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Many units Grand Unit Hero and Legendary Hero Battles, some are brutal, some others can go by with a breeze with the right setup.


Grand Hero Battles

  • With the arrival of skill inheritance, the Grand Hero Battle against Michalis was significantly easier than previous maps. It helped that there was an early bird event that gave everyone a few extra days to prepare if they couldn't complete it in the 45 minutes it was open. The main gimmicks of the map revolve around Michalis' flying flunkies, which provide him substantial buffs thanks to their Fortify Fliers passive. Eliminating them makes Michalis himself much easier, but trying to draw them out can be problematic since they also have Draw Back. If you give them the first attack, Michalis will move in himself and finish off whoever you used as bait. This forced players to either preemptively eliminate one of the fliers, or bypass them entirely and focus on the ground units first. Opting for the latter ruins Michalis' formation, making the rest of the map relatively easy pickings. It should be noted that Michalis himself has Iote's Shield, which neutralizes his inherent weakness to anti-flier weapons. However, he still has incredibly low Resistance, making him easy pickings for practically any mage. Not to mention he doesn't have any magical units in his group, meaning any incredibly bulky units could potentially solo the map by themselves.
  • Regular Zephiel's Grand Hero Battle is arguably the easiest out of all the Grand Hero Battles. The map contains two mages, two knights, and Zephiel himself. Their formation makes it very easy for your own mages to bait out the enemy mages and kill them before they can do the same to your mages. In addition, since all the other enemies are knights (Who have 1 Mov), you could attack them from a distance and be able to move out of the way with a Dancer or an assist skill. The knights can also be easily locked into a Draw Back loop that prevents them from boxing in your party, further taking the edge off of the difficulty.
  • Lloyd's Grand Hero Battle. The enemies' placement and skills allow you to fight them one at a time, and there's a convenient chokepoint to prevent yourself from being overwhelmed as long as you take out the flier with either a decent bowman or a powerful flier of your own. The Lance Cavalier also has a tendency to use his Reposition skill, which inadvertently helps you by putting some distance between your team and whoever they Reposition, further stopping you from getting overwhelmed.
  • Linus's Grand Hero Battle is a sad joke. Due to the way the level is set up, Fjorm can easily demolish the two guys on the left with no trouble, allowing you to take on the other foes one or two at a time. Linus himself doesn't have the offensive prowess to pose a real threat to a decent swordsman, and he ultimately makes just as disappointing of a showing as his older brother.
  • Jamke's Grand Hero Battle certainly fits the mold, having succeeded the introduction of Abyssal-difficulty Legendary Hero Battles and other recent Grand Hero Battles with craftily placed enemy reinforcements (e.g. Walhart). Jamke's battle can get tricky mostly due to the fact that there are a lot of woods, making it hard for cavaliers to traverse. However, a well optimized flier or armor team can easily cut through. Even the Infernal variant is easier than that of some other Grand Hero Battles, as it only adds a Sword Cavalier with an Armorslayer. The only real threats to the player are Jamke himself, who always starts with Astra ready to fire off no matter the difficulty, and the Axe Knight with Bold Fighter.
  • Naesala's Grand Hero Battle. The middle of the map has a very convenient chokepoint for any bulky unit to take advantage of (especially red Distant/Close Counter units like Legendary Ike), and the fliers who try to circumvent you on the left side (including Naesala himself) can be shot down by any halfway decent archer with a Brave Bow (ex. Gordin). What makes this even more laughable is that on the hardest difficulty, Naesala is seated right next to a Blue Cavalier, making it so he can't utilize his full beast potential on the first turn.
  • Kempf in his Grand Hero Battle simply cannot back up his planet-sized ego with results on the battlefield. His minions all march down a narrow corridor into your waiting blades, he doesn't outflank you, and as long as you have a decent healer and don't overextend yourself he's a cakewalk. As an added insult, he gets dunked on by his eternal rival Reinhardt.

