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Grand Hero Battle - Robin (F)

Map

  • Normal
  • Infernal
Robin (F)
Robin (F)

Robin: Mystery Tactician

Once again, a fan favourite returns from the shadows for this GHB… Robin, the Mystery Tactician! As yet another map that features no reinforcements and requires summoners to damage or bait an enemy to get the map moving, Robin’s map pretty much requires the use of a striker + dancer + draw back / reposition strategy. If you bait, your chosen tank will have to withstand an assault from all three colors of the weapons triangle, which is far from an ideal situation.

Thankfully, though, this GHB is far from the most challenging of the bunch, particularly because a whopping half of the units on this map are Green! If you have a strong Red, you should have very little trouble on this map -- the hardest part is definitely deciding which units to use and getting started once you do so.

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 only viable way of starting this map require a striker, Brave Bows prove useful in this GHB due to their quadding potential, especially when combined with SPD buffs / spurs / drives or a breaker skill. Speedy bow users are an additional option although their damage output may be less depending on their currently active buffs. 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, especially if the Blade users are provided with the appropriate buffs. Reinhardt and Blade S!Corrin, S!Camilla, Cecilia, L'Arachel, LA!!Lilina, Nino, Tharja, and Tailtiu are all options here. Unfortunately, melee Brave users aren’t as useful in this GHB due to their inability to initially strike at the enemy without being danced. Also of note are strong red mages like Sanaki, Lilina, Celica, Katarina, SM!Eirika, H!Nowi, and Arvis, who are able to independently check three (or more) units on this map on their own when provided with Axebreaker.

Tanks

Since there really isn’t a viable opportunity to bait in this GHB, you’re instead going to want to get the map started with a striker and a dancer. Once you’ve done that, however, it’s entirely feasible to use a tank to lure mages into attacking you behind the wall and defeat enemies whom you have a color advantage against.

The tank you choose here will entirely depend on which units you have the most trouble handling on this map. Robin is easily dealt with by a high RES Green Mage with G Tomebreaker like Julia or Deirdre, or Red units like W!Tharja, Black Knight, Zelgius, A!Tiki, or Lightning Breath Y!Tiki. If you don't possess these units or they're not working for you, the Red Mages spoken of in the Strikers section are also options to KO Robin and the Axes, albiet ones who should not be taking melee hits. For the tanks mentioned, Quick Riposte will prove to be your friend, as it will aid you in netting some KOs on enemies you do not outspeed. Alternatively, if the Blue Mage is giving you trouble, try a Green Mage like the ones mentioned above, or other strong Green tanks like Hector, LA!Hector, or Lightning Breath Fae. Finally, if the Red mage is the bane of your existence, go with Nowi, Linde, Delthea, Lute, or one of the Blue Mages mentioned in the Strikers section. It is not highly suggested that you prioritize dealing with this foe unless it is really giving you trouble, however, due to the fact that any Blue unit you bring will possess a weapons triangle disadvantage against half of this map. Brave or speedy archers will also delete most of these mages, with the exception of Robin herself due to her rather high DEF.

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.

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.

An OP Opening

As is customary for most GHBs, the enemies on Robin’s map will not start to move unless they are baited, damaged, or KO’d. Since this map layout only really allows for a strike and retreat strategy, you’ll have to go on the offensive from the get-go.

The strategy you’ll want to use (and the one that originally broke this GHB wide open) is to use a ranged unit to attack one of the Axe Infantry, dance your unit, and then Draw Back or Reposition your dancer out of the enemy’s range. These foes have relatively low RES, 34 SPD, and only one totes Distant Def, so it’s likely that you’ll get an easy KO here, especially if you have a fast Mage at your disposal, or use Axebreaker and have the weapons triangle on your side. Brave bow users or particularly speedy archers are also an option, although they’ll hit these enemies in the stronger DEF. Axebreaker is also suggested here along with a low cooldown special like Moonbow or Luna if you’re using a Brave Archer, as when you attack an appropriate unit, you’ll be able to quad.

Preferably, you’ll want to net as many KOs as you can this turn, although that may not be possible depending on the units you have available to you. If your Striker is missing out on finishing off one of the Axes, try Death Blow 2 / 3 (which can be found on a 4 star Ursula / Effie and a 4 star Klein, respectively), the Attack +3 seal, and / or a Hone Attack / Hone Cavalry Buff.

Straight Down The Middle

Once you’ve gotten this map started, you have three choices -- a) continuing to strike hard with the help of a dancer, b) using the chokepoint to wall out the rest of the foes on this map, or c) baiting the mages from behind the wall and then walling out / KOing the melee enemies.

Option a is self-explanatory -- basically, you need to KO all your enemies before they’re able to KO you. This may be harder than you think, especially because of Robin and her possession of the Gronnwolf tome. Since it deals effective damage to cavalry, your cavalry units will struggle to take a hit from her, and her high DEF makes it difficult to KO her outright without a charged Special. The solution to this is to either make sure you maneuver out of her range and KO her at the soonest opportunity, or to bring a strong enough dancer (preferably Olivia due to her color advantage) who is able to heavily damage Robin before you finish her off with another unit.

