Corrin (M)

Overall Rating
Analysis by CCZeroFire
Corrin (M) - Fateful Prince


Obtainable as a 4 - 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 42
ATK 32
SPD 32
DEF 28
RES 24
Stat Variations
Level 1 Stat Variation
Low 19 7 7 5 4
Middle 20 8 8 6 5
High 21 9 9 7 6

Level 40 Stat Variations
Low 38 29 29 24 21
Middle 42 32 32 28 24
High 45 35 35 31 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.


  • +SPD: Sitting at an average 32 at neutral, Corrin's stat spread screams for a Speed boon in almost all cases to help him compete with other high Speed units.

  • +ATK: An Attack boon is a great secondary option, as Corrin will hit quite hard with an Attack that can easily delve into the 50s.


  • DEF: Corrin has a 4-point superbane in Defense, so the bane should be avoided if possible to keep up his physical bulk.


  • -HP: Though it is also a 4-point superbane, the stat is less valuable than Defense, and Corrin still has a pretty comfortable amount of HP, especially when wielding a refined weapon.

  • -RES: Resistance is Corrin's least valued stat, and he will rarely be making much use of it.

Skill Sets
The Might of Valla (Speedy Offensive)
Wo Dao+ (+Spd)
Budget: Yato
A Swift Sparrow 2
Budget: Fury 3
Budget: Swap
B Desperation 3
Moonbow C Threaten Spd 3
SP1,485SSpeed +3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -RES or -HP
  • Weapon: Wo Dao+ (+Spd) / Slaying Edge+ (+Spd) / Yato
  • Assist: Reposition / Swap
  • Special: Moonbow / Luna
  • Passive A: Swift Sparrow / Fury / Life and Death
  • Passive B: Desperation / Swordbreaker
  • Passive C: Threaten Spd / Threaten Def / Flexible
  • Sacred Seal: Speed +3 / Threaten Spd / Attack +3

By investing heavily in his fairly reasonable Speed stat, Corrin has the ability to become quite the swift duelist. While Corrin does possess the legendary Yato, which grants 4 Speed when Corrin initiates combat, the weapon is fairly underwhelming in practice. With a Speed-refined Wo Dao or Slaying Edge, Corrin loses just 2 Attack and 1 initiating Speed, but is able to keep the Speed on both phases, obtain a nice HP boost, and most importantly gain a powerful additional effect. Of course, the Yato is not terrible by any means and is still serviceable as a budget option if one does not want to invest the resources into replacing it.

For his Special, Corrin should take Moonbow with a Wo Dao or Yato and take Luna when using a Slaying Edge. With these setups, Corrin's Special never sits higher than two and guarantees a special activation any time Corrin doubles a unit that can counter. The Slaying Edge can also be paired with Moonbow in order to allow him to instantly retaliate with a Special when attacked and still activate a special every combat when in Desperation range.

Swift Sparrow gives Corrin the biggest bang for his buck without sacrificing any of his defenses. On initiation, Corrin will hit 50/42 Atk/Spd before the effects of his C skill or Sacred Seal. If one wants to preserve his stats on Enemy Phase, Fury can be used, which also provides him some nice bulk and an easy path into Desperation range, at the cost of just 1/1 Atk/Spd. Life and Death can also work as a budget option, though beware that Corrin will start to feel quite frail.

As a fast duelist who can expect to find himself taking a counterattack or two, Corrin makes great use of Desperation, letting him make attacks fairly safely even after his HP starts to drop. Swordbreaker is a strong alternative—especially for those who choose an Attack boon or other Attack boosts and skills over Speed-focused ones—as it will let him confidently combat blazing fast foes such as Ayra or Mia.

Corrin's C slot is reasonably flexible. A Threaten Skill can be used, allowing Corrin to grant himself a boost in his own battles, or standard Hone, Spur, or Drive skill can be used to safely boost his teammates.

His choice of Sacred Seal is also rather simple, where he will most often opt for a basic stat boost or debuff seal, granting him just a touch more fighting power.

The Resolve of Hoshido (Enemy Phase Bruiser)
Slaying Edge+ (+Def) A Steady Breath
Budget: Fury 3
Budget: Reposition
B Quick Riposte 3
Budget: Quick Riposte 2
Budget: Bonfire
C Threaten Spd 3
SP1,995SClose Def 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +DEF / -RES 
  • Weapon: Slaying Edge+ (+Def/Spd)
  • Assist: Swap / Reposition
  • Special: Aether / Bonfire
  • Passive A: Steady Breath / Close Def / Fury / Defense +3
  • Passive B: Quick Riposte / Swordbreaker
  • Passive C: Threaten Spd / Spd Smoke / Flexible
  • Sacred Seal: Close Def / Defense +3 / Atk Smoke / Threaten Atk

Taking advantage of his fairly reasonable physical bulk, Corrin can also act as a sturdy physical defender with a set that aims to take hits and score kills on Enemy Phase. Slaying Edge is the weapon of choice here, as it gives Corrin the opportunity to precisely proc his Special at key times. A Defense refine can also be quite useful, as he will greatly benefit from the 4-point boost.

