This special event contains a series of maps you must fight your way through from beginning to end. Losing does not mean game over, as you can retry with a second team. At the end of each round, points are received based on clear speed, survivability and bonus units. Your total points are tallied and used to unlock various rewards, many of which are exclusive to the Tempest Trials. Additionally, there is a player ranking with large feather rewards given to those with the highest scores.
- Bonus allies gain significant stat boosts (HP+10, +4 other stats).
- Bonus allies gain double EXP and SP.
- Your first two runs per day earn triple points.
Threaten Spd 1 seal (12,000 Score)
- This Sacred Seal provides a -5 speed debuff to all enemies within two spaces of the unit. Threaten skills have long been viable C slot skill choices, and now it is possible for many units to debuff two stats at the same time.
Iote's Shield seal (20,000 Score)
- Previously only available on the Grand Hero Battle unit Michalis, Iote's Shield prevents flying-type units from receiving bonus damage from effective weapons such as bows or Excalibur. As an added bonus, this seal requires no enhancement as it provides the full effects at base level.
Water Blessing (25,000 Score)
- Blessings are a new type of item released with the 2.0 update. Using them on a unit provides them with permanent effects such as double SP gain, and stat boosts when paired with the appropriate Legendary Hero (in this case, Fjorm). Blessings are rare items, so take the chance to pick this one up for free!
5★ Masked Marth (30,000 Score)
- Hailing from Fire Emblem: Awakening, Masked Marth is a strong red sword boasting excellent offensive stats for a melee unit. She's been offered as a bonus unit in the past, but is still a great reward and one of the easiest merge candidates for free players.
Heavy Blade 1 seal (40,000 Score)
- Heavy Blade is an A slot skill which accelerates special charge when hitting with more attack than the enemy. Now that it exists as a seal, it is compatible with attack-boosting A slot skills such as Fury and Life and Death. This makes it easier to activate. Combine it with the fact that it was only previously available on Ike, makes this a hugely valuable reward for all players.
Orbs, feathers and crystals are awarded up to 100,000 score. Sacred Coins are also available, with the highest tier being 27,500 score.
Without further ado, let us jump into the team-building part of the guide. Instead of talking about just completed teams, I’ll be talking about the elements that make those teams successful, so that players with varying boxes can construct viable teams. Unless otherwise stated, all units from here on out are assumed to be running their recommended builds. A team with the best chance of success will have the following:
- As many bonus units as possible.
- Source of healing.
- Strategy for the final map.
- A unit to combat each colour (As the actual units within each map can vary greatly).
The first units you’ll want to think about using are of course, the bonus units. With their huge stat bonuses (+10 HP, +4 to all other stats) They will punch far above their normal weight. All bonus units receive the same stat boost.
This time around all of the 40% units are armored, making armor a viable strategy for clearing the trials! All of them are defensively inclined, but can run offensive sets when equipped with skills such as Bold Fighter and Armor March. Their status as bonus units combined with their huge raw stats make them very strong, even with default builds.
However, there is much more variation in the 20% units. Lucina and Masked Marth have identical statlines, and can run offensive or defensive sets. They are both very handy with Falchion healer builds, able to sustain over long periods of time. Nowi is an all-round fantastic enemy phase unit, and she can be used effectively even with a default build. Frederick is the offensive-leaning option, but really wants a Brave Axe to maximise his damage. Both Nowi and Frederick are easily available at four stars and form a nice color trio with Masked Marth or Lucina.
Thanks to the 2.0 update and forging, Staff-users are stronger than ever and are highly recommended for all kinds of teams. Their raw healing output is significantly higher than unofficial healers, and can also provide strong chip damage to neutralize strong threats. However they are not the only option on the table.
There are a few types of builds which can be used to heal teams without using a dedicated healer. The first of these is the “Renewal Medic”, a build type which relies on healing from Renewal and the legendary weapon Falchion. Reciprocal Aid is a must-have skill to ensure clean transferral of health to allies. Masked Marth and Lucina can both run this kind of build, and are strong due to being bonus units.
Breath of Life is another great skill capable of turning a unit into a substitute healer. With the skill itself and the fully upgraded seal, it’s possible to heal 14 health to allies every attack. Dagger-users have access to a dagger to provide further healing, as does Linde with her unique tome Aura. Reciprocal Aid is a must here too, to ensure that Linde herself can remain sustained. Remember that a dancer can potentially double this healing output. Lastly, there is the "sustain tank" build recently popularized with the addition of the Steady Breath skill. With a cooldown -1 weapon, Steady Breath, Quick Riposte and Aether, a unit can charge and fire off their special every round of combat, keeping their health topped up over a long time. Winter Robin, Winter Chrom and Winter Lissa all make excellent tanks with these builds.
