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Fire Emblem Heroes WiKi: game Walkthrough Tips and Tricks

Fire Emblem Heroes is a role-playing game from Nintendo Co., Ltd. Create battle squads from the characters of the Fire Emblem universe and go on adventures to clear the lands of the kingdom from enemies. The battlefields in the game are divided into cells: you and the enemy move alternately, you can move heroes and perform various actions (heal, attack, etc.). Game modes: PvE and PvP. The game has an interesting plot, a wide variety of characters, good music and nice graphics.

Contents

  1. TOP Best Heroes (Tier List)
  2. Beginner’s Guide
  3. Hero Leveling Guide
  4. Link Between Heroes
  5. Summoner Support
  6. Blessed Heroes Guide
  7. Hero Summon Features
  8. Combat Guide
  9. Arena Battle Guide
  10. All About Arena Assault
  11. Training Tower Battles
  12. Passage of heroic trials
  13. Aether Raid Guide
  14. Heroes’ Journey
  15. Chain Testing
  16. Conclusion

Fire Emblem Heroes: TOP Best Heroes (Tier List)

We present a list of the heroes of the game who most successfully show themselves in various gaming activities. Use it as a guide to building your ideal team. For the convenience of readers, the list is divided into levels, where:

red weapon
Tier SReginn, Winter Altina, Valentine’s Lif, Legendary Lilina, Legendary Sigurd.
Tier AFallen Ike, Summer Byleth (Female), Masquerade Sigurd.
Tier BMicaiah: Summer’s Dawn, Duo Eirika, Kris (Male), Larcei, Ryoma, Fallen Julia.
blue weapon
Tier SPirate Surtr, Brave Eirika, Legendary Chrom, Brave Hector, Nott.
Tier ASelena (Sacred Stones), Legendary Azura, Peony, Legendary Dimitri.
Tier BMicaiah, Legendary Julia, Reinhardt, Summer Ingrid, Duo Ephraim, Guinevere.
green weapon
Tier SBrave Ike, Brave Edelgard, New Year Peony, Dagr, Valentine’s Gustav.
Tier AWinter Bernadetta, Bridal Catria, Brave Gatekeeper.
Tier BNinja Hana, Thrasir, Fallen Lyon, Freyja, Nagi, Halloween Robin (Female).
Colorless weapon
Tier SLegendary Claude, Summer Freyja, Spring Myrrh, Fallen Edelgard, Ninja Lyn.
Tier AFlayn, Brave Marianne, Valentine Faye, Sara, Veronica.
Tier BAshera, Mila, Legendary Micaiah, Summer Leonie, Bridal Fjorm, Pirate Tibarn.

Fire Emblem Heroes: Beginner’s Guide

What kind of game is it? Fire Emblem Heroes is a tactical turn-based RPG where players control a team of four units that take turns fighting enemy units on different maps. Subsequent updates released other game modes featuring teams of up to twenty units.

Game cards. Maps contain landscapes such as forests, mountains, walls, trenches, and defensive tiles. Your team of heroes and enemy units start from predetermined positions. Starting with your team, each side takes turns moving, attacking, healing, or supporting. The victory conditions are varied - you need to defeat the enemy, defend for X moves, or capture camps and fortresses.

How is the fight going? In Fire Emblem Heroes, combat begins when your hero is attacked by an enemy unit. There are several factors to consider when initiating an attack, including:

All this, along with the statistics and skills of the unit, is used to determine the results of the attack.

Energy. Energy is needed to complete combat activities in the game:

Spheres. Orbs are the main currency in the game. Orbs are needed to summon heroes. They can also be used to upgrade stamina, upgrade dueling swords, and other actions when the required items are lacking to do so (for example, if the player does not have a stamina potion to restore stamina, an orb can be used instead). Orbs can be obtained from daily rewards, when completing story maps for the first time, through events, or by purchasing them in the store for real money.

Main page/Castle. On this page, you can access several actions and features, including:

Battle (game modes). On the battle screen, you can choose and fight on various maps. Battles give units experience (EXP) and skill points (SP). At the same time, the heroes will not receive EXP and SP if they are at least five levels higher than the enemy unit. Unlike other Fire Emblem games, a hero who is defeated in battle will not disappear forever. He will keep his earned experience and SP.

