
The Green Mage on Infernal also has Fatal Smoke 3 to prevent healing.

The Axe Knight has Green Feud 3 to prevent green support units like Kaden from aiding your team. Consider bringing a unit with Null C-Disrupt 3 or attack the Cleric first to prevent the Flash status from getting applied to your team. The Cleric has Flash+ to prevent your units from counterattacking. With his unique transformation mechanic, he will not be transformed on turn three, and you can take him down easier. The reason for baiting on turn two is that Fallen Muarim cannot reach the tree tile on turn two, but he can reach it on turn three. If not, consider using a Savior armor as your tank to protect the ally attacking the Cleric.

Ideally the unit that can defeat the Cleric has Canto or can trigger Galeforce to retreat to safety. Using this strategy, place your tank unit on the tree tile on turn two, and then send in a unit to defeat the Cleric on turn three to protect your tank from the Flash status. You can also use a tank unit aided by a support unit or two to load up on the right side. The enemies will then approach and you can pick them off one at a time.

When you're ready, defeat the Axe Knight, refresh that unit's turn, and retreat back. Position a hero that can defeat the Axe Knight in one round of combat on the left side. This map has no reinforcements and no refresher enemies, thus a hit and run strategy using your own refresher units works well.įlying units have an advantage on this map due to the large hole in the middle preventing all non-flying units from passing through the middle. Muarim: Raw Instinct Strategy Use Hit and Run Tactics
