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Grand Hero Battle - Lyon

Event History

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Map

  • Normal
  • Infernal
Lyon
Lyon

Lyon: Shadow Prince

As is fitting for a ruler of his calibre, Lyon’s GHB opens with him accompanied by some incredibly strong servants. Like most of the maps that came before this one, the presence of enemy reinforcements definitely complicates the path to victory. Barring a few strategies that require extremely specialized teams, Turn 1 clears on Infernal will be exceedingly difficult here. That does not mean, however, that this map can only be beaten by +10 juggernauts -- as is usually the case with GHBs, the best defense is careful planning, experimentation, and knowing the map.

The best way to deal with this GHB is to methodically chip away at Lyon’s forces, retreating after striking hard and KOing outright when you can. The more time you take carefully positioning your units, baiting when possible, and anticipating reinforcements, the easier it will be for you to complete this map. Movement skills such as Hit and Run and Drag Back will likely help you achieve this goal, and should be considered as options to aid positioning.

Who To Choose

As is generally true of GHBs, the individual units you will use is very important as it will primarily inform your strategy. There are a few routes you can take depending on what units you have available to you, and, of course, adjustment based on the units you possess is always a possibility.

Strikers

Brave weapons once again prove incredibly useful in this GHB. With their ability to power through same color matchups and obliterate units who possess a weapon triangle disadvantage, Brave users are able to provide wide coverage and prevent reinforcements from suddenly overwhelming your units by KOing their targets outright. Melee Brave users even have movement options such as Drag Back and Hit and Run that grant them greater mobility. Reinhardt, Brave Bow B!Lyn, Brave Bow Bridal Cordelia, Brave Lance Cordelia, and Brave Axe Cherche all possess the firepower needed to power through tough enemies.

Performing a similar function to Brave users, high firepower mages and Blade mages are able to often overpower enemy units and be danced or repositioned to safety. This is especially true of speedy Blade mages if they have inherited Desperation, as it essentially turns them into Brave users once they’ve reached low enough health if they outspeed their opponent by five. Nino and Tailtiu would be good options here, as would Blade S!Corrin and Blade S!Camilla. Linde and Delthea also provide additional buffs to melee allies through Dark Aura, while Julia and Deirdre deal effective damage to the dragons who appear in this map.

Distant Counter Users

Being able to counterattack at any distance is always useful, and in this GHB due to the presence of a healthy mix of melee and ranged attackers it may be worthwhile to bring a unit who can counterattack no matter what. Hector, Black Knight, Zelgius, Xander, Camus, Nowi, A!Tiki, Y!Tiki, and Fae can all use class-specific buffs to pad their defenses and heavily damage if not KO anyone who attacks them. Of special note is also Fjorm, whose exclusive special Ice Mirror makes her a great choice for battling mages.

Dancers

Dancers help support units with high firepower, may even have a decent offensive presence themselves, and can usually tank a hit or two if need be. Olivia, PA!Azura, AzuraNY!Azura, and Ninian all provide the support that high-firepower units need while also possessing the ability to net a few KOs themselves.

Healers

While not generally a great choice for GHBs over units who can deal heavy damage or dancers, healers will generally be prioritized by the enemy AI, can now deal full value colourless damage due to Wrathful staff refinement, and can also heal your primary damage dealing units when they’re low on health. When paired with a dancer or an offensively focused unit with reposition / swap who can grant them greater mobility, a healer could be a valuable ally in this GHB. Genny, Priscilla, and Elise are potential additions to your team that may serve useful.

Fliers

Given the layout of this map, Fliers possess the most flexible mobility and baiting potential possible. They are also able to take advantage of class-specific flier buffs. Also of note is that Fliers can use the Guidance skill and seal, which grants infantry and armor units greater mobility as well. Hinoka, Cordelia, H!Nowi, NY!Azura, S!Corrin, S!Camilla, Myrrh, and Cherche can all fill other roles that have been discussed above while also being fliers.

Cavalry

As is usually true, Cavalry units are able to take advantage of their superior movement range to hit hard and then quickly retreat away from danger. They can also, like Fliers, take advantage of class-specific buffs. ReinhardtB!Lyn, Xander, and Camus are fortunate enough to be cavalry units and also fill other roles that have been discussed above, 

Strategy

Due to the variability of the AI depending on your team’s stats and the unpredictability factor that reinforcements provide, it unfortunately isn’t possible to create a strategy that will work for absolutely everyone. There are, however, a few basic tips that may help those who are struggling with this GHB.