Story. In the story menu, you can learn more about the Kingdom of Asker and overcome three difficulties of passing battles: normal, hard and insane. Every first time you complete a map, you are rewarded with an orb.

Special game cards. Special cards are certain cards that are in rotation or in announced events, for the first passage of which you can get rewards. These can be heroes, spheres and other rewards. These maps may have special conditions for victory, such as all your heroes surviving, etc. Battles on special maps also require stamina and have level recommendations.

Heroes (allies). In the "Heroes" menu, you edit your team of fighters to bring it into battle. You can create up to fifteen commands and switch between them by swiping left and right across the commands. It also provides for the installation of a defensive team for the arena. You can give a personal name to each of your teams.

To add a hero to the team, tap him/her from the list. To replace a hero, touch his/her portrait to replace in the team, and then select the hero replacing him/her. Sort the heroes in different ways by choosing one of the different sorting labels. To learn more about the various heroes, view the list of heroes.

In-game store. In the Store you can:

your inventory. All game items (spheres, hero feathers, endurance potions, duel emblems, blessings of Light, etc.) can be viewed in the inventory.

Game settings. Here you can adjust the game settings to your liking, including:

Character status page. Although this page is not part of any other specific menu, it is useful for viewing unit stats and skills, and for adding units to your favorites. This page can be accessed by pressing and holding the unit icon. A brief description and background of a unit can also be viewed by clicking on his/her name or rank.

During combat, this page can be viewed by touching a unit on the map, viewing his/her status at the top, and pressing the + button at the top of his/her portrait.

Fire Emblem Heroes: Hero Leveling Guide

Hero characteristics. Each unit has five characteristics listed and described below:

Hero leveling. The level of the hero can be increased in three ways:

  1. When dealing damage to enemy units;
  2. When healing friendly units;
  3. Using shards and/or crystals.

If a character is dead at the end of a battle, all experience gained in that battle is retained. Experience gained in combat (damage and healing) can be increased to a maximum of 100% with castle upgrades. Shards are used to level up a character to 20, and crystals are used starting at level 21 and up to a maximum level of 40.

Shards and crystals have different colors. The color used will depend on the color of the unit that needs to be upgraded. There is also a universal shard/crystal (gold color) that can be used on units of any color. The game will first use shards or crystals of a certain color, and then universal shards or crystals to level up.

Skills. Skills will help the heroes become stronger and fight more effectively. All characters have certain skills that they can learn. To learn skills, a character must have enough skill points (SP), the "currency" for learning skills. These points can be earned in combat by damaging enemies, leveling up, and successfully destroying enemies. Also, some skills cannot be learned unless the hero has a high enough rarity to unlock that skill. Skills fall into five categories:

A character can only have one weapon, a utility skill, and a special skill. For passive skills, they are divided into passive A, passive B, and passive C. Some passive skills belong to specific passive slots, indicated by a letter in the skill picture.

How to equip skills? As a rule, heroes have several skills that can be used in a particular slot. For example, some characters have two different special skills that they can equip, but you can only choose one to use in combat. Go to the "Equip Skill" menu to change the hero’s learned skill.

Skill inheritance. Skill inheritance allows units to learn skills from other units that are not learned by default. For example, Niall’s Steadfast Gaze skill can be inherited by other units, allowing them to use it as well. Inherited skills cost 1.5 times the original amount of SP to learn skills. Not all units can learn all skills. There are three types of restrictions:

Pumping the stardom of heroes (discovering potential). Unleashing potential is an increase in the stellar rarity of a unit. In order to unleash the potential of a unit, feathers (amount depends on star rarity) and badges/great badges (number and type vary depending on star rarity) are needed.

In total, to upgrade a hero from one star to five stars, you will need 22,220 feathers, 35 badges, and 20 great badges.

