Map

Camus
Camus

Camus: Sable Knight

Oh, Camus, how we’ve hoped and prayed for you to come back to us! As yet another returnee from Grand Hero Battle purgatory, Camus graces us with his knightly presence -- and has quite the entourage in tow. Like most of the older Grand Hero Battles, Camus’ map features no reinforcements, but don’t take that to mean he’s a pushover. Between the troubadour with a reduced cooldown Miracle and Rehabilitate, cavalry buffs galore, effective weaponry nullification abounds and foes carrying Pass (of all things!), it’s possible that you’ll find that despite Camus’ noble appearance, he’s the type to fight dirty. Don’t expect to bring Gerome and steamroll this map -- you’ll have to work harder than that to win.

That doesn’t mean all hope is lost, though! With careful exploitation of the AI, some seals, and, of course, copious amounts of patience, Camus will no doubt fall to the troops under your command. This battle may be hard to brute-force, but it’s far from impossible. With enough experimentation, you’ll no doubt find a strategy that works for you.

Who To Choose

As is generally true of Grand Hero Battles, the individual units used is very important as they will primarily inform a strategy. There are a few routes one can take depending on what units are personally available, and, of course, adjustment based on the units one possesses is always a possibility.

Baiters

Although you may want to get this map moving initially with a strike and retreat method, it’s advisable to bring a baiter of some sort to have a mixed-phase presence.

Armors such as Hector, Valentine Hector, Zelgius, and Winter Tharja are able to hit hard very upon counterattacking, especially if they’re making use of Quick Riposte or Vengeful Fighter. Cavalry tanks like Sigurd, EldiganXander, and Camus perform particularly well with Fortify buffs. Nowi, Young Tiki, Adult Tiki, Fae, Myrrh, Male Kana, Female Kana, and Fallen Robin all boast decent mixed defenses. Legendary Robin is also a potential choice, but may struggle due to her lack of color advantage. Great F2P options include Black Knight, who can counterattack at any range and carries the powerful Black Luna, Legendary Ike, who natively sports Warding Breath which boosts his Resistance and grants him cooldown reduction, and Fjorm, who is able to tank the mages with her high Resistance and her exclusive Special, Ice Mirror.
 

Legendary Ike Screenshot
Legendary Ike is a great baiting option due to Warding Breath granting him additional Resistance and cooldown when he is attacked. His ability to counterattack at-range and in close quarters -- along with Quick Riposte -- also grants him a few key KOs.

Strikers

Archers are powerful strikers that can either finish off foes on their own or provide an assist. In particular, however, Brave Bow users can be incredibly potent on this map due to their ability to overpower and finish off any foes your tanks may otherwise struggle with. New Year Corrin, Brave Lyn, WF Hinoka, Bridal Cordelia, Klein, and Setsuna are potential strikers you may want to use, with a special mention going to New Year Corrin and Brave Lyn given their F2P status.

Alternatively, melee Brave users are able to hit foes twice without retaliation, and may even quad hit if they outspeed an enemy. Cherche, Cordelia, Hinoka, Elincia, and WT Reinhardt are all great Brave users who can make excellent use of class-specific buffs. Finn is a great F2P option who would work particularly well in a cavalry team.

Brave and Blade tome wielders can also serve to be useful if your team composition provides them with the appropriate buffs, though speedy mages can also be effective strikers. Tharja, Reinhardt, Tailtiu, Linde, Nino, and WT Olwen are potential options here, especially if they are equipped with a Breaker skill to add to their coverage and are accompanied by a buffbot like Eirika or Ephraim. Nino and WT Olwen are of particular note due to their weapons triangle advantage over Camus himself -- with the enough buffs, they should be able to ORKO him.

NY Corrin Screenshot
While NY Corrin is far from the best striker, he’s still able to provide assists, attacking at-range to finish off foes and afflict the enemy team with damage dealt from Savage Blow.