On such an Enemy Phase set, Swap may be slightly preferred over Reposition as quite often the most common things that prevents Corrin from getting into the perfect spot for luring an enemy is either one of his own teammates, or a forest tile that he may be able to Swap his way into. Of course, the difference is largely a matter of preference.

Corrin's Special depends primarily on what skill is chosen in his A slot. Steady Breath is the absolute king of Enemy Phase, and pairs perfectly with Slaying Edge setting the skill's cooldown to 4. This means Corrin will always responds with Aether on his second attack. If Steady Breath is off the table, Bonfire should be used instead, as when it sits at a cooldown of 2 it will fire at a similar rate.

If seeking an alternative to Steady Breath, Close Defense (or the similar Steady Stance) is the option that grants him the most bulk. Fury is a much cheaper alternative that grants him an all-around stat boost, most importantly including Speed. Even his default Defense +3 can be perfectly functional for no cost.

Quick Riposte guarantees that Corrin makes two attacks on Enemy Phase which is important for the obvious increase in damage as well as for regular activations of his Special. This should still be paired with at least one Speed boost to ensure that enemies must have at least 40 speed in order to double him. For a Corrin that would rather invest in Attack or Defense, Swordbreaker will make sure he still succeeds in matchups against powerful swords, though it may impact his ability against faster axe units like Raven and Minerva.

Threaten Spd is a fantastic option for whenever Corrin is sitting at 35 Speed or more, as when targeting an enemy, it means an opponent must have had a blitzing Speed of at least 45 in order to still double him, which cuts out all but the fastest units in the game. Spd Smoke is a similar option, but instead debuffs anyone around the target for an even greater value. This grants him and his team a much easier time on successive turns and may be much more impactful in instances where Corrin fights multiple units in a single turn.

As this is a defensive set, Corrin's choice of seal should not be too surprising, favoring those which increase his bulk. Close Def will typically be his most impactful option, and may subtly help him combat green dragons, though a Defense +3 seal is not far behind, as are the Threaten Atk or Atk Smoke seals that lower the strength of nearby foes.

The Wealth of Nohr (Budget)
Yato A Fury 3
Budget: Defense +3
Budget: Swap
B Axebreaker 3
Budget: G Tomebreaker 3
Moonbow C Hone Spd 3
Budget: Hone Atk 3
SP1,825SAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK or +DEF / -RES or -HP
  • Weapon: Yato 
  • Assist: Reposition / Swap
  • Special: Moonbow
  • Passive A: Fury / Attack +3 / Speed +3 / Defense +3 
  • Passive B: Axebreaker / G Tomebreaker
  • Passive C: Hone Spd / Hone Atk / Flexible
  • Sacred Seal: Attack +3 / Speed +3 / Defense +3

Times are tough in Nohr and thusly some Corrin may favor a low investment set that requires no inherits from heroes unable to be obtained as 3 star units. Fundamentally, this set isn't too different from Corrin's first set, just with lower overall cost and instead focuses more on securing advantageous matchups versus opposing green units in modes such as Arena Assault, rather than tackling a variety of threats.

Fury remains one of the best A skills for its welcome increases to his Attack, Speed, and Defense alike. Simply choosing to increase one stat with a basic stat boosting skill works just as well, depending on whether you want to prioritize his power, swiftness, or safety.

While Corrin already has the color advantage, Corrin can make good use of either Axebreaker or G Tomebreaker to guarantee he wins these matchups as quickly and safely as possible, especially versus those that might be significantly faster than him like Raven, Amelia, or Nino. Often enough these threats will have more than enough Speed to stop him from doubling, or in the case of Amelia and units like Hector, may have dangerous skills like Bold Fighter, meaning Corrin wants to be absolutely sure he does not take two hits.

Virtually any desired team support skill can work for Corrin's C slot. Hone Spd and Hone Atk are fairly cheap and common options that can rarely go wrong.

The same exact case as Corrin's A slot goes here for his Sacred Seal. Corrin doesn't really demand anything crazy, just some nice boosts to his fairly average stat spread.


Corrin, the avatar character from Fire Emblem Fates, paves his way into Fire Emblem Heroes wielding the titular Fire Emblem itself from the land of Hoshido and Nohr, the Yato blade. Packaged with this is what is truthfully an exceedingly average statline that bears no alarming flaws, but also no particular strengths. His 42 HP is neither too low nor too high. His 32 Attack is fine, but nothing amazing. With 32 Speed he can't really be called slow, but he isn't quite a natural speedster. 28 Defense is perfectly decent and 24 Res is perhaps a pinch low but about what is expected on most infantry sword users.

