- Default
- Attack
- Special
- Injured




Adrift Corrin (F) - Dream Princess |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 14 | 6 | 6 | 5 | 4 |
Middle | 15 | 7 | 7 | 6 | 5 |
High | 16 | 8 | 8 | 7 | 6 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Dream a Little Dream of Me (Enemy Phase OHKO Specialist)
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Draconic Rage (+Eff) | A | Atk/Def Unity Alternate: Distant Stance |
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Positional Assist | B | Dragon's Wrath 3 |
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Bonfire | C | Joint Drive Atk |
IVs | +Atk and/or +Def | S | Atk/Def Solo 3 Alternate: Atk/Def Form 3 |
Weapon: Draconic Rage (+Eff)
Assist: Positional Assist
Special: Bonfire
Passive A: Atk/Def Unity / Distant Stance / Distant Counter
Passive B: Dragon’s Wrath
Passive C: Joint Drive Atk / Flexible
Sacred Seal: Atk/Def Solo / Atk/Def Form
- Paired with a Far Save Armored ally such as Brave Hector or Valentine’s Henriette, Corrin can be a strong Enemy Phase specialist focused on OHKOing melee enemies with her counterattack.
- Alternatively, if Corrin is paired with a Near Save Armored ally such as Pirate Surtr or Valentine’s Gustav or not paired with a Savior unit at all, she can use Distant Stance or Distant Counter in her A Slot to counterattack against ranged enemies.
- Draconic Rage makes this set possible, with its -1 Special cooldown, +1 Special charge per attack, +8 to all stats, and 40% damage reduction on the enemy’s first attack making Corrin both powerful and bulky. Its -1 Special cooldown reduces Bonfire, a 3-cooldown Special that increases damage by 50% of Corrin’s Defense when activated, to a 2-cooldown Special. In combination with the weapon’s +1 Special charge per attack, Corrin can activate Bonfire immediately upon counterattacking if no Guard effect is active. As such, this set focuses on maximizing Corrin’s OHKO consistency, and thus invests everything into her Attack and Defense.
- Granting +5 Atk/Def and doubling, then reversing visible Atk/Def debuffs during combat, Atk/Def Unity is Corrin’s strongest A Slot option. Being able to take advantage of fairly ubiquitous visible Atk/Def debuffs and Panicked visible Atk/Def buffs is a great asset; even without these, +5 Atk/Def is appreciated for maximizing Corrin’s raw damage output, bonus damage on Bonfire activation, and physical bulk.
- Packaging both increased bulk and damage, Dragon’s Wrath is a perfect Skill for this set, granting an additional 20% damage reduction on the enemy’s first attack and increasing Corrin’s damage on her first counterattack by 20% of the gap between her Attack and the enemy’s Resistance.
- Joint Drive Atk grants Corrin +4 Attack during combat if she is within 2 spaces of an ally, translating to an additional 4 damage that, while minor, can still make the difference between OHKOing and not. However, Corrin’s C Slot is flexible, so any of the wide variety of debuffing/buffing Skills may be considered as well.
- Atk/Def Solo and Atk/Def Form are Corrin’s best Sacred Seal options; whichever one is chosen depends on player preference, though the former is typically used due to its more lax condition. Atk/Def Solo grants +6 Atk/Def during combat if Corrin is not adjacent to an ally, while Atk/Def Form grants:
- +1 Atk/Def if no allies are within 2 spaces (almost never, as if using Corrin as a melee specialist, she at least needs to be within 2 spaces of her Far Save ally).
- +3 Atk/Def if 1 ally is within 2 spaces.
- +5 Atk/Def if 2 allies are within 2 spaces.
- +7 Atk/Def if 3+ allies are within 2 spaces (can be finicky depending on map layout and enemy team).
Dream☆Catcher (Player Phase)
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Draconic Rage (+Eff) | A | Atk/Spd Boosting A Slot |
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Positional Assist | B | Null Follow-Up 3 |
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Moonbow Alternate: Glimmer |
C | Time's Pulse 3 |
IVs | +Atk and/or +Spd | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
Weapon: Draconic Rage (+Eff)
Assist: Positional Assist
Special: Moonbow / Glimmer
Passive A: Atk/Spd Boosting A Slot
Passive B: Null Follow-Up
Passive C: Time’s Pulse
Sacred Seal: Atk/Spd Solo / Blade Session
- Thanks to Draconic Rage’s -1 Special cooldown, +1 Special charge per attack, +8 to all stats, and 40% damage reduction on the enemy’s first attack, Corrin can be a safe, high-damaging initiator.
