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Fallen Corrin (M)

Analysis by Chibi_Chu
Fallen Corrin (M) - Bloodbound Beast

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
177
HP 42
ATK 38
SPD 38
DEF 33
RES 26

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 7 4 3
Middle 18 8 8 5 4
High 19 9 9 6 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 35 35 30 22
Middle 42 38 38 33 26
High 45 42 42 36 29

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.
HPATKSPDDEFRES

Skill Sets

Azura's Protector (Supertank)

Build by Chibi_Chu
Recommended
Brutal Breath A Distant Counter
Reposition B Null Follow-Up 3
Alternate: Null C-Disrupt 3
Noontime
Alternate: Sol
C Pulse Smoke 3
Alternate: Atk Smoke 3
IVs

+ATK or +SPD or +RES / -HP

SMirror Stance 2
Alternate: Swift Stance 2

Show Explanation/Analysis

Weapon: Brutal Breath 

Assist: Reposition / Flexible 

Special: Noontime / Sol 

Passive A: Distant Counter

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

Passive C: Pulse Smoke / Atk Smoke 

Sacred Seal: Mirror Stance / Swift Stance / Atk Smoke / Flashing Blade

  • Corrin’s excellent statline and decent mixed bulk allows him to become a fearsome supertank that can take several attacks, then counterattack with brutal attacks of his own.
  • Brutal Breath is a great weapon for supertanking, granting +3 Speed, +X to all stats (X = 5 if no allies are within 2 spaces, X = 3 for 1 ally, X = 1 for 2 allies, and X = 0 for ≥ 3 allies), and a Guard effect if ≤ 1 ally is within 2 spaces. The additional in-combat stats increase Corrin’s damage output and survivability. The Guard effect prevents prevalent Aether Raids Galeforcers such as Eliwood, Brave Roy, and Tibarn from activating Galeforce after their first combat and KOing one of Corrin’s allies. 
  • Noontime and Sol are excellent Specials for any supertank, granting them self-sustainability via healing. While Noontime is preferred due to its 2 cooldown allowing Corrin to activate it on his follow-up attack if no enemy Guard effect is active, Sol can be used in combination with Flashing Blade in his S slot to account for its 3 cooldown. Otherwise, Mirror Stance, Swift Stance, and Atk Smoke are all great choices for Corrin’s S slot, granting additional bulk and/or damage through increasing Corrin’s Attack and Resistance or inflicting -7 Attack on all enemies within 2 spaces of the target.
  • Null Follow-Up and Null C-Disrupt are Corrin’s strongest B slots. Preventing automatic follow-up attacks from enemies and blocking enemy skills that prevent Corrin from performing follow-up attacks is vital for both Corrin’s bulk, damage, and healing (since being unable to almost always perform a follow-up attack means less consistent Noontime/Sol activation). Given that Eliwood, Brave Roy, and Tibarn are prevalent Galeforcers in Aether Raids, Corrin can completely wall them with his Blue coloring and Null Follow-Up. The combination of Distant Counter and Null C-Disrupt allows Corrin to counterattack against any enemy regardless of their skills, which also contributes to more consistent damage and Special activation.
  • Given that Special cooldown reduction and Infantry Pulse teams are so prevalent on Aether Raids defense, Corrin greatly appreciates Pulse Smoke to shut those teams down. Alternatively, Corrin can use Atk Smoke to decrease the damage enemies deal.

Wayward Heart (Offensive Soloist)

Build by Chibi_Chu
Brutal Breath A Atk/Spd Solo 4
Alternate: Atk/Spd Push 4
Reposition B Null Follow-Up 3
Alternate: Special Spiral 3
Glimmer C Res Smoke 3
Alternate: Spd Smoke 3
IVs

+ATK or +SPD / -HP

SSwift Sparrow 2
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Brutal Breath 

Assist: Reposition 

Special: Glimmer 

Passive A: Atk/Spd Solo 4 / Atk/Spd Push 4 / Swift Sparrow (2 or 3) 

Passive B: Null Follow-Up / Special Spiral / Desperation

Passive C: Res Smoke / Spd Smoke / Flexible

Sacred Seal: Swift Sparrow / Death Blow / Brazen Atk/Spd

  • 38/38 offenses that can be bolstered by Brutal Breath and a +ATK or +SPD IV makes Corrin a fearsome Player Phase unit.
  • Brutal Breath is the weapon of choice, since it can potentially increase Corrin’s Attack by 5 and Speed by 8 and synergizes well with his native Atk/Spd Solo 4. Corrin greatly appreciates skills that increase his Attack and Speed, making his native Atk/Spd Solo 4, Atk/Spd Push 4, Swift Sparrow, and Brazen Atk/Spd all great options.
  • Glimmer is chosen due to its low 2 cooldown and its potential to drastically increase Corrin’s damage ceiling since it grants +50% damage. Corrin has a variety of B slots to choose from. His native Null Follow-Up is an excellent skill that nullifies skills that prevent Corrin’s follow-up or guarantee the enemy’s. However, Special Spiral and Desperation can also be chosen; in combination with Glimmer, the former allows Corrin to always have his Special ready after it is activated for the first time. The latter allows Corrin to perform his follow-up attack before the enemy can counterattack if his HP is ≤ 75%, helping Corrin escape being KO’d on Player Phase by KOing the enemy first. If Desperation is chosen, Atk/Spd Push 4 and Brazen Atk/Spd are particularly strong choices for Corrin’s A and S slots respectively, as the former deals 5 recoil damage to him after every combat he attacks in and the latter grants him +7 Atk/Spd when his HP is ≤ 80%.
  • While Res Smoke and Spd Smoke are strong options since they inflict -7 Resistance and Speed to enemies within 2 spaces of the target respectively, they can be swapped out for nearly anything depending on Corrin’s teammates and their skills.

