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* Paralogue 93-2 and 3. Both of these levels have one specific hero in common: New Year Duo Seiðr & Heiðr. While on Normal and Hard they are really manageable, but Lunatic is another matter entirely, despite being {{Squishy Wizard}}s. Their Goddess Temari giving +6 Atk/Res and [Prevent Follow-Up] to themselves and allies within spaces of them at the start of their turn, and having GatheringSteam effects from extra buffs to true damage to double attacks depending on which turn it is is the least concerning compared to their C skill Future-Sighted: It has the effect of granting them +4 Atk/Spd/Def/Res during combat, grants them a guaranteed follow-up attack and reduced damage taken from the foe's first attack by 30%, which is fine on it's own, but it also allows them to inflict [Time's Grip][[note]]inflicts -4 Atk/Spd/Def/Res during combat and disable their skills during an ally's combat[[/note]] and ''immediately ends the turn'' of the nearest foes in cardinal directions if they have no less than 5 Res over their foe, +3 for each space between them, at the start of their foe's turn after all start-of-turn effects trigger if that foe does not have [Time's Grip]. Immediately ending the turn of one of your units is bad enough, but what's really bad is that they start above one of your units already at the start of the map, meaning that if you're not careful then you're going to be having one unit already not able to act on the first turn, and on part 2 they have 47 Res and part 3 they have 50 Res and they are 5 spaces between them on both maps, so they're ending turns of units that don't have at least 38 Res on part 2 and 41 Res on part 3, and it gets worse after their turn where not only they get +6 Res but they're more likely to move two spaces down, meaning that the Res needed to be immune increases to '''50''' on part 2 and '''''53''''' on part 3, where not many units can even reach that, so it becomes a mad dash to eliminate or avoid them as fast as possible while also handling the New Year 2024 heroes, especially New Year Nerþuz, who is not pushover as well.

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* Paralogue 93-2 and 3. Both of these levels have one specific hero in common: New Year Duo Seiðr & Heiðr. While on Normal and Hard they are really manageable, but Lunatic is another matter entirely, despite being {{Squishy Wizard}}s. Their Goddess Temari giving +6 Atk/Res and [Prevent Follow-Up] to themselves and allies within spaces of them at the start of their turn, and having GatheringSteam effects from extra buffs to true damage to double attacks depending on which turn it is is the least concerning compared to their C skill Future-Sighted: It has the effect of granting them +4 Atk/Spd/Def/Res during combat, grants them a guaranteed follow-up attack and reduced damage taken from the foe's first attack by 30%, which is fine on it's own, but it also allows them to inflict [Time's Grip][[note]]inflicts -4 Atk/Spd/Def/Res during combat and disable their skills during an ally's combat[[/note]] and ''immediately ends the turn'' of the nearest foes in cardinal directions if they have no less than 5 Res over their foe, +3 for each space between them, at the start of their foe's turn after all start-of-turn effects trigger if that foe does not have [Time's Grip]. Immediately ending the turn of one of your units is bad enough, but what's really bad is that they start above one of your units already at the start of the map, meaning that if you're not careful then you're going to be having one unit already not able to act on the first turn, and on part 2 they have 47 Res and part 3 they have 50 Res and they are 5 spaces between them on both maps, so they're ending turns of units that don't have at least 38 Res on part 2 and 41 Res on part 3, and it gets worse after their turn where not only they get +6 Res but they're more likely to move two spaces down, meaning that the Res needed to be immune increases to '''50''' on part 2 and '''''53''''' on part 3, where not many units can even reach that, so it becomes a mad dash to eliminate or avoid them as fast as possible while also handling the New Year 2024 heroes, especially New Year Nerþuz, who is Nerþuz and New Year Kvasir, both whom are not pushover pushovers as well.



* Flayn's Heroic Ordeal. Much like past Colorless units, Flayn has a poor Speed stat that handicaps her ability to kill units, but on top of that, she has a weapon that is purely support in nature and lacks any offensive power besides the built in Wrathful Staff effect. Her foes include herself, Regular Eliwood, Regular Nailah, and Male Grima. All of them are designed to make the fight unfair; Eliwood is fast and has a solid Res stat, meaning he can easily survive several hits from Flayn, both Grima and Nailah have Distant Counter, normally not an issue since she has Dazzling Staff, but Nailah has Null C-Disrupt, meaning she can NoSell it and kill Flayn thanks to sheer Speed difference, and the enemy Flayn can heal and use the Caduceus Staff's ability to reduce damage to make it where any ally you fight can survive easily. Nailah herself is unquestionably the biggest threat due to starting so close to you, and is almost impossible to kill with Flayn unless you invest in a fully maxed out Flayn with merges, Dragonflowers, skills to increase her Speed, and get a Speed Asset in, all to take her out. Of all the Heroic Ordeals released up till then, its the only one that borders on being UnwinnableByDesign due to how stacked against you the enemy is, and how you have to kill two enemies with Flayn, a character with virtually no offensive power to speak of.
* Ymir's Heroic Ordeal. While Ophelia is little problem, being by her lonesome and Ymir can handle herself quite well, not only will you have to contend with the enemy having their own Ymir, this battle just so happens to have one of the worst possible match-ups in Fallen Julia who's B skill denies dragons from targeting her Defense, as well as her foe getting Bonuses and absolutely will kill your Ymir if given the chance to strike. What makes it so worse is that she's bundled right up with Ymir and Merlinus, meaning she will get the Miracle boost from Ymir's unique C Skill if she's close by, making it harder to get rid of Fallen Julia and Merlinus can Reposition her back, making it difficult to approach. The map itself doesn't help either, being very much boxed in and thus likely for the enemy to approach while you have little to nowhere to run. Ymir ended up with one of the worst foes she could face, herself working against her, one of the weakest units being a hindrance and a map that makes things all the more harder.
* Matthis' Heroic Ordeal stands out as one of the hardest ones in a long time, almost entirely because of just blatantly over powered units. While Maria is not a huge problem, her having Panic means she can reverse field buffs, making it really easy for Matthis to be too weak to fight. Worse, he starts off with [[DemonicSpider Asbel]] right near him, who, even if Matthis is fully invested in merge and skill wise, is fast enough that Matthis needs at least ''50'' Speed to be able to even ''potentially'' take out. From there, you have to contend with Galzus, who can NoSell buffs to Speed and Defense with his weapon, and has Null Follow-Up. Even the enemy Matthis can be a huge problem, because his Vulture Lance when combined with Maria's Panic staff, can ensure he attacks yours with the weapons effects going off. Overall, it's a contender for one of the hardest levels in a long time between those factors, all for a mostly "okay" unit.

