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.
4★ Black Knight (6000 Score)
- One of the strongest units in the game, the Black Knight is an exceptional unit, boasting a great statline and free Distant Counter on his legendary weapon Alondite. He is also the first character to have a unique special: Black Luna, which ignores 80% of a foe's defense/resistance when attacking.
Resistance +1 seal (12,000 Score)
- This seal increases a unit's resistance by one. This reward is a rerun, but is otherwise a nice pickup for those who missed it. For those who already obtained this reward, it will be converted to 300 feathers instead.
Fortify Def 1 seal (20,000 Score)
- This seal grants a character the effects of Fortify Def 1. Combined with an appropriate C slot skill and Dual Rally, it can be used to buff all four stats at once, making it great for use with Blade Tomes or general use.
5★ Black Knight (30,000 Score)
- A five star copy of The Black Knight. This is a valuable reward as the Black Knight is a recommended promotion, and he comes with the use of a legendary weapon with no investment.
Panic Ploy 1 seal (40,000 Score)
- A seal that turns stat bonuses into penalties for all foes in cardinal directions, provided the unit's HP is at least five more than the enemy. Panic Ploy is a valuable skill, being able to counter the effects of Blade tome users and class-based teams. As most mages have low HP, this will no doubt be a useful reward in many scenarios.
Preparing for the Trials
There are two approaches to the Tempest Trials: manually playing through higher difficulties, and using auto-battle to clear lower difficulties. A good strategy for players who want to avoid burnout is to manually play twice per day on the highest difficulty, to get the largest possible score from the 3x multiplier. Afterwards, they can simply auto-battle on lower difficulties to use up any spare stamina.
This time around, the Trials are less accessible, with the Black Knight being the only F2P unit featured. Thanks to the large stat bonuses granted to bonus units, team-building largely revolves around them (although ultimately, only one is ever truly required). The Tempest Trials are a fantastic way to increase a unit's Hero Merit and SP, so some may opt for sub-optimal teams for this purpose.
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 beat 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. In this regard, Nephenee and Ike are the standout units, thanks to their well-rounded stats, especially defense. Ike's Distant Counter is valuable for handling ranged units, and his natural Aether keeps him topped up. Nephenee herself is a great Black Knight slayer, and has the speed to double nearly everything. Oscar is another great Black Knight slayer, and enables full-cavalry teams. Elincia is harder to run thanks to her low defense and resistance leaving her vulnerable to damage, but will perform nonetheless.
Mist is the only bonus staff-wielder, making her the premiere choice for those wanting a reliable source of healing. Soren is a fantastic unit with well-placed stats for a mage, and can sweep through scores of foes, particularly if he is given a Blade tome. Titania requires some investment, but will function decently enough will her default kit. Finally, the Black Knight: He has an incredible statline, and is nearly invincible with proper support. His low movement speed can slow down clear times, however. Keep in mind that Soren, Titania and the Black Knight are all viable at four stars, thanks to the bonus unit stat boosts.
Healers are fantastic in the Tempest Trials, and can single-handedly sustain your team throughout the duration of the run. However, running a healer can compromise your team (unless you can get Wrathful/Dazzling Staff). It’s highly recommended to take a healer for safe runs, but keep in mind that they can slow your runs down compared to more offensive teams. There are also many viable alternatives to dedicated healers.
There are a few types of builds which can be used to heal teams without using a valuable team slot on a dedicated healer. The first of these is the “Falchion Medic”, a build type which requires a user of the legendary Falchion. With Renewal in B slot and Reciprocal Aid as a support skill, this build can provide healing to allies without sacrificing offensive power. Units who can pull this off include: Alm, Marth, Chrom, Masked Marth and Lucina. This is a great option for those with the units, but expect a lower amount of raw healing. If you have Linde, you can run a Breath of Life build. The effects from Aura (Linde’s unique tome), Breath of Life, and the Breath of Life seal stack to provide a whopping 15 health to all units around her when she attacks. Make sure to take Reciprocal Aid along with this build, to ensure that Linde herself can be sustained. If you don’t have Linde, the build can be applied to any character, but will only heal 10 HP. 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. Ike and Nephenee can both run this build very effectively, and are bonus units.
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.
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. Cavalry teams are great for this, and can be run with Oscar, Titania or both.
In all of the following examples, units can be switched and subbed depending on your personal collection. Only one bonus unit is really required, but more of them tend to be better due to the sizeable stat boosts they receive. Remember that for auto-battle teams, it is highly recommended to remove weapons from staff-users, as this will cause them to play much less aggressively.
A simple team composition with everything: One unit of each color, a magical attacker, and featuring all bonus units. Ike and Nephenee are the anchors of the team, KO'ing most units with ease thanks to their boosted stats. With Reposition on either of them, Soren can play an aggressive carry role, especially if he is given a Blade tome and buffed. Ike should be running Quick Riposte in his B slot to guarantee KO's, and can sustain his health decently with Aether. Nephenee works best with Wrath and Fury, allowing her to glide through maps effortlessly, and even duel the Black Knight with ease. Mist provides much-needed healing, especially to Ike and Nephenee, who often prefer Fury in skill slot A.
Ultimately, players without all of these units can do very well with substitutes. The Black Knight can replace Ike, Nino can replace Soren, and nearly any unit can replace Mist. Nephenee is best replaced with Oscar, but units such as Camus can do well in her stead. The Black Knight is so powerful that blue Triangle Adept or Sapphire Lance users are recommended for a safe KO.
Thanks to the presence of two bonus units, Cavalry teams are back, and can do some serious damage! Oscar and Titania are shoe-ins thanks to their status as bonus units, and provide strong type coverage with their natural weapons. Brave Lyn provides ranged offense to the team, hitting hard when buffed by other members of the team. Final slot is user preference, but healing helps a lot, making Mist as well as other mounted healers good team-mates.
