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Grand Hero Battle - Lloyd

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Map

  • Normal
  • Infernal
Lloyd
Lloyd

Lloyd: White Wolf

Thankfully yet another map that doesn’t feature reinforcements, Lloyd’s GHB features a rather interesting map design, with the main feature being a river splitting the two separate portions of this map. When combined with a flyer (especially one at three or four star rarity), this makes for a perfect storm that wreaks havoc on the enemy AI, which is something that you can easily use to your advantage.

If straightforward strategies are too boring or aren’t working for you, with a bit of Skill Inheritance and the use of seals, you can even afford to get creative with this map. Since the river is only one square wide, you could easily use a flier to sling an infantry or armoured unit across the map with Reposition or Guidance, and the AI will have no choice but to desperately trail behind you as you do so. Fliers in general enjoy particularly flexible mobility on this map, so that may be a consideration for you while you’re determining your potential team composition.

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 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 GHBs, the individual units you will use is very important as they 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

Since the easiest way of starting this map (which is targeting the green infantry axe with a ranged unit, dancing them, and then drawing back / repositioning your dancer) requires a striker, Brave Bows prove useful in this GHB due to the neutral damage they deal to most units, the effective damage they deal to fliers, and their ability to perform follow-ups even on the speediest of opponents. Because of this, Brave Lyn, Bridal Cordelia, Klein, and Setsuna are potential strikers you may want to use.

Alternatively, Brave and Blade tome users can also serve to be just as useful if your team composition provides them with the appropriate buffs. S!Corrin, S!Camilla, Cecilia, Reinhardt, and Nino are all options here.

Baiters

Although definitely more of a #swag strat than the most straightforward way of starting this map, baiting the archer and blue mage on the other side of the river is an alternative option to get this map moving. If you have a unit that can handle the archer and the blue mage like Iote’s Shield S!Camilla or Fae, then you’ve got everything you need to start this map off incredibly strong.

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. OliviaPA!AzuraPA!InigoPA!OliviaAzuraNY!Azura, and Ninian all provide the support that high-firepower units need while also possessing the ability to net a few KOs themselves.

Cavalry

Although they do not possess the ability to cross the river in this map like fliers can, cavalry’s increased range and ability to retreat out of the range of threatening enemy fliers and infantry makes them a good choice on this map. Reinhardt fills the Brave role discussed above, Sigurd is an excellent dedicated tank, while Xander and Camus possess the ability to counterattack regardless of range.

Fliers

It’s worth noting that the presence of a mountain and river in this GHB means that fliers will have much less trouble traversing around this map than cavalry or infantry units. A flier can also make use of the Guidance skill / seal to allow infantry and armor units on their team to cross the river -- though Reposition will work in a pinch as well. A dedicated flier team can use class-specific buffs to power through threats that may otherwise give them difficulty.

Strategy

Strategizing for this GHB is made much simpler by the fact that there are no reinforcements. While it’s difficult to exactly predict what will happen due to IV / Merge variance, here’s some general tips to get you started.

Starting Off On The Left / Right Foot

As is customary for most GHBs, the enemies on Lloyd’s map will not start to move unless they are baited, damaged, or KO’d. Since this map layout allows for an attack + dance + draw back / reposition strategy and a baiting strategy, you’ll have to choose between an offensive or defensive opening turn.

Your three baiting options are a) three spaces above starting space (1) on the bottomost space of the mountain, b) two spaces above starting space (2), and c) across the river in the danger zone. Since option a requires a flier to tank the mounted archer and two axes (which isn’t exactly an ideal situation), options b and c are decidedly more compelling.

If you choose option b, try using a high def red unit that can perform follow ups (with or without an assist from Quick Riposte) and counterattack regardless of range, since your bait will be attacked by both melee and ranged enemies. Take note, though, that the infantry axe carries Lunge as a B skill. This means that you’ll likely want another ally at the ready who can KO this unit in the next player phase if you fail to do so through enemy phase, allowing your bait unit to retreat to safety. Alternatively, if you choose option c, be aware that the cavalry archer totes Cancel Affinity, which counts out mages that run Triangle Adept / Raven tome / Bowbreaker builds as potential baiters. Additionally, the blue mage has Windsweep, which means that Distant Counter swords, axes, and lances as well as bow and dagger users are not good choices here. Lightning Breath dragons will be your best bet if you decide to go this route -- just be sure to boost their res and def with the distant def seal.

If baiting isn’t working for you, the space mentioned in option b above can be used to attack the green axe with a ranged unit, have that unit be danced, and then reposition or draw back the dancer to safety. This is a common strategy on most of the older GHB maps, and may be the best option for you if find your chosen bait is getting overwhelmed by the enemy.

