Adrift Corrin (F)

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Analysis by Chibi_Chu
Adrift Corrin (F) - Dream Princess


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 41
ATK 31
SPD 37
DEF 32
RES 27

Stat Variations

Level 1 Stat Variation
Low 14 6 6 5 4
Middle 15 7 7 6 5
High 16 8 8 7 6

Level 40 Stat Variations
Low 38 28 34 29 23
Middle 41 31 37 32 27
High 44 34 41 35 30

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.


  • +ATK: Corrin’s best choice for an Asset is Attack, as her middling 31 Attack can limit her damage output. Given that Corrin can usually perform a follow-up attack thanks to her great Speed or Quick Riposte, raising her Attack to 34 helps her take advantage of an additional attack.
  • +SPD: With a Speed Superasset, Corrin reaches an amazing 41 Speed. With such high Speed, she can usually perform a follow-up attack, opening the option to focus on buffs to other stats and alternatives to Quick Riposte such as Wrath.


  • HP: While HP is an acceptable Flaw, decreasing Corrin’s bulk hurts her survivability. As a unit that usually utilizes an Enemy Phase set, Corrin wants to keep all the bulk she can get.
  • DEF: Preserving Defense is important for an Enemy Phase unit. While Corrin appreciates an Attack or Speed Asset more since they increase her damage output, a Defense Asset is fine since it increases her survivability.
  • RES: Sitting at a base Resistance of 27, Corrin doesn’t want to decrease it (especially not with a Superflaw) since doing so hurts her bulk considerably.

Skill Sets

A Nightmare to Deal With (Aether Raids)

Build by
Lightning Breath+ (+Spd)
Alternate: Lightning Breath+ (+Res)
A Bonus Doubler 3
Alternate: Fierce Breath
Reposition B Null C-Disrupt 3
Alternate: Null Follow-Up 3
Alternate: Sol
C Pulse Smoke 3
Alternate: Atk Smoke 3
IVsSFierce Stance 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD or +RES / -HP

  • +ATK and +SPD both boost Corrin’s damage output, which is very important for taking out Aether Raids units before they get refreshed. However, +RES can be chosen to tank prevalent magical units such as Ophelia and Brave Veronica better. While -HP is Corrin’s best Flaw, this set generally shouldn’t be used unless Corrin is heavily merged, as her efficiency in Aether Raids greatly decreases without stat increases from merges.

Weapon: Lightning Breath+ (+SPD or +RES)

  • Being able to counterattack against ranged units is valuable, especially in Aether Raids due to the high amount of ranged units on Aether Raids defense teams. +SPD can be chosen to secure a follow-up attack, while +RES can be chosen to increase Corrin’s magical bulk.

Assist: Reposition / Flexible 

Special: Noontime / Sol

  • Aether Raids tanks usually need sustainability via their Special, so Noontime or Sol are the best options for Corrin. Note that due to Lightning Breath increasing Special cooldown by one, Corrin needs Flashing Blade to have an opportunity to activate Noontime in one combat or a Breath A slot to have an opportunity to activate Noontime or Sol in one combat. 

Passive A: Bonus Doubler / Fierce Breath / Steady Breath / Warding Breath 

  • A buff-bot, Legendary Azura or otherwise, almost always compliments an Aether Raids tank. As such, Bonus Doubler is a fantastic option for Corrin, as she can receive up to +14 to all stats with the right buffs.

  • Any Breath skill can serve as a great alternative, as they provide Corrin with minor stat buffs and +1 Special charge per attack during combat. Utilizing a Breath skill allows Corrin to activate any 2 or 3 Special cooldown in one combat, assuming she performs a follow-up attack and her enemy lacks a Guard effect.

Passive B: Null C-Disrupt / Null Follow-Up / Quick Riposte / Wrath

  • Sweep effects and weapons are very common for Aether Raids defense teams, making Null C-Disrupt a good option for Corrin. This increases her damage output, since she will be able to counterattack against any enemy.

  • Null Follow-Up is a great alternative, since Corrin relies on performing a follow-up attack to dish out high damage. Corrin is also reliant on performing a follow-up attack for sustainability via her Special.

  • Quick Riposte can be used to guarantee a follow-up attack against extremely fast enemies or follow-up nullifying enemies, although Corrin’s Speed is already very high. Noontime and Sol help Corrin stay in Quick Riposte range.

  • Corrin’s mediocre Attack can be partially mitigated via Wrath, as it increases the damage of her Special. Note that increasing Noontime and Sol’s damage increases the amount she heals from them, which could push Corrin out of Wrath range.

