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Bound Hero Battle: Takumi and Hinoka

Map

  • Normal
  • Infernal

Bound Hero Battle: Takumi and Hinoka

Here we are again, facing off against the sensational siblings Takumi and Hinoka! Compared to later maps, this one isn’t too difficult, but the varied mix of cavalry, flier, and infantry foes combined with the fact that your units start off cornered may prove difficult for some. Even without reinforcements, this Bound Hero Battle still manages to have its fair share of tricks.

Making matters more complicated are some annoying skills to watch out for like Lunge, Warding Stance, Drag Back, and Cancel Affinity, but if you take your time and make sure to adjust your strategy to get KOs whenever possible, you shouldn’t struggle too much. If one foe in particular is really giving you trouble, consider swapping around some skills and seals or taking advantage of buffs to give yourself more breathing room.

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 you KO, damage, or bait a foe, it’s advisable that you use a dedicated baiter. While striking and reatrating is technically an option, it’s undesirable given the far reach of the mage cavaliers. Although Triangle Adept Raven mages may seem like a good option here, don’t be fooled -- Takumi’s Cancel Affinity makes them ineffective at best and a downright liability at worse.

Thankfully, since Takumi is a colorless unit, you don’t need to worry about the weapons triangle when he attacks you. Armors such as Hector, Valentine Hector and Fallen Hardin are able to easily withstand physical hits and hit hard upon counterattacking. Cavalry tanks like Sigurd, Xander, and Camus perform particularly well with buffs. Nowi, Young Tiki, Fae, Myrrh, Female Kana, and Fallen Robin all boast decent mixed defenses, especially if they tote skills such as Triangle Adept to grant them more polarizing matchups. Legendary Robin is also a potential choice, but may struggle due to her lack of color advantage. Great F2P options include Legendary Ike, who natively sports Warding Breath which boosts his Resistance and grants him cooldown reduction, and Fjorm, who possesses naturally high Resistance and damage reduction from ranged foes through her exclusive Special, Ice Mirror.

Fallen Robin Screenshot
Fallen Robin’s adaptive damage breath and passable mixed defenses makes him a good choice for getting this map started.

Strikers

Given that two of the most threatening units on this map (that being the Wo Dao sword flier and Hinoka) take effective damage from archers, it logically follows that they’d be incredibly useful on this map. In particular, however, 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. It’s worth noting that due to the higher Resistance many foes on this map possess, archers are more useful than Brave and Blade tome users due to their ability to deal physical damage. New Year Corrin, Brave Lyn, WF Hinoka, Bridal Cordelia, Klein, and Setsuna are potential strikers you may want to use, with a special mention going to New Year Corrin and Brave Lyn given their 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, Hinoka, Elincia, and WT Reinhardt are all great Brave users who can make excellent use of class-specific buffs. Finn is a great F2P option who would work particularly well in a 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 useful. Tharja, Reinhardt, Tailtiu, Linde, Nino, Valentine Lilina, and WT Olwen are potential options here, especially if they are equipped with a Breaker skill to add to their coverage and are accompanied by a buffbot like Eirika or Ephraim.

Linde Screenshot
Mages with high Speed are often able to double foes, though it’s important to ensure they do not have to tank a hit due to their low defenses.

Dancers

Dancers help provide support, may even have a decent offensive presence themselves, and can usually tank a hit or two, if need be. Olivia, Performing Olivia, Performing Inigo, Performing Shigure, Performing Azura, Azura, New 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. Genny, Nanna, Elise, Wrys, and Lissa are potential additions to a team that may serve you well on this map.

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.

It’s A Trap!

While it may at first seem that you have two options to bait here, tanking the right really shouldn’t be attempted. Not only will your unit have to withstand three attacks instead of two, one of those attacks will be from Hinoka, who is under the effect of a +6 Attack/Speed buff from Hone Fliers. Ouch. Because of this, you’re much better off starting from the left. Speaking of which...

Drag Back Hinoka Screenshot
It’s always a good idea to screen enemies for tricky skills. Hinoka’s Drag Back makes her a pain to bait, so it’s best to leave her for later.

To The Left, To The Left

Now that you know you’re going to be starting on the left, it’s probably a good idea to buff up your unit, especially if they don’t have balanced defensive stats. Since ideally they’ll be taking both physical and magical hits here (because they’ll be KOing both Takumi and the blue cavalry mage), a boost to both Defense and Resistance can work wonders. This can be done through a Rally, a Hone skill and seal, or another skill that grants buffs. Combat buffs like Drives and Spurs can prove handy as well, though they are a little more limiting due to their positioning limitations.

Fae Buffed and Ready To Rumble Screenshot
Now that Fae is all buffed up, she can easily handle Takumi and the blue cavalry mage within one turn.

It’s A One Hit Wonder!

