Map

  • Normal
  • Infernal
Zephiel
Zephiel

Zephiel: The Liberator

While doubtlessly one of the less taxing maps on lower difficulties, Zephiel’s Infernal Grand Hero Battle is definitely a challenge. Between the tight maneuvering quarters, a multitude of armors toting Wary Fighter, the presence of Armor March, and Zephiel himself carrying Distant Counter, there will likely be no easy way to win here -- you may have to change up your usual strategy if you want to succeed.

Who To Choose

As is generally true of GHBs, 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

Technically, you can use an entirely baiting strategy on this Grand Hero Battle, but you might want to use a more mixed team composition so as to get the best of both worlds.

If you’re struggling with choosing a unit to bait, consider a dragon. Tanks who deal damage to Defense will probably have difficulty chipping away at the armors, so you may want to use bulky units who deal magic damage as your baiters instead. Further complicating matters is the fact that these armors seem to favour using movement skills to throw a wrench into your plans -- this means that Triangle Adept tanks such as Triangle Adept Nowi may have difficulty avoiding being KO’d due to the close quarters of this map. Consider using dragons with Fury or other skills instead.

Ideally, you’ll also want to use a Distant Counter or Close Counter user utilizing the Quick Riposte skill or seal with mid-to-high Defense, as these units are able to override Wary Fighter’s effect and default to a regular Speed check. Self-sustaining tanks who tote Aether, Radiant Aether, or Sol / Noontime can potentially forego healer support as well. Nowi, Female Corrin, Adult Tiki, Lightning Breath Young Tiki, Fae, Fallen Robin, Myrrh, and bulky Close Counter mages like Winter Tharja are all good choices who are able to counterattack regardless of distance. You can also use a unit with an Armorslayer / Armorsmasher or the Hammer to deal massive damage to most of the enemies on this map.

Adult Tiki Screenshot
Adult Tiki is able to withstand Zephiel himself and easily deal with the green armors. They also deal magic damage, hitting these enemies in their much lower Resistance.

Strikers

Brave Bow users are decidedly less useful than they normally are on this map due to most of the enemies here being high Defense armors, but can still prove handy for easily KOing the mages if you have a free spot on your team. The same goes for units who carry melee Brave Weapons -- they will likely struggle to break through the wall the enemy armors create.

Olwen and Reinhardt, however -- as the only users of Brave tomes -- are able to attack foes’ Resistance twice instead of their Defense, making these two units much better candidates for the role of Striker in this Grand Hero Battle. Blade mages may also be able to deal heavy damage if not outright KO the armors while fully buffed, but be warned -- the fact that these enemies all carry Wary Fighter make them difficult to perform follow-up attacks against unless they’ve been heavily damaged, which may cause your Blade mage to be put in a particularly dangerous position.

Reinhardt Screenshot
Reinhardt is a particularly great unit to use on this map due to his high damage output and ability to attack twice while dealing magic damage.

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.  OliviaPerforming OliviaPerforming InigoPerforming Shigure,Performing AzuraAzuraNew Year Azura, and Ninian all give the support 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 Grand Hero Battle to heal up your Tanks, especially if your bulky units carry Fury. Genny, Priscilla, and Elise are potential additions to a team that may serve useful in this Grand Hero Battle.

Strategy

While it’s difficult to exactly predict what will happen on this map due to the IV / Merge variance of your units, here’s some general tips to get you started.

The First Move

You may be wondering where to begin on this map, and that’s a reasonable question to ask. Essentially, you have two options; baiting and striking. Which one you chose depends on if the AI’s movement is favourable to you at the end of this turn.

Since Zephiel has Distant Counter and a massive HP pool, it’s probably a bad idea to attack him with any mage unless you know for sure you can KO him outright. If you’re using a Striker to start off, then, you’ll likely want to target the lance armor instead, be danced, and then Reposition or Draw Back your Dancer/Singer to safety.

Move 1 Screenshot
Once any enemy unit has had damage dealt to them, the map will begin moving, so it’s suggested to use a movement skill to keep your Dancer/Singer out of danger.

Alternatively, if you’re using a baiting strategy, you can move into the range of Zephiel or the green armor.

Move 1 Alt Screenshot
Alternatively, buffs will help your Baiter survive Zephiel’s blows much more easily.

Know Thy Enemy, Love Thy Enemy

You may notice that in the screenshot above, I’m placing Adult Tiki as if Zephiel had the movement of an infantry unit. What gives? Well, he and the lance armor have Armor March in their C slot, which extends their range if they begin Enemy Phase next to another armor. This makes them significantly more threatening, and will be something you’ll need to account for as you're trying to beat this Grand Hero Battle.

Armor March Screenshot
Even if you’re not baiting, you’ll need to be aware that Zephiel and the lance armor will grant both themselves and another armor increased movement if they begin the turn adjacent to one another.

Unfortunately, this map doesn’t exactly grant a lot of maneuvering room for you to kite these foes once they start advancing -- and if they manage to catch you off guard, it will likely result in an instant game over. Because the Danger Area can prove inconsistent in showing where enemies will end up if Armor March is active, be sure to account for any armors who may have extended range at the beginning of Enemy Phase.

