Community Posts with Keyword Corrin (M) All
Analysis by Maskilraid
Corrin (M) - Fateful Prince


Obtainable as a 3 - 4 only

Hero Stats

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

Stat Variations

Level 1 Stat Variation
Low 19 7 7 5 4
Middle 20 8 8 6 5
High 21 9 9 7 6

Level 40 Stat Variations
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.


  • +RES: With a base RES of 24, Corrin might need a slight push to round off his defensive statline. This boon synergizes relatively well with his weapon to address his only weakness in his statline. This also allows Corrin to possibly absorb Chill RES if required.


  • ATK: As a predominantly support unit, Corrin is usually at the backline buffing his allies rather than be at the frontline. Nevertheless, keeping his ATK at his neutral state is not a bad idea due to being capable of absorbing opposing Chill ATK. 
  • SPD: For players who wishes to use Corrin as the main unit rather than support, a SPD boon could be considered to potentially block follow-ups from speed check. Whereas for support Corrin, SPD should remain untouched to potentially absorb opposing Chill SPD.
  • DEF: Same idea as the above, DEF should not be touched to allow Corrin to potentially soak Chill DEF.


  • -HP: Chill HP does not exist, and Corrin does not really care getting inflicted by Panic and Isolation. As such, HP is naturally his best bane.

Skill Sets

Hoshidan Corn Cup (Support)

Build by
Yato (+Eff) A Fury 4
Alternate: Fury 3
Reposition B Sabotage Atk 3
Alternate: Chill Atk 3
Moonbow C Distant Guard 3
Alternate: Drive Res 2
IVsSDrive Res 2
Alternate: Fortress Res 3

Show Explanation/Analysis

Preferred IV: +RES / -HP

  • For Corrin, every stat point counts to allow him to maximise his potential as a Chill soaker. Boosting his RES allows Corrin to potentially soak Chill RES if he has the highest RES in the team. HP is picked as the bane as it is almost functionally useless.
  • Boosting in RES also enable Corrin to run potent debuff skills to support his allies even further, in which the most noteworthy one being Sabotage skills.

Weapon: Yato (+Eff)

  • For this build, it revolves around Corrin’s personal weapon, Yato, and its special refine effect. Yato provides +4 in-combat buffs to the ally that he has ally support on if it is within 2 spaces of Corrin. Using this weapon, the focus would be to provide as much support as possible to that ally.

Assist: Reposition / Preference

Special: Moonbow / Galeforce 

  • In Aether Raids, a special with 2 charges is preferred to keep Corrin’s option open as a back-up attacker if required. Moonbow is the natural choice for its consistency.
  • For Arena, scoring high should be Corrin’s priority while remaining in his position as a support unit. The choice of special is relatively inconsequential. Nevertheless, Galeforce is probably his best option to potentially allow Corrin to soften up his foes for the bonus unit to engage in combat.

Passive A: Fury 4 / Fury 3 / Fort Def Res 3 / R Duel Infantry

  • Due to chills targeting the unit with the highest stats, absorbing chills could be relatively helpful in Aether Raids to lift some burden off the tank’s shoulders.
  • Yato’s base effect provides a +2 to all stats, which meant that Corrin’s visible stats is nothing to scoff at despite his status as a launch unit. This synergises very well with skills that boosts Corrin’s visible stats, such as Fury and Fortress DEF RES. 
  • For Arena, simply substitute for R Duel Infantry to ensure maximum scoring in arena.

Passive B: Sabotage ATK / Chill ATK / Preference

  • Sabotage skills are extremely useful for Corrin if he focuses on improving his visible stat. This is especially relevant in Aether Raids, in which hyper aggressive player phase threats usually could not keep up the visible RES race against Corrin. As Corrin is predominantly positioned defensively along with his ally, debuffing the opponent’s ATK would probably be more useful.
  • For budget options, chills are likely the closest substitutes without the stat check.

Passive C: Distant Guard 3 / Close Guard 3 / Drive RES 2

  • Due to how Yato requiring him to be within 2 spaces of his ally, combat buffs that works with the same confines are the most synergistic. Distant Guard is useful for the common ranged threats in Aether Raids, while Drive RES is the budget option as most relevant ranged threats are mages. 
  • For Arena, it is the reverse; most threats are melee. As such, Close Guard is likely the best candidate.

Sacred Seal: Drive RES 2 / Drive DEF 2 / Fortress RES 3

  • The choice of seal depends on team composition. For additional support, running an extra Drive, such as Drive RES 2 and Drive DEF could potentially provide additional support.
  • If players needs an extra push to help absorbing Chill RES or Sabotage support, running Fortress RES 3 could be helpful.

Nohrian Style Tortillas (Enemy Phase)

Build by
Yato (+Res) A Distant Counter
Reposition B Null C-Disrupt 3
Alternate: Dull Ranged 3
Sol C Pulse Smoke 3
Alternate: Panic Ploy 3
IVsSQuick Riposte 3
Alternate: Distant Def 3

Show Explanation/Analysis

Preferred IV: +RES or +ATK / -HP

  • +RES is probably the go-to asset for players who wishes to use Corrin as the main tank to ensure Corrin could take hits from a myriad of threats. This is especially relevant in Aether Raids, in which plenty of the player phase threats are magical in nature.
  • Some might want to take an asset in ATK instead if players require the additional boost to finish the opponent in a single battle. 

