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Ninja Corrin (F)

Analysis by Chibi_Chu
Ninja Corrin (F) - Nightfall Ninja Act

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 38
ATK 41
SPD 40
DEF 23
RES 20

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 10 9 3 4
Middle 16 11 10 4 5
High 17 12 11 5 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 38 37 20 17
Middle 38 41 40 23 20
High 41 45 44 27 23

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

Think you can beat us? Think a- wait… (Aether Raids Offense / Wings of Mercy Enabler)

Build by Chibi_Chu
Recommended
Ninjutsu Scrolls A Fury 4
Positional Assist B S/R Far Trace 3
Alternate: Lull Spd/Res 3
Moonbow
Alternate: Ruptured Sky
C Savage Blow 3
Alternate: Res Smoke 3
IVs

+Atk and/or +Spd / -HP or -Def or -Res; see explanation for HP thresholds

SDeath Blow 3
Alternate: Fury 3

Show Explanation/Analysis

Weapon: Ninjutsu Scrolls 

Assist: Positional Assist 

Special: Moonbow / Ruptured Sky 

Passive A: Fury 4 / Atk/Spd Push 4

Passive B: S/R Far Trace / Lull Spd/Res 

Passive C: Savage Blow / Res Smoke 

Sacred Seal: Death Blow / Fury

  • With high firepower, relatively low HP, and a self-refresh Duo Skill, Corrin and Elise can mimic Ninja Lyn in Aether Raids Offense by simultaneously KOing enemies and dropping their own HP to ≤ 50%. Doing so allows allies with Wings of Mercy to teleport to spaces adjacent to them, allowing a Raiding party to push for a one-turn sweep (or KO most enemies, then clean up and collect the Aether Fountain and Amphorae on subsequent turns). 41 base Attack and a magical weapon that attacks twice before the enemy can counterattack are excellent for damage output and survivability, both of which being vital for effective Wings of Mercy beacons.
  • HP thresholds:
    • Falling to ≤ 50% HP in 3 combats:
      • If using only Fury 4, ≤ 48 max HP
      • If using Atk/Spd Push 4 + Fury 3, ≤ 66 max HP
    • Falling to ≤ 50% HP in 2 combats:
      • If using Fury 4 + Fury 3, ≤ 56 max HP
      • If using Fury 3 + Fury 3, ≤ 48 max HP
  • The Nightfall Ninja Act’s native S/R Far Trace inflicts -3 Spd/Res on enemies during combat and allows them to move after combat with their remaining movement, making it a solid Skill for both combat and mobility. Lull Spd/Res emphasizes the former while granting nothing for the latter; it both inflicts -3 Spd/Res and neutralizes visible Spd/Res buffs during combat, but does not grant a Canto effect after combat.
    • Unfortunately, lacking access to Disarm Trap makes the Nightfall Ninja Act less consistent than the Ninja-Friend Duo. When units trigger real traps, the actions they would have performed (attacking, using an Assist Skill, etc.) are cancelled; however, Disarm Trap allows Lyn and Florina to disable the trap’s effects, meaning their action does not get cancelled.
  • Both Savage Blow and Res Smoke are strong C Slots, with the former inflicting 7 damage and the latter inflicting -7 Resistance on enemies within 2 spaces after combat. Savage Blow helps both physical and magical allies score KOs, while Res Smoke effectively grants +7 damage for magical allies without Brave weapons and +14 damage for Corrin and Elise and magical allies with Brave weapons.
  • If not using Fury as their Sacred Seal, Death Blow is a fantastic alternative with an easy condition, granting +6 Attack on initiation (+12 damage across 2 hits).

Blossoms on the Water’s Edge (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Ninjutsu Scrolls A AR-D Atk/Spd (3 or 4)
Alternate: Triangle Adept 3
Assistless
Alternate: Rally Assist
B Lull Spd/Res 3
Alternate: Lancebreaker 3
Moonbow
Alternate: Ruptured Sky
C Fatal Smoke 3
Alternate: C Feud 3
IVs

+Atk and/or +Spd / -HP or -Def or -Res

SBlade Session 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Ninjutsu Scrolls 

