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This is a guide to clearing the Infernal and Lunatic maps for Jeralt: Blade Breaker in Fire Emblem Heroes (FEH). To see strategy for defeating Jeralt: Blade Breaker, enemy information, as well as the best units and party to use, read on!
Table of Contents
Obtainable Unit | Jeralt |
---|---|
Recommended Level | Lv.40 |
Difficulty | Infernal Lunatic Hard |
Conditions | Condition 1: All 4 units must survive. Condition 2: You cannot use Light's Blessing |
Dates Active | 08/18/2022-08/24/2022 |
Infernal | Lunatic |
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A Green Cavalier | HP 47 |
Atk 54 |
Spd 28 |
Def 13 |
Res 45 |
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Iceberg
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B Lance Fighter | HP 63 |
Atk 58 |
Spd 44 |
Def 31 |
Res 19 |
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C Bow Fighter | HP 65 |
Atk 51 |
Spd 34 |
Def 34 |
Res 21 |
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Luna
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D Jeralt | HP 66 |
Atk 66 |
Spd 29 |
Def 43 |
Res 33 |
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E Sword Fighter | HP 68 |
Atk 50 |
Spd 40 |
Def 36 |
Res 24 |
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Moonbow
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F Axe Fighter | HP 66 |
Atk 50 |
Spd 37 |
Def 36 |
Res 24 |
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Glimmer
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A Lance Fighter | HP 55 |
Atk 53 |
Spd 39 |
Def 28 |
Res 17 |
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B Bow Fighter | HP 55 |
Atk 47 |
Spd 31 |
Def 31 |
Res 19 |
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Luna
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C Jeralt | HP 57 |
Atk 62 |
Spd 26 |
Def 39 |
Res 30 |
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D Sword Fighter | HP 55 |
Atk 47 |
Spd 34 |
Def 33 |
Res 22 |
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Moonbow
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E Axe Fighter | HP 55 |
Atk 47 |
Spd 34 |
Def 33 |
Res 22 |
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Glimmer
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This map has no reinforcements and no refresher enemies, thus a hit and run strategy using your own refresher units works well.
There are also no trenches on the map, and the few trees are near or at the edges, opening up the map for cavalry units.
When you're ready, send in a ranged cavalry unit to defeat an enemy, then use movement assists like Reposition or refresher units to get out of the danger area.
The enemies will then approach and you can pick them off one at a time.
You can also use a tank unit aided by a support unit or two to load up on the right side.
Using this strategy, place your tank unit on the highest danger area on the column second from the right. This spot lets most of the enemies attack your tank unit, but leaves Jeralt unable to reach.
Jeralt himself has very high Atk and has a guaranteed follow-up attack; it would be best to attack him once his allies are removed from the map.
Two of the enemies on this map have Assault Troop 3. Keep their extended attack range in mind and do not leave any weaker units in range!
Unit Name | |
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Reginn | Sword Cavalry Pre-charged Seiðr Shell allows her to deal high damage on her first attack. Has Canto from turn 1-4 due to her weapon, letting her hit and run. |
Brave Eirika | Lance Cavalry Great tankbuster unit with Canto. Can be obtained for free with CYL5 free summon. |
Brave Chrom | Lance Cavalry Accelerated Special trigger and cooldown lets him charge up his Special quickly. A Fate Changed! allows a Reposition effect while retaining his action. |
Ótr | Axe Cavalry Pre-charged Brutal Shell allows him to deal high damage on his first attack. Has Canto from turn 1-4 due to his weapon, letting him hit and run. |
Ninja Corrin (F) | Green Tome Cavalry Great nuking power with Ninjutsu Scrolls. S/R Far Trace 3 allows retreat after combat. Duo Skill grants another action post-combat. |
Ninja Lyn | Colorless Dagger Flying Great nuking power with Tailwind Shuriken. Duo Skill grants another action post-combat. |
Legendary Leif | Colorless Bow Cavalry Njörun's Zeal grants another action post-combat. |
Unit Name | |
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Brave Hector | Lance Armored Can retaliate at any distance. Weapon refine is loaded with effects that vastly improve his offense and defense. Can neutralize penalties inflicted on him. |
Ascended Idunn | Blue Breath Armored Guaranteed follow-up attack. Weapon is comparable to Brave Hector's refined Maltet. Can neutralize penalties inflicted on her. |
Ascended Fjorm | Axe Armored Can retaliate at any distance. Nifl's Bite negates effects that prevent counterattacks such as Flash+ and various other sweep effects. Can neutralize penalties inflicted on her. |
Nowi | Blue Breath Infantry A great budget option for this map. Weapon refine neutralizes penalties. |
Unit Name | |
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Elimine | Staff Flying Grants damage reduction and can shut down "At start of turn" effects of foes in cardinal directions |
Flayn | Staff Flying Grants damage reduction and healing |
Brave Lucina | Lance Infantry Grants bonus stats and Special acceleration to nearby allies during combat |
Corrin (M) | Sword Infantry Grants bonus stats to his Ally Support during combat |
Summer Hilda | Staff Flying Grants Atk+6 and Special acceleration to nearby allies during combat |
New Year Peony | Green Tome Flying Gentle Dream provides stat and mobility bonuses. |
Peony | Blue Tome Flying Gentle Dream provides stat and mobility bonuses. |
Legendary Azura | Blue Tome Flying Prayer Wheel and Gray Waves II combine to grant an ally stat and mobility bonuses. |
Hatari Azura | Green Tome Cavalry Dancing Flames and Gray Waves combine to grant an ally stat and mobility bonuses. S/R Far Trace 3 allows retreat after combat or using Gray Waves. |
List of All Dancers | Heroes with Refresher Skills
Let us know about your party and how you cleared the maps in the comments below, via a picture of your team and their skills.
If you have uploaded the walkthrough video on Twitter etc., please enter the URL as well!
Grand Hero Battles Walkthroughs and Schedule
This infernal battle is top notch hard, I used Reginn, Eirika, Laegjarn and Yuri to add movement all of which are merged units. I tried a plethora of methods including tanks. I recommend picking off the soldiers around him before taking him head on. He becomes weaker without their support.
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It took awhile but I was able to beat them with valentine’s chrom, summer edelgard, ymir and peony (although I never used peony). Ymir was able to beat lances unlike everyone else in the team therefore they went up against the blue lance first which they could reach from chroms assist skill. She could also survive the bow with the use of the distant counter (d) seal. Then edelgard would hit and run the sword guy, because not a single character could survive jeralt on his turn