Table of Contents
- Default
- Attack
- Special
- Injured
| New Year Corrin (M) - Enjoying Tradition |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 18 | 8 | 8 | 6 | 5 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 37 | 32 | 30 | 34 | 18 |
| High |
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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
This unit has no access to IVs.
Skill Sets
Hoshidan Hospitality (Defensive Bruiser)
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Slaying Bow+ (+Def) Alternate: Hama Ya+ (+Def) |
A | Close Counter Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Ignis | C | Threaten Def 3 |
| SP | 1,635 | S | Close Def 3 |
- Weapon: Slaying Bow+ (+Def) / Hama Ya+ (+Def)
- Assist: Reposition / Draw Back
- Special: Ignis / Bonfire
- Passive A: Close Counter / Fury
- Passive B: Quick Riposte / Vantage / Guard
- Passive C: Threaten Def / Threaten Atk / Flexible
- Sacred Seal: Close Def / Quick Riposte / Distant Def
Similar to bulky archers like Leon and Gordin, New Year Corrin's mediocre Speed makes it very difficult to run traditional speedy Firesweep and Brave sets. His standout Defense, however, makes him a stellar unit when it comes to becoming an Enemy Phase tank when paired with the proper skills. His native Hama Ya has outstanding supportive capabilities acting as a dual defensive Drive, but pales in comparison to the accelerated Special cooldown Slaying Bow offers.
Due to his mediocre Attack stat of 32, a majority of Corrin's damage is derived from his Special. Choosing a Special that scales off of Corrin's fantastic Defense in combination with the reduced cooldown of Slaying Bow greatly improves his subpar damage output. A three-turn Ignis guarantees Corrin to land a huge hit when getting doubled, assuming he survives, but Bonfire acts as a safer option with its two-turn charge.
For Passive Skills, Close Counter combined with Quick Riposte makes Corrin an incredible bruiser, threatening even melee opponents as his great Defense allows him to survive close combat. Because of Close Counter's 5 star availability, a more budget-friendly option would be Fury, giving Corrin a boost in stats all around the board. Quick Riposte as his B patches up almost all of Corrin's Speed problems when getting engaged on as it gives him a guaranteed follow-up hit. If you choose to put Quick Riposte as his Sacred Seal, Vantage, Guard, or a Breaker skill all are good alternatives, giving Corrin an even better Enemy Phase.
C Slots are always flexible, picking a Threaten skill like Threaten Def or Threaten Atk improves his counter-attacking playstyle tremendously as it makes him hit harder or survive lethal hits. Lastly, any defensive Sacred Seal rounds out this build quite nicely. If you are planning on dueling melee units a majority of the time, Close Def gives Corrin a solid +6 boost to his Defense and Resistance when engaged upon from up close.
Traditional Bravery (Offensive Burst)
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Brave Bow+ | A | Death Blow 4 Alternate: Death Blow 3 |
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Reposition | B | Swordbreaker 3 Alternate: Vantage 3 |
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Ignis | C | Threaten Def 3 |
| SP | 2,025 | S | Attack +3 |
- Weapon: Brave Bow+
- Assist: Reposition / Draw Back
- Special: Ignis / Bonfire / Moonbow
- Passive A: Death Blow / Fury
- Passive B: Swordbreaker / Vantage / Cancel Affinity
- Passive C: Threaten Def / Threaten Atk / Flexible
- Sacred Seal: Attack +3 / Quickened Pulse
Due to Corrin's middling Speed and Attack, he has trouble running standard offensive sets to their fullest. However, he can still run a decent Brave Bow set similar to Leon and Gordin. With Brave Bow, Corrin almost has unsalvageable Speed and must make the first two hits of Brave Bow to count in order to have any bit of offensive presence. To better ramp his damage, he can run a combination of Quickened Pulse and Moonbow to guarantee a Special proc on his first initiation. However, both Ignis and Bonfire offer better damage thanks to his still fantastic Defense.
Death Blow as his Passive A, gives him a much-needed boost in damage on initiation, essentially giving him an extra 12 damage. Again, Fury can be run as a budget option, giving Corrin a smaller boost in his offenses, but also significantly increasing his defenses. His B slot should be used to swing potentially dangerous matchups into his favor, most notably a Breaker skill for the class of unit he will be primarily fighting. Cancel Affinity should only be used if you desperately need a counter for Raven mages, but otherwise, stick to either a Breaker skill or the standard Vantage.
Nothing changes with the C slot compared to the previous build, as Threaten Skills are always a safe option that work with almost every team comp. For Sacred Seals, either Quickened Pulse to rush out a Moonbow or a generic Attack +3 to ramp his middling Attack.
Introduction
After what seemed like an eternity of waiting for his release, New Year Corrin is finally released as a Tempest Trials reward unit meaning no IVs and no merging. While this does limit his overall potential, New Year Corrin is still quite a unique archer that deviates from the traditional high Attack and Speed offensive monsters we've seen previously. His stat spread is most comparable to Leon, both having good Attack and Defense, mediocre Speed, and terrible Resistance. This means standard archer kits like Quad Brave and Firesweep aren't compatible with his base kit.
