Exalted Chrom

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Analysis by lordhelpme
Exalted Chrom - Knight Exalt


Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 41
ATK 37
SPD 28
DEF 34
RES 17

Stat Variations

Level 1 Stat Variation
Low 18 8 5 7 3
Middle 19 9 6 8 4
High 20 10 7 9 5

Level 40 Stat Variations
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.


  • +ATK: One of his more notable qualities, Chrom’s base Attack stat of 37 grants him considerable damage potential and shines as one of the highest values to be seen on a cavalry unit. A +ATK IV accordingly makes for an excellent choice to capitalize on this strength and augment his offensive prowess in both phases, proving universally beneficial to his overall performance. 

  • +SPD: Although somewhat unorthodox given its unimpressive base value, a +SPD IV remains a worthwhile consideration for Player Phase sets thanks to Sealed Falchion’s in-combat boosts and his access to class-exclusive buffs. When combined with complementary skills (such as Swift Sparrow, Atk/Spd Solo, or his native Fury), Chrom can elevate his Speed to high enough levels such that he can perform follow-up attacks with much greater consistency. 


  • HP / DEF: Chrom’s physical bulk is actually quite good but since he generally benefits more from improving one of his offensive stats instead, its best to simply leave it untouched. That being said, a -HP IV can make for a decent option to make use of low HP threshold skills like Vantage and Brazen Atk/Spd more easily.


  • -SPD: For builds centered around maximizing Chrom’s OHKO capabilities (particularly Vantage sweeper setups), a -SPD IV is ideal as his susceptibility to follow-up attacks should rarely come into play, and preserving his raw bulk is necessary to ensure he survives his initial round of combat; this holds especially true if Chrom is equipped with Distant Counter given his poor magical bulk. 

  • -RES: Outside of such sets, however, Chrom’s Resistance offers very little value to him and can be safely reduced without much detriment to his overall performance. 

Skill Sets

Odd Future (Defensive Nuke)

Build by
Sealed Falchion A Distant Counter
Alternate: Fury (3 or 4)
Reposition B Vantage 3
Alternate: Luna
C Def Smoke 3
Alternate: Savage Blow 3
IVsSBrazen Atk/Def 3

Show Explanation/Analysis

Preferred IV: +ATK / -SPD

Chrom’s access to Sealed Falchion and fantastic base Attack stat enables him to function quite well as a defensive nuke, becoming increasingly more powerful the lower his HP becomes. Since this build places a primary focus on his ability to consistently OHKO incoming foes, a +ATK IV is ideal to heighten Chrom’s raw damage output as much as possible; it’s also highly recommended to provide him with accompanying team support to his Attack to maximize his effectiveness. A -SPD IV can be safely taken here since Chrom should ideally be killing his foe before they even have the opportunity to exploit his Speed. 

Weapon: Sealed Falchion 

  • Sealed Falchion is a simple, but potent exclusive weapon that synergizes beautifully with this build’s intended playstyle. Upon taking the slightest bit of damage, Sealed Falchion grants Chrom a substantial +5 in-combat boost to all of his stats; combining this weapon with Vantage and other complementary skills like Brazen Atk/Def allows Chrom to present a considerable offensive presence at low HP. 

  • Like all other Falchions, this weapon comes with the ability to deal effective damage against dragon foes. Not only does this allow him to more reliably secure OHKOs against them (as he may have otherwise struggled to do so due to their typically high levels of durability), but it also grants him a unique niche in a cavalry setting where sources of dragon effective damage are quite limited. 

Assist: Reposition / Flexible

Special: Glimmer / Luna / Bonfire / Draconic Aura 

  • Glimmer’s low cooldown and strong synergy with this build’s focus on Chrom’s damage output makes it a prime choice of Special here, granting him a reasonably consistent source of additional firepower. It’s worth noting that Glimmer can potentially be paired with the Quickened Pulse seal to ensure its activation on Chrom’s first counterattack, provided his opponent is not equipped with a skill like Guard. 

