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Adrift Corrin (M)

Analysis by lordhelpme
Adrift Corrin (M) - Dream Prince

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 42
ATK 35
SPD 35
DEF 31
RES 24

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 6 6 4 4
Middle 16 7 7 5 5
High 17 8 8 6 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 32 32 28 21
Middle 42 35 35 31 24
High 45 38 38 34 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

ref:rain (Defensive / Melee Specialist)

Build by lordhelpme
Recommended
Draconic Rage (+Eff) A Atk/Spd Unity
Alternate: Atk/Def Unity
Positional Assist B Null Follow-Up 3
Alternate: Dragon's Wrath 3
Bonfire
Alternate: Sol
C Joint Drive Atk
Alternate: Atk Smoke 3
IVs

+ATK or +SPD or +DEF / -RES

SAtk/Def Solo 3

Show Explanation/Analysis

Weapon: Draconic Rage (+Eff)

Assist: Positional Assist / Flexible

Special: Bonfire / Sol / Aether

Passive A: Atk/Spd Unity / Atk/Def Unity / Sturdy Stance / Kestrel Stance 

Passive B: Null Follow-Up / Dragon’s Wrath 

Passive C: Joint Drive Skills / Smoke Skills / Flexible

Sacred Seal: Solo Skills / Bond Skills / Stance Skills / Mystic Boost / Close Def

  • Corrin’s refined Draconic Fang is tailor-made for defensive play with its innate Breath and damage reduction effect — and thanks to the introduction of Far Save(s), he now has the convenience of foregoing Distant Counter in favor of a more powerful stat-booster and focusing exclusively on battling melee opponents without losing coverage. Far Save may not be strictly necessary depending on where Corrin is being used with this build, but it certainly makes life easier since you won’t have to worry too much about enemy overlap.
  • His Special choice primarily depends on what playstyle is preferred, since Corrin does have a few different gameplans to play around with despite all of them being defensively centric. 
    • For instance, Corrin has the option of emphasizing OHKO’s by equipping Bonfire; coupled with the Slaying, Breath, and Defense-boosting effects of Draconic Rage, this ensures a minimum of +20 damage per each of Corrin’s counterattacks for strong explosive power. 
      • This makes him much more reliant on the 40% reduction from his PRF to survive continued combat, but this Special’s synergy with skills like Dragon's Wrath coupled with Corrin’s potential means of survival (e.g. the Mystic Boost Sacred Seal, ally healing, etc.) does make it an attractive option nonetheless.
    • Sol is an alternative Special that makes Corrin operate more akin to a traditional defensive tank, allowing him to potentially recover most — if not all — damage incurred during the course of combat. This renders the Dream Prince more conventionally difficult to take down, but comes with the drawback of leaving him susceptible to the notorious Fatal Smoke and weakening his damage. 
    • Aether comes with the best of both worlds and can activate in essentially every round of combat (barring the influence of any Guard effects), but does limit his B skill flexibility since Special Spiral is required to maximize the healing benefits.
  • A skills that augment Corrin’s Attack and Speed work excellently for generalist purposes, but enhancing Defense instead of Speed is an option as well if using Bonfire to maximize his OHKO capacity. Among his options, Unity skills are exceptional as their debuff reversal effect provides a surprisingly high stat ceiling, though Stances may also be worth giving priority for their Guard effects against particularly fast foes or those with Brave effects. 
  • Corrin’s base Null Follow-Up is his prime B skill choice for maximum versatility, being especially useful for its counterplay to enemy guaranteed follow-ups; this effect ensures that the weakness of having his 40% damage reduction apply only on the first can be mitigated as long as he maintains enough Speed. However, those who wish to specialize Corrin towards landing OHKOs may get more worth out of using Dragon’s Wrath for its miniature Glimmer effect — and it does bump up his damage reduction to a modest 52%!
  • Any C skill and Sacred Seal that helps Corrin achieve further stat superiority will work well here; this includes choices like Atk Smoke, Joint Drive Atk, and Atk/Def Solo among others, so simply use what’s available and best suits your purposes. Specifically for his Sacred Seal, though, Mystic Boost is a noteworthy candidate if using Bonfire to mitigate damage further and trying offsetting the loss of sustain from a healing Special.

Brave Shine (Defensive / All-Purpose Tank)

Build by lordhelpme
Draconic Rage (+Eff) A Distant Counter
Alternate: Distant Stance
Positional Assist B Null C-Disrupt 3
Alternate: Null Follow-Up 3
Sol
Alternate: Bonfire
C Joint Drive Res
Alternate: Atk Smoke 3
IVs

+ATK or +RES or +SPD

SMystic Boost 3

Show Explanation/Analysis

Weapon: Draconic Rage (+Eff)

Assist: Positional Assist / Flexible

Special: Sol / Bonfire / Aether

Passive A: Distant Counter / Distant Stance

Passive B: Null C-Disrupt / Null Follow-Up / Dragon’s Wrath / Special Spiral

Passive C: Joint Drive Skills / Smoke Skills / Flexible

Sacred Seal: Mystic Boost / Solo Skills / Bond Skills / Stance Skills / Close Def

