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.
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.
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.
|Weapon||Steel Sword||A||Steady Stance 1|
|Hero||# of times used|
|Summer Corrin (F)||1|
Submitted by benisboy69
-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!)
Submitted by BBRexy
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
Submitted by FeHFan7468
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.
Submitted by Duran
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.
Submitted by Chstarr7
Basically you want to bait everything with the Black Knight and buff him with Geyser Dance and Brave Lucina’s 2 range buffs on her legendary weapon and Drive speed. Then use Nino to clean up any blue mages or blue armored units. Geyser dance also makes Nino an obscenely powerful attacker because of the +8 buff and her Blade Tome. Use Shigure to keep the Black Knight at a high HP so he can tank through everything and this’ll be the only team you need.
Submitted by OmegaVega
Ike is enough to solo most maps,same with Nino that nukes everything ,Sharena besides being the one who deals with reds and (possibly) kills the BK ,she buffs 3 stats with her rally attack,fortify def and a fortify res 1 seal,giving nino a lot of power with her tome and sakura with fortress def 3 can tank lots of hits and with renewal she can heal herself without the to heal someone and she also hone atk and has swift winds balm to buff spd and if it isnt enough ,with slow you have a guaranteed double ,with nino or ike ,because of the -6 speed ,and besides all of that,the others debuff all stats (threathen res,def and fensalir's threathen atk) you can take down any unit .
Submitted by corpseshadow
A team that can consistently clear Lunatic 7 with the only reason for defeat being player error (usually me over estimating Ike), and even then, it's usually lost to the final map (with one extremely stupid exception where I was half asleep). Although all units except Lyn are merged to +1, this team is incredibly reliable, even when I forget to switch out Ike's C skill from sword valor to something actually useful in battle.
With Ike's boosted stats, Delthea giving him attack+6 from her tome as well as 3 more from Drive Attack, he is an incredibly effective baiter for the two player phase units of Lyn and Delthea if he doesn't get the kill himself.
The main trick behind this team is making sure Delthea has Dragon Fang ready for the final map and someone (even if they die) has dropped the Black Knight below the threshold for Guard (Yes, I've killed Ike for this). It's recommended to bait out the enemy to clear out any enemy units. Given the fact that the Black Knight can only move one space, it's rather easy to do so compared to past tempest trials where we had mages. Just be super careful. Another thing to be ultra wary of is blue units. Ike can deal with surviving a hit from most of them. Units like the Dire Tomes will kill him no matter what, and other blue mages like Mae, Linde, Delthea will kill him without question on later stages (Since they outspeed him). All you can do is have Lyn or Delthea kill them first since there's nothing Ike can really do to survive a situation like that.
I apologize for the essay, have my team's skills in case you just wanted those.
Ragnell / Reposition / Aether
A: Heavy Blade
C: Savage Blow/Hone Attack/Breath of Life
S: HP+3 (he has an HP Bane)
Brave Bow+ / Reposition / Draconic Aura
A: Swift Sparrow
B: Sacae's Blessing
C: Attack Smoke
Delthea: (Summoner S supported hence her boosted stats)
Dark Aura / Ardent Sacrifice / Dragon Fang
A: Life and Death
C: Drive Attack
Performing Azura: (Recommended to S Support with Lyn or Delthea)
Urdr / Sing / Draconic Aura
B: Wings of Mercy
C: Drive Res (Flexible)
S: Attack Ploy (Flexible)
Submitted by riccochet
Soren and Oscar are heavily invested, while Elincia only needs DB3 and Hit and Run. Soren holds Gronnraven+ to protect Elincia from blues and archers, while Oscar protects him from reds and Black Knight with Firesweep Lance+ and LnD3 (he can also kill most of the blues and the squishy greens). Finishes the chapter barely touched.
Submitted by Guardain1412
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.
Submitted by nohoirre
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).
Submitted by Silvis
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.
Submitted by Kink Your Shame
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. :]
Submitted by DD
+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.
Submitted by Astro
Black Knight and Oscar are your main attackers, Kamui is your secondary attcker and debuffer/supporter, and Azura is pretty self-explanatory.
