Follow TV Tropes

Following

That One Level / Fire Emblem Heroes

Go To

"That commotion can only mean that things have begun... That means it's my turn to take the field."
The Black Knight, being the major factor why Book I Chapter 13-3 is such a pain

Some of the maps in Fire Emblem can be a tad too difficult for players to handle, and this game is no different, with Trial-and-Error Gameplay being one of the main reasons. However, with the combinations of enemy heroes and their skills being within certain maps, some levels stand out more than others.

Advertisement:


    open/close all folders 

    In General 
  • There are a variety of factors that would make any map That One Level, but they need to be beyond the standard of either difficulty or annoyance of that map type. Even using a team of Game Breakers might not be enough to guarantee a win on these maps. Since Hero Battles and their variants requires a No Casualties Run 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 Missions 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 of Hold the Line 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 No Casualties Run 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 to survive to reach the next turn.
    • Crossing with That One Sidequest, 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 Anti-Armor unit potentially hard countering your all-armor team.

    Story and Paralogues 
  • Book I, 11-3 is particularly notorious, as it splits the player's team into two, separated by a mountain, with a swarm of enemies of all kinds of weapon types chasing the player down. The only saving grace is that the player's units start near some defensive tiles, which are practically necessary to survive, but it can still be overwhelming.
  • Book I, 11-5 is another 6-turn time limit fight. The player faces off against Celica's team of mages who are all standing on four defensive tiles, while Bruno is nearby to gun the player down. While Bruno is easy enough to take down, trying to defeat the mages within the time limit will prove to be quite difficult. The four not only stand on defensive tiles, but they have all sorts of buffs like Boey and Mae's -Owl tomes boosting their stats greatly, Celica's Distant Def deterring ranged attackers, and both Celica and Boey boosting their allies' Def with their C skills. Genny augments her team's offense, can heal her team up, and can also pack a punch thanks to her Wrathful Staff skill. These mages are surprisingly sturdy and are quite powerful. It will take a lot of doing to either bait them out of their formation or outright defeat them while they're on the defensive tiles.
  • Book I, 13-3 is a defend map where the player has to face off against waves of enemies, with reinforcements spawning to gun the player down. The map itself is also somewhat cramped, with narrow paths all around. The Black Knight shows up from the house in the middle, and he's invincible on account of the Embla's Ward. His Wings of Mercy means the player must not leave any enemy units weakened, or they may get blindsided by him. His Black Luna pierces through 80% of a foe's Def, and on higher difficulties, it's immediately charged. It may be tempting to place a unit at the house in an attempt to block the spawn point, but that is ill advised, as the Black Knight will just spawn one space below, trapping that unit. The map forces the player to go on the offensive and work with the little space available, all while avoiding a deadly confrontation with the Black Knight.
  • Book II, 12-5. The enemy positioning isn't unlike what you'd see in a Grand or Legendary Hero Battle, and unlike them there are several named Heroes on the enemy side bringing their special weapons. Not helping matters is that the boss of the map is Loki, who has finally dropped all pretense and went straight for Dazzling Staff in her B slot to supplement her weapon's in-built Wrathful Staff (and prioritizes hitting you from across a magma river for good measure). On the other end of the map is new hero Lewyn, who demonstrates exactly why everyone was afraid he'd be a Game-Breaker with his Forseti tome and Special Spiral skill to machine gun his specials, and is paired with a Sword Flier that has Spur Atk/Spd to make him even meaner (and has huge Speed along with a Zanbato if you try to instagib Lewyn with a Cavalier). And standing in range of both of them is Silvia, a dancer that comes with a skill that further increases their already-titanic Speed stats (on Lunatic difficulty, Loki can hit up to 48 if her Brazen Atk/Spd skill activates, while Lewyn hits up to 50 if the Sword Flier is beside him). And you can't bait them out either, you must enter their attack range before they will move, making it a choice of dealing with Loki's non-counterable damage or Lewyn's rapid-fire Glimmers first.

