Map

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  • Infernal
Xander
Xander

Xander: Paragon Knight

Xander, how we’ve missed thee! Finally, the dark knight of Nohr himself has returned from GHB purgatory, and now sports a new Infernal difficulty mode to boot. The re-run of Xander’s map has been hotly anticipated pretty much since his GHB originally expired, and now he’s back and better than ever -- if only Camus could be given the same treatment...

Originally, this map was so simple to defeat on Lunatic that even the right team of free 3 star units could clear it. The advent of Infernal, however, has somewhat complicated matters, though with the right units you still should be able to complete this GHB with relative ease, especially if you’re sure to have a clear answer to Xander himself.

Before you begin teambuilding, it’s completely possible you already possess everything you need to beat this map. Created by Gamepress staff member RedFerrari1998, the video guide below uses only F2P units, seals, and light, accessible skill inheritance -- see the description for more details. If it doesn’t work for you, though, then read on!

Who To Choose

As is generally true of GHBs, the individual units you will use is very important as they will primarily inform your strategy. There are a few routes you can take depending on what units you have available to you, and, of course, adjustment based on the units you possess is always a possibility.

Strikers

Since the easiest ways of starting this map require a striker, Brave Bows prove useful in this GHB due to their quadding potential, especially when combined with SPD buffs / spurs / drives or a breaker skill. Speedy bow users are an additional option although their damage output may be less depending on their currently active buffs. Brave Lyn, Bridal Cordelia, and Klein are potential strikers you may want to use.

Alternatively, Brave and Blade tome users can also serve to be just as useful if your team composition provides them with the appropriate buffs. Reinhardt, Blade Cecilia, Blade LA!Lilina, Blade S!Corrin, Blade S!CamillaNino, Tharja, and Tailtiu are all options here, though Reinhardt is particularly notable for being an effective check to almost half of this map on his own if he’s running Lancebreaker.

Due to Xander’s RES being exceptionally low and his SPD only being marginally better, he is incredibly susceptible to any unit who can target his RES, especially if they can also perform follow-ups on him. Linde, Delthea, Nowi, L’Arachel, Olwen, and even +SPD Robin (M) with the Speed +3 seal can all outspeed Xander and wipe him off the map.

Baiters

Although it’s more effective to use a striker on this map, if you don’t have one, you may attempt to bait instead.

To effectively bait on the right side, you’ll need a red unit. This is because you’ll naturally prefer taking neutral damage to the sword user and less damage from the green tome cavalry -- though you shouldn’t use a cavalry unit yourself, as this enemy totes weaponry effective against horses. Winter TharjaIke, VL!Ike, Ryoma, Black Knight, Zelgius, A!Tiki, and Lightning Breath Y!Tiki are all potential baiters that could work in this position. Be warned, however, that if you don’t choose this setup and go to the left instead, then you’ll be forced into a situation where one of the enemies you’re baiting will have a weapons triangle advantage against you. Unless you have a Close Counter colorless unit who can survive the onslaught, baiting on this side of the map is not recommended.

Dancers

Dancers help support units with high firepower, may even have a decent offensive presence themselves, and can usually tank a hit or two, if need be. Olivia, PA!Olivia, PA!Inigo, PA!Azura, Azura, Ninian, and NY!Azura all provide the support that high-firepower units need while also possessing the ability to net a few KOs themselves.

Strategy

Strategizing for this GHB is made much simpler by the fact that there are no reinforcements. While it’s difficult to exactly predict what will happen due to IV / Merge variance, here’s some general tips to get you started.

The Opening Number

The enemies on Xander’s map will not start to move unless they are baited, damaged, or KO’d. Since this map layout allows for a strike and retreat strategy and a baiting strategy, you’ll have to choose between an offensive or defensive opening turn.

As was mentioned in the baiters section above, you really only have one viable option for baiting -- the space directly in front of the infantry sword user on the right side of the map. Unfortunately, similar spaces on the left expose you to all three colors of the weapons triangle, which is something that even a highly buffed unit would have trouble enduring.

The decidedly more viable strategy, however, is to use a ranged unit to attack the infantry sword or lancer, have them be danced, and then Draw Back or Reposition your dancer out of the enemy’s range. The advantages of this strategy are clear and numerous -- since both these foes have rather low RES, it’s likely that you’ll get an easy KO here, especially if you have a fast mage at your disposal, have the weapons triangle on your side, use a breaker skill, or have an inclination towards just using Reinhardt. Brave bow users or particularly speedy archers are also an option, although they’ll hit these enemies in their stronger DEF. A breaker skill is also suggested here along with a low cooldown special like Moonbow or Luna, as when you attack an appropriate unit with a Brave Bow unit, you’ll be able to quad.