Hinoka’s not the only tricky foe on this map. Not only does the green axe cavalry unit have a Brave Axe (for twice the cleaning action), they also carry Lunge. If your unit is unfortunate enough to not KO them outright, it’s completely possible that this skill will put your poor Hero in the range of another unit that they really don’t want to handle. When you’re dealing with this foe, then, it would be wise to ensure that you try to knock them out within one round of combat. Otherwise, you may find yourself in an unfavourable situation afterwards.

Tiki Baiting Axe Cav Screenshot
Tiki easily handles the axe cavalry with HP to spare -- they even help her charge her Special!

The End Is Near...

Nearer than you may think, but that doesn’t mean that ending is in your favor. If you’re not familiar with the Wo Dao effect, here’s a refresher -- it adds +10 damage to a Special activation, which can really lay on the pain. If you’re not expecting the extra damage, it can and will KO your units, and nothing is worse than losing when victory is within your sights.

Luckily, this shouldn’t be much of a problem if you’re prepared for it. Triangle Adept 2 can do wonders for a blue unit’s striking or tanking potential, and most archers should be able to deal with this foe quite easily.

Getting Tiki To Safety Screenshot
Although Tiki could probably safely tank this hit, I instead move her out of their range. It’s always better to be safe than sorry.

The Vantage Advantage

Vantage is a great skill in high difficulty maps because it can grant you a clutch win. Since it allows you to attack first on enemy phase, it’s a great way to finish off damaged foes that would KO your unit otherwise. It also synergizes well with Fury, Reciprocal Aid, Ardent Sacrifice, and Brazen Skills to boot. If you just need to get in one more hit, Vantage can be a great way to do so. It’s even available on a 4 star Lon Qu, meaning that you don’t even have to invest heavily in order to put it on your unit!

Fae's Clutch KO Screenshot
Performing Azura’s Spur Attack grants Fae this KO when otherwise she’s just miss out on it. Thankfully Fae has Vantage, so she doesn’t have to worry about Hinoka attacking first.

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, seal shuffling, 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. 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
42 35 20 19 18
Weapon Brave Lance+ A Swift Sparrow 2
Support B Drag Back
Special Blazing Wind C Hone Fliers
HP ATK SPD DEF RES
41 39 26 19 13
Weapon Fujin Yumi A Close Counter
Support B Cancel Affinity 3
Special Vengeance C Threaten Spd 3
HP ATK SPD DEF RES
34 29 28 15 29
Weapon Wo Dao A Darting Blow 2
Support B Desperation 2
Special Moonbow C Hone Fliers
HP ATK SPD DEF RES
36 34 15 21 25
Weapon Brave Axe A Fury 2
Support B Lunge
Special Galeforce C Hone Spd 3
HP ATK SPD DEF RES
29 34 19 12 27
Weapon Blárwolf A Defiant Spd 2
Support B Poison Strike 2
Special Iceberg C Drive Atk 2
HP ATK SPD DEF RES
56 46 34 26 18
Weapon Fujin Yumi A Close Counter
Support B Cancel Affinity 3
Special Vengeance C Threaten Spd 3
HP ATK SPD DEF RES
57 44 27 26 25
Weapon Brave Lance+ A Swift Sparrow 2
Support B Drag Back
Special Blazing Wind C Hone Fliers
HP ATK SPD DEF RES
45 41 36 22 37
Weapon Wo Dao+ A Darting Blow 3
Support B Desperation 3
Special Moonbow C Hone Fliers
HP ATK SPD DEF RES
49 46 23 29 33
Weapon Brave Axe+ A Fury 3
Support B Lunge
Special Galeforce C Hone Spd 3
HP ATK SPD DEF RES
40 46 26 17 35
Weapon Blárwolf+ A Defiant Spd 3
Support B Poison Strike 3
Special Iceberg C Drive Atk 2
HP ATK SPD DEF RES
64 49 37 28 20
Weapon Fujin Yumi A Close Counter
Support B Cancel Affinity 3
Special Vengeance C Threaten Spd 3
HP ATK SPD DEF RES
66 48 30 28 27
Weapon Brave Lance+ A Swift Sparrow 2
Support B Drag Back
Special Blazing Wind C Hone Fliers
HP ATK SPD DEF RES
52 44 39 24 40
Weapon Wo Dao+ A Darting Blow 3
Support B Desperation 3
Special Moonbow C Hone Fliers
HP ATK SPD DEF RES
52 45 35 22 31
Weapon Rauðrraven+ A Warding Stance 3
Support Pivot B Guard 3
Special Draconic Aura C Spur Def/Res 2
HP ATK SPD DEF RES
57 49 25 31 36
Weapon Brave Axe+ A Fury 3
Support B Lunge
Special Galeforce C Hone Spd 3
HP ATK SPD DEF RES
46 49 28 19 38
Weapon Blárwolf+ A Defiant Def 3
Support B Poison Strike 3
Special Iceberg C Drive Atk 2

User Submitted Teams

Horses, horses everywhere
11-16
Submitted by LuxSaul
Show Explanation

All difficulties, link in description:

https://www.youtube.com/watch?v=3FztlyB_UrM

Armor Team OP - Infernal
11-16
Submitted by kazusunes
Show Explanation

►Effie (+HP/-SPD)
• Silver Lance+, Pivot, Bonfire, Death Blow 3, Wary Fighter 3, Hone Armor, Attack +3 Seal.