Passive C: Pulse Smoke / Atk Smoke 

  • Infantry Pulse and Ostia’s Pulse defense teams are extremely prevalent in Aether Raids. Corrin usually will fail to take many Specials even with Noontime or Sol, so preventing them from activating altogether via Pulse Smoke greatly increases her survivability.

  • If Pulse Smoke is unavailable, Atk Smoke is the best alternative. Debuffing the enemies’ Attack increases her survivability.

Sacred Seal: Fierce Stance / Flashing Blade

  • Since Corrin’s Speed and defenses are so high already, Corrin can focus on increasing her Attack on Enemy Phase with Fierce Stance. Doing so helps her take advantage of her amazing Speed more efficiently.

  • If utilizing Bonus Doubler, Flashing Blade is a fantastic alternative. Assuming Corrin performs a follow-up attack and the enemy has no Guard effect, Corrin will be activating Noontime every combat.

Devoted Dreamer (Enemy Phase)

Build by
Draconic Rage A Distant Counter
Alternate: Atk/Spd Form 3
Reposition B Wrath 3
Alternate: Vantage 3
Alternate: Blue Flame
C Res Smoke 3
Alternate: Atk Smoke 3
IVsSFierce Stance 3
Alternate: Atk/Spd Bond 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -HP

  • +ATK and +SPD are both great Assets for Corrin. +ATK helps Corrin take full advantage of any follow-up attacks, while +SPD helps secure that those follow-up attacks will occur. -HP is chosen as Corrin’s Flaw since lower HP helps Corrin activate Wrath and Vantage sooner.

Weapon: Draconic Rage

  • Draconic Rage’s activation requirement is usually easy to achieve for an Enemy Phase set since Corrin will often be close to her allies. -1 Special cooldown and +5 Attack and Speed greatly benefits Corrin’s damage output via faster Specials and higher and more consistent damage.

Assist: Reposition / Flexible

Special: Luna / Blue Flame / Bonfire / Sol

  • 3 Special cooldowns work great with Corrin’s high Speed and Draconic Rage’s Special cooldown acceleration. While Luna is generally preferred to help Corrin score KOs on especially tanky enemies, Blue Flame and Bonfire deal more consistent damage than Luna. Sol can be used instead to give Corrin sustainability.

Passive A: Distant Counter / Atk/Spd Form / Atk/Spd Bond / Brazen Atk/Spd (3 or 4)

  • For an Enemy Phase set, Corrin wants to counterattack as many enemies as possible to put her Attack and Specials to use. Distant Counter is Corrin’s only option of doing so if she utilizes Draconic Rage.

  • Atk/Spd Form has fantastic synergy with Draconic Rage, as they both activate depending on the number of allies within 2 spaces of Corrin. In an optimal situation, Corrin will be gaining a whopping 12 Attack and Speed from Draconic Rage and Atk/Spd Form alone.

  • A more budget-friendly option that still works well is Atk/Spd Bond. Corrin will usually be close to her allies, so Atk/Spd Bond synergizes with her Enemy Phase skills and role.

  • Brazen Atk/Spd is a great alternative that shifts Corrin’s focus from surviving many hits to OHKOing with Vantage and stacking Attack buffs. Note that Corrin will not be able to counter against ranged enemies or enemies with Sweep effects, so its effectiveness is limited.

Passive B: Wrath / Vantage / Null C-Disrupt

  • Wrath can help make up for Corrin’s mediocre Attack by adding 10 true damage to her Special damage. Combining Wrath with Flashing Blade and Sol can make Corrin’s sustainability very solid.

  • If focusing on OHKOing, Vantage is Corrin’s best option so she doesn’t have to worry as much about her bulk and sustainability. 

  • Even with Distant Counter, Corrin’s counterattack(s) can still be prevented via Sweep effects. Null C-Disrupt ensures that Corrin will counterattack against all enemies.

Passive C: Res Smoke / Atk Smoke / Flexible

  • Res Smoke helps Corrin and her magical allies deal more damage to nearby enemies.

  • If focusing on Corrin’s survivability, Atk Smoke can be utilized instead.

  • Aside from Res Smoke and Atk Smoke, Corrin’s C slot is flexible. She can change it to whatever the player believes best fits her team and allies.

Sacred Seal: Fierce Stance / Atk/Spd Bond / Atk/Def Bond / Brazen Atk/Spd / Brazen Atk/Def

  • Fierce Stance is the most consistent way for Corrin to increase her Attack on Enemy Phase, as it doesn’t require adjacent allies or an HP threshold.