Assist: Assistless / Rally Assist / Positional Assist 

Special: Moonbow / Ruptured Sky 

Passive A: AR-D Atk/Spd (3 or 4) / Triangle Adept 

Passive B: Lull Spd/Res / Lancebreaker 

Passive C: Fatal Smoke / C Feud / Flexible 

Sacred Seal: Blade Session / Atk/Def Solo

  • Corrin and Elise make for an incredibly threatening Aether Raids Defense unit through their high offenses, range, and Green coloring. There are 2 builds the Nightfall Ninja Act can take for Aether Raids Defense: a generalist build that makes for consistent damage output that has a lower ceiling, or a specialist build that seeks to crush prevalent Blue units.
  • Whether Corrin and Elise use an Assist (and what this Assist should be if they decide to use one) is dependent on what the Defense Keep seeks to do. If players want the Nightfall Ninja Act to receive refreshes more consistently, the Duo should be Assistless, as the AI typically prioritizes Assistless units’ actions before the actions of units with Assists. If the Defense Keep is a Rally trap, Corrin and Elise should use a Rally Assist; when Raiding Parties put a unit in range of the team, the Duo will Rally the ally whose range reaches the unit, allowing them to receive a refresh and thus extend their range beyond what it was at the beginning of the phase. Finally, if players do not particularly want either, then the Nightfall Ninja Act can use a positional Assist to reposition allies and/or themselves to make the following Player Phase more difficult for the opposing Raiding Party.
  • Regardless of which build is chosen, low-cooldown Specials such as Moonbow, Ruptured Sky, and Glimmer are preferred. Ninjutsu Scrolls does not accelerate the Duo’s Special trigger, so high-cooldown Specials are generally less valuable because they have a greater chance of never being activated at all.
  • The Nightfall Ninja Act’s C Slot also remains the same regardless of which build is chosen; while generally flexible, Fatal Smoke and C Feud are the strongest options. 
    • The former inflicts【Deep Wounds】, which prevents healing, on the target during combat on both the target and enemies within 2 spaces after combat. 
    • The latter inflicts -4 to all stats during combat if the target enemy is Colorless, in addition to disabling Skills of all enemies except for the target enemy. For example, if Corrin and Elise initiate combat against a Valentine’s Robin (F), C Feud will disable supportive Skills of Robin’s allies (such as Distant Guard and Flayn’s Caduceus Staff). Additionally, C Feud also disables Skills of all Colorless enemies except for the target enemy. For example, if Corrin and Elise initiate combat against a Brave Hector, they will disable supportive Skills of Hector’s Colorless allies (such as Elimine’s Holy Ground).
  • Generalist:
    • Focused on maximizing offenses. AR-D Atk/Spd is the best A Slot for this, as it can grant up to +11 Atk/Spd (+10 if using AR-D Atk/Spd 3 rather than 4) during combat depending on how many defensive structures have not been destroyed.
      • ≥ 5: +11 or +10 Atk/Spd
      • 4: +7 Atk/Spd
      • ≤ 3 (AR-D Atk/Spd 4): +3 Atk/Spd
      • 3 (AR-D Atk/Spd 3): +3 Atk/Spd
      • ≤ 2: +1 Atk/Spd
    • Lull Spd/Res is a minor upgrade over S/R Far Trace; both inflict -3 Spd/Res on the enemy during combat, but the former also neutralizes their visible Spd/Res buffs while the latter allows Corrin and Elise to move with their remaining movement after combat. The buff neutralization effect is preferred over the Canto effect because the former maximizes damage output by preventing enemy Spd/Res buffs from turning the tide, and the AI typically uses Canto effects to retreat, lessening the pressure on the enemies and potentially ruining positioning.
    • Blade Session grants additional Atk/Spd to the Nightfall Ninja Act based on the number of allies that have already moved: +3 if zero, +6 if one, and +9 if two. Given that high-level Defense Keeps have a 7th slot unit that ends their turn immediately, Corrin and Elise will almost always gain at least +6 Atk/Spd during combat, making Blade Session a consistent and powerful option for increasing damage output.
  • Specialist:
    • Focused on KOing prevalent Far Save Blue units such as Brave Hector and Ilyana, in addition to ranged tanks such as Young Lyon that partner up with Near Save units. Because this build seeks to maximize damage specifically against Blue units, Triangle Adept is the strongest option; effectively doubling the effects of the weapon triangle grants higher damage output and survivability.
    • Lancebreaker allows Corrin and Elise to quadruple attack against Brave Hector and prevent his guaranteed follow-up granted by Maltet, making it a strong anti-meta choice. Otherwise, Lull Spd/Res still works well for the same reasons as the generalist build.
    • Fatal Smoke is particularly valuable for this set; Blue Far Save units typically use healing effects from Specials, weapons, and Skills such as Noontime, Sol, Pact Blooms, Tannenbit, and Mystic Boost. Preventing these healing effects altogether minimizes these units’ chances of surviving subsequent combats.
    • If concerned about surviving a Bonfire retaliation against Brave Hector, Corrin and Elise can use Atk/Def Solo rather than Atk/Spd Solo and Lull Atk/Res rather than Lull Spd/Res to maximize survivability.

