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Analysis by ZeShado
Brave Chrom - Fated Honor

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
179
HP 41
ATK 42
SPD 42
DEF 37
RES 17

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 11 11 3 3
Middle 19 12 12 4 4
High 20 13 13 5 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 39 39 33 13
Middle 41 42 42 37 17
High 44 46 46 40 20

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

I Can Now Stop This Thing! (Damage-Focused)

Build by ZeShado
Recommended
Geirdriful A Surge Sparrow
A Fate Changed! B S/D Near Trace 3
Draconic Aura
Alternate: Bonfire
C Inf. Spd Tactic
Alternate: Rouse Atk/Spd 4
IVs

+ATK or +SPD / -RES

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Geirdriful

Assist: A Fate Changed!

Special: Draconic Aura / Bonfire / Luna

A Passive: Surge Sparrow

B Passive: S/D Near Trace

C Passive: Inf. Spd Tactic / Rouse Atk/Spd

Sacred Seal: Blade Session / Atk/Spd Solo

  • Brave Chrom comes right out of the gate with his kit ready to go for the most part. All he’s missing is a damaging Special, which is ironic considering he has accelerated cooldown per attack and Surge Sparrow in his kit, but nevertheless, he doesn’t need much to function. You could swap out a skill or two depending on how you want to use him but he’ll be performing really well regardless. As such, this set is here to mainly highlight its capabilities as well as some potential benefits of using some skills over others.
     
  • A three-cooldown Special will be a good choice for Brave Chrom as he’ll want to consistently get damage out, and if there are scenarios in which the foe can counter-attack and has a Guard effect in their kit, whether that’s a Stance 4 or Crafty Fighter, he’ll still be able to get his Special off and heal back a good amount of health with Surge Sparrow.
     
  • Outside of Atk/Spd Catch & the newly released Atk/Spd Clash 4, Surge Sparrow will provide some of the highest amounts of Atk and Spd and allow Brave Chrom to heal back HP every time his Special goes off in the Player Phase, so there’s no reason to replace it unless you decide to run a Desperation set, but that has its own drawbacks as he’ll lose the ability to retreat.
     
  • For survivability purposes, keeping his innate S/D Near Trace will allow him to run away after combat, and depending on how far he extended prior to entering combat and/or if he has a movement bonus active, he can run away at a great distance.
     
  • Unless you have a specific team composition in mind that can already provide Brave Chrom with visible Null Follow-Up, he’ll want to keep his innate Inf. Spd Tactic as he’ll be able to gain the effect by using his assist. However, if you already have teammates that can provide the effect and if running Inf. Spd Tactic is redundant, he can swap it out for Rouse Atk/Spd as the highest variant can provide Null Panic, making his PRF even more effective as a result. That being said, Rouse Atk/Spd 3 can still work if you don’t have the Null Panic version available.
     
  • Any Sacred Seal that bolsters his overall Atk and Spd will work well for him as he’ll want to securely double not only so he can manage more ORKOs but also heal from Surge Sparrow. Notable options include Blade Session and Atk/Spd Solo, the former granting upwards of +9 Atk and Spd and the latter having Dual Phase capabilities if he has to take a hit in the Enemy Phase.

I’m Being Very Helpful! (Galeforce)

Build by ZeShado
Geirdriful A Fury (3 or 4)
Alternate: Atk/Spd Boosting A Slot
A Fate Changed! B Sweep Skills
Alternate: Wings of Mercy 3
Galeforce C Inf. Spd Tactic
Alternate: Savage Blow 3
IVs

+ATK or +SPD / -HP or -RES

SFury 3
Alternate: Savage Blow 3

Show Explanation/Analysis

Weapon: Geirdriful

Assist: A Fate Changed!

Special: Galeforce

A Passive: Fury (3 or 4) / Atk/Spd Boosting A Slot / Surge Sparrow

B Passive: Windsweep / Watersweep / Wings of Mercy

C Passive: Inf. Spd Tactic / Savage Blow / Rouse Atk/Spd

Sacred Seal: Fury / Savage Blow / Blade Session

  • Brave Chrom can make for a really solid Galeforce unit thanks to the innate Slaying effect and additional cooldown he gains per attack as that’ll allow him to charge it quickly and consistently. This set will highlight some notable skills and combinations that he can use to not only securely get Galeforce going but also provide options for the approach.
     
  • In terms of Galeforce options, Brave Chrom has a few options. One of the notable options is him acting as a Wings of Mercy beacon by stacking Fury and entering enough combats to make his HP fall to 50% or less. Meanwhile, he can take the safety net approach and run Windsweep or Watersweep in tandem with a Null Follow-Up buff so that he can negate any counterattacks, thus prolonging his longevity. This will make his innate Damage Reduction partially redundant but seeing as he can’t cover both fronts, he’ll sometimes have to take a hit from a foe. If you decide on this route, simply stacking as much Atk and Spd as possible will do well, even his innate Surge Sparrow will work as he’ll still gain +7 Atk/Spd when initiating combat. Just be aware that he won’t heal with Galeforce since it doesn’t deal damage. The last option is simply giving Brave Chrom Wings of Mercy and having him teleport in. It’ll be helpful if he has a two-cooldown Galeforce so that he can more securely trigger it, so running Velouria would be beneficial in that regard.
     
  • Assuming Brave Chrom will be running Windsweep / Watersweep, he’ll either want to keep his innate Inf. Spd Tactic or run an ally that can grant visible Null Follow-Up, whether that’d be with Young Mia or Fallen Lilith, the latter of which requires Ally Support. Beyond that, there aren’t that many notable options for his C Passive aside from Savage Blow and Rouse Atk/Spd, the former widdling down foes and making them easier to take out in future combats and the latter stacking with his weapon’s effects as it grants Null Panic (Tier 4 Version Only).
     
