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Bound Hero Battle: Ninian & Hawkeye

Map

  • Normal
  • Infernal

Bound Hero Battle: Ninian and Hawkeye

If you tend to find Grand and Bound Hero Battles a bit too difficult for your liking and the presence of dancers on a map makes you cringe, have no fear -- finally making a return is the dynamic (and not-so-dangerous) duo of Ninian and Hawkeye! This map features some tricky foes that can catch you by surprise, but don’t panic. Since none of them are particularly overspecialized, you can easily answer them with well-rounded units of your own, and the fact that there are no reinforcements means that what you see is what you get.

That’s not, however, the only factor you have going in your favour. The layout of this map allows for you to easily establish a chokepoint and pick off foes with ranged allies from the safety of behind the walls. Even the the eponymous dancer herself, Ninian, doesn’t present much of a threat; she struggles to KO units she even has a color advantage against, and really poses more of a nuisance than an actual danger. All and all, if you’re willing to use some trial and error and adjust your strategy when necessary, this Bound Hero Battle shouldn’t prove to be too frustrating. Patience (as per usual) is key, and being willing to burn a few stamina potions can’t hurt the situation either.

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, one instance of Skill Inheritance, and seals -- 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 won’t start moving unless they are damaged or baited and there’s no immediate opportunity to strike and retreat, you’ll want to bring at least one unit that can bait on this map. While it is possible to use a dancer like Olivia, it’s far more effective to use a unit who can net a KO or two in Enemy Phase.

Dragons like Nowi, Adult Tiki, and Fallen Robin are particularly useful due to being able to counterattack regardless of range and their ability to take a fair deal of punishment before falling in battle. Armors such as Hector, Valentine Hector, Fallen Hardin, Winter Tharja, and Zelgius are able to easily withstand hits and hit hard upon counterattacking. Great F2P options include Legendary Ike, Black Knight, Xander, and Fjorm.

Atiki screenshot
Tanks such as Adult Tiki are able to withstand almost any melee foe that’s thrown at them, and may even sport decent Resistance to boot.

Strikers

Although decidedly less useful than baiters, ranged strikers can prove useful in this Bound Hero Battle by targeting enemies from the safety of behind the wall once a tank establishes a chokepoint. In particular, 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. Brave Lyn, Bridal Cordelia, Klein, and Setsuna are potential strikers you may want to use, with a special mention going to Brave Lyn given her F2P status.

Alternatively, Brave and Blade weapon wielders 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.

Tharja Screenshot
Strikers like Tharja can handle melee enemies without fear of getting counterattacked. With Desperation, they may not need to worry about the green mage either due to to being able to double consecutively.

Dancers

Dancers help provide support, may even have a decent offensive presence themselves, and can usually tank a hit or two, if need be. OliviaPerforming OliviaPerforming InigoPerforming ShigurePerforming AzuraAzuraNew 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. GennyEliseWrys, and Lissa are potential additions to a team that may serve you well on this map, though any healer who possesses Rehabilitate will likely do the trick.

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.

Casting Out Your Line

Since this isn’t a map where you can just wait for the enemy to come to you, you’re going to have to bait to get these foes moving. The archetypical strike, dance, and retreat strategy won’t work here unless your striker can take a hit. Or two. Or three.

Because of this, you’ll have to choose where to bait, but luckily, there’s really only two options -- the chokepoint in the middle of the map, and the chokepoint to the right. Both of these options are pretty compelling, but the middle chokepoint may be easier to use depending on AI movement. In my case, the blue lance cavalry was danced by Ninian instead of Hawkeye; this saves Nowi from being KO’d.

Nowi baiting
Hawkeye will be in range to be danced once he moves, but luckily the lance cavalry unit takes priority. Although...