Dancers

Dancers help provide support, may even have a decent offensive presence themselves, and can usually tank a hit or two, if need be. Olivia, Performing Olivia, Performing Inigo, Performing Shigure, Performing Azura, Azura, New Year Azura, and Ninian all give the refreshment that high-firepower units need while also possessing the ability to provide an assist to KO an enemy.

Healers

While not generally a great choice over units who can deal heavy damage or dancers, Healers can be incredibly useful in this Bound Hero Battle due to their ability to provide valuable healing to your tanks. Genny, Priscilla, Elise, Nanna, Wrys, and Lissa are potential additions to a team that may serve you well on this map.

Strategy

Strategizing for this Grand Hero Battle shouldn’t be too challenging due to the absence of reinforcements. While it can be difficult to exactly predict what will happen due to IV / Merge variance, here’s some general tips to get you started.

Charge and Retreat

Looking at this map, there’s two immediately obvious places to bait -- the leftmost bridge and the rightmost bridge. With enough buffs, either of these positions will work, though you’re most likely much better off striking and retreating to save your units the pain of weathering multiple attacks in a row.

It should be noted, however, that striking and retreating with any ranged cavalry unit gives you a valuable opportunity to KO Camus outright, especially if they deal magic damage and carry Lancebreaker. Given the potency of cavalry buffs and Camus’ ability to counterattack at any range, it’s a good idea to try to get him off the battlefield as soon as possible. If you can’t (most likely due to needing to target his higher Defense), no need to worry -- applying a wide-ranged debuff with your chosen striker through use of a Smoke skill can cause the enemy to focus their energy in all the wrong places.

Rein Attacks Camoo Screenshot
Once your team is in the proper position, you’ll want to hit your foes where it hurts by directly attacking their ace.

The One-Two Punch

Thankfully, the fact that you’re allowed to bring a four-unit team allows you to not have to commit to only one unit type. Just because you choose to bring a striker (or two) doesn’t mean you can’t bring a tank as well -- and once your striker retreats to safety, it’s now may be a good time for your baiter to do some work.

Choosing which side to bait on may take some trial and error, so if you need to do some seal shuffling, it’s best to try to not to get frustrated. Keep in mind key Speed thresholds and review your seal list, as you may have some new tools at your disposal that you don’t remember. Certain units also may serve a similar purpose to the ones you’re using with the added bonus of offering buffs, Drives, and/or Spurs.

NY Corn Gives Ike Some Spurs Screenshot
NY Corrin’s native bow and dual Spur serve to boost Legendary Ike’s defenses, allowing him to comfortably survive Enemy Phase -- and net a KO in the process.

Miraculous Miracle

The good news is not every foe on this map possesses reduced cooldown. The bad news is that quite possibly the most annoying member of the enemy’s forces -- the troubadour -- is a great deal more persistent than they should be.

Unless you somehow can OHKO this healer, Miracle is going to activate and save them from being KO’d. This isn’t all bad, however; since the blue mage cavalier possesses Reciprocal Aid, it’s possible that they’ll swap HP with their wounded ally. This will make your job much easier, as that mage is a much more threatening foe. With only 1 HP remaining, almost any unit should be able to finish them off, which gets you one step closer to your victory.

Blue Cav Mage Isn't The Brightest Bulb Screenshot
Nobody ever said the AI was smart, and this blue mage cavalier using Reciprocal Aid on the troubadour proves it. Whether you destroy this foe in close quarters or KO them from afar, it’s obvious their time on the battlefield is drawing to a close.

A Sniper’s Pride

While it may seem like a strange choice, you may want to consider having one of your units carry Savage Blow. Generally, foes on Grand Hero Battle maps tend to group together, and the chip damage can prove incredibly useful when your units are low on HP and the enemy is closing in.

#Savage Blow is Savage Screenshot
NY Corrin is easily able to KO the blue mage cavalier, and Savage Blow puts the red mage cavalier into an HP range that can be OHKO’d by Reinhardt. It’s a win-win!

