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This is a ranking page for the hero Corrin - Child of Dawn 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 Legendary Corrin (M).
Heroes With the Same Name | |
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Legendary Corrin (M)
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List of Contents
Legendary Heroes - Corrin: Child of Dawn Featured Heroes | |||
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Kvasir [9.0/10] |
Emblem Marth [9.5/10] |
Emblem Ike [9.9/10] |
Legendary Fae [9.0/10] |
Legendary Shez (F) [9.5/10] |
Mythic Lumera [9.5/10] |
Legendary Alear (F) [9.5/10] |
Rearmed Lucina [9.5/10] |
Legendary Corrin (M) [9.5/10] |
Askr [9.5/10] |
Gullveig [9.5/10] |
Hortensia [9.5/10] |
Overall Rating | 9.5/10 |
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Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
A (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Weapon skill grants a Distant Counter effect, a Time's Pulse 4 effect, a Scowl effect, bonus stats based on number of nearby allies, and damage reduction on foe's first attack. ・Exclusive Special skill deals damage based on Res, grants damage reduction from foe's attacks and area-of-effect Specials, cuts foe's non-Special damage reduction in half, and applies 【Divine Vein (Water)】 terrain. |
Might: 16 Range: 1 Accelerates Special trigger (cooldown count-1). Unit can counterattack regardless of foe's range. At start of turn, if unit's HP ≥ 25% and unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 spaces of unit x 3, + 5 (max 14), and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown). If unit's HP ≥ 25% at start of combat and if unit's Special cooldown count value is at its maximum after combat, grants Special cooldown count-1 to unit after combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
Cooldown Count = 2 Boosts Special damage by 40% of unit's Res when Special triggers. If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = 4 - current Special cooldown count value, x difference between stats (max difference between stats: 10). If unit's Special is ready or if unit's Special triggered during combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%. After combat, if unit's Special triggered, applies 【Divine Vein (Water)】 on target's space and on each space within 2 spaces of target's space for 1 turn. 【Divine Vein (Water)】 Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). Inflicts Spd-5 on foe and reduces the percentage of non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). |
If unit is within 3 spaces of an ally, grants Spd/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) |
If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +5. Inflicts Spd/Res-4 on foe during combat. If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 4 (max 40%). Foes with Range = 2 cannot warp into spaces within 4 spaces of unit (does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains). |
At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Res-7, 【Ploy】, and 【Exposure】 on those foes through their next actions. 【Ploy】 Neutralizes 【Bonus Doubler】, 【Treachery】, and 【Grand Strategy】 effects active on unit during combat through unit's next action. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (18) | ★★★☆☆ | |
Atk (7) | ★★★☆☆ | |
Spd (7) | ★★★★★ | |
Def (5) | ★★★☆☆ | |
Res (11) | ★★★★★ |
◯ = 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.
The best IVs for Legendary Corrin (M) are +Spd and -HP. Corrin's Spd is a superboon and boosts his Spd from base 46 to base 50, allowing him to keep up with all the fast metagame units with similar investment.
Boosting +Res is also an option in order to improve his Res checks, but this leaves him prone to follow-up attacks from faster units. Corrin's Res is already high enough to achieve maximum value with his Res checks against most of the speedy units in the game; we feel that Spd is more important when facing these enemies.
We opted for a -HP bane because HP is the easiest stat to patch up through blessings and other bonuses. Corrin makes good use of every stat as an Omnitank unit, and HP is the bane that impacts his performance the least.
We recommend +Spd when merging Legendary Corrin (M) up to +10 in order to ensure he wins the Spd check against his foes. His Res is already high enough to win most Res checks, and if ever he loses a Res check, it is very likely that he is faster than his foe and can create a follow-up attack to compensate.
HOT | |
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:
-
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:
-
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Corrin's base kit is already good enough to function as an Omnitank unit. He needs Spd and Res to maximize his stat checks, thus we use a Spd/Res boosting Sacred Seal. We opted for Form, but the others are viable as well.
