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Grand Hero Battle - Oliver

Map

  • Normal
  • Infernal
Oliver
Oliver

Oliver: Admirer of Beauty

Unsightly ruffians beware -- Oliver, the champion of beauty, comes onto the stage in a Grand Hero Battle re-run! Featuring no reinforcements, easily usable Defense Tiles, and not a particularly threatening motley crew of foes, Oliver and his brigand shouldn’t give you too much trouble, but there are still some skills to watch out for; Drive Spd on the lance cavalier, Cancel Affinity on the infantry sword, and Lightning Breath on the green dragon can still serve to make your day a little worse.

Also of note is that fact that Oliver has his Special charged, and it’s an AOE Special at that. Although he’s far from the strongest unit featured in an Infernal map, Blazing Light can chip down your units’ HP a surprising amount if it procs and you’re not expecting it.

Who to Choose

As is generally true of Grand 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

This is one of those maps which won’t start unless you strike or bait -- though trenches can complicate using cavalry tanks somewhat, these obstacles aren’t that hard to navigate around, thankfully. If you do decide to go with the baiting route, though, be aware that the sword infantry is carrying Cancel Affinity, meaning that any blue baiter you decide to use should unequip Triangle Adept if that is what they normally run.

Since baiting at the further right passage requires tanking the green dragon and red mage, you’re likely going to want to go red here to ensure they always have the Weapons Triangle Advantage or are receiving neutral damage. Black Knight and Zelgius are amazing armored options that can take advantage of class-specific buffs, but may find it hard to retreat due to their limited movement. Xander and Sigurd can similarly take advantage of calvary buffs -- though Sigurd cannot attack the mage unless he has inherited Distant Counter, he still takes greatly reduced damage from them. Legendary Ryoma can also utilize flier buffs and can counterattack at-range. Adult Tiki and Young Tiki can use damage-seeking Lightning Breath to hit hard, and can also use dragon buffs. Other choices include Legendary Ike, Ike, and Ryoma.

Starting at the left necessitates tanking the green dragon as well as a Blazing Light proc from Oliver, which may be difficult. If that’s what you wish to do, though, go green. Hector, LA Hector, Fae, Myrrh, Female Kana, and Fallen Robin may work here.

You may also want to use the Defense Tiles to tank the remaining enemies once the map has started. Armors such as Fallen Hardin and Distant Counter Effie are able to hit hard very upon counterattacking, especially if they’re making use of Quick Riposte or Vengeful Fighter. Camus performs particularly well with buffs. Nowi, Female Corrin, and Male Kana all boast decent mixed defenses. Legendary Robin is also a potential choice, but may struggle due to her lack of color advantage. An amazing F2P option is Fjorm, who is able to tank the mages with her high Resistance and her exclusive Special, Ice Mirror.

Fjorm Screenshot
Fjorm is a stellar choice for this map due to her ability to tank almost anything that comes at her.

Strikers

Alternatively, you may want to start this map with a strike + retreat method. With a powerful striker and a dancer, you can potentially KO the green dragon in the first turn, then quickly get all your units to safety.

Archers are powerful strikers that can either finish off foes on their own or provide an assist. In particular, however, Brave Bow users can be incredibly potent on this map due to their ability to overpower and finish off any foes your tanks may otherwise struggle with. New Year Corrin, Brave LynWF HinokaBridal CordeliaKlein, 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. ChercheCordeliaHinokaElincia, and WT Reinhardt are all great Brave users who can make excellent use of class-specific buffs. Finn is a great F2P unit 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 effective strikers. TharjaReinhardtTailtiuLindeIshtarNinoSF Nino, 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.

Refreshers

Dancers and Singers help provide support, may even have a decent offensive presence themselves, and can usually tank a hit or two, if need be. Lene, OliviaPerforming OliviaPerforming InigoPerforming ShigurePerforming Azura, Azura, New Year AzuraBridal NinianNinian all give the refreshment that units need while also possessing the ability to provide an assist to KO an enemy.

Lene screenshot
A refresher equipped with the Earth Dance seal can give units an extra Defense boost when they are refreshed.

Healers

While not generally a great choice over units who can deal heavy damage or refreshers, Healers can be incredibly useful in this Grand 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.

