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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

Infernal Blade Storm (play by play in explanation)
07-25
Submitted by akaean
Show Explanation

Tharja- Darting Blow, Reposition, HP+3 Seal
Nino- (Axe Breaker)
Eirika - Rally Defense, Triangle Adept
Azura - Dance (No combat duty, can be replaced with any dancer)

2 Blades, Buffer and Dancer. Tharja will fire the opening shots.

*NOTE* If using Ephraim or Sharena instead of Eirika you either need to use Olivia and make sure she can tank the Axe Flier (ruby sword) or make sure Tharja or Nino is able to ORKO the axe flier. See below.

Blade Formation
ET
NA

Turn 2
Tharja ORKOs the Axe, Dancer reactivates, and Tharja moves back and repositions the Dancer away from the Archer. Nino Advances to the mountain. (This baits the Axe Flier south).

N
ET
..A

Tharja steps up and ORKO the archer (If she is HP Bane she will need an HP seal or Rally Defense to survive the counter attack). Nino runs behind Eirika, Azura reactivates Tharja. Who retreats behind her. This leaves TA Eirika as the only model in range of the Axe Flier. If using Sharena or Ephraim instead of Eirika. Nino can ORKO the Axe Flier with Axe Breaker.

NOTE: Due to ridiculous levels of Speed and Resistance Tharja can only ORKO the Axe Flier if she is speed boon, Merged +1, and has a +1 speed seal. Due to not having taken a hit yet, Nino can ORKO the Axe Flier with Axe Breaker. She'll need either Fury, Life and Death, or Swift Sparrow to do it with Sharena.

Turn 4
Tharja Finishes the Axe Flier. Eirkia steps south and Rallies Nino, who moves up and finises off the Lance Cavalier.

Turn 5

Nino ORKOs the Blue Mage, then its just a matter of nuking Lloyd however you want.

Cavalry Emblem / Infernal mode
07-25
Submitted by Nightguest
Show Explanation

Azura for dancing
Blade Cecilia for the blues
Xander for the axe users + the archer
Camus for tanking + finishing Lloyd

Azura must stay behind as she will die to Lloyd's Iceberg skill. Since she won't attack anything, any dancer should work.

Xander must be 5* and posess quick riposte to kill the archer.
Camus should be enough with 4* and bonfire. Mine was 5*
Cavalry buffs so that Cecilia can finish off everything and chip away some of Lloyd's HP and put it in Camus' bonfire activation.

Ta-daaa

Team to clear all 4 quests (xtra Infernal team as well)
07-25
Submitted by randante
Show Explanation

All quests cleared with Lloyd 4*, Sharena 5*, Hector 5*, and Azura 5*. Infernal cleared with Reinhardt, Archer with Axebreaker and 2 dancers.

Link below to give ideas,
Lunatic (killing w Sharena): https://youtu.be/nT8-D46hGLk
Lunatic (killing w Lloyd): https://youtu.be/kbx9SF8I66E
Infernal: https://youtu.be/gPAfOZR5qgY

Quest in one go (All difficulties)
07-25
Submitted by Cygnus
Show Explanation

This walkthrough is just for Infernal. Made it the first try, with Sharena on the team. I used Fortify Defense and Rally Attack on Sharena (she is 4*), Hone Speed and Fortify Res Seal on Olivia (also 4*). Fury and Vantage (not sure if Vantage is needed at all) on Xander along with Bonfire and an HP seal. Nino with Fury and Desperation. That's all you need, really.

Position to buff Xander first turn, then have him lure the Axe infantry and Bow cavalier. With the speed buff, he takes out the Bowcav and weakens the Axe. Make sure to place both Sharena and Olivia next to Nino for maximum Blade buffs. Next turn you take out the Axe infantry and Blue cavalier with Nino. After doing so, make sure to place Nino just inside the range of the Blue Mage, who will attack him once and die on returnfire. Position Xander to lure in the remaining flying Axe (this one has very low defense, and Xander should have bonfire ready, which along with Vantage OHKO's it). After this, it's only Lloyd himself. Nino can take out ~60% of his HP in one go, so weaken him enough for your Sharena to finish him off.

Good luck :)

Infernal Clear Complete Step By Step Guide (Replacements in Explanation)
07-25
Submitted by Sushimada
Show Explanation

This GHB was far easier than the last ones we've been getting IMO (I managed to clear it in 2 tries for lunatic [I didn't clear lunatic when he first came out] and 1 try for infernal). Especially for this battle, if you are using the units listed, you probably don't need to replicate the steps exactly to win.