Neutral Stats at Lv. 40 (5★) | ||
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199 | ||
HP |
40 |
Rank: 489/1171 |
Atk |
40 |
Rank: 400/1171 |
Spd |
46 |
Rank: 62/1171 |
Def |
27 |
Rank: 646/1171 |
Res |
46 |
Rank: 11/1171 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 45 | 61 | 50 | 31 | 51 | 238 | Lv.40 +10 | 45 | 45 | 50 | 31 | 51 | 222 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 47 | 44 | 50 | 31 | 50 | 222 |
+Atk Lv.40 +10 | 44 | 47 | 50 | 31 | 50 | 222 |
+Spd Lv.40 +10 | 44 | 44 | 54 | 31 | 50 | 223 |
+Def Lv.40 +10 | 44 | 44 | 50 | 34 | 50 | 222 |
+Res Lv.40 +10 | 44 | 44 | 50 | 31 | 53 | 222 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 40 | 56 | 46 | 27 | 46 | 215 |
5★ Lv.40 | 40 | 40 | 46 | 27 | 46 | 199 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 18 | 23 | 7 | 5 | 11 | 64 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
Legendary Corrin (M)
|
40 | 40 | 46 | 27 | 46 | 199 |
40 | 41 | 47 | 33 | 37 | 198 | |
40 | 42 | 46 | 30 | 36 | 194 | |
44 | 44 | 21 | 44 | 39 | 192 | |
40 | 43 | 27 | 37 | 41 | 188 | |
40 | 43 | 18 | 39 | 42 | 182 | |
38 | 40 | 26 | 35 | 34 | 173 | |
40 | 40 | 17 | 37 | 38 | 172 | |
41 | 31 | 37 | 32 | 27 | 168 | |
42 | 33 | 25 | 36 | 31 | 167 | |
40 | 30 | 34 | 33 | 26 | 163 | |
46 | 33 | 28 | 25 | 30 | 162 |
Note: Stats bonuses from skills are not taken into account.
Legendary Corrin (M) is a close magic 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 Res stat.
Legendary Corrin (M)'s exclusive dragonstone Hoshido's Breath has built-in Distant Counter, Time's Pulse 4, a Scowl effect upon winning a Res check, and adaptive damage against ranged foes.
In combat, Hoshido's Breath grants Corrin a flat 7 damage reduction on his foe's first attack and bonus Atk/Spd/Def/Res equal to 5 plus 3x the number of allies within 3 spaces, capped at Atk/Spd/Def/Res+14.
These effects are all quite good and impact Corrin's combat potential in multiple ways, allowing him to deal more damage and withstand enemy attacks better than usual.
Legendary Corrin (M)'s exclusive Special Dragon Fang Shot boosts his damage output by 40% of his Res whenever it triggers. It also has a very low cooldown of 1 (after Hoshido's Breath's accelerated Special trigger) and the Time's Pulse 4 effect on Hoshido's Breath ensures that Dragon Fang Shot is active at all times.
Dragon Fang Shot also has built-in damage reduction during combat and from area-of-effect Specials if Corrin wins a Res check. The damage reduced is equal to 4 minus the current Special cooldown value, then multiplied by the difference between Corrin's Res and his foe's Res (maximum difference of 10). This effect grants Legendary Corrin (M) up to 40% extra damage reduction which stacks on top of Hoshido's Breath's flat 7 damage reduction and other damage reduction effects such as from his base kit's High Dragon Wall.
Additionally, if Corrin's Special is ready or triggered during combat, Dragon Fang Shot reduces his foe's non-Special percentage-based damage reduction effects by half, and applies【Divine Vein (Water)】 terrain onto his target foe's occupied tile and all tiles within 2 spaces.
【Divine Vein (Water)】 acts as difficult terrain for ranged foes, forcing them to expend +1 movement for each tile they attempt to move onto, inflicts Spd-5 onto foes during combat, and reduces foe's non-Special percentage-based damage reduction effects by half.
