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"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.

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    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 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 each turn just to reach to the next one.
    • 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.
  • 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 deadly heroes that can easily sweep your entire team. Unlike Forging Bonds and Training Tower, you can only use a predetermined team with 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.

    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 Chapter 11 tries to bring back the Timed Mission deal in the first and last maps. Both maps require you to defeat all enemies in a set number of turns. Okay, not bad? Unlike some maps where going on a foe's range would let all of the foes attack - these two have it that you have to go on each of their range to make them attack, meaning that you're forced to take an aggressive approach. The fifth mission in particular is tough considering it includes Maribelle, someone who can't be countered normally. Just be thankful Olivia doesn't appear in this one.
  • 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.
  • Book III, 7-5. You have a dangerous setup of enemies that have the potential of killing your entire team. First off, Fallen Tiki is by herself and relatively close to your front, meaning she can just move without any issue and eradicate you if you don't have an armor smasher in hand. Keep in mind she has Distant Counter and is powerful against any kind of Dragons. She's also colorless too. Fallen Mareeta is also close to you, and is a more dangerous version of Karla and Ayra - you have to tread carefully if you want to take her out without a ranged attack. Then we have Fallen Corrin, who is armed with Sudden Panic, forcing the Panic status on your allies if they are next to each other - and she hits hard like a truck and fast. Fallen Berkut and Líf are not too tough, but the former is a Distant Counter unit if there are any allies next to him. Overall, you're dealt with a tough front of units that should be taken out individually, especially if you're trying to complete it on Lunatic for the extra orb.
  • Book III, 9-5. Every enemy save for Claude and Byleth are able to force doubles onto your units with their weapons, and those two are still liable to double due to their incredible speed. Almost every enemy on the map is also a massive pain to deal with - Claude isn't that bad thanks to a lack of team synergy making his weapon unable to trigger most of the time, but Edelgard is nearly impossible to fight with physical units if she's alone, Dimitri can dash across the map and take a huge chunk out of anything that doesn't resist him, and Byleth can rip through your units while nullifying almost all their skills with her Creator Sword. The boss, Líf, is a piece of work as well - in addition to packing Sökkvabekkr to give him a guaranteed double and stat boosts if an ally is nearby, he packs Heavy Blade to synergize with his huge attack and let him fire nuclear Bonfires like a machine gun, Desperation to let him abuse his guaranteed follow-up if he's been damaged prior, and Pulse Smoke to reset any specials that you were going to use against him. If you can't wipe them out quickly, they'll group together and create a formation that's nearly impossible to deal with without getting at least one of your units killed.
  • Book III, 10-5. As this is her final story map, Thrasir comes packing her strongest skillset yet along with a pack of extremely lethal allies. While Mercedes and the Sword Fighter aren't much of a threat, the former can still use Gravity+ to trap your units and allow her allies to swarm them, as well as heal her allies. Petra starts in proximity to her allies, which usually allows her weapon and Atk/Spd Form to activate and pump her stats through the roof - and she also packs Flier Formation and Ground Orders to not only surprise players with her mobility, but grant that same mobility to her allies as well. The main problems arise with Hilda and Thrasir: Hilda has terrifying offenses that allow her to instantly kill almost anything she touches while being downright impossible to double (not helped by her Null Follow-Up), along with being positioned alone so her weapon and Atk/Spd Solo go off from the get-go. Meanwhile, Thrasir herself packs high offenses, Swift Sparrow 3 to pump her offenses through the roof if she engages, Null Follow-Up to make her almost guaranteed to double with her high speed, and Odd Atk Wave to buff herself and her allies - and she still keeps Ífingr, which gives her omni-stat boosts while negating her foes' follow ups and OHKO-ing pretty much all dragons that try to tank her. The icing on the cake is that there are reinforcements: an Axe Fighter appears with Hubert (who packs lethally high attack, the Rauðrfox+ to debuff foes in combat, and Infantry Hexblade to make his allies hurt even more) when you kill the Sword Fighter, and the Death Knight (who can protect allies with Close Guard while punishing buffed units with his Scythe of Sariel) appears you kill Thrasir. Letting the enemies initiate on you is almost always a death sentence, but killing them all before they reach you is easier said then done.
  • Book IV introduces two boss characters who happen to be Dancers, meaning that most of the levels with them at the end are generally guaranteed to give you a bad time. The exceptions so far are Chapter 1 note , Chapter 5 note , and Chapter 6 note .
    • You fight Plumeria in Chapter 3-5, and her Dance skill works identically to Peony's. Her targets will gain an additional movement space, and Larcei in particular is VERY dangerous (her power is far greater than her mother Ayra, and on par with both Mareetas). Not only will her stats be through the roof thanks to her weapon and skills, she'll neutralize any buffs you have, and if you still have 'em, she'll hit you with Panic Smoke to turn them into debuffs. With her Repel turning her Spd into a shield, she's incredibly difficult to take down. This combination in particular can destroy your teams rather quickly.
    • If you're going for a perfect run, Chapter 4-5 can be painful. You'd have to watch out for TWO Dancer units in this one - Triandra and Nils. It's very easy to get caught off-guard here, especially when your foes are suddenly right in front of your face.
    • Chapter 7-5 throws in the Fallen Heroes to your face, and the only thing not making this one outright sadistic is the fact Fallen Lyon surprisingly isn't part of the entourage (compare Book III's version, where all of the Fallen Heroes were featured). Nonetheless Fallen Ike, Fallen Julia, and Fallen Corrin are all very hard on their own right, with Fallen Julia being capable enough to kill someone on your team if you're not careful. The fact Triandra's there means she could possibly give Fallen Julia a boost right to your front and score a kill.
  • Book IV Chapter 10-5. While Freyr is a Zero-Effort Boss, the other enemy heroes pick up the slack, with you going up against the Brave variants of Lysithea, Edelgard, Claude, and Dimitri, and they're no pushovers. Brave Edelgard is the worst one to face against due to her min-maxed Mighty Glacier stats and her synergistic skill kit. Finally, this is a Timed Mission, meaning on Normal you have 4 turns to rout the enemy, and on Hard and Lunatic, you've got 3 turns.
  • The final levels in the Paralogue Chapter, "The Start of It All", shows Young Caeda appearing out of nowhere alongside the other young heroes you fought in the previous two levels. The Lunatic versions of this level, especially if you're going for a Perfect Run (which you'll need if you want extra bonus orbs) is borderline sadistic ... and it's because of Caeda. Her weapon and skill set means you're going to need a very limited set of units to even hurt her, because she's super effective against all Sword, Lance, Ax, Colorless Arrows, and Armor (literally more than half of the playable roster) - but that's not all - she's equipped with Distant Counter - and her weapon is built with Vantage in it, and if it's any of those units she's effective against, she can counter first no matter what), and her other skill "Belief in Love" makes it so those attacking units get lower attack and defense. All this means your choices of countering her are even more limited to units who can attack twice such as Reinhardt or units that ignore counterattacks such as Dazzling/Wrathful Staff users and Firesweep attackers who ignore the counterattack altogether. Took her out? Nice, now you're probably overwhelmed by the other enemy units, including Minerva (who surprisingly for a Tempest Trials reward unit, is tough), the Whitewing Sisters (who happen to be a Duo unit this time around and can even pack a dent to the bulkiest of Green units), and Merric (who is also tough for a green unit), who will probably take out your unit that took out Caeda and possibly your entire team if you're not positioned well.

