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Bound Hero Battle: Corrin (M) & Azura

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Map

  • Normal
  • Infernal

Bound Hero Battle: Corrin & Azura

Fresh from Fateslandia comes Corrin and Azura, ready and waiting to do battle once again in this Bound Hero Battle! As one of the less difficult infernal maps, this ranks of this BHB may have a refresher in their midsts, but does not feature reinforcements spawns -- or the requirement to bait or strike to get the map moving. This time, your foes will come to you, therefore making your job much, much easier. With a strong enough tank, you shouldn’t need to do a lot of complex maneuvering; and though Corrin may present a threat (more on that later) dealing with him really isn’t that difficult if you bring the right units into the fray.

Before you begin teambuilding, though 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 Skill Inheritance, and some 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 your strategy. There are a few routes one can take depending on what units are available to you, and, of course, adjustment based on the units one possesses is always a possibility.

Tanks

Since this map is split up into two chokepoints, you’ll likely want to bring at least one tank to hold the line. You don’t have to worry about baiting here since the enemies will move regardless, but that definitely doesn’t mean you have to go an all-striker route.

Armors such as Zelgius, Black Knight, Winter Tharja, Fallen Hardin, Hector, LA Hector, Legendary Hector, and Fallen Robin are able to hit hard very upon counterattacking, especially if they’re making use of Quick Riposte or Vengeful Fighter. Calvary tanks like Xander, Camus, and Sigurd perform better with class-specific buffs -- Sigurd is notable for his ability to tank a fair bit of magic damage due to Divine Tyrfing and the Crusader’s Ward. An amazing F2P option is Fjorm, who is able to tank ranged foes extremely well with her exclusive Special, Ice Mirror, and Legendary Ike, whose native Warding Breath grants him accelerated cooldown and extra Resistance.

Burger King Screenshot
Black Knight is an excellent tank for a variety of reasons: Steady Stance grants him extra Defense when he’s initiated upon, Alondite allows him to counterattack at-range, and Black Luna is a particularly powerful Special.

Dragons are also very strong tanks, especially when they’re equipped with Lightning Breath (or another Breath and Distant Counter, if you’re feeling fancy). Nowi, Female Corrin, Male Kana, Fae, Myrrh, Legendary Robin, Female Kana, Adult Tiki, Young Tiki, and/or Summer Young Tiki will all likely be able to do the job and do it well.

Strikers

Although slightly less necessary than usual, the lack of exceptionally powerful foes on this map means that strikers will easily overpower foes and break through enemy lines. Do note that fliers are preferable here for their maneuverability -- cavalry and infantry do risk getting stuck in a dead end.

Fliers also can make excellent use of Skills like Reposition, Hit and Run, Drag Back, Guidance, and Flier Formation since they have no terrain restrictions. In fact, you can reunite your forces quite easily with a flier, given that the stream that separates both sides of the map is only one space wide.

In particular, archers can be incredibly potent strikers due to their ability to overpower and/or finish off any enemies your tank may otherwise struggle with, especially if they are equipped with a Brave Bow. Brave Lyn, WF Hinoka, Bridal Cordelia, Summer Takumi, Setsuna, and Klein are potential strikers you may want to use, with a special mention going to Brave Lyn given her F2P status.

Alternatively, melee Brave users are able to hit foes twice without retaliation, and may even quad hit if they outspeed an enemy. Cherche, Cordelia, Elincia, and WT Reinhardt are all great Brave users who can make excellent use of class-specific buffs. Finn is an F2P option who would work particularly well in an all-cavalry team.

Brave and Blade tome wielders can also serve to be useful if your team composition provides them with the appropriate buffs, though speedy mages can also be powerful strikers. Tharja, Bridal Tharja, Reinhardt, Tailtiu, Ishtar, Linde, WT Olwen, SF Nino, and Nino are potential options here, especially if they are equipped with a Breaker skill to add to their coverage.

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, Nanna, Wrys, and Lissa are potential additions to a team that may serve you well on this map.