Legendary and Mythic Hero Battles

  • Compared to other Legendary Hero Battles, and somewhat ironically given her Game-Breaker status, Legendary Azura's Legendary Hero Battle is far less brutal than any of the ones that preceded it. The intended gimmick of the map was for Azura's ally units to take advantage of her powerful refreshing and buffing skills to swarm you, but to achieve this means Azura starts in a rather easy-to-reach position, making it possible to take her down on the first turn. If you pull this off and Azura's assailant survives the enemy phase, the rest of the map is just a long line of cannon fodder.
  • Duma's Mythic Hero Battle would be a much, much harder map if it weren't subject to a terminal case of A.I. Breaker. Your units start out separated by a breakable wall, but if you run fliers and have some movement tech, you can ignore the wall entirely by flying around it. Enemies will only attack breakable objects if they are along the path to your units - but only if a path exists, and according to the AI leaving the wall intact means there is no path for land-based units, even if they could make one by breaking the wall, which they won't do if it isn't in attack range. Duma and his land-bound friends on the other side will just not move because they have no obvious route to your units, letting you take your time with your side of the map. Even better is that most of the enemies on the non-Duma side are fliers, of which only one has Iote's Shield (and it's the Squishy Wizard to boot), so a sufficiently powerful Bow unit trivializes the legion of Fáfnirs that provide most of the map's difficulty.
  • Legendary Alm joins the table of Game-Breaker Legendary/Mythic Heroes that have easy battles. While Alm is really strong on player phase, this comes at the cost of his allies being subpar; compared to the Cleric with the Panic staff (refined for Dazzling Staff in Abyssal) and Alm himself, none of the other enemies are remotely as threatening. As long as you stay out of their range (or just KO them immediately, though this is easier said than done for Alm) and don't get blindsided, this map is simple enough.
  • Legendary Eliwood looks very intimidating at first, having skills that grant Bonus Doubler and several +6 stat buffs to whichever ally has the highest Atk, and with many of his allies being tied for the highest Atk, they all get the buffs. This sounds really scary until you realize that this means they are all very vulnerable to the Panic debuff, which flips their positive buffs into negative ones and negates the Bonus Doubler buff as a result. A healer with Dazzling Panic and a competent super-tank to defend them makes the deluge of enemies far easier to handle than some previous LHB maps - just watch out for Eliwood himself, who has a Blazing Flame AOE special pre-charged on higher difficulties. This is unfortunately rendered moot if you don't have a competent super-tank, which causes Eliwood to take a headlong dive into That One Boss territory.
  • Sothis is a sharp drop in general difficulty compared to previous Legendary/Mythic fights. Her attempted game plan is to pin you between her starting allies and a pair of Knights that spawn on your starting point on Turn 2, which both have Armor March, Wary Fighter and an Armorsmasher and Brave Axe respectively. Trouble is, her starting allies aren't too tough on their own, and Sothis' surprise Turn 1 Sirius isn't all that impressive if Wrath isn't up. It's entirely possible to park your best tank at the foot of Sothis' throne and beat back all of the enemies at once, even on Abyssal where such a strategy would usually be suicide.
  • Thrasir's Mythic Hero Battle is shockingly easy due to how her map works. Her reinforcements do not spawn on their own, but instead are pre-determined by which of her starting allies you kill, whom do not start out aggressive when beginning the map. This is a departure from previous Legendary and Mythic Hero Battle maps where the enemies approach you immediately and the reinforcements are determined by the turn number, so in this case you have a chance to move around the map and prepare an attack plan. As for Thrasir herself, she actually ends up somewhat easier on Abyssal: her Thief ally on lower difficulties had higher Spd than her, so she couldn't be nerfed with the Chill Spd skill, but on Abyssal their Spd stat is tied and they can both be debuffed at the same time. Thrasir is also incredibly frail versus physical damage, so you likely won't have to hit her more than twice.
  • Despite the fact that Legendary Sigurd introduces himself as the first 4-movement unit (and due to the Special charge, he'll always have that movement range), his battle is surprisingly easy, even on Abyssal, especially compared to Dagr. He doesn't have a Distant Counter weapon unlike most fights, and the map is a lot more open that you have a lot of room to move around in. He also doesn't attack immediately unless provoked (which would've been a nightmare) until a few turns in, giving you time to take out the other threats, especially if you're using a Dancer, Ranged, and/or Galeforce unit. However, if you're not prepared for him, things can get ugly really fast.
  • It's widely considered that Yuri's Legendary Hero Battle is one of, if not the easiest Legendary Hero Battle to complete even on Abyssal. The enemies that are found all over the map are usually spread out and are not too difficult to kill, as they have little to no powerful skills to trip up your units. Additionally, because Legendary Yuri is a Fragile Speedster with very high offensive capabilities, all it takes is a reliable unit to turn him into paste. His Foul Play and +1 extra movement also don't do him any favors, as he will either too close to your units and ultimately be at their mercy, or will actively move away from your team, leaving you to take down the reinforcements before he approaches.