Merging heroes. Merge is a feature that allows you to merge duplicates of the same hero to improve the target hero. There are several consequences that can happen when merging units depending on their star rarity:

TermsEffects
Merging a low rarity unit with a higher rarity unitAdditional SP.
Merging a high rarity unit with a low rarity unitReduces the number of feathers for subsequent leveling of rarity.
Merging a unit from previous mergers with an unmerged unit of the same rarity.Increased stats, additional SP. The unmerged unit will inherit the previous unit’s mergers.
Merging two units of the same rarity (4 stars and below).Reduces the number of feathers for subsequent leveling of rarity, increased characteristics, additional SP.
Fusion of two units of the same rarity (5 stars and above).Increases characteristics, additional SP.
Merging a unit from previous mergers with an unmerged unit of the same rarity (5 stars).Increases characteristics, additional SP. The unmerged unit will inherit the previous unit’s mergers.
Merging a unit with inherited skills with a unit with basic skills.All inherited and basic skills and their learned status will be transferred.
Merging a unit with an upgraded weapon with a unit with a basic weapon.Advanced weapons will be transferred with their learned status.
Merging a unit with a granted blessing with a unit without it.The blessing given will be passed on.

Additional SP. The amount of SP awarded to the resulting unit after the fusion depends on the rarity of the sacrificed unit, as well as the number of fusions it has already had.

For merged parent units, each additional unit merged with it previously adds the base SP of that rarity again.

Sending the hero home. Sending a hero home is essentially a way to remove a character you no longer need. Sending a character home will give you a certain number of feathers depending on their star rarity.

Fire Emblem Heroes: Link Between Heroes

Concept. Hero Bond is a feature that allows characters to create bonds by forming partnerships with each other. Look for the communication characteristics of the desired hero in the "Interaction with Allies" menu.

Partners. Create a bond by choosing two heroes to become partners. Their support rank will start at C and will start to increase once the bond is strong enough. Possible ranks: C, B, A and S. Partner heroes are marked during the battle with the icon indicated in the screenshot above. If the partners are within two squares of each other, they will gain an advantage on the battlefield, and if they are fighting opponents of level 35 or higher, their bond will become stronger.

Rank Up Conditions. The link rank between heroes will increase after passing a certain number of maps, in which interconnected units participate in battle while being within two cells of each other. Both units contribute to the communication boost on each map.

If they both fight, the number of cards required is halved compared to if only one of them fought. The link counter resets with each new level of link promotion, so exceeding the limit does not count towards the next limit. To reach higher communication ranks, more cards must be completed.

support effects. The increase in characteristics that can be applied by boosting the bond between characters is considered a combat boost.

Restrictions. Each hero can only have one partner at a time. You can change the hero’s partner, but this will reset the support rank of his previous partner. Multiple identical versions of a hero cannot have separate support pairs. Allied support only applies if both units belong to the same player.

Fire Emblem Heroes: Summoner Support

Connection with the hero. As a summoner, you can choose the hero you want to bond with. The hero you chose to support will receive a stat boost. Your support rank starts at C and will increase once your bond is strong enough. Possible ranks are C, B, A, and S. When your chosen hero fights opponents of level 35 or higher, your bond becomes stronger.

Pumping support for summoners. The summoner’s support rank will increase after passing a certain number of maps on which the unit of your choice is participating in the battle.

Participation in several battles on one map does not contribute to a faster increase in the support rank. To reach higher support ranks, you need to complete as many maps as possible. It’s not enough to just be on one map and do nothing.

support effects. The following are the hero buff effects depending on the support rank received:

Restrictions. You can bond with one hero at a time if you do not have a game pass (if you have one, you can bond with 5 heroes at a time, starting with 3). When changing a hero, the support rank upgraded with the previous hero will be reset. If you have multiple instances of a hero, they will be treated as different heroes to support summoners, but when combined, the support rank will be inherited.

Fire Emblem Heroes: Blessed Heroes Guide

Concept. Using the blessing function, you can give a bonus to any non-legendary and non-mythical hero. Blessings have two effects:

Details. Whenever you gain a legendary or mythical hero, you are given a blessing on that attribute. Unlike sacred seals, which cannot be duplicated, you can have multiple blessings of the same attribute and transfer each one to a different hero. Each blessing can only be given once, so they cannot be removed and transferred to another hero later.

