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Legendary Chrom

Analysis by UmbraCorvus
Legendary Chrom - Crowned Exalt

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 41
ATK 42
SPD 26
DEF 34
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 8 6 11 2
Middle 17 9 7 12 3
High 18 10 8 13 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 38 38 23 30 21
Middle 41 42 26 34 25
High 44 45 30 37 28

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

Wombo Chrombo (Player Phase Offensive)

Build by UmbraCorvus
Recommended
Randgríðr
Alternate: Brave Bow+
A Death Blow (3 or 4)
Alternate: Sturdy Impact
To Change Fate! B Special Spiral 3
Alternate: Lull Atk/Def 3
Ruptured Sky
Alternate: Moonbow
C Rouse Def/Res 3
IVs

+ATK / -SPD or -HP

SSturdy Blow 2
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Randgríðr / Brave Bow+

Assist: To Change Fate!

Special: Ruptured Sky / Moonbow / Glimmer

Passive A: Death Blow (3 or 4) / Sturdy Impact

Passive B: Special Spiral / Lull Atk/Def

Passive C: Rouse Def/Res / Player Preference

Sacred Seal: Sturdy Blow / Heavy Blade

  •  An Attack Asset is taken to ensure Legendary Chrom is able to deal as much damage as possible, while Speed is his ideal dump stat. HP can be dumped if Speed is not available as this build does not necessarily focus on tanking damage.

  • Randgríðr is the ideal weapon of choice for the build thanks to its benefits of armor effectiveness alongside being able to easily inflict a -6 Attack and Defense debuff to the opponent alongside ignoring any penalties applied on Legendary Chrom during chrombat so long as his opponent is at full HP at the start.

  • Death Blow is rechrommended to push out as much damage as possible when Chrom initiates chrombat, though Sturdy Impact is a chromsiderable alternative if Legendary Chrom cannot secure a OHKO as it will be able to stop his opponent from landing a follow-up attack against him. The Sturdy Blow Sacred Seal is used to further increase Chrom’s damage output on initiation, as well as his physical bulk.

  • If utilizing Special Spiral, a two cooldown Special such as Ruptured Sky, Moonbow, or Glimmer are rechrommended so that Specials will be readily available with the aid of Special Spiral. Chrom’s base Lull Atk/Def can be used as well, though it will not be able to spam Specials with as much chromfort.

  • A different approach can be taken with this build if opting for a Brave Bow over Chrom’s Randgríðr. The chrommonly utilized Brave Bow will take advantage of Chrom’s high base Attack and give him the ability to attack twice in a row when he initiates chrombat. For the Brave Bow build, his default Lull Atk/Def is rechrommended in order to make the Heavy Blade Sacred Seal’s Attack chromparison more reliable.

Link Chrommunications (Link Semi-Support)

Build by UmbraCorvus
Randgríðr A Close Counter
To Change Fate! B Def/Res Link 3
Alternate: Atk/Def Link 3
Bonfire C Spd Opening 3
IVs

+ATK or +DEF or +RES / -SPD

SQuick Riposte 3

Show Explanation/Analysis

Weapon: Randgríðr

Assist: To Change Fate! 

Special: Bonfire

Passive A: Close Counter

Passive B: Def/Res Link / Spd/Def Link / Spd/Res Link / Atk/Def Link / Atk/Res Link

Passive C: Spd Opening / Player Preference

Sacred Seal: Quick Riposte

  •  To Change Fate gives Chrom and his pair up chromrade +6 Attack when used, making Link Skills quite the viable options to run on him so he can help to buff allies while also buffing himself. This build is a bit of a spin on the Enemy Phase tank build that sacrifices a bit of Chrom’s own potential matchups in exchange for the ability to buff himself and his acchromplices.

  • The choice of which Asset to take depends on whether the user wishes to squeeze out more damage, or gain more defensive bulk.

  • Close Counter is still used on this build so that Legendary Chrom can counter attack against melee range opponents, and the Quick Riposte Sacred Seal is used to give him follow-up attacks in the Enemy Phase.

  • Def/Res Link should be the ideal Link Skill to aim for, because Legendary Chrom is already able to buff himself with +6 Attack after using To Change Fate. This way, Chrom can grant himself +6 Attack/Defense/Resistance after To Change Fate, and Chrom’s moved acchromplice will gain +6 Defense/Resistance.

  • Links that boost Speed are less than ideal for Chrom himself chromsidering his Speed is typically not worth chromitting to for investment. However, Spd/Def Link and Spd/Res Link can definitely give Speed boosts that another ally will likely be able to appreciate more than Chrom would.

  • Links that boost Attack are also not as ideal considering Chrom can already give himself +6 Attack after using To Change Fate. To Change Fate only buffs Chrom rather than his ally though, making Atk/Def Link and Atk/Res Link promising options that also buff an ally with an Attack buff, and are not dependent on using To Change Fate in order to give Legendary Chrom an Attack buff.