Strategy

Strategizing for this Grand Hero Battle shouldn’t generally give you too much trouble after some practice 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.

Boldly Baiting

So you’ve chosen to bait -- where should you start? The right passage comes more highly recommended, as the foes you’ll have to withstand here do not have a charged Special, unlike the proc of Raging Light you’ll have to tank from Oliver on the left. If you do start from the left passage, though, make sure to go green -- the dragon isn’t that speedy, and you’ll need the weapons triangle on your side to survive the onslaught.

Tiki Buff screenshot
Although Tiki can’t take advantage of the Defense Tiles yet, she can handle the red mage and green dragon quite handily with buffs and a Drive Res boost. The trench protects her from the blue cavalry lancer.

Dangerous Drives

Be wary of the blue cavalry lancer -- they carry Drive Spd, which can cause you to miss out on some important follow-ups if you’re not careful. Thankfully, it’s not as if use of Drives is limited to your foes; you can use them as well.

Try to keep an eye on your positioning in order to use all the buffs you have available to your advantage. Drives have less stringent positioning requirements as they’re effective to allies within 2 spaces, but Spurs are very easily accessible. Either one of these skill families can grant your unit the few extra points of damage they need to net a KO, or help them survive an attack they’d be KO’d by otherwise.

Tiki All Drive'd Up Screenshot
Stacking Drive Res (from PA Azura) and Drive Atk (from Fjorm) helps Tiki become an even more tanky offensive powerhouse than she is normally.

Mercy! Have Mercy!

Anyone who reads these guides regularly likely knows about the incredible utility Wings of Mercy offers refreshers on Infernal maps, and this map is no different than the other ones. Escape Route can also prove to be an understatedly useful skill for Grand Hero and Bound Hero Battles, allowing your heavily damaged units to retreat all the way across the map -- assuming one of their allies are there.

Lene Warps To Tiki Using WOM screenshot
There’s very little reason to not use Wings of Mercy on your refreshers -- it’s impossible to not be satisfied when you warp to an injured ally on the brink of defeat and get them out of danger.

Delightful Defense

Once you’ve gotten the map started, you’ve gotten through the worst part. From here, you can set up a tanky unit on a Defense Tile -- preferably one that can counterattack regardless of range -- and laugh your way to a four star copy of Oliver.

Healer support can be key here, depending on the color of your tank. Blue tanks with decent Resistance shouldn’t struggle too much (even with the green mage) unless they’re carrying Triangle Adept, but if you don’t need an additional refresher, being able to restore HP is rarely -- if ever -- a bad thing.

Fjorm The Wall Screenshot
Once your tank is on the Defense Tile, it will be very difficult for the enemy to break through your lines.

Rally Resting

Assuming you’re not asleep already, Rallies can serve to patch up any and all of your tank’s potential weaknesses. None of the foes on this map are particularly speedy, so units with middling Speed can net some follow-ups (or deny follow-ups being performed on them) with an extra Speed boost. Dual Rallies are an excellent choice here, boosting two stats in exchange for the buff being +3 instead of +4.

Tiki Rallies Fjorm Screenshot
Rallies can serve to make your tanks, well. More tanky, especially if they’re parked on a Defense Tile.