Along with Corrin comes his native bow, Hama Ya, which grants Def/Res+2 during combat to allies within 2 spaces, essentially Drive Def/Res. While useful in its own right, the strength of the Hama Ya is still outshone by weapons like Slaying and Guard bows, especially for defensive archers like Corrin. Overall, New Year Corrin is a mediocre to decent defensive archer, but hey, at least he's free.
Strengths
Good physical bulk for a ranged unit
While Corrin's middling 37 HP is less than desirable, his phenomenal 34 Def gives his physical bulk a much needed boost.
Fairly good Atk makes for powerful counterattacks
Corrin's base 32 Atk pairs nicely with EP skills like Quick Riposte and Slaying Bow.
Ease of access
Since he's given as a 5 star TT reward, getting your hands on a New Year Corrin is a minimal investment.
Weaknesses
Terrible Res and middling Spd
The combination of these two make Corrin extremely vulnerable to magic users as he is prone to getting doubled without support.
Limited merging and IV
As he is a TT reward unit, New Year Corrin unfortunately cannot receive beneficial IVs or be merged above +1 which severely limits his potential.
Team Options
Counters
As previously stated, Corrin has an incredibly tough time dealing with offensive mages due to his middling Speed and terrible Resistance. Keep him away from dragons as well since his 32 Attack, while decent, isn't enough to penetrate the insane amount of Defense most dragons have. Corrin also has trouble against defensive armored units that can shrug off most of his damage with their increased based stats.
- Powerful Offensive Mages: Linde, Nino, and other glass-cannon tome users will shred through Corrin's poor Speed and Resistance almost instantly.
- Raven Tomes: Sophia, Male Robin, Boey, and tanky Raven tome mages can wall off Corrin due to their Weapon Triangle advantage. Without Cancel Affinity, Corrin is hopeless against these tanky mages.
- Dragons: Young Tiki, Nowi, Fae, and other dragons - can absorb most of Corrin's punishment due to their high physical bulk before hitting him with an incredibly powerful Lightning Breath counterattack.
- Physically Bulky Units: Hector, Zelgius, Effie, and defensive armored units - will also tank almost all of Corrin's damage and will retaliate with their huge Attack stat.
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Hama Ya+ (+Def) | A | Atk/Def Bond 3 |
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Rally Def/Res | B | Bowbreaker 3 |
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Bonfire | C | Spur Def/Res 2 |
| S | Drive Def 2 | ||
One of my best utility archers is the NY!Corrin. I used a few skill inheritance on him. Everything else of his kit is kept the way it is because I like how he’s like a defensive buff bot.
For his weapon his default hama ya is preferred. I like the boost in defense and res by 2. Although the boost ain’t much it can make a difference in battle. For refinement I prefer +def to increase his defense.
For his assist skill his default rally def/res is preferred. Not only does it allow him to buff up two defensive stats but I heard that dual rally skills are good for boosting arena score. Though I can sometimes go for reposition for a movement option.
For his special bonfire is the obvious choice due to his high defense.
For his A skill atk/def bond is preferred. He’ll gain a boost of 5 in atk and def if a ally is adjacent to him. The boost is better unlike his default atk/def+2.
For his B skill I prefer bowbreaker to allow him do double other bow units. Especially Brave Lyn.
For his C skill his default spur def/res is preferred. This in combination with hama ya’s effects and rally def, res will allow him to boost up to 8 defense and resistance. Making him a good buff bot.
For the sacred seal drive def is preferred to allow him to give a ally 11 defense in total with a combination of Hama Ya, rally def/res, and spur def, res. He’ll be buffing 11/8 in the defensive stats.
Overall I think NY! Corrin is a good defensive buff bot. Defensive tanks and mixed tanks appreciate his buffs. That’s why I prefer to keep everything he has on his kit. Although he may not be one of them dominant units i’ll still use him since I played fe heroes with the units I like and Corrin is one of them units I like because well I like fates.
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Hama Ya+ (+Def) | A | Attack Def +2 |
|---|---|---|---|
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Rally Def/Res | B | Bowbreaker 3 |
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Bonfire | C | Spur Def/Res 2 |
| S | Drive Def 2 | ||
A budget friendly build that excel at support, it makes use of all his default skill.
His default kit weapon bow 'Hama ya', support skill 'Rally Def/Res' & C skill ' Spur Def/Res 2’ & Seal 'Drive Def 2' will boost defensive of Ally by total of 11 def/9 res. If an ally get doubled by follow-up attack, they can survive with damage reduction of 22 Def/18 Res bulk while increased damage from special skills such as Bonfire, Ignis, Glacies & Iceberg. This work well with distance-counter unit who excel tanking at enemy-phase and counter kill with their special skill while equip with B skill ‘quick riposte 3’ or ‘Vengeful Fighter 3’
The B Skill 'Bowbreaker 3' on New Year Corrin (M) allow him to hard counter bow unit that rally heavily on speed, especially Brave Lyn due to her B skill 'Sacae's Blessing' which render distance-counter unit unable to counter (barring Dragonstone users) and then his specials skill ‘bonfire’ should be charge in the next round for the next target.
