Legendary Corrin (F)

Analysis by UmbraCorvus
Legendary Corrin (F) - Child of Dusk


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 41
ATK 38
SPD 40
DEF 34
RES 29

Stat Variations

Level 1 Stat Variation
Low 14 7 6 7 6
Middle 15 8 7 8 7
High 16 9 8 9 8

Level 40 Stat Variations
Low 38 35 36 31 25
Middle 41 38 40 34 29
High 44 42 43 37 32

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.

Skill Sets

The Feet-ure Presentation! (Distant Counter Dragon)

Build by UmbraCorvus
Primordial Breath A Distant Counter
Positional Assist B Shield Pulse 3
Alternate: Null Follow-Up 3
Negating Fang
Alternate: Sol
C Pulse Smoke 3
Alternate: Joint Drive Atk

+ATK or +SPD / -HP

SSpd/Res Solo 3
Alternate: Fierce Stance 3

Show Explanation/Analysis

Weapon: Primordial Breath

Assist: Positional Assist

Special: Negating Fang / Sol / Noontime

Passive A: Distant Counter

Passive B: Shield Pulse / Null Follow-Up / Mystic Boost / Lull Atk/Spd / Null C-Disrupt

Passive C: Pulse Smoke / Joint Drive Atk

Sacred Seal: Spd/Res Solo / Fierce Stance

  • Legendary Female Corrin’s base kit is well optimized for what she wants to accomplish, though she does have a couple of changes that may be considered that can give her different methods of utility. More or less though, one can definitely get by with her base kit and just adding some form of Assist Skill of player preference.
  • While taking Corrin’s Attack Super Asset is extremely tempting, a Speed Asset may be considered if the build is focusing on securing follow-up attacks as much as possible against even the fastest of opponents with the ever growing Speed Power-creep.
  • Negating Fang is one of the main draws of Corrin, being able to reduce the damage she takes by 30% while firing back with a damage boost based on 30% of her Attack stat. While Negating Fang is extremely powerful, Sol or Noontime is not beyond the realm of possibility as they can provide healing for Corrin within her own kit in exchange for the damage reduction. After all, she is fairly durable even without the reduction.
  • Shield Pulse is her default B Passive and is quite potent, fully charging Negating Fang at the start of turn 1 as well as taking 5 less damage guaranteed when Negating Fang triggers.
  • Null Follow-Up and Null C-Disrupt may be worth taking as situational B Passive picks. Null Follow-Up can shut down commonly used follow-up blocking Skills such as Sturdy or Mirror Impact and guarantee that so long as Corrin is able to have five Speed over her opponent, she will land a follow-up strike. Null C-Disrupt is another situational pick that gives Corrin the ability to counter attack those that normally disables her counter-attacks such as Dazzling Staff or Firesweep Weapon users.
  • Mystic Boost can provide post-combat healing for Corrin, which may be very useful when running Negating Fang due to the fact that running Negating Fang means that no healing Specials can be used in the build. The adaptive damage mitigation and Wrathful Staff mitigation can also potentially be useful from time to time.
  • Lull Atk/Spd can give Corrin the ability to ignore Attack and Speed displayed buffs on her opponent as well as inflict -3 Attack/Speed on them during combat. This can help to boost Corrin’s stability of natural follow-up strikes, as well as help her suffer less damage.
  • For the C Passive, Pulse Smoke can be a great way to help address the Special Attacks of enemies, hampering their charging and keeping Corrin overall safer. Her default Joint Drive Atk is useful for boosting Corrin’s attack when near an ally, or helping her allies themselves deal more damage if need be.
  • The Spd/Res Solo Sacred Seal further boosts Corrin’s Speed in a fairly simple method while also patching up her Resistance which is slightly weaker than the rest of her stats. The Fierce Stance Sacred Seal can be used instead if looking to boost the amount of damage that Corrin can return fire with from Negating Fang counter attacks.


Absurd Base Stat Total

Legendary Female Corrin sets an extreme bar for infantry base stat totals with her massive 182 total BST. Her stats are very well distributed, with her only slightly weaker stats being HP and Resistance which even then are not all that low. On top of this, she has an Attack Super Asset that she can take to bump up her attack from 38 to 42.

Primordial Breath and Negating Fang

Legendary Female Corrin brings a unique dragon breath in the form of Primordial Breath which accelerates her special cooldown, and if her foe’s HP is at full at the start of combat or if they attack her, she gets +5 to her Attack/Speed/Defense/Resistance on top of getting a cooldown bonus on her attacks. If that was not enough, she possesses a unique Special in the form of Negating Fang, which will reduce an opponent’s damage dealt to her by 30%, and on her counter attack she will boost her damage by 30% of her own attack! These two strong unique traits make Corrin an excellent colourless dragon compared to her competition.


Dragon Effectiveness Weaponry

Being a dragon comes with the shortcoming of being extremely weak to dragon effective weapons such as Falchion or Naga. Thrasir in specific is a common dragonslaying threat on AR Defense maps, directly threatening Corrin’s performance even with her ability to reduce the damage she takes through Negating Fang. While this can be addressed if one is lucky to have Spring Idunn so that dragon effective weaknesses can be removed for a turn, one is in for an uphill battle if they do not have access to this powerful Spring Duo.

Must Pick between Damage Reduction or Self Healing Special

A popular choice to pair alongside damage reduction units such as Brave Ike or damage reduction based Skills like Spurn is to carry a form of in-combat healing such as Sol or Noontime. As Legendary Female Corrin’s Negating Fang is her method to reduce damage taken, this prevents her from running Sol or Noontime at the same time. As a result, if one desires for Corrin to be well equipped for sustained combat while running Negating Fang, they may have to consider running a Skill such as Mystic Boost, or pairing up with a Staff unit for healing support.

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
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Primordial Breath

Accelerates Special trigger (cooldown count-1). If foe's Range = 2, calculates damage using the lower of foe's Def or Res. If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Spd/Def/Res+5 to unit and grants unit Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Available Rearmed Weapons
Arcane Grima
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
Distant Counter

Unit can counterattack regardless of foe's range.

Restricted to melee units.
Unlocks at 5 ★
Shield Pulse 1

At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1.

Melee, Infantry, and Armored Only
Unlocks at 1 ★
Shield Pulse 2

At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers.

Melee, Infantry, and Armored Only
Unlocks at 2 ★
Shield Pulse 3

At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers.

Melee, Infantry, and Armored Only
Unlocks at 4 ★
Spur Atk 1

Grants Atk+2 to adjacent allies during combat.

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

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

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

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

Inheritable by all units.
Unlocks at 4 ★
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 ★

Other Info

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