  • In exchange for Glimmer’s quicker activation rate, Bonfire, Draconic Aura, and Luna can be considered instead to offer Chrom considerably higher reliability against opponents with high Defense stats as these Specials scale off of actual stat values -- not his damage output (which would suffer against such opponents). 

Passive A: Distant Counter / Fury / Atk/Def Solo / Brazen Atk/Def 

  • Distant Counter is a powerful skill that serves to bolster Chrom’s versatility exponentially through the ability to counterattack regardless of range, allowing him to handle a much wider breadth of threats than otherwise possible. However, Chrom’s poor magical bulk means that in order for him to properly leverage this skill’s powerful effect and actually survive his initial round of combat (which may very well be against a mage), adequate support to his defensive stats is of the utmost necessity; this is also another reason as to why -SPD is preferred over -RES for the purposes of this set. 

  • In exchange for losing coverage against ranged opponents, Chrom can opt out of Distant Counter in favor of other alternatives. Fury is a particularly standout candidate that enhances his damage output and survivability simultaneously with its appreciable boost to all of his stats; its post-combat chip damage can also be quite useful in helping Chrom reach Vantage’s HP threshold safely. 

  • Atk/Def Solo and Brazen Atk/Def are other options that can be considered to build upon two of Chrom’s key stats at once, boasting much greater overall potential than Fury at the cost of coming attached to specific activation requirements. 

Passive B: Vantage

  • A readily available skill in the 3-4* pool, Vantage sits as the centerpiece of this build and makes up most of its effectiveness. Through the ability to counterattack before the enemy can even do anything upon reaching 75% HP or lower, this skill enables Chrom to easily take down several foes in one sitting without incurring any further damage whatsoever, imparting him with fantastic destructive potential in the Enemy Phase when utilized properly. 

    • However, while Vantage is certainly powerful, it is not without counters. Specifically, tools like the Hardy Bearing seal and Hoshidan Summer weapons that negate skills that change attack priority can quickly shut Chrom down, making it crucial that he avoid enemies equipped with such skills at all costs; these are of a particularly high prevalence in Aether Raids.  

Passive C: Def Smoke / Savage Blow / Odd Atk Wave / Even Atk Wave / Flexible

  • Smoke skills are immensely useful when paired defensively oriented setups such as this one, as they allow their user to to weaken multiple foes at once and subsequently take them down with more ease. Chrom can make particularly strong use of Def Smoke here to augment his raw damage output further. Should it be unavailable, Savage Blow may be taken to directly diminish his opponents’ health and serve a similar purpose, though its effectiveness compared to Def Smoke is somewhat lacking. 

  • Odd Atk Wave and Even Atk Wave are excellent C slot skills that complement Chrom’s high damage output wonderfully and grant him a relative degree of self-sufficiency. They are not absolutely necessary for him to function properly, however, and can simply be replicated with team support. 

Sacred Seal: Brazen Atk/Def / Fierce Stance / Quickened Pulse / Heavy Blade

  • The Brazen Atk/Def seal offers Chrom an impressive +7 Atk/Def in-combat boost upon meeting its activation requirement and helps develop the young lord’s potency at low HP tremendously, but comes at the cost of being functionally useless until he actually loses enough health to actually activate it. 

  • For greater consistency, the Fierce Stance seal can be taken instead to provide a comparable boost to his damage output without any prerequisite condition for combat other than simply being attacked. The Quickened Pulse and Heavy Blades seals are also great alternatives to indirectly improve Chrom’s damage via faster Special activations. 

