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Fire Emblem Heroes (FEH)

Young Corrin (M) | Duo Corrin Builds and Best IVs

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★ Latest Banners - New Heroes: Harmonized CYL Ike, Lyn
☆ New Units - Harmonized Brave Ike, Harmonized Brave Lyn, Vanitas
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FEH Young Corrin (M) Banner

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
Corrin - Young Kinship Icon Young Corrin (M)

Special Heroes - Precious Siblings Featured Heroes
Young Leo IconYoung Leo
[9.0/10]
Young Corrin (M) IconYoung Corrin (M)
[9.5/10]
Young Camilla IconYoung Camilla
[9.9/10]
Young Elise IconYoung Elise
[9.0/10]

Young Corrin (M) Rating and Basic Information

FEH Young Corrin (M) Banner

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

Corrin - Young Kinship: Basic Information

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.

Young Corrin (M) Skills at 5★


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).

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.

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.

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).

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.

Young Corrin (M)'s Duo Skill Effect

Duo Skill
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.)

Standard Effect 1

Duel
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.)

Young Corrin (M) Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (19) HP Superbane ★★★☆☆
Atk (10) Attack Bane ★★★★☆
Spd (8) Spd Boon ★★★★★
Def (5) Def Boon ★★★☆☆
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 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.

+Spd for a +10 merge

We recommend a +Spd IV when merging Young Corrin (M) up to +10 to ensure he can prevent enemies from creating follow-up attacks.

Young Corrin (M) Best Builds

Far Save Young Corrin (M)

HOT
Weapon Skill IconDuskstone
Assist Skill IconSwap
Attuned Skill Icon: -
Updated on 04/04/2025

How to Use, Explanation

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.

Near Save / Budget Young Corrin (M)

HOT
Weapon Skill IconDuskstone
Assist Skill IconSwap
Emblem Icon: -
Attuned Skill Icon: -
Updated on 04/04/2025

How to Use, Explanation

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.

Source Heroes for All Skills

Young Corrin (M) Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
212
HP
HP 41 41
Rank: 359/1322
Atk
Atk 43 43
Rank: 260/1322
Spd
Spd 47 47
Rank: 23/1322
Def
Def 35 35
Rank: 265/1322
Res
Res 46 46
Rank: 22/1322

Stat Values

Lv 40+10 Stats (5★)

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

Stats at Lv 40

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

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 19 26 8 5 11 69

Stat Comparison of Similar Heroes

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

Young Corrin (M) Roles

Corrin - Young Kinship 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 No All Range Counterattack ImageAll-Range Counter RecoveryRecovery No Refresher ImageRefresher
No Legendary Hero ImageLegendary No Mythic Hero ImageMythic Duo and Harmonized ImageDuo /
Harmonized
No Resplendent ImageResplendent

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) Strengths

Duskstone grants Draconic Hex, has Time's Pulse, and inflicts Scowl

Young Corrin (M) Attack

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.

Dragon Fang Fire has damage reduction and applies 【Divine Vein (Water)】

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:

  • Up to 80% if taking damage from an area-of-effect Special
  • Up to 40% if taking damage from an attack in combat

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.

Duo Skill applies 【Divine Vein (Water)】 and improves Spd checks

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) Weaknesses

Weak to Armor Effective Weapons

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.

Weak to Dragon Effective Weapons

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!

Heroes with Effective Skills

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Corrin - Young Kinship Only Appears as a 5 Star Hero!

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!

Unlock Potential Tier List

Young 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).
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★

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 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★

Passives

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★

Young Corrin (M) as a Source Hero

Young Corrin (M) Avatar

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

Community Feedback

How would you rate Young Corrin (M)?

Top tier hero. Must summon. 6
Votes
Summon if you need his/her hero archetype. 0
Votes
Summon if you like this hero. 0
Votes
Summon for his/her Skill Inheritance options. 2
Votes
Pass on this hero. 1
Votes

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

How to Get Young Corrin (M) / Illustrations / Voice Actor / Quotes

How to Get Young Corrin (M)

Obtained through a Special Summoning Event!

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 and Illustrator Information

Voice Actor
(English)
Cam Clarke with Marcella Lentz-Pope
Illustrator nima
Appears In

Illustration

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Comment

2 Anonymous Anonymous@Game8 8 months

Thanks! We've fixed the error in the build description.

1 Anonymous Anonymous 8 months

Looks like the wrong paragraph got put under far save.

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