If you give a blessing to a hero who received a blessing in the past, the previous blessing will be overwritten. Legendary and mythical heroes cannot receive blessings, as they already receive double SP. They will not receive bonuses from other allies of the same element, but if both of their elements are present in the current season, the mythic heroes will receive the effects of the legendary hero, and vice versa.

Legendary heroes. Legendary heroes can give allies certain buffs during their element’s season if those allies have received the same element’s blessing. They have a special icon on their profile screen that shows their legendary effect and ally buff.

Mythical heroes. Mythic heroes can give allies certain stat boosts during their element’s ethereal raid season if the allies have received the same element’s blessing. They have a special icon on their profile screen that shows their mythic effects and allied buffs.

Types of blessings Blessings are items used to grant a seasonal blessing to an ally. Kinds:

Fire Emblem Heroes: Hero Summon Features

Concept. Summoning is the main way to get new heroes to add to your team. Summoning consumes orbs and guarantees one to five new heroes (depending on the number of summoning stones used in one summoning session) with three to five rarity stars.

Call basics. To get new heroes, you first need to select a summoning banner (focus). Banners usually include three or four different five-star characters, and are often categorized by the characters’ common skills or playable origins. Featured heroes have an increased drop rate, typically starting at 3%.

Other banners, such as the Legendary and Mythic Hero Summon, are an exception, where twelve heroes receive a base 8% drop chance, although no other five-star heroes can be summoned. The initial cost of the call is five orbs. After paying, you get to a screen with five randomly selected colored stones and start the call itself.

Summon cost in spheres. After choosing the first stone, subsequent stones will cost less spheres:

A total of 20 orbs allows you to make five summons - summoning less than five heroes in one session increases the cost of orbs / hero.

Call banner. Selecting a Summon Banner on the Summon Heroes page will give you a significantly higher chance of summoning 5-star versions of the heroes shown on that Summon Banner page. The frequency of appearance may vary depending on the summoning session, but by default it is as follows:

In general, the default chance to summon any 5-star hero is 6.00%, although half of this chance is only the heroes displayed for the summon banner you choose.

Drop chances. Heroes have no individual drop chances. When dropped, the overall rarity of the item is selected first. Depending on the given rarity, a character corresponding to it is randomly selected. This gives each hero of a certain rarity the same drop chance.

Calling procedure. The procedure followed by the game when forming a summoning session can be divided into steps:

  1. Randomly select a rarity pool based on given rarity chances.
  2. Randomly select a hero from this pool (heroes in this rarity pool are chosen completely randomly, any of their attributes, such as color, are not taken into account).
  3. Repeat this four times to form a complete summoning circle.
  4. Hide the selected units behind a sphere of the corresponding color.
  5. Allow the player to choose which orbs to get the hero from.

How to get spheres? Orbs are the game’s premium currency. To get more spheres, buy them with real money in the store, or earn in the game in various ways. The easiest way to get orbs is to complete story cards, with one orb awarded for each card completed on each difficulty level (maximum of three orbs per story card). Also receive orbs as rewards for quests or other events. Orbs can be used for a wide variety of purposes, but they are mainly used to summon heroes.

It is recommended to wait until you have at least twenty orbs before summoning heroes. So you can reduce the cost of the call.

Fire Emblem Heroes: Combat Guide

How to move a character around the map? Move the hero around the battlefield by holding and dragging him to the grid position of your choice. Another way is to touch the device and touch the right place in the blue squares.

Hero move type. The distance your unit can move, as well as the terrain it can move, is determined by their movement type, which includes:

Character actions. Each character has a set of actions they can perform each turn based on their skills. For example, a hero with a weapon can attack this turn, while a hero with only a heal skill can heal or buff his allies. To initiate a unit action, drag/tap the unit onto another unit (ally or enemy) that you want to interact with.