Buffers

As units that offer extra utility, buffers typically fit one of the above roles while also supporting your other units. Since one of the easiest ways to beat this map is to establish chokepoints, buffers can help reduce chip damage on your tanks and assist them in netting key KOs.

Because of Skill Inheritance, any unit can be a buffer with enough investment -- many Drives, Spurs, Hones, Fortifies, and Dual Rallies are readily accessible on 4 star units, and can be further stacked with seals for maximum coverage. Notable options who natively provide buffs through their exclusive weapons include YT Olivia, Performing Azura, Eirika, and Ephraim, while Brave Lucina, New Year Corrin, and New Year Azura are able to stack Drives through theirs.

Strategy

Strategizing for this Bound Hero Battle should be fairly simple 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.

Identify Yourself!

As per usual, you’ll likely want to start off this map by browsing through the foes you’ll be facing, taking note of any particularly potent threats. Given the relatively low Speed and average Attack of most of these enemies, the most obvious threat are, well, Azura and Corrin. No big surprises there.

Corrin has a charged Special, because apparently the rules of the world don't apply to him.
Corrin’s charged Special and the +8 SPD and +4 ATK he will be granted upon initiating on your units allows him to hit rather hard, while Azura grants her allies extra range with her refreshment.

Thankfully, neither of them have particularly high Defense or Resistance -- any unit with a Weapons Triangle Advantage or an appropriate Breaker Skill should be able to handle them fairly handily. The hardest part about dealing with them is making sure they don’t catch you off guard -- either by getting refreshed in Corrin’s case, or by taking advantage of her Sapphire Lance in Azura’s.

Bountiful Boosts

If you’re making use of Hones, Fortifies, Rallies, or Spurs to help your bulky units tank more effectively, you’ll want to keep in mind your positioning so that your stat boosts will actually take effect. Drives are a bit less stringent in this regard -- requiring the unit with the Drive Skill to be within 2 spaces of the unit they’re boosting instead of adjacent to them. Given their reasonable accessibility, you may want to use them instead, assuming they offer a potent enough stat boost to get you through.

Vroom Vroom, I'm in me mum's car
Drives also offer up the added bonus of allowing your units to not crowd each other. This way, you don’t have to make use of Swap to do some tricky maneuvering if one of your units gets cornered.

Hop, Skip, Jump

While this map seems to expect you to deal with having your forces split up, fliers sort of split it wide open. By using Guidance or Reposition to sling a unit over the gap that separates the two starting positions, you can easily reunite your forces and lead any foes that are trailing behind you in the dust. This can present a valuable opportunity to regroup once the map is nearly completed, and given the relative lack of archers on this map (there’s only one!) is reason enough to make use of a flier here.

Repo (the genetic opera)
Because Fjorm is the unit who can best deal with the mage, this is the perfect opportunity to use Legendary Robin to get her out of dodge.

Perfect Positioning

Buffs and Spurs aren’t the only reason you’ll want to keep your positioning tight -- Bond Skills can also make the difference between netting a KO or taking a loss. This is particularly notable with Fjrom due to her native Atk/Def Bond; often, being next to an ally can offer her a significant offensive and defensive boost. The same is true for any unit that makes use of Owl tomes or Innes when he’s using Nidhogg; since their activation effects are dependent on allies being adjacent to them, units making use of these weapons will likely want an ally (or three) close by.

uhh... you okay, fjorm?
Fjorm doesn’t net this KO without an ally being adjacent to her -- luckily, this isn’t particularly hard to ensure.

Burly Breakers

If you need a dedicated check to a particular unit and none of your available units are making the cut, Breaker Skills can be a great low-cost way to ensure you’re able to KO that last tricky unit. They’ll also prevent follow-ups by that specific weapon type from being performed on your unit with the Breaker Skill (assuming your unit’s HP is ≥ 50%), making them as defensively useful as they are offensively potent.