These are some of the most potent allies for Tempest Trials, offering both safety and speed to your run. In short, they are great for all the usual reasons, but are affected by their low combat stats, which can hold them back. Due to team limitations, if you choose to field a dancer they must be a respectable combat unit in their own right, with either a full build or something close. However, none are featured as bonus units this time. Performing Olivia is a special exception, able to provide strong healing with her dagger in addition to her dancer capabilities.
One of the easiest ways to clear the Tempest Trials is with a powerful ranged attacker wielding a Brave bow or Blade tome. Combined with a buffer or dancer, they can destroy most units in the trials with ease once they are under the Desperation threshold. Nino, Linde, Tharja, Katarina, Ursula, Brave Lyn and Reinhardt are all common choices. Winter Tharja is exceptionally strong with a Blade tome and armor class buffs, although her movement is somewhat limited without Armor March support.
All about Autobattle
For those looking to save time, the autobattle feature lets you quickly gain tempest points with minimal effort. When creating an autobattle team, there are a few considerations:
- Hard (5 Battles) is the most suitable difficulty for most players, assuming you can use a whole team of five star characters. With enough bonus units or merges, it may be possible to do the lower infernal difficulty.
- Team building considerations are mostly the same for manual teams. The AI tends to play recklessly, making tanky units with well-rounded statlines and Distant Counter fare the best. A dedicated healer is nearly always better unless you have multiple units with Aether or other healing. If you choose a dedicated healer, don’t forget to un-equip their weapon. Otherwise, the AI will treat them like a ranged attacker, and play aggressively with them.
- DC Units: Nowi, Dorcas, Hector, Ike, Ryoma, Black Knight, Young Tiki
- Sustain Tanks: Nowi, Winter Chrom, Winter Robin, Winter Lissa, Brave Ike, Ike
- Dedicated Healers: Any staff-user!
- Other Healers: Masked Marth/Lucina, Chrom, Arvis, Fae, Linde, Performing Olivia
- Sweepers: Winter Tharja, Frederick, Brave Lyn, Lute, Reinhardt, Ursula, Nino, Delthea, Celica, Bridal Cordelia
Triangle Adept/Gem Weapons
- Enemies with gem weapons can prove troublesome, as the AI will rush forth headlong into them if you’re in range. Your own units will most likely decimate foes they are strong against, and thanks to the AI, will have many disadvantageous matchups.
Don’t sweat it!
- At the end of the day, losing a team or two does not affect score by a large margin. Speed is much more important, so building slightly riskier (but much faster) teams is a good idea.
Enemy 1: Ranged Infantry
Enemy 2: Melee Infantry
Enemy 3: Melee Infantry Units
Enemy 3: Melee Armored
Enemy 4: Melee Cavalry
|Weapon||Elthunder||A||Defiant Spd 1|
|Special||Glowing Ember||C||Spur Def 1|
User Submitted Teams
Balanced Team that can take out all enemies with ease if positioning is right.
Winter Robin has Tannenboom+ weapon refinery speed, Fury, Renewal, Armor March, Reposition, Bonfire and Close Defense 3 Seal
Black Knight+1 has Steady Stance, Vantage, Ward Armor, Alondite, Swap, Black Moon and quickened pulse seal
Cecilia+10 has Gronnraven+, Triangle Adept, Green Tome Breaker, Hone Cavalry, Reposition, Moonbow and Distant Defense 3 seal
Reinhardt+5 has Dire Thunder, Death Blow, Swordbreaker, Hone Cavalry, Reposition, Moon and +3 Attack Seal
BK : Steady Stance Vatange Ward Armor
W Robin : Brazen atk/spd Desperassion Armor March
W Lissa : deathblow bold fighter Ward armor
H Jakob : Bravebow deathblow wary fighter ward armor
This here is my TT team. I know it Masked Marth is only a 20% bonus unit and Christmas Chrom is a 40% bonus unit, but I just really like the TT stat buffs. Masked Marth is there to provide healing support and Inigo is there to provide dance support and to be a colorless killer with his raven tome build. Summer Corrin is there to improve the team’s mobility with guidance sacred seal.
Armor Emblem ftw