Sakura Swirl (General Offense)

Build by Chibi_Chu
Recommended
Ninjutsu Scrolls A Atk/Spd Push 4
Positional Assist B S/R Far Trace 3
Alternate: Desperation 3
Moonbow
Alternate: Ruptured Sky
C Joint Drive Atk
Alternate: Res Smoke 3
IVs

+Atk and/or +Spd / -HP or -Def or -Res

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Ninjutsu Scrolls 

Assist: Positional Assist 

Special: Moonbow / Ruptured Sky 

Passive A: Atk/Spd Push 4 

Passive B: S/R Far Trace / Desperation 

Passive C: Joint Drive Atk / Res Smoke 

Sacred Seal: Atk/Spd Solo / Blade Session 

  • From a magical weapon that attacks twice to 41/40 offenses to 3 movement and 2 range, Corrin and Elise have no shortage of offensive tools at their disposal to become a particularly potent Player Phase unit. This build, similar to the generalist Aether Raids Defense build, simply seeks to maximize damage output.
  • Low-cooldown Specials are valued because their frequent activations can often secure KOs in close matchups; as such, 2-cooldown Specials such as Moonbow, Ruptured Sky, and Glimmer are the Nightfall Ninja Act’s strongest choices. Reducing enemy Resistance by 30% is generally more valuable than increasing damage by 20% of the enemy’s Attack or dealing 50% more damage, although Ruptured Sky becomes the best choice against Dragon and Beast enemies because it doubles the damage scaling from 20% to 40% of the enemy’s Attack.
  • The Duo’s native A, B, and C Slots of Atk/Spd Push 4, S/R Far Trace, and Joint Drive Atk respectively are fantastic choices. 
    • Atk/Spd Push 4 grants +7 Atk/Spd in exchange for 5 recoil damage after combat if Corrin and Elise’s HP is ≥ 25% at the start of combat; given that they usually either 2HKO or fall to the enemy counterattack, this condition should practically always be met, making Atk/Spd Push 4 a strong and consistent option.
    • S/R Far Trace inflicts -3 Spd/Res on the enemy during combat and allows the Nightfall Ninja Act to use any remaining movement after combat, making it strong for both combat consistency and mobility.
      • Alternatively, players can take advantage of the recoil damage from Atk/Spd Push 4 by replacing S/R Far Trace with Desperation, which allows the Duo to perform their follow-up attack before the enemy can counterattack if their HP is ≤ 75%. Assuming their follow-up attack is not prevented and the change in attack priority from Desperation is not nullified, Corrin and Elise will perform 4 attacks before the enemy can counterattack, sufficient for ORKOing a vast majority of the cast and even enemies with inflated stats and/or HP.
    • Finally, Joint Drive Atk grants allies within 2 spaces +4 Attack during combat in addition to granting the Duo +4 Attack during combat if they are within 2 spaces of an ally. This effectively boosts Corrin and Elise’s damage by 8 (16 if they can perform a follow-up attack) while granting allies a damage boost as well.
      • While Joint Drive Atk boosts the Nightfall Ninja Act’s damage by 8/16, Res Smoke’s -7 Resistance debuff on enemies within 2 spaces boosts their damage by 14/28, which is a significant increase. While Joint Drive Atk benefits the damage output of both physical and magical allies, Res Smoke only does so for magical allies; however, if focusing primarily on the damage output of the Duo and/or their magical allies, then Res Smoke will be stronger unless the enemies have debuff neutralization.
  • Atk/Spd Solo and Blade Session are the strongest offense-increasing Sacred Seals at the time of writing. While the former grants a consistent +6 Atk/Spd during combat if Corrin and Elise are not adjacent to an ally, the latter’s Atk/Spd boost is not locked behind positioning and increases as more allies use their actions (0 allies have already moved = +3 Atk/Spd, 1 ally has already moved = +6 Atk/Spd, ≥ 2 allies have already moved = +9 Atk/Spd). Other Attack-increasing Solos and Death Blow are good alternatives as well, as they also increase Attack by 6 when their conditions are met; the latter is particularly noteworthy, as the only condition for the Attack increase is initiation.

Strengths

Fantastic offenses

With 41 Atk and 40 Spd, Corrin and Elise are incredibly potent offensive forces that can deal high amounts of damage and consistently perform follow-up attacks.