  • Atk/Spd Bond and Atk/Def Bond are strong alternatives that synergize well with Corrin’s Enemy Phase role.

  • Since Corrin’s B slot usually involves an HP threshold, Brazens can be used thanks to HP thresholds of their own. Doing so leaves Corrin’s initial combat slightly weaker than her combat at ≤80% HP.


Corrin’s willingness to help her allies transcends reality itself, as she’s now appearing in the dreams of a Young Azura to protect and encourage her. Making her appearance as an Infantry Green Dragon, Corrin apparently picked up some stat boosters on the way to Azura’s dreams, as her statline far outshines her Infantry Blue Dragon self. Sporting a fantastic 168 BST, an impressive statline, and a personal weapon, Corrin is a very flexible and powerful unit.

Unlike most units, Corrin does not have a min-maxed statline; overall, her stats are very solid, with only her 31 Attack and 27 Resistance being on the average side. Thanks to a balanced statline, Corrin can utilize both a Player Phase set thanks to her serviceable Attack and fantastic Speed and an Enemy Phase set thanks to her good survivability. However, due to the lack of Player Phase weapons for Dragons, Enemy Phase is usually better for Corrin, especially when taking into account her personal weapon, Draconic Rage.

Draconic Rage helps Corrin become an Enemy Phase powerhouse. It grants both -1 Special cooldown and +5 Attack and Speed if its activation condition is reached. Corrin will be able to perform powerful follow-up attacks and activate her Special against most enemies thanks to Draconic Rage. However, due to its activation requirement of having more allies than enemies within 2 spaces, Draconic Rage does isolate Corrin into an Enemy Phase role.

As an Infantry unit, Corrin is able to reap the benefits of skills such as Guidance and Ground Orders. However, unlike most Infantry units, Corrin has to be wary of Dragon-effective weapons; Falchion in particular usually ensures Corrin a nasty awakening.

Corrin’s not messing around anymore. Her amazing and balanced statline allows her to play both Player Phase and Enemy Phase roles, even if the lack of Player Phase weapons for Dragons and her own Draconic Rage usually fit an Enemy Phase role better. Along with her statline, Draconic Rage is an amazing personal weapon that boosts her damage output and survivability considerably. Overall, Corrin is a great unit that will pull her weight on most teams. To think that she grew this powerful just to help Azura...cute, isn’t it?


Fantastic and balanced statline

With 31/37 offenses and 41/32/27 defenses, Corrin is a jack of all trades that can dish out and take damage very effectively.

Draconic Rage

Accelerating Special cooldown and granting +5 Attack and Speed to Corrin if its activation condition is met greatly increases Corrin’s damage output and survivability. Corrin’s stats and status as a Dragon compliment an Enemy Phase role very well, making Draconic Rage’s activation requirement easy to meet.


Middling Attack and Resistance

While not terrible by any means, 31 Attack and 27 Resistance aren’t as good as Corrin’s other stats. As such, she may need some Attack and Resistance buffs to maximize her Enemy Phase potency.

Dragon weaknesses

Taking effective damage from weapons such as every Falchion and Naga tome cripples Corrin’s Enemy Phase capabilities. Falchion users are able to OHKO Corrin especially well, as they have weapon triangle advantage against her.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Water BreathIf foe initiates combat, grants Def/Res+4 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Only inheritable by Dragon units.
200 1 10
Draconic RageAccelerates Special trigger (cooldown count-1). If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), grants Atk/Spd+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally SpeedGrants Spd +4 to an adjacent ally until the end of the turn
Learns by default at 5 ★
1 150
Rally Atk/Spd+Grants Atk/Spd+6 to target ally for 1 turn.
1 400

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Spd Bond 1Grants Atk/Spd+3 during combat if unit is adjacent to an ally.
Inheritable by all units.
Atk/Spd Bond 2Grants Atk/Spd+4 during combat if unit is adjacent to an ally.
Inheritable by all units.
Atk/Spd Bond 3Grants Atk/Spd+5 during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 5 ★
Fortify Def 1Grants adjacent allies Def+2 through their next actions at the start of each turn.
Inheritable by all units.
Fortify Def 2Grants adjacent allies Def+3 through their next actions at the start of each turn.
Inheritable by all units.
Fortify DragonsGrants adjacent dragon allies Def/Res +6 through their next actions at the start of each turn. Requires Fortify Def 2 or Fortify Res 2.
Only inheritable by Dragon units.
Unlocks at 5 ★

Other Info

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