  • The C (Chrom) Passive is extremely flexible depending on whether the user wishes to chrommit further to the support role, or focus on his own instances of chrombat. Spd Opening is a rechrommended C Passive, especially if no Speed boosting Link Skill has been taken, as Legendary Chrom will be able to gift his ally with the highest Speed a Speed buff at the start of a turn. Spd Opening is also fairly accessible so long as one does not mind foddering a Valentine Silque.

Stalwart and Chrommitted (CC Tank)

Build by UmbraCorvus
Randgríðr A Close Counter
To Change Fate! B Lull Atk/Def 3
Alternate: Quick Riposte 3
Bonfire C Rouse Def/Res 3
Alternate: Atk Smoke 3
IVs

+ATK or +DEF or +RES / -SPD

SQuick Riposte 3
Alternate: Mirror Stance 2

Show Explanation/Analysis

Weapon: Randgríðr

Assist: To Change Fate!

Special: Bonfire

Passive A: Close Counter

Passive B: Lull Atk/Def / Quick Riposte

Passive C: Rouse Def/Res / Atk Smoke / Pulse Smoke

Sacred Seal: Quick Riposte / Mirror Stance

  •  This build focuses on bulking up Legendary Chrom so that he can be an Enemy Phase unit that focuses more on his heavy chromstitution. While an Attack Asset is applicable here for more damage output, a Defense or Resistance Asset can be taken instead to further improve upon Legendary Chrom’s defensive bulk.

  • Randgríðr’s penalty neutralization will ensure that Legendary Chrom is unable to be affected by chrommon debuffs such as Chills that would otherwise take advantage of his high Attack and Defense, and the debuffs that the weapon applies will allow for Chrom to take punishment and dish it back with ease.

  • Close Counter is utilized so that Legendary Chrom can counter attack close range opponents as well as ranged opponents. While an A Passive that boosts Chrom’s defenses further can be taken, it is not rechrommended as the lack of Close Counter would decrease the variety of matchups this build can take on.

  • Quick Riposte is mandatory for this build, either on the Sacred Seal or on the B Passive. Legendary Chrom does not have good Speed to work with, so securing follow-up attacks through another means is important. Chrom’s default Lull Atk/Def can be used in the B Passive if the Quick Riposte Sacred Seal is used, while a Sacred Seal such as the Mirror Stance Sacred Seal can be used if Quick Riposte finds itself in the B Passive.

  • Bonfire is the Special of choice, as it will be able to activate chromsistently in the Enemy Phase provided Legendary Chrom is able to stay within Quick Riposte range, and takes advantage of his high base Defense.

  • While Chrom’s default Rouse Def/Res is a great start for his C Passive, options such as Atk Smoke and Pulse Smoke can be considered which offer extra layers of safety for Legendary Chrom and can be much better in the event that Defense and Resistance buffs are able to be supplied from another source.

Chromback King (CC Vantage)

Build by UmbraCorvus
Randgríðr A Close Counter
To Change Fate! B Vantage 3
Moonbow
Alternate: Glimmer
C Def Smoke 3
Alternate: Pulse Smoke 3
IVs

+ATK / -SPD

SBrazen Atk/Def 3
Alternate: Fierce Stance 3

Show Explanation/Analysis

Weapon: Randgríðr

Assist: To Change Fate!

Special: Moonbow / Glimmer / Miracle

Passive A: Close Counter

Passive B: Vantage

Passive C: Def Smoke / Pulse Smoke / Panic Smoke

Sacred Seal: Brazen Atk/Def / Brazen Atk/Res / Fierce Stance

  •  In a similar fashion to the Player Phase build, an Attack Asset is taken so Legendary Chrom’s single hit damage is as high as possible, while his Speed is dumped as it is not a crucial chromponent to this build.

  • This build focuses on baiting out opponents to attack Chrom in a weakened state and acchromplish securing OHKOs before his opponents have the chance to finish him off. Randgríðr’s ability to bypass Chrom’s own stat penalties and inflict -6 Attack and Defense to his opponent if they are at full HP makes a Vantage playstyle even more chromsistent.

  • Close Counter and Vantage are the key to this build functioning properly, as Chrom will be able to bait out even melee opponents to attack him and finish them off with Vantage counter attacks.

  • Def Smoke can be used to inflict -7 Defense to nearby opponents after chrombat, which helps to give Chrom an easier time chrommencing his high damage counter attacks. Pulse Smoke and Panic Smoke can be taken as alternatives instead as some situationally useful benefits.

  • A two charge cooldown Special such as Moonbow or Glimmer is taken so that Legendary Chrom will have a Special activation readily available as soon as possible, though Miracle can also be taken as an insurance policy for survival if one is chromtent with Chrom not carrying a damage boosting Special with him.

