- Default
- Attack
- Special
- Injured
Fallen Corrin (F) - Wailing Soul |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 14 | 6 | 6 | 6 | 4 |
Middle | 15 | 7 | 7 | 7 | 5 |
High | 16 | 8 | 8 | 8 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 40 | 32 | 34 | 28 | 23 |
Middle | 43 | 35 | 37 | 31 | 27 |
High | 46 | 38 | 41 | 34 | 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
Unravel (Defensive Generalist)
Savage Breath (+Eff) | A | Kestrel Stance 3 Alternate: Atk/Spd Finish 4 |
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Positional Assist | B | Null Follow-Up 3 Alternate: Spd/Res Tempo 3 |
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Glimmer Alternate: Noontime |
C | Atk Smoke 4 Alternate: Atk/Spd Menace |
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IVs | +ATK or +SPD | S | Dist. Counter (D) Alternate: Null Follow-Up 3 |
Weapon: Savage Breath (+Eff)
Assist: Positional Assist / Flexible
Special: Glimmer / Noontime / Moonbow / Ignis / Dragon Fang
Passive A: Kestrel Stance / Atk/Spd Finish / Atk/Spd Solo / Atk/Spd Ideal
Passive B: Null Follow-Up / Spd/Res Tempo / Lull Spd/Res / Mystic Boost / Dragon’s Wrath
Passive C: Smoke Skills / Feud Skills / Menace Skills / Flexible
Sacred Seal: Dist. Counter (D) / Null Follow-Up / Breath Skill / Mystic Boost / Atk/Spd Solo
- Fallen Corrin’s strong versatility – a direct result of her colorless typing, infantry skill access, and plethora of stat-enhancing tools — enables good usage of a generalist build geared towards taking on foes during the Enemy Phase, though with the added flexibility of being able to wield her prowess while on the offensive when needed. Either a +ATK or +SPD IV are recommended for improved combat capacity, with the latter coming as an attractive four-point Asset.
- Typically, such builds assume access to a Far Save ally as Corrin, in particular, largely relies on her damage reduction effect as a supplement to her stat boosts to actually survive continuous engagements; focusing on melee matchups strictly would thus help her stay largely true to this, as reduction piercing effects are much less common among melee units compared to ranged.
- However, the issue lies in Savage Breath’s functioning optimally while she has no allies within two spaces, disallowing Savior strategies if this is desired. The choice to use her as a melee specialist or all-purpose tank then largely depends on personal preference.
- Specials with low cooldowns like Glimmer, Moonbow, and Noontime work well given Corrin’s lack of a Slaying effect, allowing for relatively frequent activations while offering reasonable burst. If utilizing a Breath Sacred Seal, such Specials may be kept for immediate activations on every countattack, or you may want to consider a four-turn option such as Dragon Fang or Ignis for greater damage.
- Regardless of whether you utilize her as a melee specialist or all-purpose tank, however, a standard Atk/Spd boosting A skill should always be taken if you have access to certain fourth-tier versions; she can simply equip the Dist. Counter (D) Sacred Seal instead if you need her to counterattack against ranged opponents.
- As for which A skills become worthwhile, she has a few options: Kestrel Stance greatly aids defensive strategies through its persistent Guard effect, Atk/Spd Finish requires a bit of careful space management but provides arguably the best overall bonuses through more damage and healing, and Atk/Spd Solo and Ideal are her best options if pure stats are preferred.
- Please note, though, that Unity skills are not recommended for Fallen Corrin. They are excellent skills generally, but Savage Breath neutralizes any stat penalties she has so Unities bear no effect beyond their base +5 stat boosts — not to mention the fact that they require consistent proximity to her team.
- As for which A skills become worthwhile, she has a few options: Kestrel Stance greatly aids defensive strategies through its persistent Guard effect, Atk/Spd Finish requires a bit of careful space management but provides arguably the best overall bonuses through more damage and healing, and Atk/Spd Solo and Ideal are her best options if pure stats are preferred.
