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Grand Hero Battle - Ursula

Map

  • Normal
  • Infernal
Ursula
Ursula

Ursula: Blue Crow

The map that coined the phrase “Just use Hector”, Ursula’s GHB features no reinforcements,  but does have a somewhat difficult to manage layout, dagger users that can deal effective damage to your infantry units and carry Savage Blow, armors that slowly advance, cavalry that rushes forward, and, of course, the eponymous Ursula herself. It’s a strange mix for sure, albeit one that definitely does not prove as challenging as later GHBs.

The biggest advantage that you will have over your foes is that almost every aspect of this map has a clear and reasonably accessible answer. Don’t have Hector to bait the dagger user? Black Knight and Xander can be used instead. Don’t have a mage that’s fast enough to perform follow-ups on Ursula to ORKO her? Robin (F) should do the trick. The key is don't panic -- if you’ve been lucky with your pulls or have been playing for a while, you should be able to beat this GHB without a hail mary summon for a specific unit.

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, seals, and light, accessible Skill Inheritance -- 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.

Baiters

Being able to bait enemies to get this map moving is going to be your primary strategy, and in this GHB due to the presence of a healthy mix of melee and ranged attackers it may be worthwhile to bring a unit who can counterattack no matter what. You’ll likely want to avoid infantry DC users like dragons for baiting the dagger users because they can deal effective damage to infantry. Hector, LA!Hector, Black Knight, Zelgius, Xander, and Camus don’t have this issue and can all use class-specific buffs to pad their defenses, but take care to keep Xander and Camus out of the line of fire when Ursula and the green cavalry mage advance, or have them KO these enemies outright.

Alternatively, since the biggest threat on this map is Ursula herself, Robin (F) and Rhajat are particularly notable for completely checking her. If they also carry G Tomebreaker, then they can also deal with the green calvary mage as well. High RES Green units like Julia, Deirdre, and Fae are also options, albeit slightly less effective ones.

Strikers

Although slightly less useful when compared to maps that require a more offensive touch, Brave Bows still prove useful in this GHB due to the neutral damage they deal and the possibility to quad slow but tough opponents. Brave Lyn, Bridal Cordelia, Klein, and Setsuna are potential strikers you may want to use.

Alternatively, Brave and Blade Weapon users can also serve to be useful. Blade weapons are particularly potent if your team composition provides them with the appropriate buffs. Reinhardt is nearly always effective, and Blade S!Corrin, S!Camilla, Cecilia, L'Arachel, Olwen, SM!Eirika, LA!Lilina, Nino, Tharja, and Tailtiu will all deal heavy damage if they are supported properly.

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 give the support that high-firepower units need while also possessing the ability to provide an assist to KO an enemy. NY!Azura is a particularly good choice since she is not vulnerable to the effective weaponry present on this map, but any dancer should work given that they likely won’t be seeing combat.

Healers

While not generally a great choice for GHBs over units who can deal heavy damage or dancers, Healers will generally be prioritized by the enemy AI, can now deal full value colourless damage due to Wrathful staff refinement, and can also heal your primary damage dealing units when they’re low on health -- some common strategies in this GHB in particular involve a healer. 

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.

Every Journey Starts With The First Step

As is customary for most GHBs, the enemies on Ursula’s map will not start to move unless they are baited, damaged, or KO’d. Since this map layout does not lend itself well to any attack + dance + draw back / reposition strategies, your only option is to bait, and the question of the day is “Where?”

Essentially, you have three options: a) the space directly below the bottomost starting space (4), b) the space two spaces directly across from the middle starting space (3), or c) a combination of the two. If you choose option b or c and fail to KO the green cavalry mage, the red cavalier should draw it back and allow Ursula to attack. This can allow you to net an early KO or, barring that, deal some damage that will allow you to easily KO her later.

Preferably, you’ll want to net all three KOs in this turn, although that may not be possible. If you’re missing out on finishing off the dagger 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). Due to their relatively high RES, KOing Ursula and the green cavalry mage may prove to be more difficult. G and B Tomebreaker skills, Blade weapons, and effective weaponry will prove to be your saviour here and will help you power through.

Bait and Switch

Although the dagger user at the bottom of the map is pretty easy to take care of, the one near the top of the map may prove to be annoying while you’re dealing with more pressing matters. If the chip damage from Savage Blow is proving difficult, try using a dedicated armor / cavalry bait unit at the very top of the starting area. This will keep that dagger user occupied while the rest of your forces are duking it out at the chokepoint, which is located directly across from starting space (3).

