Tag: Ike

Ike’s Tempest Trials: Too par for the course?

Ike’s Tempest Trials: Too par for the course?

After a week of being checked out in terms of blogging, I have to say it feels like a nice little personal accomplishment to have something video game-y around here two days in a row. Sure it’s pretty general Pokémon news followed by yet another Tempest Trials post, but just getting myself to do it is nice.

Though, as the title of this one suggests, I’m actually not expecting to write all that much for this one. It’ll probably be more of a short “here’s what’s going down” post without a lot of fluff because there isn’t too much fluff to add. These trials aren’t unique for being miniature, there’s no new mechanics being implemented or tweaks to the formula or anything of that nature. No, this time, it just seems like Intelligent Systems have hit a consistent stride in putting these out.

So much so that I frankly almost dread the perceived time sink undergoing these trials may become moreso than I’m interested in seeing how they play out. It’s an odd bit of existentialism for a game that I enjoy, but it’s something I’m probably going to have to work out on my own so I won’t bore the world with those details here.

Instead, let’s get right in and see what’s new this time around.



Editor’s Note: I’m coming back here to say I thought this would be short before it wound up being 2,000 words or so. For anyone I may have even momentarily misled, I hope you accept my sincere apologies.



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Coming about a week or two after the Blazing Blade-themed Tempest Trials Mini is a brand new set of trials based in the world of Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn. Besides this new world of emphasis, however, Moment of Fate doesn’t provide too much that’s novel in its own right, as I mentioned before.

That much is evident right when you enter the Tempest icon and get an introductory scene where Masked Lucina joins the Greil Mercenaries to help them save their world much like she has with a number of other groups thus far.

As usual, I do appreciate the continued world building we get following a single character in her drive to stop the Tempest, as I’m sure that wide-spread narriative is eventually going to culminate in an ambitious “save the universe” push through either a final Trial or more in-game story missions.

In this case, however, the tying narriative feels… Underwhelming. The six panels I presented above are essentially all the story you get before getting dropped straight into things. It’s simple and it works, but at this point perhaps the formulaic nature is starting to get a little stale.

Though I will concede that it’s interesting how Lucina continues to come in with preemptive knowledge on just who the chief antagonist of the Trials will be:

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The detail might be small and easy to brush aside, but I would honestly be interested in seeing some sort of a backstory at some point showcasing whether Lucina always has advanced knowledge because she knows more than she lets on about the villains behind the Tempest in some intense conspiracy or because she does some extensive recon before meeting up with your allies in the fight.

Or, I guess arguably the most logical answer given her canonical character is that she knows everything because she’s from the future. But even that could make an interesting twist on the whole affair, letting us see her learning about the aftermath in an area ruined by a Tempest before she goes back to save that area in the past.

Just some food for thought.

Once you’re past the underwhelming nitty-gritty of the story behind these Trials, everything continues to be business as usual.

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In a small-scale interesting twist, the Bonus allies have been reversed this time around. Rather than having the heroes you can summon on the Tempest Trials-themed banner serve as the +40% bonus heroes, they sit down in the +20% instead. Aside from Ike, who of course gets to be at the top of the pack. Joining Ike instead this time around are the three summoning banner focus heroes from Crimea that got released on September 15.

That twist luckily comes in my favor, as I’ve had a good string of pulls in Heroes since these three were put in the game:

My Elincia-led Pegasus squad finally gets its time to shine.

That said, the battle system itself is the same. Get through X number of battles based on the difficulty you choose, where each team you use is worn down in every battle and you only have access to a certain number of teams also based on your difficulty.

Enemy units still keep their damage and unit loses when your team loses, and though that’s quite an old change at this point, I’ll never stop praising the developers for implementing that.

At the end of a run you come face-to-face with the Black Knight, just as Lucina warned at the beginning of everything:

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I don’t have any personal experience with the special map you fight him in because I haven’t played the games these characters come from, but I do enjoy the grand throne room look. It’s dope.

Unlike the Black Knight, who is actually a huge pain in the ass.

In my post about the Crimean heroes, I talked about the Black Knight appearing in the newest story missions. At the time I mentioned his skills seemed pretty broken, the kind of thing that would make him a wonderful unit to use on an heavy Armor-based team. I still stand by that, but the flip side is true in that he becomes that much harder to fight when he’s a good unit.