Before you commit to baiting, though, it’s always a good idea to size up the foes you’ll be facing. At a glance, you may recognize that the sword cavalry unit is carrying Zanbato and the lance cavalry unit is carrying Ridersbane. Both of these weapons deal effective damage to cavalry, so if you’re trying to bait with your own horse-rider, you’ll have to start on the right.

Passing Off The Torch

If you’re unprepared for the lance cavalry foe with Pass, it can be a nasty surprise -- especially if you left your red or blue dancer in its post-danced range. This problem can easily be fixed by being careful with your positioning (which may take you a bit of trial and error to figure out) and/or ensuring your tank is bulky enough to comfortably withstand this foe. Remember: when it comes to a map with a dancer, it’s always better to be safe than sorry.

Axezura nearly getting owned
If Olivia was being used instead of Performing Azura here, this foe passing through Nowi could easily spell out disaster. When in doubt, keep your dancers far away from danger, especially when an enemy dancer is present.

Trembling With Antici...pation!

Although the AI can be downright unruly on this map due to Ninian’s dancing ability, you’ll likely be a lot more successful if you always anticipate the worst case scenario. Assume that if a foe can be danced and charge forward to KO one of your weakened units, it will do so, and make sure to act accordingly.

Fae swapping with Axezura
Once the lance cavalry unit has been KO’d, I can safely assume the AI will dance the sword unit to KO Performing Azura. Because of this, I can Swap her with Fae -- she has enough Speed to avoid being doubled and enough Defense to withstand the single hit.

All Aboard The Daisy Train

Once there’s only a few foes left, you can afford to play more conservatively and take less risks. If you find that you need your dancer and another unit to retreat as far as possible, using a Reposition and dance combo can move these two units across the map in a hurry. The benefits of this are very clear: the further your units are out of the danger zone, the less likely they are to get ambushed by a danced foe. From there, you can bait with a unit that you know for a fact can handle the enemy... and maybe even manipulate the AI with your positioning.

Nowi repositions Axezura, who dances her and lets her move again (choo choo)
Daisy chaining together reposition and dance allows two units to retreat farther than thy would be able to without assisting each other.

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
36 37 18 19 23
Weapon Zanbato A Armored Blow 3
Support B Pass 2
Special Luna C Atk Ploy 2
HP ATK SPD DEF RES
36 37 18 19 23
Weapon Ridersbane A Armored Blow 3
Support B Pass 2
Special Dragon Fang C Spur Def/Res 1
HP ATK SPD DEF RES
34 34 28 18 23
Weapon Gronnraven A Fury 3
Support B Seal Res 2
Special Blazing Wind C Savage Blow 2
HP ATK SPD DEF RES
48 37 16 21 22
Weapon Killer Axe+ A Death Blow 3
Support B Wings of Mercy 3
Special Growing Light C Threaten Atk 3
HP ATK SPD DEF RES
44 31 26 18 19
Weapon Light Breath+ A Distant Def 3
Support Dance B Escape Route 3
Special Miracle C Fortify Def 3
HP ATK SPD DEF RES
49 49 25 26 30
Weapon Zanbato+ A Armored Blow 3
Support B Pass 3
Special Luna C Atk Ploy 3
HP ATK SPD DEF RES
49 49 25 26 30
Weapon Ridersbane+ A Armored Blow 3
Support B Pass 3
Special Dragon Fang C Spur Def/Res 2
HP ATK SPD DEF RES
45 45 35 23 31
Weapon Gronnraven+ A Fury 3
Support B Seal Res 3
Special Blazing Wind C Savage Blow 3
HP ATK SPD DEF RES
63 44 23 28 30
Weapon Killer Axe+ A Death Blow 3
Support B Wings of Mercy 3
Special Growing Light C Threaten Atk 3
HP ATK SPD DEF RES
60 38 34 24 27
Weapon Light Breath+ A Distant Def 3
Support Dance B Escape Route 3
Special Miracle C Fortify Def 3
HP ATK SPD DEF RES
61 50 37 36 28
Weapon Wo Dao+ A Fury 3
Support B Seal Spd 3
Special Reprisal C Spur Res 3
HP ATK SPD DEF RES
57 52 27 28 33
Weapon Zanbato+ A Armored Blow 3
Support B Pass 3
Special Luna C Atk Ploy 3
HP ATK SPD DEF RES
57 52 27 28 33
Weapon Ridersbane+ A Armored Blow 3
Support B Pass 3
Special Dragon Fang C Spur Def/Res 2
HP ATK SPD DEF RES
52 48 38 25 34
Weapon Gronnraven+ A Fury 3
Support B Seal Res 3
Special Blazing Wind C Savage Blow 3
HP ATK SPD DEF RES
72 47 25 31 33
Weapon Killer Axe+ A Death Blow 3
Support B Wings of Mercy 3
Special Growing Light C Threaten Atk 3
HP ATK SPD DEF RES
69 40 37 26 30
Weapon Light Breath+ A Distant Def 3
Support Dance B Escape Route 3
Special Miracle C Fortify Def 3