#bad IVs don't matter when you have a breaker
Due to her using Swordbreaker, Brave Lucina is able to net the KO on Corrin within one round of combat.

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 as well as 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. 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
33 32 24 14 20
Weapon Blárblade A Death Blow 2
Support B Poison Strike 3
Special Moonbow C Drive Res 1
HP ATK SPD DEF RES
40 33 22 21 11
Weapon Guard Bow+ A HP/Atk 2
Support B G Tomebreaker 3
Special Reprisal C Hone Spd 2
HP ATK SPD DEF RES
33 27 24 17 30
Weapon Brave Axe A Fury 2
Support B Obstruct 3
Special Iceberg C Threaten Def 2
HP ATK SPD DEF RES
37 34 28 15 21
Weapon Sapphire Lance+ A Speed +3
Support Sing B Gale Dance 3
Special C Hone Atk 3
HP ATK SPD DEF RES
44 40 24 20 17
Weapon Yato A Swift Sparrow 2
Support B Hit and Run
Special Dragon Fang C Drive Def 2
HP ATK SPD DEF RES
44 44 32 20 28
Weapon Blárblade+ A Death Blow 3
Support B Poison Strike 3
Special Moonbow C Drive Res 2
HP ATK SPD DEF RES
55 46 29 29 16
Weapon Guard Bow+ A HP/Atk 2
Support B G Tomebreaker 3
Special Reprisal C Hone Spd 3
HP ATK SPD DEF RES
44 39 33 24 39
Weapon Brave Axe+ A Fury 3
Support B Obstruct 3
Special Iceberg C Threaten Def 3
HP ATK SPD DEF RES
50 43 36 21 28
Weapon Sapphire Lance+ A Speed +3
Support Sing B Gale Dance 3
Special C Hone Atk 3
HP ATK SPD DEF RES
58 48 32 28 24
Weapon Yato A Swift Sparrow 2
Support B Hit and Run
Special Dragon Fang C Drive Def 2
HP ATK SPD DEF RES
52 47 35 22 31
Weapon Blárblade+ A Death Blow 3
Support B Poison Strike 3
Special Moonbow C Drive Res 2
HP ATK SPD DEF RES
61 52 32 39 21
Weapon Slaying Edge+ A HP/Spd 2
Support B Hit and Run
Special Sacred Cowl C Guidance 3
HP ATK SPD DEF RES
63 49 32 32 17
Weapon Guard Bow+ A HP/Atk 2
Support B G Tomebreaker 3
Special Reprisal C Hone Spd 3
HP ATK SPD DEF RES
52 42 36 26 42
Weapon Brave Axe+ A Fury 3
Support B Obstruct 3
Special Iceberg C Threaten Def 3
HP ATK SPD DEF RES
58 46 39 23 31
Weapon Sapphire Lance+ A Speed +3
Support Sing B Drag Back
Special C Hone Atk 3
HP ATK SPD DEF RES
67 51 35 31 27
Weapon Yato A Swift Sparrow 2
Support B Hit and Run
Special Dragon Fang C Drive Def 2

User Submitted Teams

Horse Gentlemen
08-16
Submitted by We_Are_Here
Show Explanation

*This solution only works on Lunatic*

Must have Ally Support on Camus and Reinhardt (at A-Rank)
Camus, Groom Marth, and +HP/-Spd Reinhardt are unmerged. +Res/-HP Seigbert is at 5*+1.

Camus: Gradivus, Reposition, Bonfire, Grani's Shield*, Swordbreaker 2/3, Goad Cavalry, Speed+2 seal
Reinhardt: Dire Thunder, Reposition, Luna, Death Blow 3, Wings of Mercy 3, Goad Cavalry, Distant Defense 3 seal
Seigbert: Dark Greatsword, Reposition, Dragon Fang, Death Blow 3, Brash Assault 1*, Ward Cavalry, Atk Smoke 1 seal
Groom Marth: Ardent Service (Def refine), Rally Spd/Def, Night Sky, Triangle Adept 1, Wings of Mercy 3, Drive Atk 2, HP+4 seal

('*' skills could possibly be replaced)

Starting positions: Groom Marth top left, Camus bottom left, Seigbert top right, Reinhardt bottom right.