    Grand, Legendary, and Mythical Hero Battles 
  • Fallen Takumi's Grand Hero Battle map is considered by many the worst one out of all the Grand Hero Battles, 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.
    • 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 That One Sidequest.
  • 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 the ability to force a double 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.
  • Líf's Mythic Hero Battle is this on higher difficulties. First of all, your units are at the bottom of the map behind two breakable walls, so a few actions are needed to clear those two out in order to allow maneuverability for your units. Second, on Infernal and Abyssal, there is a Cleric directly above you equipped with Melancholy+, Fort. Def/Res, Chill Spd, Atk Ploy, and on Abyssal, Panic Ploy, meaning that they will be a pain in the neck to deal with and will more likely be shutting down your specials. Third, there is a Bow Cavalier that appears as a reinforcement that has Brave Bow+, Fire Boost, Lull Atk/Def, Rouse Atk/Def, and on Abyssal, Sturdy Blow, meaning that they will be punching holes into your tanks. Fourth, there is a Lance Cavalier that appears as a reinforcement that has Slaying Lance+, Heavy Blade, Lunge, Odd Spd Wave, Galeforce, and on Abyssal, Fire Boost, meaning that anyone they lunge into will be in direct attack of Líf, while if their Galeforce activates they will strike one of your weaker units. Fifth, there is a Green Fáfnir that has Rally Up Res+, Guidance, and on Abyssal, Aerobatics, meaning that they will be buffing allies while also allowing Líf to warp to them and blind sight one of your units if you're not careful. Finally, Líf has his Open the Future ready and has inflated stats that make him a Lightning Bruiser, and worst of all the map is set up so that there is guaranteed to have at least one of his allies be within 3 spaces of him to activate his Sökkvabekkr to boost his stats more and guarantee that he has a follow-up attack. In short, this map is brutal with the main reason being one problematic unit appearing each turn that you have to handle fast.
  • 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.