Black Knight can warp to Azura (Or any other unit on the team) When they have 50% or less HP. Oscar can take out mages due to his movement.
Azura gives her turn to the other 3 units.
Corrin is the tank/debuffer/secondary attacker. She's the best to fight the Black Knight.
Submitted by liigk
Reinhardt (+atk -spd) is equipped with Dire Thunder, drawback, luna, death blow, vantage, fortify cavalry. hp+3 seal
Xander is equipped with Siegfried, reposition, bonfire, atk+3, quick riposte 3, hone cavalry and quickened pulse seal.
azura and ninian are dancers and don't really do much other than that (they are sometimes used as bait or shield). You can replace them with 2 Olivia. After the cavalry boost, Reinhardt is able to one round KO most of the enemies (including the black knight) other than a few high res green mage. Xander are there to deal with them. I got the 5* black knight using this team composition in 3 days without using any potions.
Submitted by accidentalgreed
Just a simple hyper offensive team, with Soren relying on Gronnblade+ and Desperation to sweep just about anything that isn't a bulky Distant Counter red. Elincia is there to provide physical offensive support (and also KOes most foes under the run) while also providing a 40% boost to my score. Azura and Ninian refresh the aforementioned two units while checking/counter most red units themselves. They also have Fortify Res seal and Hone Speed, and Hone Attack and Fortify Def seal, respectively, to boost up Soren's offense.
Will mostly never lose a single TT round unless I screw up somewhere before the final match. To beat the black knight, Azura or Ninian can whittle him down in enemy phase, and either Elincia or Soren can finish him off with fully buffed attacks before he can react with Black Luna.
Submitted by Zeorymer
While not the best team out there, this particular set up has allowed me to net high scores (if not deathless runs) in the Tempest Trials.
Black Knight mostly do the job, tanking almost the entire enemy cast during a single run. :D
Submitted by Fabre
This team is built with a purpose for optimal auto-run score per stamina that I've been playing with for last 3 days.
I play auto-run on Hard 5, which gives me 440 pts per run on perfect run. I'm 40k points after 3 days without efforts.
My team consists of:
Damage nuke/ Bonus unit: Ike. Ike is ideal for this team since his special skill - Aether which supports him to survive longer.
Damage nuke / Tanker 2: Brave Ike. Let's the past & future Ike do the revenge for his farther!. Joke aside, B.Ike is also perfect to run in this team due to his absurd attack & defend stats, as well as Aether
Magic nuke: Dealthea / Linde. Blue Mage with high res & low def, who can ensure to kill red enemies in early phase & do some damages on BK in last map
Healer: Wrys / Azama. Healer is optional but in the long run, I see it helps the team to survive longer. They need to have one defense stats superior (either Def or Res) to survive. Furthermore, he must unequip weapon & has rehabilitate + live to serve. With weapon, AI will think my Wrys is strong enough to attack BK on his own, sigh
Skill: reposition, draw back are extremely helpful for the AI to reallocate the team.
Submitted by KevinIsEpic77
So my Ryoma, a Fury vanatge cookie cutter set, does the heavy work, Ephraim buffs all of the stats bc Rally Def/Res, Siegmund, and Hone Speed, Julia is a powerful mage that murders blues and obliterates other units with Iceberg and heals with BoL for 10 healed to every adjacent ally after an attack. Nephenee murders black knight and other pesky reds with Wrath and Ignis while lowering their attack as well for Ryoma and Julia to pick them off if they are not reachable for Nephenee. She's also a 40% bonus unit and gets hella buffed and she basically has all bases covered for her defense, speed, attack, and HP.
Submitted by limc003
I only used this team to complete the highest level of the tempest trials. If Reinhardt or the dancer dies, game over.
-Reinhardt: This is pretty much the heart of the team. Make sure that Reinhardt has DRAW BACK OR REPOSITION. After a dancer moves him, he needs to pull her out of the danger area. As for the A seal, make sure that you put something that will maximize his atk, most preferably DEATH BLOW. Also unit that KOs the black knight without taking any damage.
