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Bound Hero Battle: Corrin (M) & Azura

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

Azura come home pls :c (video)
02-16
Submitted by Yang
Show Explanation

https://youtu.be/qshR0zp67qE

Fjorm
02-16
Submitted by Denjoshi
Show Explanation

https://youtu.be/Byy4PL3Gzm0

Infernal | Corrin's Hesitation (All Flier Clear)
02-16
Submitted by melo
Show Explanation

NY!Camilla (+Def, -Res) with Def Slaying Edge+, Bonfire, Renewal 3
Hinoka (+HP, -Def) with Hinoka's Guiding Spear, Draconic Aura, LaD3, Drag Back
5* Camilla +1 (+Spd, -Def) with Res Slaying Axe+, Reposition, Goad Fliers, Distant Def 2 seal.
Myrrh (+Spd, -HP) with Swap, QR2

Due to the threats of a dancer + 2 range units (one physical, one magical), two tankers were prepared for this run to handle each of them: NY! Camilla with Def Slaying Edge+ and Iote's Shield to handle the archer (didn't see action) and Camilla with Res Slaying Axe+ and Distant Def 2 seal to handle the blue mage.

Walkthrough: https://imgur.com/a/K6NhQ

Play by play:
1P-Team moves forward and prepared to converge. As there are more melee units on the enemy side, NY!Camilla is in front of regular Camilla. Myrrh is in front on the other side.
1E-Enemy moves forward. Azura dances for the Axe flier and she initiates combat against NY!Camilla but is annihilated with a Bonfire.

2P-Enemies are still bunched up so it will very perilous to engage. Team moves back, trying to get Azura have one of their teammates over-extend again. NY!Camilla moves down and Camilla Repositions her to the left. Myrrh moves down behind Hinoka to as sword units are in front. Hinoka stays where she is so she won't be too far out.
2E-Sword Dragoon moves forward and Azura sends him out to attack! He hits NY!Camilla but also eats a Bonfire! But he survives and withdraws 1 space back. Corrin decides to go right, in pursuit of green Camilla.

3P-NY!Camilla moves to intercept Corrin and away from the blue units. Hinoka takes out the Sword Dragoon and moves back 1 tile. Myrrh moves to the left in order to separate the enemy team. Camilla Repositions Hinoka to the left in order to avoid Azura dancing for either range unit to possibly hit her.
3E-Corrin hesitates and decides to pursue axe-wielding Camilla thinking the sword-wielding one is an impostor! He moves to the left and Azura helps him get closer. Archer seems so confused by this that he decides not to move until he understood what's going on! Blue mage moves forward to keep their pressure.

4P-Now both range units are capable of dual action with an Azura dance. To control who gets danced, we bait the blue mage with green Camilla. NY!Camilla can't bait the archer either way as her position is covered by the blue mage as well. Hinoka and Myrrh moves back away from Corrin.
4E-The bait works, blue mage hits green Camilla twice with an Azura dance. Archer, with no one on his range, decides to move with Corrin on the left side.

5P-Camilla moves to the right so Hinoka has some space for Drag Back. The latter KOs the blue mage and withdraws 1 tile back. Myrrh swaps with Hinoka so she is in position to deal with Azura and move away from Corrin. NY!Camilla moves up to provide positioning support next turn.
5E-Enemy team decides to follow Corrin's lead as he continues to pressure the left side. Archer now has less coverage on the central area as he passes the bridge.

6P-Myrrh moves up in order to bait Azura. Camilla Repositions her to the space where the dancer can hit her but Archer cannot. Hinoka moves out of range of Corrin so Azura will have no choice but engage Myrrh in combat. NY!Camilla moves to the right to get Hinoka's hone and support Myrrh with Ward.
6E-Azura is forced into battle and loses! The dancer threat as been eliminated! Archer and Corrin tries to double back into the center area as the flier team has flown away from their reach.

7P-With no dancer to support Archer, the team can now set-up their offense to deal with him. They position just outside of his range with Hinoka buffing NY!Camilla and Myrrh. Camilla is in position to provide Goad support.
7E-Archer arrives in the central area but Corrin still hasn't passed the bridge. Archer is now isolated!

8P-NY!Camilla hits Archer first to charge up her Bonfire. Myrrh finishes him off while also charging up her own Bonfire. Hinoka moves in to buff both again and Camilla moves to provide Goad support against Corrin.
8E-Corrin now arrives in the central area but his team has been decimated. His hesitation has cost them the fight. But he still has the resolve to fight with his special all charged up.

9P-But with also her special ready, NY!Camilla spanks Corrin for thinking she's an impostor earlier. Corrin is no match for her nee-san when she's angry. Flier team claims victory.

just here to do my best
02-16
Submitted by xKami
Show Explanation

Nino: Gronnblade+, Draw Back, Moonbow, Fury 3, Threaten Res 3
Hector: Berserk Armads, Swap, Ignis, Distant Counter, Wary Fighter, Quickened Pulse
Fjorm: Leiptr, Reposition, Ice Mirror, Atk/Def Bond 3, Shield Pulse 3, Fortify Def
Inigo: Dance, Hone Atk 3, Hone Spd 2 seal (Can be any dancer able to tank a hit from the blue mage)

The dancer moves forward two spaces; Nino does the same and uses draw back to position herself right outside the enemies' range. Fjorm moves forward two spaces as well and repositions Hector. Hector does nothing. The Axe flier will kill himself on Hector in enemy phase.

Have Nino go down two spaces and use draw back, then move the dancer down two spaces. Have Fjorm reposition Hector, then have Hector swap with Fjorm.

Nino attacks Corrin, gets danced, then attacks again for the kill. Hector and Fjorm both move up one space.

Nino uses her now charged moonbow to kill the sword dragon, gets danced, then kills the blue mage. Fjorm repositions Hector in between the archer and Azura, and he takes out the archer. Azura kills herself on Hector, and you win!

ez
02-16
Submitted by fullrain
Show Explanation

ez pz