Preferably, you’ll want to net as many KOs as you can this turn, although that may not be possible if you’re using the strike and retreat method. If your bait is missing out on finishing off the axe and the bow user, try the Quick Riposte seal or inherit the 2nd level of the skill onto your chosen baiter (which can be found on a 4 star Subaki). A healer may be useful here, especially if they tote Physic+ -- they’ll be able to heal at-range or provide an assist with a Wrathful / Dazzling attack, if need be.

Methodology and Madness

As mentioned in the introduction, the AI really does not play well with this map. Once you’ve gotten the enemies moving, you can move your flier into the river space directly across from starting space (2) in order to spark some… rather interesting behaviour. With your enemies otherwise occupied, you can focus your efforts on chipping away at, baiting, our outright KOing the ones that are in your reach. Experimentation will serve you well here -- especially since the AI can sometimes be unpredictable.

Use Dancers

As always, dancers serve a valuable role refreshing your units and allowing them to get some KOs they cannot net outright. Some dancers can even provide valuable buffs that can help a unit either deal greater damage or survive a round of combat they would be KO’d by otherwise.

Make Use Of What You’ve Got

Although sometimes it can be frustrating to look at an enemy unit, think you have a viable counter, and then realize that the strategy you had in mind won’t work, usually skills that invalidate one unit will lead you towards an alternative candidate. For example, since the

Since the cavalry archer has Cancel Affinity, you’ll want to use a Lightning Breath dragon (if you have one) to bait it, since a Triangle Adept Raven Mage will prove ineffective here. If you try an alternate route and your bait is too overextended, preventing them from retreating, then skills like Escape Route (found on 4 star Cecilia) and Wings of Mercy (found on Black Knight and 4 star Cain) are potential options for you to try an alternative strategy. If your unit is being KO’d by only a point or two of extra damage or is missing out on a KO by a small margin, try the HP +3 or the Attack +3 seal. The more specific your problem is, chances are the more likely it is that you already possess the solution in the form of skills and seals.

If At First You Don’t Succeed

As is true of all high difficulty content, the potential variance in unit builds that Skill Inheritance brought along with the random nature of summoning has resulted in pretty much every single player 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 multiple tries of the map and a few stamina potions for you 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 use.

Map Enemies

  • Hard
  • Lunatic
  • Infernal
HP ATK SPD DEF RES
42 41 28 15 22
Weapon Regal Blade A
Support B Pass 3
Special Iceberg C Threaten Atk 3
HP ATK SPD DEF RES
34 36 33 10 24
Weapon Silver Axe A Life and Death 3
Support B Lunge
Special C Threaten Spd 2
HP ATK SPD DEF RES
36 38 18 19 23
Weapon Silver Lance A Armored Blow 2
Support Reposition B Lunge
Special C Hone Cavalry
HP ATK SPD DEF RES
35 37 16 18 18
Weapon Silver Bow A Death Blow 2
Support B Swordbreaker 2
Special C Fortify Cavalry
HP ATK SPD DEF RES
34 33 25 15 20
Weapon Thoron A Darting Blow 3
Support Rally Defense B Daggerbreaker 2
Special C Hone Atk 2
HP ATK SPD DEF RES
57 48 36 20 30
Weapon Regal Blade A
Support B Pass 3
Special Iceberg C Threaten Atk 3
HP ATK SPD DEF RES
45 48 41 17 32
Weapon Silver Axe+ A Life and Death 3
Support B Lunge
Special C Threaten Spd 3
HP ATK SPD DEF RES
49 50 25 26 30
Weapon Silver Lance+ A Armored Blow 3
Support Reposition B Lunge
Special C Hone Cavalry
HP ATK SPD DEF RES
48 49 23 25 24
Weapon Silver Bow+ A Death Blow 3
Support B Swordbreaker 3
Special C Fortify Cavalry
HP ATK SPD DEF RES
45 44 32 20 28
Weapon Thoron+ A Darting Blow 3
Support Rally Defense B Daggerbreaker 3
Special C Hone Atk 3
HP ATK SPD DEF RES
66 51 39 22 33
Weapon Regal Blade A Sturdy Blow 2
Support B Pass 3
Special Iceberg C Threaten Atk 3
HP ATK SPD DEF RES
52 51 44 19 35
Weapon Silver Axe+ A Life and Death 3
Support B Lunge
Special Astra C Threaten Spd 3
HP ATK SPD DEF RES
57 53 27 28 33
Weapon Silver Lance+ A Armored Blow 3
Support Reposition B Lunge
Special C Hone Cavalry
HP ATK SPD DEF RES
55 52 25 27 26
Weapon Silver Bow+ A Death Blow 3
Support B Cancel Affinity 3
Special Moonbow C Fortify Cavalry
HP ATK SPD DEF RES
52 47 35 22 31
Weapon Thoron+ A Swift Sparrow 2
Support B Windsweep 3
Special C Hone Atk 3
HP ATK SPD DEF RES
61 49 37 36 28
Weapon Hammer+ A Fury 3
Support B Lunge
Special Bonfire C Threaten Def 3