-Brave bow Bridelia (With life and death) or Brave Lyn (w/ Brave bow, or any other method for consecutive attacks) will KO anyone Reinhardt cannot.
-Dancer: Any dancer is fine. I have a +1 +Def/-Atk Ninian. Basically the tank of the team and keep stuff moving.
-Any Bonus ally: Elincia does barely any work. I just keep my Elincia alive because she can be a great tank for any green units like Soren, Titania or Merric. Also a great opportunity for her to gain SP lol
Submitted by JoshuaCalibShen
Ike: Base kit + reposition
Nephenee: Base kit + recip aid and hone spd 2
Elincia: Base kit + moonbow and spur atk 2 ( I have goad fliers on her but this isn't a flier emblem team.)
Soren: Base kit + Darting blow 3 and Glacies. ( I use BoL 2 instead of his native fortify res 3. )
Submitted by Hector Emblem
Ike, being a bonus unit with +4 to all stats, can rip through mages and melee attackers alike with his base attack of 55 during the trial. Hector provides some powerful backup and a counter to blue units. Meanwhile, the Brave Lady can obliterate many melee and ranged units, often OHKOing mages if she has her Draconic Aura up. Finally, Azura provides some much-needed support to the team, and can take care of problematic reds.
Submitted by That_Marth_Main
Ike and Delthea work really well together; As Delthea's tome buffs Ike's already incredible attack stat, and Drive Atk works nicely to stack on that even more, while providing some Flexibility for Delthea scoring K.O.'s as well. Ike is a very physical red that can take on ranged units with the help of Ragnell, and with Heavy Blade, Vantage, and Aether can take on many mages too (And laughs manically as Archers pitifully try to take him on). (It's worth noting Ike gets a stat boost through this Tempest Trial, as well as I personally have the previous mentioned on allied support). Vantage Ike does have to worry about the Black Knight's special "Black Luna" as it has the potential to K.O. him, as the 2nd engagement will likely have it activated, and if you have vantage on Ike, he'll attack first if he's within the proper parameters even if the Black Knight initiates battle. This is where Delthea comes in. I have Miracle on her, that way Ike will attack or be attacked, and then right as the Black Knight has his special charged, I'll use Delthea w/Miracle to survive the hit, if it needs to be taken, and likely will kill the Black Knight. Bridal Cordelia is running Brave Bow+ build, but I have Breath of Life as the C skill for extra support. Bridal Lyn is running Candlelight to prevent the Black Knight's follow up attacks, and Rehabilitate, along with Savage Blow and Dazzling Staff, and Heavenly Light.
Submitted by Night
Ikes are the main damage dealers.
Red Ike uses his sword to distant counter. Kills anything green and grey. Sometimes reds. He also is a bonus unit (which makes him tankier / speedier than his normal self)
Green Ike kills anything blue and tanks some hits.
Delthea kills most of the reds (particularly mages).
No proper healer, since both the main brawlers posess Aether + a skill accelerator ( heavy blade, BIke's signature A, Quicken Pulse seal) and heal themselves while clearing the maps.
I usually can reach BK's map without a single loss, often full HP.
Red Ike kills the east ranged unit (and the cavalier if he's red / green). Then the rest of the map is a piece of cake. Usually Delthea kills BK, I sometimes have trouble when she is slain before. But Swordbreaker Ike can finish him and survive, depending if Aether is charged or not.
Submitted by Azulito
Nephenee: +RES -SPD
Fury, Hone ATK, Reposition
Celica +1: +ATK -RES
L&D 2, Desperation, Spur Def, Reposition, Moonbow
Azura: +DEF -RES
Darting Blow, Fortify RES
Serra: +SPD -HP
Pain, Rehabilitate, Heavenly Light, HP +5, Life to Serve 2, Hone ATK
Submitted by venmi
Ike and Soren can take out almost anything- Oscar takes out what they can't. Elincia is good for anything that can be nuked. The biggest threat is the Black Knight- they have to work together to take him out. No healer, so you have to be careful about damage, but it's very durable for a non-healing team. No one but Ike really baits (or Soren against blue mages and healers). It is surprising effective.