Corrin can't quite be called weak, but just suffers from a lack of any particular standout quality. With the infantry sword being the most common unit type in the game, it's hard to make a case for our divisive prince when there are so many units who can offer much more unique and focused strengths. Even his exclusive weapon, the Yato, is probably not any better than what your average non-legendary refinable weapon can offer.

In a way, there are a lot of comparisons to be made between Corrin and Alm prior to the 2.2.0 update. With what is probably one of the more underwhelming exclusive weapons at this time, Corrin is largely just biding his time, excitedly waiting for a shiny new effect in an anticipated update to the Weapon Refinery somewhere down the line, hoping to make a name for himself.


No significant stat flaws

Some characters suffer from horrific Attack. Many suffer from pitiful Speed. Others have paper thin Defense. Corrin doesn't really fall victim to any of this however—generally all of his stats are completely usable, at the very least up to par with what one expects out of your typical sword-wielding infantry.

Fairly customizable

A set of average stats generally means a unit that can be used in a variety of different ways, and Corrin certainly suits the description. Corrin can easily be tooled into both offensive builds that make use of his decent speed, as well as defensive builds that make use of his modest bulk.


Struggles to stand out

Corrin's biggest weakness by far is all the competition he faces. While it is true Corrin doesn't have any real holes in his statline, most teams are usually looking to fill specific known roles when choosing their members, and it is hard to pick Corrin out of the crowd over a unit that is more directly designed to fill said role.

Average Resistance

If there was perhaps one real flaw to be said about Corrin's stats, its that his Resistance is not the greatest. That being said, it is about what is expected for most infantry sword units. In a neutral matchup, a mage still needs only hit him twice with an Attack of 45 to score the KO, and a blue mage can kill him in one shot with an Attack of 55. While this is fairly expected, it still isn't that great.

Mediocre exclusive weapon

Based on its appearance, one would be led to believe the Yato that Corrin holds is the fully upgraded Omega Yato. However based on its skill, that is somewhat hard to believe, only offering an effect identical to the skill Darting Blow 2. While the weapon isn't awful per say, it is in practice less useful than generic inheritable weapons such as the Slaying Edge.

Team Options
  • Green anti-mages: As is to be expected, a powerful green unit that can easily take magical hits such as Deirdre, Halloween Henry, Fae, or Myrrh will be Corrin's favorite ally, defeating the magical blues he fairs the worst against.

  • Buffers: Units like Corrin that possess average stats appreciate allies that grant buffs to help them stand out. While virtually any unit can help with this using C skills and Sacred Seals, units such as Brave Lucina, Ephraim, Eirika, and Marth are some of the best, with buffing effects built into their weapons.

  • Frail blue units: Corrin can usually outduel most green units, especially green magical tanks that may suffer from low Defense, thanks to his triangle advantage. Thus, frailer blue units that have trouble dealing with said greens such as Delthea, Micaiah, L'arachel, and Cordelia benefit from having a unit like Corrin on their team.

  • Magical blue units: Corrin is built to be anything but a magical tank, meaning units like Reinhardt, Linde, Nowi, and Female Corrin will make short work of him.

  • Extremely fast red units: While Corrin can boost his Speed as much as he wants, a much faster red unit like Mia, Ayra, Fallen Celica, or Lucina that invests into Speed to the same extent will always outspeed him unless Corrin brings an appropriate skill such as Swordbreaker.

  • Blue and red tanks: Corrin can definitely chunk down some high defense units with smart play, but the most massive of tanks like Arden, Zelgius, Lukas, and Fallen Hardin will probably be winning in the average battle of attrition.

Weapon Skills
Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Only Inheritable by Sword Units.
200 1 11
YatoGrants Spd+4 during combat if unit initiates attack
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Special Skills
Special Skills SP Turns
Dragon GazeAtk +30%
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangGrants +50% to Atk.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4
Passive Skills
Passive Skills SP Slot
Defense +1Grants Def+1.
Inheritable by all units.
Defense +2Grants Def+2.
Inheritable by all units.
Defense +3Grants Def+3.
Unlocks at 4 ★
Inheritable by all units.
Obstruct 1Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.)
Inheritable by all units.
Obstruct 2Prevents foes from moving through adjacent spaces while this unit's HP ≥ 70%. (No effect on foes with a Pass skill.)
Unlocks at 4 ★
Inheritable by all units.
Obstruct 3Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%. (No effect on foes with a Pass skill.)
Unlocks at 5 ★
Inheritable by all units.
Other Info
Fire Emblem Fates

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