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* Regular Flayn's Heroic Ordeal. Much like past Colorless units, Flayn has a poor Speed stat that handicaps her ability to kill units, but on top of that, she has a weapon that is purely support in nature and lacks any offensive power besides the built in Wrathful Staff effect. Her foes include herself, Regular Eliwood, Regular Nailah, and Male Grima. All of them are designed to make the fight unfair; Eliwood is fast and has a solid Res stat, meaning he can easily survive several hits from Flayn, both Grima and Nailah have Distant Counter, normally not an issue since she has Dazzling Staff, but Nailah has Null C-Disrupt, meaning she can NoSell it and kill Flayn thanks to sheer Speed difference, and the enemy Flayn can heal and use the Caduceus Staff's ability to reduce damage to make it where any ally you fight can survive easily. Nailah herself is unquestionably the biggest threat due to starting so close to you, and is almost impossible to kill with Flayn unless you invest in a fully maxed out Flayn with merges, Dragonflowers, skills to increase her Speed, and get a Speed Asset in, all to take her out. Of all the Heroic Ordeals released up till then, its the only one that borders on being UnwinnableByDesign due to how stacked against you the enemy is, and how you have to kill two enemies with Flayn, a character with virtually no offensive power to speak of.
* Regular Ymir's Heroic Ordeal. While Ophelia is little problem, being by her lonesome and Ymir can handle herself quite well, not only will you have to contend with the enemy having their own Ymir, this battle just so happens to have one of the worst possible match-ups in Fallen Julia who's B skill denies dragons from targeting her Defense, as well as her foe getting Bonuses and absolutely will kill your Ymir if given the chance to strike. What makes it so worse is that she's bundled right up with Ymir and Merlinus, meaning she will get the Miracle boost from Ymir's unique C Skill if she's close by, making it harder to get rid of Fallen Julia and Merlinus can Reposition her back, making it difficult to approach. The map itself doesn't help either, being very much boxed in and thus likely for the enemy to approach while you have little to nowhere to run. Ymir ended up with one of the worst foes she could face, herself working against her, one of the weakest units being a hindrance and a map that makes things all the more harder.
* Matthis' Heroic Ordeal stands out as one of the hardest ones in a long time, almost entirely because of just blatantly over powered units. While Maria is not a huge problem, her having Panic means she can reverse field buffs, making it really easy for Matthis to be too weak to fight. Worse, he starts off with [[DemonicSpider Asbel]] with Asbel right near him, who, even if Matthis is fully invested in merge and skill wise, is fast enough that Matthis needs at least ''50'' Speed to be able to even ''potentially'' take out. From there, you have to contend with Galzus, who can NoSell buffs to Speed and Defense with his weapon, and has Null Follow-Up. Even the enemy Matthis can be a huge problem, because his Vulture Lance when combined with Maria's Panic staff, can ensure he attacks yours with the weapons effects going off. Overall, it's a contender for one of the hardest levels in a long time between those factors, all for a mostly "okay" unit.



** The map with 8 breakable walls between your units and the starting foes. It is quite difficult to gain a perfect score, as the breakable walls and distance from your foes will make it difficult to attack and at that, can make their moves unpredictable, normally forcing you to wait a turn before you can put a dent in their numbers. But not only will 2 foes spawn on the opposing side on the 2nd turn, making it even more difficult to KO enemies with the right unit, the last 4 will spawn ''right behind your starting point.''

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** The map with 8 breakable walls between your units and the starting foes. It is quite difficult to gain a perfect score, as the breakable walls and distance from your foes will make it difficult to attack and at that, can make their moves unpredictable, normally forcing you to wait a turn before you can put a dent in their numbers. But not only will 2 foes spawn on the opposing side on the 2nd turn, making it even more difficult to KO enemies with the right unit, the last 4 will spawn ''right behind your starting point.'''' Thankfully, the map has been removed from the rotation.
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* Paralogue 93-2 and 3. Both of these levels have one specific hero in common: New Year Duo Seiðr & Heiðr. While on Normal and Hard they are really manageable, but Lunatic is another matter entirely, despite being {{Squishy Wizard}}s. Their Goddess Temari giving +6 Atk/Res and [Prevent Follow-Up] to themselves and allies within spaces of them at the start of their turn, and having GatheringSteam effects from extra buffs to true damage to double attacks depending on which turn it is is the least concerning compared to their C skill Future-Sighted: It has the effect of granting them +4 Atk/Spd/Def/Res during combat, grants them a guaranteed follow-up attack and reduced damage taken from the foe's first attack by 30%, which is fine on it's own, but it also allows them to inflict [Time's Grip][[note]]inflicts -4 Atk/Spd/Def/Res during combat and disable their skills during an ally's combat[[/note]] and ''immediately ends the turn'' of the nearest foes in cardinal directions if they have no less than 5 Res over their foe, +3 for each space between them, at the start of their foe's turn after all start-of-turn effects trigger if that foe does not have [Time's Grip]. Immediately ending the turn of one of your units is bad enough, but what's really bad is that they start above one of your units already at the start of the map, meaning that if you're not careful then you're going to be having one unit already not able to act on the first turn, and on part 2 they have 47 Res and part 3 they have 50 Res and they are 5 spaces between them on both maps, so they're ending turns of units that don't have at least 38 Res on part 2 and 41 Res on part 3, and it gets worse after their turn where not only they get +6 Res but they're more likely to move two spaces down, meaning that the Res needed to be immune increases to '''50''' on part 2 and '''''53''''' on part 3, where not many units can even reach that, so it becomes a mad dash to eliminate or avoid them as fast as possible while also handling the New Year 2024 heroes, especially New Year Nerþuz, who is not pushover as well.
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* Lapis's and Wind Tribe Fuga's Heroic Ordeals are this purely because one of the opponents on those maps is [[MightyGlacier Regular Rhea]], one of, if not ''the'' worst DemonicSpiders in the game. Not only are her stats aside from Spd incredibly high, with Atk Res Scowl 4 further boosting her Atk and Res, she has an insane amount of DamageReduction thanks to her Revealing Breath reducing the damage from follow-up attacks by ''30% of her Res'' and her True Dragon Wall reducing damage by ''60%'' of the difference between her Res and her foe's Res on her first combat in either phase or by 40% on her second combat and beyond. Both Lapis and Wind Tribe Fuga have merely average Res, so they'll have to deal with the full amount of DamageReduction from her. Trying to have them take her on without Regular Naga's Divine Fang buff is simply unfeasible because of how little damage they'll deal to her otherwise, and they'll need a way to prevent her guaranteed follow up attack, too. The only saving grace is that the other three opponents on their maps are non-issues by comparison.
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* While Tibarn & Nailah's Bound Hero Battle's difficulty is on par with other Bound Hero Battle maps, the Limited Hero Battle version in July 2023 is another matter. This is the first Limited Hero Battle map that restricts the deployment to only ''Engage'' units, and at the time, even though it is released on the same day as the "Rearmed Eitr & Rearmed Alcryst" banner, which adds 4 new heroes from ''Engage'', added Male Alear for players to get for free, and one day before Zephia's Grand Hero Battle, it is still only 12 options for ''Engage'', and out of all of them, half of them are Red, and with non-premium units at the time and ones given for free, you got Male Alear, Lumera, Etie, Lapis, and Zephia, which means 4/5 of them are Red, which is not favorable against Nailah, and Etie is a Colorless Bow, who is also not favorable against Nailah as well thanks to her Distant Ferocity and decent Def despite being a good counter for Tibarn. Because of that, without premium units such as Alfred and Summer Ivy or significant investment on those non-premium units, players are going to have a tough time getting the 20 Divine Codes on Infernal or even Lunatic.

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* While Tibarn & Nailah's Bound Hero Battle's difficulty is on par with other Bound Hero Battle maps, the Limited Hero Battle version in July 2023 is another matter. This is the first Limited Hero Battle map that restricts the deployment to only ''Engage'' units, and at the time, even though it is released on the same day as the "Rearmed Eitr & Rearmed Alcryst" banner, which adds 4 new heroes from ''Engage'', added Male Alear for players to get for free, and one day before Zephia's Grand Hero Battle, it is still only 12 13 options for ''Engage'', and out of all of them, half 6 of them are Red, and with non-premium units at the time and ones given for free, you got Male Alear, Lumera, Etie, Lapis, and Zephia, which means 4/5 of them are Red, which is not favorable against Nailah, and Etie is a Colorless Bow, who is also not favorable against Nailah as well thanks to her Distant Ferocity and decent Def despite being a good counter for Tibarn. Because of that, without premium units such as Alfred and Summer Ivy or significant investment on those non-premium units, players are going to have a tough time getting the 20 Divine Codes on Infernal or even Lunatic.

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[[folder:Grand, Legendary, and Mythical Hero Battles]]

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[[folder:Grand, Bound, Legendary, and Mythical Hero Battles]]


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* While Tibarn & Nailah's Bound Hero Battle's difficulty is on par with other Bound Hero Battle maps, the Limited Hero Battle version in July 2023 is another matter. This is the first Limited Hero Battle map that restricts the deployment to only ''Engage'' units, and at the time, even though it is released on the same day as the "Rearmed Eitr & Rearmed Alcryst" banner, which adds 4 new heroes from ''Engage'', added Male Alear for players to get for free, and one day before Zephia's Grand Hero Battle, it is still only 12 options for ''Engage'', and out of all of them, half of them are Red, and with non-premium units at the time and ones given for free, you got Male Alear, Lumera, Etie, Lapis, and Zephia, which means 4/5 of them are Red, which is not favorable against Nailah, and Etie is a Colorless Bow, who is also not favorable against Nailah as well thanks to her Distant Ferocity and decent Def despite being a good counter for Tibarn. Because of that, without premium units such as Alfred and Summer Ivy or significant investment on those non-premium units, players are going to have a tough time getting the 20 Divine Codes on Infernal or even Lunatic.

