I see no gods up here but me | Hubert True Solo vs. Alfaðör & Váli Abyssal Mythic Hero Battle [FEH]
Originally Recorded: May 2026 Alfador and Vali are a miserable pair, pulling you in opposite directions as you craft a build to deal with their mechanics. Even after the power spike from a new tier of arcane and Rise Above, Hubert isn't strong enough to carry utility skills that are dead in most matchups like Fatal Smoke. In this case, AoE is really the only answer that works on both Alfador and Vali, but comes with the drawback of being extremely squishy, as the standard 40% damage reduction now baked into every special is inaccessible. Since I can't mitigate Hubert's incoming damage, I need to avoid the bulk of it by running Sigurd Ring for canto. However, running Sigurd gives Hubert a permanent +1 mov effect. Alfador copies all effects from his team and the enemy team, so any effect I run has to be worth its weight in gold. Sigurd is. The opening for this map is dismal, with all accessible targets covered by double support from Alfador, Vali, and a miracle supported briar far save. The EP situation isn't much better as the pegasus has 5 space warping and the lance will mow down Hubert given the chance. The extra mov from Sigurd allows an opening move of attacking to the right side, which causes the axe to jump out of Alfador's support. With heavily stacked damage and colour advantage, I'm actually able to take the knight to 1HP with a basic attack, consuming Vali's once per map ally support miracle, and kill it in the same turn. Despite the incoming damage, this generates enough tempo to get a foothold on the map, and I have to just deal with the missing HP. While the backline doesn't appear to do anything especially interesting other than shuffling around the bottom row, an enormous amount of strategic planning was done in the build editor for this team. I needed to figure out how to stop the high range enemy units from attacking the backline, while giving up any effects (so Alfador doesn't copy them), and also fielding at least two units with more than 66 Res in order to prevent them from taking Sabotage. This last requirement is because Havoc gives the staff [Canto (1)] if two or more of my units have Sabotage. This would cause the staff to move to positions it couldn't otherwise under solo rules, and also cause Alfador to gain an extra effect he shouldn't have, altering combats. Since neither Hubert nor Lysithea are able to beat that Res check for what they need to do, I have to make sure that my units are always positioned in such a way where only Lysithea can ever get Sabotage, meaning all units have to be 3 tiles away from Hubert while the staff is on the field, and since there's not enough space to have all units be spaced 3 tiles away from one another, the ones that have to be close must have enough Res to prevent the staff from making the check. Dedue and Blubert are both built around this principle, although since Blubert cannot bring Rexbolt due to the aforementioned ban on effects, I have to source a little bit of extra Res from Atk/Res Link on Lysithea until Ice Cap ramps him past 66. Lysithea is both a bait unit and negative damage enabler. By taking her self chip and swapping HP with Dedue, she enables breaking the AI priority tie when enemies are choosing their targets. Since Patience and Lull Finish both give 7HP, Blubert further assists with the negative damage calculations by giving Breath of Life healing to Dedue, causing him to heal for more than 7. This in turn causes enemies who would attack Lysithea to attack Hubert instead, as Dedue would intervene with save and overheal. This creates some further restrictions on positioning, as I have to make sure Hubert never catches the BoL healing during his combats. The rest of the fight is done in positioning. Sniping out key threats by pushing the staff beyond the range of canto control and avoiding Alfador's chip damage columns to gain net HP after combats to heal off the initial trade. At the same time I'm juggling closest (or tied for closest) to Alfador, Vali, and the staff at the same time to meet the solo requirements to soak their Shackle skills and the Sunlight staff respectively. There's some unconventional synergy between Lull Finish and AoE, as since AoE doesn't fire off on the EP but the special is charged, I gain a lot of extra HP from combats I ordinarily wouldn't if i were running a combat special. While I don't need the chip damage of Blazing Light for combats, that shape is used to force the healer to use Magic Guard on specific enemies, wasting the extra action. AoE chunks Vali to 1HP before combat so she can't activate her miracle and dies to the basic attack. Then it's just a matter of setting up a single chip on Alfador and having a special ready for the end. Since I wasn't able to land Writ's -7 Res on Alfador for the first chip, I have to avoid his -7 Atk ploy for the final combat, hence the lineup along the bottom before confirming the kill. #feh #feheroes #fireemblemheroes
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