Four Fantastic Flying Ferdinands | Aegir Emblem vs. Heidrun and Eikthyrnir Abyssal Hero Battle FEH

Описание к видео Four Fantastic Flying Ferdinands | Aegir Emblem vs. Heidrun and Eikthyrnir Abyssal Hero Battle FEH

It's been a while since I've had a true challenge with these guys. Recently it feels like more and more I'm trouncing Abyssals with them, even skipping publishing maps like Celica, Loki, and Camilla that were just so trivial to solve, I didn't feel like they were worth showcasing.

When I muttered to myself that I wish they'd dial it up a bit, this wasn't *quite* what I meant, but here we are so let's do something about it.

I don't use Ferdinand's PRF often, I generally feel that Luin is the better all rounder choice due to its flexibility, and the high level of investment in my Ferdinands meaning that they do have the speed to really take advantage of it.

However Stoutheart is pulling a ton of weight here with unconditional unity on all stats, which is maybe the only truly good thing about it. Still, it's just what we need here, because the whole map is a careful game of avoiding debuffs and a map wide no healing zone, so we can't afford to take any more damage than necessary. Instead of dodging the stat drops we can purposefully take them, and invert them. And then ALSO purposefully panic our buffs, to invert the inversion again. And then double down on it with a Unity skill too. This is a profoundly silly but also powerful interaction.

stand in debuff, get ungabunga stat - caveman summoner, probably (or me, solving this)

Other than that, the meat of the strategy is covered in the video but here are a couple extra tidbits:
- Manipulating something to attack our Escape Route Ferdinand is critical and starts from turn 1, weeding out as many enemies as possible with carefully calculated stat ranges to cut down enemies ASAP, otherwise they would take up spaces that the red manakete wanted to path to and made it a lot harder to take a stray hit from. I had to discard some strategies using Snag, because it actually diminished the manakete's damage too much to drop under 50% for warps.

- AHR was really kind to me and gave me a lot of Peonys - two of them were used to power up Light and Astra respectively. Though not explicitly foddered for this clear, having WoM 4 was an absolute blessing that let me do some truly goofy stuff.

- Atk/Def Unity came from my F2P Fjorm. o7 Fjorm, you served me well, but it was time.

- Like many units, Heidrun is significantly weaker when separated from her allies. However the reason she suddenly transforms from a major threat to a wet noodle near the end is not because she's alone, - it's because she's player phasing a low health unit. When she attacks a unit under 75%, most of her weapon turns off. She no longer dulls A/D, gets her A/D dunk, or flat damage reduction based on her Res. This allows us to use her Deep Wounds against her to stall her out, simply sitting at low health and watching her lose the fight she started.


- Every corner of the map is touched during this clear.
- Final turn count is around 40. I swore it was less when I solved it, but maybe I fell asleep during LOOP...?


#fireemblemheroes #feheroes #feh

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