- Because Draconic Rage reduces 2-cooldown Specials such as Moonbow and Glimmer to 1-cooldown Specials, Time’s Pulse allows Corrin to immediately ready these Specials every turn. If Corrin receives a counterattack, she will be able to activate her Special again on her follow-up attack even if the enemy has a Guard effect, as Draconic Rage’s +1 Special charge per attack effectively cancels this out.
- Atk/Spd Boosting Skills maximize Corrin’s damage output, making them the strongest choices for both her A and S Slots. Note that since this set focuses on making Corrin both a strong and safe initiator, Skills that inflict recoil damage (such as Atk/Spd Push 4 and Fury) may be less desirable than choices that do not (such as Atk/Spd Solo, Blade Session, and Swift Sparrow).
- Null Follow-Up neutralizes effects that prevent Corrin’s follow-up attack or guarantee the enemy’s, making it a vital Skill to maximize consistency. Without it, Corrin’s damage will usually be halved by follow-up prevention effects, while the enemy’s damage will usually be doubled by guaranteed follow-ups.
Find Me in Your Dreams (Enemy Phase Generalist)
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Draconic Rage (+Eff) | A | Distant Stance Alternate: Distant Counter |
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Positional Assist | B | Null Follow-Up 3 Alternate: Special Spiral 3 |
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Bonfire Alternate: Aether |
C | Joint Drive Atk Alternate: Joint Drive Spd |
IVs | Flexible | S | Atk/Spd Solo 3 |
Weapon: Draconic Rage (+Eff)
Assist: Positional Assist
Special: Bonfire / Aether / Sol
Passive A: Distant Stance / Distant Counter
Passive B: Null Follow-Up / Special Spiral
Passive C: Joint Drive Atk / Joint Drive Spd / Flexible
Sacred Seal: Atk/Spd Solo
- As opposed to the first set (which focuses on stacking Atk/Def to OHKO enemies with Bonfire activations), this set invests into all of Corrin’s stats, performing a more generalist and all-purpose role. While the +8 Spd/Res in-combat buffs that Draconic Rage grants were mostly an afterthought for the first set, they are important for this set; performing/avoiding follow-up attacks and taking as little magical damage as possible are both much more desirable here.
- Draconic Rage’s -1 Special cooldown and +1 Special charge per attack allow Corrin to activate 3-cooldown Specials such as Bonfire and Sol on her first counterattack if no Guard effect is active, making them particularly potent choices for damage output or survival respectively. Alternatively, Corrin can use Aether in combination with Special Spiral in her B Slot:
- Assuming the enemy cannot perform a follow-up attack, Corrin can, no Guard effect is active, and Corrin does not OHKO the enemy, Corrin will activate Aether on her follow-up counterattack. After combat, Special Spiral will reduce Aether’s cooldown from 4 to 2, meaning Corrin will instead activate Aether on her first counterattack from that point on.
- Distant Stance or Distant Counter in Corrin’s A Slot is vital, as it allows her to counterattack against ranged enemies. Absorbing damage without counterattacking is inefficient, and if ranged enemies get refreshed, they can attack Corrin’s allies rather than her, which can easily be the downfall of her team. Distant Stance is purely better than Distant Counter because it grants +5 Resistance during Enemy Phase combat, but it is far from necessary.
- The aforementioned Special Spiral alternative aside, Null Follow-Up is Corrin’s B Slot of choice, neutralizing effects that prevent Corrin’s follow-up attack or guarantee the enemy’s. This effectively nullifies effects that would double the damage Corrin receives or halve the damage Corrin deals, making it an incredibly valuable effect.
- While Corrin’s C Slot is flexible, Joint Drive Atk and Joint Drive Spd are premier options, granting Corrin +4 Attack or Speed respectively when she is within 2 spaces of an ally. Maximizing Corrin’s offenses minimizes the chances of enemies surviving, being refreshed, and infiltrating Corrin’s backline; this also applies when choosing Corrin’s Sacred Seal, as Atk/Spd Solo grants her +6 Atk/Spd during combat if she is not adjacent to an ally.
Strengths
Balanced statline
41/31/37/32/27 is a remarkably well-balanced statline, with only 31 Attack and 27 Resistance being particularly middling. As such, Corrin can both receive and inflict damage effectively.
