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This is a guide to clearing the Infernal and Lunatic maps for Jarod: Nevassa General in Fire Emblem Heroes (FEH). To see strategy for defeating Jarod, enemy information, as well as the best units and party to use, read on!
Table of Contents
Obtainable Unit | Jarod |
---|---|
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 | 06/08/2024 - 06/16/2024 |
Infernal | Lunatic |
---|---|
A Jarod | HP 77 |
Atk 65 |
Spd 51 |
Def 37 |
Res 30 |
||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:-
|
:
Gambit 4
:-
:-
|
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B Cleric | HP 46 |
Atk 42 |
Spd 34 |
Def 29 |
Res 46 |
||||||
:
Respite+
:
Recover+
|
:-
:-
|
||||||||||
C Blue Mage | HP 54 |
Atk 49 |
Spd 40 |
Def 22 |
Res 33 |
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:-
:
Glimmer
|
:-
:-
|
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D Sword Cavalier | HP 62 |
Atk 45 |
Spd 22 |
Def 31 |
Res 33 |
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:-
:
Luna
|
:-
:-
|
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E Axe Fighter | HP 66 |
Atk 53 |
Spd 40 |
Def 39 |
Res 27 |
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:-
|
:
Fury 3
:
Spurn 3
:-
:-
|
||||||||||
F Axe Knight | HP 81 |
Atk 60 |
Spd 17 |
Def 47 |
Res 21 |
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:-
|
:-
:-
|
Reinforcements 1 Blue Thief | HP 56 | Atk 52 | Spd 45 | Def 13 | Res 42 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:- | :- :- | ||||||||||
Reinforcements 1 Red Mage | HP 54 | Atk 50 | Spd 38 | Def 22 | Res 33 | ||||||
:- : Flare | :- :- | ||||||||||
Reinforcements 1 Lance Fighter | HP 68 | Atk 55 | Spd 37 | Def 45 | Res 19 | ||||||
:- : Reprisal | : Repel 3 :- :- |
Reinforcements 2 Red Cavalier | HP 45 | Atk 51 | Spd 28 | Def 18 | Res 37 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:- | :- :- | ||||||||||
Reinforcements 2 Lance Cavalier | HP 62 | Atk 53 | Spd 27 | Def 31 | Res 33 | ||||||
:- : Bonfire | :- :- |
A Jarod | HP 68 |
Atk 60 |
Spd 47 |
Def 34 |
Res 27 |
||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:-
|
:
Gambit 4
:-
:-
|
||||||||||
B Cleric | HP 40 |
Atk 39 |
Spd 31 |
Def 27 |
Res 42 |
||||||
:
Respite+
:
Recover+
|
:-
:-
|
||||||||||
C Blue Mage | HP 44 |
Atk 46 |
Spd 35 |
Def 20 |
Res 30 |
||||||
:-
:
Glimmer
|
:-
:-
|
||||||||||
D Sword Cavalier | HP 49 |
Atk 42 |
Spd 19 |
Def 28 |
Res 30 |
||||||
:-
:
Luna
|
:-
:-
|
||||||||||
E Axe Fighter | HP 55 |
Atk 50 |
Spd 37 |
Def 36 |
Res 25 |
||||||
:-
|
:
Fury 3
:
Spurn 3
:-
:-
|
Reinforcements 1 Blue Thief | HP 46 | Atk 48 | Spd 41 | Def 12 | Res 39 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:- | :- :- | ||||||||||
Reinforcements 1 Red Mage | HP 44 | Atk 46 | Spd 35 | Def 20 | Res 30 | ||||||
:- : Flare | :- :- | ||||||||||
Reinforcements 1 Lance Fighter | HP 55 | Atk 52 | Spd 34 | Def 38 | Res 17 | ||||||
:- : Reprisal | : Repel 3 :- :- |
Reinforcements 2 Red Cavalier | HP 39 | Atk 48 | Spd 25 | Def 17 | Res 34 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:- | :- :- | ||||||||||
Reinforcements 2 Lance Cavalier | HP 49 | Atk 48 | Spd 24 | Def 28 | Res 30 | ||||||
:- : Bonfire | :- :- |
This map has no refresher enemies and no enemies with movement assists, making it the ideal situation for a Hit and Run composition. It also helps that a small group of enemies are separated from the initial spawns, allowing your units to easily kite them while you slowly pick them off one at a time.
The enemies will advance on turn one regardless of whether you are in their threat range or not. Use the first turn to position your units to cover choke points and wait for the enemies to advance.
Use the next few turns to slowly clear the enemies, using refresher and movement assists to keep your units outside the danger area.
Keep in mind that two enemies spawn on the lower left corner of the map on turn two; the Red Mage and the Lance Fighter. Ensure you have a unit capable of defeating them in one round waiting nearby to take care of them.
Additionally, remember that the Red Mage has Canto Control 3 to prevent your units from retreating post-combat using Canto.
Tank strategies are also viable on this map as there are no enemy units that are too threatening. Jarod himself may pose a threat, but he can be left alone for a while until all the other generic enemies are defeated.
The enemies advance on the first turn even if your units are not in their threat range. Use the first turn to place your tank units in choke points while having support units at the bottom middle of the map, ready to provide assistance whenever necessary.
The enemies will then walk right into your tank units and enter combat, where your tank units can defeat them one at a time.
Keep in mind that both the Red Mage and the Lance Fighter spawn on the lower left corner of the map on turn two, right where your support units are. Ensure you have units capable of defeating them as they spawn in. A Lance Cavalier spawns in the same area on turn three as well.
