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Legendary Corrin (M) Builds and Best IVs

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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).

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Corrin - Child of Dawn Icon Legendary Corrin (M)

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Legendary Corrin (M) Rating and Basic Information

FEH Legendary Corrin (M) Banner

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

Corrin - Child of Dawn: Basic Information

Color / Weapon Type / Move Type
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.

Legendary Corrin (M) Skills at 5★


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.

Legendary Corrin (M) Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (18) HP Superbane ★★★☆☆
Atk (7) Attack Bane ★★★☆☆
Spd (7) Spd Boon ★★★★★
Def (5) Def Bane ★★★☆☆
Res (11) 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 / -HP

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.

+Spd for a +10 merge

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.

Legendary Corrin (M) Best Builds

General Use / Budget Legendary Corrin (M)

HOT
Emblem Icon: -
Attuned Skill Icon: -

How to Use, Explanation

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.

Source Heroes for All Skills

Legendary Corrin (M) Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
199
HP
HP 40 40
Rank: 489/1171
Atk
Atk 40 40
Rank: 400/1171
Spd
Spd 46 46
Rank: 62/1171
Def
Def 27 27
Rank: 646/1171
Res
Res 46 46
Rank: 11/1171

Stat Values

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+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
+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

Stats at Lv 40

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

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 18 23 7 5 11 64

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
Legendary Corrin (M) Icon 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) Roles, Strengths, and Weaknesses

Legendary Corrin (M) Roles

Corrin - Child of Dawn Roles
Close Physical AttackClose-Physical Ranged Physical AttackRanged-Physical Close Magic Attack ImageClose-Magic Ranged MagicRanged-Magic
Physical Wall ImagePhysical Wall Magic Wall ImageMagic Wall Effective ImageEffective Weapon Movement Assist ImageMovement Assist
Exclusive Skill ImageExclusive Skill All Range Counterattack ImageAll-Range Counter RecoveryRecovery No Refresher ImageRefresher
Legendary Hero ImageLegendary No Mythic Hero ImageMythic No Duo and Harmonized ImageDuo /
Harmonized
No Resplendent ImageResplendent

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) Strengths

Hoshido's Breath grants Time's Pulse, Scowl, and damage reduction

Legendary Corrin (M) Attack

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.

Dragon Fang Shot grants damage reduction, piercing damage, and applies Water terrain

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) Weaknesses

Weak to Dragon Effective Weapons

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!

Heroes with Effective Skills

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Corrin - Child of Dawn Only Appears as a 5 Star Hero!

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!

Unlock Potential Tier List

Legendary Corrin (M) - 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).
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★

Assists

This Hero has no Assist skills that can be learned.

Specials

Skill Name Effect Learned At
(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★

Passives

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★

Legendary Corrin (M) as a Source Hero

Legendary Corrin (M) Avatar

Value of Skills ★★★★★

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

Community Feedback

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Top tier hero. Must summon. 8
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Summon for his/her Skill Inheritance options. 0
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How to Get Legendary Corrin (M) / Illustrations / Voice Actor / Quotes

How to Get Legendary Corrin (M)

Obtained through a Special Summoning Event!

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 and Illustrator Information

Voice Actor
(English)
Cam Clarke
Illustrator PenekoR
Appears In

Illustration

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Comment

2 Anonymous3 months

I meant in

1 Anonymous3 months

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

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