Draconic Rage
Update 6.1 has breathed new life into the Adrift Corrins, as Draconic Rage has been significantly improved. Pre-refine, their personal weapon granted -1 Special cooldown and +5 Atk/Spd during combat if the number of allies within 2 spaces was greater than the number of enemies within 2 spaces. While this wasn’t necessarily bad as Special acceleration and increased offenses are always appreciated, it struggles to hold a candle to post-refine Draconic Rage.
- Draconic Rage maintains its -1 Special cooldown, allowing Specials to be activated more frequently.
- Rather than granting +5 Atk/Spd during combat if the number of allies within 2 spaces is greater than the number of enemies in that range, Draconic Rage now grants +4 to all stats and 40% damage reduction on the enemy’s first attack if Corrin initiates combat or is within 2 spaces of an ally. While this is a very slight offensive downgrade, the defensive properties are well worth trading +1 Atk/Spd for.
- If Corrin’s HP is ≥ 25% at the start of combat, she gains an additional +4 to all stats and +1 Special charge per attack during combat.
The combination of -1 Special cooldown, +8 to all stats, 40% damage reduction on the enemy’s first attack, and what is effectively a dual-phase Breath effect makes for an incredibly strong and flexible weapon. Most notably, if no Guard effect is active, Corrin can activate 3-cooldown Specials such as Bonfire and Sol on her first counterattack, significantly improving her damage output or survivability respectively. In tandem with Skills that further augment her performance in these roles (particularly Dragon’s Wrath and Dragon Wall respectively), Corrin can be an incredibly potent offensive and defensive force.
Infantry Dragon advantages
As both an Infantry and Dragon unit, Corrin has access to a variety of Skills that improve her combat performance and consistency such as Atk/Spd Ideal, Dragon’s Wrath, Null Follow-Up, Special Spiral, and Time’s Pulse.
Flexible
All of the above strengths make Corrin a reliable and flexible unit capable of fulfilling whatever role she’s built for efficiently, whether it be focused on Player Phase or Enemy Phase (or even both).
Weaknesses
Dragon shortcomings
Lacking access to Galeforce and taking effective damage against Dragon-effective weapons are drawbacks that unfortunately cannot be ignored, as they both limit Corrin’s combat potential and reliability.
Competition as an Enemy Phase melee specialist
With the prominence of Near Save and Far Save, the prevalence of superunits that use Distant Counter or Close Counter effects to counterattack against both melee and ranged enemies has declined. As such, most Enemy Phase sets are evaluated based on their abilities to counter one or the other--that is, melee or ranged enemies.
Since Draconic Rage does not grant Corrin the ability to counterattack against ranged enemies, her strongest Enemy Phase set is likely to be one that makes her a melee specialist. However, she faces stiff competition from Near Save Armored units such as Valentine’s Gustav and Pirate Surtr, both of whom have damage reduction in their weapons just like Corrin; all Armored units also have access to powerful B Slots that grant some combination of additional Special charge, a Guard effect, and a guaranteed follow-up attack. As such, despite a much-improved Draconic Rage, Corrin may not be the first choice for this Enemy Phase, melee specialist role.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() If foe initiates combat, grants Def/Res+4 during combat. Only inheritable by Dragon units.
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200 | 1 | 10 |
![]() Accelerates 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.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Grima |
Support Skills
Support Skills | Rng. | SP |
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![]() Grants Spd +4 to an adjacent ally until the end of the turn Learns by default at 5 ★ |
1 | 150 |
![]() Grants Atk/Spd+6 to target ally for 1 turn. |
1 | 400 |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage by 30% of unit's Atk. Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage by 30% of unit's Atk. Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is adjacent to an ally, grants Atk/Spd+3 during combat. Inheritable by all units.
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60 | A |
![]() If unit is adjacent to an ally, grants Atk/Spd+4 during combat. Inheritable by all units.
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120 | A |
![]() If unit is adjacent to an ally, grants Atk/Spd+5 during combat. Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Grants adjacent allies Def+2 through their next actions at the start of each turn. Inheritable by all units.
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50 | C |
![]() Grants adjacent allies Def+3 through their next actions at the start of each turn. Inheritable by all units.
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100 | C |
![]() Grants adjacent dragon allies Def/Res +6 through their next actions at the start of each turn.
Only inheritable by Dragon units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem Fates
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