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The General folder had to be removed because 1) Examples Are Not General, and 2) some of those examples fit Demonic Spiders better.


[[folder:In General]]
* There are a variety of factors that would make any map ThatOneLevel, but they need to be beyond the standard of either difficulty or annoyance of that map type. Even using a team of {{Game Breaker}}s might not be enough to guarantee a win on these maps. Since Hero Battles and their variants requires a NoCasualtiesRun in order to earn rewards, they need something more than just "overwhelm your units until one of them dies" that makes them stands out:
** Tight starting areas for your units are often annoying, but if the onslaught of enemies stops you from escaping that spot is where the issues start to show, where even creating choke-points will eventually have your tank unit be either overwhelmed by the sheer DPS or a Lunge unit forcing them out of position to take more hits than they should.
** Turn-based {{Timed Mission}}s for Story Chapters usually require the player to be aggressive and take the initiative to rout the enemy, and that is due to enemies not moving unless they're either attacked or one of the player's units are in their attack range, but sometimes the enemies are placed in a position where they're behind wall and/or positioned on defense tiles, meaning that attacking them is difficult enough. On higher difficulties though, is the real issue here, where on Normal, the time limit is 6 turns. Hard? 5 turns. Lunatic? '''4''' turns.
** Many HoldTheLine Story Chapters have at least one foe who is invincible and have dangerous statlines and specials, and either spawn either on the third turn or beyond or don't move on the first turn, but ''can'' be evaded. If they have access to skills or are supported by allies that increase their mobility, however, is the problem for that map.
** Reinforcements come in two varieties: Turn-based, and Enemy Sensitive. Turn-based is where reinforcements show up on a certain turn, while Enemy Sensitive has reinforcements show up when a certain enemy who spawns at the start of the map is defeated. They are usually not the problem with some of the maps that feature them, but with the NoCasualtiesRun nature of the Grand, Legendary, and Mythic Hero Battles, having ''too'' much of them spawn in a short amount of time is the problem, especially on higher difficulties, where players need to eliminate at least 3 enemies each turn ''just to reach to the next one''.
** Crossing with ThatOneSidequest, some maps need a certain character or movement type to be on the team you're using in order to achieve that requirement, but for the map to count is that there is at least one enemy on the map that could potentially hard counter your certain character or movement type, such as an AntiArmor unit potentially hard countering your all-armor team.
* In the Hall of Forms, the maps and heroes are shuffled, but there's always a chance that particular map you're about to fight on is infested with [[DemonicSpiders/FireEmblemHeroes deadly heroes that can easily sweep your entire team]]. Unlike Forging Bonds and Training Tower, you can only use a predetermined team with [[LuckBasedMission a set of skills and weapons that are offered by random to the first unit that does a kill in the map]] AND you're limited on how many times you can try. Often enough, you're going to have a really bad time if you decide to dive into a 5 unit map with at least two enemies that was a 5 star that debuted from Book III onwards. Even with Book III and IV heroes removed from the rotation from July 2020 onward, a lot of the heroes faced can be potentially deadly with their refined weapons, meaning you still have to be careful about the enemy placement.
* The Fallen Heroes that are introduced from Book II onwards are considered extremely tough relative to units introduced around the time. At least one introduced has a Distant Counter weapon built into them, and some can even have extra movement. Additionally, a lot of them such as Mareeta, Female Morgan, both Corrins, Fallen Lyon and Fallen Julia hit like a truck. Units such as Edelgard, Tiki and Dimitri even borrow skills from their Legendary selves too. The levels where you fight them individually aren't so bad, but the final levels where you fight them all together can be a living hell.
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** And if that isn't enough, this level rears its ugly head in Rift 15 in the Seer's Snare 2 event in July 2023, where you're facing Legendary Chrom with his Legendary Remix kit, and while he acts on turn 3, on the top-right you have Fallen Female Corrin with her refined Savage Breath, and on Advanced you got Regular Female Byleth with her refined Creator Sword on the top-left, and both {{Lightning Bruiser}}s are gunning for your stuck 2 units on the left and right side. While the Time Traveler seals the enemy are equipped with can help even the odds, the fact that this level is mandatory to beat in the Seer's Snare 2 event means that players are forced to think twice about bringing any Cavalry units going into this, especially if the player does not have any premium units and got screwed over with the skill options before entering this Rift.
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* Book VII: Chapter 3-5. It is a TimedMission where you have 6 turns on Normal, 5 turns on Hard, and 4 turns on Lunatic to defeat the 2023 Fallen Heroes, and all of them are not easy to take down. Fallen Rearmed Chrom is a swift Galeforce machine that can greatly debuff your units, Fallen Female Byleth is a Distant Counter Vantage special spamming machine, Fallen Anankos is a fast Near Save user that will protect his allies and steal his enemy's stat buffs during combat, but the worst of all is Fallen Maria, who, with her Sacrifice Staff giving basically Miracle and a full heal to an ally if they're about to die near her once per map, will stall out and keep her allies alive, with it nearly impossible to take down with Melee units thanks to Fallen Anankos protecting her, and chipping away their health is not going to be an option as long as Fallen Maria is alive.

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* Book VII: Chapter 3-5. It is a TimedMission where you have 6 turns on Normal, 5 turns on Hard, and 4 turns on Lunatic to defeat the 2023 Fallen Heroes, and all of them are not easy to take down. Fallen Rearmed Chrom is a swift Galeforce machine that can greatly debuff your units, Fallen Female Byleth is a Distant Counter Vantage special spamming machine, Fallen Anankos is a fast Near Save user that will protect his allies and steal reverse his enemy's stat buffs during combat, but the worst of all is Fallen Maria, who, with her Sacrifice Staff giving basically Miracle and a full heal to an ally if they're about to die near her once per map, will stall out and keep her allies alive, with it nearly impossible to take down with Melee units thanks to Fallen Anankos protecting her, and chipping away their health is not going to be an option as long as Fallen Maria is alive.
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* While Legendary Myrrh's Legendary Hero Battle is tough but fair, the Limited Hero Battle version in May 2023 using ''(New) Mystery of the Emblem'' units on the other hand is very tough to beat, especially on Infernal and Abyssal. Legendary Myrrh is a MightyGlacier that is difficult to take down, especially without any DamageReduction-negating skills such as Deadeye and Special Spiral 4, with having 64/59/28/47/40 on Infernal and 80/67/34/56/48 on Abyssal, alongside having her Godly Breath inflicting -5 Atk/Spd/Def/Res during combat, reduces damage taken from attacks and non-Røkkr AOE specials by 30% and giving her a guaranteed follow-up attack if she either initiates combat or is within 2 spaces of an ally, Def/Res Unity, Dragon Wall 3 and Darkling Guardian giving her +6 Def/Res, [Follow-Up Denial], and [Warp Bubble] at the start of her turn if she is within 2 spaces of an ally, and Deflect Magic 3 on Abyssal. What makes this version of the battle difficult is that your units are cornered on the bottom right of the map, which is surrounded by forest and water tiles to limit movement, while most of the enemies that spawn are fliers, which can happily ignore those terrain. Even though there are many dragon units that Legendary and Brave Marth can handle, they're going to have a lot of trouble dealing meaningful damage against Legendary Myrrh, and so players are forced to either deploy other units that can deal effective damage against her and bypass her sky high defenses and [Follow-Up Denial], and even then at the time there is only Phina, a 4* special unit, as your only available dancer from ''Mystery of the Emblem'', and unless players have her and any premium units like Harmonized Summer Caeda & Plumeria, Legendary Caeda, Legendary Young Tiki, Young Merric, Fallen Maria or Medeus, they will struggle to get those 20 Divine Codes on Abyssal or even Infernal.
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I've been seeing a lot of players having trouble with the first boss map from the new game mode.