Weapon: Yato (+RES)

  • For melee refines, defensive stats provides the most returns by giving +4 instead of +3 SPD and +2 ATK. As Corrin usually needs the most help in RES, picking the RES refine Yato is likely his best option as an enemy phase tank. 

Assist: Reposition / Preference

Special: Sol / Noontime 

  • The role as a main enemy phase tank meant Corrin has to potentially fight multiple battles. Topping up his HP during battle increases his survivability and enables Corrin to do just that. 
  • Sol is likely to be the most effective, as he could activate Sol in his second fight, which is ideal as he could absorb more HP from the special. While Noontime is a viable option, the effective healing is not as high as Sol, as Corrin could only heal off his foe’s health on his second hit if he follows up. 

Passive A: Distant Counter

  • The bread and butter of a build that focuses on Enemy Phase; it allows Corrin to counter units regardless of distance.

Passive B: Null C Disrupt / Null Follow-Up / Dull Ranged

  • Null C Disrupt provides a safety net for Corrin to fight against units that prevents counterattacks, such as Firesweep weapons and Dazzling Staff.
  • Null Follow-Up is a possible alternative as an alternate tank if a player already has a designated Null C Disrupt Tank.
  • Dull Ranged is likely Corrin's budget option to check against mages that rely on visible buffs, such as the Blade tomes.

Passive C: Pulse Smoke 3 / Panic Ploy 3 / ATK Smoke 3

  • Pulse Smoke is the premium option for any enemy phase tank by almost completely disabling teams that revolves around Infantry Pulse, which reduces the amount of damage Corrin could take by a significant amount. However, requiring Corrin to be in close quarters against his foes could be a problem. ATK Smoke is a decent cheaper alternative for such a playstyle.
  • Panic Ploy offers a different proposition for Corrin, as he could inflict his debuff from afar. This could also be used to manipulate Restores, or specifically target a particular unit that could cause problems for Corrin.

Sacred Seal: Quick Riposte 3 / Distant DEF 3

  • Sturdy or Mirror Impact could potentially cause Corrin problems due to it negating follow ups. Quick Riposte 3 is a soft counter to such skills to at least allow Corrin to follow up if he wins the speed check. 
  • Distant DEF 3 naturally improves his survivability against ranged threats, which are probably the most common in Aether Raids.


Corrin, the avatar character from Fire Emblem Fates, paves his way into Fire Emblem Heroes wielding the titular Fire Emblem itself as it appears in the land of Hoshido and Nohr, the Yato blade. At launch, it provides what is essentially Darting Blow 2, which is considered to be a mediocre effect even at launch. Coupled with his stat line which seems to be all over the place (except for RES), Corrin was rarely in the spotlight.

However, everything changed when the refinery nation attacked. His base Yato had a complete overhaul; granting him +2 in visible stats across the board. His special refinement effect could be considered as one of the best support abilities in the game by providing his ally support +4 to all stats in combat if it is within 2 spaces. The sheer amount of stats Corrin could potentially provide caught the attention of some.

After the introduction of Corrin’s refine, the game slowly shifted to Corrin’s favor. The introduction of bonus kill mechanics makes support units rise in value. While the early days of Aether Raids is equivalent of the Wild West (anything goes), players soon realized the power of stacking combat buffs on a single unit to fight against the whole team. All of these developments placed support units on the map, with Corrin slowly bubbling to the top due to his effectiveness and accessibility.


Yato’s Refine

Yato’s Refine is nothing short of phenomenal; providing +4 to all stats for the unit with ally support if it is within 2 spaces of Corrin. When utilized properly, Corrin can grant tremendous stat boosts to his ally support. This is especially relevant when considering Aether Raids which is severely limited by Mythic and Bonus Heroes.

Giant Stat Stick

Due to Yato's base effect, Corrin is a giant stat stick. This could accomplish 2 things; absorbing Chill skills and having a decent enemy phase. As Chill skills targets the unit with the highest stat of the debuff, Corrin is more likely to take the debuff away from the player’s main tank. Corrin could also be used as an enemy phase unit, as visible stats provides Corrin a better chance of surviving Area-of-Effect skills.

Infantry Skill Access

For players who are looking into building Corrin as an enemy phase unit, being Infantry is a huge boon in the present state of the game due to superior skill inheritance options such as Null C Disrupt and Null Follow Up.


Only 1 support at a time

At any point in time, Corrin could only attached to one unit at a time. While multiple Corrins do stack and grant more buff to the said ally support, being only able to support 1 unit at a time could cause some inconvenience for the player, such as requiring to switch ally support every time s/he wants to support a different unit. 

Mediocre Resistance

Without investment in RES, Corrin’s base value of 24 is not necessarily the lowest, however it could cause a problem especially against hyper offensive threats. 

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
YatoGrants 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 GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangBoosts Atk by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Defense +1Grants Def+1.
Inheritable by all units.
Defense +2Grants Def+2.
Inheritable by all units.
Unlocks at 3 ★
Defense +3Grants Def+3.
Inheritable by all units.
Unlocks at 4 ★
Obstruct 1Prevents 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 ★
Obstruct 2Prevents 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 ★
Obstruct 3Prevents 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 ★

Other Info

Fire Emblem Fates

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