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

This works... I guess...
05-10
Submitted by Draco_Blizzard
Show Explanation

Move everyone into the square above the spawn points. Make sure Tiki is in the top left, Azura in the bottom right, Michalis in the bottom left, and Marth in the top right.

Tiki will take enough hits to stay alive and have one more action before the field attack can be used, while Marth will barely take any damage and takes away a chunk of the red knight's health

Move Tiki next to the Red sword fighter and kill him, thus charging her field attack to max for next use. Then move Michalis up to the lance fighter, and attack. Azura will need to sing to him so he can get the kill. After that, have Marth pivot up to the green mage and kill it.

Marth will now be attacked by Xander and the cleric, but will survive depending if Vantage and Buckler are added. The cleric will move back to attack Marth, so during your next turn, kill him.

Finally, have Tiki attack Xander full force.

That's all.

hit and run
05-07
Submitted by schan
Show Explanation

Inherited skills:
Bartre: Dragon Fang
Eirika: Escutcheon, Escape Route 2
Azama: Defiant Res 2, Wings of Mercy 2 (was not used)

+1 Speed seal on Effie ; +1 Attack seal on Bartre ; +3HP seal on Azama.

Dont know if the first two helped, but that +3HP seal on Azama was so key, at least for me.

Initial setup:
Eirika in the second row, left side , with Bartre behind her.
Effie in the next row, but on the right side, and Azama behind her.

Smite Eirika upwards using Bartre, then move left one tile using Effie to smite Eirika even higher til she's in front of Xander. Move Eirika, and use her to take out the green mage first.

Enemy's phase, the lancer will attack Effie and Xander + the swordsman will attack Eirika.

Your 2nd turn: retreat Effie downwards, and replace her with Bartre and attack the lancer. The lancer's Ignis should activate, and it'll suck, but have Azama heal Bartre.
Most importantly, retreat Erika using Escape Route and set her beside Effie so that now the four are set up in a square (top left Bartre, top right Azama, bottom left Effie).

The enemy's 2nd turn: The lancer will attack Bartre again, and his ignis will activate again, but Bartre should deal some good damage with Dragon Fang.

Your 3rd turn: Retreat Bartre way back so no one can touch him, and place Effie in front of the lancer but DONT ATTACK. Simply heal Effie with Azama. Make sure Eirika is behind Effie to give her those boosts at the start of turn.

4th turn: Kill the lancer with Effie, heal her again with Azama.

5th turn: Attack healer using Effie, heal up Effie with Azama, retreat Eirika from danger zone because by now, Xander's Blazing Light should be ready to activate, and that + an attack from the healer should mess Eirika up.

Careful strategy from there. because I forget what I did, but it shouldn't be hard to strategize considering the healer is almost dead, and Effie can fare very well against the remaining red swordsman and Xander, so long as you heal the right people with Azama. (Bartre is basically done after you retreat him in turn 3)

I think the team is affordable despite inherit skills. The skills are easy to find (I used Gwendolyn, Cecilia, Sophia, Est, and Frederick). And if not Eirika, any sword wielder who can take a hit should be fine.This was my first time playing with inherited skills and i'm glad it was a success.

Bonus Death Damage
05-07
Submitted by ShadowCorrin
Show Explanation

Having 2 Jaffar Will Do Bonus Damage for the other Units to take care of them: U can Use Ninian to Do a Lot of Damage to Xander Due to Disavantage: Corrin Male Can Take Care of The Mage and The Healer with its Weapon Yato Grants Him +4 Speed when The Unit is Attacking:

Tharja kills Xander
05-06
Submitted by pol
Show Explanation

Basically I used Tharja to kill the sword user the first turn after giving her fortify defense from Sharena and hone speed from Azura (both level 2) and rallying attack from Sharena. Tharja also killed the green tome user during the first enemy phase. Then I combined my Arthur with axe to kill the lance user, azura to deal big damage to xander, and tharja finished him off. The healer was easily picked off afterwards

Crazy Miracle
05-06
Submitted by Camy
Show Explanation

Ryoma and Cherche were lvl 30 while Frederick and Abel are MAX level (only two who were). This was really just a guess of what would work after rotating around units to try and see if I could manage to beat it bizarrely.

Yes I'm crazy. I could've spent more time lvling Cherche and Ryoma but what's the fun in that? [I was going to if this last resort wasn't going to work.]

(This only works for HARD stage. Abel sadly can't defeat the mage in Lunatic???? Despite being 5 star max? Nintendo whut.)

Positioning
1. First moved Abel to the upper area to the safezone hugging the dangerzone.
2. Ryoma goes to the space underneath Abel so that the SPD buff can activate for all.
3. Frederick goes to the lower area near safezone.
4. Cherche goes to the space underneath Frederick, her buff for DEF will activate for all.

Attack
(I tried to recreate how I won earlier this morning before going to sleep, but this is another way that you can do it which has longer steps than I took originally.)

1. Move Abel to attack red sword first.
2. Don't move anyone else, END turn. This will make the mage go to Abel while Xander, healer and lancer goes down.
3. Get Abel to kill the mage.
4. Move Frederick to attack the lancer.
5. Move Ryoma next to Frederick.
6. Move Cherche above Ryoma. She will be attacked but will survive.
7. Get Cherche to kill the lancer after turn.
8. Get Frederick to kill the healer.
9. Move Abel down so Xander can't move to him.
10. End turn without moving Ryoma.
11. Xander will attack Frederick.
12. Kind of obvious but kill Xander with Frederick.