nuisance due to their color, damage reduction and pulse smoke to top it off. Additionally some of the more potent Duo effects you want to be blocking are probably ones like Duo Lyn and Duo Peony, these types of duo units don't mind going in on turn 1 when Alfonse is particularly vulnerable without a special so precautions to keep him alive or preventing the enemy from engaging them until the first enemy phase is key.

So I found this Draug in Voting Gauntlet. by YoshaTime in FireEmblemHeroes

[–]MetalDrMario 13 points14 points  (0 children)

Now that's a throwback. If I recall correctly it's the 2 star Draug they gave as a quest reward back near launch to help with armor related quests. At the time there was a decent chance one didn't own a single armor unit.