Ravage Them! (Enemy Phase Nuke)

Build by Chibi_Chu
Brutal Breath A Distant Counter
Reposition B Vantage 3
Glimmer C Res Smoke 3
IVs

+ATK / -HP

SFierce Stance 3
Alternate: Brazen Atk/Spd 3

Show Explanation/Analysis

Weapon: Brutal Breath 

Assist: Reposition

Special: Glimmer 

Passive A: Distant Counter 

Passive B: Vantage 

Passive C: Res Smoke 

Sacred Seal: Fierce Stance / Brazen Atk/Spd 

  • With an excellent 38 Attack, Corrin can become an excellent OHKO nuke on Enemy Phase. Since this set focuses solely on OHKOing, +ATK is highly encouraged, with -HP being taken to help Corrin activate Vantage.
  • Brutal Breath’s potential +5 Attack helps Corrin achieve OHKOs with greater ease. Its potential +8 Speed, +5 Defense, +5 Resistance, and Guard effect can be nice if Corrin falls shy of OHKOing, since he has enough Speed and bulk to consistently perform a follow-up attack and take a hit.
  • Distant Counter + Vantage is a classic strategy for sweeping on Enemy Phase. When Corrin drops to ≤ 75% HP, he’ll be able to counterattack before the enemy can attack thanks to Vantage. Distant Counter allows Corrin to counterattack and activate Vantage against ranged units, which increases his survivability by giving him the opportunity to OHKO both melee and ranged aggressors before they can damage him.
  • Glimmer, Res Smoke, and Fierce Stance or Brazen Atk/Spd are used to further increase Corrin’s damage. Glimmer increases Corrin’s damage by 50%, and Res Smoke inflicts -7 Resistance on enemies within 2 spaces of the target. Fierce Stance is more consistent than Brazen Atk/Spd on Enemy Phase because it always activates, but Brazen Atk/Spd’s ≤ 80% HP condition synergizes well with Vantage, activates on Player Phase, and grants +1 Attack and +7 Speed compared to Fierce Stance.

Strengths

Fantastic statline

42/38/38/33/26 is an amazing statline, with only 26 Resistance being mediocre. Corrin can not only dish out high damage and consistently perform follow-up attacks, but he can also survive numerous enemy attacks thanks to 74 physical bulk and 67 magical bulk.

Brutal Breath

Corrin’s personal weapon is Brutal Breath, granting +3 Speed, +X to all stats (X = 5 if no allies are within 2 spaces, X = 3 for 1 ally, X = 1 for 2 allies, and X = 0 for ≥ 3 allies), and a Guard effect if ≤ 1 ally is within 2 spaces. This further bolsters Corrin’s already great statline and helps prevent enemies from KOing Corrin with high-damage Specials.

Infantry advantages

As an Infantry unit, Corrin receives various advantages, including skill availability and not having to worry about Infantry-effective damage. The former is especially beneficial, as Corrin can utilize skills such as Bonus Doubler, Null Follow-Up, Null C-Disrupt, and Special Spiral to improve his combat performance.

Versatile and flexible

Thanks to the aforementioned strengths, Corrin is a very flexible unit capable of fulfilling several roles (sometimes even at once). He can be a supertank or generalist that takes several enemy attacks while KOing them in return, a nuke that OHKOs units on Enemy Phase, or a nuke that focuses on OHKOing on Player Phase with the combination of low-cooldown Specials and Special Spiral.

Weaknesses

Blue color

Being Blue is objectively a double-edged sword, but arguably does less to help than hurt Corrin in the context of a supertank. While being Blue helps Corrin deal with pesky Aether Raids threats such as Eliwood, Brave Roy, Tibarn, and Lysithea, consistency is especially key for supertanks and OHKO-centric units, so having a weaker performance against Green units is hurtful for Corrin.

Dragon-effectiveness

As a Dragon unit, Corrin takes effective damage against Dragon-effective weapons. While his solid mixed bulk could potentially allow him to take a weaker Dragon-effective hit, attacks from units such as Legendary Julia, Deirdre, and base Julia will almost certainly spell Corrin’s untimely demise.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 3 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Brutal Breath

Grants Spd +3.

Grants Atk/Spd/Def/Res +X during combat.  (Calculates X based on the number of allies whitin 2 spaces of unit; 0 allies grant +5; 1 grants +3; 2 grants
+1; >=3 allies grants +0)

If the number of allies whitin 2 spaces is <= 1, inflicts Special cooldown charge -1 on foe per attack during combat (Only highest value applied. Does not stack)

If foe's Range = 2, calculates damage using the lower foe's Def or Res.

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
Night Sky

Boosts damage dealt by 50%.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Glimmer

Boosts damage dealt by 50%.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Atk/Spd Solo 1

If unit is not adjacent to an ally, grants Atk/Spd+2 during combat.

Unlocks at 2 ★
60
A
Atk/Spd Solo 2

If unit is not adjacent to an ally, grants Atk/Spd+4 during combat.

Unlocks at 3 ★
120
A
Atk/Spd Solo 3

If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Solo 4

If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Null Follow-Up 1

At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 3 ★
60
B
Null Follow-Up 2

At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 4 ★
120
B
Null Follow-Up 3

Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 5 ★
240
B
Rouse Spd/Def 1

At start of turn, if unit is not adjacent to an ally, grants Spd/Def+2 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
C
Rouse Spd/Def 2

At start of turn, if unit is not adjacent to an ally, grants Spd/Def+4 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
C
Rouse Spd/Def 3

At start of turn, if unit is not adjacent to an ally, grants Spd/Def+6 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Fates

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