Use Dancers

Because of the tight maneuvering quarters of this GHB, dancers serve a valuable role of refreshing your units and allowing them to get some KOs they cannot net outright. Moreover, the narrow corridors allows you to keep your dancers out of danger, and the chip damage the daggers cause with Savage Blow can either allow them to utilize Wings of Mercy to teleport to damaged units or activate Escape Route when their own HP falls.

Death Before Retreat

Retreating too far on this map will not serve you well, given the ranged cavalry units’ extended range. If you bunch your units too close together, you’ll quickly be overwhelmed. Use the chokepoint to your advantage to limit how close enemies can get to your other units. 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 attack, if need be.

Be Methodical

The main danger in this GHB is becoming overwhelmed by enemies you can’t handle. Your main indicator of this is the slowly advancing green armor; you’ll want an answer for it by the time it reaches your units. So when you bait, try to kill. If you can’t do that, bring a dancer and use Quick Riposte so you can. The more KOs you’re able to get within one round of combat, the better off you’ll be. For units that hard counter your wall, bring a specific counter to deal with them. Once again, if Usula is giving you trouble, Robin (F) is an excellent choice here.

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 some light skill inheritance, seals, 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
49 41 11 32 14
Weapon Silver Axe A
Support B Wings of Mercy 2
Special Aegis C Threaten Def 3
HP ATK SPD DEF RES
33 22 30 10 25
Weapon Poison Dagger A
Support Reciprocal Aid B Escape Route 3
Special C Savage Blow 2
HP ATK SPD DEF RES
36 38 18 19 23
Weapon Silver Sword A
Support Draw Back B Obstruct 3
Special Aegis C Threaten Spd 2
HP ATK SPD DEF RES
33 22 30 10 25
Weapon Poison Dagger A
Support Reciprocal Aid B Seal Atk 2
Special C Savage Blow 3
HP ATK SPD DEF RES
37 31 25 14 23
Weapon Blárwolf+ A Death Blow 3
Support B
Special Growing Thunder C Threaten Res 3
HP ATK SPD DEF RES
67 54 16 41 19
Weapon Silver Axe+ A
Support B Wings of Mercy 3
Special Aegis C Threaten Def 3
HP ATK SPD DEF RES
44 33 39 14 32
Weapon Poison Dagger+ A
Support Reciprocal Aid B Escape Route 3
Special C Savage Blow 3
HP ATK SPD DEF RES
49 50 25 26 30
Weapon Silver Sword+ A
Support Draw Back B Obstruct 3
Special Aegis C Threaten Spd 3
HP ATK SPD DEF RES
44 33 39 14 32
Weapon Poison Dagger+ A
Support Reciprocal Aid B Seal Atk 3
Special C Savage Blow 3
HP ATK SPD DEF RES
50 39 32 19 30
Weapon Blárwolf+ A Death Blow 3
Support B
Special Growing Thunder C Threaten Res 3
HP ATK SPD DEF RES
78 58 18 45 21
Weapon Silver Axe+ A Defiant Atk 3
Support B Wings of Mercy 3
Special Aegis C Threaten Def 3
HP ATK SPD DEF RES
50 39 46 18 38
Weapon Poison Dagger+ A Fury 3
Support Reciprocal Aid B Escape Route 3
Special C Savage Blow 3
HP ATK SPD DEF RES
57 53 27 28 33
Weapon Silver Sword+ A Defiant Def 3
Support Draw Back B Obstruct 3
Special Aegis C Goad Cavalry
HP ATK SPD DEF RES
50 36 43 15 35
Weapon Poison Dagger+ A Death Blow 3
Support Reciprocal Aid B Seal Atk 3
Special C Savage Blow 3
HP ATK SPD DEF RES
57 42 35 21 33
Weapon Blárwolf+ A Death Blow 3
Support B Guard 3
Special Growing Thunder C Threaten Res 3
HP ATK SPD DEF RES
46 49 28 19 38
Weapon Gronnwolf+ A Mirror Strike 2
Support B Seal Res 3
Special Growing Wind C Ward Cavalry