- Null Follow-Up is, for all intents and purposes, a non-negotiable aspect of Corrin’s build as it negates effects that are far too prevalent in the current landscape that otherwise inhibit her performance severely. Thankfully, it’s accessible as both a Sacred Seal and through external buffs (such as Inf. Null-Follow), but if she can’t access it through such means — it must be used as her designated B skill.
- If she’s able to keep her B slot open, though, there are a plethora of choices she can consider that work well in whatever setting. Spd/Res Tempo is ideal if versatility is preferred as it ensures immunity to Guard, while Lull Spd/Res and Dragon’s Wrath are excellent to push her damage ceiling higher. For all-purpose tanking specifically, she can consider Mystic Boost 4 to aid her weaker ranged matchups.
- Fallen Corrin’s C slot is largely flexible and open to skills like those that directly pad her stats for enhanced performance, including Menaces, Feuds, and Smoke skills — just don’t use Joint Drives unless you are specifically assuming she will keep one ally around her, such as for melee specialist builds. For her Sacred Seal, if she’s not using Dist. Counter (D) or Null Follow-Up, those that enhance Atk and Spd should be prioritized, while Breaths and Mystic Boost remain good alternatives for miscellaneous goodies.
White Silence (Offensive / Damage Focus)
Savage Breath (+Eff) | A | Atk/Spd Solo (3 or 4) Alternate: Surge Sparrow |
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Positional Assist | B | Dragon's Wrath 4 Alternate: Null Follow-Up 3 |
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Glimmer Alternate: Draconic Aura |
C | Atk/Spd Menace Alternate: Odd Tempest 3 |
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IVs | +ATK or +SPD / -RES | S | Null Follow-Up 3 |
Weapon: Savage Breath (+SPD)
Assist: Positional Assist / Flexible
Special: Glimmer / Draconic Aura / Bonfire
Passive A: Atk/Spd Solo / Surge Sparrow / Atk/Spd Ideal
Passive B: Dragon’s Wrath / Null Follow-Up / Special Spiral / Spd/Res Tempo / Seal Res 4
Passive C: Atk/Spd Menace / Time’s Pulse / Tempest Skills / Smoke Skills / Flexible
Sacred Seal: Null Follow-Up / Atk/Spd Solo / Flashing Blade
- Interestingly, Fallen Corrin shines quite well in the context of offensively-tuned strategies, as maintaining Savage Breath’s requirements becomes much easier given she’ll be engaging enemies away from her allies anyway. This build capitalizes on this — and while this is somewhat “meh” for competitive modes, it’s perfectly workable for general gameplay purposes. A +ATK or +SPD IV is again recommended.
- Any A skill that enhances both Atk and Spd works fine here to frontload as much damage as possible, including her default Atk/Spd Solo. That said, Surge Sparrow may be of particular note to those with the available resources to supplement her damage with considerable healing upon Special triggers, as well as Atk/Spd Ideal for slightly higher values in obtainable stat boosts.
- The Dragon’s Wrath 4 B skill is excellent for its dual-phase functionality and true damage bonus (similar to the one built into her weapon), helping Corrin tack on further upfront firepower; it also modestly increases her potential damage reduction to 47.5% from her foe’s first hit. Alternatively, she can consider Null Follow-Up for heightened consistency against common enemy mechanics (though it can easily be used as her Seal instead), Special Spiral or Spd/Res Tempo for emphasis on Special triggers, and Seal Res 4 for a guaranteed +11 damage against most foes.
- The same overall motif of increasing damage and the power of Corrin’s initiations applies to her choice of C skill, including those that aid her damage directly (e.g. Res Smoke, Atk/Spd Menace) and indirectly (e.g. Time’s Pulse for hastened Special activations). Tempest skills are also interesting to expand her mobility and make it even easier to maintain a distance from her allies, though they're not quite as effective as they would be on someone who could combine them with Galeforce.
Strengths
Savage Breath
One of the original default super-units, Fallen Corrin derives much of her power through Savage Breath’s emphasis on maintaining stat superiority over her foes. Under ideal circumstances, it manages to accomplish this pretty well post-refinement via a potential Spectrum +11, negation of any stat penalties applied on her, and neatly packaged Dragon’s Wrath effect (which happens to be actually a little stronger than the regular skill by an extra 5%).