Listed units are all 5* and Lvl 40 unless otherwise stated. Particularly important skills are emphasized with a *. Keep in mind that these are simply the exact units I used, so the exact IVs and skills may or may not be necessary. Units are listed in the same order as the positions displayed in the map above. The image for this GHB doesn't number the positions, so I will designate who goes where.

1. Ike (+ATK, -RES)
Weapon: Ragnell*
A: Heavy Blade 3
B: Quick Riposte 3*
C: Threaten Defense 2
Special: Aether
Support: Reposition
Sacred Seal: HP 1
Notes: This unit goes in the top right. You must have 55 attack and the ability to double in order to one round kill the bow cavalier. For my Ike in particular, this was achieved by a Rally ATK/SPD from my Bride Cordelia, but any hone or rally skill, or even just a ATK +1 seal (which I unfortunately do not have due to starting after it was gone) will work. You need to have the bulk to survive a 58 ATK hit from a bow, a 49 ATK hit from a green axe unit, and a 51 ATK hit from a flying green axe unit assuming you don't get doubled (the green axe unit has 37 speed, and the flying green axe unit has 44 speed). Replacements for Ike include Ryoma and Xander, a F2P unit.

2. Frederick (+ATK, -RES)
Weapon: Brave Axe*
A: HP 1
B: Drag Back
C: Fortify Defense 3
Special: Luna
Support: Reposition
Sacred Seal: Fortify Res 1
Notes: This unit goes in the top left. Frederick took on an almost exclusively supportive role this round. He can be replaced with pretty much ANY unit, preferably with 2+ movement range - he really didn't do anything other than providing a defense buff to Ike and killing the blue mage at the very end, but really he's just an extra slot that can preferably kill the blue mage. Frederick himself is an easy to get unit.

3. Camus
Weapon: Gradivus*
A: Fury 3*
B: Vantage
C: Goad Cavalry
Special: Growing Thunder
Support: Reposition
Sacred Seal: Spur Defense 1
Notes: This unit goes in the bottom left. F2P. Replacements may include any 2+ movement lance unit with similar stats in terms of attack and defense.

4. Bride Cordelia (+RES, -HP)
Weapon: Brave Bow+
A: Death Blow 1
B: Escape Route 3
C: Breath of Life 3
Special: Luna
Support: Rally ATK/SPD
Sacred Seal: Breath of Life 1
Notes: This unit goes in the bottom right. Replacements include any ranged unit with decent firepower, or perhaps even a flyer with Drag Back / Hit and Run. Clarisse is one such option that is F2P.

Turn 1: Move Bride Cordelia above Ike and rally. Move Ike up 2 spaces into the danger zone. Move Frederick up 2 spaces and Camus up 2 spaces.
(Enemy Phase) The bow cavalier should commit suicide on Ike. The green axe user should attack Ike and survive with less than half HP. It is ok if both units die though. The other enemies should start moving closer, with Lloyd being repositioned behind the lance cavalier.

Turn 2: Move Bride Cordelia down 1 space to finish off the axe unit. Move Frederick down 2 spaces. Move Ike to the position where Frederick was, protecting Camus. Leave Camus where he is.
(Enemy Phase) The flying axe unit should attack Ike. Note that with Aether, Ike managed to one shot him. Without the healing from Aether, and assuming the unit survived, my Ike would have died. It is ok if the unit survives: finish him off next round, and it should be possible to use positioning skills to get in a similar position to what is listed next turn. Lloyd and the blue mage should move a bit closer.

Turn 3: I had 2 ways of killing the blue lance cavalier. I could have one shotted him with Frederick, or I could use Bride Cordelia to weaken him and finish him off with Camus. I chose the latter to be consistent with Frederick being replaced by a 2+ movement unit, although with slightly modified positioning, you can probably use this unit to secure the kill anyways. So move Bride Cordelia 1 space right and weaken the lance cavalier, then finish him off with Camus. Move Frederick up 1 and 1 space right. below Camus. Leave Ike where he is.
(Enemy Phase): Lloyd should attack Camus and take heavy damage. The blue mage should move closer.

Turn 4: I had Camus finish off Lloyd, and Frederick kill the blue mage. However, this is only possible if your "Frederick" is a horse or a ranged unit. If your Frederick slot is neither of these, you can move everyone down 2 spaces. Lloyd will attack Camus again, and will die thanks to Vantage. Then, you can take your time killing the blue mage.

Final Notes: Please note this does NOT work for Lunatic. For Lunatic, you must bait the bow cavalier with Camus instead (assuming you use the same team), because it has Swordbreaker instead of Cancel Affinity, so Ike will DIE.

As usual, I do not guarantee success as small differences may trigger changes in AI behavior. Good luck!