Submitted by ecpgieicg
Requires Ally Support and/or Summoner Support to work reliably. However, no skill inheritance or merging is needed. Good for players who gets event heroes from time to time but don't have time to craft teams with high investments.
The Brave Lyn and Azura combo will clear the first few maps swiftly. If Ally Support is not needed elsewhere (as is likely for a part-timer player), use it on the pair. This will allow Azura to tank (and damage) Black Knight at the 7th map. Lucina can help with some tanking along the way and for picking off the ranged unit in the 7th map. For that purpose, Lucina functions better than many other blade units. Use Summoner Support on Lucina or her substitute. Sakura is there to sustain the team across the different maps. Her native Spur Def skill and Azura's Spur Res skill will further help the team sustain through the maps.
Although SI is not strictly necessary, letting Sakura or her substitute inherit Recovery as well as letting others gaining low level Vantage, Desperation or Brash Attack can really reduce the difficulty of the trial.
Submitted by KennyHammerspike
Nephenee is a bonus unit and can easily deal with the Black Knight,
Cordelia can sweep through almost everything in the run.
Julia can bait out magic threats like Reinhardt with ease.
Alm or any Falchion user can be equipped with Renewal and act as a pseudo-healer.
Submitted by ZeroTheThao
The team consisted of Ike along strong cavalry coverage. The Ike is a tank, which he has renewal. This allows him to self-sustain against a lot of opponents. Olwen with cavalry buffs can obliterate most enemies, and also take the Black Knight easily.
Submitted by makenasjames
Linde, along with Bike and Ike for shields, and any unit that can buff up Linde with extra speed. This is especially important if Linde is minus speed like mine, than you can have life and death 2 on Linde and buff her up in speed with your fourth unit, and even have a speed sacred seal on her if you have one, and then Ike and Bike can be the human shields who destroy things that are too dangerous for Linde to safely do. At the finally battle, you'll want to use Ike to weaken black knight, buff up Linde with you speed buffing unit, and then use Linde to KO black knight.
Submitted by TheSeunger
This team aims to utilize the bonus factor while still using powerful units such as Reinhardt and Brave Lyn. Elincia is incredibly powerful thanks to the boost she gains while doing this Tempest Trial.
Brave Lyn (Neutral)
Brave Bow+, Reposition, Luna, Life and Death 3, Sacae's Blessing, Hone Cavalry, Speed +1
Reinhardt (+ATK -DEF)
Dire Thunder, Reposition, Luna, Death Blow 3, Lancebreaker 3, Hone Cavalry, Attack +1
Elincia (+SPD -RES)
Amiti, Reposition, Luna, Fury 3, Desperation 3, Goad Fliers, Atk Ploy 1
Olivia (+ATK -HP)
Wo Dao+, Dance, Moonbow, Fury 3, Wings of Mercy 3, Hone Atk 3, HP +3
Certain map layouts along with certain units can make going through this less of a breeze compared to previous Tempest Trials, which requires patience and lots of rethinking.
Black Knight is the trial end boss, which means that Reinhardt can easily fell him, but only after he's received a Hone Atk 3 or Hone Cavalry buff, otherwise he WILL die to the Black Knight.
Reinhardt can easily take care of vast majority of the Red units along with those with poor Resistance.
Brave Lyn can take care just about any units and those with poor Defense.
Elincia is a wildcard as well as a bonus unit whose usage is the same as Brave Lyn, but at close quarters opposed to ranged.
Likewise, any dancer unit can be used so long as your units have a chance to attack again or position themselves to safety.
Likewise, watch out for Hector, Reinhardt and Olwen. Those units will definitely ruin your day without preparation.
Submitted by ikendji
Ike - Default Ike set with hone spd
Rein +atk - Death Blow 3, R.Tomebreaker, Spur atk2
Nino +atk - Fury3, Desp, Fort Def 3
Ninian - Hone atk 3
Summoner Supp Ike is taking care of most swords and colorless, while Nino and Rein gives him cover.