User Submitted Teams

Xander (Cavalry team)
02-22
Submitted by Denjoshi
Show Explanation

https://youtu.be/qCPOulj8v7I

MVP Robin (Infernal step by step)
02-15
Submitted by Ouch Rude
Show Explanation

Nino: +spd/-def
Gronnblade+ (n)
Rally Defense (n)
Glimmer (n)
Res +3 (n or res boon)
Desperation
Hone attack
SS: Quickened Pulse (n)

M! Robin: +Atk/-spd
Blarravven+ (n)
Bonfire (n)
Triangle adept 3 (n)
Quick riposte 1 (n)
Threaten speed 2 (n)
SS: Defense +1 (help but not n)

Genny: +atk/-spd (any healer with psychic and the right skills will do)
Gravity +
Psychic+ (n)
Heavenly light
Wrathful staff 3
Home attack 3
SS: fortify defense 1 (n or in C slot)

Preforming Azura: +atk/-HP
Uror (n)
Dance (n)
Night sky
Fury 2 (n or defense boon)
Escape route 3
Drive res (n)
SS: squad ace A (or hp+3) (n)

Note: skills with (n) next to them were necessary to succeed. I’m not sure if Robin and Nino need their respective boons to succeed, but I know if either has that for a bane then this won’t work.

Put Nino in the top spot, Genny in the middle, Robin in the bottom, and Azura to the right.
Turn 1: Move Robin down one into range, and Nino into his previous space and rally his defense. Move Genny up 1 and have Azura sing to Nino from above her. Move Nino two spaces to the left.
Enemy Phase: The dagger unit will attack Robin, who will counter and kill him. Nino will kill the green mage, and then Ursula, and survive with just enough HP left. The res cavalier will move and break the wall underneath Nino, and the Dagger unit will move above the knight.

Turn 2: First, move Robin to the spot left of Nino, then move Nino behind Robin and rally his defense. Move Azura underneath Nino. Finally, move Genny down one and have her heal Robin with psychic.
Enemy Phase: The red cavalier will attack Robin and do no damage. Next the dagger unit will attack and be killed on counter. The knight will move one space forwards.

Turn 3: Move Robin one space upwards and attack the cavalier. Have Nino rally Azura’s defense and then have Azura mive inti the space in front of the cavalier and sing to Robin. Now, Robin will double and finish off the cavalier. Have Genny stay where she is.
Enemy Phase: This is where things get dicey. The knight will attack Azura, who should just barely survive (mine had 1 HP). If she somehow is killed for you, you’ll just need to put various defense buffing things on her.

Turn 4: Have Nino attack the Knight. If that doesn’t finish him off, either Robin or Azura can.

Infernal | Roy's Harem 2 (All Cavalry Quest)
02-15
Submitted by melo
Show Explanation

LA!Roy (+Spd, -Res) with Brave Bow, Luna, QR2, Hone Cav
LA!Lilina (Neutral) with Keen Gronnwolf+, Drive Def 2 seal
5* Mathilda +1 (+Spd, -HP) with Anti-Cav Ridersbane+, Reposition, Mirror Strike 2, Hone Cav, Distant Def 2 seal
SM!Eirika (+Res, -Def) with Moonbow, Fortify Cav

Each has roles to play for this run. Roy's job is to deal with the daggers. QR2 and Brave Bow helps him mitigate the difference in speed. Lilina's job is to deal with Ursula, she has Keen Gronnwolf+ for this purpose. Mathilda's job is to tank hits. She has DD2 seal to help her survive together with Drive Def 2 support from Lilina. Eirika's job is to handle greens. All but Lilina have cav buffs.

Walkthrough: https://imgur.com/a/frdL9

Play by play:
1p-Team fully buffs Roy. He gets into position to bait the lower dagger. Team gets into position to buff Eirika with Hone Cav and Mathilda with Fort Cav.
1e-Lowe dagger dies. Ursula tried to move in but is pulled back by sword cav. Green cav moves in. Upper dagger and armor knight moves closer to the team.

2p-Eirika eliminates the green cav with a Moonbow flourish. Lilina makes space and gets into position for a full buff. Mathilda repositions Eirika to safety and gets into position to tank and deal with the sword cav. Roy moves up to complete Lilina buff set.
2e-Ursula hits Mathilda for huge damage but fails to KO. Dagger tries to finish but fails due to Drive Def 2. Armor knight can't move forward. Sword cav moves in behind Ursula (if Roy is not beside Mathilda, he will draw back Ursula).