    Grand, Legendary, and Mythical Hero Battles 
  • Fallen Takumi's Grand Hero Battle map is considered by many the worst one out of all of them, and that is fitting due to this map being a reenactment of the hardest map of Conquest. Not only do you start in a tight position next to two breakable walls with 2 durability to delay you, there are also trenches to stop you from using Ranged Cavaliers to snipe out the Clerics equipped with Dazzling Staff, and reinforcements start spawning on the edges of the map. And that's not getting into the bosses themselves: On turn 3, any enemy within the 3 columns they're in the center in will take 10 damage and receive the Panic status, and the two of them are in the center 2 tiles, meaning that the damage area overlaps, with the two columns they're in will deal 20 damage to anyone there, and the blind spots are at the edges of the map, where the reinforcements spawn. It's either a race to get to the safe areas as fast as possible while eliminating everyone but the bosses in the process, or a rush to eliminate the bosses as fast as possible while also managing all the other enemies in the process, or just eat the 10~20 damage and just hope that your heroes are durable enough to take a beating and recover after turn 3.
  • Legendary Eirika is this on higher difficulties. The map forces your units in a tight area, with little room to maneuver, but it's where defeating certain enemies who are at the start of the map is where thing get more complicated. Eliminating the Lance Fighter will spawn a group of enemies that in the hallway south of your rather restricted starting point: a Blue Cavalier with a Bladetome sandwiched between two other cavaliers each with Hone and Fortify Cavalry, so you're force to take them down immediately and potentially be out of position in the process. Eliminating the Red Cavalier spawns a certain Axe Cavalier, and that Axe Cavalier is designed to do two things: Lunge one of your allies, and be durable enough to survive and activate Lunge, swapping places with the target and often dropping them right in front of Eirika, who has her Lunar Brace-powered Moonbow to take all but the most durable Blue units down, and even that's a tall feat with the Axe Cavalier more likely putting a dent in your Blue unit first. While using a Blue ranged unit with Swordbreaker to attack Eirika over the wall will put a dent in her, she has Deflect Magic as her Sacred Seal, meaning that you need more than one attack to take her down.
  • Legendary Eliwood is this on higher difficulties. First off, your units are separated into two teams, meaning it's difficult to setup your position while every enemy will rush straight towards you, with enemy reinforcements coming every turn until the fifth one. His gimmick is giving one of his allies +6 Spd/Res with his Rally Spd/Res+, giving his ally with Ardent Durandal the highest Atk Bonus Doubler (which gives Atk/Spd/Def/Res during combat equal to the same value of their field stat each) and, if there is a dragon or beast ally as well, +6 Atk/Def to the ally with the highest Atk with Vision of Arcadia at the start of his turn, both of which ignore Eliwood himself, which is actually a bad thing. The problem is that if there is more than one ally with the same highest Atk, all of them gain those buffs. On the lower difficulties, there is only one or two of his allies have the highest Atk, and there is no dragon or beast at the start of the map, but one Manakete spawns on a later turn to activate Eliwood's Vision of Arcadia, giving players enough time to take Eliwood and his goons out while they don't got the crucial buffs. On the higher difficulties? 4 of his allies have the highest Atk, and an enemy Manakete is at the start of the map, meaning that Eliwood's Vision of Arcadia will activate as well, meaning all 4 units will gain +6 Atk/Def and Bonus Doubler, meaning in combat they actually have +12 Atk/Def, and if he Rallies one of them, they have +12 to all of their stats, and all reinforcements but the healer have the same high Atk, meaning that they will receive the buffs as well. Finally, Eliwood has much more Atk than his allies, meaning both his Blazing Flame will deal colossal damage to anyone he attacks, and that he will be the target of Chill Atk 3, and not at the other high Atk enemies which would be made lower than the Manakete's Atk if it would activate on them instead, while Eliwood is equipped with Chill Atk himself to debuff the Atk of the player's hardest hitter on his turn.

    Tempest Trials 
  • The final map of Tempest Trials: Dark Clouds over Awakening. This map was an introduction on the new mode and it's gimmick, and, due to Early Installment Weirdness, 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 That One Boss 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 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.
  • The final map of Tempest Trials+: Familiar Faces, whose setup can be a pain in the Askr. The boss unit, Halloween Henry, is always adjacent to another random armor unit (that is neither seasonal, Legendary, or a Grand Hero) and equipped with Armor March, meaning that both he and that armor unit can move towards your units more quickly. It's up to RNG to decide whether the armor unit is someone that can be easily handled with a color advantage, or if the armor unit is a powerful Distant Counter user like Hector, Zelgius, Male Grima, or Hardin.
  • The final map of Tempest Trials+: Life is But Fleeting, can be a very tough one, and because of a similar reason for Halloween Henry's. Winter Fae, an Armor March unit, is always adjacent to an Armor Unit, and as usual, the Armored Unit can either be easily dispatched or can be a powerful Distant Counter unit. However, unlike the last one, Surtr is added to the mixnote , and his Sinmara and Surtr's Menace have vicious area of effect abilities against his foes. Fae herself is no slouch though, boasting an incredibly high stat total (about the same as Halloween Myrrh and Legendary Tiki), and her bulk is through the roof, meaning she can take quite a beating before going down. Fortunately, most of the other forces in the back are rather easy to deal with considering their weaknesses, and will usually just use their Rally skills instead of actually attacking.
Advertisement:

    Heroic Ordeals 
  • Naesala's Heroic Ordeal. While Ryoma is manageable, he's fought alongside 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.
  • Winter Eirika's Heroic Ordeal. On the map are 3 melee fighters, already rendering Eirika's innate Dazzling Staff worthless and without the right equipment, she is unlikely to double and KO any of them. The melee fighters themselves are Bartre, whom wields his Axe of Virility (which is effective against armored units) and has enough strength to likely KO Eirika in one hit, Abel who will at least deal some damage to her with his Brave Lance and Exalted Chrom, whom both wields Chill Def (so your highest Def tank will lose 7 Def when the enemy turn starts) and the Sealed Falchion and with the highest attack, will gain Eirika's Opening boosts, which more than makes up for her not being able to keep up with everyone else as they more than likely swarm your Eirika and her ally. At the same time, you're stuck with an Armored Healer that's a Mighty Glacier that moves at a snail's pace, and that means not enough Spd to double anyone on the enemy team, and someone not having enough mobility to both attack and evade all incoming threats threats, and as a result someone not good enough to take any of them down without a large amount of assistance.

    Others 
  • The Arena Map with the two vertical walls with 4 breakable walls 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 dancer 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.
  • Among the Special Training maps, Special Training: Magic is especially problematic. While a map full of armored units would normally be perfect for training mages, on Hard and Lunatic difficulties some of them come with Armor March, making leaving groups of them alone a liability. This requires either defeating them in a specific order or fielding multiple mages to quickly take them down, which runs atypical to how units are normally trained.

Top

Example of:

/
/

Feedback