- Default
- Attack
- Special
- Injured




Fallen Corrin (F) - Wailing Soul |
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Related Heroes
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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Assets
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+SPD: Fallen Corrin greatly appreciates receiving her four-point Speed Asset to maximize her overall potential in both phases, offering her a substantial amount of offensive and defensive utility through an increased probability of both performing and denying follow-up attacks through normal means.
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+ATK: An Attack Asset makes for a powerful alternative to augment Fallen Corrin’s already considerable raw damage output, with this option becoming increasingly more effective the more support she is given to her Speed as she can become excessively fast when taking Savage Breath’s effect into account. Additionally, this Asset also possesses particularly strong synergy with builds aiming to build upon her OHKO capabilities.
Neutral
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DEF: Fallen Corrin’s physical bulk is quite good and can be increased with a Defense Asset to capacitate her to perform as a formidable physical tank. However, as she typically gains more overall utility from elevating one of her offensive stats instead, it is recommended to leave her Defense stat neutral instead.
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RES: Fallen Corrin can acquire a respectable amount of magical bulk thanks to Savage Breath’s potential in-combat stat boosts, so it will generally be best to simply leave her Resistance stat alone as well. Furthermore, this stat makes for a rather poor choice of Flaw as lowering it results in a four-point reduction as opposed to the usual three.
Flaws
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-HP: Although taking an HP Flaw does detract from both her physical and magical bulk, it remains her best option as to refrain from taking a Flaw in any other stat.
Skill Sets
Maiden of Twilight (Mixed-Phase Generalist)
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Savage Breath | A | Distant Counter Alternate: Atk/Spd Solo 3 |
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Reposition | B | Null Follow-Up 3 Alternate: Guard 3 |
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Bonfire Alternate: Glimmer |
C | Atk Smoke 3 Alternate: Spd Smoke 3 |
IVs | S | Flashing Blade 3 |
Preferred IV: +ATK or +SPD / -HP
Fallen Corrin’s exceptional versatility -- a direct result of her impeccable statline, incredible personal weapon, and unique typing -- enables her to utilize a mixed phase set to great effect and excel both on the offensive and defensive. A Speed Asset will be her most useful option in this regard, bolstering her ability to reliably perform and deny follow-up attacks, but an Attack Asset can be considered as well should one wish to take a more offensive approach to her intended playstyle.
Weapon: Savage Breath
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Savage Breath comprises a key component of Fallen Corrin’s kit -- and a powerful one at that. Granting her up to a massive +6 in-combat boost to all her stats based on the number of allies surrounding her on top of a passive +3 Attack, Savage Breath can heighten her already impressive statline to exceedingly high levels and transform her into a frightening juggernaut through proper usage.
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Additionally, these stat boosts are not restricted to a specific phase and can be active so long as the other prerequisite conditions for combat are met. This means that Fallen Corrin can comfortably benefit Savage Breath’s effect regardless of whether she herself initiates combat or not.
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Savage Breath also retains the the adaptive damage property that all dragonstones possess, making her quite adept at handling ranged foes.
Assist: Reposition / Flexible
Special: Bonfire / Draconic Aura / Luna / Glimmer
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If making use of either the Flashing Blade or Heavy Blade seals, Specials with a three-turn cooldown will be her strongest options -- provided that she can perform a follow-up attack and that her opponent can counterattack, this allows her to consistently activate such Specials in each round of combat and bolster her damage output substantially.
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As for which three-turn Special to utilize, however, Bonfire and Draconic Aura should be considered as they both scale quite nicely with her good base Defense and Attack stats respectively. Alternatively, Luna can also be considered to cleave through particularly bulky foes.
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Otherwise, Glimmer should be taken to circumvent the loss of accelerated Special cooldown. This Special has the additional benefit of being able to be paired with the Quickened Pulse seal to ensure its activation on Fallen Corrin’s first counterattack.
Passive A: Distant Counter / Atk/Spd Solo
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Distant Counter is her ideal strong candidate of A slot skill to further supplement her astounding amount of overall versatility. Combined with the effects of Savage Breath, this skill capacitates Fallen Corrin to leverage her ability to deal adaptive damage and perform as a formidable counter to opposing melee and ranged foes alike without necessitating that she initiate combat herself.
