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Grand Hero Battle - Xander

Map

  • Normal
  • Infernal
Xander
Xander

Xander: Paragon Knight

Xander, how we’ve missed thee! Finally, the dark knight of Nohr himself has returned from GHB purgatory, and now sports a new Infernal difficulty mode to boot. The re-run of Xander’s map has been hotly anticipated pretty much since his GHB originally expired, and now he’s back and better than ever -- if only Camus could be given the same treatment...

Originally, this map was so simple to defeat on Lunatic that even the right team of free 3 star units could clear it. The advent of Infernal, however, has somewhat complicated matters, though with the right units you still should be able to complete this GHB with relative ease, especially if you’re sure to have a clear answer to Xander himself.

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.

Strikers

Since the easiest ways 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, and Klein 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. Reinhardt, Blade Cecilia, Blade LA!Lilina, Blade S!Corrin, Blade S!CamillaNino, Tharja, and Tailtiu are all options here, though Reinhardt is particularly notable for being an effective check to almost half of this map on his own if he’s running Lancebreaker.

Due to Xander’s RES being exceptionally low and his SPD only being marginally better, he is incredibly susceptible to any unit who can target his RES, especially if they can also perform follow-ups on him. Linde, Delthea, Nowi, L’Arachel, Olwen, and even +SPD Robin (M) with the Speed +3 seal can all outspeed Xander and wipe him off the map.

Baiters

Although it’s more effective to use a striker on this map, if you don’t have one, you may attempt to bait instead.

To effectively bait on the right side, you’ll need a red unit. This is because you’ll naturally prefer taking neutral damage to the sword user and less damage from the green tome cavalry -- though you shouldn’t use a cavalry unit yourself, as this enemy totes weaponry effective against horses. Winter TharjaIke, VL!Ike, Ryoma, Black Knight, Zelgius, A!Tiki, and Lightning Breath Y!Tiki are all potential baiters that could work in this position. Be warned, however, that if you don’t choose this setup and go to the left instead, then you’ll be forced into a situation where one of the enemies you’re baiting will have a weapons triangle advantage against you. Unless you have a Close Counter colorless unit who can survive the onslaught, baiting on this side of the map is not recommended.

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. Olivia, PA!Olivia, PA!Inigo, PA!Azura, Azura, Ninian, and NY!Azura 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.

The Opening Number

The enemies on Xander’s map will not start to move unless they are baited, damaged, or KO’d. Since this map layout allows for a strike and retreat strategy and a baiting strategy, you’ll have to choose between an offensive or defensive opening turn.

As was mentioned in the baiters section above, you really only have one viable option for baiting -- the space directly in front of the infantry sword user on the right side of the map. Unfortunately, similar spaces on the left expose you to all three colors of the weapons triangle, which is something that even a highly buffed unit would have trouble enduring.

The decidedly more viable strategy, however, is to use a ranged unit to attack the infantry sword or lancer, have them be danced, and then Draw Back or Reposition your dancer out of the enemy’s range. The advantages of this strategy are clear and numerous -- since both these foes have rather low RES, it’s likely that you’ll get an easy KO here, especially if you have a fast mage at your disposal, have the weapons triangle on your side, use a breaker skill, or have an inclination towards just using Reinhardt. Brave bow users or particularly speedy archers are also an option, although they’ll hit these enemies in their stronger DEF. A breaker skill is also suggested here along with a low cooldown special like Moonbow or Luna, as when you attack an appropriate unit with a Brave Bow 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 bait is missing out on finishing off the red sword or green cavalry mage, 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). Vantage may also work here as a method of hitting the green cavalry mage hard once you’ve damaged or KO’d the infantry sword. A healer may also be useful, 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.

Knighty Knight

While it’s always a good idea to keep in mind how you’ll handle all the units on this map, your primary threat is, of course, Xander himself. If you lack blue mages or tanks that deal damage to RES, Xander might give you quite a bit of trouble, especially since his stats are so inflated.

Although you may be tempted to duel him with your next best option -- a red unit -- this isn’t the best idea given Xander’s high ATK and ability to counterattack at distance. You’re much better off bringing a dedicated counter for him, which can be found in the form of a 4 star Ursula with her native kit and Swordbreaker 1 or 2. She is able to survive a hit from Xander and KO him with effective damage, though if you decide to use her, take care to keep her away from the green mage cavalier.

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.