Peace Sign (Offensive Nuke)

Build by
Sealed Falchion A Fury (3 or 4)
Alternate: Swift Sparrow 3
Reposition B Lull Atk/Spd 3
Alternate: Desperation 3
Alternate: Moonbow
C Even Spd Wave 3
Alternate: Spd Smoke 3
IVsSBrazen Atk/Spd 3

Show Explanation/Analysis

Preferred IV: +SPD or +ATK -RES

Although Chrom’s statline lends itself towards a more defensively oriented playstyle, his access to class-exclusive buffs, exceptional mobility, and ability to elevate his stats to great extents thanks to Sealed Falchion allow him to pull of a standard offensive set relatively well. A +SPD IV is his best option here to maximize his follow-up potential but if one feels confident in his ability to consistently double foes without it, a +ATK IV can be taken instead for increased raw damage output. 

Weapon: Sealed Falchion

Assist: Reposition / Flexible

Special: Glimmer / Moonbow / Ruptured Sky 

  • Glimmer makes for a stellar choice once again due to Chrom’s generally high damage output and its low cooldown. Moonbow’s similar activation rate makes it a worthwhile option to consider as well and can be taken to assist him in his match-ups against foes with high Defense stats. Ruptured Sky makes for a decent alternative for its elevated performance against beast and dragon foes. 

    • All of these aforementioned Specials carry the additional benefit of having immense synergy with the Heavy Blow + Desperation combination to unleash a powerful Special activation in each round of combat before his opponent can even counterattack.

Passive A: Fury / Swift Sparrow / Atk/Spd Solo / Brazen Atk/Spd  

  • Most offensive stat-boosting A slot skills will function perfectly here. In particular, Fury stands out above other options thanks to the post-combat chip damage it applies allowing him to safely drop down below certain HP thresholds, such as that of Sealed Falchion and Desperation. 

  • Alternatively, Swift Sparrow and Atk/Spd Solo can be taken for their vastly superior offensive boosts compared to Fury. The choice between which to utilize will depend primarily on personal preference, specifically whether one favors Swift Sparrow’s ability to thoroughly maximize his Player Phase prowess or Atk/Spd Solo’s flexibility of not being locked to a specific phase. That being said, both are ultimately fantastic choices. 

  • Brazen Atk/Spd offers Chrom the greatest offensive offensive boost of all existent A slot skills, so it does merit some consideration if available. However, do keep in mind that utilizing this skill will further restrict his functionality to exist solely at low HP; providing him with outside support (such as through Reciprocal Aid) to immediately drop him into its HP threshold can prove helpful in mitigating this to a certain extent. 

Passive B: Lull Atk/Spd / Lull Spd/Def / Desperation

  • Lull Atk/Spd is a phenomenal skill that grants the young lord improved survivability and follow-up potential simultaneously, applying a solid -3 in-combat debuff on his opponent’s Attack and Speed as well as negating any Attack and Speed field buffs that they may possess. For a more offensive approach, Lull Spd/Def should be taken instead to bolster Chrom’s raw damage output to fearsome extents. 

  • Desperation is a staple for many offensive oriented builds, and this one is no exception. Although it doesn’t necessarily possess as much overall potential as Lull skills do, it remains a strong choice nonetheless to ensure Chrom’s ability to safely engage in extended rounds of combat regardless of how much damage he may have previously incurred; this is an exceedingly valuable effect given this set’s focus on maintaining low HP for maximum potency. 

Passive C: Even Spd Wave / Spd Smoke / Def Smoke / Flexible

  • Even Spd Wave and other offensive stat-boosting Wave skills are always solid additions and help make Chrom less reliant on team support to flourish. If refresher support is available, Spd Smoke and Def Smoke become good choices. 

Sacred Seal: Brazen Atk/Spd / Darting Blow / Heavy Blade 

  • The Brazen Atk/Spd and Darting Blow seals are highly recommended options to further build upon Chrom’s ability to consistently perform follow-up attacks against opposing foes, though the Atk/Spd 2, Speed +3, and Attack +3 seals (or any of their variants) can work in a pinch as well. While not quite as good as the aforementioned seals, the Heavy Blade seal is a good option to activate Chrom’s Special at a more consistent rate. 


