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This is a guide to clearing the Infernal and Abyssal maps for Emblem Hero Battle: Emblem Eirika in Fire Emblem Heroes (FEH). To see strategy for defeating Emblem Hero Battle: Emblem Eirika, enemy information, as well as the best units and party to use, read on!
Boss Unit for This Emblem Hero Battle |
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![]() [9.9/10] |
Table of Contents
Featured Hero |
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First Clear Reward | Abyssal: Gold Dancer's Frill
Infernal:
![]() Lunatic:
![]() Hard:
![]() Normal:
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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 | 03/28/2025 - 04/14/2025 |
Abyssal | Infernal |
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A
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HP 95 |
Atk 65 |
Spd 52 |
Def 51 |
Res 54 |
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B
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HP 90 |
Atk 55 |
Spd 43 |
Def 47 |
Res 33 |
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C
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HP 82 |
Atk 69 |
Spd 49 |
Def 25 |
Res 48 |
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D
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HP 77 |
Atk 63 |
Spd 37 |
Def 27 |
Res 50 |
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E
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HP 96 |
Atk 64 |
Spd 49 |
Def 44 |
Res 29 |
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F
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HP 80 |
Atk 73 |
Spd 62 |
Def 42 |
Res 34 |
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Reinforcements 1 ![]() | HP 75 | Atk 64 | Spd 37 | Def 27 | Res 47 | ||||||
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Reinforcements 1 ![]() | HP 78 | Atk 60 | Spd 61 | Def 45 | Res 28 | ||||||
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Reinforcements 1 ![]() | HP 99 | Atk 69 | Spd 26 | Def 61 | Res 37 | ||||||
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Reinforcements 2 ![]() | HP 84 | Atk 59 | Spd 60 | Def 30 | Res 51 | ||||||
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Reinforcements 2 ![]() | HP 95 | Atk 66 | Spd 46 | Def 40 | Res 53 | ||||||
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Reinforcements 2 ![]() | HP 76 | Atk 71 | Spd 44 | Def 21 | Res 66 | ||||||
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Reinforcements 3 ![]() | HP 85 | Atk 60 | Spd 49 | Def 32 | Res 49 | ||||||
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Reinforcements 3 ![]() | HP 71 | Atk 58 | Spd 32 | Def 30 | Res 56 | ||||||
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A
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HP 76 |
Atk 58 |
Spd 45 |
Def 44 |
Res 47 |
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B
![]() |
HP 71 |
Atk 51 |
Spd 39 |
Def 43 |
Res 31 |
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C
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HP 61 |
Atk 65 |
Spd 45 |
Def 23 |
Res 44 |
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D
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HP 56 |
Atk 59 |
Spd 34 |
Def 24 |
Res 46 |
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E
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HP 78 |
Atk 60 |
Spd 45 |
Def 40 |
Res 27 |
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F
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HP 64 |
Atk 65 |
Spd 53 |
Def 35 |
Res 28 |
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![]() ![]() |
Reinforcements 1 ![]() | HP 54 | Atk 60 | Spd 34 | Def 24 | Res 43 | ||||||
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Reinforcements 1 ![]() | HP 57 | Atk 56 | Spd 57 | Def 41 | Res 25 | ||||||
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Reinforcements 1 ![]() | HP 81 | Atk 65 | Spd 23 | Def 56 | Res 35 | ||||||
![]() | ![]() ![]() |
Reinforcements 2 ![]() | HP 63 | Atk 55 | Spd 55 | Def 27 | Res 47 | ||||||
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Reinforcements 2 ![]() | HP 76 | Atk 62 | Spd 42 | Def 36 | Res 49 | ||||||
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Reinforcements 2 ![]() | HP 55 | Atk 62 | Spd 40 | Def 24 | Res 57 | ||||||
![]() ![]() |
Reinforcements 3 ![]() | HP 64 | Atk 56 | Spd 45 | Def 30 | Res 45 | ||||||
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Reinforcements 3 ![]() | HP 49 | Atk 54 | Spd 30 | Def 28 | Res 52 | ||||||
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Using a Hit and Run team composition is the ideal player phase strategy in order to prevent Emblem Eirika from utilizing her extended range to burst down your units.
The enemies will move on turn one even if you do not step into the threat range of the enemies. Emblem Eirika herself does not move until turn 3, so that gives you some time to clear as much of the map as possible before she attacks.