Hidden Dangers

Of all the units on this map, the healer is perhaps the most understated threat. If you’re using a striker + dancer strategy, then she shouldn’t give you trouble. If you’re forced to tank a hit from her, though, then you may be put in a rather unfavourable position due to her use of the Gravity staff, as your chosen unit may not be able to retreat. Other threats that aren’t immediately apparent include the green cavalry mage, who possesses weaponry that’s effective against cavalry.

The solution to these problems are simple -- know thy enemy, and know them well. Whenever you start a map (whether you’re in the Arena or single player modes) it’s worthwhile to do a quick survey to know what you’re going up against, otherwise enemies like the red infantry sword carrying Quick Riposte on this map may take you by surprise. From there, you can adjust the units you decide to use and your strategy based on the immediate and hidden dangers. For example, you may find that your team composition has an easier time in this GHB if you prioritize KOing the healer first, or that she’s not much of an issue at all.

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
46 41 18 29 12
Weapon Siegfried A Armored Blow 3
Support B
Special Blazing Light C Spur Def 3
HP ATK SPD DEF RES
39 31 23 23 16
Weapon Killer Lance+ A Armored Blow 2
Support B Quick Riposte 3
Special Ignis C
HP ATK SPD DEF RES
30 27 20 17 28
Weapon Gravity A
Support Recover B Wings of Mercy 3
Special Solid-Earth Balm C Hone Spd 2
HP ATK SPD DEF RES
39 31 23 23 16
Weapon Killing Edge A Armored Blow 2
Support B Quick Riposte 3
Special Ignis C
HP ATK SPD DEF RES
29 34 19 12 27
Weapon Gronnwolf A Warding Blow 2
Support B Vantage 2
Special Glacies C Hone Cavalry
HP ATK SPD DEF RES
61 48 25 38 17
Weapon Siegfried A Armored Blow 3
Support B
Special Blazing Light C Spur Def 3
HP ATK SPD DEF RES
52 42 31 30 23
Weapon Killer Lance A Armored Blow 3
Support B Quick Riposte 3
Special Ignis C
HP ATK SPD DEF RES
42 34 28 24 36
Weapon Gravity A
Support Recover B Wings of Mercy 3
Special Solid-Earth Balm C Hone Spd 3
HP ATK SPD DEF RES
52 42 31 30 23
Weapon Killing Edge+ A Armored Blow 3
Support B Quick Riposte 3
Special Ignis C
HP ATK SPD DEF RES
40 46 26 17 35
Weapon Gronnwolf+ A Warding Blow 3
Support B Vantage 3
Special Glacies C Hone Cavalry
HP ATK SPD DEF RES
70 51 27 42 19
Weapon Siegfried A Water Boost 3
Support B Guard 3
Special Aegis C Panic Ploy 3
HP ATK SPD DEF RES
61 48 34 33 25
Weapon Slaying Lance+ A Sturdy Blow 2
Support Swap B Knock Back
Special Ignis C Drive Spd 2
HP ATK SPD DEF RES
52 41 33 26 39
Weapon Gravity+ A HP/Spd 2
Support Recover+ B Wings of Mercy 3
Special Kindled-Fire Balm C Hone Spd 3
HP ATK SPD DEF RES
46 51 28 19 38
Weapon Keen Gronnwolf+ A Mirror Strike 2
Support B Vantage 3
Special Glacies C Fortify Cavalry
HP ATK SPD DEF RES
52 50 38 25 34
Weapon Rexcalibur+ A Fury 3
Support B Bowbreaker 2
Special Glimmer C Drive Res 2
HP ATK SPD DEF RES
61 48 34 33 25
Weapon Slaying Edge+ A Sturdy Blow 2
Support B Quick Riposte 3
Special Ignis C Drive Atk 2

User Submitted Teams

Crazy Miracle
05-06
Submitted by Camy
Show Explanation

Ryoma and Cherche were lvl 30 while Frederick and Abel are MAX level (only two who were). This was really just a guess of what would work after rotating around units to try and see if I could manage to beat it bizarrely.

Yes I'm crazy. I could've spent more time lvling Cherche and Ryoma but what's the fun in that? [I was going to if this last resort wasn't going to work.]

(This only works for HARD stage. Abel sadly can't defeat the mage in Lunatic???? Despite being 5 star max? Nintendo whut.)

Positioning
1. First moved Abel to the upper area to the safezone hugging the dangerzone.
2. Ryoma goes to the space underneath Abel so that the SPD buff can activate for all.
3. Frederick goes to the lower area near safezone.
4. Cherche goes to the space underneath Frederick, her buff for DEF will activate for all.