Swapping Out

Since this map doesn’t exactly give you a lot of space to work with, it’s a good idea to equip your Tank with a movement skill like Swap so that they can deliver your other units to safety. You likely won’t have a lot of safe space to work with, so the leeway this skills provide in positioning can help you recover from a move that may otherwise spell out disaster.

Swap Screenshot
Swap can allow your Strikers to hit other units fast and hard but still get out of a foe’s range. For an added bonus, your Tank will likely deal heavy damage to or KO the advancing unit it that foe doesn’t possess a Weapon Triangle Advantage over them.

The Triangle Doesn’t Trump All

Speaking of Weapons Triangle Advantage, it isn’t always necessary to deal effective or even neutral damage to the armors on this map. Since Wary Fighter is exceedingly common here, your primary goal should be to break through the enemy’s defenses in order to allow yourself to KO them -- whether you possess a Weapons Triangle Advantage or not. Low cooldown Specials like Moonbow can assist you power through if their current charge permits, but even if they’re not at the ready, any damage you can deal will help.

Blue Attacking Green Screenshot
Because these armors possess an exorbitant amount of HP, it’s important to do your best to deactivate Wary Fighter’s effect so that you may perform follow-ups on them.

And When All Else Fails…

Thankfully, the armors who don’t tote Brave weapons (including Zephiel) will most likely be unable to perform follow-ups on your units due to their low Speed. While it’s far from ideal, even slowpokes like Reinhardt can tank a hit from them if need be (provided they aren’t weak to that color). Don’t assume all is lost because your Striker has been left in the line of fire -- it’s entirely possible they’ll be able to brave the hit like a champ.

Image removed.
Even though an attack from any foe usually proves disastrous for Reinhardt, due to Zephiel’s low Speed he is able to withstand a hit.

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 (Breaker skills and the Attack +3 seal are your friends!), 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
  • Infernal
HP ATK SPD DEF RES
58 49 16 26 13
Weapon Eckesachs A Life and Death 3
Support B Wary Fighter 3
Special Reprisal C
HP ATK SPD DEF RES
34 33 25 15 20
Weapon Bolganone A Armored Blow 2
Support B Seal Atk 3
Special Blazing Thunder C Breath of Life 2
HP ATK SPD DEF RES
34 33 25 15 20
Weapon Thoron A Armored Blow 2
Support B Seal Atk 3
Special Blazing Thunder C Breath of Life 2
HP ATK SPD DEF RES
49 35 6 32 14
Weapon Brave Lance A
Support Swap B Wary Fighter 3
Special Sol C Fortify Res 2
HP ATK SPD DEF RES
49 35 6 32 14
Weapon Brave Axe A
Support Swap B Wary Fighter 3
Special Sol C Fortify Res 2
HP ATK SPD DEF RES
78 57 21 34 20
Weapon Eckesachs A Life and Death 3
Support B Wary Fighter 3
Special Reprisal C
HP ATK SPD DEF RES
45 44 32 20 28
Weapon Bolganone+ A Armored Blow 3
Support B Seal Atk 3
Special Blazing Thunder C Breath of Life 3
HP ATK SPD DEF RES
45 44 32 20 28
Weapon Thoron+ A Armored Blow 3
Support B Seal Atk 3
Special Blazing Thunder C Breath of Life 3
HP ATK SPD DEF RES
67 47 11 41 19
Weapon Brave Lance+ A
Support Swap B Wary Fighter 3
Special Sol C Fortify Res 3
HP ATK SPD DEF RES
67 47 11 41 19
Weapon Brave Axe+ A
Support Swap B Wary Fighter 3
Special Sol C Fortify Res 3
HP ATK SPD DEF RES
90 55 18 42 27
Weapon Eckesachs A Distant Counter
Support B Wary Fighter 3
Special Reprisal C Armor March 3
HP ATK SPD DEF RES
52 44 35 22 31
Weapon Rauðrwolf+ A Sturdy Blow 2
Support B Seal Atk 2
Special Blazing Thunder C Drive Res 2
HP ATK SPD DEF RES
52 45 35 22 31
Weapon Blárraven+ A Distant Def 3
Support B Guard 3
Special Blazing Thunder C Drive Res 2
HP ATK SPD DEF RES
78 51 13 45 21
Weapon Brave Lance+ A Atk/Res Bond 3
Support Swap B Wary Fighter 3
Special Bonfire C Armor March 3
HP ATK SPD DEF RES
78 51 13 45 21
Weapon Brave Axe+ A Atk/Res Bond 3
Support Swap B Wary Fighter 3
Special Bonfire C Ward Armor
HP ATK SPD DEF RES
78 57 18 45 21
Weapon Slaying Axe+ A Svalinn Shield
Support Swap B Wary Fighter 3
Special Vengeance C Ward Armor

User Submitted Teams

Infernal | Armor Breaker (All Melee Flier Clear)
03-10
Submitted by melo
Show Explanation