Take a look at this:

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Reinhardt is arguably one of the best units in Fire Emblem Heroes. Particularly on a team of cavaliers, he’s well renowned in the game’s meta for being a unit that one-shots practically any unit through a combination of his high power, mobility and special multi-attack tome. I think he’s the only unit besides Hector who had consistently been considered S+ tier among fan rankings with or without skill investment.

Yet even with a team specially built to support him, my Reinhardt wasn’t able to kill the Black Knight even after activating a high damage-boosting special move. That’s pretty crazy.

Of course I was personally able to beat him after whittling the guy down, but I did have to use another team to do the job. It’s a pain to have to deal with the extra steps, somewhat adding to the monotony of taking on these battles over-and-over, but thanks to a collection of good teams I have at least racking up points overall isn’t a problem for me like it once was.

In the end it all becomes worth it, as what would racking up points be without rewards to collect for the hard work?

This time around the character reward is none other then our buddy the Black Knight himself:

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That’s right, beat the guy down enough and he’ll eventually submit to your command. There’s something poetic to that I suppose, and it adds some levity to the idea of having to take on his challenge repeatedly.

The other token Sacred Seal rewards are a bit more hit-and-miss this time around, however. The first two are a +1 Resistance boost and Fortify Defense to benefit adjacent allies at the start of each turn. Nothing particularly special.

The third Sacred Seal is Panic Ploy at 40,000 points, which is actually well worth the effort. Panic Ploy makes it so every unit in all spaces across cardinal directions that have 5 less health than the equipped unit start a turn with stat buffs becoming stat reductions instead. It’s a rare ability on units you can summon, so having the ability to choose someone to put it on via a Seal is actually really nice.

Oh, and let’s not forget the small mountain of Orbs, feathers and crystals you can pile up while making your way through the reward tiers. Those are always nice.


Beyond that, there’s honestly nothing new to say regarding these Tempest Trials. There could be something interesting in the post-game cutscene with Masked Lucina moving on to her next challenge, but I don’t have the precognitive abilities to tell what that’s going to be two weeks from now, so this is just about the end of the road. Now we’re off on a journey to slog through the battles to make those reward tiers over the next two weeks.

If you hadn’t noticed, this post has honestly been a little more clinical and negative than usual, with lots of talk about slogging through repetitive battles. I’ve certainly noticed it. That could just be because I’m a little tired and in a weird mental place lately, but realistically it occurs to me now that perhaps the close proximity to our last Tempest Trials Mini has led to a preemptive downfall of this one in my mind.

Don’t get me wrong, I will literally never complain about the rewards we get for participating in these events, but my personal play style tends to encourage going after as many of those rewards as possible to hoard those suckers for a rainy day. Since the second Tempest Trials, I’ve always hit the top tier of rewards so suckle every last Orb from Intelligent System’s only occasionally benevolent teat.

Because of that, I think I’ve developed a habit of burning myself out on Heroes whenever a Trials period comes along. The two weeks that have Trials every month or so are the only times I use Stamina Potions, as I have so many of those that I can consistently slam them out, mindlessly battle in one hand until my energy is gone and repeat to rack up as many points as possible in as condensed a period as possible.

Perhaps that means the fault is in my own hands for feeling exhausted about these Trials before they begin. I know what I’m getting myself into and I know I just went through it, so I’m just not in the right frame of mind to do it again.

But that argument in itself implies a deeper root issue. Did the Miniature Trials throw off my Heroes Circadian Rhythm, as it were? Did having a small version of this same event in the middle of the usual refractory period we get extend some underlying exhaustion I’ve yet to come to terms with?

Perhaps. That certainly seems like a logical argument.

At the same time, however, I’m not sure I can argue whether this is an inherently good or a bad thing. Obviously the developers wouldn’t intend to burn out their players, so I’m sure it’s not some conspiracy against me personally. It’s just something I have to come to confront in my own overly-complex logical approaches to what should honestly be a mindless experience.

That said, I will argue that perhaps it’s time for something new to come around in Heroes to freshen things up a little more. Because if we start to continue a frequent schedule of Trials and Miniature Trials, I’m not sure I’ll be able to keep latched on for very long.


Existential reflections on this game out of the way, I will actually leave well enough alone and end things here. It’s about time I get some sleep before I continue to ramble way past what’s necessary, and I’m sure everyone’s tired of hearing me talk for a long time about small things the last couple days.