After dragging/clicking on a unit, an animation will start showing its action. If your hero attacks an enemy hero, this animation will display their reaction (death when destroyed or counterattack if the enemy is still alive). All hero actions have a set range. For example, archers and magicians cannot attack opponents in adjacent cells. When you select your character on the map, you will see the range of his actions through the red squares on the battlefield (see screenshot below).

Enemy characters. Enemy characters are essentially the same as your heroes, but they are controlled by a computer (AI). Enemies move and take actions just like your own units. View the distance and range of their movement by touching their icons.

All data on enemies can be viewed by selecting "Danger Zone" at the bottom of the map. Use all this knowledge to successfully position and develop your winning strategy!

Locality. Each map has different terrain elements. Some of them can be destroyed, while others will hinder your movement or give bonuses. Forests, for example, slow down infantry and completely block cavalry movement. Unlike them, flying units can move through such terrain without problems. Another example is a block of stone blocking your hero’s path. In this case, the character can simply destroy the block and calmly pass through its debris.

Auto battle. Auto battle is a feature that can be accessed from the settings menu in battle. By enabling it, you will allow the AI ​​to play for you and control your units automatically.

Swap. Swap is a feature that allows you to change the starting positions of your units before combat. The character can switch places if he did not take any action (moving, using help, etc.). However, if the hero is within range to attack, you can check the results of the fight and plan accordingly.

Weapon interaction. In Fire Emblem Heroes, most heroes are armed with weapons of a certain color (red, green, or blue). These colors are used in the color weapon triangle, where each color is strong and weak relative to one of the other colors. The weapon interaction scheme is shown in the screenshot above.

A hero who has weapon triangle advantage in a particular combat gains +20% attack value when calculating damage. The advantage of the triangle against the enemy means that the enemy is at a disadvantage and will receive -20% damage to them, which makes the weapon triangle an important factor in combat.

Neutral weapon. The game also features colorless (neutral/gray) weapons. These include: Colorless Bow, Colorless Dagger, Colorless Tome, Staff, Colorless Breath, and Colorless Beast. All of these weapons exist outside of the weapon triangle and have certain bonuses. For example, colorless bows deal extra damage to flying characters, and staves can heal allies but deal half as much damage.

Weapon with physical/magical damage. Weapons are divided into weapons with physical and magical damage. Some enemies will take more physical or magical damage depending on their defense stats. The list of weapons of physical and magical damage is as follows:

Daggers and staves. Daggers and staves are usually used not for attack, but for other purposes. So, daggers deal little damage, but inflict debuffs that can greatly reduce/hinder enemy stats and other variables such as movement and abilities. Staves are the only weapon class capable of restoring the health of other units. They are usually weak in terms of attack, but when used properly, they can still deal decent or fixed damage to a group of enemies.

Weapon skills. Damage. Weapon skills determine the strength (Mt) and range (Rng) of a unit’s normal attack. Sometimes they have special effects. The basic formula for calculating damage in the game is: Atk-Mit, where Atk is the Attack value of the attacking unit and Mit is the Mitigation value of the defending unit. Physical attacks are mitigated by Defense, and magical attacks are mitigated by Resistance.

Auxiliary skills. Support skills are skills that can be used on allies, such as the Sing skill, which allows an ally to take an additional action. Support skills can also trigger buffs or be used for positioning.

Special skills. Special skills are charged when performing normal actions in combat. Each hit and hit decreases the cooldown counter by one. If the cooldown counter is 0, which is indicated by a special icon, the unit will activate its special skill the next time it can. Special skills can be offensive, adding damage to a unit’s next attack, or defensive, i.e. reducing damage taken.

Weapon properties. All weapons have the following properties:

Fire Emblem Heroes: Arena Battle Guide

Concept. Arena is a PvP pseudo-mode against an AI controlled team of another player.

The terms of participation. To participate in a match, you need to use a dueling sword. You get 3 dueling swords daily. All opponents in the arena are divided into 3 difficulty levels: beginner, intermediate and advanced. The higher the difficulty, the more points you get for winning.

Using at least one bonus hero in a team increases the number of points received by 2 times. Each loss suffered in a match reduces the number of points received. Losing or surrendering during a battle breaks your winning streak.

