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Bound Hero Battle: Minerva and Maria

Map

  • Normal
  • Infernal

Bound Hero Battle: Minerva and Maria

As another Bound Hero Battle that is significantly less difficult than later content, Minerva and Maria’s map features a plethora of fliers, one mage, and one healer -- that being Maria herself. There’s a few tricky aspects here like the fliers carrying Iote’s Shield, the one Firesweep Lance wielding flier, and the fact that Maria totes Dazzling Staff. The fact that, however, none of these foes are particularly well-rounded makes them easy to pick off if one targets their weaker defensive stat.

What makes this map even easier is that there are no reinforcements and the foes advance on their own, meaning that it is not necessary to strike or bait to get this Bound Hero Battle started. Because of this, you can choose to play offensively or defensively. It’s rare for an Infernal map to allow you to use whatever style suits you best given the units you possess, so try to enjoy the breather and have fun -- and gain some orbs in the process!

Before you begin teambuilding, it’s completely possible you already possess everything you need to beat this map. Created by Gamepress staff member RedFerrari1998, the video guide below uses only F2P units, no Skill Inheritance, and one Seal -- see the description for more details. If it doesn’t work for you, though, then read on!

Who to Choose

As is generally true of Bound Hero Battles, the individual units used is very important as they will primarily inform a strategy. There are a few routes one can take depending on what units are personally available, and, of course, adjustment based on the units one possesses is always a possibility.

Baiters

Since the enemies on this map will start moving regardless of whether you bait or not, it’s not strictly necessary for you to have a tank on this map. If you choose to use one or more of them, though, be mindful that most of the foes on this map (barring Minerva) have high Resistance, so you’ll want to target their Defense instead.

Armors such as Hector, Valentine Hector, Fallen Hardin, and Zelgius are able to easily withstand hits and hit hard upon counterattacking. Sigurd (despite his low Speed) is a powerful physical tank who is able to even absorb a fair bit of magic damage due to Divine Tyrfing and Crusader’s Ward. Brave Ike, in comparison, is a consistently amazing self-sustaining melee specialist due to his native Steady Breath -- just be sure to keep him away from magic users. Great F2P options include Legendary Ike, Black Knight, Xander, Valentine Eliwood, and Fjorm. Once promoted to 5 star rarity, Anna also has decent Attack and high enough Speed to avoid getting doubled, but may require healer support due to her low Defense.

Hector Screencap
As one of the premier tanks since launch day, Hector continues to be an excellent baiter due to his powerful weapon effect and high Defense.

Strikers

Archers are very useful in this Bound Hero Battle because of the effective damage they’ll deal to the fliers who don’t carry Iote’s Shield. In particular, however, Brave Bow users can be incredibly potent on this map due to their ability to overpower finish off any foes your tanks may otherwise struggle with. It’s worth noting that due to the relatively low Defense that most foes on this map possess, archers are more useful than Brave and Blade tome users due to their ability to deal physical damage. New Year Corrin, Brave Lyn, Bridal Cordelia, Klein, and Setsuna are potential strikers you may want to use, with a special mention going to New Year Corrin and Brave Lyn given their F2P status.

Alternatively, melee Brave users are able to hit foes twice without retaliation in their weaker Defense. Cherche, Cordelia, Hinoka, and Elincia are all great Brave users who can make excellent use of class-specific buffs.

While Brave and Blade tome wielders can be less useful due to the magic damage they deal, they can also serve to be useful if your team composition provides them with the appropriate buffs. Tharja, Reinhardt, Tailtiu, and Nino are potential options here, especially if they are equipped with a Breaker skill to add to their coverage and are accompanied by a buffbot like Eirika or Ephraim.

Dancers

Dancers help provide support, may even have a decent offensive presence themselves, and can usually tank a hit or two, if need be. Olivia, Performing Olivia, Performing Inigo, Performing Shigure, Performing Azura, Azura, New Year Azura, and Ninian all give the refreshment that high-firepower units need while also possessing the ability to provide an assist to KO an enemy.

Healers

While not generally a great choice over units who can deal heavy damage or dancers, Healers can be incredibly useful in this Bound Hero Battle due to their ability to provide valuable healing to your tanks. Genny, Priscilla, Elise, Wrys, and Lissa are potential additions to a team that may serve you well on this map.

Genny Cap
Healers who have access to (or have inherited) Physic+ are a great choice on this map due to their ability to heal at-range.

Strategy

Strategizing for this Bound Hero Battle shouldn’t be too challenging due to the absence of reinforcements. While it can be difficult to exactly predict what will happen due to IV / Merge variance, here’s some general tips to get you started.

Irons In The Fire

Since the enemies on this map will move on their own regardless of if you damage / KO one of them or bait, the team that you’re using will primarily inform what move you make on the first turn. An archetypical striker / dancer team will want to account for granting any helpful buffs and set up their positioning -- depending on a team’s composition, that will mean either setting up to sweep or baiting problematic foes away from the group. Alternatively, a tanking team will likely prefer to move into the enemy’s range to KO a foe or two this turn.