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* Seer's Snare 1: Timeless Rift 5 pits the player against Legendary Hríd, Regular Ylgr, Regular Lewyn, and Wings of Fate Hinoka on a very cramped map, with Advanced difficulty adding Regular Sophia to the enemy team. Legendary Hríd is immensely difficult to defeat due to his refined Gjöll giving him Omnibreaker if his foe has a penalty active, inflicting -10 Atk/Def on his foe, and punishing his foe’s stat bonuses to Atk/Def with in-combat Panic. On top of that, he has Distant Counter and Atk Def Menace to make him dangerous to approach and bait out and Freezing Seal II, which will inflict -6 Atk/Def and the Guard status on the player's unit with the lowest Res and on all units within two spaces of that unit. Due to him being the first sub-boss that must be fought, [[EarlyGameHell the player won’t have a lot of skills to work with.]] Regular Ylgr and Wings of Fate Hinoka will inflict in-combat debuffs with their refined Sylgr and Warrior Princess respectively to anyone within three spaces of them, and Regular Lewyn will nuke most blue units with his refined Forseti and the amplified weapon triangle effect from this game mode. And while Sophia is the least threatening of the bunch, the other four units combined with the cramped map design are more than threatening enough to make this map a potential roadblock for players.
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* Book VII: Chapter 8-5. Not only is it a 4 turn HoldTheLine mission with reinforcements and a Savior unit in the form of Gilliam, but you also got Rearmed Tana, who, while already a pain with her appearance in the previous map thanks to her warp shenanigans, also shows up later with her warping gimmick and has a high chance to snipe one of your units. Gullveig is especially threatening with her ExtraTurn thanks to her eponymous weapon, invincibility due her Gold Perfection Sacred Seal and prevents healing with her Fatal Smoke 3, all on top of being ranged and three movement, basically making a fight with her nearly impossible to avoid, [[CharacterSelectForcing forcing players to deploy]] a unit that can stall Gullveig through their abilities, status effects or protects their allies from repeated ranged attacks. The only saving grace is that Rearmed Tana's Guidance 4 does not work with Flying and Cavalry units.
* Book VII: Chapter 3-5. It is a TimedMission where you have 6~4 turns to defeat the 2023 Fallen Heroes, and all of them are not easy to take down. Fallen Rearmed Chrom is a swift Galeforce machine that can greatly debuff your units, Fallen Female Byleth is a Vantage special spamming machine, Fallen Anankos is a fast Near Save user that will protect his allies, but the worst of all is Fallen Maria, who, with her Sacrifice Staff giving basically Miracle and a full heal to an ally if they're about to die near her once per map, will stall out and keep her allies alive, with it nearly impossible to take down with Melee units thanks to Fallen Anankos protecting her, and chipping away their health is not going to be an option as long as Fallen Maria is alive.

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* Book VII: Chapter 8-5. Not only is it a 4 turn HoldTheLine mission with reinforcements and a Savior unit in the form of Gilliam, but you also got Rearmed Tana, who, while already a pain with her appearance in the previous map thanks to her warp shenanigans, also shows up later with her warping gimmick and has a high chance to snipe one of your units. Gullveig is especially threatening with her ExtraTurn thanks to her eponymous weapon, invincibility due her Gold Perfection Sacred Seal and prevents healing with her Fatal Smoke 3, all on top of being ranged and three movement, basically making a fight with her nearly impossible to avoid, [[CharacterSelectForcing forcing players to deploy]] a unit that can stall Gullveig through their abilities, abilities or status effects like [Gravity] or protects their allies from repeated ranged attacks. The only saving grace is that Rearmed Tana's Guidance 4 does not work with Flying and Cavalry units.
* Book VII: Chapter 3-5. It is a TimedMission where you have 6~4 6 turns on Normal, 5 turns on Hard, and 4 turns on Lunatic to defeat the 2023 Fallen Heroes, and all of them are not easy to take down. Fallen Rearmed Chrom is a swift Galeforce machine that can greatly debuff your units, Fallen Female Byleth is a Distant Counter Vantage special spamming machine, Fallen Anankos is a fast Near Save user that will protect his allies, allies and steal his enemy's stat buffs during combat, but the worst of all is Fallen Maria, who, with her Sacrifice Staff giving basically Miracle and a full heal to an ally if they're about to die near her once per map, will stall out and keep her allies alive, with it nearly impossible to take down with Melee units thanks to Fallen Anankos protecting her, and chipping away their health is not going to be an option as long as Fallen Maria is alive.
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** To make things worse, there is a Limited Hero Battle in May 2020 which you are forced to do this battle with only the ''Shadows of Valentia'' cast and among them you're limited to only one dancer, and unlike the previous Limited Hero Battle of Fallen Female Robin, the unit's stats are still the same, meaning that you still have the boosted stats that all the foes have, especially in the Infernal version. Without either Premium or heavily invested units, you're going to need all the luck you need to get all the rewards and beat ThatOneSidequest.

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** To make things worse, there is a Limited Hero Battle in May 2020 which you are forced to do this battle with only the ''Shadows of Valentia'' cast and among them you're limited to only one dancer, and unlike the previous Limited Hero Battle of Fallen Female Robin, the unit's stats are still the same, meaning that you still have the boosted stats that all the foes have, especially in the Infernal version. Without either Premium or heavily invested units, you're going to need all the luck you need to get all the rewards and beat ThatOneSidequest.rewards.



** To make things worse, her map was picked as a Limited Hero Battle in November 2020, where you are forced to use characters originating from ''Heroes'', which means your choices are limited on top of everything noted above, making collecting those Divine Codes ThatOneSidequest.

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** To make things worse, her map was picked as a Limited Hero Battle in November 2020, where you are forced to use characters originating from ''Heroes'', which means your choices are limited on top of everything noted above, making collecting those Divine Codes ThatOneSidequest.incredibly difficult.



* Legendary Edelgard's Legendary Hero Battle. This map is extremely hard due to insanely buffed enemies, super-inflated stats as well as being extremely cramped. Edelgard herself is extremely bulky to the point where only the most extreme builds or those with weapon triangle or armor effectiveness can so much as scratch her. To make matters even worse, Edelgard gets extra movement when she's by herself, but when she initiates combat on one of your units (with her bonfire charged on turn 1), she will give herself another turn (assuming you somehow survived a Bonfire to the face) and kill whatever you tanked her with. Reinforcements spawn with extremely high stats, including a thief with 50+ speed and miracle, as well as tons of absurdly tanky manaketes. Reinforcements easily pile up on your units that have nowhere to go, making this map extremely difficult, and earning it the title of That One Level.

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* Legendary Edelgard's Legendary Hero Battle. This map is extremely hard due to insanely buffed enemies, super-inflated stats as well as being extremely cramped. Edelgard herself is extremely bulky to the point where only the most extreme builds or those with weapon triangle or armor effectiveness can so much as scratch her. To make matters even worse, Edelgard gets extra movement when she's by herself, but when she initiates combat on one of your units (with her bonfire charged on turn 1), she will give herself another turn (assuming you somehow survived a Bonfire to the face) and kill whatever you tanked her with. Reinforcements spawn with extremely high stats, including a thief with 50+ speed and miracle, as well as tons of absurdly tanky manaketes. Reinforcements easily pile up on your units that have nowhere to go, making this map extremely difficult, and earning it the title of That One Level.difficult.



** Then comes his Limited Hero Battle version in October 2021, where you're forced to use characters from ''Genealogy of the Holy War/Thracia 776'', and with a good majority of the cast being Cavalry units, it's not going to be an easy feat beating this level for those 20 Divine Codes on Lunatic and Infernal, easily going into ThatOneSidequest territory.
** And then there's his rerun in November 2021. One of the quests requires you to '''only use Cavalry units''' to beat it on Lunatic, already becoming ThatOneSidequest for that 1 Orb. With all the features of the maps being used against you, and even more so against Cavalry units, it lets one think that the developers were sadists for choosing that specific movement type for that rerun.

