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This is a ranking page for the hero Corrin - Young Kinship 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 Young Corrin (M).
| Heroes With the Same Name | |
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List of Contents
| Special Heroes - Precious Siblings Featured Heroes | |||
|---|---|---|---|
Young Leo[9.0/10] |
Young Corrin (M)[9.5/10] |
Young Camilla[9.9/10] |
Young Elise[9.0/10] |

| Overall Rating | 9.5/10 |
|---|---|
| Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
| Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
| Color / Weapon Type / Move Type | |
|---|---|
| Rarity | |
| What Kind of Character Are They? | ・Duskstone grants Draconic Hex and a Time's Pulse effect to Corrin and nearby allies at the start of each turn, grants Corrin bonus stats, bonus true damage, true damage reduction, a Scowl effect, and Special cooldown count -1 after combat. ・Dragon Fang Fire has built-in Phantom Res, damage reduction, 50% piercing, and applies 【Divine Vein (Water)】 after combat. ・Duo Skill applies 【Divine Vein (Water)】 for 2 turns and improves Spd checks for Corrin and nearby allies. |
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Might: 16 Range: 1 Accelerates Special trigger (cooldown count-1). If foe's Range = 2, calculates damage using the lower of foe's Def or Res. At start of turn, and at start of enemy phase (except for in Summoner Duels), if unit's HP ≥ 25%, grants 【Draconic Hex】 to unit and allies within 2 spaces of unit, and if 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%, inflicts penalty on foe's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14; if unit triggers Savior, value is treated as 14), unit deals +X damage (excluding area-of-effect Specials), and reduces damage from foe's attacks by X during combat (excluding area-of-effect Specials; X = number of allies within 3 spaces of unit × 5; max 15; if unit triggers Savior, value is treated as 15), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, triggers the following effects during combat: inflicts Special cooldown count+1 on foe before foe's first attack and if foe's first attack triggers the "attacks twice" effect, inflicts Special cooldown count+1 on foe before foe's second strike as well (in either case, cannot exceed the foe's maximum Special cooldown). If unit's HP ≥ 25% at start of combat and unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit after combat. 【Draconic Hex】 Inflicts Atk/Spd/Def/Res-5 on foe during combat and inflicts penalty on each of those stats = 5 - current penalty on each of those stats for 1 turn (min 0; calculates each stat penalty independently). |
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Cooldown Count = 2 Boosts damage by 40% of unit's Res when Special triggers. If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +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 (max X × 10%; if from area-of-effect Special, X = 8 - current Special cooldown count value; otherwise, X = 4 - current Special cooldown count value). If unit's Special is ready or 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. |
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Grants HP+5. If foe initiates combat or if unit's HP ≥ 50% at start of combat, grants Spd/Def/Res+9 to unit during combat and restores 7 HP to unit after combat. |
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Inflicts Atk/Spd-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and increases the Spd difference necessary for foe to make a follow-up attack by 10 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills), and also, if unit's Spd ≥ foe's Spd-10, reduces damage from foe's first attack by 10 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
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Foes with Range = 1 cannot warp into spaces within 3 spaces of unit and foes with Range = 2 cannot warp into spaces within 4 spaces of unit (in either case, does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains). If foe with Range = 1 initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit. If foe's Range = 1, grants Def/Res+4 to unit during combat. |
| Duo Skill |
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| Grants the following status to unit and allies within 3 spaces of unit for 1 turn: increases Spd difference necessary for foe to make a follow-up attack by 10 during combat. Applies 【Divine Vein (Water)】 to unit's space and spaces within 3 spaces of unit for 2 turns. (Duo Skills can be used once per map by tapping the Duo button. Duo Skills cannot be used by units deployed using Pair Up.) |
| Duel |
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| If unit is 5★ and level 40 and unit's stats total less than 215, treats unit's stats as 215 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) |
| Stat | Superboon/Superbane | IV Recommendation |
|---|---|---|
| HP (19) |
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★★★☆☆ |
| Atk (10) |
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★★★★☆ |
| Spd (8) |
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★★★★★ |
| Def (5) |
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★★★☆☆ |
| Res (11) |
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★★★★★ |
◯ = 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 Young Corrin (M are +Spd and -HP. As a fast armored unit, Spd is essential in having Corrin soak up attacks for his team while preventing enemies from generating follow-up attacks against him.
HP is Corrin's least important stat and can be used as a bane, as it is the easiest stat to patch up through blessing bonuses.