Ninjutsu Scrolls

In addition to granting +4 Spd in exchange for -4 Def/Res, if the Nightfall Ninja Act initiates combat, they also attack twice, making Ninjutsu Scrolls a Brave weapon. While only 9 Might may seem undesirable for damage output, being able to land 2 attacks before the enemy counterattacks rather than only 1 gives the Duo a much easier time KOing enemies before likely being KO’d by their counterattack. Additionally, Corrin and Elise deal true damage equal to 70% of the gap between their Speed and the enemy's (assuming they have more), effectively giving the weapon 16 Might anyway since the maximum true damage gained is 7.

On a side note, the animation is also really cool. :)

Duo Hero

You know how Lyn and Florina’s Duo Skill grants them another action if they have already initiated combat during the current turn? What if Intelligent Systems copy-pasted that onto a 3-movement unit that deals magical damage and has higher Attack? 

A one-time self-refresh gives the Nightfall Ninja Act fantastic flexibility, as they can use the additional action to retreat, reposition, and/or KO another enemy. An opportunity to retreat can be particularly helpful in Aether Raids Offense, as the Safety Fence structure stops the Defense Keep from moving on the Enemy Phase of turn 1 if every unit in the Raiding Party is outside of the Defense Keep’s Danger Zone or within 3 rows and 7 columns centered on the Safety Fence. In addition to erasing an enemy from the picture, KOing a second enemy with the additional action can inflict further recoil damage on Corrin and Elise via Fury 4, which helps them drop to ≤ 50% HP for allies with Wings of Mercy to teleport to them and continue the offensive. With their 38 HP at neutral being increased to 48 with 2 Mythics, the Duo can fall to 24 HP after 3 combats with Fury 4, landing perfectly into Wings of Mercy range. As long as they have ≤ 56 HP, they can also fall into Wings of Mercy range in 2 combats with Fury 4 in their A Slot and Fury 3 in their Sacred Seal.

Aether Raids Offense aside, being a Duo Hero allows Corrin and Elise to activate the Duo’s Hindrance structure in Aether Raids Defense, which prevents raiding Duo and Harmonic Heroes from using their Duo and Harmonic Skills. In Coliseum modes, the Nightfall Ninja Act scores as if they had 195 BST, ensuring that they can be used in even the highest scoring echelons.

Cavalry advantages

Corrin and Elise are so skilled and sneaky that they can even bring a horse to their missions, providing them the benefits of 3 movement and access to Skills that improve their damage output such as their native S/R Far Trace and Lull Spd/Res.

Weaknesses

Abysmal defenses

While the Duo’s 38 HP helps with Wings of Mercy strategies in Aether Raids Offense as mentioned before, it certainly doesn’t help their survivability, especially considering their 23/20 defenses become 19/16 defenses with Ninjutsu Scrolls taken into account. Ideally, Corrin and Elise KO the enemy before receiving a counterattack on Player Phase and avoid Enemy Phase combat altogether to ensure they return from their missions alive.  

For Aether Raids Offense: Duo’s Hindrance and no Disarm Trap 

Just as Corrin and Elise can use Duo’s Hindrance to their advantage, Defense Keeps can use Duo’s Hindrance to prevent the Duo from activating their Duo Skill. However, thanks to their high mobility and with help from allies, Raiding Parties can often KO a Defense Keep’s Duo and/or Harmonic Hero(es) to disable Duo’s Hindrance.

Because Disarm Trap can only be learned by Dagger wielders, the Nightfall Ninja Act ironically lacks access to it, which can turn Wings of Mercy strategies into unreliable guessing games for which traps are real and which traps are fake. This is arguably their biggest disadvantage when compared with the Ninja-Friend Duo; Lyn and Florina are Dagger wielders, so they have access to Disarm Trap and can thus trigger real Bolt and Heavy Traps without consequence.

Duo Skill

Grants unit another action. (May be used only if unit has already entered combat during the current turn.)

(Duo skills can be used once per map by tapping the Duo button. Duo skills cannot be used by units deployed using Pair Up.)

Weapon Skills

Weapons SP Rng. Mt.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 2 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
Rexcalibur
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 9
Ninjutsu Scrolls

Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 9
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally Defense

Grants Def+4 to an adjacent ally until the end of the turn.

Learns by default at 4 ★
1 150
Rally Up Def

Grants Def+4 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

1 300
Rally Up Def+

Grants Def+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

1 400

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1

At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Spd Push 2

At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Spd Push 3

At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.

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

At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.

Inheritable by all units.
Unlocks at 5 ★
300
A
S/R Far Trace 1

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-1 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) 

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 1 ★
60
B
S/R Far Trace 2

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-2 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 2 ★
120
B
S/R Far Trace 3

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-3 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 4 ★
240
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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