- Default
- Attack
- Special
- Injured




Halloween Corrin (M) - Celestial Sorcerer |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 3 | 6 | 8 |
Middle | 18 | 9 | 4 | 7 | 9 |
High | 19 | 10 | 5 | 8 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 41 | 41 | 18 | 41 | 36 |
Middle | 44 | 44 | 21 | 44 | 39 |
High | 47 | 47 | 24 | 47 | 43 |
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
he’s actually a witch don’t let them fool you (Defensive / Traditional Tank)
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Starlight Stone | A | Close Def 4 Alternate: Atk/Res Finish 4 |
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Positional Assist | B | Dragon's Ire 4 Alternate: Dragon Wall 3 |
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Glimmer Alternate: Bonfire |
C | Joint Drive Atk Alternate: Atk/Res Menace |
IVs | +ATK or +DEF or RES / -SPD | S | Atk/Def Form 3 Alternate: Steady Breath |
Weapon: Starlight Stone
Assist: Positional Assist / Flexible
Special: Glimmer / Moonbow / Noontime / Bonfire / Iceberg
Passive A: Close Def / Atk/Res Finish / Atk/Def Unity / Atk/Res Unity / Distant Def
Passive B: Dragon’s Ire / Dragon Wall / Mystic Boost 4
Passive C: Joint Drive Skills / Smoke Skills / Menace Skills / Flexible
Sacred Seal: Form Skills / Steady Breath / Distant Counter (D.) / Mystic Boost / Quick Riposte / Solo Skills
- This is a traditional defensive build that emphasizes stacking raw durability with a helping of healing to maximize Halloween Corrin’s Enemy Phase performance. Whether to utilize him as a melee generalist or all-purpose tank lies entirely in personal preference, with the latter actually not coming at too much of an opportunity cost (for once) due to the dragon Distant Counter Sacred Seal.
- That said, it needs to be considered that what ultimately separates him from other infantry tanks is his readily accessible 75% damage reduction. Because of this, it’s typically ideal to have Halloween Corrin act as a melee specialist and have a Far Save ally cover his ranged matchups, which is where he would otherwise frequently face effects that negate damage reduction.
- Specials with low cooldowns like Glimmer, Moonbow, and Noontime work well with his PRF’s Slaying effect for immediate activations on each counterattack without any extra frills, though those with three-turn cooldowns should be highly considered if some form of accelerated cooldown effect is available (either through Corrin’s Sacred Seal or allies).
- Since Starlight Stone already inflicts Guard through its inherent effects, Halloween Corrin can ignore the usual Stance skills for a potential A slot, though he still has a few other options:
- Atk/Res Finish is excellent in for its hefty stat enhancement to his Atk/Res and bonus healing and true damage effects under (essentially) perpetual conditions; in addition to being more than solid for taking down does, it entirely removes the need for healing Specials through 14 points of healing with each attack combined with Starlight Stone.
- Unity skills offer fantastic scaling through their effective penalty ‘reversal’ effect and help ease the burden of dealing with debuffs, with either Atk/Def Unity or Atk/Res Unity offering great benefits.
- The choice of Close Def or Distant Def come at the cost of not doing much to enhance Corrin’s damage output, but instead offers a substantial increase to his bulk and offers the otherwise limited effect of neutralizing enemy bonuses.
- However, given their limitation to melee and ranged foes specifically, they require that Corrin specialize in those specific matchups for maximum usage, ideally meaning getting the aid of a complementary Save ally (and the use of the Distant Counter Sacred Seal in the case of Distant Def).
- Dragon’s Ire 4 is by far Corrin’s optimal B skill; it immediately mitigates his weakness of being unable to perform follow-up attacks with a lenient HP threshold, enhances both his bulk and damage, and carries the benefit of neutralizing guaranteed doubles from his foe. While it may seem counterintuitive given the requirement for Starlight Stone’s damage reduction, he ultimately takes less damage overall by bypassing such effects.
- Other B skill candidates include Dragon Wall (to gain supplemental damage reduction for any strikes beyond the first) and Mystic Boost (for specialized anti-ranged builds), though the Quick Riposte Sacred Seal becomes necessary if doubles are desired.
- His C slot is largely flexible and open to skills like those that directly pad Halloween Corrin’s stats for enhanced performance, including Joint Drives, Menaces, and Smoke skills. For his Sacred Seal, besides those that enhance stats or the Distant Counter Sacred Seal (as mentioned previously), one can consider the Quick Riposte seal if not using Dragon’s Ire, a Breath option for stronger Special choices, or Mystic Boost for even more passive healing (though this happens post-combat!).
the hat is cute (Defensive / Damage Focus)
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Starlight Stone | A | Atk/Res Finish 4 Alternate: Atk/Def Unity |
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Positional Assist | B | Dragon's Wrath 4 |
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Iceberg Alternate: Bonfire |
C | Joint Drive Atk Alternate: Time's Pulse 3 |
IVs | +ATK / -SPD | S | Warding Breath Alternate: Dist. Counter (D) |
Weapon: Starlight Stone
Assist: Positional Assist / Flexible
Special: Bonfire / Iceberg / Ignis / Glacies
Passive A: Atk/Res Finish / Atk/Def Unity / Atk/Res Unity
Passive B: Dragon’s Wrath
Passive C: Joint Drive Skills / Time’s Pulse / Smoke Skills / Menace Skills / Flexible
Sacred Seal: Breath Skill / Distant Counter (D.) / Form Skills / Solo Skills
- While this build retains Halloween Corrin’s inherent defensive playstyle, it moreso emphasizes Corrin’s ability to consistently (and ideally) KO incoming foes in one strike; this playstyle, in a way, helps retain his bulk as against foes who can perform follow-up attacks, he’ll be defeating them while only taking 25% of their total damage. A +ATK Asset is highly recommended, if possible, to accumulate as much firepower as possible.
