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This is a guide to clearing the Infernal and Abyssal maps for Bound Hero Battle: Læraðr & Níðhöggr in Fire Emblem Heroes (FEH). To see strategy for defeating Bound Hero Battle: Læraðr & Níðhöggr, enemy information, as well as the best units and party to use, read on!
Boss Units for This Bound Hero Battle |
---|
Læraðr
[9.5/10] Níðhöggr [9.5/10] |
Table of Contents
Featured Hero | Læraðr Níðhöggr |
---|---|
First Clear Reward | Abyssal: Gold Knightly Helm
Infernal:
x4
Lunatic:
×3
Hard:
×2
Normal:
x1
x1 |
Recommended Level | Lv.40 |
Difficulty | Abyssal Infernal Lunatic Hard |
Conditions | Condition 1: All units must survive Condition 2: Cannot use Light's Blessing |
Dates Active | 11/28/2024 - 12/13/2024 |
Abyssal | Infernal |
---|---|
A Blue Bat | HP 75 |
Atk 56 |
Spd 57 |
Def 43 |
Res 28 |
||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:
Bat Fang
:-
:
Glimmer
|
:-
|
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B Green Mage | HP 75 |
Atk 59 |
Spd 42 |
Def 19 |
Res 41 |
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:-
:
Moonbow
|
:-
|
||||||||||
C Níðhöggr | HP 93 |
Atk 75 |
Spd 24 |
Def 62 |
Res 55 |
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:-
|
:-
|
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D Læraðr | HP 92 |
Atk 75 |
Spd 24 |
Def 56 |
Res 62 |
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:-
|
:-
|
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E Green Manakete | HP 88 |
Atk 53 |
Spd 39 |
Def 37 |
Res 40 |
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:-
|
:-
|
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F Sword Knight | HP 99 |
Atk 62 |
Spd 19 |
Def 55 |
Res 23 |
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:-
|
:-
|
Reinforcements 1 Green Thief | HP 77 | Atk 50 | Spd 49 | Def 20 | Res 41 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:- | : Guard 3 :- | ||||||||||
Reinforcements 1 Lance Fighter | HP 84 | Atk 48 | Spd 36 | Def 39 | Res 27 | ||||||
:- : Astra | : Gambit 4 :- | ||||||||||
Reinforcements 1 Lance Fighter | HP 84 | Atk 55 | Spd 41 | Def 39 | Res 27 | ||||||
:- | :- |
Reinforcements 2 Red Cavalier | HP 72 | Atk 54 | Spd 30 | Def 20 | Res 44 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:- : Iceberg | :- | ||||||||||
Reinforcements 2 Cleric | HP 70 | Atk 58 | Spd 37 | Def 18 | Res 56 | ||||||
:- |
Reinforcements 3 Axe Dragon | HP 82 | Atk 64 | Spd 35 | Def 46 | Res 29 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:- : Bonfire | : Fury 3 :- | ||||||||||
Reinforcements 3 Sword Flier | HP 78 | Atk 50 | Spd 42 | Def 32 | Res 43 | ||||||
: Iceberg | :- :- |
A Blue Bat | HP 54 |
Atk 52 |
Spd 53 |
Def 39 |
Res 25 |
||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:
Bat Fang
:-
:
Glimmer
|
:-
:-
|
||||||||||
B Green Mage | HP 54 |
Atk 55 |
Spd 38 |
Def 17 |
Res 38 |
||||||
:-
:
Moonbow
|
:-
:-
|
||||||||||
C Níðhöggr | HP 81 |
Atk 67 |
Spd 18 |
Def 53 |
Res 47 |
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:-
|
:-
:-
|
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D Læraðr | HP 79 |
Atk 67 |
Spd 18 |
Def 48 |
Res 53 |
||||||
:-
|
:-
:-
|
||||||||||
E Green Manakete | HP 67 |
Atk 49 |
Spd 36 |
Def 34 |
Res 37 |
||||||
:-
|
:-
:-
|
||||||||||
F Sword Knight | HP 81 |
Atk 58 |
Spd 17 |
Def 51 |
Res 21 |
||||||
:-
|
:-
:-
|
Reinforcements 1 Green Thief | HP 56 | Atk 47 | Spd 45 | Def 18 | Res 37 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:- | :- :- | ||||||||||
Reinforcements 1 Lance Fighter | HP 63 | Atk 44 | Spd 32 | Def 36 | Res 24 | ||||||
:- : Astra | : Gambit 4 :- :- | ||||||||||
Reinforcements 1 Lance Fighter | HP 63 | Atk 51 | Spd 37 | Def 36 | Res 24 | ||||||
:- | :- :- |
Reinforcements 2 Red Cavalier | HP 47 | Atk 50 | Spd 28 | Def 18 | Res 40 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
:- : Iceberg | :- :- | ||||||||||
Reinforcements 2 Cleric | HP 46 | Atk 50 | Spd 34 | Def 20 | Res 47 | ||||||
:- :- | |||||||||||
Reinforcements 3 Axe Dragon | HP 62 | Atk 60 | Spd 33 | Def 42 | Res 26 | ||||||
:- : Bonfire | : Fury 3 :- :- |
Reinforcements 3 Sword Flier | HP 57 | Atk 47 | Spd 38 | Def 30 | Res 39 | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
: Iceberg | :- :- :- |
It is possible to clear this map with an offensive strategy if the team is properly built.
Due to the distance required to reach the enemy units, as well as Læraðr's Barricade preventing warping, it is almost impossible to reach the enemies on turn one. The exception is Emblem Sigurd, who has 5 movement and can immediately reach the Sword Knight.