Step 1: Move Seigbert up exactly one square then end the turn.
Step 2: Next turn move Seigbert down one square then end the turn.
Step 3: On the next turn Azura should have danced Corrin to the far left (he will follow your green axe), two spaces away from Groom Marth. Have Marth go behind Camus and buff his speed and defense with his double Rally skill then also move Reinhardt one space left and then end the turn.
Step 4: On this next turn, the bow unit should go to the right and attack Seigbert (Seigbert should end up with below half health). Have Seigbert kill the bow unit then warp Groom Marth directly above him and reposition Seigbert away from the enemies using Reinhardt. Azura should run into Marth and die on the enemy turn, leaving the blue mage left who attacks Groom Marth (with a ready, low cooldown special like Night Sky). Next turn, defeat the mage using Marth to win the map.

Awakened Flier Emblem and Tiki
08-14
Submitted by Blaze240
Show Explanation

Cordelia: Firesweep Lance+, Reposition, Galeforce, Triange Adept, Hit and Run, Fortify Fliers, ATK +3

Cherche: Slaying Hammer (+SPD), Reposition, Draconic Aura, SPD/DEF Bond 3, Vantage 3, Goad Fliers, Heavy Blade 3

Summer Tiki (Young): Summer's Breath, Reposition, Ignis, ATK/DEF Bond 3, Hit and Run, ATK Smoke 3, Quick Riposte 3

Olivia (YT): Skuld, Dance, Luna, Fury 3, Chill SPD 3, Guidance 3, Drive ATK 1

Mobility and tanking go hand in hand with this team, with Cherche and Summer Tiki fulfilling both roles just fine. However, using Olivia is the most vital component in this build, as her stat buffs and extra turn are essential for defeating most enemies.

Double trouble (Lunatic cav mission)
08-14
Submitted by SapphireSea
Show Explanation

OG Rein has bowbreaker, Goad Cavs, and Spur Atk seal.

Cecilia is TA Raven. Preferably should not have -atk! Can have an atk boosting seal.

Lyn can be replaced with anyone who has Swap or Reposition, since that's all she does, honestly. Her spot can even be filled with a level 1.

WT Rein can be swapped for any sword cav that can one round the axe flier.

OG Rein followed by Cecilia on the left, WT Rein followed by Lyn on the right.

Turn one: move Cecilia up to 3 spots above the bottom row, with Rein right behind her. Lyn swaps with WT Rein so he can enter the trench space to lure the axe flier, who will reach him thanks to Azura's song.

Turn two: OG Rein one rounds Corrin, then Cecilia takes out the blue mage. Make sure Cecilia is east of Rein, so Azura won't attack Rein! WT Rein and Lyn will be moved out of action, since they won't be needed for anything else.

Turn three: Clean up using the mages.

Across The Lake
03-12
Submitted by Lunar
Show Explanation

https://youtu.be/ZpX3v-2YeHE

OP loli kills them all
02-24
Submitted by ecpgieicg
Show Explanation

Nowi is responsible to kill all things except for Axe Flier. My Nowi has the typical Steady Breath QR Aether build for def. She is +9 (havent decided on final IV). She also has DD3 seal. But if you use healer or friend support, you may get away without the seal.

Nowi will start on the right. She needs someone else’s help to kill Axe Flier. I used Hector because I could. A lot of other heroes can work. I used a healer just in case. But one can probably do without. In order to ship Genny across river, a flier with reposition is needed. (Or a unit with smite. But s/he needs to be able to handle Blue Mage in case the mage comes to left at the end.) My +Atk Cordelia fits the bill. (Havent gotten to building her. So she sits at +0.) A long list of other heroes can work.

That’s about it. Brute force.