Another update has made its way to Fire Emblem Heroes. This one is relatively small and more focused on assisting players who are new to the game, but veteran players are able to reap some rewards too.
Thus I’m going to talk about this one all the same! Just don’t expect it to be a particularly long update. I’m still hot, tired and waiting in anticipation for the new summer units to drop.
Speaking of, get ready for that update tomorrow too. Should be fun!
Tactics Drills & Learning with Sharena
The major addition for Version 2.7.0 is Tactics Drills. In a sense these are advanced tutorials for players that go far deeper into the game’s mechanics than the cursory tutorial missions at the start of the story mode when you start the game up for the first time.
As you can see, they come in three tiers of difficulty. Each serves a slightly different purpose, but all offer the same bonuses for new and old players alike. Every five maps give players 300 Hero Feathers when they’re passed, and the sixth map will offer an orb for completion.
The small amounts don’t really build up to a lot in the end, but rewards are rewards and I can’t complain. Especially since supposedly there will be more added into the different tiers as time goes on.
So what do the tiers offer?
The “basics” tab offers challenges that showcase… Well… The basics of the game. There’s really no better way to put it.
These basics range from how different unit types move across the field to showcasing the benefits of certain strategies like baiting out enemies or teaching players how different weapons work.
They’re all pretty simple honestly, and the rewards are more worthwhile than the instruction in my personal attempts.
The “Skill Studies” tab… Again, just about does what the name implies.
Each map showcases a different skill archetype that exists in the game. Hone skills that improve stats, more attack-focused skills like Wraith, so on and so forth. If you don’t understand how certain strategies work, this will likely help you out. There are even a few toward the end that I haven’t been able to beat yet, as I find they’re a little more difficult.
The “Grandmaster” tab moves furthest away from being purely tutorial-based. Rather than teaching basic skills knowledge, Grandmaster challenges are simply that. Challenges.
The game throws you into a map with a pre-determined unit set and just has you go at it. I haven’t personally attempted these maps yet, though considering you need to have access to Book II of the story in order to even open these maps up, they’re clearly more difficult than the average challenge.
I only wish this meant they had better rewards too. But no, it’s still rather basic all things considered.
What’s interesting about all of these missions are that they’re purely for instruction and require no baseline units. The only real requirement to anything is the level cap for accessing Grandmaster tactics.
Every unit is provided based on the challenge. That means not only is everyone more open to the rewards, but newer players can see which units have great skills to utilize should they be lucky enough to summon them.
It’s a respectable idea all-and-all. I appreciate it.
You may have also noticed a fourth tab allowing people to “Learn with Sharena.” If any of you were wondering what that was:
It’s essentially a website with more in-depth tutorials on anything and everything in the game. Pretty much the same stuff you’ll get out of the Tactics Drills but spelled out in further detail.
They also include silly back-and-forth conversations between Sharena and Anna.

Again, I think it’s a respectable addition to help improve the game’s accessibility for new players.
I’m just not personally very driven to go look at them without the allure of extra rewards. Sorry Intelligent Systems.
Weapon Refinery Update

Ah yes, another four units have come up to the wringer. Has Intelligent Systems done their job in making these characters more useful than they were before?
For the most part… Not so much. From what I understand, anyway.
Katarina (known as the first scarf bae in my friend circle) essentially gained a refine to her tome that adds a Speed and Resistance Ploy skill on top of its owl effect. However, as Jonathan (owner of the bae) pointed out, her weapon’s might sticks at 14 rather than building up to 16 as we usually see. So… Yeah, that’s a thing.
Eldigan wasn’t given a straight upgrade so much as he was given an alternate path to success. His Mystletainn was already able to refine itself and have a built-in Fury skill, giving him a big boost across all stats at the cost of some health. The fact that he was able to have double the Fury was actually a great meme for a while there.
Now he can take on his son’s previously exclusive variant known as the Dark Mystletainn, which inherent accelerates Special Attack cooldown by one, then accelerates cooldown by two each time that attack triggers during combat. Honestly both are viable options, so it’s up to personal preference.
Titania probably got the worst of the upgrades in this batch. Her brand new Draconic Poleax keeps a Triangle Adept skill in-tact from her Emerald Axe, but has a much more beefy 16 might. When players refine the weapon, it apparently grants +6 resistance to units within two spaces.
I don’t use Titania, but honestly this upgrade doesn’t make me any more willing to do so. Sorry girl, better luck next time.
Conversely, Nephenee‘s upgrade from the Slaying Lance to the Dauntless Lance is a vast improvement and I couldn’t be happier. She has been a mainstay on my Water Blessing team for a long time, so I’m glad to have even more reasons to use her.
On top of cranking her might from 14 to 16 (leaving the base lance as powerful as her old one with a refinement), she also gains an inherent advantage against armored units. Zelgius and Black Knight be damned.
However, add onto that an additional refinement to the Dauntless Lance that gives her +4 Speed and Defense when she’s attacked and Nephenee becomes quite the monster in her own right.
It’s a little silly to say that she moved from being my chief lance infantry unit to being my chief lance infantry unit with even more regard. But hey, that’s what should be expected when you improve upon greatness.
Quest Progression

I don’t exactly have a lot to say about this new feature in particular. In fact, I don’t fully understand why this standalone update was important enough to distinguish alongside new unit skills and the new game mode.
But someone decided it was important, so I’ll give it the time it demands.
Apparently when players complete quests, there will be a separate screen dedicated to showing off all of a player’s finished quests rather than having everything separated onto different pages.
I’m not sure who thought this was a significant problem that needed to be addressed, but I hope they’re happy with it. It seems a little superfluous when there was already an option to simply accept all of one’s finished quests… But oh well.
Additional Updates
As usual, there are a number of smaller things listed at the bottom of the 2.7.0 update page. They usually aren’t big enough to give a lot of time to, but I like to spread the word all the same:

Things like new maps scrolling to the top are cool quality of life updates that always come with new versions of the game. They just don’t offer too much to talk about.
However, there are a few especially nice things in the ‘other improvements’ section this time around. Being able to set any music one wants underneath battles is something straight out of classic Fire Emblem games and is a greatly appreciated option in a title that features songs from every game in the series. Event text recaps are also a great addition for someone like me, who seriously enjoys little things like plot in silly games like this.
The most useful overall is the ability to restart ‘difficult’ maps without having to exit and reenter the battle over-and-over again. As someone who tries things like Grand Hero Battles repeatedly to earn all the orbs I can, I can assure you all that this is highly beneficial — even if you haven’t personally gotten to a point where it’s useful just yet.
Like I mentioned up top, none of the updates specifically included in Version 2.7.0 are groundbreaking. The tutorial missions that make up Tactics Drills are nice, though mostly for the rewards given how long I’ve been involved in the game. Nephenee getting stronger is also a plus, and I’m really glad I can restart missions that don’t require stamina at a faster pace.
If nothing else, even smaller moves forward like this show there’s always room for improvement in a constantly developing game like Fire Emblem Heroes.
That said, what sort of updates might you want to see come to the game in the future? Let me know in the comments down below!
In the meantime, I’ll see you all tomorrow when Sketchy Summer units arrive.