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Brave Bow | A | Fury 1 |
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Reposition | B | Desperation 2 |
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Bonfire | C | Threaten Def 1 |
| S | Brash Assault 1 | ||
I obviously haven't completely built him nonetheless, this is still a build that is quite useful for NY!Corrin. This mostly focuses on him being an offensive unit who can get rid of distant range units. With his already high defense, I didn't focus too much on that.
Weapon | I've equipped just a Brave Bow because I don't really think Corrin is worth wasting my time upgrading my 4 star Gordin. But if you want to increase his ability to OHKO enemies, Brave Bow+ does have more attack.
Assist | I use reposition for two things. The first, to keep less bulky units (like Nino for example) out of harm's way. The second is to give dancers a leg up. Since they can't dance each other, if they need an extra turn to reach a far-off enemy, I use reposition to boost them two spaces so they can then attack the enemy. You're probably going to do this for Azura mostly since Ninian and Olivia don't have the offensive power Azura has. You can also do this for other units as well, especially if you don't have a dancer on your team or any other reason.
Special | Since his defense is his best stat, it only makes sense to have a special that capitalizes on it. I'm using Bonfire because I love Henry, don't have a Boey, and need Robin (F) for another skill inheritance. However, if you're not like me and don't love Henry to death, you can use him or any of the heroes listed here (https://fireemblem.gamepress.gg/special-skills/ignis) to get Ignis which increases his damage output by 80% of defense stat rather than Bonfire's 50%. It does happen to have a slower charge time but using it with his ability to double (and quad) should allow you to activate it quickly. At the same time, his ability to double/quad does mean you can spam Bonfire more easily. It's honestly up to you to decide which is better for NY!Corrin.
Slot A | Fury can do two things for NY!Corrin: it can boost his Atk/Spd/Def/Res, and it can safely lower his HP (it won't kill him by itself in other words) which is rather useful for this build and the primary reason I've given it to him. Alternatively, if you really really love Corrin you can always give him Steady Breath. Although it isn't necessarily recommended you do so it can certainly boost your ability to spam specials. That's if you're looking to play a slightly more defensive role, however. For the most part, this build is intended for a more offensive play of Corrin.
Slot B & Seal | Desperation + Brash Assault is probably a fairly familiar combination. It basically allows you to double enemies you initiate combat with that attack from range 2. Combine that with a ridiculously high speed or a Brave weapon (which allows you to double any enemy you initiate combat with) so long as your HP is low enough you can quad any enemy in your vicinity. Who cares about speed, am I right? Plus, even if he's a unit that can be easily doubled thanks to having only 25 Spd with the Brave Bow, he still has a high defense. Just be wary around mages. High Spd/Atk mages like Nino will more than likely OHKO him if you don't take care of her first.
Slot C | This is pretty explainable - this seal lowers the Def of any enemy two spaces away. A Threaten Def 3 is fairly easy to come by as you only need a 4 star Michalis or Peri.
The total SP cost with all the skills/weapons/etc. upgraded fully: 1575 SP. It's quite expensive and completing his build is something I recommend to those that have built most of their other units. That being said, he honestly doesn't need a complete build to work. The weapons and skills equipped to my Corrin aren't all 3, but they still work.
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Clarisse’s Bow+ (+Def) | A | Close Counter |
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Def Smoke 3 |
| S | Close Def 3 | ||
This is a supportive build that allows Corrin to smoke out 3 stats at once and cripple the enemy team. The B skill and seal is actually flexible as you can use skills like windsweep to safely poke down armored teams or using vantage and QR seal to immediately put the debuffs to use. The debuff smoke should cripple powerful units in the arena and allow the rest of your team an easy time cleaning up an enemy that got essentially demoted to 4 star level stats. The build is expensive but it's a lot of fun to use in both PVE and PVP.
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Hama Ya+ (+Def) | A | Close Counter |
|---|---|---|---|
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Draw Back | B | Bowbreaker 3 |
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Bonfire | C | Spur Def/Res 2 |
| S | Close Def 3 | ||
High defense close counter build that can deal with other bow units quite well.
Acts as a decent defensive support, giving adjacent allies +5 def/res in combat via Hama Ya and Spur Def/Res.
I also run him in a team with S!Sharena, who has Res and Def Tactic on her, boosting Corrin's defensive capabilities even further.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Bow users.
|
50 | 2 | 4 |
| Only Inheritable by Bow users.
|
100 | 2 | 6 |
| Learns by default at 4 ★ Only Inheritable by Bow users.
|
200 | 2 | 8 |
| Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Bow users.
|
300 | 2 | 12 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
Rally DefenseGrants Def+4 to an adjacent ally until the end of the turn.
Learns by default at 4 ★ |
1 | 150 |
Rally Def/ResGrants Def/Res+3 to an adjacent ally until the end of the turn.
Unlocks at 4 ★ |
1 | 300 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
30 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
80 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
160 | A |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem Fates
|
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