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Halloween Corrin (F)

Analysis by StanTheWoz
Halloween Corrin (F) - Starry Seer

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
193
HP 40
ATK 42
SPD 45
DEF 36
RES 30

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 11 11 2 3
Middle 16 12 12 3 4
High 17 13 13 4 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 39 41 32 27
Middle 40 42 45 36 30
High 43 46 48 39 33

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

Get Witch or Die Tryin’ (Melee Tank/Mixed Phase)

Build by StanTheWoz
Recommended
Moonlight Stone A Atk/Spd Finish 4
Positional Assist B Dragon's Wrath 4
Negating Fang C Joint Drive Atk
Alternate: Atk/Spd Oath 4
IVs

+Atk or +Spd / -Res

SNull Follow-Up 3
Alternate: Atk/Spd Form 3

Show Explanation/Analysis

Weapon: Moonlight Stone

Assist: Positional Assist / Flexible

Special: Negating Fang 

IVs: +Atk or +Spd / -Res

Passive A: Atk/Spd Finish 4

Passive B: Dragon’s Wrath 4

Passive C: Joint Drive Atk / Atk/Spd Oath 4 / Flexible

Sacred Seal: Null Follow-Up / Atk/Spd Form / Mystic Boost / Flexible

  • Corrin’s base kit gives her almost all the tools she needs to be an extremely dominant unit. There is little reason to switch out most of her skills, with the possible exception of the C skill, and adding an assist and seal. 
  • This set is best used to tank melee units when paired with a unit using a skill like A/R Far Save to cover ranged threats, or used in cases where there are no threatening ranged units. 
  • Moonlight Stone charges Negating Fang fully at the start of turn 1, allowing Corrin to activate it immediately the first time she takes an attack in combat, reducing the damage by 30% and an additional 8 from Moonlight Stone, and empowering her next attack by 30% of her Atk stat. 
  • The ideal boon is arguably +Atk to make her counterattack as strong as possible, but +Spd is also a great choice against units she can’t KO in one hit, such as Brave Seliph with his Miracle effect. Giving Corrin enough Spd to ensure she can follow-up against these foes is valuable. -Res is arguably the best bane, as most melee foes target Def. 
  • Atk/Spd Finish 4 provides a great boost of +7 Atk and Spd so long as Corrin is within 3 spaces of one ally, a very easy condition to meet most of the time. In addition, once her Special activates, it boosts the damage of her subsequent attacks by 5 and heals her by 7 HP per hit. This provides a fantastic boost to Spd and damage overall, and the healing synergizes very nicely with the reduced damage from Negating Fang, allowing Corrin to heal herself up to more easily survive the next combat. 
  • Dragon’s Wrath 4 provides a great effect, reducing Corrin’s damage taken from the first hit in combat by 25% and increasing the damage of her first attack by 25% of the difference between her Atk and her foe’s Res. There is little reason to replace this with another skill in most cases. 
  • The C skill is flexible. Joint Drive Atk provides a reliable boost of +4 Atk in combat as long as there is at least one ally within 2 spaces, as well as boosting those nearby allies’ Atk by 4 in combat. It can be replaced with other useful options like Atk/Spd Oath 4 to allow Corrin to buff her own Atk and Spd at the start of her turn, while providing a +3 boost to both stats in combat if she is within 2 spaces of an ally. Other skills like Fatal Smoke or Pulse Smoke are also good in particular cases. 
  • Null Follow-Up is a strong choice of seal overall, allowing Corrin to use her fantastic Spd stat to follow-up and deny follow-up attacks from slower foes. A stat boosting seal like Atk/Spd Form is also a great option, boosting Corrin’s Atk and Spd by up to 7 if there are three allies within two spaces. Mystic Boost can also provide some extra healing after combat, giving Corrin better survivability over multiple engagements. It also makes her more resistant to adaptive damage effects and staves, but those effects are usually not important. 

Blue Legendary Corrin (Distant Counter)

Build by StanTheWoz
Moonlight Stone A Atk/Spd Finish 4
Positional Assist B Dragon's Wrath 4
Negating Fang C Joint Drive Atk
Alternate: Atk/Spd Oath 4
IVs

+Atk or +Spd / -Def or -Res

SDist. Counter (D)

Show Explanation/Analysis

Weapon: Moonlight Stone

Assist: Positional Assist / Flexible

Special: Negating Fang 

IVs: +Atk or +Spd / -Def or -Res

Passive A: Atk/Spd Finish 4

Passive B: Dragon’s Wrath 4

Passive C: Joint Drive Atk / Atk/Spd Oath 4 / Flexible

Sacred Seal: Dist. Counter (D)

  • This build is very similar to the last, with the exception that it is focused on counterattacking all ranges of foes. It uses the Dist. Counter (D) seal to accomplish this. 
  • Atk and Spd are still great choices of boon, with Atk being arguably the best. Either Def or Res are good choices of bane, as Corrin relies on both her Def and her Res to survive hits from ranged foes. Since she has multiple sources of percentage-based damage reduction with Negating Fang and Dragon’s Wrath 4, Def and Res reduce her damage taken by less than 1 point of HP per point of Def/Res under most circumstances, so an HP bane is not the best choice. 