This may not be the most exciting array of benefits, but it does the job in sharpening Corrin’s damage and survivability to more acceptable levels — at the very least, it makes maintaining Savage Breath’s requirements much more rewarding compared to when it only granted a stat boost. On that note, while it’s a little disappointing that she cannot stack much support, she can always afford to have at least one proximal ally without too much of a detriment to her performance, and that may be all that she needs given the greater variety of visible buffs now.
Solid Stat Spread
Despite its age, Fallen Corrin’s stat spread covers all of her bases fairly well: a 35/37 Atk/Spd spread remains respectable for her preferred offensive role and becomes easily patched up through Dragonflowers and the effects of Savage Breath, and thankfully neither of her defenses are outright horrible. She certainly requires a bit of investment (namely in the form of the aforementioned Dragonflowers) to present a more competitive option to fellow infantry units of current standards, but her innate statline nonetheless remains as flexible as its always been.
Colorless Infantry Dragon Benefits
Fallen Corrin presents excellent versatility by merit of her advantageous typing combination. Her access to an abundance of relevant class-exclusive skills like Dragon’s Wrath and Null Follow-Up already grant an amazing degree of malleability in terms of her build, but this coupled with the benefit of neutral match-ups ensures she can persevere against a wide scope of enemies. She can be tailored towards any specific purpose — and chances are, she’ll do pretty well.
Weaknesses
Somewhat Dated
By merit of how Savage Breath works, it’s abundantly clear that Fallen Corrin was intended to operate as a primarily standalone unit, relying largely on her weapon’s benefits to persevere against incoming threats. This worked pretty well at the time of her initial release, but comes as an unfortunate mismatch to the current landscape of the game where 1) units significantly prefer specialization over being a generalist and 2) Enemy Phase strategies generally prefer bundling closely together, especially due to the increasingly limited space to maneuver in Aether Raids Offense and the advent of Savior skills.
Fallen Corrin’s refinement makes it pretty forgivable to have at least one ally within two spaces of her, but it still comes at a cost to her potential and can create needless complications compared to contemporary units who require no need for such considerations. She’s not a bad unit whatsoever, but simply not very well-suited for what is currently expected of units.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Fire Breath
Only inheritable by Dragon units.
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50 | 1 | 6 |
Fire Breath+
Only inheritable by Dragon units.
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100 | 1 | 8 |
Flametongue
Only inheritable by Dragon units.
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200 | 1 | 11 |
Savage Breath Grants Atk+3. Grants Atk/Spd/Def/Res+X (Calculates X based on number of allies withing 2 spaces of unit:0 allies grants +6; 1 ally grants +4; 2 allies grants +2; ≥ 3 allies grants +0.) If foe's range = 2, calculates damage using the lower of foe's Def or Res. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Grima (+Res) |
Arcane Grima (+Def) |
Arcane Grima (+Atk) |
Arcane Grima (+Spd) |
Arcane Grima |
Special Skills
Special Skills | SP | Turns |
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Dragon Gaze Boosts damage by 30% of unit's Atk.
Non-inheritable by Staff-wielding units.
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100 | 4 |
Dragon Fang Boosts damage by 50% of unit's Atk.
Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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Atk/Spd Solo 1 If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. |
60 | A |
Atk/Spd Solo 2 If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. |
120 | A |
Atk/Spd Solo 3 If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
Inheritable by all units.
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240 | A |
Sudden Panic 1 At start of turn, if any foe's HP ≤ unit's HP-5 and that foe is adjacent to another foe, inflicts 【Panic】on that foe. 【Panic】 Converts bonuses on target into penalties through its next action. Infantry & Flying Units Only
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60 | B |
Sudden Panic 2 At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts 【Panic】on that foe. 【Panic】 Converts bonuses on target into penalties through its next action. Infantry & Flying Units Only
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120 | B |
Sudden Panic 3 At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts 【Panic】on that foe. 【Panic】 Converts bonuses on target into penalties through its next action. Infantry & Flying Units Only
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240 | B |
Other Info
Origin |
Fire Emblem Fates
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