Preferably, you’ll want to net as many KOs as you can this turn, although that may not be possible depending on the units you have available to you. If your bait is missing out on finishing off the red sword or green cavalry mage, try the Quick Riposte seal or inherit the 2nd level of the skill onto your chosen baiter (which can be found on a 4 star Subaki). Vantage may also work here as a method of hitting the green cavalry mage hard once you’ve damaged or KO’d the infantry sword. A healer may also be useful, especially if they tote Physic+ -- they’ll be able to heal at-range or provide an assist with a Wrathful / Dazzling attack, if need be.

Knighty Knight

While it’s always a good idea to keep in mind how you’ll handle all the units on this map, your primary threat is, of course, Xander himself. If you lack blue mages or tanks that deal damage to RES, Xander might give you quite a bit of trouble, especially since his stats are so inflated.

Although you may be tempted to duel him with your next best option -- a red unit -- this isn’t the best idea given Xander’s high ATK and ability to counterattack at distance. You’re much better off bringing a dedicated counter for him, which can be found in the form of a 4 star Ursula with her native kit and Swordbreaker 1 or 2. She is able to survive a hit from Xander and KO him with effective damage, though if you decide to use her, take care to keep her away from the green mage cavalier.

Use Dancers

As always, dancers serve a valuable role refreshing your units and allowing them to get some KOs they cannot net outright. Some dancers can even provide valuable buffs that can help a unit either deal greater damage or survive a round of combat they would be KO’d by otherwise.

Hidden Dangers

Of all the units on this map, the healer is perhaps the most understated threat. If you’re using a striker + dancer strategy, then she shouldn’t give you trouble. If you’re forced to tank a hit from her, though, then you may be put in a rather unfavourable position due to her use of the Gravity staff, as your chosen unit may not be able to retreat. Other threats that aren’t immediately apparent include the green cavalry mage, who possesses weaponry that’s effective against cavalry.

The solution to these problems are simple -- know thy enemy, and know them well. Whenever you start a map (whether you’re in the Arena or single player modes) it’s worthwhile to do a quick survey to know what you’re going up against, otherwise enemies like the red infantry sword carrying Quick Riposte on this map may take you by surprise. From there, you can adjust the units you decide to use and your strategy based on the immediate and hidden dangers. For example, you may find that your team composition has an easier time in this GHB if you prioritize KOing the healer first, or that she’s not much of an issue at all.

If At First You Don’t Succeed

As is true of all high difficulty content, the potential variance in unit builds that Skill Inheritance brought along with the random nature of summoning has resulted in pretty much every single player 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 multiple tries of the map and a few stamina potions for you to find a strategy that works for you. Every single turn you complete gets you one step closer to completing the puzzle. 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
  • Infernal
HP ATK SPD DEF RES
46 41 18 29 12
Weapon Siegfried A Armored Blow 3
Support B
Special Blazing Light C Spur Def 3
HP ATK SPD DEF RES
39 31 23 23 16
Weapon Killer Lance+ A Armored Blow 2
Support B Quick Riposte 3
Special Ignis C
HP ATK SPD DEF RES
30 27 20 17 28
Weapon Gravity A
Support Recover B Wings of Mercy 3
Special Solid-Earth Balm C Hone Spd 2
HP ATK SPD DEF RES
39 31 23 23 16
Weapon Killing Edge A Armored Blow 2
Support B Quick Riposte 3
Special Ignis C
HP ATK SPD DEF RES
29 34 19 12 27
Weapon Gronnwolf A Warding Blow 2
Support B Vantage 2
Special Glacies C Hone Cavalry
HP ATK SPD DEF RES
61 48 25 38 17
Weapon Siegfried A Armored Blow 3
Support B
Special Blazing Light C Spur Def 3
HP ATK SPD DEF RES
52 42 31 30 23
Weapon Killer Lance A Armored Blow 3
Support B Quick Riposte 3
Special Ignis C
HP ATK SPD DEF RES
42 34 28 24 36
Weapon Gravity A
Support Recover B Wings of Mercy 3
Special Solid-Earth Balm C Hone Spd 3
HP ATK SPD DEF RES
52 42 31 30 23
Weapon Killing Edge+ A Armored Blow 3
Support B Quick Riposte 3
Special Ignis C
HP ATK SPD DEF RES
40 46 26 17 35
Weapon Gronnwolf+ A Warding Blow 3
Support B Vantage 3
Special Glacies C Hone Cavalry
HP ATK SPD DEF RES
70 51 27 42 19
Weapon Siegfried A Water Boost 3
Support B Guard 3
Special Aegis C Panic Ploy 3
HP ATK SPD DEF RES
61 48 34 33 25
Weapon Slaying Lance+ A Sturdy Blow 2
Support Swap B Knock Back
Special Ignis C Drive Spd 2
HP ATK SPD DEF RES
52 41 33 26 39
Weapon Gravity+ A HP/Spd 2
Support Recover+ B Wings of Mercy 3
Special Kindled-Fire Balm C Hone Spd 3
HP ATK SPD DEF RES
46 51 28 19 38
Weapon Keen Gronnwolf+ A Mirror Strike 2
Support B Vantage 3
Special Glacies C Fortify Cavalry
HP ATK SPD DEF RES
52 50 38 25 34
Weapon Rexcalibur+ A Fury 3
Support B Bowbreaker 2
Special Glimmer C Drive Res 2
HP ATK SPD DEF RES
61 48 34 33 25
Weapon Slaying Edge+ A Sturdy Blow 2
Support B Quick Riposte 3
Special Ignis C Drive Atk 2