So, as usual I’ll leave with a question for the audience. For those of you who play Fire Emblem Heroes too: Am I just mindlessly rambling about things that are in my own head? Or does this particular Trials run seem more exhaustive and underwhelming than usual? Is there anything else you’d like to see come around to shake things up?

Let me know in the comments down below!

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The Heroes we chose, the Power we crave

The Heroes we chose, the Power we crave

Before Fire Emblem Heroes hit mobile app stores, there was a promotional “Choose Your Legends” event that had fans of the Fire Emblem series vote on heroes they were interested in seeing in a game which had only just recently been teased at a token Nintendo Direct for the series.

When the voting period ended and the results were released, not much was very surprising about the results. Taking the top rungs of the ladder for the men were Ike from Fire Emblem: Radiant Dawn and Fire Emblem: Path of Radiance as well as Roy from Fire Emblem: The Binding Blade. For the women, Lyndis from Fire Emblem: The Blazing Blade and Lucina from Fire Emblem Awakening took top billing.

In the six months since the game has launched, we have not heard much regarding these four chosen heroes, the most popular in Fire Emblem history if you believe in the sanctity of a community-driven vote. Democracy at work.

But now we know just what has been cooking for these fan favorites: A new distinction as “Brave Heroes,” bringing along with them a new look, new weapons, new skills and a certain extra sense of prestige.

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Okay, technically we knew about these Brave Heroes a couple days ago when a new episode of Feh Channel was released…

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Which you can watch here if you’re interested.

But that came out so close to the actual release of these guys that I figured it would be worth waiting to talk about them.

So, now that they’re here, what are the Brave Heroes we chose packing?

  • Lucina – Brave Princess
    • Lucina wields the legendary lance Geirskögul, which gives her +3 defense and gives allies with physical weapons within 2 spaces +3 attack and speed during combat. She also comes with the special attack Aether, boosting her damage while recovering health, and the skills Sturdy Blow (to add attack and defense during initiated combat) and Drive Speed (to grant her allies +3 speed within 2 spaces during combat).
  • Roy – Brave Lion
    • Roy wields the legendary sword Blazing Durandal, which gives him +3 attack and adds +1 to the special attack cooldown of his enemies if he has a higher attack stat. He comes equipped with the special attack Galeforce, granting him an extra turn if he initiates combat, and the skills Steady Blow (to add speed and defense during initiated combat) and Desperation (which allows for immediate follow-up attacks if he’s below 75% health). Roy is also a cavalier now.
  • Lyndis – Brave Lady
    • Lyn wields the legendary bow Mulagir, which gives her +3 speed and nullifies the bonuses of magic users from skills like Fortify ‘X’ and Rally ‘X.’ Her special skill is Draconic Aura, a consistent damage booster, and she comes with three skills: Swift Sparrow (to add attack and speed during initiated combat), Sacae’s Blessing (disabling counterattacks on foes with swords, lances and axes) and Attack Smoke (which inflicts -7 attack on foes within 2 spaces after combat). Brave Lady Lyn is also the first Bow Knight added to the game, giving her vast mobility and range.
  • Ike – Brave Mercenary
    • Ike wields the legendary axe Urvan, which gives him an accelerated special attack cooldown and makes it so consecutive attacks deal 80% less damage. Fun fact, 80% is a hell of a lot considering this is a game where 40 damage is usually a one hit kill. His special skill is Aether just like Lucina has, and he comes with three skills: Steady Breath (granting him +4 defense if attacked and adding +1 to his cooldown), Beorc’s Blessing (which nullifies the Fortify ‘X’ and Rally ‘X’ and more bonuses from flying units and cavaliers) and Threaten Defense (which lowers opponents defense by 5 within 2 spaces after combat).

I mentioned it before, but the results of the Choose Your Legends event are pretty obvious in hindsight. On the one hand, I can totally see why:

  • Lucina is arguably the most popular character from Awakening, the game that saved the Fire Emblem series from extinction a few years ago. She’s the central tie for essentially everything that happens in that game, and that makes her a very interesting and dynamic character. Plus, she got a chance to be in Super Smash Bros 4 (which as you’ll see is a common theme in this list).
  • Roy was one of the two characters, alongside Marth, who bolstered the popularity of Fire Emblem in the United States. They both appeared in Super Smash Bros. Melee and got American audiences interested in the previously obscure RPG, enough so that the next game in the series was released here. Speaking of…
  • Lyndis is a main character from the Blazing Blade, which in America was known simply as “Fire Emblem” because it was the first game in the series to be released there. In fact, though I’m not entirely sure considering I haven’t personally played the game, I believe Lyn is the very first character you encounter in that game as the main character in the tutorial stages. Add to that her legendary status as a one-hit-knock-out assist trophy in Smash Bros. and you have someone quite memorable to many fans.
  • If Lyn is considered quite memorable, Ike is truly a character anyone who has even heard of Fire Emblem can recognize. As a main hero in two Fire Emblem games and a fighter introduced into Super Smash Bros. Brawl, he has had quite a strong presence in much of the series’ history. In fact, much of his popularity probably stems from the memes that Smash Bros. spawned. Not only is he a cool heavy-hitting character that uses a flaming sword, but cries of “Aether,” “We like Ike” and “I fight for my friends” characterize a large breadth of jokes that get passed around for the game. Ike even appears in the opening title screen for Heroes, and the long stretch of time before he was added to the game had many players asking for him to appear.

But on the other hand, that inherent popularity of these heroes makes their appearance here entirely too predictable. In a way, I would almost argue that makes it a boring list of characters to highlight despite how much “fan favoritism” balances that out.

However, I would also argue the way the heroes look and their awesome skills help to balance that out even more. They seriously look and play amazingly just from the offset, so even if I feel we were jipped by not giving other heroes the chance at alternate skins (of which Lucina now has three for whoever is keeping count), at least they’re still worth getting.

Though if I had my way, those abundant votes for Neimi in that original voting session would have held more sway. Just saying.

Another special thing about this new summoning banner comes from the fact that the game is trying something new with it: Allowing players to get one of the Brave Heroes for free.

This unprecedented bit of generosity helps play back on the community-driven aspect of the Choose Your Legends event. Players chose these heroes to represent their favorites, so they all get to have at least one as a thank you for playing the game.

Who did I choose, I hear you ask?

Well…

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Though it was a tough choice between her and Ike, I had to go with Lyndis. Namely because she’s the first Bow Knight introduced into Fire Emblem Heroes. The horse-mounted archer class is probably my favorite in the series (again dating back to Neimi in Sacred Stones), and on top of that it fits perfectly onto the horse-themed team I’ve been building for some time now.

I’ll probably blow some orbs trying to summon the rest of the three available Brave Heroes, but I likely won’t go crazy over it. They’re all cool and limited-time rare, but I still feel like I should be saving my orbs for a rainy day after a number of recent binges.


Now onto what is strangely still one of my favorite parts of these updates: The story.

This time around it’s pretty bare bones, so those of you who don’t enjoy my endless ramblings are getting lucky.

This Paralogue comes with the usual assortment of bonuses you would expect. Three difficulty levels to get nine orbs, three extra missions for more orbs… But this time, it also comes alongside a log-in bonus to help players get 20 orbs.

In terms of the actual story, this Paralogue is frankly more fluffy than most of the others on our ever-growing list.

And I don’t mean fluffy as in “Let’s watch Anna try to take some click-bait swimsuit pictures,” I mean fluffy as in “This Paralogue is literally just a nod to players about this being a player-driven choice and event.”

It begins with a rather thin premise of enemy forces gathering in an old temple in Askr.

As it turns out, that temple was the original resting place of the weapon that you, the player character, now wields that gives you the ability to summon heroes from the various worlds. So then, why is the Emblian empire stationing themselves there if the one weapon the temple is known for has already been taken?

Well… They don’t really explain that.

They just explain that Brave Heroes, who are exceptionally stronger than normal heroes because of the strength behind the love and belief of others that resides in them (which is another thin way of saying we all voted for them), are there now.

“A legendary rite” say the writers with a wink and a knowing grin.

Interestingly enough nothing goes any deeper than this. Everything about this Paralogue can essentially be summed up as “Hey look at this fan service we’re giving you, hope you enjoy the free stuff.”

Don’t know what it is with me and fake quoting things tonight, but it’s certainly happening a lot.

That aside, in the end you just go through the three battles:

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But nothing of substance happens until the end when the four are together and talk in vaguely meta terms about being chosen.

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And that’s all she wrote.

However, before I move on, I did want to mention an interesting point tying the four heroes together. In their selected descriptions, each of them mentions the fact that these forms are based on their fathers in one form or another.

Lucina is wearing armor similar to her father’s armor. Lyndis is utilizing the bow and horse riding skills of her father. Roy is using his father’s sword and rides a horse like him as well. Ike, finally, is using his father’s axe to battle.

