GamePress
Analysis by Maskilraid
Corrin (M) - Fateful Prince

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
158
HP 42
ATK 32
SPD 32
DEF 28
RES 24

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 19 7 7 5 4
Middle 20 8 8 6 5
High 21 9 9 7 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 38 29 29 24 21
Middle 42 32 32 28 24
High 45 35 35 31 28

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES


 

Skill Sets

I don’t think being barefooted would help me (Aether Raids Support)

Build by Maskilraid
Recommended
Yato (+Eff) A Fury 4
Alternate: Fury 3
Positional Assist B Sudden Panic 3
Alternate: Sabotage Atk 3
Ruptured Sky
Alternate: Moonbow
C Inf. Null Follow 3
Alternate: Spur Atk/Res 2
IVs

+It -Depends

SDistant Guard 3
Alternate: Fury 3

Show Explanation/Analysis

Weapon: Yato (+Eff)

Assist: Positional Assist

Special: Moonbow / Glimmer / Ruptured Sky

A Passive: Fury / Life and Death / Still Water / R Duel Infantry 4

B Passive: Even Pulse Tie / Sudden Panic / Sabotage Atk

C Passive: Inf. Null Follow / Joint Drive Atk / Spurs

Sacred Seal: Distant Guard / Close Guard / Spurs / Fury

  • Corrin’s Yato effect weapon is unique in the sense that it grants a visible stat boost to all stats. This can potentially allow Corrin to be the soaker of Chills and the Shrines in Aether Raids Offense as those skills/structure targets the enemy with the highest visible stat on the opponent team. 
  • The player can choose to run visible stat-boosting Passive A in order to exceed the unit that he is supporting. Fury provides the most all-rounded stat boost, while Life and Death and Still Water provide a more targeted stat boost to potentially outmatch the units they wish to support. R Duel Infantry provides a slightly small all-rounded boost, but it has an additional HP + 5 that could be used to meet HP checks from skills such as Even Pulse Tie and Sudden Panic. If required, Corrin can also run stat boosting seal such as Fury if one needs more visible stats to soak the debuffs.
  • The rest of the kit simply focuses on his ability to provide support in another manner. If Corrin is used in conjunction with an Infantry tank, Corrin can use the new Inf. Null Follow to provide his partner with Null Follow-Up, which opens up the Passive B for the tank in favor of damage reduction skills such as Spurn, or other utility skills such as Null C-Disrupt, Lulls or even the new Bulwark skills. Alternatively, any in-combat support such as the likes of Joint Drives and the Guard skills can also be used. Lastly, Save balls can also opt for Spurs, and unless your Far and Near Save unit are literally the same unit, Yato only works on one ally.

But I stand corrected (Aether Raids Melee Specialist)

Build by Maskilraid
Yato (+Eff)
Alternate: Coral Saber+ (+Spd)
A Atk/Spd Unity
Alternate: Spd/Def Ideal 3
Positional Assist B Null Follow-Up 3
Ignis C Joint Drive Atk
Alternate: Spur Atk/Res 2
IVs

+SPD -RES

SDarting Breath
Alternate: Steady Breath

Show Explanation/Analysis

Weapon: Yato (+Eff) / Coral Saber (+SPD)

Assist: Positional Assist

Special: Ignis

A Passive: Atk/Spd Unity / Spd/Def Ideal / Atk/Spd Form

B Passive: Null Follow-Up / Lull Atk/Spd / Atk/Def Bulwark

C Passive: Joint Drive Atk / Joint Drive Def / Spur Atk/Res

Sacred Seal: Steady Breath / Darting Breath

  • Due to being an Infantry, Corrin can also be used as a makeshift melee specialist due to having abundant choices in terms of the Passive B slot. However, compared to modern weapons, Yato might lack the combat boost required to perform in the meta. A player can probably replace his weapon with generics such as Coral Saber should a player want to focus on his combat rather than his stat-boosting utility for his Far Save unit, although that would not make him that much different compared to other melee specialists.
  • The rest of the kit is primarily focused on being a melee specialist by doubling the foe and taking the foe out with an Ignis activation. Corrin would need to juggle between cooldown acceleration, having enough DEF to take hits and having enough SPD to double the opponent.

Strengths

Yato

Support wise, Yato is faring not too badly for a support weapon by granting his support partner significant stat support. The flat stat boosts from Yato can also be used to divert Chills away from his allies. 

Infantry Perks

Corrin being an Infantry unit means he can access an assortment of Passives, ranging from combat options such as Null Follow-Up and Time’s Pulse, or support options such as Sudden Panic, Even Pulse Tie, and Infantry Pulse.

High HP

Corrin’s HP stat does allow him to leverage skills that rely on HP checks, such as Even Pulse Tie and Sudden Panic. Corrin is also likely to be immune to such effects as well.


 

Weaknesses

Ally Support Reliance

Corrin's whole gimmick relies on ally support. This meant that should the ally-supported unit get taken out, Corrin’s weapon is effectively neutered. Furthermore, this also meant that Corrin’s weapon only works on a single ally, which does somewhat pale in comparison to modern-day stat supports.

Old Unit Woes

Older units tend to have rather unoptimized stat distribution, and the same could be said for Corrin. Even with the resplendent Corrin’s stat distribution is awkward at best. Furthermore, even though Yato’s support is adequate, he lacks any combat effects outside of the flat stat boost. The combination of these factors does hamper his combat potential to a relatively large extent.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Yato

Grants Spd+4 during combat if unit initiates attack

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon Fang

Boosts damage by 50% of unit's Atk.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Defense +1

Grants Def+1.

Inheritable by all units.
30
A
Defense +2

Grants Def+2.

Inheritable by all units.
Unlocks at 3 ★
60
A
Defense +3

Grants Def+3.

Inheritable by all units.
Unlocks at 4 ★
120
A
Obstruct 1

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.)

Inheritable by all units.
Unlocks at 3 ★
50
B
Obstruct 2

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.)

Inheritable by all units.
Unlocks at 4 ★
100
B
Obstruct 3

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.)

Inheritable by all units.
Unlocks at 5 ★
200
B

Other Info

Origin
Fire Emblem Fates

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Official Hero Artwork