Loadouts:
NY! Camilla (+Def, -Res): Def Slaying Edge+, Smite, Bonfire, Spd/Def Bond 3, Axebreaker 2, Ward Fliers, S Summoner Support, S Ally Support (Hinoka)
5* Cordelia (+Spd, -HP): Brave Lance+, Galeforce, LaD3, Swordbreaker 1
Hinoka +1 (+Spd, -Res): Hinoka's Guiding Spear, Draw Back, LaD3, Hone Fliers,
Myrrh (+Spd, -HP): Great Flame, Reposition, Bonfire, Def +3, Axebreaker 2, Fortify Fliers, Close Def 2 seal

Walkthrough: https://imgur.com/a/Qdl0j

Keypoints:
-Instead of baiting, team will engage the enemy first. Without a dancer, Galeforce is needed to get out of harms way after striking. Brave Lance + Swordbreaker on Zephiel will allow Cordielia to proc Galeforce and run away to safety.

-Smite throws Cordelia into position to engage Zeph. It will also used to keep allies safe later.

-Close Def + Ward Fliers + Defense 3 discourages Zephiel from chasing Myrrh. Axebreaker + Bonfire on top scares away the green armors so they will hit NY!Camilla instead, forcing them to slow their march.

-Axebreaker allows Camilla to chip away the green armor's HP with Bonfire.

-Myrrh not initiating on the lance armor will allow it survive, blocking green armors from ganging up and KOing her.

-Fortify Fliers + Summoner + Ally support allows NY!Camilla to survive the lance armor's attack.

-Ward Fliers allows Hinoka to surivive the lance armors' Bonfire.

Flier Emblem with Tomeblades (Video Included)
03-10
Submitted by Nobodyshero2727
Show Explanation

Please see the link below for the video:
https://www.youtube.com/watch?v=O9sp1B7scGg&t=1s

Mage Calvalry with a Dancer
03-10
Submitted by MrShinyGyarados
Show Explanation

Gunnthra: +Atk, -Spd with Blizzard, Reposition, Glimmer, Fury 3, Chilling Seal, Hone Calvalry, and Heavy Blade Seal (but probably should have been something else for this)
Eirika (SM): +Atk, -Def with Gelipnir, Reposition, Moonbow, Swift Sparrow 2, Desperation 3, Fortify Cavalry, Attack 2 Seal
Reinhardt: Unfortunately mine is -Atk but had Dire Thunder, Reposition, Luna, Death Blow 3, Desperation 2, Goad Cavalry, Brash Assault Seal
Azura set was mainly irrelevant outside of Sing/Dance utility.

Keys were hit and move out of range tactics using reposition and singing (sometimes just to reposition a second time), using Zephiel's DC to put Reinhardt into Desperation/BA combo range, and prioritizing the Armor March units when possible. Also baited enemy into moving by having Gunnthra attack Lance Knight (for extra damage), then Reinhardt (or Eirika) repositioning Gunnthra back out of range, then Azura sing for Gunnthra to reposition Reinhardt (or Eirika) out of range as well.

Shredding the armors with ease
03-10
Submitted by KevTon13
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I thought this ghb is gonna be hard. Probably because Infernal Zephiel has over 90 hp, but turns out my Selena laughs at Zephiel’s 90 hp because I was able to make her very tanky so that Zephiel only did 2 damage on her and because Selena easily shredded Zephiel’s 90 hp with her armorsmasher. Of course this is only possible because Selena had swordbreaker to deny Zephiel’s wary fighter. Zephiel still lived with 10 hp but Nino had enough power to finish him. After that Selena does the wrecking armors part. The only armor she didn’t wreck was the blue armored cause weapon triangle reasons. Nino delt with that blue armored. As for that green armored with svalinn shield Selena was able to deal good chunks amount of damage thanks to ignis. Nino of course had to finish the green armored due to the greeen armored still living. Fjorm was there to deal with the red mage. As for the blue mage Selena was able to kill the blue mage but with some help from Azura’s dance and her buffs. And lastly Selena ended the last remaining green armored’s life.

MAGL - Infernal Win
03-10
Submitted by Swizzler9
Show Explanation

Tossed this team together on a whim once I remembered that the Weapon Breaker skills override Wary Fighter.

Micaiah: Thani, Reposition, Moonbow, Lancebreaker 3, QR3
Azura (PA): Only there to sing and Buff
Genny: Gravity+, Physic+, Heavenly Light, Attack+3, Wrathful Staff 3, SavageBlow 3x2
Lukas: Slaying Lance+ Def, Reposition, Bonfire, Fort Def 3, QR3, Threaten Attack 3 (NOTE: Has a 51 Def)

Turn 1-2: Set up to allow Micaiah needs to eliminate the Lance Knight, have Azura sing, and allow both to retreat. Meanwhile Lukas Tanks an attack from Zephiel. This will prep Bonfire for later when Lukas attacks the blue mage. Place Genny behind Lukas.

Turn 3: Have Genny attack Zeph and then Micaiah should be able to defeat Zephiel. Azura dances Micaiah and she should beable to eliminate the red mage.

Turn 4: If all goes well Lukas should be able to one hit the Blue Mage, and then all that is left is stay out of the attack range of the Green Knights.

Turn 5-6: Defeat the Green Knights