Strengths

Moonlight Stone

Moonlight Stone is an amazing weapon that allows Halloween Corrin to function similarly to her Legendary counterpart, but without needing Shield Pulse in the B slot. In addition to accelerating her Special trigger, it also charges it by 2 at the start of turn 1, allowing Corrin to fully charge her Negating Fang and reduce the damage of her foe’s first attack. Moonlight Stone also provides a boost to all stats, increases Corrin’s Special charge gain and decreases her foe’s, and reduces damage taken by 8 when her Special triggers. 

Negating Fang

Halloween Corrin shares her Legendary Special, Negating Fang, which reduces her damage taken from any attack by 30% and boosts her next attack by 30% of her Atk stat. This allows her to survive single hits in most cases and often KO her foe in one counterattack. 

Infantry Dragon

Corrin’s status as an infantry dragon allows her to use amazing skills like Atk/Spd Finish 4, Dragon’s Wrath 4, and the Dist. Counter (D) seal. 

Boosted BST

Like past dragon versions of Corrin, Halloween Corrin has an extra 5 or so base stat total compared to her contemporaries. 

Amazing Atk and Spd

Corrin’s base 42 Atk and 45 Spd are top notch, allowing her to deal high damage and outspeed most foes. 

Good HP, Def, and Res

Corrin’s base 40 HP, 36 Def, and 30 Res are all solid and allow her to take most types of hits well. 

Weaknesses

Dragon Weakness

Corrin takes extra damage from dragon-effective weapons such as Falchion or Ifingr

Attacks that Strike Twice

Both Negating Fang and Dragon’s Wrath 4 only provide damage reduction on the first hit Corrin takes in combat, so if a foe strikes twice using an effect like Dire Thunder or the Triangle Attack status from Bridal Catria, she will take full damage from the second hit. 

Competition

Corrin is an extremely powerful unit with little competition, however, she functions relatively similarly to Flame Lyn with the addition that Lyn is not weak to dragonslaying weapons. Legendary Corrin also uses a relatively similar, though somewhat weaker, build. 

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 2 ★
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
Moonlight Stone

Accelerates Special trigger (cooldown count-1).

At the start of turn 1, if foe's attack can trigger Special, grants Special cooldown count-2. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit during combat, grants Special cooldown charge +1 to unit per unit's attack and inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and reduces damage dealt to unit by 8 when foe's attack triggers Special. (Excludes Miracle.) 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.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

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

Boosts damage by 50% of unit's Atk.

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

Reduces damage from foe's attacks by 30%. After triggering, unit's next attack deals damage = 30% of unit's Atk. (Boost resets at the end of combat.)

Unlocks at 5 ★
Non-Inheritable skill.
500 3

Passive Skills

Passive Skills SP Slot
Atk/Spd Finish 1

If unit is within 3 spaces of an ally, grants Atk/Spd+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 2 ★
60
A
Atk/Spd Finish 2

If unit is within 3 spaces of an ally, grants Atk/Spd+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 3 ★
120
A
Atk/Spd Finish 3

If unit is within 3 spaces of an ally, grants Atk/Spd+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 4 ★
240
A
Atk/Spd Finish 4

If unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)

Infantry Units Only
Unlocks at 5 ★
300
A
Dragon's Wrath 1

If foe initiates combat, reduces damage from foe's first attack by 10% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 10% of unit's Atk minus foe's Res during combat.

Only inheritable by Dragon units.
Unlocks at 2 ★
60
B
Dragon's Wrath 2

If foe initiates combat, reduces damage from foe's first attack by 15% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 15% of unit's Atk minus foe's Res during combat.

Only inheritable by Dragon units.
Unlocks at 3 ★
120
B
Dragon's Wrath 3

If foe initiates combat, reduces damage from foe's first attack by 20% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 20% of unit's Atk minus foe's Res during combat.

Only inheritable by Dragon units.
Unlocks at 4 ★
240
B
Dragon's Wrath 4

Reduces damage from foe's first attack during combat by 25%. If unit's Atk > foe's Res, unit's first attack deals damage = 25% of unit's Atk minus foe's Res during combat.

Only inheritable by Dragon units.
Unlocks at 5 ★
300
B
Spur Atk 1

Grants Atk+2 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 2 ★
50
C
Drive Atk 1

Grants Atk+2 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 3 ★
120
C
Drive Atk 2

Grants Atk+3 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 4 ★
240
C
Joint Drive Atk

Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Fates

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