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On a budget, Fallen Corrin’s native Atk/Spd Solo can be kept to further build upon the boosts provided by Savage Breath, allowing her to potentially gain a stellar +12 in-combat boost to both of her offensive stats under the proper conditions.
Passive B: Null Follow-Up / Null C-Disrupt / Quick Riposte / Guard
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Null Follow-Up and Null C-Disrupt are both great options to widen the breadth of foes she can effectively take down, with Null Follow-Up being the typically more applicable of the two through its negation of skills that ensure his opponent’s follow-up attack as well as those that deny her own. However, Null C-Disrupt can potentially be preferable in modes such as Aether Raids where skills that deny her ability to counterattack -- such as Dazzling Staff and Firesweep weapons -- are of especially high prevalence.
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Quick Riposte, albeit somewhat unnecessary in most scenarios given how much Speed she can acquire via her PRF, is a solid alternative to ensure her follow-up attack against fellow speedsters whom he would otherwise face difficulty in dealing with. This also lets her similarly break through the follow-up negating properties of skills like Sturdy Impact and Wary Fighter.
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Guard may also be prove to make for a worthwhile consideration depending on the types of foes one most commonly runs into, allowing Fallen Corrin to safely trade blows with opponents who are dependent upon quick Special activations to deal the majority of their damage.
Passive C: Atk Smoke / Spd Smoke / Flexible
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Fallen Corrin’s C slot is fairly flexible here and can be filled by anything that most greatly complements her chosen team composition. That being said, Atk Smoke and Spd Smoke both make for stellar options that let her debilitate multiple foes to easily decimate them in subsequent turns.
Sacred Seal: Flashing Blade / Heavy Blade / Quick Riposte
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Flashing Blade and Heavy Blade help augment Fallen Corrin’s damage output tremendously through quicker Special activations.
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Quick Riposte can alternately be taken as her chosen seal to leave her B slot open for other options.
Unravel (Defensive Nuke)
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Savage Breath | A | Distant Counter Alternate: Atk/Spd Solo 3 |
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Reposition | B | Vantage 3 Alternate: Wrath 3 |
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Glimmer Alternate: Draconic Aura |
C | Odd Atk Wave 3 Alternate: Res Smoke 3 |
IVs | S | Brazen Atk/Def 3 |
Preferred IV: +ATK or +SPD / -HP
Fallen Corrin can also perform quite well when equipped with a defensively oriented build aiming to capitalize on her ability to consistently OHKO opposing foes in the Enemy Phase. An Attack or Speed Asset are once again her best options for IVs, as the former allows her to maximize her damage output whereas the latter grants her increased survivability.
Weapon: Savage Breath
Assist: Reposition / Flexible
Special: Glimmer / Draconic Aura / Bonfire
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Glimmer scales wonderfully with this build’s focus on Fallen Corrin’s damage output; combined with its relatively low cooldown, it makes for her perfect choice of Special and will activate in every or every other round of combat depending on whether she performs a follow-up attack or not.
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If making use of a Breath skill, Draconic Aura and Bonfire make for particularly noteworthy options, offering a much more consistent increase to her damage output than the aforementioned in exchange for necessitating the use of the Quickened Pulse seal to ensure its activation on her first counterattack. Wrath will also be required should one wish to replicate this effect in subsequent turns.
Passive A: Distant Counter / Fierce Breath / Atk/Spd Solo
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Distant Counter is once again her A slot skill of choice to further add on to her overwhelming versatility and impart her with the ability to leverage her combat prowess against a vast array of foes.
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At the cost of losing coverage against ranged foes, Fierce Breath can be taken to strengthen her raw damage output sizeably and allow her to activate her Special at a considerably faster rate in the Enemy Phase. Other Breath skills may serve as suitable substitutes, however, they will be useful solely for their effect of accelerated Special cooldown.
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Should none of the aforementioned skills be available or if aiming to invest as minimally as possible in the young dragon, her native Atk/Spd Solo will work perfectly fine to grant her a rather substantial boost to her offensive potential.