    Tempest Trials 
  • 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 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 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.
  • The final map of Tempest Trials+: Ever Two Halves has a horrendously awkward layout. You see the canals below Brave Veronica's position? Unless if you're looking at it really closely, you won't notice them at first glance and see that all of your units are boxed in at a small space on the top side of the map (unless if you brought a flier team with you). There's also some Halloween decorations spread throughout the map which cannot be passed through at all. The units include Halloween Fallen Female Grima (considered a That One Boss herself), a melee Flier, a ranged Cavalry (good luck if said Cavalry has bows), a ranged Infantry, and a melee Cavalry. If you're not using Halloween Ena from the rewards as your tank, have fun surviving!
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    Heroic Ordeals 
  • 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 smilar issue as Naesala (Fragile Speedster 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 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.
  • 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 Regular 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) 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, moves at a snail's pace, doesn't have enough Spd to reasonably double anyone on the enemy team and not enough mobility to both attack and evade all incoming threats.
  • Regular Edelgard's Heroic Ordeal. The map has you face Regular Edelgard, Regular Ylgr, Hana, and Regular Mist. Of them, Mist is the only one that isn't a threat to Edelgard due to how slow she is and her weak stats. However, due to the maps setup, you will be forced to have your units move into range of both Edelgard and Ylgr, which allows Ylgr to use her weapons effect to not only gain extra damage because of her high speed, but also debuffs Edelgard's defenses, which is a major problem for your Edelgard because of her Mighty Glacier stats and kit. If you survive Ylgr, the enemy Edelgard will move in and attack, making it very likely she'll kill anyone she attacks save tanky red units. Even if you succeed in beating the combo of Ylgr and Edelgard, the real threat of Hana will arrive. Due to Hana's absurd Fragile Speedster stats and high attack thanks to both Life or Death and her unique weapon, your Edelgard will likely just get killed in one hit unless your Edelgard has a special ready and can launch it before Hana can attack.
  • Valentines Silque's Heroic Ordeal. The map has you fight Valentines Silque, Amelia, Soleil, and Lukas. To start with, Amelia is right in front of you when you start, and while her Resistance is low, she has a high Speed stat, and with Silque having a terrible Speed stat, you are forced into a very awkward way of fighting Amelia. If you try to attack head on, Amelia can just tank the hit, then use her turn to attack, potentially killing Silque right then and there, or you can try to tank her hit, but this requires high tier investment as while Silque is tanky, she's not super tanky. Plus Amelia has Sacred Cowl and a Slaying Axe, meaning if you somehow attack twice, she'll reduce the second attack and take little damage, while the enemy Silque can easily heal her and potentially undo any damage you did. If you somehow get past Amelia, Soleil has the same issue, but since she has a Firesweep Sword, you can't simply try to tank and counter with Close Counter like you can with Amelia. The only characters who are easy to handle are the enemies Silque and Lukas, but both can quickly ruin your plans if you aren't careful. Oh and like Winter Eirika, Valentines Silque will also grant a triple boost to one of her allies, based on who's the fastest. It's a map practically requiring a Dancer to win and stands out as a very tedious map.
  • Forrest's Heroic Ordeal. The map has you face Regular Elincia, Ranulf, and Regular Fiora alongside Forrest, all will most likely kill your Forrest in one round of combat, and what's worse is the map is specifically made to trap your units at the bottom side of the map thanks to a line of horizontal trees with only one tile of entry for your units to exit, which both fliers will gladly ignore as they advance. Ranulf has Rally Atk/Def+ and Chill Atk, Elinica has Death Blow and Amiti to make her attack twice in one attack if she initiates, and Fiora has her Guard Lance+ and Pegasus Flight to make use of her high Res just to make things more annoying, with the opposing Forrest healing his allies if they have taken damage or attack one of your units with Panic+ to turn your field buffs against you, making you either needing to take them out in one round of combat or Shoot the Medic First and be trapped against 3 strong units in the process. At the same time, you're stuck with a healer that will not make a follow-up attack without assistance thanks to his low Spd and is up against two enemies that have high Res, one with good Res, and one with poor Res, which Forrest needs to KO at least two of them to get the Dragonflowers.

    Others 
  • Arena and Arena Assault:
    • 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.
    • 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.
    • The map with four defense tiles on the middle of the map. Rushing to the defense tiles would leave 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.
  • Special Training Maps:
    • Special Training: Magic. 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.
    • Special Training: Melee. On paper it looks like a fairly easy one to level up on; the units consists of melee units and archers, and while they hit a bit hard, they can be easily baited with a sturdy enough unit or a unit with Vantage. However, for some reason, Dragon units were included as well, making it awful for leveling melee units because most lack high enough Resistance stats to survive a hit from a Dragon. Not only that, but the inclusion of fliers means its possible for a unit to be blindsided by a weapon triangle advantage and a Dragon on the same turn.
  • Allegiance Battle:
    • 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.
    • The desert map with the large mountain on the lower half of the map. The main reason is that your team is separated into two teams of two who spawn at the left and right side of the mountain, meaning that getting them together is hard enough where the main accessible area is underneath where the enemies spawn, and the trees on the bottom of the map means that only fliers will have unrestricted movement getting together and that cavalry units must go through the top. To get the perfect score in this map is even worse with trying to set up your units to KO the right enemies on both sides, while the enemies spawn right under you if you also take out too many of them as well.
  • Tap Battle: "Wings Carry Me", the Illusory Dungeon based on Tokyo Mirage Sessions ♯FE, is surprisingly vicious. The big problem is that while most Illusory Dungeons save the triple-digit note levels for the very end, this one comes right out with them on floor 20 with a 121-note level, and each boss floor only gets worse from there; floor 40 is 162 notes, floor 60 has 140, floor 80 has 168, floor 100 has 191, and the extra stages have 101, 157, 205, and 200. That 205 is the standing record for most notes in a single level.

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