User Submitted Teams

CYLs make this easy
09-21
Submitted by mu_sub-zero
Show Explanation

Not much to say. Sanaki is TA with raven tome. Use her to bait green mage on right. Once he's dead, move her back and put Ike forward to take care of lance cavalry and Ninian. Lucina, Lyn, and Sanaki should be able to take care of two swords and Hawkeye.

Lucky in 4 turns (Infernal)
09-21
Submitted by Pyromania
Show Explanation

Important skills:
Olivia: Dance
Ike: +Spd, neutral Def/Res, Ragnell, Moonbow, Fury 3, Vantage 3, Attack +1, Summoner Support S
Innes: +Spd, Brave Bow+, Luna, Swift Sparrow 2, Threaten Spd 3, Speed +1
Julia: Naga, Fury 3

Starting positions:
Olivia: top left
Ike: top right
Innes: bottom left
Julia: bottom right

Turn 1:
Olivia moves 2 spaces right. Ike moves 2 spaces right, into the range of the Green Mage. Julia moves 1 space right. Innes moves 1 space right. Ike kills Green Mage on counterattack, tanks attack from Blue Cavalier and survives with 1 HP.

Turn 2:
Innes moves 1 space up and 1 space left, kills Sword Cavalier. Olivia dances Innes, Innes attacks Hawkeye from behind the wall, Hawkeye survives with 1 HP. Julia kills Lance Cavalier. Ike moves 1 space left and 1 space down, under Julia.

Turn 3:
Innes moves 1 space down, 1 space right, kills Hawkeye. Olivia dances Innes, Innes moves 1 space left. Julia attacks Ninian from below the wall, Ninian survives with 3 HP. Ike kills Ninian.

Turn 4:
Julia attacks Sword Fighter from right side of the wall. Innes attacks Sword Fighter. Ike kills Sword Fighter. Stage clear.

No dancer/support bonus/mage but need Lukas (Infernal)
09-21
Submitted by alendory
Show Explanation

Spec:

Lukas (+Atk/-HP)
Fortress Def 3, Quick Riposte 2, Threaten Atk 2, Quickened Pulse Seal
Killer Lance+, Swap, Ignis

Hector (+Def/-Res)
DC, Green Tomebreaker 3, Threaten Def 2, Distant Def Seal
Armads, Swap, Bonfire

Xander (Neutral)
Armoured Strike 2, Swordbreaker 2, Hone Atk 2, HP Seal
Siegfried, Swap, Bonfire

Genny (+HP/-Atk)
Speed+3, Wrathful Staff 3, Hone Atk 3, Atk Ploy Seal
Assault, Physic, Imbue

Which and who defeated what (in order):
1. Hector -> Green Mage
2. Lukas -> Blue Cavalier
3. Lukas -> Red Cavalier
4. Xander -> Red Infantry
5. Hector -> Hawkeye
6. Hector -> Ninian

Hector baits and kills the green mage from the right opening and Xander stays behind Lukas. The blue cavalier would move in from the middle opening and then danced by Ninian, allowing it to reach Lukas but it won't damage him much.