Targeting Troubles

A big aspect of success in more difficult game modes (Infernal maps, the Arena, Arena Assault, etc) is understanding how the AI works, and while this guide won’t get too in-depth with the intricacies, a good rule of thumb is to remember that making one of your units a less attractive target can actually work in your favour. While a normal Silver Sword Olivia would be attacked by the axe cavalier, Ruby Sword Olivia is not, and NY Corrin in targeted instead. This allows me to use some maneuvering skill magic (thanks, Reinhardt!) to ensure NY Corrin can prove an assist to Legendary Ike, causing this foe to be KO’d.

Legendary Ike Nets The KO Due To NY Corrin's Assist, Map Over Screenshot
While it proved annoying to have to account for before, this axe cavalier using Pass to attack NY Corrin ended up being his undoing. From here, Olivia can use Wings of Mercy to teleport to safety, and Legendary Ike finishes off the last of the mage cavalry on Enemy Phase.

If At First You Don’t Succeed

Don’t be fooled by video walkthroughs of any Grand Hero Battle that you watch -- it’s very rare for anyone to beat high-difficulty content (or record a video of themselves doing so!) on their first try.  Additionally, the potential variance in unit builds that Skill Inheritance brought along with the random nature of summoning has resulted in pretty much every single summoner having different “building blocks” to work with. This, when combined with the high difficulty level of Infernal, may prove frustrating while someone is trying to find the right combination of units and moves. The key thing to keep in mind is that it may take some light Skill Inheritance and Seal shuffling, multiple tries of the map, and a few stamina potions to find a strategy that works for you. Every single turn you complete gets you one step closer to completing the puzzle. Finally, reading about or watching videos of successful strategies may also help you break through a particularly difficult turn that you can’t complete, or may give you ideas of a new unit to use.

Map Enemies

  • Hard
  • Lunatic
HP ATK SPD DEF RES
44 41 26 23 12
Weapon Gradivus A Grani's Shield
Support B
Special Growing Thunder C Goad Cavalry
HP ATK SPD DEF RES
29 37 19 12 27
Weapon Bolganone A Darting Blow 2
Support Rally Attack B
Special Moonbow C Goad Cavalry
HP ATK SPD DEF RES
36 38 18 19 23
Weapon Silver Axe A Grani's Shield
Support Rally Defense B Pass 2
Special C Ward Cavalry
HP ATK SPD DEF RES
27 30 15 15 32
Weapon Fear A
Support Rehabilitate B Wings of Mercy 3
Special Miracle C
HP ATK SPD DEF RES
36 38 18 19 23
Weapon Silver Axe A Grani's Shield
Support Rally Defense B Pass 2
Special C Ward Cavalry
HP ATK SPD DEF RES
58 48 33 31 17
Weapon Gradivus A Grani's Shield
Support B
Special Growing Thunder C Goad Cavalry
HP ATK SPD DEF RES
40 49 26 17 35
Weapon Bolganone A Darting Blow 3
Support Rally Attack B
Special Moonbow C Goad Cavalry
HP ATK SPD DEF RES
49 50 25 26 30
Weapon Silver Axe+ A Grani's Shield
Support Rally Defense B Pass 3
Special C Ward Cavalry
HP ATK SPD DEF RES
36 37 22 20 42
Weapon Fear A
Support Rehabilitate B Wings of Mercy 3
Special Miracle C
HP ATK SPD DEF RES
49 50 25 26 30
Weapon Silver Axe+ A Grani's Shield
Support Rally Defense B Pass 3
Special C Ward Cavalry

User Submitted Teams

Battle Eirika
06-02
Submitted by Callen
Show Explanation

My Eirika is absolutely Neutral, with just a little Glimmer from SI.
First, Chrom goes to the right and tanks the Green axe user. Position Nino just behind him.
Next turn, camus comes to the right. You can kill him with Nino with Eirika m's buffs, then use Sing to reposition Nino and then move Chrom out of harm's way.
Finally Eirika advances and has no difficulty killing all remaining threats (focus first on the mage) with Azura's help.