  • Alternatively, there is the option of having Adrift Corrin leverage his defensive capacity against all enemy-types and send him as the team’s main carry, essentially replicating the common “omni”-tank; however, the influence of his poor Resistance means that it’s imperative to lend him as much support to this stat as possible, even with his 40% damage reduction. 
  • The general premise of Corrin’s playstyle doesn’t change too much between the first build and this one: his combat performance remains centered in the Enemy Phase and baiting foes to neutralize them with effective counterattacks, aside from occasional initiations during the Player Phase. Many of the same principles apply as well — for instance, Corrin retains his flexibility in choosing between sustain and damage focuses thanks to the versatility of Draconic Rage’s effect.
  • The biggest (and most obvious) consideration here lies in Corrin’s choice of A skill. Since he’ll now be attempting to counter a wider breadth of enemies, an ability that enables counterattacks regardless of distance becomes non-negotiable to maximize his versatility. Distant Stance is the most coveted of those available due to its supplemental boost to Corrin’s Resistance, but it’s extremely rare and merely a modest improvement over plain ol’ Distant Counter so the latter is always solid if it’s the only one available.
    • Keep in mind that though this may not be as notable for general gameplay or the lower tiers of competitive modes, the lack of a stat-enhancing A skill is felt considerably more in the upper echelons so providing him sufficient support is important to ensure he isn’t unexpectedly defeated. In particular, be sure to prioritize any available assistance to his magical bulk as previously mentioned.
  • Additionally, on top of his standard B skill options of Null Follow-Up and Dragon’s Wrath (and also Special Spiral if specifically using Aether), the powerful Null C-Disrupt becomes another candidate to mull over given how prominent effects that negate counterattacks are among ranged units; depending on how much you hate mechanics like Dazzling Staff or Firesweep effects, it may be worth running. 
  • The Mystic Boost Sacred Seal merits greater priority here also, as its negation of Wrathful Staff effects will actually come into play now and Corrin wants as many methods of avoiding needless damage as possible.

Last Stardust, Ash to Ash (Offensive / Damage Focus)

Build by lordhelpme
Draconic Rage (+Eff) A Surge Sparrow
Alternate: Sturdy Impact
Positional Assist B Null Follow-Up 3
Bonfire
Alternate: Aether
C Joint Drive Atk
Alternate: Res Smoke 3
IVs

+ATK or +SPD / -RES

SAtk/Spd Solo 3

Show Explanation/Analysis

Weapon: Draconic Rage (+Eff)

Assist: Positional Assist / Flexible

Special: Bonfire / Aether / Glimmer

Passive A: Surge Sparrow / Sturdy Impact / Mirror Impact / Atk/Spd Solo 

Passive B: Null Follow-Up 

Passive C: Joint Drive Skills / Smoke Skills / Odd Tempest / Time’s Pulse / Flexible

Sacred Seal: Solo Skills / Blow Skills / Blade Session

  • Since he can also easily maintain Draconic Rage’s full breadth of effects active during the Player Phase (the base effect is actually always enabled whenever he initiates), Adrift Corrin possesses some neat wiggle room in being able to specialize fully as an offensive threat if desired. Increasing either one of Attack or Speed works well here since the primary goal is to heighten his damage output as much as possible.
  • Bonfire is yet again one of Corrin’s best Special choices here. Although it doesn’t take full advantage of his Breath effect, its initial two-turn cooldown after the -1 reduction Draconic Rage applies means it will always activate on his second attack even in the event that a Guard effect is in play, provided his foe can counterattack. 
    • Alternatively, he may wield Aether to devastating effect for a combination of boosted damage and longevity, or Glimmer if utilizing Time’s Pulse as his designated C skill to potentially have his Special activate twice in a single round of combat. 
  • For his A skill, anything that elevates Corrin’s Attack and Speed realistically works; some of the best available include Surge Sparrow to exploit his frequent Special activations to amp up his staying power and Atk/Spd Solo for dual-phase functionality. Although they don’t add onto his doubling consistency, Sturdy and Mirror Impact may be considered to supplement Corrin’s prowess with immense safety in initiating, most notably through a negation of enemy follow-ups (which combines well with their 40% reduction).
  • Corrin’s default Null Follow-Up should rarely (if ever) be removed for the purposes of this build — seriously, it’s just a great skill overall. By negating skills like Wary Fighter that would otherwise prevent him from performing a follow-up attack, it offers a more assured guarantee that Corrin can take on foes without fear of having his offensive capabilities hampered, making them much more applicable in nature.
  • Lastly, his C slot can be filled by those that build Corrin’s damage, either directly via adding to his stats and/or detracting from his foe’s (e.g. Joint Drive Atk, Res Smoke, Atk/Res Menace, etc.) or indirectly (e.g. Time’s Pulse for hastened Special activations). Odd and Even Tempest are interesting C skills that offer a nifty expansion of Corrin’s range, but this is moreso a suggestion for the truly dedicated; otherwise, they’re generally better off on units who can combine their bonuses with Galeforce.