Then Rein receiving hone atk3 is able to deal 40x2 to BK
Submitted by LJ
Ike will be the bonus unit for the maximum points possible and can really hold his own thanks to Ragnell's Distant Counter, which helps him retaliate against any ranged unit. Vantage can help him KO an opponent when under the HP requirement and can potentially save him if a magic attack would have otherwise KO'd him, where as Swordbreaker in his default kit will let him duel against the Black Knight should you have no other means of dispatching him.
If Reinhardt is unavailable to you, then Male Robin is a cheaper alternative as his triangle advantage combined with Triangle Adept 3 will deal a lot of damage to the Black Knight, Swordbreaker can potentially ORKO the Black Knight if you have Robin's special charged and ready. Be aware though that the Black Knight can actually do some huge damage to Robin, even with his good defence stat and Triangle Adept 3, purely because of Black Luna, so keep in mind of both Robin's cooldown, and the Black Knight's cooldown.
Azura provides support to the team as well as dancing for the others to get another attack in, she can also hold her own against the Black Knight thanks to Sapphire Lance+, but be warned as once again, Black Luna can deal loads of damage onto her or outright KO her if her HP is low enough.
Sonya is there to cover any blue units that threaten the team, and her base kit is good enough against blue mages, which is likely the main weakness of this team and will have no problems taking out lance units.
The biggest downside to this team is that there's not real means to heal up damage, so positioning will be essential for this team.
Submitted by Garrapto
Classic green blade team.
Nephenee stands as a strong melee tank giving you the 40% and a blue slot. Moonbow and wrath is just disgusting with a great extra damage.
Eirika is your buffer, Sieglinde + hone Spd + hone Res seal grants the blade tomer the huge power she needs. Also on a -Atk/+Def with fury she ends with awesome stats for being a good defensive wall. Swordbreaker makes her shine against other swords lords.
Elise (insert Nino here), your green tomer with L&D and Eirikia's buffs is your wrecking unit and savage blow 3 grants a nice extra damage onto high Res red units.
Ninian is your dancer, the one needed with Wingd of Mercy making Elise and Nephenee unstoppable. The Hone Def 2 she stands give the extra damage to blade tome. Also with be a nice unit when the Black Nigth appears with 41 armor and just 24 Res. Anyway if you go reckless his 40 Spd will wreck Ninian with the eclipse.
Submitted by KevTon13
This is gonna be a fun TT for me. The fact that Ike is a 40% bonus unit and I have him already since his first banner makes me extremely happy. I used to think Oboro was a good idea to bring but it felt like she was holding me back in some battles, so I had to swap her with Summer Corrin just to make things easier. Oboro can be the back up counter in a case where this team fails.
Submitted by itzdanburton
As always, Reinhardt is a premiere nuke and is capable of solo-ing entire maps. With the TT buffs, Ike becomes a defensive monster, capable of taking almost any physical hit and retaliating back with immense power. Brave Lyn has Hone Cavalry to buff Rein, allowing him to ORKO the Black Knight should he have Moonbow procced. She also provides great offense as well due to her huge range and damage. Priscilla is there for healing and support - she carries Ward Cavalry, allowing her to increase Reinhardt's low bulk and Brave Lyn's acceptable bulk.
Provided that I don't get any terrible luck with the enemy units, I can usually get the full 705 points for a run.
Submitted by ___SettySet
All these bonus units can cover eachother's weaknesses. Soren can beat blue and green mages. Oscar can beat red mages with sapphire lance or with firesweep lance he can drag high def units back to the group. Ike and Black Knight are the walls that beat heavy attack green axes and high speed green mages that can kill Soren and Oscar.
Submitted by SonicNKnux
Red Waifu @ Brave Build, HP +3 Seal
Nowi @ Reposition, Moonbow, Fury 3, Renewal 3, Threaten Res 3, Attack +1 Seal
Olivia @ Moonbow, Fury 3, WoM 3, Hone Attack 3, Fortify Def 1 Seal
Lissa @ Pain, Rehabilitate, Heavenly Light/Miracle, HP +5, Live to Serve 3, Threaten Atk 3, Fortify Res 1 Seal
Red Wife and Dragon Loli clear a path, Olivia refreshes and Lissa covers the Fury recoil.