A gallant lord with a tendency towards accident proneness (hey, at least he’s trying), Chrom: Knight Exalt joins the battle as a rather unique sword cavalier and is defined by the power of his exclusive weapon. 

Sealed Falchion boasts a rather straightforward effect; upon falling below 100% HP, it grants Chrom a massive +5 in-combat boost to all of his stats. When capitalized on with complementary skills like Vantage and Brazens, this weapon enables him to elevate his overall potential markedly and makes him increasingly more potent the lower his health becomes. It also comes with the ability to deal effective damage against dragon foes, granting him a unique niche as one of the few cavalry units capable of boasting this trait; in a cavalry-exclusive setting, this is especially useful given how scarce sources of such damage can be. Statwise, Chrom’s monstrous base Attack stat pairs excellently with Sealed Falchion’s strong damage potential, and his rather formidable physical bulk allows him to be surprisingly resilient to incoming damage, especially when combined with his potential in-combat boosts. His middling base Speed stat can also be made increasingly more impactful thanks to his PRF’s effect. 

Chrom’s main weakness lies in Sealed Falchion’s activation requirement. While dropping below full HP is actually a fairly simple task (especially when paired with skills like his native Fury), the problem is that Sealed Falchion necessitates that Chrom has already taken damage at the start of combat -- not during. This means that for his initial round of combat (where he will typically be at full HP when it starts), he will have to rely entirely on his base stats to carry him through, which may sometimes result in him being killed before his true potential is unlocked. One can attempt to circumvent this by providing him with Ardent Sacrifice support or purposely leaving him in range of chip damage, but such strategies have their own problems of being potentially unreliable or simply unfavorable depending on the circumstances. In addition, although his status as a cavalry unit remains largely beneficial to his overall performance as it provides him with strengths like flexible mobility, it also comes attached to several drawbacks, such as limited skills availability and a weakness to effective damage. Chrom’s abysmal base Resistance stat can pose a problem as well (especially at lower level levels of investment) by leaving him at risk of being OHKO’d by opposing mages. 

Nevertheless, Chrom remains entirely capable of functioning as a sturdy anchor at one’s disposal with the proper support and investment, shining especially bright in cavalry exclusive team compositions thanks to his unique role as a dragonslayer. 


Sealed Falchion

Chrom’s exclusive weapon, Sealed Falchion, is his main selling point, offering him a substantial boost to all of his stats upon taking damage and effective damage against dragon foes. This latter effect is particularly noteworthy if 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. 


Being a cavalry unit grants Chrom notable advantages over his infantry counterparts, such as extended mobility (which can be particularly useful for a Player Phase setup) and access to class-exclusive buffs. 


Poor First Round of Combat

The fact that Chrom must take some form of damage in order to fulfill Sealed Falchion’s activation requirement means that his initial round of combat will typically suffer, as he will be entirely dependent on his base statline to carry him through. Although the need for combat can be eliminated through the use of skills like Ardent Sacrifice or by stepping on a Lightning Trap in Aether Raids, this may not always be a favorable option. 


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. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Only Inheritable by Sword Units.
200 1 11
Sealed FalchionEffective against dragon foes. If unit's HP < 100% at start of combat, grants Atk/Spd/Def/Res+5 during combat.
Learns by default at 1 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3
AetherResolve combat as if foe suffered Def/Res-50%. Unit recovers HP=half damage dealt.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
500 5

Passive Skills

Passive Skills SP Slot
Fury 1Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.
Non-inheritable by Staff-wielding units.
Fury 2Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.
Non-inheritable by Staff-wielding units.
Fury 3Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
Chill Def 1At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.
Inheritable by all units.
Chill Def 2At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action.
Inheritable by all units.
Chill Def 3At 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 ★
Sword Valor 1If 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.
Sword Valor 2If 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.
Sword Valor 3If 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 ★

Other Info

Fire Emblem: Awakening

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