Passive B: Vantage / Wrath
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Vantage is a powerful skill that lends itself well to this build’s intended playstyle. Upon reaching its HP threshold, this skill can allow Fallen Corrin to potentially take down multiple foes in one sitting, all the while remaining entirely unscathed.
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Wrath is an excellent option as well and trades in Vantage’s relative safety in exchange for a significant improvement to her damage output in the form of stronger and faster Special activations.
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In particular, Wrath pairs especially well with the aforementioned Breath skill + three-turn Special + Quickened Pulse combination, essentially functioning as a way to mimic Quickened Pulse's effect at the start of each turn and let her consistently activate her Special on her first counterattack.
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Passive C: Odd Atk Wave / Even Atk Wave / Res Smoke / Flexible
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Odd Atk Wave, Even Atk Wave, and Res Smoke are all fantastic C slot skills that complement Fallen Corrin’s high self-sufficiency and damage output quite nicely — but conversely, none of them are truly necessary in order for her to function properly and can easily be replaced by another skill of one’s choosing depending on personal preference.
Sacred Seal: Brazen Atk/Def / Fierce Stance / Attack +3 / Quickened Pulse
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Brazen Atk/Def’s superb synergy with Vantage and Wrath makes it a prime choice for her seal, granting her an impressive +7 Atk/Def in-combat boost when under the skill’s 75% HP threshold. It does carry one notable drawback, though, in that until she does lose enough HP to activate it, her seal will practically be useless.
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Accordingly, the Fierce Stance or Attack +3 (or any of its variants) seal are good choices as well for those who want greater consistency.
Introduction
Struggling to keep the power that dwells within her blood under wraps, this iteration of Corrin (F) sees her return as an infantry dragonstone user with a variety of different strengths at her disposal — and conversely, with very few blatant weaknesses to speak of. She boasts the honor of possessing the highest BST out of any infantry unit as of the time of writing and fortunately enough, she puts this strength to quite good use; her offensive stats and physical bulk are excellent, and her Resistance, albeit her weakest stat, is not truly “poor.” This is only further bolstered by the power of her unique personal weapon, Savage Breath, which can single handedly elevate her already impressive base statline of 43/35/37/31/27 to an effective 43/60/43/37/33 under the proper circumstances. Combined with her status as a colorless unit, Fallen Corrin is undoubtedly an incredibly versatile combatant that can hold her own in virtually any situation she is thrown into.
Although it may potentially prove to be somewhat difficult to provide her with support given her inclination towards being without any nearby allies when equipped with Savage Breath, this can quite easily be circumvented through smart play. Instead, her most notable downfall is likely her inherent weakness against dragon-effective weaponry, though this itself is not a weakness that applies solely to her, but all dragonstone wielders. Overall, Fallen Corrin is an exceptional unit whose unique class typing, powerful personal weapon in Savage Breath, and phenomenal overall statline grants her immense versatility in the way that she can function, allowing her to fit well into most team compositions.
Strengths
Savage Breath
Fallen Corrin’s unique personal weapon, Savage Breath, offers her a tremendous boost to her overall potential in both Phases, transforming her into a frightening force to be reckoned with through its potentially immense in-combat buff to all of her stats based on the number of allies within two spaces of her.
Excellent Stat Spread
Fallen Corrin’s stat spread covers all of her bases fairly well and makes her exceedingly adept at handling a wide range of different scenarios quite effectively. Even her lowest stat — her Resistance — can be made increasingly more impactful thanks to Savage Breath’s effect.
Colorless
Thanks to her status as one of the few colorless melee units in the game, Fallen Corrin possesses the unique benefit of having only neutral matchups against opposing foes (with the rare exception of Triangle Adept + Raven tome users), granting her formidable defensive prowess in the sense that she has very few direct counters.
Versatile
As a result of these aforementioned strengths, Fallen Corrin can be tailored towards any one specific purpose — and chances are, she’ll excel at it. This makes her a surprisingly versatile unit capable of running any number of builds quite effectively.
Weaknesses
Effective Damage
Like all other dragonstone users, Fallen Corrin will quickly fall to any opponent wielding dragon-effective weaponry.
