Tactics Drills is a new game mode in Fire Emblem Heroes. It is designed to test the player's strategy. Each battle will have situations that used a fix set of Heroes that must be used to overcome challenges with a turn limit.
Rules[]
Each battle will have situations that used to fix set of Heroes that must be used to overcome challenges with a turn limit. The units who are in their position cannot be moved to another location even before phase 1 begins. Players can restart the maps at any time when they are unable to complete the objective.
Difficulties[]
Basics[]
These maps teach the basic rules of combat.
Map Names | Reward | Heroes | Rule |
---|---|---|---|
Activate a Special Skill | 300 (Normal) | Anna | Drag Anna to a foe's space to initiate combat. When the cooldown counter by her shoulders show the Special symbol, her Special will trigger on her next attack. Turn limit: 3 |
Red, Blue, and Green | 300 (Normal) | Alfonse Anna |
Red units are stronger against green foes, and blue units are stronger against red. But what about green units? Use the weapon-triangle to your advantage! Turn limit: 1, Survivors: 3 |
Ranged Attacks | 300 (Normal) | Anna |
Ranged weapons allow units to attack foes who are two spaces away. Takumi's bow is a ranged weapon, so he has more reach than Anna does with her axe. Turn limit: 1, Survivors: 2 |
Can't Fight Back! | 300 (Normal) | Anna Takumi |
Units using ranged weapons can't attack foes in adjacent spaces. Lukily, Anna can come to Takumi's aid. Turn limit: 1, Survivors: 2 |
Effective Attacks | 300 (Normal) | Takumi | Among the ranged weapons, bows are best at taking down flying foes. Since bows are "effective against" flying foes, bow units can deal 1.5x normal damage in combat. Turn limit: 5 |
Attacking with Magic | 1 (Normal) | Arvis Takumi |
Like bows, most magic weapons are ranged. But rather than Def, Res is used to defend against magic. Foes with low Res are vulnerable to magic attacks. Turn limit: 1, Survivors: 2 |
Understanding Breath | 300 (Normal) | Alfonse |
Breath weapons used by dragons like Tiki are like magic weapons since foes with low Res are also weak to dragons. But breath weapons only work against adjacent foes. Turn limit: 3, Survivors: 2 |
Counterattacks | 300 (Normal) | Chrom (Knight Exalt) | If a unit's range (Rng) is the same as its foe's, the unit can counterattack. This is a good method for defeating foes within a limited number of turns. Turn limit: 2 |
Follow-Up Attacks | 300 (Normal) | Mia |
If a unit's Spd is at least 5 more than its foe's Spd, the unit can make a secondary follow-up attack during combat. Check the Spd of your foes and look for opportunities and follow-ups. Turn limit: 1, Survivors: 2 |
Weaken Foes with Daggers | 300 (Normal) | Kaze Takumi |
Daggers are ranged weapons that often weaken foes after combat. Units using daggers can attack first to help their allies take down particularly tough foes. Turn limit: 1, Survivors: 2 |
Boosting with Rally | 300 (Normal) | Sharena Takumi |
The Rally series of Assist skills grants bonuses to ally's stats. These skills can target allies in spaces that appear green. Rally Takumi to beat this foe. Turn limit: 1, Survivors: 2 |
Heal to Win | 1 (Normal) | Anna |
Units with staves can use healing Assist skills. These skills can target allies in spaces that appear green. Try healing Anna when she's injured. Turn limit: 2, Survivors: 2 |
Baiting Foes | 300 (Normal) | Effie Anna |
If a unit can't move close enough to foes to initiate combat, an ally can bait them out. Allies with high Def can help with this. Tap Danger Area to check your foes' range. Turn limit: 3, Survivors: 2 |
Escaping Danger | 300 (Normal) | Reinhardt |
The Assist skills Reposition and Draw Back can help you move an ally out of danger. After attacking, help your ally escape from the Danger Area. Turn limit: 3, Survivors: 2 |
Movement Tricks | 300 (Normal) | Bartre Effie |
The Assist skill Smite sends an ally flying a distance of two spaces. Surprisingly, it can help you cross even rivers and mountains. Turn limit: 3, Survivors: 3 |
Sing and Dance | 300 (Normal) | Reinhardt (Thunder's Sword) |
The Assist skills Sing and Dance allow an ally to take another action. Defeat all of the foes by helping Reinhardt act repeatedly. Turn limit: 1, Survivors: 3 |
Watch Your Cooldown | 300 (Normal) | Anna |
Units with staves can also advance their cooldown counter by healing an ally. Elise's Special grants a bonus to her allies' stats, which will help Anna with her toughest foe. Turn limit: 5, Survivors: 2 |
Infantry Movement | 1 (Normal) | Linde | Infantry units can only move one space at a time through forests. Sometimes not rushing into combat is the wisest move. Turn limit: 7 |
Armored Allies | 300 (Normal) | Effie | Armored units can move only one space at a time but have high stats, especially Def. By moving to defensive terrain, these units are even tougher for their foes to defeat. Turn limit: 5 |
Cavalry Allies | 300 (Normal) | Peri | Cavalry units can move up to 3 spaces at a time, but they can't enter forests. Trenches also limit their movement to 1 space. Advance on your foes, mindful of these limitations. Turn limit: 7 |
Flying Allies | 300 (Normal) | Est |
Flying units can travel freely through forests as well as over mountains and rivers. However, they're weak to bows. Take advantage of their mobility to take down foes while avoiding the archer's attacks. Turn limit: 3, Survivors: 2 |
Skill Studies[]
These maps teach the usage of various skills and their interactions.
