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Corrin (M)

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

3-4

Obtainable as a 3 - 4 only
Hero Stats
Max Avg Total Stats at Lvl 40
158
HP 42
ATK 32
SPD 32
DEF 28
RES 24
Stat Variations
Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 19 7 7 5 4
Middle 20 8 8 6 5
High 21 9 9 7 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Boons

  • +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.

Neutral

  • DEF: Corrin has a 4-point superbane in Defense, so the bane should be avoided if possible to keep up his physical bulk. A boon isn't an awful option either, as with a boon he'll have a fairly nice 31 Defense.

Banes

  • -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)
Recommended
Wo Dao+ (+Spd)
Alternate: Yato (+Eff)
A Swift Sparrow 2
Alternate: Fury 3
Reposition
Alternate: Swap
B Desperation 3
Alternate: Swordbreaker 3
Moonbow
Alternate: Luna
C Threaten Spd 3
Alternate: Drive Spd 2
SP1,485SSpeed +3

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

By investing heavily in his fairly reasonable Speed stat, Corrin has the ability to become quite the swift duelist. Corrin does possess the legendary Yato, which is not bad by any means, but if one wishes to focus more on Corrin than on boosting an ally, it will generally be less impactful than the bonus damage from a Wo Dao or decreased Special cooldown from a Slaying Edge. With a Speed-refined Wo Dao or Slaying Edge, compared to a Effect-refined Yato, Corrin loses 4 Attack, 2 Defense, and 2 Resistance, but gains 2 HP, 1 Speed, and most importantly an impactful additional effect. However make no mistake, the Yato is still a great weapon, especially as a budget option if one does not want to invest the resources into replacing it. If one does not have a particular support partner in mind to pair Corrin with and would rather boost Corrin as a solo unit, a Speed-refined Yato isn't a terrible choice and gives him a sizable overall stat boost.

For his Special, Corrin should take Moonbow with a Wo Dao or Yato and take Luna or Bonfire when using a Slaying Edge. With these setups, Corrin's Special cooldown never sits higher than 2 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 whenever he is attacked and still activate a Special when initiating in Desperation range.

Swift Sparrow gives Corrin the biggest bang for his buck without sacrificing any of his defenses. On initiation, a +SPD 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's bulk may start to reach a bit below comfort.

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 using a +ATK 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. If Corrin is making use of his unique Yato refine, Drive passives work particularly well, as they will stack on his support partner whenever they are being boosted by Yato.

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. Like with his C slot, a Drive seal also works great when utilizing Yato's unique refine.

The Wealth of Nohr (Budget / Yato Support)
Recommended
Yato (+Eff) A Triangle Adept 3
Alternate: Fury 3
Reposition
Alternate: Draw Back
B Axebreaker 3
Alternate: G Tomebreaker 3
Moonbow C Drive Spd 2
Alternate: Hone Spd 3
SP1,885SDrive Atk 2

Show Explanation/Analysis
  • Preferred IV: +ATK or +DEF / -RES or -HP
  • Weapon: Yato (+Eff)
  • Assist: Reposition / Draw Back / Rally Def/Res
  • Special: Moonbow
  • Passive A: Triangle Adept / Fury / Attack +3 / Speed +3 / Defense +3 
  • Passive B: Axebreaker / G Tomebreaker
  • Passive C: Drive Spd / Hone Spd / Hone Atk / Flexible
  • Sacred Seal: Drive Atk / 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 4 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. This is fine though, as one generally doesn't build a Yato set on Corrin with the intent of creating a powerful Corrin, but rather to buff as much as possible some other unit that one already has and enjoys using. Similar to using a unit with Sing or Dance, Corrin's own combat ability is essentially just a bonus, and as such it is best to choose skills that make sure he wins the few combats he does take as hard as possible. If one is indeed looking to create a powerful Corrin as a core, it is probably best to look at another set.

If one wants to go all in on Corrin's support potential, a double Rally skill such as Rally Def/Res works great as a high value boost. Otherwise, it is probably best to go with a movement assist like Reposition or Draw Back to help maneuver his ally around the map as needed.

For Corrin's A skill, Triangle Adept can be a useful choice if one is very confident in the ability of the ally Corrin is boosting. Generally, Corrin will want to be paired with a strong blue ally who can, thanks to the heavy stat boosts, be trusted to handle nearly all red, blue, and colorless units. This means Corrin's only job is handle opposing green units. Thus, while it is considered a rather inflexible skill, Triangle Adept gives him the biggest possible advantage in this scenario. Alternatively, Fury remains one of the best A skills for its welcome increases to his Attack, Speed, and Defense alike. Combined with a refined Yato, this gives Corrin a rather hefty boost of 5 to all of his core stats. Simply choosing to increase one stat with a basic stat boosting skill works as well (and at a potentially more accessible cost), the choice depending on whether you want to prioritize his power, swiftness, or bulk.

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 or Winter Chrom, may have dangerous skills like Bold Fighter, meaning Corrin wants to be absolutely sure he can prevent them from making two hits. 

Virtually any desired team support skill can work for Corrin's C slot. Drive Spd synergizes great with his refined Yato for heavily boosting up a target ally. Hone Spd and Hone Atk are fairly cheap and common options that can rarely go wrong.