User Submitted Teams

Bait and Kill (Without Hector)
05-19
Submitted by ShiningLugia
Show Explanation

(Note (Most likely unnecessary): All of my units are 5*. Raven is vanilla and lvl 38. Klein has threaten speed 3 and attack seal. Tiki has Bowbreaker 3 and health seal. Azura has Fury 2, Wings of mercy 2, Hone attack 2 and is lvl 37)

Tiki must have bowbreaker and Lightningbreath! (I think Tiki must be 5*, as she only just kills the archer)
Dancer with Hone Attack 2 or 3 recommended.

Start with you units placed:
-Klein top left
-Tiki(A) top right
-Raven bottom left
-Azura (Or any dancer/singer, they don't attack) bottom right

Star by moving all units up 2 spaces. End turn.

Move Tiki up one space to bait the archer, and move Azura where Tiki was. End Turn.

The archer will attack Tiki and die.
Klein should be able to snipe the green axe flier now. Move Tiki down, move dancer down and dance, and move Tiki right to the back (Her job is done). Make sure no units are in the danger zone. End Turn.

Move Raven to the right of Klein, and place dancer next to him. End turn. The Cavalier will attack him, and they will switch places.

Finish off the Cavalier with Klein. Move Raven down 1, dance him, and move below dancer. No units should be in the danger zone. End Turn.

Finally, attack Lloyd with Klein, which should kill him. Then move Raven up, dance, and kill the final blue mage.

Boey the tanky mage bait
05-19
Submitted by AshtinR
Show Explanation

Boey was my main point unit here. He took the hit from the archer no problem with his high defense. Then Ike took out the axe flyer. Honestly you could probably use any decent sword user to kill the axe flyer. Minerva's sole job was to take out the blue mage but since the archer was very attracted to her it was easy to separate the mage and archer from Lloyd and the spear user with some strategic placement. Boey can easily take out the lance user with some assistance from Ninian and Ike can take a hit from Lloyd before taking him out. Finally Boey can bait and kill the archer while Minerva takes out the mage.
Robin could probably just as easily take Boey's place if you don't have him and you can use any dancer.

Non-Hector Guide
05-19
Submitted by DaiShizen
No distant counter cheese needed
05-19
Submitted by Guts
Show Explanation

The most important hero here is Zephiel (having pivot and without distant counter, because who the hell has that many Hectors?) with Camilla. You jump across the river with Zephiel thanks to pivot, get hit by the archer for +- 14dmg (rally defense on Camilla recommended) and then you just finish him off easily. Ths green flier will rush towards Linde and the dancer while the other units come towards Zephiel and Camilla. At this point you can easily manipulate the enemy movement thanks to the river jumping, but just make sure to kill the green flier with Zephiel at some point or alternatively have Olivia with ruby sword as your dancer. I can see this map being easily cleared with 4* variants of each hero and Linde being replaced by 4* abel/donnel of sth like that.

Bait with a Tank
05-19
Submitted by NatePerson
Show Explanation

Hector (with Reposition skill) makes this GHB easier because he can counter from either range and make a follow up attack without QR in his B slot because he has it built in his personal weapon. Really any sword unit (with Swap and Hone Speed 3) that ORKOS the green flier will do. Julia is there to finish off Lloyd and take care of the blue mage. Azura for support and taking care of Lloyd himself. First, move Hector to the top spot where the bow cavalier will attack him, but not the mage. The Lance unit will reposition the bow, so you can safely retreat. Move Hector down, So Azura that is to the left can sing him out. Your sword unit then uses the Swap support skill with Azura. Julia stayed back. The green flier will then be baited by your sword unit, attack it and be ORKOED. The other enemies will still advance. Retreat again and the lance unit will attack Hector and use lunge, but fail to put him in range of the other enemies. Finish the lance with Hector, Azura sings and Hector repositions her in range of Lloyd. Move your sword unit and green tome unit back again and Lloyd will attack Azura. The mage can't attack Azura either (not in range). The green tome unit finishes off Lloyd and everone else moves back so the green tome unit can finish off the blue tome unit.