There’s a few things to be aware of, though. The left lance flier is carrying Guidance, while the Minerva possesses Flier Formation. Both of these skills may cause another foe to catch you by surprise, so be aware that when you tangle with either of these fliers, you may be getting more than you bargained for.

Turn 1 Positioning cap
While normally this set-up would only cause Hector to be hit by the Firesweep Lance flier, Minerva’s Flier Formation allows her to extend her range and attack him. Luckily, Olivia’s Attack buff and Fjorm’s Drive Attack skill allows him to cleanly KO this foe.

Positioning Positive

If an enemy doesn’t move the way you expected (or wanted) them to, don’t panic! Positioning is a key element that informs the AI’s decision making, and it’s entirely possible that moving one of your units into a different space will give you a result that’s more to your liking. Dancers and healers are particularly useful for this purpose, as the AI usually targets them with priority.

Genny Positioning Cap
Genny’s position results in the red mage separating from the pack of fliers -- if she was even one space to the left, the non-Firesweep lance flier would move down instead of right. This is particularly useful since this flier carries Guidance, which significantly extends the range of infantry and armored allies and makes the red mage an issue.

Trading Places

Like most Grand Hero Battles and Bound Hero Battles, the trees on this map can result in your maneuvering quarters being rather tight. This problem is compounded if you use armor units, as their one movement can make retreating with them rather tricky.

Thankfully, this issue can be solved by utilizing movement assists like Swap or Reposition. Swap allows you to extend the range of a unit that has low movement ( since you can Swap with an ally that is one space away) while Reposition enables you to sling an ally across terrain to safety.

Swap Chain Cap
By using a Swap / Dance / Swap chain, I’m able to move Hector all the way from his original position (two spaces above Olivia) to his current position where he can be healed by Genny while staying out of danger.

Timing Is Everything

Sometimes, it may be worthwhile for your units to take a hit if it results in your netting a KO in one move that would otherwise take two. If you notice that one of your units is almost ready to fire off their Special, consider allowing them to take a bit of unnecessary damage even when retreating is possible. Doing so will either allow them to KO a foe on Enemy Phase, or, in the case of this Firesweep Lance flier, get an easy KO on the next Player Phase.

placing Hector So He Charges His Special
Since Hector only has one more charge for Bonfire, it’s a good idea to let him intentionally be damaged by the Firesweep flier here in order to finish off this foe on my next turn.

Looking Ahead

Although usually the color triangle rules all, in certain situations it’s adviseable to enter a neutral matchup in order to deal heavy damage to another enemy. If you’ve damaged one foe and they can be picked off by one of your units with lower Attack, it will likely prove worth your while to save your heavy hitter’s turn for when it really counts.

Fjorm Finishing Off The Flier Cap
Hector’s charged Special will deal heavy damage to Maria, so Fjorm attacking this lance flier allows that Special to not go to waste.

If At First You Don’t Succeed

Don’t be fooled by video walkthroughs of any Bound Hero Battle that you watch -- it’s very rare for anyone to beat high-difficulty content (or record a video of themselves doing so!) on their first try.  Additionally, the potential variance in unit builds that Skill Inheritance brought along with the random nature of summoning has resulted in pretty much every single summoner having different “building blocks” to work with. This, when combined with the high difficulty level of Infernal, may prove frustrating while someone is trying to find the right combination of units and moves. The key thing to keep in mind is that it may take some light Skill Inheritance and seal shuffling, multiple tries of the map, and a few stamina potions to find a strategy that works for you. Every single turn you complete gets you one step closer to completing the puzzle. Finally, reading about or watching videos of successful strategies may also help you break through a particularly difficult turn that you can’t complete, or may give you ideas of a new unit to use.