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 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
42 37 13 17 26
Weapon Shine+ A Mirror Strike 2
Support B
Special Blazing Light C Atk Ploy 3
HP ATK SPD DEF RES
33 29 24 14 20
Weapon Rauðrowl A Atk/Res Bond 3
Support B Swordbreaker 2
Special Growing Flame C Spur Def 2
HP ATK SPD DEF RES
39 34 17 19 23
Weapon Sapphire Lance A HP/Def 1
Support B Bowbreaker 2
Special Draconic Aura C Drive Spd 2
HP ATK SPD DEF RES
41 33 23 23 16
Weapon Slaying Edge A HP/Spd 1
Support Pivot B Cancel Affinity 3
Special Moonbow C Hone Atk 2
HP ATK SPD DEF RES
38 34 24 23 16
Weapon Silver Axe A Speed +2
Support B Guard 2
Special Reprisal C Spur Atk 3
HP ATK SPD DEF RES
58 45 20 23 34
Weapon Shine+ A Mirror Strike 2
Support B
Special Blazing Light C Atk Ploy 3
HP ATK SPD DEF RES
44 41 32 20 28
Weapon Rauðrwolf+ A Atk/Res Bond 3
Support B Swordbreaker 3
Special Growing Flame C Spur Def 3
HP ATK SPD DEF RES
56 45 33 30 22
Weapon Slaying Edge+ A HP/Spd 2
Support Pivot B Cancel Affinity 3
Special Moonbow C Hone Atk 3
HP ATK SPD DEF RES
53 46 24 27 30
Weapon Sapphire Lance+ A HP/Def 2
Support B Bowbreaker 3
Special Draconic Aura C Drive Spd 2
HP ATK SPD DEF RES
52 46 34 30 22
Weapon Silver Axe+ A Speed +3
Support B Guard 3
Special Reprisal C Spur Atk 3
HP ATK SPD DEF RES
67 48 22 25 37
Weapon Shine+ A Mirror Strike 2
Support B Quick Riposte 3
Special Blazing Light C Atk Ploy 3
HP ATK SPD DEF RES
52 44 35 22 31
Weapon Gronnowl+ A Atk/Def Bond 3
Support B G Tomebreaker 3
Special Glimmer C Spur Res 3
HP ATK SPD DEF RES
52 44 35 22 31
Weapon Rauðrowl+ A Atk/Res Bond 3
Support B Swordbreaker 3
Special Growing Flame C Spur Def 3
HP ATK SPD DEF RES
65 48 36 33 24
Weapon Slaying Edge+ A HP/Spd 2
Support Pivot B Cancel Affinity 3
Special Moonbow C Hone Atk 3
HP ATK SPD DEF RES
61 49 27 30 33
Weapon Sapphire Lance+ A HP/Def 2
Support B Bowbreaker 3
Special Draconic Aura C Drive Spd 2
HP ATK SPD DEF RES
61 46 36 32 31
Weapon Lightning Breath+ A Speed +3
Support B Guard 3
Special Reprisal C Spur Atk 3

User Submitted Teams

Ballad of The Duke of Velthomer
01-14
Submitted by NotHorseEmblem
Show Explanation

-Azura-P
atk +spd
Distant Counter (DC is not mandatory, but do not use Triangle Adept)/WoM/Drive Res/Luna

-Arvis
Warding Blow (use anything else)/RecoveRing/Def Ploy/Draw Back/Iceberg

-Lute
+spd -hp
Fury/Vantage/Res Ploy/Atk Ploy seal/Draw Back/Iceberg

Sonya
+res -spd
Mirror Strike/Vantage/Res Ploy/Draw Back/Iceberg

Sacred Seals:

Only Atk Ploy 3 on Lute is really mandatory. Use seals like Q-Pulse, Atk Smoke and Savage Blow on the others if it suits you.

There's no perfect positioning strategy since any movement can cause the enemy units to go to wildly different spaces, but you should always start the battle off by attacking the manakete with Arvis, dancing him with Azura, and then having the former position Azura to safety with Drag Back. From there, move Arvis to the right to manipulate the AI, and the manakete should show up on the right chokehold (put Lute at the bottom so as to trigger the ploys on said manakete). From there, kill the manakete with Arvis and pick off units as they come. Some small tidbits from here on out depending on what happens:

-Sonya can tank the cavalier twice if needed.
-In a desperate scenario, Azura can weaken Oliver for Lute or Sonya to take out.
-The green mage has no hope of killing Arvis at all, and thus the latter can be used as bait for a long while if needed.
-Azura-P can tank the red mage once if needed. This is why you don't run Triangle Adept on her.