This powerful Special is always ready to trigger and provides both offensive and defensive benefits, making it worth equipping at all times.
Legendary Corrin (M) takes 1.5x damage from dragon-effective weapons like Divine Mist, 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 for this Hero? | Cannot Unlock Potential |
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Corrin - Child of Dawn only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Corrin - Child of Dawn if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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6 | 1 | No Effect | 5★ | |
8 | 1 | No Effect | 5★ | |
11 | 1 | No Effect | 5★ | |
16 | 1 | Accelerates Special trigger (cooldown count-1). Unit can counterattack regardless of foe's range. At start of turn, if unit's HP ≥ 25% and unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 spaces of unit x 3, + 5 (max 14), and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown). If unit's HP ≥ 25% at start of combat and if unit's Special cooldown count value is at its maximum after combat, grants Special cooldown count-1 to unit after combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 4) Boosts Atk by 30%. | 5★ | |
(Cooldown Count = 4) Boosts Atk by 50%. | 5★ | |
(Cooldown Count = 2) Boosts Special damage by 40% of unit's Res when Special triggers. If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = 4 - current Special cooldown count value, x difference between stats (max difference between stats: 10). If unit's Special is ready or if unit's Special triggered during combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%. After combat, if unit's Special triggered, applies 【Divine Vein (Water)】 on target's space and on each space within 2 spaces of target's space for 1 turn. 【Divine Vein (Water)】 Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). Inflicts Spd-5 on foe and reduces the percentage of non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). |
5★ |
Skill Name | Effect | Learned At |
---|---|---|
If unit is within 3 spaces of an ally, grants Spd/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Spd/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Spd/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Spd/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) | 5★ | |
If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 2 (max 20%). | 5★ | |
If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 3 (max 30%). | 5★ | |
If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 4 (max 40%). | 5★ | |
If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +5. Inflicts Spd/Res-4 on foe during combat. If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 4 (max 40%). Foes with Range = 2 cannot warp into spaces within 4 spaces of unit (does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains). |
5★ | |
At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit’s Res through their next actions. | 5★ | |
At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit’s Res through their next actions. | 5★ | |
At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit’s Res through their next actions. | 5★ | |
At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Atk/Res-7, 【Ploy】, and 【Exposure】 on those foes through their next actions. 【Ploy】 Neutralizes 【Bonus Doubler】, 【Treachery】, and 【Grand Strategy】 effects active on unit during combat through unit's next action. |
5★ |
Value of Skills | ★★★★★ |
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Legendary Corrin (M) has Spd/Res Finish 4, High Dragon Wall, and Atk/Res Ploy 3 as inheritable options.
High Dragon Wall is a new skill introduced by Legendary Corrin (M) and is our pick for the best skill to inherit from Corrin's base kit.
It is possible to acquire multiple skills from one copy of Legendary Corrin (M) by inheriting prerequisite skills first.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Legendary Corrin (M) is a limited time Hero who can be pulled from a Legendary Hero Summoning event. 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 (English) |
Cam Clarke |
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Illustrator | PenekoR |
Appears In |
Heroes from Mythic Heroes - Hræsvelgr: Quieting Blade | |||
---|---|---|---|
Embla [9.5/10] |
Edward [9.0/10] |
Forde [9.0/10] |
Veyle [9.0/10] |
Fallen Ursula [9.5/10] |
Hræsvelgr [9.5/10] |
Legendary Corrin (M) [9.5/10] |
Attuned Eirika [9.5/10] |
Heiðrún [9.9/10] |
Legendary Alear (M) [9.5/10] |
Niðavellir [9.5/10] |
Eikþyrnir [9.5/10] |
▶︎Return to the Green Heroes Page
Close-Range | Ranged |
---|---|
Axe | Green Tome |
Green Breath | Green Dagger |
Green Beast | Green Bow |
I'm pretty sure its a times pulse 3 effect because it the special doesn't go down after combat but instead kn his turn
Legendary Corrin (M) Builds and Best IVs
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