If you have Emblem Sigurd, the strategy is simple. Place him on column 3, defeat the Sword Knight on turn one while dealing area-of-effect damage with Override, and then use his extra action to defeat Læraðr from the right side so that Override deals chip damage to Níðhöggr. Follow up with an area-of-effect Special user and a refresher unit on the left side to reach Níðhöggr and defeat her on turn one as well.
Engaging on turn one to ensures that both Læraðr and Níðhöggr aren't transformed, allowing players to attack them using ranged units without fear of retaliation.
Players can expand on this strategy by equipping chip damage effects such as Fury 4 on either Emblem Sigurd or the unit used to defeat Níðhöggr. Once Læraðr goes down, Barricade is no longer in play, allowing players to warp in using Wings of Mercy to clean up the enemies on turn one.
However, if you do not have Emblem Sigurd, the strategy is more difficult. Use turn one to position your units, but keep them out of range of the enemies. The enemies will move forward on turn one even if you are not in their danger area.
Slowly pick off the enemy units one at a time. You can take your time since both Læraðr and Níðhöggr are armored units and they will need a few turns before they can reach your units.
However, there are certain foes that you need to watch out for.
The Green Thief with Wings of Mercy 4 can warp forward and snipe your units. This is made easier with Læraðr's Quieting Branch applying 【Assign Decoy】to your lowest Def unit, allowing the Green Thief to burst them down. To counter this, ensure that none of the enemy units meet the HP threshold of Wings of Mercy 4.
The Axe Dragon and Sword Flier reinforments on turn 4 both have Guidance 4, allowing Læraðr and Níðhöggr to warp forward and attack your units. Keep your units away from these two and defeat them as soon as possible.
Once all of the generic enemies are dealt with, you can deal with both Læraðr and Níðhöggr. Either bring a unit that can prevent their counterattacks, or deal area-of-effect damage to them to bring them to low HP and defeat them in combat.
An enemy phase tanking strategy is possible in this map, but requires proper teambuilding and positioning to avoid getting crippled by Læraðr's Quieting Branch applying 【Assign Decoy】to your lowest Def unit.
The easiest methods are to field Elimine to prevent Quieting Branch from triggering at the start of the enemy's turn, or field Freyr with Dream Deliverer to cleanse away 【Assign Decoy】 immediately after it is applied.
Alternatively, you can place your lowest Def unit away from the Savior Ball, but still in range of Læraðr's Quieting Branch to prevent 【Assign Decoy】from decimating your Savior Ball.
You will need a healer or a way to restore HP to sustain your tank's HP. Níðhöggr's Enticing Dose will deal pre-combat damage, wearing the tank unit down over time. Breath of Life 4 is a good counter, but may not be enough in some cases.
Group up with your Savior Ball + healer while keeping the lowest Def unit away from the group and wait for the enemies to attack your tank units and die in retaliation.
Once all the generic foes are dealt with, slowly whittle down Læraðr first, and then Níðhöggr.
Unit Name | |
---|---|
Emblem Sigurd | Lance Cavalry Holy-War Spear grants Emblem Sigurd +2 movement (5 total), 【Canto (3)】, and bonus true damage. Override is an area-of-effect Special that grants an extra action after use. |
Brave Felix | Sword Infantry New Levin Sword accelerates Special by 2, opening up either area-of-effect spam or quick Galeforce. Lone Wolf can grant up to three actions in one turn. |
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 Lucina | Colorless Bow Cavalry Great nuking power with Ylisse Ninja Bow dealing up to +25 true damage. Future Focus is a Swap that also grants 【Future Witness】 and 【Null Follow-Up】 to multiple allies upon use. Duo Skill grants another action post-combat and refreshes Canto. |
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. |
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. |
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. |
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. |
Ice Tribe Fjorm | Lance Armored Ice-Crystal Spear provides multiple defensive effects and a Null C-Disrupt effect. Dual Ice Mirrors and Shield Fighter work together to heavily mitigate damage from multiple ranged attacks and then reflect the damage back onto the enemy. |
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 An older unit available on weekly revival banners that can keep up with modern metagame units if given investment. Neutralizes armor weakness, neutralizes penalties, prevents foe's follow-up attack and has a guaranteed follow-up attack. |
Marni | Axe Armored A free-to-play unit available using Heroic Grails with a statline heavily focused on tanking. Praise-Piner Axe neutralizes foe's bonuses, grants damage reduction, and has post-combat healing to loop her built-in Miracle effect over and over again. |
Brave Edelgard | Axe Armored High mobility for an armored unit. Incredibly sturdy with refined Flower Hauteclere and Black Eagle Rule granting multiple defensive effects. |
Unit Name | |
---|---|
Elimine | Staff Flying Grants damage reduction, healing, and can shut down "At start of turn" effects of foes in cardinal directions upon winning a Res check. |
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. |
Seteth | Lance Flying Refined Spear of Assal grants Seteth and nearby allies bonus stats, true damage, true damage reduction, and neutralizes foe's bonuses. |
Summer Hilda | Staff Flying Grants Atk+6 and Special acceleration to nearby allies during combat. |
Unit Name | |
---|---|
New Year Peony | Green Tome Flying Grants additional Atk to allies in similar cardinal directions. Can use her Duo Skill to grant another action to an adjacent ally. |
Peony | Blue Tome Flying Grants additional Atk and Spd to allies in similar cardinal directions. |
Legendary Azura | Blue Tome Flying Grants additional bonuses equal to highest bonus on unit and +1 movement. |
Hatari Azura | Green Tome Cavalry Grants +6 to all stats and +1 movement to target unit and all adjacent allies. Can use Harmonized Skill to grant extra actions to allies. |
List of All Dancers | Heroes with Refresher Skills
An Abyssal strategy example for Bound Hero Battle: Læraðr & Níðhöggr is currently unavailable. Stay tuned!
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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