We recommend a +Spd IV when merging Young Corrin (M) up to +10 to ensure he can prevent enemies from creating follow-up attacks.
| HOT | |
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| Updated on 04/04/2025 | |
Young Corrin excels in a Far Save tank role with his high Res stat, adaptive damage against ranged foes, and added bulk from Emblem Ike Ring. The tradeoff is being forced to equip Distant Counter (D) Sacred Seal, losing access to Hardy Bearing to combat Emblem Lyn.
| HOT | |
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| Updated on 04/04/2025 | |
Young Corrin's base kit is good enough to function as a Near Save tank. Simply equip a Sacred Seal that boosts Spd and any other stat that is important for his role, whether you need bulk or offense.
| Neutral Stats at Lv. 40 (5★) | ||
|---|---|---|
| 212 | ||
| HP |
41 |
Rank: 359/1322 |
| Atk |
43 |
Rank: 260/1322 |
| Spd |
47 |
Rank: 23/1322 |
| Def |
35 |
Rank: 265/1322 |
| Res |
46 |
Rank: 22/1322 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +10 Merges W/ Skill Bonuses | 51 | 64 | 51 | 39 | 51 | 256 | Lv.40 +10 | 46 | 48 | 51 | 39 | 51 | 235 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +HP Lv.40 +10 | 48 | 47 | 51 | 39 | 50 | 235 |
| +Atk Lv.40 +10 | 45 | 50 | 51 | 39 | 50 | 235 |
| +Spd Lv.40 +10 | 45 | 47 | 55 | 39 | 50 | 236 |
| +Def Lv.40 +10 | 45 | 47 | 51 | 43 | 50 | 236 |
| +Res Lv.40 +10 | 45 | 47 | 51 | 39 | 53 | 235 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★- Adjusted for Skills | 46 | 59 | 47 | 35 | 46 | 233 |
| 5★ Lv.40 | 41 | 43 | 47 | 35 | 46 | 212 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★ Lv.1 | 19 | 26 | 8 | 5 | 11 | 69 |
| Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
|---|---|---|---|---|---|---|
|
|
41 | 43 | 47 | 35 | 46 | 212 |
| 47 | 49 | 18 | 46 | 47 | 207 | |
| 40 | 43 | 46 | 30 | 45 | 204 | |
| 38 | 44 | 47 | 30 | 40 | 199 | |
| 41 | 49 | 19 | 42 | 47 | 198 | |
| 42 | 43 | 44 | 36 | 31 | 196 | |
| 45 | 43 | 26 | 43 | 38 | 195 | |
| 37 | 43 | 46 | 27 | 40 | 193 | |
| 37 | 43 | 45 | 27 | 41 | 193 | |
| 40 | 42 | 45 | 36 | 30 | 193 | |
| 40 | 42 | 28 | 37 | 41 | 188 | |
| 40 | 36 | 42 | 31 | 34 | 183 | |
| 40 | 39 | 25 | 42 | 36 | 182 | |
| 45 | 34 | 35 | 37 | 29 | 180 | |
| 40 | 42 | 18 | 37 | 40 | 177 | |
| 39 | 39 | 42 | 32 | 25 | 177 | |
| 42 | 38 | 38 | 33 | 26 | 177 | |
| 39 | 36 | 41 | 27 | 30 | 173 | |
| 42 | 35 | 35 | 31 | 24 | 167 | |
| 40 | 31 | 33 | 31 | 29 | 164 | |
| 45 | 34 | 27 | 30 | 27 | 163 | |
| 37 | 30 | 36 | 33 | 26 | 162 | |
| 41 | 27 | 34 | 34 | 21 | 157 |
Note: Stats bonuses from skills are not taken into account.
Young 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.

Young Corrin (M)'s exclusive weapon Duskstone grants 【Draconic Hex】 to Corrin and his nearby allies at the start of each phase and grants Corrin Special cooldown count -1 if his Special is at its maximum value.
In combat, Duskstone inflicts up to Atk/Spd/Def/Res-14 onto Corrin's foe, grants him up to +15 bonus true damage and true damage reduction, and inflicts Special cooldown count +1 to his foe before their first attack, and also before the second strike if they have a brave effect.
Finally, after combat, Duskstone grants Corrin Special cooldown count -1 if his Special is at its maximum value.
Duskstone has all three of offense, defense, and support, making it a versatile weapon that works well in almost any scenario.
Young Corrin (M)'s exclusive Special Dragon Fang Fire has a short cooldown of 2 (1 with Duskstone's accelerated trigger) and has a built-in Phantom Res effect.
Dragon Fang Fire also grants Corrin damage reduction based on a Res check and on the type of damage he is receiving:
Dragon Fang Fire also grants Corrin 50% damage reduction piercing and applies 【Divine Vein (Water)】 on the foe's space and nearby spaces.
Dragon Fang Fire deals good damage while also providing critical effects that help Corrin withstand damage both in and out of combat.
