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Fallen Chrom Builds and Best IVs

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This is a ranking page for the hero Chrom - Fell Exalt from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Fallen Chrom.

Heroes With the Same Name
Chrom - Fell Exalt Icon Fallen Chrom

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Fallen Chrom Rating and Basic Information

FEH Fallen Chrom Banner

Overall Rating 9.5/10
Reroll Ranking (excluding Inherit Skill) S
(▶Reroll Ranking)
Ranking (including Inherit Skill) S
(▶FEH Tier List)

Chrom - Fell Exalt: Basic Information

Color / Weapon Type / Move Type
Rarity
What Kind of Character Are They? ・Weapon skill grants bonus stats and Special charges per attack to unit, reduces damage from foe's first attack, and grants a Null Follow-Up effect.
・Exclusive assist skill is a Reposition effect that also inflicts 【Exposure】 on nearest foes and nearby foes with Savior skills.

Fallen Chrom Skills at 5★


Might: 16  Range: 1
Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP > 25%, grants Atk/Spd/Def/Res+5 to unit, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces damage from foe's first attack by 40% during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Moves target ally to opposite side of unit, grants another action to unit, inflicts 【Isolation】 on unit and Pair Up cohort (if any) through their next action, inflicts 【Exposure】 on nearest foes within 4 spaces of both unit and target ally after movement through their next actions and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions. (Additional action granted and Isolation inflicted once per turn only.)

Cooldown Count = 5
If unit initiates combat, grants unit another action after combat. (Once per turn. )

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6 (X = number of spaces moved by whoever initated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat.

Inflicts Spd/Def-4 on foe during combat. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-7 and 【Sabotage】 on nearest foes within 4 spaces of both unit and target ally after movement and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions.
【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.

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.

Fallen Chrom Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (17) Normal HP ★★★☆☆
Atk (15) Attack Boon ★★★★★
Spd (11) No Spd IV ★★★★★
Def (5) No Def IV ★★☆☆☆
Res (3) No Res IV ★☆☆☆☆

◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws

See the IV Checker for All Units Trait Fruits—How to Change IVs

When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.

+Spd / -Res

The best IVs for Fallen Chrom are +Spd and -Res. Despite his Atk being a superboon, Spd is his most important stat, as it will help him create more follow-up attack opportunities. This will work will with his Galeforce kit as it can help him takedown foes with his extra action.

His Res stat is unsalvageable, so taking it as a bane should be a safe choice.

+Spd for a +10 merge

We recommend a +Spd IV when merging Fallen Chrom up to +10 to ensure he keeps up with the fastest units in the metagame.

Fallen Chrom Best Builds

General Use / Budget Fallen Chrom

HOT
Special Skill IconGaleforce
Emblem Icon: -
Attuned Skill Icon: -

How to Use, Explanation

Fallen Chrom's base kit is already very good, functioning both as an offensive unit and as a support with Fate Unchanged..., Spd/Def Snag 4, and Inf. Spd Tactic.

Offensive Fallen Chrom

HOT
Special Skill IconGaleforce
Emblem Icon: -
Attuned Skill Icon: -

How to Use, Explanation

This is an offensive build aimed at using Fallen Chrom more for his offenses rather than his support. Alarm Atk/Spd provides bonuses and a Canto effect, while Lull Spd/Def 3 nullifies his foe's bonuses.

Source Heroes for All Skills

Fallen Chrom Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
179
HP
HP 41 41
Rank: 342/1173
Atk
Atk 45 45
Rank: 95/1173
Spd
Spd 46 46
Rank: 62/1173
Def
Def 29 29
Rank: 575/1173
Res
Res 18 18
Rank: 1076/1173

Stat Values

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+10 Merges W/ Skill Bonuses 46 66 51 33 22 218
Lv.40 +10 46 50 51 33 22 202

HP Atk Spd Def Res Total
+HP
Lv.40 +10
48 49 50 33 22 202
+Atk
Lv.40 +10
45 53 50 33 22 203
+Spd
Lv.40 +10
45 49 53 33 22 202
+Def
Lv.40 +10
45 49 50 36 22 202
+Res
Lv.40 +10
45 49 50 33 25 202

Stats at Lv 40

HP Atk Spd Def Res Total
5★- Adjusted for Skills 41 61 46 29 18 195
5★ Lv.40 41 45 46 29 18 179

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 17 31 11 5 3 67

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
39 45 47 36 23 190
40 45 45 37 18 185
41 45 46 30 22 184
41 42 47 30 24 184
40 43 41 37 18 179
39 45 46 29 20 179
Fallen Chrom Icon Fallen Chrom
41 45 46 29 18 179
40 46 45 30 18 179
40 44 46 32 17 179
40 39 42 27 25 173
38 36 40 30 24 168
41 41 17 37 26 162
41 34 35 31 16 157
38 32 34 26 24 154

Note: Stats bonuses from skills are not taken into account.

Fallen Chrom Roles, Strengths, and Weaknesses

Fallen Chrom Roles

Chrom - Fell Exalt Roles
Close Physical Attack ImageClose-Physical Ranged Physical AttackRanged-Physical Close Magic AttackClose-Magic Ranged MagicRanged-Magic
Physical Wall ImagePhysical Wall Magic WallMagic Wall Effective ImageEffective Weapon Movement AssistImageMovement Assist
Exclusive Skill ImageExclusive Skill No All Range Counterattack ImageAll-Range Counter RecoveryRecovery No Refresher ImageRefresher
No Legendary Hero ImageLegendary No Mythic Hero ImageMythic No Duo and Harmonized ImageDuo /
Harmonized
No Resplendent ImageResplendent

Fallen Chrom is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.