Next turn, use Lukas to finish the cavalier and have Xander move to the right side (basically, only allow Lukas to take in all the hits from both Hawkeye and Red Cavalier).

Next, move Lukas down and finish the Red Cavalier. Since Lukas now have low health and the Red Infantry would be 2 spaces away, move Xander to block it and move Hector which has been stand by on the right to block Hawkeye. This will create a situation where both enemies can only attack the target in front of them. Xander needed swordbreaker here since the infantry will double him and Ninian will dance the infantry again. With swordbreaker it will prevent the enemy from attacking twice and allow Xander to finish it.

Next turn, use Hector to finish Hawkeye and have everybody else move away before Ninian reached the middle of the map. Use Hector to tank her first and then defeat her in the last turn.

/u/nibelung25

Brave ike, dancer, red mage, and a healer
09-21
Submitted by Sudzball
Show Explanation

Your brave ike is the main carry for this one. Have s support with him and tharja, and give him an hp seal. I did this with a nuteral iv bike. I gave tharja a speed seal, but not very necessary because tharja only needs to kill a single unit. One unit must have hone speed 3. B ike had his base kit with aether but also vantage instead of beorcs and reposition for an assist. Tharja needs to have draw back, azama with rehabilitate and a dancer, but ninian/ azura is preferred.
On turn one, Make sure b ike gets the hone speed buff. Move bike in range of the red cavalier and everyone away towards the bottom exept for your dancer.
Turn 2, pull b ike far enough to where he only gets hit by a danced hawkeye, and then put your dancer near him while being able to heal b ike to almost full woth rehab. Azama is good because if u mess up he can take a hit. The set up should be tharja on ine space to the right of the bottom left corner, your dancer one space to the right of tharja, your healer above tharja, and b ike infront of your dancer.
Turn 3, hawkeye should have hit your b ike but you didnt kill him. Kill hawkeye from the bottom then shift your formation to the left one space using tharjas draw back and dance, putting b ike in range of the lance cavalier but far away for ninian to be unable to dance him.
Turn four. Kill the lance cav if u didnt already with b ike, the dance him and attack ninian with brave ike from the bottom and move your other units into a range where the green mage, ninian, or the red sword cannot hit them. Hitting ninian is imprtant as it gets lets you kill her with an aether vantage hit after the green mage hits you during enemy phase
Turn 5, attack the red sword with tharja, hit the green mage with b ike, and dance either tharja ir b ike to kill the green mage. Tadaaa 4 orbs.

Horse Emblem? Na Flier Emblem (Infernal)
09-21
Submitted by Piko10e
Show Explanation

This one is pretty straight forward. You at least want one hone fliers on Hinoka. I also used three goads too. Honestly, if you use the basic gamepress sets you should be fine.

Strats:
Turn 1: Position Palla so she gets a hone boost and put her in range of the green mage. Just make a L with Spring Camilla being one space away from Palla and Hinoka being under Spring Camilla and Summer Corrin next to Hinoka

Turn 2:
Move Spring Camilla next to Palla and kill the lance unit. Then move Palla up to kill the green mage. Reposition Palla with Summer Corrin. Then Draw Back/Reposition Spring Camilla with Hinoka.

Turn 3:
Kill the sword unit with Hinoka by attacking from below him. Move Spring Camilla up and attack Ninian. Reposition Spring Camilla down with Palla. If Ninian is still alive kill her with Summer Corrin. If not just put her out of range of Hawkeye.

Turn 4:
Move Palla up one space and kill hawkeye. Then attackthe sword unit with Hinoka, but if she dies to the sword unit attack with Summer Corrin then attack with Hinoka. Honestly its one sword unit so you can do anything to kill him.