Use the synergistic team with the highest overall stats to score the most points.

Defense team. The defense team can be set by selecting "Allies" - "Edit team". The team with the shield next to the name is the team that will be chosen by your defense team. The leftmost character on this team will be the one other players see when they choose you as an opponent. The stronger the enemy, the higher the defense score.

Using at least one bonus hero in the team will increase the number of points received by 2 times. Additional bonus units do not increase the score.

The overall rating of the arena. The overall rating is determined by your final score in both attack and defense. The rating is updated hourly and is displayed as a crown in the upper left corner after selecting "Check Rewards". Bonus heroes are displayed on the arena screen. When they are in a team, your points received will be increased by 2 times.

Arena resets every season (weekly). The new arena season starts on Tuesday at 7:00 UTC and ends on Monday at 23:00 UTC. During the downtime between each season, a ranking will be calculated to determine how many rewards you will receive.

Scoring in the offensive arena. The offensive aspect of the arena allows the player to use their team to battle other players’ AI-controlled teams. Teams for battles are selected based on the following parameters:

Be sure to check your opponent’s stats before starting a battle. Other players may have united units or inherited skills.

Types of enemy teams. When using a dueling sword to enter the arena, you will be presented with three types of opposing teams, differing in the possible number of reward points:

Fight only advanced level players to maximize your score.

Loss penalties. Arena score penalties are directly related to the number of units defeated during combat. The more units you lost in the battle, the less points you will receive after it ends. The penalty for each loss is as follows:

As soon as you win 5 battles in a row or lose/surrender, the battle progress bar fills up and the final score is added up. Surrendering while viewing opponents to fight will use up your dueling sword, but will not break the bonus streak. If this score is the highest score you have achieved during the season, then it will be your new record for that season.

Don’t let your units die. Each victim reduces the points scored!

Evaluation of defense in the arena. In addition to fighting other players, you also form your own defense team that your opponents face when they challenge you. To get a defense score, the enemy must challenge your team and be defeated. If the opponent’s score is higher than your current defense score, then this new defense score will be used.

Increase your defense by including one of the bonus heroes of the current arena season. So you can increase the number of arena points by 2 times. To view the current defense score and other information about defense, select "Defense Results" in the arena menu. Here you can see your current defense score, as well as a list of successful defenses (this does not include unsuccessful defense attempts).

Arena levels. All players participating in the battles in the arena are distributed by levels. Each season of the arena, you can increase your level depending on the number of points scored. Maintaining a high level in the arena rewards you with orbs, feathers, and divine codes. If the player reaches level 21 (Great Summoner), they are given the Crown of Fech. Falling from level 21 results in the loss of Feh’s crown.

Arena Rewards. The main reward for fighting in the arena is the hero’s feathers. Players can also receive Orbs, Divine Codes, Sacred Coins, Arena Medals, Cleansing Stones, and Arena Crowns. Different rewards are given based on win streak results, offensive points, defensive points and overall ranking. The player’s score can be viewed using the "Check Rewards" button.

Fire Emblem Heroes: All About Arena Assault

Concept. Assault Arena - a combat arena for advanced level players. Here you need to use several commands to clear many cards in a row. Unlike the regular arena, dueling swords are not required to play. Rewards are given based on rank at the end of each season, with each season lasting one week.

Basics. The points you earn are determined by the very first team you use, and unlike Classic Arena, there are no bonus allies. After clearing one card, you immediately move on to the next card. Heroes that have participated in combat cannot be reused.

You can use fewer than four heroes on one map, however you are not allowed to use duplicate heroes. For example, if you have already used Olivia: the blushing beauty on the first map, you cannot use the same hero again on the following maps. After clearing a set of cards or losing, all heroes will be released. This means that all your heroes will be able to fight again.

Items. Teams with level 35 or higher enemies will receive special items when they win. The number of items awarded depends on the number of consecutive wins. Types of items:

The maximum number of items that can be stored is 99 for each type. During the battle, it is allowed to use up to three items of different types at the same time.