Fallen Chrom Strengths

Arcane Devourer works well with Galeforce

Fallen Chrom Attack Fire Emblem Heroes FEH

Arcane Devourer is Fallen Chrom's inheritable weapon that helps him gain bonus stats, reduce damage taken, and neutralize effects that prevent him from making follow-up attacks. His weapon synchronizes perfectly with his Special Galeforce, which helps him reduce its cooldown to 4, and accelerate it further with each attack he makes. This makes him a great offensive unit that can take more than one action, especially with the help of his Atk/Spd Clash 4 and the added penalties on foes with his Spd/Def Snag 4.

Fallen Chrom gains an extra action with Fate Unchanged...

Aside from Galeforce, Fate Unchanged... also serves as another source for Chrom's extra actions. Like its other counterparts, Fate Unchanged... also has built-in Reposition that helps allies move from the opposite direction of the user. It also inflicts【Exposure】on nearby enemies as well as enemies with Savior effects near those enemies, forcing them take added damage from this effect.

Fallen Chrom Weaknesses

Weak to Cavalry Effective Weapons

Fallen Chrom takes 1.5x damage from cavalry-effective weapons like Thani or Binding Reginleif, and one blow from this type of weapon will deal significant damage. Make sure you know what weapons you are up against before hopping too far into the line of battle!

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Chrom - Fell Exalt Only Appears as a 5 Star Hero!

Chrom - Fell Exalt only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Chrom - Fell Exalt if a 4 Star version is released!

Unlock Potential Tier List

Fallen Chrom - List of Skills

Weapons

Skill Name Might Range Effect Learned At
6 1 No Effect 5★
8 1 No Effect 5★
11 1 No Effect 5★
16 1 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP > 25%, grants Atk/Spd/Def/Res+5 to unit, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces damage from foe's first attack by 40% during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. 5★

Assists

Skill Name Range Effect Learned At
1 Moves adjacent ally to opposite side of unit. 5★
Moves target ally to opposite side of unit, grants another action to unit, inflicts 【Isolation】 on unit and Pair Up cohort (if any) through their next action, inflicts 【Exposure】 on nearest foes within 4 spaces of both unit and target ally after movement through their next actions and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions. (Additional action granted and Isolation inflicted once per turn only.) 5★

Specials

Skill Name Effect Learned At
(Cooldown Count = 3) Boosts damage dealt by 50%. 5★
(Cooldown Count = 4) Boosts damage dealt by 150%. 5★
(Cooldown Count = 5) If unit initiates combat, grants unit another action after combat. (Once per turn. ) 5★

Passives

Skill Name Effect Learned At
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.) 5★
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.) 5★
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.) 5★
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6 (X = number of spaces moved by whoever initated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat. 5★
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-6 on nearest foes within 4 spaces of both unit and target through their next actions. 5★
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-4 on nearest foes within 4 spaces of both unit and target through their next actions. 5★
If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def -6 on nearest foes within 4 spaces of both unit and target through their next actions. 5★
Inflicts Spd/Def-4 on foe during combat. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-7 and 【Sabotage】 on nearest foes within 4 spaces of both unit and target ally after movement and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions.
【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
5★
At start of turn, grants Spd +2 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 5★
At start of turn, grants Spd +4 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 5★
At start of turn, grants Spd +6 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 5★
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. 5★

Fallen Chrom as a Source Hero

Fallen Chrom Avatar

Value of Skills ★★★★★

Fallen Chrom has Arcane Devourer, Atk/Spd Clash 4, Spd/Def Snag 3, and Inf. Spd Tactic as good inheritance options.

We recommend focusing on Arcane Devourer due to its limited availability. However, it is also possible to get most of these skills on one go. Prerequisites of these skills are available on 4★ units like Atk/Spd Clash 3 on New Year Panne, Spd/Def Snag 3 on Kent, and Spd Tactic 3 on Titania.

List of Source Heroes The Best Fodder Units

Community Feedback

How would you rate Fallen Chrom?

Top tier hero. Must summon. 82
Votes
Summon if you need his/her hero archetype. 6
Votes
Summon if you like this hero. 11
Votes
Summon for his/her Skill Inheritance options. 4
Votes
Pass on this hero. 3
Votes

If you have feedback about this hero page, let us know in the comments section below!

How to Get Fallen Chrom / Illustrations / Voice Actor / Quotes

How to Get Fallen Chrom

Obtain Through Regular Summon

Fallen Chrom is a limited time Rearmed Hero who can be pulled from their debut banner or focus banners. They do not appear in regular summons.

Note: Not currently a featured hero in any Summon events.

Current Focuses and Which You Should Pull From

Voice Actor and Illustrator Information

Voice Actor
(English)
Matt Mercer
Illustrator Fujisaka Kimihiko
Appears In

Illustration

FEH: Related Guides

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Comment

2 Anonymous@Game810 months

Spd is the best option as it improves matchups and increases the chance of a follow-up attack through natural doubling.

1 Anonymous10 months

Which refinement should I choose for arcane devoured?

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