Simple strategy (F2P)
06-02
Submitted by zigs
Show Explanation

These heroes arent necessarily required, but this is what I used. You need a fast green mage who wont get doubled by camus, two swords and a dancer. First hit camus with the green mage, and use the dancer to get him out of danger and use support skills to get all your heroes out of the way. Next turn kill camus with your green mage, and then the two sword should take out the axes for free, as long as you can hit the red mage before it hits you, which you can do with a simple bait and counter kinda thing. Pretty much once you kill camus, the map is free for good sword units

In the fields of bodies burning....
06-02
Submitted by That_Marth_Main
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Starting Positions (From Left to right): Abel, Hector, Eirika, Tharja
Turn 1: Eirika buffs Hector and Tharja, Eirika moves to space above Hector and uses Rally Defense , Hector Pivots over Eirika, Abel moves to Hector's Left with Spur Def, Tharja moves to Eirika's Right. End Turn.
Hector kills Troubadour, and one of the Axe Cavalier 1, while also dropping Camus' HP to a little under half-way.
Turn 2: Tharja moves to Hector's right and finishes off Camus. Abel moves in to kill red cavalier. Eirika buff Hector with Rally Defense. Hector pivots over Abel. Axe Cavalier 2 attacks hector during the enemy phase.
Turn 3: Abel uses Drag Back on Tharja, Eirika buffs Tharja with Rally Defense, Tharja kills Axe Cavalier 2 and the map is cleared.

Attack from the right corner
06-02
Submitted by Kyrone
Show Explanation

For this set up, begin by moving and set up all the unit in a sideway T-tetris block (-|) to the right corner of the map. With Minerva on top, Ike and Olivia on the second row, and Julia or whatever unit you want on the bottom. After 1 turn, which Olivia atk and def seal up took effect on both Ike and Minerva, move the whole formation 1 space upward. which should get Minerva and Ike to be within one space of the danger zone. This will cause Camus to attack Ike, which he should survive, and Minerva attacked by only the healer. Next turn, kill Camus with minerva and use Ike to kill the healer and subsequently the red mage or what ever unit is near with Olivia's dance. Julia or unit with pull back can be use to drag Minerva back. Afterward, just use Ike to clear the remaining green axe unit and any action appropriate.

Ike
06-02
Submitted by Zambedos
Show Explanation

The members of this team are flexible, but Ike will make it a walk in the park.
The gist of this strategy is to kill Camus on the first turn and returning that unit to safety behind a bulky red unit who can tank the axe users, while keeping the red mage out of play until the end. Ike was chosen because his Distant counter and (inherited) Quick Riposte (axe breaker can be a substitute) speeds up killing the axe users and the healer, as well as having built in sustain. If you don’t have him ensure that your other units can help end the fight quicker and/or heal your red.
I did this first using the team I listed, then without using Cordelia at all (you still have to bring 4), and finally with just Ike and Soren. All you need to kill Camus is a green mage with Lancebreaker and 45 attack. That’s very easy. Alternatively you can use a blue mage with 54 attack, drop lancebreaker if you have 42 speed, or use dire thunder to get the second hit (if you can get them to 54). That last option takes some work, but if you’ve already invested in Horse Emblem you can do it and avoid Camus’ distance hit altogether. Finally using Moonbow, Reprisal, or a killer weapon can lower the attack needed to kill him, but make sure you get two hits.
From here if you have Ike with swap and Quick Riposte you can just swap Soren out of danger (I hit camus from the tile between the two trees) and tank/counter kill everything that’s left on the field. But originally, and if you have different units, I would dance Soren to help him retreat and then use an assist skill (swap/reposition/draw back) to get him totally safe while then baiting an axe user (and the healer) with my red unit. This axe user should die if you have the right B skills, and if you have distance counter and Quick Riposte you will get rid of the healer’s miracle as well. On your second turn just back up if you want to avoid the red mage’s hit, and you should be able to kill then second axe user and the healer by the end of the enemies second turn. Worst case scenario you haven’t dealt with miracle yet and you finish him off at the start of your third turn. Then you can bait the red mage with Ike, TA Cordelia, your blue mage if you brought one, really whoever. But if you want Cordelia and Olivia to have a purpose you can use them to blitz and dispatch him before he's even got the chance to attack anyone.