Awards. At the end of each Assault Arena Season, players will receive Dragon Flowers, Sacred Coins, Refinement Stones, and Feathers. Their size is determined by the assigned rank in the activity (see screenshot above).

Scoring. The activity scoring system is similar to the regular arena. Defeating teams with higher difficulty increases the score as well as the number of wins in a row. Losses reduce the score, and losing to the team ends the streak. A few differences from the regular arena:

Fire Emblem Heroes: Training Tower Battles

Concept. The Training Tower features eleven map levels called "Strats" where players can train their squads for experience and skill points. To enter the training tower, select the "Battle" screen and then - "Training Tower". Training tower maps are selected from a pool of all completed story and paralog maps, and enemies are randomly generated.

Tower cards. The recommended level for each stratum is displayed in the stratum header. For strata five through seven, you’ll need a leader with a rarity of 4 stars. As the level of the strat gradually increases, the recommended levels of heroes and the cost of stamina increase.

Awards. In the training tower, you can earn shards, crystals, badges, and great badges. Shards and crystals are used to level up units. Shards can be obtained from any stratum, and crystals can be obtained from the sixth stratum and above. They can be earned once a day after successfully passing the stratum.

Badges and large badges are used to promote units to higher stellar rarity levels. Badges can be obtained on any stratum, while Great Badges can be found from the sixth stratum and up. Unlike shards and crystals, the game has no limits on the number of badges that can be earned daily after successfully completing a stratum.

Fire Emblem Heroes: Passage of heroic trials

Concept. In this mode, you need to choose two heroes (main and secondary) to fight on a unique map. Clearing the map with the requirements will reward you with dragon flowers. There are four different types of dragon flowers, one for each movement type. Each type of dragon flower can only be used on heroes whose move type matches the dragon flower’s move type (dragon flower (I) can only be used on infantry units).

Test rules. To participate in the challenges, you need to select the heroes that you currently own. Heroes sent home or turned in in combat manuals do not count. The Heroic Trial will not continue until two Heroes are ready and one of them becomes a Trial Contender.

conditions for victory. You have 20 moves to defeat all enemies without losing a single ally. The applicant for the challenge must defeat at least two opponents in order to receive a reward. Defeating more than two challenge opponents does not increase the reward. Once per day, all allies in the Heroic Trial gain HP+10 and ATK/SPEED/Defense/Defense +4. These buffs disappear after clearing the map.

This mode does not consume stamina.

Fire Emblem Heroes: Aether Raid Guide

Concept and rules. Aether raids are a game mode based on invading enemy strongholds and defending your own. Each battle includes an attack card and a defense card, which together form the battlefield. The attacker controls the attack card and the defender controls the defense card.

If the defender is defeated within seven turns, the attacker wins. If the attacker surrenders, defeat is counted to him. Players gain or lose Ascension (points) based on these results, moving up to higher levels and claiming more rewards if they accumulate enough Ascension.

Ether. To participate in ethereal raids, you will need ether. At the start of a raid season, you gain an amount of Ether based on the level of his Aether Amphoras. In the future, Ether is replenished by a fixed amount, which is affected by the level of your Ether Fountain.

Rise value. Your level in ethereal raids depends on your Ascension value. The rise can be obtained by completing a successful raid. A fully successful attack with no units lost on the attacking side grants the maximum amount of Climb, which is displayed when the raid unit is formed.

During the season you may be attacked by other players. You will lose your Rise if your defense team fails. At the same time, Lift can only be lost once per 20-hour period. Defensive Lift Loss is the maximum amount of Defensive Lift that can be lost based on the composition of your Defensive Team.

Automatic sending. This is an alternative to battles where your raid team attacks a randomly selected enemy defense team in auto combat without your participation. Automatic sending can be used up to 3 times per season. When it is applied, the "Battle" and "Auto Send" options become unavailable for the next 20 hours, unless you decide to cancel the current automatic send.

Cancellation will result in the loss of all ether used for automatic submissions and will not increase the number of players. After 20 hours, when the raider group returns, a replay of the player’s raid group’s auto battle against a randomly generated defense will be shown.

