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This is a guide to clearing the Infernal and Abyssal maps for Duo and Mythic Hero Battle: Marth & Elm in Fire Emblem Heroes (FEH). To see strategy for defeating Duo and Mythic Hero Battle: Marth & Elm, enemy information, as well as the best units and party to use, read on!
| Boss Units for This Duo & Mythic Hero Battle |
|---|
|
[9.5/10] [9.9/10] |
Table of Contents
| Featured Hero |
|
|---|---|
| First Clear Reward | Abyssal:Gold Renewal Charm
Infernal:
Lunatic:
Hard:
Normal:
|
| 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 | 04/28/2025 - 05/12/2025 |
| Abyssal | Infernal |
|---|---|
|
|
| A
|
HP 80 |
Atk 73 |
Spd 62 |
Def 47 |
Res 34 |
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|---|---|---|---|---|---|---|---|---|---|---|---|
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B
Troubadour
|
HP 71 |
Atk 58 |
Spd 32 |
Def 30 |
Res 56 |
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C
Lance Fighter
|
HP 95 |
Atk 62 |
Spd 48 |
Def 47 |
Res 33 |
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|
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D
Axe Dragon
|
HP 89 |
Atk 70 |
Spd 43 |
Def 58 |
Res 33 |
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| E
|
HP 81 |
Atk 69 |
Spd 62 |
Def 43 |
Res 39 |
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|
|
|
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F
Blue Fáfnir
|
HP 87 |
Atk 62 |
Spd 51 |
Def 47 |
Res 42 |
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|
|
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Reinforcements 1 Thief | HP 84 | Atk 59 | Spd 60 | Def 30 | Res 51 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| | | ||||||||||
Reinforcements 1 Blue Cavalier | HP 75 | Atk 69 | Spd 37 | Def 22 | Res 52 | ||||||
| | | ||||||||||
Reinforcements 1 Green Bat | HP 78 | Atk 60 | Spd 61 | Def 45 | Res 28 | ||||||
| | | ||||||||||
Reinforcements 2 Bow Flier | HP 79 | Atk 67 | Spd 59 | Def 24 | Res 37 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| | | ||||||||||
Reinforcements 2 Axe Flier | HP 80 | Atk 52 | Spd 44 | Def 32 | Res 49 | ||||||
| | | ||||||||||
Reinforcements 2 Axe Knight | HP 99 | Atk 69 | Spd 26 | Def 65 | Res 33 | ||||||
| | | ||||||||||
Reinforcements 3 Lance Cavalier | HP 89 | Atk 61 | Spd 37 | Def 44 | Res 42 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| | | ||||||||||
Reinforcements 3 Blue Manakete | HP 95 | Atk 61 | Spd 46 | Def 45 | Res 48 | ||||||
| | | ||||||||||
| A
|
HP 64 |
Atk 65 |
Spd 53 |
Def 39 |
Res 28 |
||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
|
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B
Troubadour
|
HP 49 |
Atk 54 |
Spd 30 |
Def 28 |
Res 52 |
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|
|
|
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C
Lance Fighter
|
HP 76 |
Atk 59 |
Spd 44 |
Def 43 |
Res 31 |
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|
|
|
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D
Axe Dragon
|
HP 68 |
Atk 66 |
Spd 39 |
Def 54 |
Res 31 |
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|
|
|
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| E
|
HP 66 |
Atk 61 |
Spd 53 |
Def 36 |
Res 33 |
||||||
|
|
|
||||||||||
F
Blue Fáfnir
|
HP 66 |
Atk 58 |
Spd 47 |
Def 43 |
Res 38 |
||||||
|
|
|
||||||||||
Reinforcements 1 Thief | HP 63 | Atk 55 | Spd 55 | Def 27 | Res 47 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| | | ||||||||||
Reinforcements 1 Blue Cavalier | HP 54 | Atk 65 | Spd 34 | Def 19 | Res 48 | ||||||
| | | ||||||||||
Reinforcements 1 Green Bat | HP 57 | Atk 56 | Spd 57 | Def 41 | Res 25 | ||||||
| | | ||||||||||
Reinforcements 2 Bow Flier | HP 58 | Atk 63 | Spd 55 | Def 22 | Res 33 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| | | ||||||||||
Reinforcements 2 Axe Flier | HP 59 | Atk 48 | Spd 40 | Def 30 | Res 45 | ||||||
| | | ||||||||||
Reinforcements 2 Axe Knight | HP 81 | Atk 65 | Spd 23 | Def 60 | Res 31 | ||||||
| | | ||||||||||
Reinforcements 3 Lance Cavalier | HP 68 | Atk 57 | Spd 34 | Def 40 | Res 38 | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| | | ||||||||||
Reinforcements 3 Blue Manakete | HP 76 | Atk 57 | Spd 42 | Def 41 | Res 44 | ||||||
| | | ||||||||||
Using a Hit and Run strategy is the best option for this map due to the open space near the starting area providing enough room to maneuver around the enemies.
The generic enemies will advance on the first turn even if you do not step in the danger area. Elm will begin advancing on turn 2, and Anniversary Marth will begin advancing on turn 3.
Bring units that generate multiple actions when on the offensive, such as Emblem Sigurd, Brave Felix, and Valentine's Edelgard.
Use the first turn to position your offensive units forward without stepping into the danger area. Wait for the enemies to advance and leave themselves vulnerable.
On the second turn, defeat as many enemies as you can while staying out of the danger area.
On the third turn, repeat the same process, except prioritize defeating Elm when you can. He does not have a Distant Counter effect, thus attacking him with ranged units is ideal. Alternatively, you can apply splash damage from area-of-effect Specials to reduce his HP, then defeat him in one hit even through his true damage reduction effects.
Repeat the Hit and Run strategy until the enemies are defeated. You may notice Anniversary Marth's Vantage effect may render you unable to defeat him in combat. Do not worry; the Vantage effect and all the other effects of Shield of Hope are reliant on having an ally within 3 spaces. Simply isolate Anniversary Marth from his allies or leave him as the last unit remaining, and then you can safely defeat him afterwards.
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 Near Save tank from recent releases.
However, you will need to bring a unit whose role is to specifically defeat Elm and then retreat to the safety of your Save Ball. Elm's Jaws of Closure will ignore your Savior skills and even apply the 【Undefended】 status after he acts. You must reach him as soon as possible and defeat him immediately.
Elm will advance on turn two, so you will need to put the tank units in front to avoid having your supports getting attacked by the enemy units.
Once Elm is in range, send in your designated unit, and then return to the safety of the Save Ball.
Bring ample support for your Savior tanks and allow the enemies to approach and attack into your units.
| Unit Name | |
|---|---|
|
|
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 | |
|---|---|
|
|
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 | |
|---|---|
|
|
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 Duo & Mythic Hero Battle: Anniversary Marth & Elm 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!
Mythic Hero Battle Walkthroughs and Schedule
Duo and Mythic Hero Battle: Marth & Elm Abyssal Guide and Recommended Team



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