►Black Knight
• Alondite, Swap, Black Luna, Steady Stance 3, Vantage 3, Fortify Armor, Squad Ace A 3 or HP+5 Seal.

►Hector (+DEF/-SPD)
• Armads, Swap, Bonfire, Distant Counter, Vantage 3, Goad Armor, Panic Ploy 3 Seal.

►Zephiel
•Eckesachs, Pivot, Bonfire, Life and Death 3, Wary Fighter 3, Ward Armor, Defense +3 Seal.

The primary strategy relies heavily on defensive play. This is a super detailed explanation, because I had a lot of fun figuring out the right strategy to use!

The player's first turn involves putting Hector in the danger zone and letting himself get attacked on the enemy's first turn to kill both the Blue Mage and Takumi. Hector must receive buffs from both Effie and Black Knight as well as having Zephiel be in position for Ward Armor to take effect. The formation is crucial for survival, and should have Hector in the danger zone, Effie right behind him, Zephiel next to Effie and Black Knight next to Zephiel. Hector will oneshot the Blue Cavalier and take two hits from Takumi before finishing him off.

In the next player turn, Effie moves one space to the left, Zephiel moving into the empty space, Black Knight swapping spaces with Zephiel and Hector swapping spaces with Black Knight. Black Knight should then be in the danger area ready to tank the hits from the Axe Cavalier, and should kill them during the enemy's turn with no damage dealt to himself due to Zephiel's Ward Armor taking effect as well as the extra benefit of Steady Stance 3.

The next player turn involves Effie's incredible defensive abilities to tank multiple hits from both the Red Mage and Hinoka. With the formation from the previous turn, Effie will have Fortify Armor buffs from Black Knight. Black Knight swaps spaces with Effie, who moves up one space. Zephiel pivots left over Hector into the empty space behind Effie, while Hector remains where he is, allowing Effie to receive both Ward Armor and Goad Armor buffs from Zephiel and Hector, respectively. This leaves Hector and Effie in the danger zone. During the enemy's turn, Hinoka will attack Effie instead of Hector and Effie will retaliate, dealing a lot of damage, although losing Wary Fighter 3's effect. The red mage moves up to attack Effie and deals a measly 4 damage due to Effie's Res stat spiking up to 33 from the buffs. The other Red Flier should move into the space behind Hinoka.

The next player turn involves some offense, and due to each member of the team possessing incredible ATK stats, killing the remaining units is no issue. Effie moves up one space and oneshots the Red Mage with Bonfire, allowing Zephiel to move into the space behind Effie and finish off Hinoka. Hector then moves into the space behind Zephiel and swaps with Black Knight. This leaves the Red Flier all alone to deal with Zephiel and Black Knight, both at full HP.

In the final enemy turn, the Red Flier will attack Black Knight and deal some damage to him because of Moonbow, but Black Knight doesn't care and Black Lunas them to death the following turn.

Overall a really fun BHB, and I had so much fun utilizing my favorite team to beat the hardest difficulty. No dancers/singers or cavalry needed!

Infernal
11-16
Submitted by tails512
Show Explanation

Hector tanks on the left to initiate, then he turtles in the corner. Elincia takes out the axe and uses reposition. Corrin (bladetome) takes out Hinoka and the reds. Azura helps move people around and gives buffs to Corrin.

I hate this red mage
11-16
Submitted by Aersis
Show Explanation

Well... I don't have a Hector or some hero with distant counter, except for Black Knight.

So, if you no have Black Knight or if you prefer use other hero, armored units as Amelia, Zephiel, H Jakob, Sheena... units with high Def and HP, high spd for not take x2 of the blue cavalier. If you no have a unit with high Spd, one with Wary Fighter will work well. I put Distant Def in my Black Knight and buff he with the Hone Armor of my Effie.

In my case, i needed a Healer, because Takumi survived and has a lot damage charge in your Vengeance. A healer with high Res, Rehabiliate and Live to Serve 1 is all of you need, a good HP is welcome. I prefer Lucius just because of his high HP and Res. But if you want, you can use a hero with Reciprocal Aid for the front line tank.

For defeat Hinoka, a archer with brave bow and with a good Atk is the essencial. For defeat the red mage, you will need of a good Res. If you dont have a hero like this, you will need a archer with a minimum of 40 Spd and Res over 30.

F2P Infernal (Not Mine, Just Signal Boosting)
11-16
Submitted by GoldenCyclone4
Show Explanation

https://youtu.be/N-4DcEuRHfI
Not my video. I just wanted to signal boost this team since it helped me beat Infernal pretty easily. Units are all vanilla, BK just needs a Def +1 Seal.