Your defense team. Add units to your defense team. When "Team Locked" is selected, the defense team will be highlighted with a golden background, which means that the current levels of all units, base stats, skills, sacred seals, and blessings will not be changed for the defensive battles of ethereal raids.

Even if a blocked unit is leveled up, equipped with other skills, or sent home, it will still exist unchanged in the defensive battles of ethereal raids. However, a blocked unit’s stats may change due to additional allies or blessing effects.

Protection test. This option allows you to fight on your own defense map with your own group of raiders. Test of Protection does not consume Ether. The rise does not increase or decrease.

Fight simulation. This option allows you to fight on a Friend Defense Map that has Simulated Friend Battle enabled with your own group of Raiders. Battle simulation does not consume Ether. The rise does not increase or decrease.

Replays of battles. Click the "Replay" button on the "Defense Results" screen to view a replay of the battle in which other players attacked your defensive fortress. The battle record notes how many opponents were defeated, whether the defense was successful or not, and how much lift was lost. All replays are deleted after the end of the season. Replays of battles are very useful to analyze the actions of your team to identify weaknesses in them.

Rematches. You can try to outplay opponents who have defeated your defense team. Such battles follow the rules of regular battles and consume ether. If the same opponent of yours appears in the defense list several times, he can only be called to a rematch once.

Fire Emblem Heroes: Heroes’ Journey

Combat and difficulty. Two units are sent on a journey to fight together. There are 2 types of battles, divided into 4 difficulties. The first two battles on Beginner and Intermediate difficulty levels take place on a random Story map with three random enemy heroes.

On normal difficulty, there are 3 enemies waiting for you, the level of which corresponds to the level of your strongest hero minus 5. On hard difficulty, there will be 4 such opponents, and the level difference will be reduced to 2. For completing these battles, you will receive memory points.

Boss battles. Boss battles and final battles feature random Heroic Trials from Book 2, Book 3 or higher (depending on difficulty). For the first passage of these battles, unique rewards are given, including accessories and a divine code.

Memorable events. Having collected at least 100 memory points, a pair of heroes will be able to take part in Commemorative Events. Each event offers 5 different souvenir events with 3 possible outcomes. Depending on the outcome of the commemorative event, the active duo will receive an equivalent amount of rapport.

The number of memory points is limited to 9999, and the rapport is limited to 99 for a given pair. Changing one or both team members will reset the rapport counter to 0, even if the same pair is restored later. Switching to a different version of the same hero will also reset the meter, however simply changing the order of the currently selected heroes will not reset.

Fire Emblem Heroes: Chain Testing

Concept. Chain Challenge is a special game mode where you clear multiple cards in a row to earn Hero Feathers and Orbs. To unlock chain challenges, you need to complete the corresponding chapters in the main story / paralogs.

Difficulty level. There are several difficulty levels to choose from, below are the difficulties and types:

Defeated allies cannot be revived. If all allies on the team are defeated, you can immediately create a new team of allies to try again on the map. However, keep in mind that allies that have been defeated cannot be used again for the rest of the challenge chain. All units move to the next battle map with the same health and cooldown as when the battles on the previous map ended.

This is a battle of attrition. After defeating one team, if you re-enter the map with another team of allies, the enemies defeated by the previous team will no longer appear. Any surviving enemies will retain the health they had before, and the cooldown of their special abilities will be reset. If enemies with the previous team did not take any damage, their starting HP will be reduced by 20%, so they will gradually become easier to defeat.

Fire Emblem Heroes: Conclusion

Fire Emblem Heroes boasts a huge selection of heroes (over 600 units), an interesting combat system, lots of activities and good visual design. You are invited to think over your own combat strategy, using the rules for selecting heroes and weapons, and show your best side on the battle maps. The game loads quickly enough and does not freeze, has a well-thought-out plot, the ability to interact with characters and their development.

A big plus of the game is also the minimal dependence on donation investments. Your game progress is focused on activity and depends on how well you have mastered the mechanics of the game. Of the minor disadvantages of Fire Emblem Heroes, one can name a limited number of languages ​​into which the game is translated. Also, the game takes a lot of free time due to the large number of trials and battles offered.

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