Young Corrin (M) also has a Duo Skill that applies 【Divine Vein (Water)】 to his current space and all spaces within 3 spaces. The 【Divine Vein (Water)】 effect last for 2 turns, which can be key in game modes that have a turn limit.
The Duo Skill also grants Corrin and all allies within 3 spaces an easier Spd check to deny their foe's follow-up attacks, increasing the Spd difference necessary for them to generate a follow-up attack by 10. This effect only lasts for one turn unlike the 【Divine Vein (Water)】 effect, however, so only use it when combat is inevitable.
Young Corrin (M) takes 1.5x damage from armor-effective weapons like Randgríðr, and one blow from this type of weapon will deal significant damage.
Young 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 |
|---|
Corrin - Young Kinship only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Corrin - Young Kinship if a 4 Star version is released!
| 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). If foe's Range = 2, calculates damage using the lower of foe's Def or Res. At start of turn, and at start of enemy phase (except for in Summoner Duels), if unit's HP ≥ 25%, grants 【Draconic Hex】 to unit and allies within 2 spaces of unit, and if 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%, inflicts penalty on foe's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14; if unit triggers Savior, value is treated as 14), unit deals +X damage (excluding area-of-effect Specials), and reduces damage from foe's attacks by X during combat (excluding area-of-effect Specials; X = number of allies within 3 spaces of unit × 5; max 15; if unit triggers Savior, value is treated as 15), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, triggers the following effects during combat: inflicts Special cooldown count+1 on foe before foe's first attack and if foe's first attack triggers the "attacks twice" effect, inflicts Special cooldown count+1 on foe before foe's second strike as well (in either case, cannot exceed the foe's maximum Special cooldown). If unit's HP ≥ 25% at start of combat and unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit after combat. 【Draconic Hex】 Inflicts Atk/Spd/Def/Res-5 on foe during combat and inflicts penalty on each of those stats = 5 - current penalty on each of those stats for 1 turn (min 0; calculates each stat penalty independently). |
5★ |
| This Hero has no Assist skills that can be learned. |
| 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 damage by 40% of unit's Res when Special triggers. If a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +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 (max X × 10%; if from area-of-effect Special, X = 8 - current Special cooldown count value; otherwise, X = 4 - current Special cooldown count value). If unit's Special is ready or 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. |
5★ |
| Skill Name | Effect | Learned At |
|---|---|---|
| At start of combat, if unit’s HP ≥ foe’s HP+3, grants Res+2 during combat. | 5★ | |
| At start of combat, if unit’s HP ≥ foe’s HP+3, grants Res+4 during combat. | 5★ | |
| At start of combat, if unit’s HP ≥ foe’s HP+3, grants Res+6 during combat. | 5★ | |
| Grants HP+5. If foe initiates combat or if unit's HP ≥ 50% at start of combat, grants Spd/Def/Res+9 to unit during combat and restores 7 HP to unit after combat. |
5★ | |
| If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd, reduces damage from foe's first attack during combat by 10%. | 5★ | |
| If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd is ≥ foe's Spd-2, reduces damage from foe's first attack during combat by 20%. | 5★ | |
| If foe initiates combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also if unit's Spd is ≥ foe's Spd-4, reduces damage from foe's first attack during combat by 30%. | 5★ | |
| Inflicts Atk/Spd-4 on foe, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and increases the Spd difference necessary for foe to make a follow-up attack by 10 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills), and also, if unit's Spd ≥ foe's Spd-10, reduces damage from foe's first attack by 10 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). | 5★ | |
| Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat." | 5★ | |
| Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+3 during combat." | 5★ | |
| Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat." | 5★ | |
| Foes with Range = 1 cannot warp into spaces within 3 spaces of unit and foes with Range = 2 cannot warp into spaces within 4 spaces of unit (in either case, does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains). If foe with Range = 1 initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit. If foe's Range = 1, grants Def/Res+4 to unit during combat. |
5★ |

| Value of Skills | ★★★★★ |
|---|
Young Corrin (M) has Primordial Boost, Clever Fighter, and Lower Ground as inheritable options.
You can acquire multiple skills with one copy of Corrin by inheriting the 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!
Young Corrin (M) is a limited time Hero who can be pulled from a Special Heroes 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 with Marcella Lentz-Pope |
|---|---|
| Illustrator | nima |
| Appears In |
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▶︎Return to the Blue Heroes Page
| Close-Range | Ranged |
|---|---|
Lance |
Blue Tome |
Blue Breath |
Blue Dagger |
Blue Beast |
Blue Bow |
Young Corrin (M) | Duo Corrin Builds and Best IVs



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