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** Then comes his Limited Hero Battle version in October 2021, where you're forced to use characters from ''Genealogy of the Holy War/Thracia 776'', and with a good majority of the cast being Cavalry units, it's not going to be an easy feat beating this level for those 20 Divine Codes on Lunatic and Infernal, easily going into ThatOneSidequest territory.
''especially'' Infernal.
** And then there's his rerun in November 2021. One of the quests requires you to '''only use clear it on Lunatic '''with only Cavalry units''' to beat it on Lunatic, already becoming ThatOneSidequest for that 1 Orb. units'''. With all the features of the maps being used against you, and even more so against Cavalry units, it lets makes one think that the developers were sadists feeling particularly sadistic for choosing that specific movement type for that this rerun.
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* Book VII: Chapter 3-5. It is a TimedMission where you have 6~4 turns to defeat the 2023 Fallen Heroes, and all of them are not easy to take down. Fallen Rearmed Chrom is a swift Galeforce machine that can greatly debuff your units, Fallen Female Byleth is a Vantage special spamming machine, Fallen Anankos is a fast Near Save user that will protect his allies, but the worst of all is Fallen Maria, who, with her Sacrifice Staff giving basically Miracle and a full heal to an ally if they're about to die near her once per map, will stall out and keep her allies alive, with it nearly impossible to take down with Melee units thanks to Fallen Anankos protecting her, and chipping away their health is not going to be an option as long as Fallen Maria is alive.
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* Paralogue 83-3. You got Spring Harmonized Karla & Freyja, who starts with a pre-charged Draconic Aura and Sistery War Axe to boost it further while also having Flow N Trace 3 and Spd Smoke 4, Spring Bernadetta with her Bow of Repose activating her Escape Route 4 and having Remote Sparrow and Def/Res Smoke 3, and Spring Triandra, who is a flying dancer that gives +6 Atk/Spd and [Desperation] to one of her allies with her Firestorm Dance 3, Nightmare's Egg to give that ally and all allies within 2 spaces of that target [Foe Penalty Doubler], while also inflicting field stat debuffs, [Panic], and [Guard] to all foes within cardinal directions of her and her target when she uses her Frightful Dream. All three of them combined makes them a team of very mobile nukers that have a high chance to eliminate at least one of your units on initiation and corner your units with their other teammates Spring Ashe and Spring Michalis.
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* Book VII: Chapter 8-5. Not only is it a 4 turn HoldTheLine mission with reinforcements and a Savior unit in the form of Gilliam, Gullveig with her ExtraTurn thanks to her eponymous weapon, invincibility due her Gold Perfection Sacred Seal and prevents healing with her Fatal Smoke 3, but you also got Rearmed Tana, who, while already a pain with her appearance in the previous map thanks to her warp shenanigans, also shows up later with her warping gimmick and has a high chance to snipe one of your units alongside the pressure that Gullveig brings, having players [[CharacterSelectForcing being forced to deploy]] a unit that can stall Gullveig through their abilities or status effects or protects their allies from repeated ranged attacks. The only saving grace is that Rearmed Tana's Guidance 4 does not work with Flying and Cavalry units.

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* Book VII: Chapter 8-5. Not only is it a 4 turn HoldTheLine mission with reinforcements and a Savior unit in the form of Gilliam, Gullveig with her ExtraTurn thanks to her eponymous weapon, invincibility due her Gold Perfection Sacred Seal and prevents healing with her Fatal Smoke 3, but you also got Rearmed Tana, who, while already a pain with her appearance in the previous map thanks to her warp shenanigans, also shows up later with her warping gimmick and has a high chance to snipe one of your units alongside the pressure that units. Gullveig brings, having players is especially threatening with her ExtraTurn thanks to her eponymous weapon, invincibility due her Gold Perfection Sacred Seal and prevents healing with her Fatal Smoke 3, all on top of being ranged and three movement, basically making a fight with her nearly impossible to avoid, [[CharacterSelectForcing being forced forcing players to deploy]] a unit that can stall Gullveig through their abilities or abilities, status effects or protects their allies from repeated ranged attacks. The only saving grace is that Rearmed Tana's Guidance 4 does not work with Flying and Cavalry units.
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* Book VII: Chapter 8-5. Not only is it a HoldTheLine mission with reinforcements and a Savior unit in the form of Gilliam, Gullveig with her ExtraTurn thanks to her eponymous weapon and invincibility due her Gold Perfection Sacred Seal, but you also go Rearmed Tana, who, while already a pain with her appearance in the previous map thanks to her warp shenanigans, also shows up later with her warping gimmick and has a high chance to snipe one of your units alongside the pressure that Gullveig brings. The only saving grace is that her Guidance 4 does not work with Flying and Cavalry units.

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* Book VII: Chapter 8-5. Not only is it a 4 turn HoldTheLine mission with reinforcements and a Savior unit in the form of Gilliam, Gullveig with her ExtraTurn thanks to her eponymous weapon and weapon, invincibility due her Gold Perfection Sacred Seal, Seal and prevents healing with her Fatal Smoke 3, but you also go got Rearmed Tana, who, while already a pain with her appearance in the previous map thanks to her warp shenanigans, also shows up later with her warping gimmick and has a high chance to snipe one of your units alongside the pressure that Gullveig brings. brings, having players [[CharacterSelectForcing being forced to deploy]] a unit that can stall Gullveig through their abilities or status effects or protects their allies from repeated ranged attacks. The only saving grace is that her Rearmed Tana's Guidance 4 does not work with Flying and Cavalry units.
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* Book VII: Chapter 8-5. Not only is it a HoldTheLine mission with reinforcements and a Savior unit in the form of Gilliam, Gullveig with her ExtraTurn thanks to her eponymous weapon and invincibility due her Gold Perfection Sacred Seal, but you also go Rearmed Tana, who, while already a pain with her appearance in the previous map thanks to her warp shenanigans, also shows up later with her warping gimmick and has a high chance to snipe one of your units alongside the pressure that Gullveig brings. The only saving grace is that her Guidance 4 does not work with Flying and Cavalry units.

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* Ymir’s Heroic Ordeal. While Ophelia is little problem, being by her lonesome and Ymir can handle herself quite well, not only will you have to contend with the enemy having their own Ymir, this battle just so happens to have one of the worst possible match-ups in Fallen Julia who’s B skill denies dragons from targeting her Defense, as well as her foe getting Bonuses and absolutely will kill your Ymir if given the chance to strike. What makes it so worse is that she’s bundled right up with Ymir and Merlinus, meaning she will get the Miracle boost from Ymir’s unique C Skill if she’s close by, making it harder to get rid of Fallen Julia and Merlinus can Reposition her back, making it difficult to approach. The map itself doesn’t help either, being very much boxed in and thus likely for the enemy to approach while you have little to nowhere to run. Ymir ended up with one of the worst foes she could face, herself working against her, one of the weakest units being a hindrance and a map that makes things all the more harder.
* Matthis Heroic Ordeal stands out as one of the hardest ones in a long time, almost entirely because of just blatantly over powered units. While Maria is not a huge problem, her having Panic means she can reverse field buffs, making it really easy for Matthis to be too weak to fight. Worse, he starts off with [[DemonicSpider Asbel]] right near him, who, even if Matthis is fully invested in merge and skill wise, is fast enough that Matthis needs at least ''50'' Speed to be able to even ''potentially'' take out. From there, you have to contend with Galzus, who can NoSell buffs to Speed and Defense with his weapon, and has Null Follow-Up. Even the enemy Matthis can be a huge problem, because his Vulture Lance when combined with Maria's Panic staff, can ensure he attacks yours with the weapons effects going off. Overall, it's a contender for one of the hardest levels in a long time between those factors, all for a mostly "okay" unit.