Map Names | Reward | Heroes | Rules |
---|---|---|---|
Hone and Fortify | 300 (Normal) | Lyn (Brave Lady) |
The Hone and Fortify series of C Skills grants bonuses to adjacent allies' stats at the start of a turn. Lyn needs the help of her allies to defeat this foe. Turn limit: 3, Survivors: 3 |
Stacking Spur Boosts | 300 (Normal) | Fjorm Takumi |
C Skill series like Spur, Ward, Goad, and Drive grant bonuses to nearby allies, but only during combat. The bonuses stack, so a unit can be helped by many nearby allies. Turn limit: 1, Survivors: 3 |
For Blade! | 300 (Normal) | Sharena |
The "blade" series of tomes turns bonuses from skills like the Rally and Hone series into powerful magic during combat. Use the Rally skills to max out your ally. Turn limit: 1, Survivors: 4 |
Vantage to Counter | 300 (Normal) | Reinhardt (Thunder's Sword) | The B Skill Vantage allows a unit with low HP to counterattack before a foe's first attack. Reinhardt can defeat several tough foes in one turn if his HP is low enough. Turn limit: 2 |
Desperation | 300 (Normal) | Shanna | The B Skill Desperation allows a unit with low HP to make a follow-up attack before the foe can counterattack. Defeat both foes with follow-ups after losing some HP. Turn limit: 5 |
Using Quick Riposte | 1 (Normal) | Dorcas Elise |
The B Skill Quick Riposte grants a unit with high HP a guaranteed follow-up attack if the foe initiates combat. Keep HP high and dish out a barrage of counterattacks. Turn limit: 2, Survivors: 2 |
Ragnell's Distant Counter | 300 (Normal) | Ike (Vanguard Legend) | Ike's sword Ragnell allows him to counterattack even when foes use ranged weapons. Defeat all the foes using counterattacks. Turn limit: 2 |
Using Close Counter | 300 (Normal) | Takumi Takumi (Empty Vessel) |
The A Skill Close Counter allows a ranged unit to counterattack even when foes use a melee weapon. Only by defeating the right foe using Close Counter can Takumi win. Turn limit: 3, Survivors: 2 |
Atk/Def Bond's Power | 300 (Normal) | Fjorm |
The Bond series of A Skills grants bonuses to a unit's stats during combat, but only if an ally is adjacent. Wrys's position in this battle will decide Fjorm's fate. Turn limit: 3, Survivors: 2 |
Dangerous Breakers | 300 (Normal) | Abel |
The "breaker" series of B Skills guarantees follow-up attacks against foes with specific types of weapons while preventing them from making follow-up attacks. Abel's skill is the key to victory against these foes. Turn limit: 4, Survivors: 2 |
Steady Breath Rush | 300 (Normal) | Ike (Brave Mercenary) | The A Skill Steady Breath speeds up a unit's Special cooldown when a foe initiates combat. Waiting to deal with foes who attack twice can be a valid strategy. Turn limit: 5 |
Vantage & Flashing Blade | 1 (Hard) | Mia | The A Skill Flashing Blade speeds up a unit's Special cooldown if their Spd is higher than their foe's. Mia can only defeat the toughest foe with her Special ready. Turn limit: 3 |
Trigger Wrath | 300 (Hard) | Karla |
The B Skill Wrath speeds up a unit's Special cooldown at the start of a turn if their HP is low. Take damage to more quickly trigger a special attack. Turn limit: 5, Survivors: 2 |
Guidance River Crossing | 300 (Hard) | Ayra |
The C Skill Guidance can help infantry and armored allies traverse the map. Use Tana to move Ayra into a forest. Turn limit: 5, Survivors: 2 |
Flier Formation Soars | 300 (Hard) | Elincia |
The B Skill Flier Formation can increase the movement range of flying allies. Try using it to move up to three spaces. Turn limit: 5, Survivors: 2 |
Led by Wings of Mercy | 300 (Hard) | Black Knight |
Units with the B Skill Wings of Mercy can move adjacent to allies with low HP. Black Knight's Wings of Mercy can quickly bring him to an ally's side. Turn limit: 2, Survivors: 2 |
Move with Armor March | 300 (Hard) | Amelia Effie |