User Submitted Teams

Nino Ftw
05-02
Submitted by Callen
Show Explanation

Huge damage Output but one misplacement leads to loss.

Guardian Beatdown
05-02
Submitted by Zeorymer
Show Explanation

Basically, the main focus of this party is to ensure that Zephiel takes the majority of the damage dealt by the Green Mage unit and Xander himself. So here's how I did the Lunatic trial.

Step 1 - Make sure that Zephiel is within the attack range of the Green Mage and Xander. This will make sure that Blue Spear unit will be unable to advance and for the Red Infantry Sword unit to move forward a bit. I've used Attack +3, instead of Life and Death, on Zephiel.

Step 2 - Use Olwen to kill Xander. Then move Zephiel to the tile where Xander once stood and kill the Green Mage. That way the left side is completely helpless, while Olwen takes the brunt of damage from the Red Sword unit.

Step 3 - Use Kagero to kill the Cleric and Olwen to kill the Red Sword unit. From there, Zephiel will get hit by the Spear Unit during the Enemy Phase.

Step 4 - Move Zephiel away and use Nowi and Kagero to kill the final unit. ^_^

And BAM! 4* Xander :D

GHB with Tiki
05-02
Submitted by uglynproud
Show Explanation

Tiki baits right with ninian buff. Green and red attacks Tiki, healer warps and heals red. Zander and Lance moves down. Kill red with Klein. Dance him back, hit healer with Tiki. Xander attacks Tiki lives with low hp. Use Tiki to kill Xander and Klein to kill Lance. Finish up.
Notes: Klein with luna, ninian with fortify dragons, Tiki quick riposte, Robin triangle adept

Eliminating Xander with no inheritance
05-02
Submitted by randante
Show Explanation

[first we will maximize olivia and kagero usefulness for honing atk n spd]

phase 1: set the position of ephraim behind the closest danger zone. Olivia is right next to him and Tharja would be on the top of Olivia.

phase 2: kill the sword user on the right. Later on, the green mage will be killed by her as well.

phase 3: kill the lance user with combination of Kagero and Tharja. Let the "Dancing Ephraim" kill the healer. Thus, leaving Xander stuck alone in front of the "full-life Ephraim".

phase 4: you have ephraim, tharja, kagero and the dancer to overwhelm him!!

Ike takes Green Mage
05-02
Submitted by Kenmei
Show Explanation

This is all made possible by having Ike take the Green Mage on the enemies turn but being out of range of all else except the red unit on the right. There's a spot on the right that you can move Ike too that is out of range of everything but the Green Mage and the red unit on the right if you set it up the turn before by moving him to the edge of their attack zone. Ike will easily handle the the Green Mage on the enemies turn and will survive the red units attack with about 8-10 health while having Aether ready on the next turn to take out the red unit and heal up. Nowi (with Sing from Azura) and Kagero will be set up to take out Xander and the Blue unit on the left after they have moved up into range. Finish the healer off the next turn and you're golden!

Keys to the strat:
Ike must have Vantage 3 and have Aether and Heavy Blade 3 for this to work.
I used Nowi to buff Ike's defense before he went over there as well. My Nowi has Fury 3 and Swordbreaker 3 but that shouldn't affect killing Xander too much with a dancer and a heavy hitting ranged to take the Blue unit down.
I used Kagero but Nino or Julia would work well too. This revolves more around Ike and having a very strong Blue unit who can take Xander down in at least two hits with Sing.