Map Enemies

  • Hard
  • Lunatic
  • Infernal
HP ATK SPD DEF RES
34 33 25 15 20
Weapon Bolganone A Swift Strike 2
Support B Bowbreaker 2
Special C Drive Def 1
HP ATK SPD DEF RES
39 23 27 19 25
Weapon Panic A Fortress Def 3
Support Rehabilitate B Dazzling Staff 3
Special Miracle C Fortify Res 3
HP ATK SPD DEF RES
41 44 31 20 11
Weapon Hauteclere A Life and Death 3
Support B Flier Formation 3
Special Sacred Cowl C Ward Fliers
HP ATK SPD DEF RES
34 31 28 15 29
Weapon Firesweep Lance A Iote's Shield
Support B Hit and Run
Special Sacred Cowl C Fortify Fliers
HP ATK SPD DEF RES
34 30 28 15 29
Weapon Slaying Edge A Death Blow 2
Support B Hit and Run
Special Aegis C Hone Fliers
HP ATK SPD DEF RES
45 44 32 20 28
Weapon Bolganone+ A Swift Strike 2
Support B Bowbreaker 3
Special C Drive Def 2
HP ATK SPD DEF RES
51 31 35 24 32
Weapon Panic A Fortress Def 3
Support Rehabilitate B Dazzling Staff 3
Special Miracle C Fortify Res 3
HP ATK SPD DEF RES
56 52 38 27 18
Weapon Hauteclere A Life and Death 3
Support B Flier Formation 3
Special Sacred Cowl C Ward Fliers
HP ATK SPD DEF RES
45 42 36 22 37
Weapon Slaying Edge+ A Life and Death 3
Support B Flier Formation 3
Special Sacred Cowl C Ward Fliers
HP ATK SPD DEF RES
45 43 36 22 37
Weapon Firesweep Lance+ A Iote's Shield
Support B Hit and Run
Special Sacred Cowl C Fortify Fliers
HP ATK SPD DEF RES
52 47 35 22 31
Weapon Bolganone+ A Swift Strike 2
Support B Bowbreaker 3
Special C Drive Def 2
HP ATK SPD DEF RES
52 45 39 24 40
Weapon Slaying Lance+ A Iote's Shield
Support Reciprocal Aid B Seal Spd 3
Special Sacred Cowl C Guidance 3
HP ATK SPD DEF RES
58 34 38 26 35
Weapon Panic A Fortress Def 3
Support Rehabilitate B Dazzling Staff 3
Special Miracle C Threaten Def 3
HP ATK SPD DEF RES
64 55 41 30 20
Weapon Hauteclere A Life and Death 3
Support B Flier Formation 3
Special Sacred Cowl C Ward Fliers
HP ATK SPD DEF RES
52 46 39 24 40
Weapon Firesweep Lance+ A Iote's Shield
Support B Hit and Run
Special Sacred Cowl C Fortify Fliers
HP ATK SPD DEF RES
52 45 39 24 40
Weapon Slaying Edge+ A Death Blow 3
Support B Hit and Run
Special Aegis C Hone Fliers

User Submitted Teams

Infernal so easy
10-17
Submitted by djdysentery
Show Explanation

So simple

Chicken, Black Knight, and the Supports
10-16
Submitted by Myed
Show Explanation

Black Knight tanks Minerva, the Red Mage, and a couple of lance hits.

Fae takes down the lances and tanks Maria

Lancina and Azura help the first two kill in a timely manner, as well as taking care of that pesky red flier.

(Almost) F2P ANNIHILATES M&M (INFERNAL) (VIDEO)
10-14
Submitted by Walrusxyz
Show Explanation

https://www.youtube.com/watch?v=p9t_fQODq_I

It's a pretty simple guide, and with easily accessible units, too!

Shell Shocked
10-13
Submitted by flaxypack
Show Explanation

This team seems very unconventional, but it will work.

Very minimal skill inheritance except for S-Frederick who must have Drawback, Klein with Moonbow (you may be able to swap this one out), Celica who is a fully-built unit with swap, but she's only there to attract enemies and will not be entering combat, Swap however is needed. Olivia also has Wings of Mercy, but I didn't need it. IV's are currently unknown for S-Frederick, but if he's -att this may not work. All units are fully invested in the skills they naturally get. (It should be noted that Celica has Fortify Def, though I don't think she has to have it)

Turn 1: Create a little Tetris shaped cross with Frederick in the middle. Celica should be to his left and Klein to his right. Olivia should be right behind Frederick. For an idea of placement, Olivia should be in front of the forest at the very bottom.

Turn 2: Have Frederick kill the Flier in front of him, this will require dance and Olivia's hone attack. After this, have Celica and Klein move back one space. Frederick will tank a hit from Maria, which will do somewhere around 14 damage.

Turn 3: Have Klein take down the sword flier, then dance him to take down Minerva. Now have Frederick drag him back. Have Celica move back one space. Olivia will tank a hit from Maria.

Turn 4: Have Klein take down the Mage, then use dance on him. Have Frederick attack the last flier before killing them with Klein (if your Klein has optimal IVs you may be able to just finish the job with him) This will just leave Maria, all you units should be able to tank a hit from her.

Turn 5: KO Maria in anyway possible and then collect your orbs.

I Don’t Have A Brave Lyn
10-13
Submitted by mermermaid
Show Explanation

I didn’t have any good bow units so I got creative. This team heavily depends on defense, Robin’s Smite, and Frederick and Reinhardt’s Weapons.

I was so surprised when I won with this unorthodox team in Infernal. You guys have no i d e a

Notable Skills:
Reinhardt has to have Death Blow & Quickened Pulse.
Frederick has to have at least Death Blow 2, Brave Axe+, and good Def (this Frederick has 33).
Ninian can be replaced by any dancer w/ decent Def (29).
Robin can be replaced by anyone with High Def (38) and Smite.