Strengths

Draconic Rage

Originally, Adrift Corrin’s exclusive Draconic Rage was… actually not that bad, all things considered — accelerated cooldown is always useful for rapid Special activations and remains a rarity amongst dragonstone wielders, and the combat boost it provided was modest but useful nonetheless. However, it’s hard to compare to the newfangled goodies it received post-refinement.

  • Firstly, what was initially a meek +5/+5 Atk/Spd boost with a harder-to-achieve (but still admittedly simple) activation requirement is now an exceptional +9 in-combat enhancement to all of Corrin’s stats. This helps immensely in remedying the gap between his stats and the bloated base distributions of newer infantry units. 
  • Additionally, Draconic Rage now grants Adrift Corrin a staggering 40% damage reduction from his enemy’s first hit for essentially free, greatly elevating his overall survivability and providing wiggle room in his choice of support. 
    • It’s also important to consider that although he does have access to Dragon Wall to otherwise mimic this effect, Corrin’s Resistance is not nearly high enough to leverage the skill consistently — and even then, having the maximum 40% built into his weapon means that he doesn’t have to worry about investing in anything other than his key stats rather than needlessly splitting resources.
    • The primary concern then becomes that Draconic Rage only softens the blow of his foe’s first attack, but this itself isn’t really an issue at all given that Corrin’s access to Null Follow-Up and his high amount of Speed (once his PRF kicks in) makes it pretty easy to ensure he only ever gets hit once. 
  • The inclusion of a +1 cooldown per every attack in combat — both Corrin’s and his foe’s — is quite powerful as well considering Draconic Rage’s innate Slaying effect, altogether allowing Corrin to fire off even long cooldown Specials like Aether extremely quickly. This is useful for both offensive and defensive purposes.

In short, Corrin’s upgraded Draconic Fang provides access to powerful tools that other units have to put much greater work towards to achieve all in one neat little package. Combined with the greater ease in leveraging these bonuses offensively due to… all of its effects being permanently active in the Player Phase, this weapon underscores Adrift Corrin’s combat proficiency with incredible versatility.

Respectable Overall Statline

Although it definitely wasn’t quite what it was upon his initial release, Corrin’s base stat distribution nonetheless provides a good starting point once the in-combat perks of Draconic Rage come into play: an Attack/Speed combination of 35/35 is a reasonable foundation for dealing damage and avoiding follow-up attacks, and Corrin’s physical bulk of 73 synergizes well with his preferred role as a melee specialist. His Resistance is definitely quite low considering how strong modern magical nukes are, but its impact is mitigated sizably by the +9 Resistance and damage reduction provided by his PRF.

Infantry Dragon Benefits

The versatility of his refined Draconic Rage is highlighted further by the excellent skill availability he possesses due to his infantry status; with access to crucial assets such as his default Null Follow-Up for further counterplay to enemy offensive pressure, Corrin is extremely flexible in what he can achieve. The unique skills attributed exclusively to dragonstone wielders like Dragon’s Wrath only add to his repertoire and altogether make it very easy for him to excel at any number of roles.

Weaknesses

Dragon Drawbacks

In addition to an innate weakness to dragon-effective weaponry, the Dream Prince’s dragon status inhibits his overall viability through an inability to wield the powerful Galeforce Special, which is honestly a bummer considering how Draconic Rage’s Breath + Slaying effect combination would have been perfect for such purposes. 

While this may seem like more of a nitpick (and admittedly somewhat is), it’s important to keep in mind how stiff competition is among melee specialists due to the introduction of Near Save. Its premier users (e.g. Arden, Pirate Surtr, Valentine’s Gustav) not only have the ability to selectively choose their preferred matchups and wield stellar personal weapons of their own, but have the power of the Fighter skill line to back everything up as well; the additional flexibility of Galeforce would have been useful to truly set Corrin over the top in comparison.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Water Breath

If foe initiates combat, grants Def/Res+4 during combat.
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

Only inheritable by Dragon units.
200 1 10
Draconic Rage

Accelerates Special trigger (cooldown count-1). If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), grants Atk/Spd+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

Learns by default 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 5 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon Fang

Boosts damage by 50% of unit's Atk.

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Atk/Def Bond 1

Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally.

Inheritable by all units.
60
A
Atk/Def Bond 2

Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally.

Inheritable by all units.
120
A
Atk/Def Bond 3

Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally.

Inheritable by all units.
Unlocks at 5 ★
240
A
Null Follow-Up 1

At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
60
B
Null Follow-Up 2

At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
120
B
Null Follow-Up 3

Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 5 ★
240
B
Hone Spd 1

Grants adjacent allies Spd+2 through their next actions at the start of each turn.

Inheritable by all units.
50
C
Hone Spd 2

Grants adjacent allies Spd+3 through their next actions at the start of each turn.

Inheritable by all units.
100
C
Hone Dragons

Grants adjacent dragon allies Atk/Spd+6 through their next actions at the start of each turn.

Only inheritable by Dragon units.
Unlocks at 5 ★
200
C

Other Info

Origin
Fire Emblem Fates

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