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* Ymir’s Ymir's Heroic Ordeal. While Ophelia is little problem, being by her lonesome and Ymir can handle herself quite well, not only will you have to contend with the enemy having their own Ymir, this battle just so happens to have one of the worst possible match-ups in Fallen Julia who’s B skill denies dragons from targeting her Defense, as well as her foe getting Bonuses and absolutely will kill your Ymir if given the chance to strike. What makes it so worse is that she’s bundled right up with Ymir and Merlinus, meaning she will get the Miracle boost from Ymir’s unique C Skill if she’s close by, making it harder to get rid of Fallen Julia and Merlinus can Reposition her back, making it difficult to approach. The map itself doesn’t help either, being very much boxed in and thus likely for the enemy to approach while you have little to nowhere to run. Ymir ended up with one of the worst foes she could face, herself working against her, one of the weakest units being a hindrance and a map that makes things all the more harder.
* Matthis Matthis' Heroic Ordeal stands out as one of the hardest ones in a long time, almost entirely because of just blatantly over powered units. While Maria is not a huge problem, her having Panic means she can reverse field buffs, making it really easy for Matthis to be too weak to fight. Worse, he starts off with [[DemonicSpider Asbel]] right near him, who, even if Matthis is fully invested in merge and skill wise, is fast enough that Matthis needs at least ''50'' Speed to be able to even ''potentially'' take out. From there, you have to contend with Galzus, who can NoSell buffs to Speed and Defense with his weapon, and has Null Follow-Up. Even the enemy Matthis can be a huge problem, because his Vulture Lance when combined with Maria's Panic staff, can ensure he attacks yours with the weapons effects going off. Overall, it's a contender for one of the hardest levels in a long time between those factors, all for a mostly "okay" unit.unit.
* Bastian's Heroic Ordeal features Saber, Ronan and Yuri, whom all three are problematic for your Bastian, as Saber has high enough Spd and Atk to easily defeat your Bastian while also is equipped with Aegis and Shield's Pulse 3 to defend against ranged attack, Ronan, who, despite being Blue, has a lot of Res, Spd and Atk to do the same thing while also giving on of his allies +6 Spd/Res with his Rally Spd/Res+, and Yuri, who is a master of HitAndRunTactics and will exploit his SwitchOutMove Foul Play with his high mobility and Canto, and can OneHitKill your Bastian thanks to his Glimmer and Time's Pulse 3, all the while you're stuck with a slow SquishyWizard. Not helping is that your units start in the top area and, which is littered with walls, and there is a chokepoint just underneath your units, where the bottom of the map is where those three problematic heroes spawn. If you're not running any Save units or the right partner, you're going to have a bad time with this one, even with the daily first Heroic Ordeals boosts.



** The map with the two vertical walls with 4 breakable walls and trees on each side with both teams behind them is considered by some the most annoying map to fight on. It's designed to be asymmetrical, but favors the enemy due to a few factors. The walls there are not only makes it using movement support skills a pain to think about with the tight starting area, it will also delay the enemy enough to make them perform unpredictable moves in the process while they break down theirs, especially if there is an enemy refresher on their team. The tree on your side of the battlefield is another factor in being one of the worst maps in Arena, due to it being a great obstacle for your units, but not the enemy, especially if they're ranged or flying.
** [[https://feheroes.fandom.com/wiki/Template:MapLayout_Z0018 The map with the boat]] can also be pretty bad for similar reasons, the breakable boxes making it difficult to approach, likely forcing you to wait for your opponents to advance, which's definitely more troublesome if they have a refresher on the team.
** [[https://feheroes.fandom.com/wiki/Template:MapLayout_Z0013 The map with four defense tiles in the middle of the map]]. Rushing to these tiles means leaving your units at the mercy of getting ganged on by the enemy team that not even the terrain advantage could help with, while running away from the defense tiles grants the same terrain advantage to the enemy team, doubly so if they have refreshers and ranged units.

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** [[https://feheroes.fandom.com/wiki/Template:MapLayout_Z0009 The map with the two vertical walls with 4 breakable walls and trees on each side with both teams behind them them]] is considered by some the most annoying map to fight on. It's designed to be asymmetrical, but favors the enemy due to a few factors. The walls there are not only makes it using movement support skills a pain to think about with the tight starting area, it will also delay the enemy enough to make them perform unpredictable moves in the process while they break down theirs, especially if there is an enemy refresher on their team. The tree on your side of the battlefield is another factor in being one of the worst maps in Arena, due to it being a great obstacle for your units, but not the enemy, especially if they're ranged or flying.
flying. Thankfully, this map is no longer in the rotation.
** [[https://feheroes.fandom.com/wiki/Template:MapLayout_Z0018 The map with the boat]] can also be pretty bad for similar reasons, the breakable boxes making it difficult to approach, likely forcing you to wait for your opponents to advance, which's definitely more troublesome if they have a refresher on the team.
team. Thankfully, this map also is no longer in the rotation.
** [[https://feheroes.fandom.com/wiki/Template:MapLayout_Z0013 The map with four defense tiles in the middle of the map]]. Rushing to these tiles means leaving your units at the mercy of getting ganged on by the enemy team that not even the terrain advantage could help with, while running away from the defense tiles grants the same terrain advantage to the enemy team, doubly so if they have refreshers and ranged units. Like the above two maps, this map is also no longer in the rotation.
** [[https://feheroes.fandom.com/wiki/Template:MapLayout_Z0060 The map with C-shaped wall above your units]]. The spawn is bad enough that you're too far away to use the defensive terrain in the middle of the map, but what's even worse is that there is a forest tile that screws you over while also serving as a boon for your enemy, as it serve as a chokepoint and delays you long enough for the enemies to reach that middle area, and therefore forcing you on the defensive and potentially be cornered where you started. If you're not using flying units, you're most likely going to lose a lot on this map, especially if the enemy is using flying units themselves.

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* Ymir’s Heroic Ordeal. While Ophelia is little problem, being by her lonesome and Ymir can handle herself quite well, not only will you have to contend with the enemy having their own Ymir, this battle just so happens to have one of the worst possible match-ups in Fallen Julia who’s B skill denies dragons from targeting her Defense, as well as her foe getting Bonuses and absolutely will kill your Ymir if given the chance to strike. What makes it so worse is that she’s bundled right up with Ymir and Merlinus, meaning she will get the Miracle boost from Ymir’s unique C Skill if she’s closeby, making it harder to get rid of Fallen Julia and Merlinus can Reposition her back, making it difficult to approach. The map itself doesn’t help either, being very much boxed in and thus likely for the enemy to approach while you have little to nowhere to run. Ymir ended up with one of the worst foes she could face, herself working against her, one of the weakest units being a hindrance and a map that makes things all the more harder.