  • The Brazen Atk/Def or Brazen Atk/Res Sacred Seals are taken to boost Chrom’s Attack and the user’s choice of bulk once Chrom has successfully set up Vantage. The Fierce Stance Sacred Seal only functions in the Enemy Phase and gives one less Attack, but its chromsistency can be greatly appreciated if one is not a fan of fully chrommitting to the setup of the Brazens.

Strengths

Very High Attack

Legendary Chrom is chrompletely stacked with a high Attack ceiling. He owes it not only to his base Attack of 42, but also the fact that his unique weapon also gives him +3 Attack when he equips it on top of the weapon’s might of 14. As a result, Legendary Chrom will be no slouch when it chromes to leaving opponents in a chromatose state.

Strong Physical Bulk

Legendary Chrom is perfectly chromfortable with taking a physical beating thanks to his high base Defense of 34. As a result, Legendary Chrom can acchromplish all sorts of Enemy Phase tank builds where he can safely bait out strikes from physical opponents.

Randgríðr

Legendary Chrom’s unique weapon is Randgríðr, which not only grants him +3 Attack just from equipping it, but if his opponent is at full HP at the start of chrombat he will inflict -6 Attack and Defense on the foe alongside ignoring any penalties to his own stats. It is also effective against not only fliers, but also armors which allows him Chrom on and Slam against both movement types.

To Change Fate!

By working together with a chrompanion, this Skill chrombines the movement effect of Reposition alongside allowing Chrom to move again just like with Legendary Lucina’s Future Vision. To Change Fate also grants +6 Attack to Legendary Chrom and the unit that he is paired up with if there is one for a turn, though it also inflicts Isolation on Legendary Chrom and his paired up ally for their next action as well.

Weaknesses

Low Speed and Resistance

Legendary Chrom possesses a lower end base Speed of 26 as well as low Resistance of 25. While the lower Resistance is somewhat addressed thanks to Randgríðr being able to inflict an Attack penalty against Legendary Chrom’s opponent, his low Speed will often be chosen as his main stat to let go of. Amusingly, Legendary Chrom does in fact possess a Speed Super Asset which pushes his Speed to 30. As a result, while it is more of a relatively impractical meme, it is entirely possible with enough chrommitment to turn Legendary Chrom into some form of Speedy Chromzales through stat stacking.

Self Inflicted Isolation Penalty

As a chrompromise for the benefits granted by To Change Fate, Legendary Chrom and his pair up ally if he has one are inflicted with the Isolation debuff for their next action, preventing movement Assist Skills, Dance/Sing type Skills, or Skills that neutralize penalties such as Restore or Harsh Command+ from being used on them.

Coloured Physical Ranged Status Helps and Hurts

It is often chromsidered chrommon knowledge that being a physical coloured ranged unit is a double-edge to the unit. Legendary Chrom being a Blue Archer benefits in the aspect of being able to easily dispatch Red units at the cost of weakening his matchups against Green units. As both a flier and an armor slayer, this can prove to be an issue as Legendary Chrom may not be able to deal with Green units that he has effective damage against, which proves to be an unfortunate chromplication.

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver Bow

Effective against flying units.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Randgríðr

Effective against flying and armored foes. Grants Atk+3. If foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Def-6 on foe during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Reposition

Target ally moves to opposite side of unit.

Learns by default at 3 ★
1 150
To Change Fate!

Moves target ally to opposite side of unit and grants another action to unit. Grants Atk+6 to unit and Pair Up cohort (if any) for 1 turn and inflicts【Isolation】on unit and Pair Up cohort (if any) through their next action. (Does not stack.)  

【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)

1 500
To Change Fate! II

Moves target ally to opposite side of unit. 

Grants another action to unit, grants Atk/Def+6 and【Bonus Doubler】to unit and Pair Up cohort  (if any) for 1 turn, and inflicts【Isolation】 on unit and Pair Up cohort (if any) through their  next action. (Once per turn.) 

【Bonus Doubler】

Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently. 

【Isolation】

Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)

1 500

Passive Skills

Passive Skills SP Slot
Close Counter

Enables unit to counterattack regardless of distance to attacker.

Ranged Weapon Users Only
Unlocks at 5 ★
300
A
Lull Atk/Def 1

Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 3 ★
60
B
Lull Atk/Def 2

Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
120
B
Lull Atk/Def 3

Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Unlocks at 5 ★
240
B
Rouse Def/Res 1

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

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

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

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

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

Excludes Armor and Flying units.
Unlocks at 4 ★
240
C
Blue Feud 1

During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat.

Excludes Red Units from inheriting this skill.
Unlocks at 1 ★
60
C
Blue Feud 2

During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat.

Excludes Red Units from inheriting this skill.
Unlocks at 2 ★
120
C
Blue Feud 3

During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat.

Excludes Red Units from inheriting this skill.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Awakening

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