Definitely one of the largest improvements for a single module for sure. It doesn’t make Hellagur meta, but it does make him very good at what he does again- which is all I really want from mods. It’s a shame that most modules fail to do this, however.
Big comparison video for Hellagur's performance with and without module soon :) Also the 4 op bird record is here if you want to watch it, as it's a good showing for Hellagur S2: www.bilibili.com/video/BV1ZY411y7E1
One thing that make Musha guard very underated are, the fact that hg create them without tallent. I mean, their first tallent are basically same, and as 4★ or 5★ that commonly have one tallent, thats make them more underrated, except utage if used as helidrop. Good thing that Noir have secondary Tallent as a Musha guard, and i hope the next Musha guard will have to, without opening their module first.
@@Miruのだthey gave utage and akafuyu new talent for modulw upgrades But still, why use them when Hellagur ModX is so much better. Musha still struggle facing enemy with A DEF, even one s2 cycle won't enough. I guess just wait new Musha *6 with better damage output.
This i think is hellagur’s best module looking at cn. His second module base ability is good but the bonuses kinda suck. First time hellagur is defeated he selfres with 30% hp. And +40 hp/sec heal when not blocking On any other musha it is not bad but hellagur’s theme is med high damage with self sustain. It might come up but is much weaker than his first module.
The revive is pretty bad since if something killed Hellagur to begin with (much more likely without Mod X's damage reduction and ASPD increase), they're likely able to kill him again with another hit or two. At best it's useful for surviving or baiting attacks that would one shot him with Mod X regardless, but those aren't the kinds of enemies you'd even bring Hellagur to deal with in the first place. If the base effect for mod Y was a Blaze-style HP lock at 20-30% HP for 8-10 seconds once per deployment, it'd be significantly more useful for what Mushas do- fight hard as hell at how HP. As for the mod Y upgrades... they're horrible. Most of the time, Hellagur won't be below 30% HP for the HP regen while blocking to take effect. If he's below it for any prolonged period of time, that means he is probably going to die soon. If he's winning his combats, he's healing above 30% HP. Basically, most of the time the upgrade won't even be active, and +20 HP/s when not blocking is basically nothing. All HG had to do was cater Mod Y towards improving Hellagur's DPH. Add an ATK boost after revive (Dreadnoughts get +ASPD after revival... why does Musha get nothing?), Add Morgan's Tenacity ATK boost as the upgrade (increase ATK based on how low HP is). It'd at least be something I could reasonably consider using, unlike the mod Y Hellagur actually got.
I've been waiting for Hellagur's module to release on the global server ever since I first saw it on CN.
And damn his module is truly one of the best
Definitely one of the largest improvements for a single module for sure. It doesn’t make Hellagur meta, but it does make him very good at what he does again- which is all I really want from mods. It’s a shame that most modules fail to do this, however.
3:29 My girl NNOOOOOOO
Necessary sacrifices :((
Big comparison video for Hellagur's performance with and without module soon :)
Also the 4 op bird record is here if you want to watch it, as it's a good showing for Hellagur S2: www.bilibili.com/video/BV1ZY411y7E1
Bro it’s taking them so much effort to make him good, enmity guards really do need a lot of help lmao
One thing that make Musha guard very underated are, the fact that hg create them without tallent. I mean, their first tallent are basically same, and as 4★ or 5★ that commonly have one tallent, thats make them more underrated, except utage if used as helidrop.
Good thing that Noir have secondary Tallent as a Musha guard, and i hope the next Musha guard will have to, without opening their module first.
@@Miruのだthey gave utage and akafuyu new talent for modulw upgrades
But still, why use them when Hellagur ModX is so much better.
Musha still struggle facing enemy with A DEF, even one s2 cycle won't enough.
I guess just wait new Musha *6 with better damage output.
Or musha with art damage like utage but not tied to helidrop
He went from 1v1 me bich to *WE CAN DO THIS ALL DAY*
Oh wow, Korean Mr. Nothing sounds very awesome
AAAAAAAA im so glad hubby is getting more use now!!!! (Got his module to lvl3 as soon as the update hits aha)
Hellagur module makes this skill hella good.
He can hold THAT lane? Hot fucking damn, i know this module make a big improvement but this much? Mah old man be eating good.
this makes me want to pull for passenger
Some modules make operators even stronger
And some modules just make them finally usable
Yea, the module are either busted like Gladiia and Leizi or do almost nothing other than extra stat
@@hartoramasenju4012 phantoms 2nd module is SO bad that its funny lmao
the heck why are the ban tiles so bright? was it always like this i 've never realize
Pluma and the dudes gaming
hellagur s3
must watch
(i do not have hellagur)
This i think is hellagur’s best module looking at cn. His second module base ability is good but the bonuses kinda suck.
First time hellagur is defeated he selfres with 30% hp.
And +40 hp/sec heal when not blocking
On any other musha it is not bad but hellagur’s theme is med high damage with self sustain. It might come up but is much weaker than his first module.
that second module base effect is terrible no idea what they were thinking
The revive is pretty bad since if something killed Hellagur to begin with (much more likely without Mod X's damage reduction and ASPD increase), they're likely able to kill him again with another hit or two. At best it's useful for surviving or baiting attacks that would one shot him with Mod X regardless, but those aren't the kinds of enemies you'd even bring Hellagur to deal with in the first place. If the base effect for mod Y was a Blaze-style HP lock at 20-30% HP for 8-10 seconds once per deployment, it'd be significantly more useful for what Mushas do- fight hard as hell at how HP.
As for the mod Y upgrades... they're horrible. Most of the time, Hellagur won't be below 30% HP for the HP regen while blocking to take effect. If he's below it for any prolonged period of time, that means he is probably going to die soon. If he's winning his combats, he's healing above 30% HP. Basically, most of the time the upgrade won't even be active, and +20 HP/s when not blocking is basically nothing.
All HG had to do was cater Mod Y towards improving Hellagur's DPH. Add an ATK boost after revive (Dreadnoughts get +ASPD after revival... why does Musha get nothing?), Add Morgan's Tenacity ATK boost as the upgrade (increase ATK based on how low HP is). It'd at least be something I could reasonably consider using, unlike the mod Y Hellagur actually got.
I am also enjoying passenger korean va
When will this module arrive in global?
It's already here :)
uh whats that yellow arrow thingy under the characters in the selection screen?
Shows that you marked a character as a favorite