If you have Emblem Sigurd in your barracks, he can nuke down a majority of the enemy team on turn one with his Override Special. Attack the Lance Fighter, trigger Override to leave everyone at low HP, and then use Sigurd's extra action to retreat as far away as you can.
Do not be tempted to attack again, because Sigurd's 【Canto (3)】 is not enough to retreat out of Emblem Eirika's range.
However, if you are bringing a refresher unit with their own 【Canto】 effect (like giving them Emblem Sigurd Ring for example), Sigurd can attack again, use 【Canto (3)】 to retreat, and then get refreshed and retreat further away out of Emblem Eirika's range.
If you do not have Emblem Sigurd, the strategy is similar, but not as easy. You will need an offensive ranged cavalry unit to attack on turn one, and then a refresher unit with similar movement to retreat away by haveing the original attacker use Reposition. Repeat this procedure for each enemy, prioritizing defeating Emblem Eirika when she is in range of your units.
Units that have extra actions are very useful on this map. Emblem Sigurd is one of them, and other units with this ability are Brave Felix and some Duo Heroes that have Duo Skills which can refresh their own actions.
If you do not have any units that can perform multiple actions, we recommend a Tanking strategy instead.
It is also possible to form up into a ball and use Savior Tanks to enemy phase the entire map if you have a modern Far Save tank from recent releases.
The free Attuned Hector given out for him winning the A Hero Rises 2025 Voting Gauntlet works well for this role. He even has D Counter Echo to retaliate against Emblem Eirika when she attacks from range with Wind Sword Style.
However, just using Hector alone won't be enough. He will need to be supported by allies that can help mitigate incoming damage like Seteth and his refined Spear of Assal.
Equip your Attuned Hector with the Mystic Boost 3 Sacred Seal. This will prevent adaptive damage and force Emblem Eirika to attack Hector's high Def stat, while providing a small amount of healing along the way.
Do not step within Emblem Eirika's threat range, and instead, wait for the enemies to approach. They will all move on turn one anyway, and you can use the early turns to defeat as many of the generic enemies as possible before Emblem Eirika herself moves forward.
We advise bringing an offensive unit that can burst Emblem Eirika down in one round of combat, relying on Savior skills to protect them from the other enemies. This way, you can just wait for Emblem Eirika to approach and defeat her before she can attack your units.
Once Emblem Eirika is defeated, the rest of the map should be a breeze, as none of the generic enemies pose any threat to your units as long as you are able to defeat some of them as they spawn, prioritizing melee foes, and have your Attuned Hector or whatever Far Save tank you are using soak the rest of the damage.
Unit Name | |
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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. |
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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. |
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Axe Armored Eagle's Heart has built-in Canto and grants Edelgard an extra action and bonus true damage. Pure Storm grants an extra action, debuffs enemies, and grants Edelgard bonus true damage. Inheriting Galeforce can grant a fourth action per turn, but will reduce firepower due to the lack of Armored Blaze. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Green Tome Cavalry Ninjutsu Scrolls' brave effect can quickly defeat enemies. Duo Skill grants herself an additional action. |
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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. |
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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. |
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Sword Cavalry Lyngheiðr grants Canto for mobility. Seiðr Shell+ is pre-charged and can defeat an enemy quickly. |
Unit Name | |
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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. |
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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. |
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Sword Armored Fellowship Blade grants 【Bulwark】 to protect allies and grants Hector bonus true damage and true damage reduction. Oath of Ostia applies 【Divine Vein (Stone)】 and grants Hector Special skipping and damage reduction piercing. D Counter Echo allows counterattacks against ranged foes. |
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Colorless Breath Armored Multiple damage reduction effects and the 【Divine Vein (Stone)】 effect paired with high Spd allow her to survive multiple engagements. |
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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. |
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Axe Armored High mobility for an armored unit. Incredibly sturdy with refined Flower Hauteclere and Black Eagle Rule granting multiple defensive effects. |
Unit Name | |
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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. |
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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. |
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Lance Flying Refined Spear of Assal grants Seteth and nearby allies bonus stats, true damage, true damage reduction, and neutralizes foe's bonuses. |
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Staff Flying Grants Atk+6 and Special acceleration to nearby allies during combat. |
Unit Name | |
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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. |
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Blue Tome Flying Grants additional Atk and Spd to allies in similar cardinal directions. |
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Blue Tome Flying Grants additional bonuses equal to highest bonus on unit and +1 movement. |
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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 Legendary Hero Battle - Shez (M) 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.
If you have uploaded the walkthrough video on Twitter etc., please enter the URL as well!
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