The C Skill Armor March grants the unit and adjacent armored allies a movement range of two at the start of a turn. They can even move two spaces through forests! Turn limit: 7, Survivors: 2 |
Spd Smoke Follow-Ups | 1 (Hard) | Sigurd |
The C Skill Spd Smoke greatly reduces the Spd of foes within a certain range after combat. Try to lower the Spd of your foes so your allies can use follow-up attacks. Turn limit: 3, Survivors: 3 |
Spd Ploy and the Forecast | 300 (Hard) | Deirdre |
The C Skill Spd Ploy lowers the Spd of foes in cardinal directions of a unit if their Res is lower than the unit's Res. Predict the foes' movement to help the allies make follow-up attacks against speedy foes. Turn limit: 5, Survivors: 2 |
Trilemma Trickery | 300 (Hard) | Maribelle |
Trilemma+ inflicts the effects of the skill Triangle Adept on foes. Start by inflicting the effects on the blue foes since Frederick has weapon-triangle advantage against them. Turn limit: 5, Survivors: 3 |
Future Vision | 300 (Hard) | Lucina (Glorious Archer) |
Future Vision is an Assist Skill that allows Lucina to take another action after swapping places with an ally. Move her around the map, and defeat enemies along the way. Turn limit: 5, Survivors: 2 |
Caution with Savage Blow | 300 (Hard) | Leo |
The C Skill Savage Blow deals damage to foes around a target you've attacked. Use Savage Blow to whittle down the foes' HP, avoid counterattacks, and defeat them. Turn limit: 10, Survivors: 2 |
Grandmaster[]
Map Names | Reward | Heroes | Rules |
---|---|---|---|
Two Birds, One Stone | 300 (Lunatic) | Male Morgan |
The key to this map is a weapon that can both weaken foes and strengthen allies. Olwen in particular can become very powerful with bonuses. Turn limit: 5, Survivors: 3 |
Brief Meetings | 300 (Lunatic) | Frederick |
Devise a strategy using the skill Escape Route. By the end of the final phase, Marth should find himself all alone. Turn limit: 5, Survivors: 3 |
Counterattack Crew | 300 (Lunatic) | Cherche Takumi |
Takumi and Nowi have the ability to counterattack from any distance. Taking their positions into consideration, use counterattacks effectively to take down your foes. Turn limit: 6, Survivors: 3 |
Stalwart Defenders | 300 (Lunatic) | Azama Lucius |
Pain+ can damage enemies within 2 spaces of a target. Devise a strategy to catch as many foes as possible in its effects. Turn limit: 7, Survivors: 3 |
Horse and Man as One | 300 (Lunatic) | Maria Rhajat |
Chrom's weapon, Sealed Falchion, is plenty strong, but if he thinks he can beat these foes without help, he's in for a rude awakening! Turn limit: 7, Survivors: 3 |
Jet-Black March | 1 (Infernal) | Lachesis |
Zelgius's Warp Powder can open up a path forward. On the final phase, Zelgius should move into the rightmost part of the battlefield. Turn limit: 7, Survivors: 4 |
Caught in a Snare | 300 (Infernal) | Alm |
Use Swap and Harsh Command wisely. It's worth considering how Alm's Windsweep is a useful counter to foes with Vantage. Turn limit: 5, Survivors: 4 |
Another Reunion | 300 (Infernal) | Roy Lilina |
Roy's Shove and Gwendolyn's Draw Back are the keys to this battle. Have Roy rescue Lilina, then use her skill Growing Flame in the final phase. Turn limit: 9, Survivors: 4, Enemy reinforcements will appear. |
They Have the Princess! | 300 (Infernal) | Marth Gunnthrá |
Elise's attacks can restrict the movement of foes, giving
Gunnthrá's a chance to escape. You'll need to use Gunnthrá's special attack later on. |
Who's Going to Break It? | 300 (Infernal) | Ike |
Mist's staff can heal, but if you're in trouble and need another option, consider what Titania can do with Reciprocal Aid. Turn limit: 7, Survivors: 4 |
A Land Divided | 300 (Infernal) | Lucina (Brave) |
Be mindful of where you position Lucina and how you defeat the toughest foes. When you reach the final phase, deciding the correct turn order for your allies is critical Turn limit: 7, Survivors: 4 |