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* Ymir’s Heroic Ordeal. While Ophelia is little problem, being by her lonesome and Ymir can handle herself quite well, not only will you have to contend with the enemy having their own Ymir, this battle just so happens to have one of the worst possible match-ups in Fallen Julia who’s B skill denies dragons from targeting her Defense, as well as her foe getting Bonuses and absolutely will kill your Ymir if given the chance to strike. What makes it so worse is that she’s bundled right up with Ymir and Merlinus, meaning she will get the Miracle boost from Ymir’s unique C Skill if she’s closeby, close by, making it harder to get rid of Fallen Julia and Merlinus can Reposition her back, making it difficult to approach. The map itself doesn’t help either, being very much boxed in and thus likely for the enemy to approach while you have little to nowhere to run. Ymir ended up with one of the worst foes she could face, herself working against her, one of the weakest units being a hindrance and a map that makes things all the more harder.harder.
* Matthis Heroic Ordeal stands out as one of the hardest ones in a long time, almost entirely because of just blatantly over powered units. While Maria is not a huge problem, her having Panic means she can reverse field buffs, making it really easy for Matthis to be too weak to fight. Worse, he starts off with [[DemonicSpider Asbel]] right near him, who, even if Matthis is fully invested in merge and skill wise, is fast enough that Matthis needs at least ''50'' Speed to be able to even ''potentially'' take out. From there, you have to contend with Galzus, who can NoSell buffs to Speed and Defense with his weapon, and has Null Follow-Up. Even the enemy Matthis can be a huge problem, because his Vulture Lance when combined with Maria's Panic staff, can ensure he attacks yours with the weapons effects going off. Overall, it's a contender for one of the hardest levels in a long time between those factors, all for a mostly "okay" unit.
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* Ymir’s Heroic Ordeal. While Ophelia is little problem, being by her lonesome and Ymir can handle herself quite well, not only will you have to contend with the enemy having their own Ymir, this battle just so happens to have one of the worst possible match-ups in Fallen Julia who’s B skill denies dragons from targeting her Defense, as well as her foe getting Bonuses and absolutely will kill your Ymir if given the chance to strike. What makes it so worse is that she’s bundled right up with Ymir and Merlinus, meaning she will get the Miracle boost from Ymir’s unique C Skill if she’s closeby, making it harder to get rid of Fallen Julia and Merlinus can Reposition her back, making it difficult to approach. The map itself doesn’t help either, being very much boxed in and thus likely for the enemy to approach while you have little to nowhere to run. Ymir ended up with one of the worst foes she could face, herself working against her, one of the weakest units being a hindrance and a map that makes things all the more harder.
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* Book VI: Chapter 11-5 is another aggravating level, where alongside Bruno there is a Save unit alongside {{Lightning Bruiser}}s and {{Glass Cannon}}s that can take your units down with ease. The level features a Sword Armor with Wary Fighter and D/R Near Save adjacent to Ascended Hilda, who with her Fuming Freikugel provides decent stats and DamageReduction to allies within 2 spaces of her, while also is a strong special nuker with her Luna and Dodge tank with her Velocity, and Monica's Wind Genesis has Desperation and punishes heroes that depend on low cooldown specials, and Spd/Res Tempo to make sure her Glimmer goes off without a hitch. Worst yet, both Regular Male and Female Shez pop up as reinforcement a few spaces away from your starting position on Turn 3, with Male Shez being a warping Brave weapon unit that limits your movement around him with his Spd/Def Bulwark while Female Shez is a just a strong Axe unit, both with Special acceleration to nuke your units as well, where everyone together will pressure you to the bottom of the map if you do not take a few enemies down fast enough.

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* Book VI: Chapter 11-5 is another aggravating level, where alongside Bruno there is a Save unit alongside {{Lightning Bruiser}}s and {{Glass Cannon}}s that can take your units down with ease. The level features a Sword Armor with Wary Fighter and D/R Near Save adjacent to Ascended Hilda, who with her Fuming Freikugel provides decent stats and DamageReduction to allies within 2 spaces of her, while also is a strong special nuker with her Luna and Dodge tank with her Velocity, and Monica's Wind Genesis has Desperation and punishes heroes that depend on low cooldown specials, and Spd/Res Tempo to make sure her Glimmer goes off without a hitch. Worst yet, both Regular Male and Female Shez pop up as reinforcement a few spaces away from your starting position on Turn 3, with Male Shez being a warping Brave weapon unit that limits your movement around him with his Spd/Def Bulwark while Female Shez is a just a strong Axe unit, both with Special acceleration to nuke your units as well, where everyone together will pressure you to the bottom of the map if you do not take a few enemies down fast enough.
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* The final map of Tempest Trials: Dark Clouds over Awakening. This map was an introduction on the mode and its gimmick, and, due to EarlyInstallmentWeirdness, it was also notorious for being difficult on release. The map was designed with a two columns of walls, and breakable walls preventing your from attacking units other than the ones vertical of your units first. Beside ThatOneBoss Veronica, she is also escorted by a Melee Armored unit, a Melee Cavalry, and a Ranged Cavalry, the armored unit being closed to your starting position. It was ''who'' those units can be that was the problem: While the armored unit can be Draug, it could also be Effie or '''Hector''', the Melee Cavalry ranging from Gunter to ''Cain'' and ''Frederick'' and their Wings of Mercy, and the Ranged Cavalry can range from Cecilia to '''Reinhardt''', and as part of the early weirdness, on the highest difficulty, they had absurd levels of stat inflation, with even what should be small threats like Niles and Felicia becoming dangerous foes who would activate their specials and deal absurd damage. To put the final nail on this map, you have to play it ''over and over again'' if you wanted that Quicken Pulse Sacred Seal as early as possible and the extra Orbs beyond that, rolling the dice in the process on potentially facing those heroes above. It speaks volumes when many of the other Tempest Trials maps that follow this did not ended up here.

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* The final map of Tempest Trials: Dark Clouds over Awakening. This map was an introduction on the mode and its gimmick, and, due to EarlyInstallmentWeirdness, it was also notorious for being difficult on release. The map was designed with a two columns of walls, and breakable walls preventing your from attacking units other than the ones vertical of your units first. Beside ThatOneBoss Veronica, she is also escorted by a Melee Armored unit, a Melee Cavalry, and a Ranged Cavalry, the armored unit being closed to your starting position. It was ''who'' those units can be that was the problem: While the armored unit can be Draug, it could also be Effie or '''Hector''', the Melee Cavalry ranging from Gunter to ''Cain'' and ''Frederick'' and their Wings of Mercy, and the Ranged Cavalry can range from Cecilia to '''Reinhardt''', and as part of the early weirdness, on the highest difficulty, they had absurd levels of stat inflation, with even what should be small threats like Niles and Felicia becoming dangerous foes who would activate their specials and deal absurd damage. To put the final nail on this map, you have to play it ''over and over again'' if you wanted that Quicken Pulse Sacred Seal as early as possible and the extra Orbs beyond that, rolling the dice in the process on potentially facing those heroes above. It speaks volumes when many of the other Tempest Trials maps that follow this did not ended up here.



* Naesala's Heroic Ordeal. While Regular Ryoma is manageable, he's fought alongside Regular Frederick, whom Naesala most likely won't dent, Sothe who will buff himself and his allies alongside debuffing his foes and Naesala who is placed a way from everyone else, so he can go into beast form. What makes this map so difficult is that the former three are all placed together where Sothe has the whole area covered with Ryoma and Frederick ready to follow-up on his attack and are far enough a way that Naesala nor his ally can even attack any of them without the aid of a Refresher and even then, that will leave your Naesala to the wrath of his other foes.
* Panne's Heroic Ordeal suffers from a similar issue as Naesala (FragileSpeedster Blue Beast unit fighting units with reasonable bulk), but unlike Naesala, Panne has to content with Lewyn, who can casually kill Panne thanks to being perfectly setup to exploit her unit typing and stats, while also having to deal with the enemy Panne, who starts off alone and can transform and rush your team before you may be ready. The enemy Panne has Chill Speed, meaning if your Panne is the fastest unit, she gets debuffed, and if enemy Panne attacks your Panne, she'll likely easily kill her thanks to her weapons extra effect giving a damage buff against Cavalier type units, which Panne is classified as. Even Regular Eldigan, who Panne would have usually no problem with, has his full kit, meaning he can be a threat to your team if you aren't careful. The only unit who isn't is Virion, but he still can be a problem if you aren't careful thanks to Panne's low Defense.

