- Default
- Attack
- Special
- Injured




Exalted Chrom - Knight Exalt |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 8 | 5 | 7 | 3 |
Middle | 19 | 9 | 6 | 8 | 4 |
High | 20 | 10 | 7 | 9 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 34 | 24 | 31 | 13 |
Middle | 41 | 37 | 28 | 34 | 17 |
High | 44 | 40 | 31 | 37 | 20 |
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
Odd Future (Defensive Nuke)
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Sealed Falchion (+Eff) | A | Distant Counter |
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Positional Assist | B | Lull Atk/Def 3 Alternate: Mystic Boost 3 |
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Noontime Alternate: Sol |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | +ATK or +RES | S | Mirror Stance 2 Alternate: Quick Riposte 3 |
Weapon: Sealed Falchion (+Eff)
Assist: Positional Assist / Flexible
Special: Noontime / Sol
Passive A: Distant Counter
Passive B: Lull Atk/Def / Mystic Boost
Passive C: Pulse Smoke / Atk Smoke / Def Smoke / Flexible
Sacred Seal: Mirror Stance / Quick Riposte / Atk/Def Solo / Fierce Stance
- The new power of Chrom’s refined Sealed Falchion allows him to bypass the limitations of his base statline (namely his poor Resistance and unimpressive Speed) and operate as a much stronger tank against all enemy types than previously before, denying his foe’s follow-up and providing a consistent (and massive) overall stat boost. An ATK Asset is Chrom’s most generally useful IV set, but +RES may also be worthwhile to mitigate as much magical damage as possible.
- Although Sealed Falchion’s built-in follow-up denial already helps Chrom avoid a significant amount of damage, this usually won’t be enough to sustain him entirely—especially when facing off against magical damage. As such, utilizing healing Specials on top of this is highly recommended. Noontime is ideal if support from Brave Lucina’s refined Geirskögul is available, otherwise Sol should be equipped instead.
- Distant Counter makes for a powerful A slot skill choice to provide Chrom the crucial ability to counterattack regardless of range, widening the breadth of foes he can face. His B slot is somewhat limited due to his cavalry movement, but he still has strong candidates in Lull Atk/Def (for increased durability and damage) and Mystic Boost (to further supplement his sustain).
- Pulse Smoke is essential for Chrom’s performance in Aether Raids to shut down setups centered around instant Special activations, but Atk Smoke and Def Smoke are better general options outside of that. Sacred Seals that increase Chrom’s key stats (preferably in the Enemy Phase) such as Mirror Stance and Atk/Def Solo work well here, though Quick Riposte is also useful in case he fails to OHKO an opponent.
Peace Sign (Standard Player Phase Offensive)
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Sealed Falchion (+Eff) | A | Swift Sparrow (2 or 3) Alternate: Atk/Spd Push 4 |
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Positional Assist | B | Lull Atk/Spd 3 Alternate: Desperation 3 |
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Galeforce Alternate: Glimmer |
C | Rouse Atk/Spd 3 Alternate: Even Spd Wave 3 |
IVs | +SPD or +ATK / -RES or -HP | S | Heavy Blade 3 Alternate: Swift Sparrow 2 |
Weapon: Sealed Falchion (+Eff)
Assist: Reposition / Flexible
Special: Galeforce / Glimmer / Bonfire / Moonbow
Passive A: Swift Sparrow / Atk/Spd Push / Atk/Spd Solo / Fury
Passive B: Lull Atk/Spd / Lull Spd/Def / Desperation
Passive C: Rouse Atk/Spd / Spd Smoke / Def Smoke / Flexible
Sacred Seal: Heavy Blade / Swift Sparrow / Darting Blow
- Although Chrom’s strengths lends themselves towards a more defensively oriented playstyle, the advantages of his cavalry status (namely access to class-exclusive buffs and exceptional mobility) alongside the massive stat boosts Sealed Falchion provides , lets him pull off a standard offensive set if so desired. A +SPD IV is best to maximize his follow-up potential but if confident in his follow-ups without it, a +ATK IV may be taken instead for increased raw damage output.
- Galeforce works well when equipped with the Heavy Blade seal to expand on Chrom’s mobility. If a damage-dealing Special is preferred, Specials with a low cooldown—either Glimmer or Moonbow—work well for their frequent activations, though Bonfire is also good should greater damage be preferred.
- Most offensive stat-boosting A slot skills will function perfectly well since Sealed Falchion’s activation is no longer solely dependent on him taking damage, with his best options including Swift Sparrow, Atk/Spd Push, and Atk/Spd Solo. On a budget, Fury works as well.
- Lull Atk/Spd and Lull Spd/Def are excellent to further supplement his ability to perform follow-ups and break through enemy bonuses; the choice between the two is primarily up to personal preference. Alternatively, Desperation is a decent budget choice that pairs well with skills that self-inflict chip damage, such as Atk/Spd Push and Fury.
- Rouse Atk/Spd—or, if that’s unavailable, Even Spd Wave and other offensive-stat boosting Wave skills—are always solid additions and actually work quite well with Chrom, instantly enabling one of Sealed Falchion’s requirements without outside assistance. If refresher support is available, Spd Smoke and Def Smoke become good choices. Aside from Heavy Blade for quicker Special activations, any seal that boosts his key offensive stats (such as Swift Sparrow or Darting Blow) is recommended.