Flier Emblem vs Old Fat Man
01-14
Submitted by GoldenCyclone4
Show Explanation

This one scared me a wee bit, but I was eventually able to pull it off. First things first, team comp.
Elincia is +Atk -Res. Not sure if it mattered, but it just might. She has her original kit plus Threaten Speed, Reposition, and Moonbow.
Spring Camilla is +Spd -Res. She lived hits with that nature regardless. She has Fury 3, Green Tomebreaker, Fortify Fliers, and the Distant Defense 3 seal, along with Draconic Aura.
Flyzura is there for Singing. She only needs enough Res to tank one hit from the Red Mage. I have 26 Res and TA 3 on her, so you should be fine. She also has Hone Fliers.
Cordelia is the real MVP here. Mine is -Atk, but she makes up for it in her build. Firesweep Lance+, Reposition, Galeforce, Death Blow, Drag Back, and Fortify Fliers, with the Heavy Blade 3 Seal.
Turn 1: Positions are Elincia, Cordelia, Flyzura, Camilla. Camilla goes to the right Trench, everyone else follows.
Turn 2: Keep Camilla where she is. Move Flyzura into the alcove, and move Cordelia and Elincia up one.
Turn 3: Kill the Cav with Camilla. Reposition her out with Cordelia, and Reposition Cordelia out with Elincia.
Turn 4: Kill the Manakete with Elincia, then pull her out with Cordelia.
Turn 5: The Red Mage should have attacked Flyzura. Kill him with Cordelia. Next, Sing Cordelia and kill the Sword unit. Galeforce will pop here, so kill Oliver. Drag Back will pop, so Reposition Cordelia out with Elincia. End turn. Green Mage will attack Camilla.
Turn 6: Kill with Camilla or Elincia. Enjoy your Fat Man.

Ice Princess rules (Fjorm rules every PvE map)
01-14
Submitted by ecpgieicg
Show Explanation

Fjorm - S rank summoner support, neutral IV, +2 merge, QR3, Reposition, Close Def 3 seal, and everything else stock. (The support and merges are unnecessary for this. Though CD seal is recommended.)
Azura - +Spd/-Def, stock with Moonbow, Spur Spd 1 seal
Celica - +Def/-HP, stock
Maria - +Spd/-Res, stock

In every case, IV and seals do not matter except Fjorm preferably should receive enough support to reach 35 Spd in order to avoid double by the Green Meneke, which receives Drive Spd support from Lance Cavalier. (Even doubling Fjorm will only tickle her you stack your support properly. Without any support nor seal, -- not that you have any reason to do that --, she might die to the combined attack of Green Meneket and Red Mage if you let her get doubled.) Close Def seal can really help Fjorm although not absolutely necessary. Reposition helped me salvage my run when I made the mistake of exposing my Maria to Lance Cavalier. If you don't plan to expose your Maria, Reposition is probably not needed either. QR3 is probably the only required skill since it helps clearing the map quickly before enemies clutter.

Start with upper right corner. Keep Fjorm buffed with Maria (or whoever else giving buffs) and position such that Fjorm steps into enemy range and Azura dance her to her right. Everything from this point on is straight forward. Fjorm can shrug off everything if you have CD 3. If not, just heal a bit from time to time. Celica is the one who finishes off Green Meneke. Azura ORKOs Lance Cavalier.

Oliver can actually survive Fjorm unless she is heavily supported by team. No big deal. With Fjorm's tankiness and Azura's dance + buff, there is virtually no way one can lose units.

Tharja does a thing
01-14
Submitted by Swizzler9
Show Explanation

Winter Tharja: -Atk, +Res; Default Skills, Pivot, Glacies, and Deflect Magic 3
Lute: -Def, +Spd; Default Skills, B: Desperation 3, Iceberg , Attack Ploy 3
Genny: Only used her Physic staff to heal
Azura: Was used to allow Lute to defeat the red sword unit

The Goal, use W.Tharja to bait everyone to travel along the right path.
Lute should debuff the Red Mage prior to moving W.Tharja into the path of the Red Mage and Green Manakete. Make sure Genny can heal W.Tharja next turn and Azura stands in the bottom right corner.

Next move W.Tharja back one square and finish off the Green Manakete onto the fort/defense square, Genny heals and Lute moves behind W.Tharja. This will allow her to defeat the Lance Cavalier next turn.

Next Turn, Heal up, Defeat the Lance Cavalier and prepare for Oliver to proc his special and attack Lute. The Green Mage will attack W.Tharja and perish because of it while the Swordsman makes his way south.

Congratulations now all that is left is to clean up the remaining two units. Oliver should perish quickly to either Lute or W.Tharja while the unit dealing with the Sword Fighter might need some extra dancing support t finish him off.

BS it with flying mages and Airzura! (and palla as moral support)
01-14
Submitted by pkslowpoke
Show Explanation

Have palla tank the green breath user in the top right; if built properly she can survive and kill the breath user and be able to tank the annoying bitchass owltome user. after that just go to town with the flying mages