Option b is much easier with the assistance of the Quick Riposte seal, and the Vantage skill, which can actually allow you to win some unfavorable matchups if your tank’s Special is charged when the foe who possesses the color advantage attacks you. Red tanks (listed in the Tanks section above) who are non-cavalry are ideal here, as they possess a color advantage against half (!!!) of this map, will be able to hold to chokepoint and avoid effective damage from Robin. A healer may also be useful if you’re tanking, especially if they tote Physic+ -- they’ll be able to heal at-range or provide an assist with a Wrathful and / or Dazzling attack, if need be.

Option c is much like option b, but will likely require some movement skills and careful positioning to ensure your units are able to be in the right place at the right time. Swap and even less commonly used skills like Pivot work wonders when you're trying to grant any unit (especially armors) a greater movement range.

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.

Winning The Battle Before It Starts

Part of the reason this map is one of the easier ones is definitely the layout, but the funnel effect this map has may prove challenging to you if you’ve never encountered it before. Combined with the plethora of enemies possessing an extended range due to their tomes, it’s possible you may struggle with this GHB at first.

The solution to this problem is to either build a balanced team (plus a dancer) or a team of dedicated strikers who can handle more than one enemy on this map. In this GHB, you have the option to put your eggs in one basket or try a more mixed team composition -- if your Strikers-only strategy isn’t working, try bringing with a tank and a healer instead. Don’t forget that if your strikers have a color advantage and are able to counterattack, they should be able to bait the mages, with Reinhardt being the sole exception due to his exceptionally low SPD. Buffs (especially class-specific buffs) may also provide your units with the extra boost of damage they need to net a tricky KO, or may raise their defenses to the point that they survive a hit they would not whether otherwise.

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

  • Normal
  • Hard
  • Infernal
HP ATK SPD DEF RES
34 24 18 18 14
Weapon Gronnwolf A Defiant Res 3
Support B B Tomebreaker 3
Special Ignis C
HP ATK SPD DEF RES
28 25 20 12 17
Weapon Elfire A Armored Blow 2
Support B
Special Bonfire C Threaten Res 2
HP ATK SPD DEF RES
32 27 19 19 14
Weapon Steel Lance A Death Blow 2
Support B Drag Back
Special Glimmer C
HP ATK SPD DEF RES
32 27 19 19 14
Weapon Steel Axe A
Support B Seal Res 2
Special Glimmer C Threaten Atk 2
HP ATK SPD DEF RES
28 25 20 12 17
Weapon Elthunder A Darting Blow 2
Support B Seal Def 2
Special Bonfire C
HP ATK SPD DEF RES
45 35 25 24 18
Weapon Gronnwolf+ A Defiant Res 3
Support B B Tomebreaker 3
Special Ignis C
HP ATK SPD DEF RES
36 36 28 17 23
Weapon Bolganone A Armored Blow 2
Support B
Special Bonfire C Threaten Res 3
HP ATK SPD DEF RES
42 38 26 26 18
Weapon Silver Lance A Death Blow 2
Support B Drag Back
Special Glimmer C
HP ATK SPD DEF RES
42 34 26 26 18
Weapon Killer Axe A
Support B Seal Res 2
Special Glimmer C Threaten Atk 3
HP ATK SPD DEF RES
36 36 28 17 23
Weapon Thoron A Darting Blow 2
Support B Seal Def 3
Special Bonfire C
HP ATK SPD DEF RES
52 45 35 22 31
Weapon Rauðrraven+ A Armored Blow 3
Support B Bowbreaker 3
Special Iceberg C Threaten Res 3
HP ATK SPD DEF RES
61 49 34 33 25
Weapon Silver Lance+ A Death Blow 3
Support B Drag Back
Special Glimmer C Threaten Def 3
HP ATK SPD DEF RES
61 45 34 33 25
Weapon Killer Axe+ A Distant Def 3
Support B Seal Res 3
Special Glimmer C Threaten Atk 3
HP ATK SPD DEF RES
52 47 35 22 31
Weapon Thoron+ A Darting Blow 3
Support B Seal Def 3
Special Bonfire C Spur Res 3
HP ATK SPD DEF RES
61 45 34 33 25
Weapon Killer Axe+ A Distant Def 3
Support B Seal Atk 3
Special Sacred Cowl C Drive Def 2
HP ATK SPD DEF RES
64 42 32 32 25
Weapon Gronnwolf+ A Defiant Res 3
Support B B Tomebreaker 3
Special Ignis C Spur Def/Res 2

User Submitted Teams

Flier Hybrid Stomps Infernal - VIDEO!
09-14
Submitted by Walrusxyz
Show Explanation

