Fire Emblem Heroes Corrin
Keith accidently steps on her glasses and helps her back to his cave.Over the next few days, Keith explores and goes further and further into the island. After building a raft and crossing a Caldera, Keith finds an ancient ruin. After emerging from the ruins, he finds more people on the island who are part of a hostile smuggling operation.As he sneaks into their secret base over the next few nights, he soon discovers multiple ways to escape the island.They must stay alive by either eating each other or having planted crops.Background art from the Lost in Blue game cover. He works his way room to room, completing puzzles. Keith is forced to stay on a small area of the island and learns how to survive through the night.The next day, he crosses the river and finds Skye by a lifeboat looking for her glasses.
3★HPATKSPDDEFRESLow18 18 20 207 7 9 95 5 7 77 7 9 95 5 7 7Middle19 19 21 218 8 10 106 6 8 88 8 10 106 6 8 8High20 20 22 229 9 11 117 7 9 99 9 11 117 7 9 9HPATKSPDDEFRESLow17 17 19 197 16 9 184 4 6 67 7 9 94 4 6 6Middle18 18 20 208 17 10 115 5 7 28 8 10 105 5 7 7High19 19 21 219 18 11 206 6 8 89 9 11 116 6 8 8HPATKSPDDEFRESLow17 17 19 196 14 8 164 4 6 66 6 8 84 4 6 6Middle18 18 20 207 15 9 175 5 7 77 7 9 95 5 7 7High19 19 21 218 16 10 186 6 8 88 8 10 106 6 8 8. 3★HPATKSPDDEFRESLow37 18 20 20Middle41 21 23 23High44 24 26 26HPATKSPDDEFRESLow35 16 18 18Middle38 19 21 21High41 22 24 24HPATKSPDDEFRESLow34 15 17 17Middle37 18 20 20High40 21 23 23. Preferred IV: +SPD or +ATK / -RES or -HP. Weapon: Lightning Breath+ (+Spd). Assist: Reposition.
Special: Aether / Blue Flame / Bonfire / Moonbow. Passive A: Steady Breath / Warding Breath / Fierce Breath / Atk/Spd Bond / Fury. Passive B: Null Follow-Up / Guard / Wrath / Null C-Disrupt / Quick Riposte. Passive C: Even Atk Wave / Atk Smoke / Flexible.
Sacred Seal: Quick Riposte / Distant Def / Close Def / Atk SmokeThis is a fairly standard build for any defensive dragon unit. Combining Lightning Breath with Steady/Warding/Fierce Breath turns Corrin into a highly effective Enemy Phase unit, able to counter at range while rapidly charging her Special. The increased Special charge rate allows her to work around the Special cooldown penalty from Lightning Breath.Aether is the Special of choice for this set since it can be charged quickly thanks to Steady/Warding/Fierce Breath; the combination of healing and damage is perfect for increasing Corrin’s damage output and staying power. Blue Flame is a strong, lower cooldown alternative, though the high investment cost, positioning requirement, and lack of healing can make it a bit riskier in drawn-out maps. Budget alternatives include Bonfire as well as Moonbow if Steady/Warding/Fierce Breath are unavailable.Steady Breath is always a great choice for Corrin due to increasing her already good Defense, making her a great physical tank. Fierce Breath is a strong alternative; while it doesn’t contribute to Corrin’s bulk, the extra Attack is immensely helpful. Finally, Warding Breath isn’t particularly impressive due to Corrin’s magical bulk being poor, but the most important function is the increased Special charge.
If these aren’t available, then Atk/Spd Bond is decent (particularly if using Blue Flame), or Fury for budget purposes.Quick Riposte is a vital skill to have; while Corrin has good Speed, she still lacks the means to double speedy enemies as well as those with skills that negate follow-ups. For Corrin, Quick Riposte is best run as a Sacred Seal so that she can utilize a different B skill like Null Follow-up, Guard, or Null C-Disrupt. All three significantly improve upon her tanking skills considerably; Null Follow-Up is an infantry-exclusive skill that allows Corrin to shut down enemies with skills that guarantee doubles like armored units with Bold Fighter. Alternatively, Guard allows Corrin to minimize damage taken from Special-reliant units, such as Ayra and Zelgius. It also allows her to safely handle armored units who are running Bold Fighter, though not quite as effectively as running Null Follow-Up. Preferred IV: +SPD or +ATK / -RES or -HP.