Yes, Reinhardt can be used, but he has trouble finding a place in this particular variation. If Oscar is not owned, a team with Xander, Reinhardt and Titania is recommended.
No Bonus, No Mercy
One of the classic Tempest Trial beaters, this team is a tried and true classic and remains the same today. Reinhardt and Nino cut through the swathes of enemies that appear, while Olivia dances them forwards. Reinhardt wants his classic build with Death Blow, while Nino prefers her usual Desperation shenanigans to sweep cleanly. Try and pack as many Rally/Hone skills as possible into this team for the best chance of success. However, this team does not have the requirements to safely KO the Black Knight, which is where the final team slot is important. A blue bonus unit or the Black Knight himself is recommended to assist in clearing the final map.
Enemies 1 & 4: Ranged Infantry Units
Enemy 2: Melee Cavalry Units
Enemy 3: Melee Infantry Units
|Weapon||Steel Sword||A||Steady Stance 1|
User Submitted Teams
-Ike and BIke are amazing enemy phase tanks. Aether keeps them fit. Respect the weapon triangle (except for cases like Henry and Florina) and same color mages - do not use Ike to bait Celica/Katarina/Sanaki! Do not use BIke to bait Julia and Nino!
-Summer Xander moves people around, keeps Aethers charged, helps move Ninian into position (anyone with reposition could do this, though), contributes to buffs with his spur floatie, and deals big damage with Ignis
-Ninian dances, baits reds, and slaps high defense reds for finishing shots.
-If the enemy team is mage heavy, proceed with caution and play it safer. Stage explosive comebacks with charged specials and dance as to make sure your speed score maintains an A.
Giving both Ikes Aether is ridiculous. They can tear through a majority of the content with their default kit and the end turn button. BIke rocked the Quickened Pulse seal and QR to make his more likely and keep up with the boosted Ike. They supported each other, and their C slots were filled with Spurs to help maximize output. Draw Back filled their green slots to help maneuver around.
Summer Xander was an invaluable asset - infantry pulse! A Summer Xander with a HP seal will be able to buff BIke (unless your Summer Xan is -HP, but summoner support can patch that up), making it easier to proc Aether multiple times a map. It's useless on Ike to start with, but after he takes a minor amount of wear and tear, Xander starts to buff him. Lilith Floatie helps add more firepower, and helps Ike go toe to toe with BK. Ignis was swapped for Bonfire - try to save it up to slap the Black Knight with as a heroic sacrifice. Renewal filled the B slot to keep IP up. Reposition was added to his green slot to give further mobility.
TA Ninian was team glue. She held things together with enhanced movement, which was CRUCIAL to go after dangerous mages. While Ike could bait green mages easily, he can't take a hit from the likes of Katarina/Celica/Sanaki - Ninian can easily! She's also cute. She is also immensely helpful to punch through the Black Knight's comically high defense if you give her an offensive special (you really should!)
Swift Sparrow 2
Threaten Spd 3
Res +1 (S-Seal)
Threaten Atk 3
Threaten Def 3
Triangle Adept 3
Wings of Mercy 3
Fortify Def 3
Fortify Res 1 (S-Seal)
Nephenee got Stat-Boosts as a bonus unit and reaches over 50 Atk and over 40 Spd and Def, which is insane. So she builds a offensesive AND defensive core together with Brave Ike.
Because auf their Skills their Specials often trigger and with Dance- and Fortify-Support of Ninian they can beat a lot of stuff and live them too
Most oft red Swordusers take zero Damage to Nephenee and the Damage Brave Ike ist healed by is own with Aether often enough and most of the blue Rooster do absolutely nothing to him.
Katarina rounds the team up a little bit as a green- and mage-check and can heal Brave Ike or Nephenee a little bit in risky situations.
But to be honest, most of the times this team is not able to finish the hardest seven-Map-Challenge, because they reach it (if they do) most of the times only on low HP and the Black Knight and his mates then are too strong. They only strike these challenge, if Ninian and maybe Brave Ike als almost full HP and Nephenee doesn't die on any other red unit than Black Knight and of course if I am lucky with the opponents, because then Ninian can tank 2-3 hits from Black Knight and Nephenee can finish him.
Sidenote: Brave Ike and Nephenee have a S-Support
Sidenote 2: I am German - sorry for my English :s
Ike uses his base kit well, as most of the enemies on all the maps will carry 1-2 sword units, so sword breaker + heavy blade works wonders. C slot is hone speed to help Soren, while seal is +1 Attack for that extra bit of damage. Can 3RKO the Black Knight, but has to watch out for Black Luna. Use the other enemies on the last map to build up aether, and then proc when Black Knight initiates attack to follow up with sword breaker.
Soren also benefits from boosted stats, a +SPD Soren reaching 50/40 (with s-support Ike). Plus, he supports Ike well with pesky blue units that appear Mid- and sometimes on the final map. Replace Watersweep for Desperation.
Azura is standard singer, and mainly deals with dragons where Ike cannot, but can be used well against Black Knight with her own Luna.
Celica is the breath of life healer, and she helps with red mages/other bulky units where Ike would take longer to KO, so mostly a support role this time around. Also have desperation, because she can kill certain reds/greens that Soren cannot S-support with Azura for multiple synergistic wins.
BK and Azura are vanilla
Robin has TA 3
Maria has Rehabilitate and Kindled-Fire Balm
Since I only have 4* Titania and Soren as bonus units on this time, I tried to add Titania to this already boringly solid Rein/Xan combo.
Reinhardt is a welcomed blue mage for killing BK and carry the most kills of any map while Titania is equipped with Renewal along with her base Reciprocal Aid to serve as emergency healer when I screwed up.