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Grand Hero Battle - Jamke

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  • Infernal
Jamke

Grand Hero Battle: Jamke

This Grand Hero Battle sends players to the world of Genealogy, where they must face off with Jamke, the prince of Verdane. This battle has a good variety of enemies, who make use of buffs such as Odd Atk Wave and Spd Tactic to strengthen their offenses. Jamke’s Astra is pre-charged and hits very hard, requiring a solid defensive frontline to survive. Despite this, Jamke’s Grand Hero Battle can be considered one of the easier ones due to more open movement options and unlayered enemy attack ranges.

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 -- see the description for more details. If it doesn’t work for you, though, then read on!

Who to Choose

Baiters

With multiple ranged units on the enemy team and a forest in the middle, baiting the enemies out is the recommended strategy. With a mix of both physical and magical damage, you’ll need a mix of high Defense and Resistance on your team. The structure of the map puts the Blue Cavalier and Red Mage on the left-hand side, meaning it’s best to use a high-resistance baiter in that position to eliminate them. However, the rest of the foes are physical attackers.

Fjorm is available freely and is an excellent choice for this battle.

Fjorm is perhaps the best unit available for this battle, due to her high Resistance and physical damage making her an ideal anti-mage. If given the task, she can easily handle both mages by moving left at the start of the round.

If Fjorm isn’t to your taste, it’s recommended to use a blue antimage in her stead. This is because the two mages are red and blue in color, giving blue the best overall chance of success. The red mage also has a Raven tome, making it tough all but the highest-merged colorless antimages to do the job.

Lute, Saias and Micaiah are some excellent choices due to their sky-high resistance stats and strong base attack. While they aren’t the fastest mages around, they can easily take double hits from the mages should they fail to OHKO. If using these units, it’s recommended to give them Quick Riposte to compensate for their poor Speed. Beware that the Blue Cavalier wields a Wolf tome, so units such as L’Arachel, Ursula and Olwen aren’t recommended as baiters here.

Nowi's high Defense make her ideal for handling Jamke.

Unsurprisingly, Dragons are also an awesome choice for this battle. Their refined breath weapons make them ideal antimage units. Nowi is the ideal unit for this purpose, but Corrin(F) can also be used with a few Resistance buffs or Distant Defense seal. These units are also strong choices when fighting the Sword Cavalier or Jamke himself. Male Kana is a solid F2P substitute, but like Corrin he’ll need either Distant Counter or Lightning Breath to counterattack Jamke.

Jamke’s starting position make it nigh impossible to attack him before he gets to you. His movement can often be surprising thanks to the Lance Flier’s Guidance. And since he starts with a pre-charged Astra, it’s highly recommended to have a unit with as much Defense as possible when baiting him. Jamke also has the skill Cancel Affinity, making it tough for typical Raven tome builds to survive his onslaught. It’s best to make use of a unit with extraordinary Defense in this situation. Dragons are a fine choice, although any high-defense unit with the ability to counterattack at a distance will work.

Adult Tiki's stellar Defense makes her another great choice for handling Jamke.

Adult Tiki is a great choice, coming with excellent Defense and being easily to obtain and merge. A red unit here can also help against the Axe Armor who stands in the front. If Jamke is proving too hard to tank, consider giving a unit Sacred Cowl (alongside a Special accelerator such as a Slaying Weapon). This will let them take greatly reduced damage from Jamke’s initial attack.

Finally, it would be unfair to leave Armor unmentioned. Armored units are a fine choice for this GHB, but it’s recommended to run them as a part of a team to take advantage of Armor March.

Brave Hector can be obtained for free and can be used as a mage or Jamke baiter.

Brave Hector and Brave Ephraim are two popular units who can tank Jamke with their excellent Defense stats. They are one of the best choices overall, but must beware of the Sword Cavalier who can obliterate Armored units with his Armorsmasher and Glimmer. If using an Armor team, it’s a good idea to have a Svalinn Shield user or blue non-armor who can handle the Sword Cavalier.

Strikers

Strikers are difficult to use due to the layout of the map, but can come in handy during the middle and later parts of the battle. Both physical and magical attackers are useful here, as there are a mix of high-Defense and high-Resistance enemies. The central forest makes it tough for Cavalry to move around, so it’s best to stick to Fliers and Infantry in this situation.

Fliers are good on this map, being able to fly over the forest tiles and smash foes. Caeda is easily obtained and highly useful thanks to the Wing Sword, which lets her easily pummel the Axe Armor and Sword Cavalier. However, she’ll need Axebreaker to double him through Wary Fighter. Cherche is strong against the Lance Flier and Axe Armor, especially if she wields a Hammer or Slaying Hammer. Fliers will need assistance from Reposition if they are to function well on this map due to the cluster of enemy units. If using Fliers, one must be extremely careful as they will be KO’d by Jamke’s Astra.

Healers

With an emphasis on baiters, Healers are a great choice of unit for this Grand Hero Battle. Depending on their defensive stats, your units may need a heal after taking hits from the mages or Jamke. Of course, any healer will work: but the best choice of healing ability here is Rehabilitate.