Starmaker (Maximum Damage / Budget)
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Sealed Falchion (+Eff) | A | Death Blow (3 or 4) |
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Positional Assist | B | Chill Def 3 Alternate: Vantage 3 |
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Glimmer Alternate: Bonfire |
C | Odd Atk Wave 3 |
IVs | +ATK / -HP or -RES | S | Atk/Def Solo 3 |
Weapon: Sealed Falchion (+Eff)
Assist: Positional Assist / Flexible
Special: Glimmer / Bonfire / Moonbow
Passive A: Death Blow
Passive B: Chill Def / Lull Atk/Def / Vantage
Passive C: Odd Atk Wave / Rouse Atk/Def / Def Smoke / Flexible
Sacred Seal: Atk/Def Solo / Death Blow / Sturdy Blow
- This build retains an offensive playstyle akin to the above-listed set, but focuses more on maximizing Chrom’s raw firepower to ideally OHKO foes—something he can accomplish quite well thanks to his strong base Attack and the effective +10 Attack boost he can obtain from Sealed Falchion. Accordingly, a +ATK IV is ideal to maximize his OHKO potential.
- Specials with a short cooldown once again shine here for their frequent activation rate; Glimmer scales especially well with his damage focus here, but Moonbow may be worthwhile to assist his match-ups against particularly bulky foes. Chrom’s high Defense makes Bonfire a good candidate too, but activates more irregularly.
- The playstyle here is relatively simple: stack Chrom’s Attack as much as possible and go to town. Death Blow—whichever version one has available—in his A slot combined with a complementary Attack-increasing Sacred Seal provides a strong baseline, and this can be increased further by equipping him with Chill Def (or on a higher budget, Lull Atk/Def) to debuff the opponent’s Defense. Vantage works decently to grant him some Enemy Phase functionality if neither of the aforementioned are deemed necessary.
- For his C slot, self-buffing skills that affect his Attack such as Odd Atk Wave and Rouse Atk/Def help make him less dependent on team support. However, if this is unnecessary, Def Smoke also works well when provided refresher support.
Strengths
Sealed Falchion
Initially a less than impressive weapon, Chrom’s exclusive Sealed Falchion—and by extension, his overall performance—received a major improvement through its unique refinery.
In addition to adjusting its activation requirement so that he may benefit from its effect consistently, Sealed Falchion’s stat boosts are substantially greater and provides the highly valuable ability to deny enemy follow-up attacks; altogether, this weapon makes Chrom a much stronger standalone combatant than previously before. Lastly, Sealed Falchion is also notable when utilizing Chrom in a cavalry-exclusive setting, as sources of dragon effectiveness are not readily available in such teams.
Great Attack
Chrom’s strong base Attack stat of 37 provides him with fantastic raw damage output and enables him to make excellent use of his PRF’s latent potential. With proper use, he can quickly accumulate enough offensive might to frequently OHKO opposing foes.
Strong Physical Bulk
His sturdy physical bulk of 75 allows him to stand tall against incoming physical threats and bait them without incurring significant amounts of damage in return. This also serves to strengthen the power of Defense-scaling Specials.
Cavalry
Being a cavalry unit allows Chrom to differentiate himself from his infantry counterpart, as his extended mobility and range make a Player Phase setup much more attractive of an option. Additionally, this provides him access to class-exclusive buffs for easier team building.
Weaknesses
Cavalry
Chrom’s status as a cavalry unit, while beneficial in some respects, also comes with various detriments; impairments such as an inability to traverse certain terrain, a debilitating weakness to cavalry-effective weaponry, and lackluster skill availability limit his overall potential substantially.
Horrible Resistance
Chrom’s base Resistance stat of 17 is horrendous and renders him liable to receive significant amounts of damage from incoming magical threats, making it necessary to provide him with the necessary support to keep him from being easily OHKO’d by such opponents even with the assistance of his refined Sealed Falchion.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Effective against dragon foes. At start of combat, if unit's HP <100%, grants Atk/Spd/Def/Res+5 during combat. Learns by default at 1 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Devourer (+Def) |
Arcane Devourer (+Res) |
Arcane Devourer (+Atk) |
Arcane Devourer (+Spd) |
Arcane Devourer |
Arcane Éljúðnir |
Special Skills
Special Skills | SP | Turns |
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![]() Resolve combat as if foe suffered Def/Res-30% Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Resolve combat as if foe suffered Def/Res-50% Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
![]() Resolve combat as if foe suffered Def/Res-50%. Unit recovers HP=half damage dealt. Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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500 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat. Non-inheritable by Staff-wielding units.
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50 | A |
![]() Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat. Non-inheritable by Staff-wielding units.
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100 | A |
![]() Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | A |
![]() At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action. Inheritable by all units.
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60 | B |
![]() At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action. Inheritable by all units.
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120 | B |
![]() At start of turn, inflicts Def-7 on foe on the enemy team with the highest DEF through its next action. Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() If unit survives and uses a sword, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) Only Inheritable by Sword Units.
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30 | C |
![]() If unit survives, all sword users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.) Only Inheritable by Sword Units.
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60 | C |
![]() If unit survives, all sword users on team get 2x SP, (if similar skill effects also used, only highest multiplier applied.) Only Inheritable by Sword Units.
Unlocks at 5 ★ |
120 | C |
Other Info
Origin |
Fire Emblem: Awakening
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