Start from the Left

As with most GHBs, the enemy units will not start to move until one of your units is in range or one of the enemy units has been damaged / defeated. Thankfully, the only enemy on the left of this map is a blue dragon who can easily be KO’d by a green unit. If you instead use a ranged blue mage who isn’t quite able to KO this enemy, you can use another unit with reposition to get your dancer over to your mage.

In Combat We Kill

Because enemy reinforcements can quickly overwhelm your team, you generally want to KO the units you attack outright. If your unit won’t take a lot of damage when attacked, finishing off a weakened opposing unit in enemy phase is fine, but having them survive into the next player phase means that you must expend one more attack to KO them, which could be an attack you could use to KO another unit. You may find that the Quick Riposte seal will help you get some one-round kills you would not net otherwise.

Use Fliers

Fliers are able to bypass the annoying space in the middle of this map, and using guidance they can allow infantry and armor units to essentially warp across this space as well. This is an option to ferry a unit who is low on health out of danger, especially if you’ve chosen to use a healer.

Divided We Fall But Four Is a Crowd

Positioning is very important in this GHB, especially because enemy reinforcements. Thankfully, however, they always appear in the same positions on the map, which means that if they catch you by surprise the first time you encounter them, they shouldn’t do the same once you’re retrying the map. Having your units spread out on this map is not advisable, since you’re going to want them to cover matchups that are unfavourable for their allies. Being too bunched together, however, also limits your movement options. Try to strike a careful balance between having your units being close enough to assist each other without them crowding escape routes.

Retreat Is Always an Option

While it may be tempting to KO an enemy unit who is in range, this can often lead to the situation where the unit that you overextended is then swamped by enemies they can’t handle on their own. While sometimes the best defense is a good offense, knowing where and when to retreat to safety in order to attack later from a more favourable position is a judgement call which will help you in this GHB.

Try, Try Again

The first GHBs were more simple, but the potential variance in unit builds that Skill Inheritance brought has resulted in pretty much every single player having different “building blocks” to work with. This, when combined with the high difficulty level of newer GHBs 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 Skill Inheritance and multiple tries of the map to find a strategy that works for you. Every single turn you complete gets you one step closer to completing the puzzle. 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 try to use.

Map Enemies

  • Hard
  • Lunatic
  • Infernal
HP ATK SPD DEF RES
38 33 23 21 20
Weapon Dark Breath A Sturdy Blow 2
Support B Lunge
Special Escutcheon C Savage Blow 2
HP ATK SPD DEF RES
36 36 17 18 23
Weapon Slaying Lance A Brazen Atk/Def 2
Support B Drag Back
Special Moonbow C Hone Atk 3
HP ATK SPD DEF RES
42 42 15 18 25
Weapon Naglfar A Attack/Res 2
Support B
Special Vengeance C Drive Res 2
HP ATK SPD DEF RES
36 37 19 28 13
Weapon Zanbato A Steady Stance 2
Support B Hit and Run
Special Draconic Aura C Drive Def 2
HP ATK SPD DEF RES
38 33 23 21 20
Weapon Dark Breath A Steady Blow 2
Support B Lunge
Special Pavise C Savage Blow 2
HP ATK SPD DEF RES
52 45 30 29 28
Weapon Dark Breath+ A Sturdy Blow 2
Support B Lunge
Special Escutcheon C Savage Blow 3
HP ATK SPD DEF RES
49 48 24 25 30
Weapon Slaying Lance+ A Brazen Atk/Def 3
Support B Drag Back
Special Moonbow C Hone Atk 3
HP ATK SPD DEF RES
57 50 21 26 32
Weapon Naglfar A Attack/Res 2
Support B
Special Vengeance C Drive Res 2
HP ATK SPD DEF RES
49 49 27 36 19
Weapon Zanbato+ A Steady Stance 3
Support B Hit and Run
Special Draconic Aura C Drive Def 2
HP ATK SPD DEF RES
52 45 30 29 28
Weapon Dark Breath+ A Steady Blow 2
Support B Lunge
Special Pavise C Savage Blow 3
HP ATK SPD DEF RES
61 48 33 32 31
Weapon Dark Breath+ A Sturdy Blow 2
Support B Lunge
Special Escutcheon C Savage Blow 3
HP ATK SPD DEF RES
57 51 27 28 33
Weapon Slaying Lance+ A Brazen Atk/Def 3
Support B Drag Back
Special Moonbow C Hone Atk 3
HP ATK SPD DEF RES
66 53 23 29 35
Weapon Naglfar A Attack/Res 2
Support B Seal Atk Spd 2
Special Vengeance C Drive Res 2
HP ATK SPD DEF RES
57 52 30 39 21
Weapon Zanbato+ A Steady Stance 3
Support B Hit and Run
Special Draconic Aura C Drive Def 2
HP ATK SPD DEF RES
52 49 38 25 34
Weapon Keen Blarwolf+ A Fury 3
Support B Seal Res 3
Special Iceberg C Atk Tactic 3
HP ATK SPD DEF RES
61 48 33 32 31
Weapon Dark Breath+ A Steady Blow 2
Support B Lunge
Special Pavise C Savage Blow 3