Wrys is a freely available healer who's useful even at four star rarity with Rehabilitate.

Wrys is a free unit who naturally learns Rehabilitate and works well during this battle. If players chose Brave Veronica in the Choose Your Legends event, she is great despite her movement restrictions and can provide powerful buffs to your team. Nanna is a nice choice who fits the Genealogy theme and also naturally comes with Drive Def.

Buffers

This Grand Hero Battle requires baiters to take heavy damage from a few sources, so having a stat buffer is very useful. The aforementioned Brave Veronica is a great choice, providing both buffs and healing to your squad.

Even with his base build, New Year Corrin can provide hefty buffs to other units.

One of the best F2P choices is New Year’s Corrin(M), as he can grant a +8/+8 boost to the Defense and Resistance of any unit. He can also inflict a lot of damage onto the Lance Flier in the later part of the fight. Taking a unit with skills like Drive Def or Res, Def or Res Tactic, Fortify Def/Res, Spur Def/Res or Rally Def/Res is a great idea.

Strategy

Starting the Fight

To beat this GHB, I’m using a F2P team consisting of Fjorm, Wrys, Legendary Ike and New Year Corrin(M). Fjorm is my magical tank and Ike is my physical, while Wrys provides valuable healing and Corrin grants buffs. (disclaimer: I am using minor skill inheritance and seals on these units to clear this GHB. In addition, my Wrys is merged to 40+2 and has a boon/bane set.)

Setting up for turn one.

To start off, I send Fjorm left to handle the mages. She’s got the Quick Riposte 3 seal equipped, which lets her double and KO the mages. Wrys is positioned to the right in order to activate Fjorm’s Atk/Def Bond. On the right side, Ike is in position to lure and KO Jamke: The AI uses Guidance on the Lance Flier to position Jamke above Ike. Corrin is stationed below him and is giving Ike a hefty buff to his Defense so he can survive Jamke’s attacks.

If you’re using a red Flier such as Caeda or Elincia, you’ll want to start her where Wrys is and send her up to attack the Axe Armor. She will need to be Repositioned or Dragged Back in order to outrange Jamke the following turn, however.

Turning the Tide

Getting ready to bait the Cavalier and Flier

With Jamke and the mages lured and KO’d, the cleanup phase of this battle begins. The Lance Flier is the more immediate threat due to her position, so I’m choosing to lure her in with a healed-up Ike (you could also use Fjorm). Corrin is providing buffs, again to Ike. My Fjorm is a little too weak to handle the Sword Cavalier but depending on your team, he could be defeated this turn.

Finishing the Fight

Ike is healed and ready to roll on turn three.

If you beat the Sword Cavalier last turn he’ll be gone now, leaving just the Axe Armor. It’s important to note that the Sword Cavalier has Pass, meaning he can slip past Fjorm here and attack Ike. Thankfully, the trees make it hard for him to move easily. Ike is healed again and is now ready to tank both units if he needs too.

Cleaning up the last two enemies is easy with Corrin and Ike.

Now I can weaken the Sword Cavalier with Corrin and finish him off with Ike. By moving Wrys to the spot the Cavalier previously occupied, I can give Ike his final heal and let him finish off the Axe Armor. The Axe Armor has Wary Fighter, meaning he might need a few hits to go down. If possible, try to KO him before he charges his Bonfire: It deals extreme damage thanks to his high base Attack and Wo Gun.

If At First You Don’t Succeed

Don’t be fooled by video walkthroughs of any Grand 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, 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
39 40 25 21 12
Weapon Slaying Bow+ A Heavy Blade 3
Support B Cancel Affinity 3
Special Astra C
HP ATK SPD DEF RES
29 35 18 12 26
Weapon Keen Blárwolf A Darting Stance 2
Support B Guard 2
Special Iceberg C Drive Atk 2
HP ATK SPD DEF RES
33 30 24 14 20
Weapon Rauðrraven A Death Blow 2
Support B Seal Def 2
Special Blazing Flame C Drive Atk 2
HP ATK SPD DEF RES
49 39 11 32 13
Weapon Wo Gùn A Heavy Blade 2
Support Reciprocal Aid B Wary Fighter 2
Special Bonfire C Spd Tactic 3
HP ATK SPD DEF RES
33 30 27 15 28
Weapon Reprisal Lance A Close Def 2
Support B Quick Riposte 2
Special Moonbow C Guidance 3
HP ATK SPD DEF RES
53 48 32 29 17
Weapon Slaying Bow+ A Heavy Blade 3
Support B Cancel Affinity 3
Special Astra C
HP ATK SPD DEF RES
39 47 25 17 34
Weapon Keen Blarwolf+ A Darting Stance 3
Support B Guard 3
Special Iceberg C Drive Atk 2
HP ATK SPD DEF RES
44 42 32 20 28
Weapon Rauðrraven+ A Death Blow 3
Support B Seal Def 3
Special Blazing Flame C Drive Atk 2
HP ATK SPD DEF RES
66 51 16 40 19
Weapon Wo Gùn A Heavy Blade 3
Support Reciprocal Aid B Wary Fighter 3
Special Bonfire C Spd Tactic 3
HP ATK SPD DEF RES
44 42 35 21 36
Weapon Reprisal Lance+ A Close Def 3
Support B Quick Riposte 3
Special Moonbow C Guidance 3
HP ATK SPD DEF RES
61 52 35 32 18
Weapon Slaying Bow+ A Heavy Blade 3
Support B Cancel Affinity 3
Special Astra C Odd Atk Wave 3
HP ATK SPD DEF RES
45 50 28 18 37
Weapon Keen Blarwolf+ A Darting Stance 3
Support B Guard 3
Special Iceberg C Drive Atk 2
HP ATK SPD DEF RES
52 45 35 22 31
Weapon Rauðrraven+ A Death Blow 3
Support B Seal Def 3
Special Blazing Flame C Drive Atk 2
HP ATK SPD DEF RES
76 55 17 44 21
Weapon Wo Gùn+ A Heavy Blade 3
Support Reciprocal Aid B Wary Fighter 3
Special Bonfire C Spd Tactic 3
HP ATK SPD DEF RES
61 53 27 28 33
Weapon Armorsmasher+ A HP/Atk 2
Support B Pass 3
Special Glimmer C Drive Spd 2
HP ATK SPD DEF RES
52 45 38 23 39
Weapon Reprisal Lance+ A Close Def 3
Support B Quick Riposte 3
Special Moonbow C Guidance 3