Attack
(I tried to recreate how I won earlier this morning before going to sleep, but this is another way that you can do it which has longer steps than I took originally.)

1. Move Abel to attack red sword first.
2. Don't move anyone else, END turn. This will make the mage go to Abel while Xander, healer and lancer goes down.
3. Get Abel to kill the mage.
4. Move Frederick to attack the lancer.
5. Move Ryoma next to Frederick.
6. Move Cherche above Ryoma. She will be attacked but will survive.
7. Get Cherche to kill the lancer after turn.
8. Get Frederick to kill the healer.
9. Move Abel down so Xander can't move to him.
10. End turn without moving Ryoma.
11. Xander will attack Frederick.
12. Kind of obvious but kill Xander with Frederick.

Dine N' Dash
05-05
Submitted by Lucky_Hipster
Show Explanation

You want Nino with draw back and you want a dancer/singer

You go into the first hall way thing with Nino top right Azura bottom right then keep Reinhardt and Takumi in the two corners. This is important because you're going to sing Nino once she runs in and kills the blue lance unit. Then once Nino is done killing the blue lance draw Azura back so everyone is safe then you end turn. The rest of it falls in place. Just follow the triangle. But make sure you kill the green unit with Nino she'll survive at two health. Then put Takumi in front of the red sword unit. Then have Reinhardt and Azura kill Xander. Then boom map cleared.

Dance n Draw
05-04
Submitted by kekaku
Show Explanation

Team:
Nino with LoD 2, Desperation, Drawback, and HoneAtt, and Draconic Aura.
Ryoma with reposition for a extra insurance.
Ephraim with speed rally and fort def 2.
Azura for dancing and hone res 3.

Positioning:
You'll want Nino to get buffs from Ephraim and Azura. Generally its best to place Azura below nino so you can execute a hit n run after the blue kill. Ryoma generally is on standby.

Fight: After getting buffs from Azura and Ephraim, oneshot the blue lance unit with nino and dance and proceed to draw back. Don't move Ryoma or Ephraim. Xander will give chase followed by green mage giving chase. Engage the green mage with Nino. You should be able to survive the hit and be in desperation mode along with draconic aura being up by then. Dance Nino and you should have more than enough power to ORKO Xander at this point. Move Ephraim up to wall the red unit and kill Xander with Nino. Next turn should be an easy flush.
Replacements:
Any unit with re positioning.
For Ephraim: An Eirika might work too although it'll require a change of strategy since she'll likely die to the red unit.
Olivia can be a stand in for Azura.
Nino: Hard to replace due to bladetome and drawback although other bladetome users can work as well.

Zephiel is actually GODLIKE
05-04
Submitted by KYUUUREM
Show Explanation

Easiest GHB for me. Zephiel with Reposition makes this too easy.

Used Reinhardt to kill the Lance unit, the repositioned him behind Zephiel to get him out of the green mage's range. Zephiel tanked hits from Xander and the Green Mage, and the healer healed Xander. Subaki attacked the sword on the right, Rein killed Xander and Zephiel killed the green mage. Lastly, Zephiel killed the healer and Subaki killed the sword unit. Ninian stood between Zephiel and Subaki, giving them the fortify Defense boost.

Lilina the Baiter and Destroyer
05-04
Submitted by BladeGuy9
Show Explanation

This was actually just a second test run with Lilina instead of another character, it actually ended up winning me the battle.

The only reason Lilina was brought in was because I didn't have an easy way of dealing with the green mage (i.e. Ryoma or Ike). Basically, the idea was to position Lilina to a point where Azura can sing to her and she'll be in range to attack the red sword unit and the green mage will go after her. Even with Eirika's buffs, she still couldn't kill the red sword unit, so I almost thought using Lilina wouldn't work. But even without sword breaker, the sword unit wasn't able to kill Lilina, and the green unit couldn't finish the red unit's job. So next turn, I had Linde take out the blue unit, and Lilina take out the red unit. Then, I positioned Azura in front of Xander to sing to Lilina so she could take out the green unit.

Positioning Azura in front of Xander was crucial. If I hadn't done that, he would've gone after either of my mages and kill them off. Azura was able to take a hit from Xander easily and weaken him to the point Linde could take him out next turn, and the healer tried attacking Lilina, but couldn't kill her and ended up dying.

As long as Lilina isn't -Def, she is able to take an attack from the sword unit. Eirika was really there just to buff Lilina in hopes she would've been able to take out the sword unit in one blow. But aside from that, that's how I was able to beat Xander on Lunatic.