- For maximum potency, a three-turn Special is typically ideal as they offer a respectable amount of burst potential while needing minimal setup to access consistently; all that’s needed is either a Breath Sacred Seal or one of the many Special acceleration supports available, such as Summer Hilda, Brave Lucina, and Thorr. The choice between Bonfire and Iceberg is flexible given both stats are fairly high, and his skills and support available can easily swing one more in favor than the other.
- Ignis and Glacies, while not as easily accessible for immediate activations on each counterattack, are extremely powerful and can be leveraged for such purposes through one external Special charge. This can be self-enabled by himself via the Time’s Pulse C skill, though allies can provide this also (most notably, with Askr).
- Atk/Res Finish grants an effective +11 enhancement to each of Halloween Corrin’s attacks while doubling as a supplemental tanking aid with its healing bonus, making it the most consistent option available (especially with Glacies or Iceberg). However, Atk/Def Unity and Atk/Res Unity may be considered for the ‘immunity’ they grant to Atk debuffs, in addition to carrying a high stat enhancement ceiling.
- For his B skill, Dragon’s Wrath is phenomenal for Corrin’s intended purposes here. The damage reduction aspect is nothing great as the multiplicative nature of these effects create diminishing returns when paired with Starlight Stone, but the real draw is the true damage it grants based on the difference between his Atk and his foe’s Res — a la miniature Glimmer. The fourth-tier version offers some flexibility in being able to clean up enemies on the Player Phase, but otherwise the third-tier version is fine.
Strengths
Starlight Stone
Halloween Corrin’s Starlight Stone is, for all intents and purposes, a rehashed version of Loyalist Axe and Sea-Sear Lance — not that this is a bad thing at all — and massively offsets his low Spd through its significant damage reduction if his foe can perform a follow-up attack. While it’s usually best not to be at risk of being so frequently doubled, this safety effect lets Corrin freely focus on his other stats to further reduce damage through sheer defensive values or lean into an OHKO-oriented playstyle.
Perhaps due to the power of his festive costume, though, Starlight Stone takes the damage reduction effect further by supplementing it with a synergistic Guard and on-hit healing effect, both of which offer crucial build and support flexibility as he no longer requires additional considerations to access them (and he really, really needs them). The only thing it’s really missing is a guaranteed follow-up effect, but Starlight Stone is still a plenty strong weapon.
Stellar Attack & Defensive Statline
The sheer defensive lean of Starlight Stone, coupled with his staggering 192 BST, should make it no surprise that Halloween Corrin features an exceptionally optimized statline:in exchange for having virtually no Spd, the Celestial Sorcerer features powerful defensive values with 44 Def, 39 Res, and access to a four-point Assets in the latter. This alongside the impressive effective bulk obtained through his PRF can make Corrin more than just a little annoying to take out, especially if going the melee specialist route with a Far Save ally to take care of the more common sources of reduction negation. His equally impressive 44 Atk also means that Corrin can back his natural durability with a surprising amount of bite.
Infantry Dragon Benefits
The sorcerer benefits from the best of both worlds as an infantry dragon in terms of skill availability, gaining access to a surprising number of class-exclusive abilities; this includes good ol’ standards like Null Follow-Up and surprising new additions like Dragon’s Wrath 4 and his base Dragon’s Ire 4. This flexibility only makes it even easier for Corrin to sharpen his combat ability to excel beyond his peers.
Weaknesses
Abysmal Speed
Halloween Corrin’s horrible Spd makes him entirely incapable of regularly performing follow-ups by himself, making him overly reliant on guaranteed follow-up effects — which, aside from his Dragon’s Ire 4, are pretty… whelming. This creates a unique problem for him where, despite his great B skill variety, he can’t actually exploit it by using something other than his base B skill, which often relies on the inferior Quick Riposte Seal or an alternative OHKO playstyle; however, given how common effects that bypass automatic doubles are, this may be preferable anyway.
This also makes Corrin susceptible to follow-up attacks from opposing foes, which is a weakness admittedly covered by Starlight Stone but it’s not infallible due to the existence of effects that neutralize damage reduction.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★
Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Learns by default at 2 ★ Unlocks at 2 ★
Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★
Only inheritable by Dragon units.
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200 | 1 | 11 |
![]() Accelerates Special trigger (cooldown count-1). If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), restores 7 HP to unit when unit deals damage to foe during combat (triggers even if 0 damage is dealt), and also, if foe can make a follow-up attack, reduces damage from foe's first attack during combat by 75%. 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 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Unit can counterattack regardless of foe's range.
Restricted to melee units.
Unlocks at 4 ★ |
300 | A |
![]() Unit can counterattack regardless of foe's range. If foe initiates combat, grants Res+5 to unit during combat.
Restricted to melee units.
Unlocks at 5 ★ |
300 | A |
Dragon's Ire 1 If unit's HP = 100% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.
Only inheritable by Dragon units.
Unlocks at 2 ★ |
60 | B |
Dragon's Ire 2 If unit's HP ≥ 75% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.
Only inheritable by Dragon units.
Unlocks at 3 ★ |
120 | B |
Dragon's Ire 3 If unit's HP ≥ 50% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.
Only inheritable by Dragon units.
Unlocks at 4 ★ |
240 | B |
Dragon's Ire 4 At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe during combat, unit makes a guaranteed follow-up attack, and also, if foe initiates combat, neutralizes effects that prevent unit's follow-up attacks.
Only inheritable by Dragon units.
Unlocks at 5 ★ |
300 | B |
Other Info
Origin |
Fire Emblem Fates
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