Over all, this is a really easy GHB. The only issue I had was with the Blue Mage, and that's the reason I didn't use Zephiel on it. Regardless, the Corrin is +Atk -Hp Blarblade+ Nuke, Hinoka has reposition to support her, Olivia needs Wings of Mercy, and Celica is there to deal with the obnoxious green units.

https://www.youtube.com/watch?v=AKoj_av835g

Dancing Duo (Infernal)
09-13
Submitted by karibouspatial
Show Explanation

First turn: Attack the top Axe Fighter with (LnD+Despair+Drawback) Nino, dance her, move behind dancer and Drawback.
Afterwards its just a matter of waiting for the enemies to gather in the walled choke point area with Nino on the top side and (Any)Sanaki on the bottom side. Every turn, kill anything that enters the choke point, then dance both mages and move back to safety.
The dancers wont matter in this strategy.

Xander, Freddy, and the Damage
09-13
Submitted by Myed
Show Explanation

Ursula and Frederick buff up Xander with both Hones so he can tank the first wave, manipulating the ai slightly so the red mage attacks first, preventing dragged back into the blue mage after which they will be led back to the entrance where Frederick can tank the axe user and spear user blocking the mages while Ursula and Brave Lyn pick off the mages and infantry users, being repositioned out of danger if need be.

Roy MVP in Infernal (detailed instructions/suggestions)
09-13
Submitted by kirby
Show Explanation

No ally or summoner supports. I included my specific details, but some of them are overkill for the job.
===================================

Nino, 5*+1. +Spd/-HP
Gronnblade+, Draw Back, Moonbow
Fury 3, Desperation 3.
-The merge is probably unnecessary. You want a +Spd Gronnblade+ mage with at least 40 speed to double

Olivia, 5*.
Dance, Hone Atk 3
-Any dancer w hone attack

Reinhardt, 5*+1, +Atk/-Res
DB3, Lancebreaker2, HONE CAVALRY (VERY important)
-The +1 merge is not necessary.

Brave!Roy, 5*+1, +Atk/-Res
Blazing Durandal, Reposition, Galeforce
Steady Blow 2, Desperation 3, Ward Cavalry
-The merge and +Atk is probably unnecessary (see below)

=======
Note: Hone cavalry buff is crucial on Roy so that he can reach 40 speed (44 w steady blow) when initiating on the two axe fighters, killing them both, and allowing galeforce to proc to allow for his retreat. A neutral attack, neutral speed B!Roy under Hone Cav should still have 40 speed and enough attack for the heavy blade/Galeforce hijinks to work.

=======
Swap: From top to bottom - Olivia, Nino, Roy, Rein.

Turn 1:
* Move Roy to the chokepoint.
* Move Rein to his left so Roy will be buffed for next turn
+ No enemy movement

Turn 2:
* Roy to kill the axe fighter that is to Robin's left.
* Roy procs galeforce, retreat back to original position
* Move Rein down two.
* Move Olivia down two, dance Roy.
* Move Roy below Olivia & above Rein
* End turn
+ Axe fighter moves two to the right of Nino
+ Blue mage moves to axe fighter's right
+ Red mage moves to blue mage's right
+ Lance fighter is two spots below blue mage
+ Robin is two spots below red mage

Turn 3
* Roy to KO axe fighter
* Roy's galeforce procs, move back below Olivia
* Rein drawback Roy
* Move Nino to top square
* Move Olivia below her
+ Lance fighter moves to the right of the chokepoint
+ Blue mage moves above lance fighter
+ Red mage moves to right of blue mage
+ Robin is below lance fighter

Turn 4:
* Nino to kill Blue mage
* Olivia stays put, dances Nino
* Nino kills Robin (Desperation)
* Rein kills lance fighter
* End turn
+ Rein will be hit in the enemy phase by red mage, but he will survive

Turn 5:
* Use Rein or Roy to kill red mage

Eirika the invincible
09-13
Submitted by Grasschopp
Show Explanation

Eirika going TA
Nino going Draw Back instead of Ardent Sacrifice
Default Brave Lyn
Defaut Azura

There is no rigid requirement on team members. All that's essential is a reasonably tanky red unit with TA (and of course, a ranged hitter with Draw Back to kick things off). Then you want a dancer/singer and ideally two nukers that can take out the blue units swiftly.

The idea is to use TA Eirika as wall soaking all the green units at the narrow breach while carefully taking out the blue units.

First turn place Nino at the threshold before danger zone, Azura right behind her.

Second turn use Nino to hit the green Axe on the bottom. Azura sings on her, and then Nino retreats, dragging Azura back.

Once the enemies are mobilized the rest is easy. Now the narrow choke point will work in your favor. Use Eirika to block the entrance, carefully placing her outside the range of blue units. Your Lyn and Nino should be able to safely take out the blue mage and Spear infantry, respectively. The rest is simply cleaning things up.