Others

  • While not a level, the GHB Elite 2 quests involved you using heroes with specific blessings conferred to them rather than heroes with specific movement types. The fact that you can just give the appropriate blessings to the team you used to clear a specific Grand Hero Battle, rather than completely change your team composition, made these quests far easier than the first ones. It helps that blessings have been somewhat generously given out, as well as the fact these quests only require a Lunatic clear rather than an Infernal clear like the first set of GHB Elite quests.
  • The enemy placement in the final map of Tempest Trials+: Heating Things Up afforded the player a lot of breathing room. A mage could snipe the armor before (s)he can do a thing, and have an ally move the mage out of the cavalry enemy's path. The ranged infantry at the far right could be baited by whoever can tank him/her, and the aforementioned cavalry as well as Hot Springs Sakura and the other flier are far enough from the player's units that the player didn't have to worry about them too much. This is especially notable with Sakura and the other flier, who were tucked all the way at the back of the map. Sakura was even impeded by a wall in the form of a pile of buckets, whereas the only thing in the other flier's path is a tree, which (s)he could easily traverse over.
  • Tempest Trials+: Daughters of the Black Fang was similar in ease due to its enemy placement, especially since Harmonized Linde couldn't overwhelm players due to where she started. An archer could easily take out the melee flier nearest to the wall, though the archer needed to be moved away so Harmonized Linde didn't take him/her out, too. The melee armor could also be dispatched with as little problem. Once those particular foes were out of the way, the player only needed to wait for Linde and the other two (a ranged infantry and another melee flier) to pour in so they could be handled accordingly.
  • Many Bound Hero Battles (yes, this even applies to the Surtr and Muspell battle too) have been quite easy to take on as long as you had a well set-up team with you, especially compared to the Legendary/Mythic Hero Battles (which have Abyssal difficulty while the Bound Hero Battles all had Infernal at most). In particular, almost all of them have no reinforcements meaning you don't have to worry about getting sidelined.
    • Special mention goes to the aforementioned Surtr and Muspell battle, as both of them were notable bosses in their own rightsnote , yet they and the other enemies, even on Infernal, were very easy to bait and/or snipe as long as you had a relatively solid team to take them on. Even Surtr himself is a complete joke as long as you have a decent ranged counter for him, as he doesn't carry Distant Counter and his Sinmara only activates if you're within his attacking range.
  • The Hall of Forms with Dimitri, Claude, Edelgard and Hubert (all from Three Houses) was immediately considered one of the easier Hall of Forms when it first ran. All of its units were released after those who were previously featured in the game mode, most of whom were released in either Book I or II, and none of them were Armored units, which require specific skill kits to be effective. There was also variety in this batch of Hall of Forms units, as they were one of each color, and consisted of two ranged and two melee units note . There are no enemies from after Book II either, so your units had higher base stat totals than the enemies. Hall of Forms enemies being from later Books and hence having higher BST's than ''your'' units was a huge issue before enemies were limited to units from Books I and II. A similar case occurred with the Tokyo Mirage Sessions pack (everyone except Itsuki) immediately following afterwards, as everyone there had Book IV stats, and each unit was even the same weapon type as those before them. Therefore these units were able to pull their weight as well, even if players were saddled with an Armor unit.
    • The third Three Houses lineup with Brave Dimitri, Brave Edelgard, Brave Claude, and Brave Lysithea (all of the Choose Your Legends 4 units) has been immediately noted as one of, if not the easiest ones. Much like with the aforementioned lineups, there’s variety in the weapons and movement types of the units, and all four of them are Book IV units with optimal statlines. But what truly pushes things over the top is that all four of these units have refined personal weapons which are considered to be some of the most broken refines in the game. All the player needs to do is get their refined personal weapons, which have an increased chance of appearing over the inheritable weapons, and they can breeze through the rest of the maps without breaking a sweat.
  • Limited Hero Battles featuring Legendary or Mythic bosses are usually That One Boss, and as Yune was already in that list without barracks selection being gutted, you wouldn't expect to find her Limited run on this page. Sadly for the Chaos Goddess, she had the hard luck of rolling Three Houses for her map restriction; partly in thanks to Choose Your Legends 4, there is no shortage of powerful Three Houses units that players will have, many of them powercrept well beyond the point where Yune is a threat. There have even been cases of players using Legendary Dimitri soloing Abyssal mode.
  • Limited Hero Battles with the Engage restriction have been notoriously tough due to the sheer lack of free Engage units, as seen with Tibarn & Nailah's Bound Hero Battle and the downright sadistic Fomortiis & Gotoh's Mythic Hero Battle. The next Hero Battle map to have the Engage restriction after those two maps is Arvis's Grand Hero Battle, and it's an absolute breeze to sweep by comparison. Not only is this a very old map with enemies that have long outdated kits, but even on Infernal difficulty, there are only five enemy units that start on the map, and they all start very close to the player's position. This makes beating and/or soloing this map in 1 turn very easy, even with just the free Engage units with Male Alear, Lumera, and Zephia.


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