This is arguably a small detail, but I think it’s a really cool way to add some extra world building into the mix. I can always appreciate some extra world building.


The Brave Heroes summoning focus isn’t the only way Intelligent Systems is making good on the Choose Your Legends event from before the game’s launch.

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The eight highest ranked heroes (four men and four women, including the regular forms of the previously discussed brave heroes) will be pitted against one another in a voting gauntlet.

I personally only have a Roy and a Camilla in my hero storage banks, but neither are leveled up at all, so this will probably be the first gauntlet in which I don’t actively support a hero I use to gain extra points.

That said I’ll be supporting Ike to start. Because I’ll be honest, it’ll be quite the shock for me if he doesn’t wind up winning.

While I won’t personally be buying into them, there are two summoning focuses in place to summon the characters in question:

 

 

My orbs are better spent in other places I would argue, even if a regular Ike or a Hector are heroes I could stand to have eventually.

One thing I think is interesting to note is the fact that of the eight available heroes, six are red units (five of which being sword users specifically). The other two are axe wielders, which means they’re inherently at a disadvantage. Though using the units themselves merely gives you a benefit and isn’t required, thus making it so their one-on-one disadvantages are essentially null, I still think it says something that so many of the community’s favorite units use swords.

It probably says that everyone thinks swords are cool. Which is true.

Swords are great.


Finally, I also figured it would be worth mentioning that the Heroes developers are doing some interesting outside marketing/engagement using players of the game.

The most prominent of those efforts is putting out tweets and giving rewards out if enough people retweet it. This is the second time they’ve done it, and unlike the first time I actually decided to do my part this time around:

They also have a game set up on the official Fire Emblem Heroes website called a Quick Hero Battle mode that lets you choose units that have an advantage over a unit they throw at you repeatedly for 30 second bouts. You can play the game twice a day (unless you post about it on social media, in which case you get more play time) and the current prizes are phone wallpapers of the Brave Heroes.

Don’t have too much to say in regards to these, I just think it’s an interesting little outreach that was worth at least bringing up. Hell, anything that can help encourage me to keep more engaged in social media is probably a miracle in and of itself.


Now, with all of this said, I officially take my leave. I’ve got a doctor’s appointment in the morning, so it would probably do me some good to get more sleep than I’m giving myself.

What do you think of the Brave Heroes? Which one is your favorite and why? Let me know in the comments below!

The Fire Emblem Heroes mid-April trilogy: Starter Support, Version 1.6 and the upcoming Tempest Trials (take three)

The Fire Emblem Heroes mid-April trilogy: Starter Support, Version 1.6 and the upcoming Tempest Trials (take three)

As promised, here we go again with the Fire Emblems. Because of all the work I’ve got slated this week between DT orientation and my Gladeo internship, I decided to make this a larger overarching post regarding lots of stuff that’s going on in the game right now. It’ll be easier for me that way, rather than splitting things up into three smaller posts, and I’m sure it’ll probably be easier for anyone who actually pays attention to these notifications on social media.

Speaking of, shoutouts to Kaleb for reminding me to treat my Fire Emblems to a nice dinner, and to Gerry who’s probably going to try summoning as soon as he sees this.

Now without further adieu, let’s get going shall we?



The Starter Support event

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The Starter Support event isn’t a new happenstance in the world of Fire Emblem Heroes. What it entails boils down to a new summoning banner called the Hero Fest, which has an increased chance to summon strong and highly desired heroes, as well as an influx of extra orbs to help summon said powerful heroes.

Though I didn’t pay it much mind before, this time around I have tried my hand at the Hero Fest.

We’re only a few hours in and the banner has already hurt me.

As I mentioned in my previous Fire Emblem Heroes post, I did not partake in the previous Hero Fest. However, the content of this banner was extremely enticing from the moment I opened up the game:

  • IkeYoung Mercenary
    • Hails from the Radiant series, Fire Emblem: Radiant Dawn and Fire Emblem: Path of Radiance
    • A powerful sword-weilding red unit that holds the sword Ragnell, giving him a built in long-distance counter, and abilities to make use of his high attack stat as a means of buffing his power further.
  • JuliaNaga’s Blood
    • Hails from Fire Emblem: Genealogy of the Holy War
    • A green tome unit who wields the Book of Naga, helping her serve as an effective dragon killer alongside the powerful special attack Dragon Fang.
  • NinianOracle of Destiny
    • Hails from Fire Emblem: The Blazing Blade
    • A blue dragon unit who also has the ability to dance for allies, giving them a second movement or attack option during one turn. Also comes packed with Fortify Dragons, allowing her to increase the stats of adjacent dragon characters.
  • GennyEndearing Ally
    • Hails from Fire Emblem: Gaiden and it’s remake Fire Emblem Echoes: Shadows of Valentia
    • A colorless cleric unit who can use the Gravity attack to slow other units to one movement space per turn and who comes with the rare Wrathful Staff, giving her staff attack similar damage calculations to regular weapons.

Seriously, all of these heroes are great! Even if Genny is more of an intrinsic fan-favorite level of great as far as the unofficial hero ranking lists are concerned.

It’s hard to pass up Ike, an intense and widely popular swordsman; Ninian, a blue dragon that has an ever-coveted singing ability; and Genny, hands down my favorite character from Echoes. I can pass on Julia, however. Nino and Summer Elise already fill the niche she would try to take up more than well enough.

The Hero Fest banner increases prospects of summoners pulling these focus heroes by increasing the initial summon rate from 3% to 5%. That may not seem like a lot, but in a game where summons are totally based on the random number generator, that 2% makes a pretty big difference in the end.

In fact, those three desirable heroes with a boosted drop rate is such a great deal that I decided to start blowing my orb surplus already. I know I keep bringing up my surplus like it’s a child I’m frivolously wasting away or something, but as I’ve said before it really is more of an issue to me mentally. The safety associated with having lots of orbs is one of my personal idiosyncrasies when it comes to FE:H.

Unfortunately the used fruits of my labor have not blossomed into any flowers of brilliance based on the first big binge I undertook.

For context, I did my first two summons with all five orbs just to boost the rates of getting the focus Heroes overall, then stopped summoning green heroes as, like I said, Julia is not in my sights this time around.

While having a second Eirika is cool, as is getting my hands on new characters with Mae and Athena… Overall most of what I got was either garbage or skill inheritance fodder.

Feels bad, man.

On the bright side, the other part of the Starter Support event is a log-in bonus of two orbs a day for ten days. Not necessarily consecutive days I might add, but it’s going to be consecutive for me. Add those free orbs to the six-month anniversary free orbs AND the orbs that we’re going to be getting from the next Tempest Trials (to be discussed later), and thinking it over does admittedly make me feel less bad about the desire to funnel orbs into the Hero Fest banner.

Whether you take the positive or the negative approach to looking at summoning, here’s hoping things wind up going well down the line. For me and for everybody else putting their money on the line for the next week!



The Version 1.6 Update

Editor’s Note: A couple of the things technically associated with this update were items that I discussed in my last post about the six-month anniversary of the game – namely the changes to the summoning system. A lot of the reasons for updating the game tied back to the fact that it hit that milestone, after all.

Thus, I’d recommend going back and taking a look at that post for some of the summaries of things that have changed. I’m going to be talking about some new ones of course, but that’s a good place to start.img_5861

In regards to what has been changed in Version 1.6, the biggest thing first and foremost, besides the summoning alterations, is probably the addition of the Arena Assault game mode.

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Arena Assault sits alongside Squad Assault as a challenge requiring players to have plenty of powerful units to show their worth. Although Squad Assault focuses on playing through a series of story mode maps and Arena Assault focuses on playing against teams put together by other players, both follow similar ground rules.

In the Assault games, the aim is to beat a number of challenging fights in a row. For the two Squad Assault maps (as a second was added with the 1.6 update), this entails five story missions. For the Arena Assault game, this entails seven battles against player-built teams.

The catch is that once you beat a round with your team, the units on that team are unusable for the rest of the challenge. Thus players need a large collection of powerful units to truly succeed, as just having one ultra powerful group of units won’t help when they get cycled out of usability.

Beyond featuring different battles, Arena Assault offers quite a few other differences compared to its predecessor. Namely: Special items.

These items are awarded to you for completing runs of the Arena Assault and have a variety of cool effects. One restores all of your unit’s health whenever you need it. One gives each of your units an extra space to move. One allows them to take a second turn in a round. One buffs all of their offensive and defensive stats for a battle. So on and so forth.

According to the chart we were given, when you win three matches against teams with lv. 35+ opponents, you earn one item. Five matches earns you two items. Seven matches earns you three items. Simple as that.