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* Regular Naesala's Heroic Ordeal. While Regular Ryoma is manageable, he's fought alongside Regular Frederick, whom Naesala most likely won't dent, Sothe who will buff himself and his allies alongside debuffing his foes and Naesala who is placed a way from everyone else, so he can go into beast form. What makes this map so difficult is that the former three are all placed together where Sothe has the whole area covered with Ryoma and Frederick ready to follow-up on his attack and are far enough a way that Naesala nor his ally can even attack any of them without the aid of a Refresher and even then, that will leave your Naesala to the wrath of his other foes.
* Regular Panne's Heroic Ordeal suffers from a similar issue as Naesala (FragileSpeedster Blue Beast unit fighting units with reasonable bulk), but unlike Naesala, Panne has to content with Lewyn, who can casually kill Panne thanks to being perfectly setup to exploit her unit typing and stats, while also having to deal with the enemy Panne, who starts off alone and can transform and rush your team before you may be ready. The enemy Panne has Chill Speed, Spd 3, meaning if your Panne is the fastest unit, she gets debuffed, and if enemy Panne attacks your Panne, she'll likely easily kill her thanks to her weapons extra effect giving a damage buff against Cavalier type units, which Panne is classified as. Even Regular Eldigan, who Panne would have usually no problem with, has his full kit, meaning he can be a threat to your team if you aren't careful. The only unit who isn't is Virion, but he still can be a problem if you aren't careful thanks to Panne's low Defense.
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* Ullr's Mythic Hero Battle. Ullr herself is a problem with her having 63 HP, 67 Atk, 52 Spd, 28 Def and 16 Res on Infernal and 79 HP, 75 Atk, 60 Spd, 35 Def and 22 Res on Abyssal, not helped with her Holy Yewfelle giving -1 maximum special cooldown, and gives her +6 Atk/Spd during combat, ignores any field stat debuffs she has on her Atk and Spd and ignores skills that inflicts -1 special buildup on her per attack, all which activates if either she initiates combat or the foe is at 75% HP or above at the start of combat, alongside having Deadeye (which is already fully charged on Abyssal), and Yngvi Ascendant, which allows her to have any of her follow-up attacks go before the foe can counterattack and ignores skills that deny any of her follow-up attacks, but the main problem is the map layout, where your team is given limited movement option on the top left area thanks to the amount of forest and water tiles that scatter the map, and two bridges on the bottom makes approaching the enemy difficult while also making a chokepoint on either or both of them nearly impossible, not helped with the amount of ranged and flying units that both spawns with her and comes as reinforcements on later turn, as well as the Axe Knight that has D/R Near Save and the Cleric that will heal chip damage on their allies and debuffs the player's unit's Atk with their Sabotage Atk 3 right at the start of the map.
** Then comes her Limited Hero Battle in December 2022, where you're forced to use units from ''The Binding Blade'' and any unit that can take her out and also handle the other units are few and far between, even among premium units, and players that don't have Bridal Harmonized Catria & Thea, Groom Harmonized Roy & Eliwood or Ascended Idunn will have a hard time beating this map using other '''Binding Blade''' units.

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* Ullr's Mythic Hero Battle. Ullr herself is a problem with her having 63 HP, 67 Atk, 52 Spd, 28 Def and 16 Res on Infernal and 79 HP, 75 Atk, 60 Spd, 35 Def and 22 Res on Abyssal, not helped with her Holy Yewfelle giving -1 maximum special cooldown, and gives her +6 Atk/Spd during combat, ignores any field stat debuffs she has on her Atk and Spd and ignores skills that inflicts -1 special buildup on her per attack, all which activates if either she initiates combat or the foe is at 75% HP or above at the start of combat, alongside having Deadeye (which is already fully charged on Abyssal), and Yngvi Ascendant, which allows her to have any of her follow-up attacks go before the foe can counterattack and ignores skills that deny any of her follow-up attacks, but the main problem is the map layout, where your team is given limited movement option on the top left area thanks to the amount of forest and water tiles that scatter the map, and the two bridges on the bottom makes approaching the enemy difficult while also making a chokepoint on either or both of them nearly impossible, not helped with the amount of ranged and flying units that both spawns with her and comes as reinforcements on later turn, as well as the Axe Knight that has D/R Near Save and the Cleric that will heal chip damage on their allies and debuffs the player's unit's Atk with their Sabotage Atk 3 right at the start of the map.
** Then comes her Limited Hero Battle in December 2022, where you're forced to use units from ''The Binding Blade'' and any unit that can take her out and also handle the other units are few and far between, even among premium units, and players that don't have Bridal Harmonized Catria & Thea, Groom Harmonized Roy & Eliwood or Ascended Idunn will have a hard time beating this map using other '''Binding Blade''' ''Binding Blade'' units.



* The final map of Tempest Trials: Dark Clouds over Awakening. This map was an introduction on the new mode and its gimmick, and, due to EarlyInstallmentWeirdness, it was also notorious for being difficult on release. The map was designed with a two columns of walls, and breakable walls preventing your from attacking units other than the ones vertical of your units first. Beside ThatOneBoss Veronica, she is also escorted by a Melee Armored unit, a Melee Cavalry, and a Ranged Cavalry, the armored unit being closed to your starting position. It was ''who'' those units can be that was the problem: While the armored unit can be Draug, it could also be Effie or '''Hector''', the Melee Cavalry ranging from Gunter to ''Cain'' and ''Frederick'' and their Wings of Mercy, and the Ranged Cavalry can range from Cecilia to '''Reinhardt''', and as part of the early weirdness, on the highest difficulty, they had absurd levels of stat inflation, with even what should be small threats like Niles and Felicia becoming dangerous foes who would activate their specials and deal absurd damage. To put the final nail on this map, you have to play it ''over and over again'' if you wanted that Quicken Pulse Sacred Seal as early as possible and the extra Orbs beyond that, rolling the dice in the process on potentially facing those heroes above. It speaks volumes when many of the other Tempest Trials maps that follow this did not ended up here.

to:

* The final map of Tempest Trials: Dark Clouds over Awakening. This map was an introduction on the new mode and its gimmick, and, due to EarlyInstallmentWeirdness, it was also notorious for being difficult on release. The map was designed with a two columns of walls, and breakable walls preventing your from attacking units other than the ones vertical of your units first. Beside ThatOneBoss Veronica, she is also escorted by a Melee Armored unit, a Melee Cavalry, and a Ranged Cavalry, the armored unit being closed to your starting position. It was ''who'' those units can be that was the problem: While the armored unit can be Draug, it could also be Effie or '''Hector''', the Melee Cavalry ranging from Gunter to ''Cain'' and ''Frederick'' and their Wings of Mercy, and the Ranged Cavalry can range from Cecilia to '''Reinhardt''', and as part of the early weirdness, on the highest difficulty, they had absurd levels of stat inflation, with even what should be small threats like Niles and Felicia becoming dangerous foes who would activate their specials and deal absurd damage. To put the final nail on this map, you have to play it ''over and over again'' if you wanted that Quicken Pulse Sacred Seal as early as possible and the extra Orbs beyond that, rolling the dice in the process on potentially facing those heroes above. It speaks volumes when many of the other Tempest Trials maps that follow this did not ended up here.
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** When facing randomly generated enemies on the aforementioned maps, they copy the behavior of only attacking when they're in range, meaning that one should be extra careful when doing this in Hall of Forms, especially for the last map.
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* Ullr's Mythic Hero Battle. Ullr herself is a problem with her having 63 HP, 67 Atk, 52 Spd, 28 Def and 16 Res on Infernal and 79 HP, 75 Atk, 60 Spd, 35 Def and 22 Res on Abyssal, not helped with her Holy Yewfelle giving -1 maximum special cooldown, and gives her +6 Atk/Spd during combat, ignores any field stat debuffs she has on her Atk and Spd and ignores skills that inflicts -1 special buildup on her per attack, all which activates if either she initiates combat or the foe is at 75% HP or above at the start of combat, alongside having Deadeye (which is already fully charged on Abyssal), and Yngvi Ascendant, which allows her to have any of her follow-up attacks go before the foe can counterattack and ignores skills that deny any of her follow-up attacks, but the main problem is the map layout, where your team is given limited movement option on the top left area thanks to the amount of forest and water tiles that scatter the map, and two bridges on the bottom makes approaching the enemy difficult while also making a chokepoint on either or both of them nearly impossible, not helped with the amount of ranged and flying units that both spawns with her and comes as reinforcements on later turn, as well as the Axe Knight that has D/R Near Save and the Cleric that will heal chip damage on their allies and debuffs the player's unit's Atk with their Sabotage Atk 3 right at the start of the map.
** Then comes her Limited Hero Battle in December 2022, where you're forced to use units from ''The Binding Blade'' and any unit that can take her out and also handle the other units are few and far between, even among premium units, and players that don't have Bridal Harmonized Catria & Thea, Groom Harmonized Roy & Eliwood or Ascended Idunn will have a hard time beating this map using other '''Binding Blade''' units.

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