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Tempest Trials - Moment of Fate

Bonus Allies

If you include a bonus ally on your team, you can increase your score. If you add multiple bonus allies, only the highest bonus will apply. Bonuses do not stack. Bonus Allies gain stat boosts equal to +10 HP, and +4 to all other stats.

Bonus Allies
+40%
+20%

Event Overview

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.

Other Rules

  • 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.

Notable Rewards

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.

Team Building

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).

Bonus Units

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

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.

Unofficial 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.

Dancers

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.

Glass Cannons

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.

Team Examples

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.

Radiant Heroes

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.

Cavalry

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

Map Enemies

  • Normal
  • Hard
  • Lunatic
HP ATK SPD DEF RES
28 23 13 14 8
Weapon Steel Sword A
Support B
Special C
HP ATK SPD DEF RES
34 29 18 20 10
Weapon Steel Sword A Steady Stance 1
Support B Guard 1
Special New Moon C
HP ATK SPD DEF RES
42 37 23 25 13
Weapon Silver Sword A Steady Stance 2
Support B Guard 1
Special Luna C
HP ATK SPD DEF RES
46 40 26 29 15
Weapon Silver Sword A Steady Stance 3
Support B Guard 2
Special Luna C
HP ATK SPD DEF RES
58 51 34 34 19
Weapon Alondite A Steady Stance 3
Support B Guard 3
Special Black Luna C Drive Def 1
HP ATK SPD DEF RES
63 54 37 38 21
Weapon Alondite A Steady Stance 3
Support B Guard 3
Special Black Luna C Drive Def 2
HP ATK SPD DEF RES
78 57 40 41 24
Weapon Alondite A Steady Stance 3
Support B Guard 3
Special Black Luna C Drive Def 2

User Submitted Teams

You can't heal by causing pain?
10-01
Submitted by Guardain1412
Show Explanation

Running Aether on Both Ike (Minus Atk/ Plus Def) and Nephenee(Minus HP/Plus Atk), while they support one another, the are both practically invincible. Too make up for the atk bane on my Ike I run Threatens attack and gave him the distant Defense seal. He is also always supported by my Fury/Quickened Pulse Aether Nephenee who has THreaten Defense to help out when he cant kill something.

Nino(Minus Defsense/Plus Speed) runs a basic Despiration build with Fury and Moonbow an mainly kills what the two of them can't. Ninian(Minus Res/Plus Atk) is just a dancer place holder that can be filled with another dancer if I want to run dragon emblem.

The Wall of Ba Sing Nephenee
10-01
Submitted by nohoirre
Show Explanation

A hyper-offense range/mage core is a bit difficult to pull off this time around while still keeping a bonus hero, but thanks to the Performing Arts focus it's now more than possible.

Nephenee, supported by her buffed stats, is a tank and the crux of the team, thanks to how these trials' maps are laid out (unless you're using a cavalry team, of course). I run Distant Counter and Renewal on her to make her a makeshift blue, more mobile Black Knight.

Innes is the jack-of-all-trades everything killer ala Bridelia. Brave Bow increases his potency dramatically, and thanks to how often he can and will be used, he's an effective healer with Breath of Life in the C slot. I put Hardy Bearing on him as well to help pick off stray Gordins and Reinhardts that Nephenee/Inigo didn't ORKO.

Leo with Swordbreaker annhilates the Black Knight (and every other sword unit in the game), and his mobility allows him to pick off things very quickly or reposition units out of harms way. A blade tome is essential for maximum viability. Being a ranged unit means he can kill things faster and safer than a melee unit such as Ike, Elincia, or the Black Knight.

Finally, Inigo plays double duty healer and offensive green mage. He can tank Robin(M), Reinhardt, and Olwen, who will give the team trouble otherwise, as well as handle defensive lance units such as Lukas and Nephenee. With his default tome, he joins Innes as a less frequent healer, and running his default set he provides important buffs to the rest of the team (especially Leo).

What is physical damage?
10-01
Submitted by Silvis
Show Explanation

This team is extremely reliant on there NOT being many mages in the maps. Ike and Lancina are ally supported, Lancina and Nephenee both are +def, Nino is +spd, Ike is +HP -spd. Ike and Lancina more or less run the show- Lancina gives Ike crazy buffs that go alongside his already boosted stats, while Lancina can handle physical blue units that would otherwise ruin Ike. Keeping Ike alive is important- he's a Heavy Blade/Aether/Vantage build. On Lunatic 7, he won't be soloing maps, but he's a very valuable asset to have. Nephenee functions pretty much the same as Lancina, she's there mostly as a safeguard. I've found physical blues to be super useful in this Tempest. Nino is there for ranged/green support, keeping her alive isn't overly necessary but she does kill blue mages, which is a pretty big role given this team's weakness to magic. I've found it to be mostly reliable in Lunatic 7 (I've done a few deathless runs, a few runs where only 1/2 units survive, and it's lost maybe 2 or 3 times out of I'd say 10+ runs). It can autobattle hard 5 with ease- it's lost a grand sum of one time, expect to lose Nino on the first map though. You kind of have to baby it with autobattle, otherwise you may find yourself on turn 11 and stuck in a big Ardent Sacrifice loop.

Who needs more than 1 team?
09-29
Submitted by Kink Your Shame
Show Explanation

I picked some members and this is the team I've been using, seems like it worked.

Works well in general I found but it can struggle with some of the harder hitting mages like Celica and Reinhardt but Lyn usually can take a hit and be healed.

Bait and kill most units with Ike and use Brave Lyn and Brave Lucina when needed, constantly keep up with the healing and you should be fine. :]

All the way!
09-28
Submitted by DD
Show Explanation

+hp -attack Ike who takes out reds,greens,colourless and hold his own on some blues units

-hp +defence Elise for healing, finishing units if necessary and with hone cavalry to boost Brave Lyn attack and speed

neutral Brave Lyn with hone cavalry boost beats blue units Ike has trouble against and can also run through most units as well

+hp -defence Azura for singing and red unit/BK killer.