You can only take three of these items with you per-run of the Arena Assault, so collecting and using them sparingly is going to be the name of the game. However, I can see them being very useful in the right circumstances, especially since you get more rewards the further into the challenge you manage to get.

Just like in the regular Arena, the higher your winning streak is, the higher your overall rank will be. Both will allow you to receive goods at the end of a season, each of which which lasts a week at a time.

Your rank at the end of each season earns you both Hero Feathers and a new item called Sacred Coins. While the use of these Sacred Coins has yet to be unveiled, I’m willing to bet there’s going to be a store that will open after the first season ends that will allow players to buy special items for future runs.

On top of that, there are going to be daily missions available for participating in Arena Assault runs:

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Requiring players to get through a certain amount of battles consecutively may seem unfair to some extent… But considering the Arena Assault games cost literally nothing to participate in (unless you decide to use your special items), it’s definitely a nice way to provide some extra goods over a long period of time.


That just about sums up everything in regards to Arena Assault, so let’s move into the second big addition of the Version 1.6 update: The Catalog of Heroes.
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Here’s an addition to the game meant to scratch that “Completionist” itch hiding out in probably just about every gamer out there.

The Catalog of Heroes serves as a database housing the information of every hero in the game based on the amount of heroes you personally have seen or summoned.

Heroes you haven’t had any interaction with whatsoever (not including battling them) are completely unavailable for you to look at. Heroes who you’ve seen through means like story cutscenes are available as silhouettes with names, but not much else.

For heroes you have personally summoned, however, you get a bit more.

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The screen you can access with heroes you’ve summoned give you a couple of things to do. Not only do you get the names and miniature biographies of the character in question, you also get to see their portraits and battle sprites at all times, plus you can hear whatever noises and soundbites those include. The new and cool feature of the Catalog is that it allows you to reread the character’s summoning text and the text you unlock when you bring your five star unit up to lv. 40.

The Catalog of Heroes boils down to being a slightly interactive checklist, letting you keep track of which heroes you have and have not gotten access to during your time playing the game.

On the one hand it’s an arguably negligible addition if you don’t care much about collecting. Rereading the text from one-time only events is cool, but otherwise most of the other things the feature offers were already available if you still have copies of units in your barracks.

On the other hand, if you are a collector, having a comprehensive list of characters in one place is actually super dope. There are little visuals cues included that fans of the Fire Emblem series will appreciate, namely the fact that characters are displayed in order of appearance. Both for games and for characters specifically.

For example, Marth and his merry band in the original game appear before Alm and Celica’s armies in the second Fire Emblem game. Yet there’s also organization within the games, as you can see with Fire Emblem Awakening, in which the order goes from Chrom to Robin to Lissa to Frederick to Sully… So on and so forth.

While I’d say the feature is neat and visually appealing, I’m personally not super concerned with collecting EVERY single character considering the sheer amount of characters and the degree of randomness required to summon them. I appreciate the addition and I’ll probably use it frequently enough, but I wouldn’t call it a game changing addition.

For me personally, at least.


Finally, just like last time a major update rolled around, I’ll handle the smaller-scale updates in more of a lightning round format.img_5862

  • The boosted hero merit cap is pretty dope, since it means each hero has the potential to provide an extra 1,000 hero feathers. Never a bad resource.
  • Having a card to represent the Log-In Bonuses are cool and all, but it’s purely aesthetic. Nothing too weighty here.
  • Toggling units in the Training Tower is something I took note of early and took advantage of very quickly. Seriously, especially when you’re doing things like the monthly ‘Beat level 10 with only x kinds of units’ missions, this is an immensely helpful way to get the best bang for your buck while training.
    • I also figured I would add that there’s a new way to look at your list of teams while building them on the Allies screen, but since I didn’t see it anywhere on the update logs I felt like it seemed to fit alongside this change.
  • I haven’t noticed a strength adjustment in the Training Tower as of yet, but I guess that’s probably useful.
  • Again, a change in experience and skill points in either the Arena, the Training Tower or both isn’t something I’ve noticed, but I’m sure it’s helpful.
  • More aesthetics, this time on the settings screen. Ohh. Ahh.
  • The idea of skipping teams with no members when selecting what team you want to go to battle with is a relatively small change, but it’s a nice quality of life improvement all things considered.
  • I don’t have the Summer Gaius, but I guess maybe he was just too sexy for the game’s good. Who knows.