A similar case as Corrin's A and C slots goes here for his Sacred Seal. Corrin doesn't really demand anything crazy, just additional boosts to his ally buffs, or some basic stat boosts to his fairly average stat spread.
 

The Resolve of Hoshido (Enemy Phase Bruiser)
Slaying Edge+ (+Def)
Alternate: Slaying Edge+ (+Spd)
A Steady Breath
Alternate: Fury 3
Swap
Alternate: Reposition
B Quick Riposte 3
Alternate: Quick Riposte 2
Aether
Alternate: Bonfire
C Threaten Spd 3
Alternate: Spd Smoke 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 a common thing 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 Aether's cooldown to 4. This means on Enemy Phase, Corrin will always respond with Aether on his second attack. If Steady Breath is off the table, Bonfire should be used instead, as with Slaying Edge it will sit at a cooldown of 2 and activate 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 without requiring any sacrifices.

Quick Riposte guarantees that Corrin makes two attacks on Enemy Phase which is important for both 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 (between his boon, refine, A slot passive, Sacred Seal, etc.) to ensure that enemies must have at least 40 Speed in order to double him (and of course, an even higher Speed is always nice). For a Corrin that would rather invest in Attack or Defense, Swordbreaker will make sure he still succeeds in matchups against powerful high-Speed sword users, 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 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 that Threaten Spd 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 will also 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.

Introduction

Corrin, the avatar character from Fire Emblem Fates, paves his way into Fire Emblem Heroes wielding the titular Fire Emblem itself as it appears in the land of Hoshido and Nohr, the Omega 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.

As far as Corrin's place in the game went, there were a lot of comparisons to be made between Corrin and Alm prior to the 2.2.0 update. A decent unit, but one without any standout quality to set them apart. Likewise, Corrin was largely hoping to follow in Alm's footsteps: gaining an extremely powerful weapon refine that boosts him up to the upper echelon of sword units. However, when Corrin finally received his refine in the 2.5.0 update, it wasn't quite as game-changing. Rather than heavily boosting Corrin, it's primary effect is granting a boost of stats to the unit he is ally supported with, a reference to Corrin's personal skill "Supportive" from Fire Emblem Fates.

While not a weak refine, it instead turns Corrin into a support/buffer of sorts, comparable to to units like Brave Lucina or Marth. However, while Marth is capable of supporting all units on his team quite well, Corrin instead supports just one, albeit to a greater extent. While the effect certainly has its uses and is great for helping another ally shine as the anchor of a team, it doesn't do all that much to significantly improve Corrin, offering just a minor boost of 2 to his stats. On a side note, it also has no effect at all on a Corrin utilized on Arena Defense, as Arena Defense teams do not benefit from ally support. That being said, if one already has a blue or green core that one wants to see shine as brightly as possible, Corrin certainly has the ability to function as a fairly competent unit that can boost them to the extent that nearly no other unit can.

Strengths

Yato support

With its unique refine, Corrin's exclusive Yato weapon has the ability to offer +4 to all stats on an ally that Corrin is ally supported with. This is one of the largest total bonuses that a unit can give another with just a single weapon or skill, and can allow another team member, especially one that heavily utilizes all of their stats, to transform into a complete behemoth.

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 at least average and 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, defensive builds that make use of his respectable bulk, and supportive builds that make use of his unique weapon refine.

Weaknesses

Exclusive weapon offers little to himself

Corrin's unique refine is mostly tailored around boosting a select teammate. For Corrin, the only effect he gains is a modest boost of 2 to all of his stats. While this is certainly appreciated, it doesn't particularly change his personal combat ability all that significantly. For one wishing to get the most out of Corrin specifically rather than an ally, his Yato is likely in practice less useful than an inheritable weapon such as the Slaying Edge.

Generally average stats and mediocre Resistance 

Outside of his support potential, Corrin still struggles to stand out, with all his stats being relatively average. 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. Still, 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.
 

Team Options
  • Tanky blue units: As a sword unit, Corrin can be expected to handle most green units. This means Corrin can use his Yato refine to boost a strong tanky blue unit like Nowi, Fallen Hardin, Female Corrin, or Effie to extreme heights, who can then take on Red, Blue, and Colorless units with ease. 
  • 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 one of Corrin's favorite allies, 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, and as a buffer himself, Corrin will always want to be near his ally to boost them anyway. While virtually any unit can help with this using C skills and Sacred Seals, units such as Brave Lucina, Ephraim, and Wings of Fate Hinoka 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.
Counters
  • 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 usually outspeed him unless Corrin brings an appropriate skill such as Swordbreaker.

  • Blue and red tanks: Corrin can possibly 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
Learns by default at 3 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
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 GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangBoosts Atk by 50%.
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.
30
A
Defense +2Grants Def+2.
Unlocks at 3 ★
Inheritable by all units.
60
A
Defense +3Grants Def+3.
Unlocks at 4 ★
Inheritable by all units.
120
A
Obstruct 1Prevents foes from moving through adjacent spaces while this unit's HP ≥ 90%. (No effect on foes with a Pass skill.)
Unlocks at 3 ★
Inheritable by all units.
50
B
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.
100
B
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.
200
B
Other Info
Origin
Fire Emblem Fates

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