  • If you plan to make Brave Chrom into a Wings of Mercy beacon, he’ll want to use the Fury Sacred Seal as he’ll take 12-14 damage after each combat, depending on the Fury variant, and depending on other factors such as merges and blessing buffs, he’ll be able to fall into the Wings of Mercy range relatively quickly. Otherwise, running Savage Blow, in tandem with the C Passive, or stacking Atk and Spd as much as possible will be the way to go.

Strengths

Geirdriful

    To no one’s surprise, Brave Chrom has a bunch of effects in his weapon, so let’s summarize them real quick:

  • Slaying (cooldown count-1)
  • Armor Effectiveness
  • Spectrum Stats Based on Visible Bonuses & Penalties x 2 (Minimum of 5) (Not Stat Bonuses)
  • 40% Damage Reduction on Foe’s First Hit
  • Special Cooldown Charge +1 Per Attack

    The Slaying effect coupled with the accelerated cooldown he gains per attack means that he can consistently output a fair amount of damage as, even with Guard effects present, he can always guarantee a three-cooldown Special going off. Moreover, the Armor Effectiveness built into his weapon can allow him to take down some of the more bulky foes in the game, and with 40% Damage Reduction on the foe’s first attack, he’ll have an easier time securing kills as they’ll be less likely to retaliate with an OHKO. Beyond that, he can stack his stats to a significant degree if the team composition calls for it as he can copy their visible bonuses thanks to A Fate Changed!. Speaking of which…

A Fate Changed!

    Similar to the likes of Legendary Chrom and Duo Chrom, Brave Chrom also has an assist that grants him an additional action but with the added twist of being able to copy any visible bonuses that the targeted ally has at that moment. This can range anywhere from gaining Null Follow-Up, to gaining additional movement, or even Fallen Star… Yep. That’s possible.

Cavalry Benefits

    Due to his status as a Cavalry unit, he’ll have a massive threat range to work with and when coupled with skills such as Near Trace, Brave Chrom can improve upon his longevity by running away from foes that would otherwise be able to attack him. Moreover, thanks to A Fate Changed!, he’ll be able to move six spaces, assuming there aren’t any terrain restrictions, and if he uses that assist on a unit with a movement buff, he’ll gain even more movement capabilities.

Weaknesses

Heavily Reliant on His Assist

    For Brave Chrom to, at minimum, gain the Null Follow-Up effect during his turn, he’ll either need to use his assist on an ally that has the effect visibly or run other skills and support such as Flows or Fallen Lilith. However, the latter comes with an opportunity cost as running a Flow skill will remove his ability to use Near Trace, and running Fallen Lilith takes up a team slot that can be used for other units. On another note, he won’t function too well on Aether Raids Defense since Isolation effects will prevent him from using his assist. Beyond that, it shouldn’t be too big of an issue but make sure to be conscious of your positioning as it may not be possible to use his assist in some scenarios if you're not careful.

Limited Scope of Visible Bonuses

    As coveted as the ability to copy visible bonuses from an ally is, it feels rather limited in scope due to how few options there are to work with outside of Null Follow-Up and additional movement. This isn’t to say that there aren’t many effects he can’t take advantage of but rather what he himself can gain from using his assist is finite as many of the other bonuses he can copy are either already able to be applied to him without the need of his assist, whether that’d be Dragon Effectiveness from Naga, Bonus Doubler from Legendary Eliwood or Astrid, the latter who can also provide additional movement, or Resonance: Blades / Resonance: Shields from Askr, just to name a few, or have niche applications, take too much set up, or won’t improve his overall performance to any significant degree outside of stat boosts.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 2 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Geirdriful

Accelerates Special trigger (cooldown count-1).

Effective against armored foes.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = number of【Bonus】and【Penalty】 effects active on unit × 2, + 5; excludes stat bonuses and stat penalties), reduces damage from foe's first attack during combat by 40%, and also, if【Bonus】is active on unit, grants Special cooldown charge +1 per attack during combat.

(Only highest value applied. Does not stack.) 

【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).  【

Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
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 4 ★
1 150
A Fate Changed!

Moves target ally to opposite side of unit and grants another action to unit. Grants any【Bonus】active on target ally 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. (Additional action granted and Isolation inflicted once per turn only. Granted bonuses exclude stat bonuses inverted by Panic.)  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).  【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
Death Blow 1

If unit initiates combat, grants Atk+2 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Swift Sparrow 1

If unit initiates combat, unit granted Atk/Spd+2 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Swift Sparrow 2

If unit initiates combat, unit granted Atk/Spd+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Surge Sparrow

If unit initiates combat, grants Atk/Spd+7 to unit during combat, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 20, + 10; max 100). (Triggers even if 0 damage is dealt.)

Restricted to melee units.
Unlocks at 5 ★
300
A
S/D Near Trace 1

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-1 on foe during combat. 

【Canto (Rem. +1)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (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 +1.)

Cavalry & Flying Only
Unlocks at 1 ★
60
B
S/D Near Trace 2

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-2 on foe during combat. 

【Canto (Rem. +1)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (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 +1.)

Cavalry & Flying Only
Unlocks at 2 ★
120
B
S/D Near Trace 3

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-3 on foe during combat. 

【Canto (Rem. +1)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (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 +1.)

Cavalry & Flying Only
Unlocks at 4 ★
240
B
Spd Tactic 1

At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 2 ★
60
C
Spd Tactic 2

At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 3 ★
120
C
Spd Tactic 3

At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 4 ★
240
C
Inf. Spd Tactic

At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn and【Null Follow-Up】 to infantry allies within 2 spaces. Granted only if number of that ally's movement type on current team ≤ 2. 

【Null Follow-Up】

If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Awakening

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