User Submitted Teams

Infernal | Flier Emblem ver Sawashiro (All Flier Quest)
06-30
Submitted by melo
Show Explanation

Video: https://youtu.be/fEWYYo_6j0U

New Year Camilla [+Def, -Res]: Earth Blessed, Summoner Support (S)
Slaying Edge+ (Def), Reposition, Bonfire, Spd/Def Bond 3, Renewal 3, Ward Fliers, Flier Formation 3 seal

5* Camilla +6 [+Spd, -HP]: Earth Blessed
Camilla's Axe (Eff), Reposition, Draconic Aura, Fury 3, Renewal 3, Goad Fliers, Drive Def 2 seal

Spring Camilla [+HP, -Def]: Earth Blessed
Gronnraven+, Reposition, Glimmer, Triangle Adept 3, Lancebreaker 3, Goad Fliers, Drive Atk 2 seal

Legendary Robin (F) +3 [+Res, -HP]: Earth Blessing (Spd)
Expiration, Reposition, Bonfire, Dragonskin, Renewal 3, Goad Fliers, Distant Def 3 seal

Winging it in Infernal
06-29
Submitted by SapphireSea
Show Explanation

Myrrh (neutral) has her base kit, with QR2 for the start and Close Def seal, as well as Swap.

Summer Tana (+res -HP) has her base kit, with a Hone Atk 3 seal along with Draconic Aura.

Female Morgan (+1 merge, +spd -res) has most of her kit except Iotes in A (wasn't needed), and has Reposition and Distant Def seal.

Spring Kagero (+def -res) has her base kit, plus Draw Back, Goad Fliers, and Poison Strike seal.

Any units with refinable weapons have res refines.

Turn 1: Set up so Myrrh lures the blue Dragon and Morgan lures Lyon. Tana will be between them so she can buff them turn 2. Kagero will be right below Morgan. Dragon will SD, Lyon will be weakened.

Turn 2: Tana finishes Lyon, then Myrrh uses Swap from below Tana. If Morgan can one round the sword flier, go and do that; otherwise have Kagero attack it first, then finish with Morgan. Lance will SD on Myrrh.

Turn 3: Tana takes on the green mage that just appeared, as does Morgan with the newly arrived blue armor. Avoid being in range of the green dragon. Myrrh retreats to below Tana's position, and Kagero moves to Morgan's right. This is where she can have the blue mage SD as the green dragon moves. Be sure to attack the dragon while positioning, so the debuff can hit the blue mage.

Turn 4 on: Have Kagero keep her distance as she attacks the axe flier to weaken defenses. Tana finishes off the flier, and Morgan takes out the Sword cavalry. After that, the cleanup begins.

Two Horses, a Mage, and Not!Azura
02-01
Submitted by Wingedflight
Show Explanation

WARNING: This is a long text wall, but it helps with anyone who doesn't have a solid, meta fast mage like Julia.

This team is good for anyone who actually DOESN'T have a Horse/Flier Emblem team, but has at least Reinhardt and B!Roy. Specific seals are required to ensure victory, in this case. You need:

• Reinhardt: The classic Reinhardt set with DB3, LB3, anything for his C-slot (I use TR3) and Quickened Pulse as his S-slot. Moonbow as his special, of course +Att is adviced. (I used a +Att/-Def)
• Brave Roy: Steady Blow 2, Desperation 3, Savage Blow 3, Galeforce (VITAL for the strategy), Reposition (VITAL), and an Att +3 S-slot (INCREDIBLY VITAL). Used a neutral IV B!Roy, so a +Att or +Spd is a bonus.
• PA!Azura: TA3, WoM3/ER3 (VITAL, of course), any buff skill or Threaten skill. S-slot was HP +3, which is vital for her survival, as she'll be at low HP. I used a +Att/-HP, so it's easy to see why I chose that.
• Soren (note that he's 5☆): Speed +3, Desperation 2, Threaten Spd 3. Uses Drag Back (VITAL), Chilling Wind (an upgrade of this would see him better), a +Att version of Rexcalibur, and a Savage Blow S-slot (which may save you). I used a +Spd/-Def Soren merged 1, which puts him at 40 spd without buffs.