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Savage Breath | A | Distant Counter |
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Positional Assist | B | Null C-Disrupt 3 |
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Glimmer | C | Panic Smoke 3 |
S | Spd/Res Solo 3 |
A modified build from her base kit, this approach keeps Savage Breath and Panic debuff synergy alive:::
B Skill: Sudden Panic 3 - relies on Fallen Corrin (F)'s current HP stat; not her max HP stat, limiting its use.
Following a similar idea, C Skill: Panic Smoke 3 - Allows for her to inflict the Panic debuff without the HP requirement AND the "...foe is adjacent to another foe..." This version of the Panic debuff should land more frequently.
Special: Glimmer - is meant to capitalize by: 1.) Savage Breath effect
2.) Panic debuff inflicted on target
In the ideal/correct situation, the gap between Fallen Corrin (F)'s massive Atk Stat and the debuffed enemy's Def/Res stat should be significant enough to One-Shot many Higher-Tier'd Units one might face in the Arena, Aether Raids, etc...
Furthermore, A Skill: Distant Counter and B Skill: Null C-Disrupt 3 allow Fallen Corrin (F) to counterattack always, without fail.
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Savage Breath | A | Distant Counter |
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Reposition | B | Special Spiral 3 |
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Sol | C | Rouse Atk/Def 3 |
S | Mirror Stance 2 |
Used in all PvE.
Savage Breath because having +6 to all stats is pretty useful.
Repo because reasons.
Sol for very high sustain with Special Spiral.
DC because killing ranged units is useful.
Special Spiral to get consistent Sol healing. Sometimes swapped for NFU or NCD.
Rouse A/D because buffing her is hard, would consider Rouse A/R or Atk Smoke as well.
Mirror Stance because atk and res are pretty good stats to have. If they ever release A/R Solo in the seal slot then that will replace this.
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Savage Breath | A | Fury 3 |
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Reposition | B | Vantage 3 |
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Glimmer | C | Atk Smoke 3 |
S | Flashing Blade 3 |
This build should work with any combo of boons and banes, because either way, you get the reward of Fallen Corrin’s signature weapon, without the contradiction of Atk/Spd Solo. And let’s admit it; Fury and Vantage go hand in hand.
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Savage Breath | A | Distant Counter |
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Reposition | B | Null Follow-Up 3 |
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Sol | C | Atk Smoke 3 |
S | Warding Stance 3 |
My passion project: +10 +spd Fallen Corrin.
I use her in all sorts of content like a scorebot in Arena or my omegatank for light season.
This build is the light season tank build. She gets boosts from 1 Eir and 1 Peony (+10 hp/+5 res/+4 spd). As asset I've chosen +spd but +res is also a good asset for her.
Savage breaths spectrum solo is what makes Fallen Corrin so good. It shouldn't be replaced.
Null follow-up is there to negate impact users and skills which guarantee follow-ups. It's better than null-c disrupt if you ask me. But null-c works as well.
Atk smoke is the poor mans pulse smoke. I don't have pulse smoke so I gave her the next best thing.
Warding stance boosts her (admittedly pretty „mediocre“) res even further.
I run her alongside a support Aversa or Support B!Micaiah. Soon I'll be running a third comp with Peony/Eir/Eir/Corrin/Bonus where one Eir holds Temari+ as a support option.
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Savage Breath | A | Fury 4 |
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Smite | B | Mystic Boost 3 |
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Moonbow | C | Atk Smoke 3 |
S | Renewal 3 |
Meant to be paired with Leg. Azura & Leg. Eliwood.
-if done right potential for constant +22 to all stats.
-mystic boost negates fury 4’s effect to some degree. Can be replaced by sudden panic.
-attack smoke ensures defense against multiple attackers
-renewal 3 is meant to aide survival. Can be switched out for literally any skill of choice.
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 |
![]() Only inheritable by Dragon units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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60 | A |
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120 | A |
![]() Inheritable by all units.
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240 | A |
![]() Excludes Armor, Cavalry, and Staff Units
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60 | B |
![]() Excludes Armor, Cavalry, and Staff Units
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120 | B |
![]() Infantry & Flying Units Only
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240 | B |
Other Info
Origin |
Fire Emblem Fates
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