User Submitted Teams

Tiki Wins By Doing Absolutely Nothing (w/ video)
09-07
Submitted by TriP
Show Explanation

https://youtu.be/KTtSqZ2YOik

Fjorm:
5* Level 40+2
Neutral IVs
Base Kit + Reposition and Spur Attack 1 Seal

Legendary Hector:
5* Level 40
+ATK/-HP
Base Kit
Season of Fire bonus

Adult Tiki
5* Level 40
+ATK/-SPD
Base Kit (Breath of Fog)
Water Blessing (no seasonal bonus)

Lissa
5* Level 40
+DEF/-RES
Base Kit (Wrathful Refinement) + Wings of Mercy 2

Blue Blade Tome MVP (infernal step-by-step)
09-07
Submitted by Ouch Rude
Show Explanation

Summer Corrin (+spd/-hp) (merge +2)
Blarblade+ (need)
Reposition
Dragon Fang (Need)
Swift Sparrow 2 (probably need, fury will work too)
Desperation 3
Fortify Fliers
SS: Lote's shield

New Year Azura (+spd/-def)
Hagiota+ (need)
Sing (need)
Moonbow
Fury 3
Earth Dance 3 (need) (or any other level 3 dance b slot)
Hone Fliers (need)
SS: Drive Atk 1 (need)

Ylissean Travlers Olivia (+spd/-def)
Skuld (need)
Dance (need)
Luna
Fury 3
Chill Spd 3 (helps)
Guidance 3
SS: Flier Formation 2

Put Corrin in the left most spot with azura next to her and Olivia in the 3rd spot.
Turn 1: Have Corrin attack the knight. Have Olivia sing to her, then have her finish off the knight. Have Azura sing to her and have her kill Jamke (she needs to one shot him; she can't take damage here).
Enemy Phase: The blue mage knight will attack and be killed on counter, but deal significant damage. The red mage will attack, corrin will barely survive, and again kill on counter. The cavalier will move to the right hand side while the flier moves just above Olivia.

Turn 2: Corrin's special should be charged, so have her kill the flier. Have Azura Sing to her, then have her attack the cavalier.

If you need more buffs, any flier with wards or goads will help, or someone with an S support with the blade unit.

Myrrh Kill Squad
09-05
Submitted by blukirbi
Show Explanation

Myrrh (Distant Counter with Iote's Shield) with good positioning and boosting is strong enough to kill Jamke in one hit with a counterattack. Est (with Distant Counter and Berkut's Lance) kills the two Mages on the left due to her excellent Res. New Years Azura buffs Myrrh so she can survive Jamke and others. Summer Tana mostly is used for support, although she can kill the Ax unit as well.

Nowi. Just Nowi. Really.
09-05
Submitted by Iseult
Show Explanation

For once, you thought getting Hardin or the new Hector was a good idea. Then you see Nowi dealing Soviet-level nukes with her refined breath and suddenly you want her.

Basically, as long as you get her built properly, she'll be fine even in Infernal. I built mine with Lightning Breath (+Def), Aether, Steady Breath, and QR3 + DD3 seal, and let her tank the axe armor with full confidence. If you're not really confident with her alone, bring your best units; it'll work. Reinhardt, Lilina, Lyn, any long range nukes should work fine. You could actually switch Nowi with other DC tanks like BK or Hardin, but I prefer to go with Nowi, 'cause I'm straight up lolicon. And I don't like old men.

Why did I put Oliver, you ask?
YOU DARE QUESTION THE GOD HIMSELF?
He'll work just fine tho.

Camilla Emblem with Video
09-04
Submitted by Nobodyshero2727
Show Explanation

https://www.youtube.com/watch?v=YzBFRA5svCc&feature=youtu.be