Going with the Floe | V!Hubert True Solo vs. Athos & Ayra Abyssal Battle [FEH]
Now we're getting to the good stuff... Athos simply cannot be bested in a fair fight with a mage. It's not going to happen, not for a bit anyway. The best way to safely deal with him is to outrange him, but carrying Lyn is a big ask for any unit, but most of all armors. It's the reverse of Sigurd - limiting our already weak movement further in exchange for range. If we can't move, we need to move the whole map around Blubert. It's a strategy that's well supported by the terrain, but still requires a number of important steps. For example, to get Athos to step down and left on his first move, I need the lance fighter to move right, and a unit to move two tiles under him, so he is unable to take the most direct route to his target. Fulfilling those two criteria requires the Green Mage to not be taking up one of the spaces those units need to be in, requiring it to be directed straight down instead of sideways or diagonally. It's a precise, multi-step, organized traffic jam starting from Turn 1, as we move everything in turn to get Athos, and particularly the sword cav where we want them. Fail this, and the sword cav will crash into Hubert for 64 damage, and Athos will do worse. Slick Fighter is here for a robust GFU option to set up the kill onto Ayra who left her NFU at home. We can deny the map her support early with a well placed hit. Then we're filtering out inconsequential mobs while setting up our traffic jam. We take a rare turn with no combat, because we need to be outside the damage range of the Lance Fighter for our traffic jam to work out. Then with everything arranged, we're on the clock to clear an area for our fillers to sit before Athos reaches the bottom. This is especially tricky due to the onslaught of problematic greens coming in all at once. We have to split up kills of the Green Dagger, Green Mage, and Green Bat across phases, otherwise we'll get overwhelmed. It's exceptionally tricky because we had to move the green mage down to set up our traffic jam, meaning that it will always open with a Glacies thanks to Athos's support. If we snipe it with Lyn, the dagger will wound us, and the bat will kill us. If we snipe the dagger and reroute the bat, we have to take a full powered Glacies. The solution is Armored Floe. Armored skills are a bit tricky to use in solos, as we aren't picking a set range to fight in the same way a traditional save armor would, they're inconsistent as omnitank skills. Still - it's just what we need here, and it's a novel tool to me as someone who has primarily been using a unit without access to DR based specials. It mitigates the dagger damage, and the green tome just enough for survival, allowing us to then snipe the bat and work towards the endgame. As a bonus, it also lets us survive the bow, to take it out early. It's a surprisingly difficult tank, and one Hubert nearly doesn't make even with Armored Floe, but its very convenient that he does, as it picks off the remaining Canto Control. Once that's done, there's nothing to do but sit back and snipe away our troubles. We did the set up and this is the payoff. As of posting, Blubert has taken on 14 abyssal maps! You won't see most of them here, as most of them aren't interesting enough to go through the full editing process. Still, as there are no other active ranged armor true soloers, I am tackling the backlog of non remix maps out of personal interest to generate at least some body of ranged armor clears. I won't be chasing remix maps anymore or going for the "100%" with V!Hubert as older maps are simply too trivial to pursue with modern skills. For example, V!Hubert essentially walked forward and demolished Fomortiis and Gotoh in two attempts, when it took me 18 months to come up with a solve for OG Hubert. F&G isn't on remix yet either. As for what you will see here...I'm not sure! It's very difficult to say what V!Hubert can and cannot complete right now, with very limited understanding of ranged armors and especially mage armors in solos. There is a heavy focus on post 9.0 maps for soloers now, as all maps including Emblem Lyn and beyond have a significant difficulty over the ones before. Of those, I am fairly sure V!Hubert has a win on Sakura with his merges, but Lyn, Eirika, and Marth&Elm may take multiple rounds to develop strategies due to his limited movement and skill options. Overall, right now I expect strategies for V!Hubert will take longer to develop, as I can't rely on collaborative ideas from other soloers when I run into trouble. Limited build options mean we cant flex between multiple strategies as easily as infantry Hubert, so when one fails there aren't necessarily backup options. Most likely Blubert clears will come less frequently and slower than Hubert for now, but I am doing my best to do him justice! #feh #feheroes #fireemblemheroes
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