A good team composition here is having three tank units and one support unit. The tank units can block off choke points on the middle left (near the two trenches), the lower left (near the starting area), and the lower right (below the impassable structure). The support unit can stand on the tile in the fourth column, second row from the bottom, and provide support to all three tank units at the same time.
If you have a Savior Ball team, then the strategy for this map is simpler than ever. Form a ball on turn one and end your turn, letting all the enemies approach. Have your support units heal or buff up the Savior tanks every turn and wait until all the enemies are dead.
Unit Name | |
---|---|
Winter Edelgard | Lance Armored Black Yule Lance creates 【Divine Vein (Flame)】 tiles, grants Special cooldown charges pre-combat, and cuts the effectiveness of enemy damage reduction skills. Raging Tempest grants mobility and one additional action after combat. Inheriting Galeforce can grant a third action per turn. |
Summer Edelgard | Sword Armored Regal Sunshade's brave effect can quickly eliminate enemies. Raging Storm can grant one additional action after combat. Inheriting Galeforce can grant a third action per turn. |
Bridal Sharena | Lance Cavalry Incredibly mobile with United Bouquet granting movement+1 and Forever Yours granting 【Canto (Dist, +1; Max 4)】. Both Forever Yours and Duo Skill generate additional actions while refreshing Canto. |
Summer Gullveig | Red Tome Cavalry Can act up to four times in one turn with Golden Sunlight, Time and Light, and her Duo Skill. Flared Sparrow leaves behind 【Divine Vein (Flame)】 terrain, softening up enemies for future engagements. |
Ninja Sanaki | Red Tome Cavalry Great nuking power with Radiant Scrolls. Flared Mirror creates Divine Veins that hinder movement for enemy ranged units and deal pre-combat damage to foes when they enter combat. Duo Skill grants another action post-combat. |
Ninja Corrin (F) | Green Tome Cavalry Ninjutsu Scrolls' brave effect can quickly defeat enemies. Duo Skill grants herself an additional action. |
Ninja Laegjarn | Blue Bow Flying Flamefrost Bow's brave effect can quickly defeat enemies. Duo Skill grants herself an additional action. |
Ninja Lyn | Colorless Dagger Flying Tailwind Shuriken's brave effect can quickly defeat enemies. Duo Skill grants herself an additional action. |
Fallen Chrom | Sword Cavalry Arcane Devourer grants bonus Special charges and Special cooldown acceleration, allowing an easy Galeforce trigger. Fate Unchanged... allows repositioning an ally to safety and using the extra action for Fallen Chrom to retreat to safety himself. |
Brave Chrom | Lance Cavalry Geirdriful grants bonus Special charges and Special cooldown acceleration, allowing an easy Galeforce trigger. A Fate Changed! allows repositioning an ally to safety and using the extra action for Brave Chrom to retreat to safety himself. |
Brave Gullveig | Blue Tome Flying Gold Unwinding grants herself an additional action after combat. Flared Sparrow leaves behind 【Divine Vein (Flame)】 terrain, softening up enemies for future engagements. |
Gullveig | Colorless Tome Cavalry Quietus Gullveig and Time is Light grant herself additional actions after combat. Flared Sparrow leaves behind 【Divine Vein (Flame)】 terrain, softening up enemies for future engagements. |
Brave Eirika | Lance Cavalry Moonlight Bangle grants Canto for mobility. Binding Reginleif allows her to defeat her foes in one round. |
Reginn | Sword Cavalry Lyngheiðr grants Canto for mobility. Seiðr Shell+ is pre-charged and can defeat an enemy quickly. |
Unit Name | |
---|---|
Emblem Ike | Sword Infantry Emblem Ragnell neutralizes multiple penalties that affect his combat. Laguz Friend 4 provides strong damage reduction. Great Aether provides extra damage reduction and sustain to keep him healthy throughout multiple combats. |
Winter Byleth (M) | Sword Armored Holy Yule Blade decays foe's Specials and grants multiple stat bonuses. Supreme Heaven deals bonus damage against dragons and beasts and also grants additional damage reduction. |
Brave Corrin (F) | Colorless Breath Armored Multiple damage reduction effects and the 【Divine Vein (Stone)】 effect paired with high Spd allow her to survive multiple engagements. |
Brave Hector | Lance Armored Guaranteed follow-up attack Weapon refine makes him a very powerful tank. |
Ascended Idunn | Blue Breath Armored Guaranteed follow-up attack. Weapon is comparable to Brave Hector's refined Maltet. Can neutralize penalties inflicted on her. |
Tiki (Adult) | Red Breath Infantry A budget option that can fulfill the tank role to bait on turn one. A red unit is used here to help mitigate damage from the right side of the map, as she will not have color disadvantage against all the enemies on that side. |
Nowi | Blue Breath Infantry A budget option that can fulfill the tank role to bait on turn one. A blue unit is used here to help mitigate damage from the left side of the map, as she will not have color disadvantage against all the enemies on that side. |
Unit Name | |
---|---|
Elimine | Staff Flying Grants damage reduction and can shut down "At start of turn" effects of foes in cardinal directions. |
Halloween Flayn | Staff Cavalry Kitty-Cat Parasol grants Special cooldown charges, 30% damage reduction, and "neutralizes foe's bonuses to Atk" to nearby allies and can double as an offensive unit with high Atk and a guaranteed follow-up attack. |
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 A budget support that grants bonus stats to his Ally Support during combat. |
Summer Hilda | Staff Flying Grants Atk+6 and Special acceleration to nearby allies during combat. |
Seiðr | Green Tome Cavalry Future-Focused can forcefully end a foe's turn, allowing you to play around the strongest foe. |
New Year Peony | Green Tome Flying Gentle Dream provides stat and mobility bonuses. Duo Skill grants an adjacent ally an extra action. |
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.
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