3p-Fully buffed Lilina one-shots Ursula with her Keen Gronnwolf+. Way is open for Mathilda to KO the sword cav. Roy deletes the dagger with his Brave Bow (else, he doesn't have the speed or attack to KO). Eirika takes off a chunk of health from the armor knight.
3e-Armor knight moves forward but has no target to hit.

4p-Roy finishes off the knight with Luna.

Post-map clear. Ursula decides to join Roy's harem.

Operation Do your Best Infantry edition
02-15
Submitted by SapphireSea
Show Explanation

Requirements:

* Green tome user who can ORKO Ursula. They will need to have Distant Def and should not go below 50% after encounter with the green cav if a B Tomebreaker is to be used. While I'm using a bladetome, (Keen) Gronnwolf users could be used instead if you have one.
* Red unit, either raven tome or DC user, that can ORKO the daggers, mainly. Should be able to withstand sword cav. Raventome Sophia with Close Def seal and Daggerbreaker is used in this case.
* Dancer with a stat boost skill, preferably defenses. However, if using a raven tome or Naglfar to counter daggers, Shigure must be used and should have at least a double stack BoL.
* Physic staff. No exceptions.

Turn one: position so that dagger counter will bait the dagger user and the green tome is in range of the green cav and Ursula. Do not break any walls. You may have to sing to give the green tome a defensive boost. The dagger and Ursula should SD. Armor unit will dash and will break the wall.

Turn two: Have the staff user heal the green tome, then sing to the staff. The dagger counter will move up one. Move the staff user up and out of the way, then heal the dagger counter. The green tome will then move back. The green cav and second dagger should SD.

Turn three onward: Lure the sword cav to your dagger counter, but be out of the way of the armor. Heal them just in case. They should be able to withstand the hit. If they can strike back, good. Otherwise, Shigure should fight the cav once it's lured. The armor should be in range of the green mage and if used, the red raven user. Using sword or breath? Handle the armor once the cav is down.

Infernal | Range vs Melee (All Flier Quest)
02-15
Submitted by melo
Show Explanation

Hinoka (+HP, -Def) with Hinoka's Spear, LaD2, HP1 seal
Camilla (+Spd, -Def) with Res Slaying Axe+, Reposition, Goad Fliers, Distant Def 2
NY! Camila (+Def, -Res) with Def Slaying Edge+, Bonfire, QP seal
Myrrh (+Spd, -HP) with Hone Atk 2, Drive Def 2

For this run, Hinoka needs her spear + at least LaD2 + Goad support to double Ursula and take her out. To ensure her survival when the daggers target her, she needs HP1 seal (+HP nature helps, though can be subbed using Summoner support) and a Drive Def 2 from an ally. As she will survive with this set-up, Camilla on the other hand will need the Drive Def 2 support as well + Distant Def 2 seal to discourage the daggers from targeting her. The seal will also help her tank the mages.

NY! Camilla does most of the killing and Myrrh helps with clean up.

Walkthrough: https://imgur.com/a/3uy5K

Play by play:
1p-Hinoka hone buffs the team and moves into to bait the lower dagger. Camilla destroys the closest wall to open up the way to the annoying cavalry. NY!Camilla and Myrrh gets into position for another Hinoka hone.
1e-Lower dagger hits Hinoka but can't double due to LaD2, Hinoka's Spear and Goad buff. Green cav hits Camilla, get's drawn back by the sword cav opening tile for Ursula to get another potshot in. Upper dagger and armor knight moves closer to the team.

2p-Hinoka doubles and KOs Ursula. Camilla moves to reposition her seasonal variant forward to the battlezone. NY!Camilla eliminates the annoying green cav. Myrrh gets into position to support the team with Drive Def 2.
2e-Sword cav duels NY!Camilla but is beaten off the map. The two daggers double team Hinoka but she persists with 2 HP! Armor knight can't move forward.

3p-NY!Camilla ends the lower dagger's participation in this fight. Hone buffed Myrrh takes care of the second one. Camilla repositions Myrrh to safety so the armor knight can't reach the team.
3e-Armor knight moves in but there's nobody to attack! In anger, he destroys the cracked wall.

4p-NY!Camilla uses the space created by the destroyed wall to hit the knight with a Bonfire. Myrrh finishes the knight off to end the battle.

Melee fliers are victorious!