Now, even with all of that out of the way, I technically haven’t actually hit every single update as of yet. But that’s only because the final piece of this puzzle takes the form of my next overarching topic of conversation:



The Tempest Trials: Reunited at Last

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So obviously this event isn’t active as of the time that I’m writing this. It starts tomorrow, but I’m going to be off working most of the afternoon so I probably won’t have a lot of time to write about it then.

I could stay up really early into the morning to talk about it, of course… But considering that’s what I’m doing right now, I don’t feel like it’ll be the best plan of action for me to do two nights in a row.

Luckily, we preemptively know just about everything that’s going to be different about this cycle of the Trials, so I’ll be able to discuss my thoughts without having to experience it. I’ve already slogged through two previous entries in the series for some background, after all.

In case you want to catch up on my adventures through the trials, you can here for the first and here for the second.

The second version of the Trials made the overall experience much easier by fixing things so that enemy teams would be easier to take down over time, even after your teams start to get worn down.

This version promises to add more value to the Bonus allies while still making it simpler to hit higher goal markers, something I know I’ll be shooting for.

Bonus allies have been a staple of the Trials since the very first event. Essentially, eight units provide an extra score multiplier to your overall run when used on at least one of your teams. Four of those units are considered more valuable and give bigger bonuses than the other four, and those heroes are the focus of a summoning banner that runs throughout the duration of the Trials.

This time around, my diligence during the last Echoes summoning banners has served me well.

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Because I already own a Delthea and a Sonya, I’ll be able to make use of the bonuses they provide without having to blow any orbs on this banner. Considering the Hero Fest is more of an area of interest for me right now, that’s certainly nothing to complain about.

Starting with the Reunited at Last event, Bonus allies are now being given more value. When you use them on a team, not only do they get double experience and skill points, they are also going to get extra stat buffs. +4 to attack, defense, resistance and speed as well as a whopping +10 to health.

Not gunna lie, that’s crazy. 10 extra health alone is nothing to sneeze at, and when you add on the rest of the stat buffs there is plenty of incentive for me to use both Delthea and Sonya to breeze through everyone and everything.

Adding that incentive to using the Bonus heroes is great, especially since the extra score multiplier will make it that much easier to score all the prizes. We already know that Clive, who appeared in the most recent Echoes-themed level set, is going to be the unit prize.

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I’m afraid I won’t be able to predict what the Sacred Seal rewards are going to be, however… That’s one of the unfortunate detriments to doing this preemptively.

Using the Bonus heroes more won’t be the only way Intelligent Systems has increased the chances of getting the rewards this time around. One of the other changes implemented will make the first two attempts at the Trials each day worth triple their overall score. On top of that, they’re adding lower level units to the normal difficulty runs, and although that doesn’t apply to me I do appreciate the attempt to make completing runs easier for new players.

Ties in well with the Starter Support event, after all.

The only other big change to the Trials will be the addition of a continuous auto battle function. Due to the tedious nature of slogging through tons of runs at the event in the past, this change is really valuable to make a casual experience out of grinding. That casual approach might not be the best considering you could lose more easily, but still. I can certainly see myself using it just to rack up points without needing to be too attentive.

That’s about all I’m about to talk about regarding the next Tempest Trials. Like I said before, I won’t be able to predict the Sacred Seals, the special final battle map or how everything is going to tie into the overarching storyline of the Tempest (other than the fact that Alm and Celica will be reunited, obviously) due to the fact that I’m writing this before the event takes place.

If there winds up being something significant I see that I desperately want to mention, maybe I’ll put something out here for it. Otherwise, those details might just become a small mention in a later post.



Alright so let me be honest, I’m a little burnt out right now. I’ve had a couple long days in a row on account of Daily Titan orientation and I probably stayed up a little too late writing this, so I’m going to make my conclusion here nice and simple.

You’ve already read like 3,100 words, so you deserve to be spared of my tyranny.

Out of the three facets I discussed in this post – the Starter Support event, the 1.6 update and the Tempest Trials – which do you think provides the coolest things to the game? Obviously one option technically adds more than the rest, but each do have their own individual focuses and merits as far as helping players and fans, improving the inner and outer workings of the game as a whole and providing more fun challenges in the game.

Let me know in the comments down below, and I’ll see you again probably in the next couple days as I talk a bit less about video games and a bit more about my life outside the digital domain.