This set requires VERY SPECIFIC placement. If you mess up - you're dead. No way out of it. Now, with that being said, here's the set-up. It takes around 9 turns to complete

Turn 1: Place Soren, PA!Azura and Roy in an L-like shape in the exact order stated. Soren wants to be able to reach the manakete on the next turn. Put Reinhardt on the right side but right across from Soren. End turn.

Turn 2: Get Soren to attack the manakete, leaving them at 1HP. PA!Azura sings, and Soren finishes him off. Reinhardt should move across from the sword flier behind the water. Roy should still be around Soren and PA!Azura. End turn.
• If things went successfully, the red dragon moves JUST in range of Reinhardt to kill it on your next turn, just out of range of the blue mage and the green manakete. The blue horse unit should be moving to the left side of the map where Soren is ready.

Turn 3: If everything went well, now you can kill the red dragon unit with Reinhardt. He's barely on the edge of the manakete's and blue mage's range, so be wary. Soren needs to finish off the blue horse unit in one go, so his special helps a ton. Now, in the next turn... there'll be a scary green mage on the map. You MUST move Brave!Roy within the edge of Lyon's range with Soren behind him (due to PA!Azura singing to him). End turn.
• If things went well, you're in a bit of trouble. A green mage appears a space away from Brave Roy, a red armor unit is close behind PA!Azura and Reinhardt is slowly getting cornered. THIS IS WHAT YOU WANT.

Turn 4: You need to get some of you biggest threats gone ASAP. Brave Roy kills the green mage, Soren dragging him back to safety. Brave Roy MUST have his Galeforce cooldown to 1, at this point. He needs this to kill Lyon and the deadly sword horse unit. Let Reinhardt murder the red armor unit by forcing him behind Soren. As tempting as it may be to get Azura to step to the side and let Reinhardt in her place: DON'T DO IT. You'll bait the blue mage upwards and you will have lost.
• If everything is successful, there is a VERY SPECIFIC SET-UP you want. Lyon, the green flier, and the deadly red horse unit MUST BE ON TOP. NO ONE ELSE. The mage, green armor unit, abd blue mage must be lining up in an L-shape on the bottom. If you don't get this result - you are finished.

Turn 5: This is a very important turn. First: Roy must single handedly kill the red sword unit in a way that keeps Soren behind him. This is why you also have Savage Blow 3 - so Reinhardt can finish off Lyon without being in danger. Make sure your positioning only puts Brave Roy in range of the axe unit. Azura should be placed in the corner, just in range of the green manakete.
• If this went successfully, Roy and PA!Azura are in serious danger, but did some damage. The green manakete has been hurt and the green flier is almost dead. Azura now can use Escape Route (my option) or Wings of Mercy due to her critical health. Roy is now in Desperation range, which is vital for finishing everyone off.

Turn 6: Firstly - let Roy finish off the green flier. Next: GET AZURA TO ROY. DON'T ENGAGE THE GREEN MANAKETE AT ANY COST. Soren and Reinhardt should run away using Draw Back and Reposition to help them. However, Reinhardt should be around Brave Roy and PA!Azura.

Now everything should be very easy to clear from this point on. The first 6 turns are risky, though, and must be very precice.

Nino and friends
02-01
Submitted by Meikou
Show Explanation

https://imgur.com/gallery/jWKl7

Roy is our boy
01-31
Submitted by Grasschopp
Show Explanation

Reinhardt with Death Blow, reposition and +3 attack Sacred Seal
Lyn with default build +Hone Cav. and Reposition
Roy with the default build +Fortify Cav. and Reposition
Inigo with Hone Attack 3
With a GHB map that comes with enemy reinforcement, I believe it is essential to take out as many enemies within the first two turns in order to relieve your positioning pressure when enemies appear at various places. Thus the choices of Brave Roy: a Galeforce cavalry with Heavy Blade.

Before the battle starts place your heroes as the following:
Rein, Lyn, Inigo, Roy

First turn use Rein to attack the Blue Dragon on the left, you might not be able to 1 shot him, so use Lyn to reposition Inigo to Sing on Rein, so he takes down the Blue Dragon. Finally Reposition Lyn with Roy so she gets Inigo's attack buff.

Next turn Lyn takes out the Red Flier while Rein takes care of the Lancer Cavalry and Lyon himself. Use Roy to Reposition Inigo.

In the Third turn, first strike down the Green Mage with Roy, then use Inigo to give Roy another turn. He should be able to kill the green dragon while proc'ing Galeforce. Use the extra turn granted by Galeforce to retreat 1 space so that Rein can get a shot on the Blue mage and kill him.

After this point, it should be easy.