![]() For the physical damage ones you want Astaroth shielding your fragile but powerful glass cannons, and for the magic-damage heads you want Rufus in the most important place (Astaroth may even be on the bench.) I use Ishmael commonly for tanking hydras, on a team where I find that Maya's continuous healing combined with his high vampirism is enough to keep him up. Another very important timing trick is using Yasmine's ult to interrupt the hydras as they are rearing back to hit you with a nasty breath. If they are channeling an attack at that moment, it could end up wasted, so save Ginger's ult and so on until right after the breath (except for the Light hydra breath which will blind her!) Each head's breath (there may be exceptions) will interrupt what your heroes are currently doing. ![]() You may need Astaroth to give Jhu a resurrect to get him to his first ult, and that probably won't work if one of the other support heroes on the team dies first. You may have noticed it's kindof all about Jhu! It's actually important not to upgrade his defenses too much, because high defense/health stats can limit his energy gain which might stop the chain-ulting and let him die. ![]() Jhu can stay up by himself once he starts chain-ulting (ideally with Martha behind him, more for her haste buff than healing since Jhu can heal himself.) So a powerful team could be built around Jhu pumping out the damage and a bunch of other heroes who spend most of the battle dead. if she is on your A team, your B and C teams will fight the head with QM's debuff still up), but I can't prove that. I have heard that Qing Mao's armor reduction debuff actually lasts through subsequent rounds (i.e. Remember that some important effects in these fights continue after the hero providing the buff has died: Dorian's healing aura Thea's haste at low health and especially Mojo's percent-based attack. Only QM and Jhu have attacks that deduct a certain percentage of the enemy's health, which in this case is a lot of health! (Mojo has a support attack that mirrors a percentage of the damage done by your other heroes, so he is great alongside one or both of the other two.) As others have mentioned, percent-based attacks will usually do most of your damage on these beasts. Strong counters against other annoying hydra breath effects include Sebastian to negate the Earth head's entangle/stun, and Andvari to protect against the Wind hydra's knockback. Magic attacks like Orion's can be used while blind though.) Wait until the debuff expires before triggering an important high-damage physical ult. That means all physical attacks during the blind will be completely wasted. The Light hydra requires the most micromanagement, because its breath leaves your heroes temporarily blinded. Trigger Faceless right after whatever you want him to copy (commonly a big heal like Maya's, or Martha's haste ult), and for god's sake don't trigger DD right after. You can control the fight, so to do optimal damage you will want to time your use of ults that have synergy with each other. Expect early on that one of your three teams will be doing almost all of your total damage, because everything important will be focused on keeping the A-team doing maximum damage for two minutes without falling over.
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