Weapon: Dark Breath+ (+Spd). Assist: Reposition. Special: Moonbow / Luna. Passive A: Distant Counter / Sturdy Impact / Atk/Spd Solo / Swift Sparrow / Fury. Passive B: Windsweep / Null Follow-Up / Wrath / Null C-Disrupt. Passive C: Odd Spd Wave / Savage Blow / Flexible.
Sacred Seal: Quick Riposte / Flashing Blade / Savage Blow / Phantom SpdThis build aims to utilize Corrin’s base Dark Breath to heavily cripple enemy teams with heavy debuffs. While the optimal iteration of this build is pretty high investment, it’s still fully functional even on a more budget setup. The basic premise is to utilize Windsweep to safely apply Dark Breath’s debuff on Player Phase, then easily take out everything that attacks Corrin on Enemy Phase due to the massive debuffs.Since this build relies heavily on Windsweep, it’s very important to get Corrin’s Speed as high as possible. Generally this means a +SPD Asset and a +Spd refine on Dark Breath, but Corrin can also run +ATK if she opts to not use Distant Counter and/or if she has buff support from her team. The exception to this is if Corrin runs Sturdy Impact, as preventing enemy follow-ups offers a strong enough level of protection that Corrin can afford to avoid running Windsweep if desired.A low cooldown Special like Moonbow helps ensure that Corrin will have her Special ready to activate on Enemy Phase after she’s applied her debuffs. Alternatively, she can opt to use Luna if using the Flashing Blade Seal or if she has access to Infantry Flash support.Distant Counter is a strong choice for this build because it allows Corrin to deal with ranged units on Enemy Phase after debuffing, but it’s not strictly necessary. Sturdy Impact is an excellent alternative if not using Distant Counter, as preventing enemy follow-ups is strong enough that Corrin can consider running a skill other than Windsweep.
We are back with the next installment of 'Kiran's Hero Entries.' Today, we shall be examining Corrin, as requested by u/PrinceBkibo. Ape out walkthrough. Holy hell did this entry take a long while. I greatly apologize for the wait, everyone; this was a very time-consuming entry for me to do, what with covering all three paths and reading through the supports to get as accurate a picture of Corrin’s character as. Artwork posts should link directly to the original source in the post URL and indicate the author's name in the title, or indicate that the artwork is original content. Re-uploads, traces, recolors, and artwork unrelated to Fire Emblem Heroes will be removed.
Other alternatives are the stat-boosting A skills like Atk/Spd Solo, Swift Sparrow, or Fury (for budget purposes).Windsweep is important to help Corrin safely apply her debuffs without having to risk taking on enemies head-on with no major advantages. Corrin is unfortunately a bit overshadowed compared to other blue units, including fellow blue dragons like Nowi (who is also a launch unit like Corrin).
However, this doesn’t mean that she isn’t an effective unit. She is still a dragon, which means she has access to the Lightning Breath + Steady/Warding Breath combo, as well as many other perks that dragons enjoy.One of Corrin’s biggest apparent flaws is her unimpressive Attack stat; fortunately, it’s not particularly hard for her to make up for this since a +ATK Asset nets her +4 instead of +3. In addition, dragon breath weapons make it pretty easy for her to deal good damage thanks to their adaptive damage trait against ranged targets, ability to combine Distant Counter (via Lightning Breath) with Steady/Warding Breath, and targeting Resistance for melee units (which generally tends to be the lower of the two defensive stats).Overall, Corrin is a decent unit despite being outclassed by a decent number of units. Her strong Speed and Defense give her some good versatility and effectiveness in her builds, which can allow her to pull her weight on a team.
Good SpeedAt 34 base Speed, Corrin is one of the faster dragons. This means she has an easier time stacking Speed to avoid doubles, and can even get enough to consider attacking on Player Phase. Strong Physical BulkWith 75 physical bulk, Corrin is quite sturdy against physical threats. This tankiness is improved thanks to weapon refining as well as potentially skills like Steady Breath.
DragonCorrin’s status as a dragon means that she can enjoy numerous benefits which include access to unique buffs, adaptive damage against ranged targets, magic damage against melee targets, and access to strong weapons which include Lightning Breath (which pairs very well with Steady/Warding Breath) and her base Dark Breath. InfantryAs an infantry unit, Corrin has access to unique infantry skills like Null Follow-Up and Infantry Rush, and can also benefit from unique team support from skills like Infantry Pulse. Poor Magical BulkWhile 62 magical bulk isn’t that bad (higher with weapon refining), Corrin still struggles to tank more than a single hit from a magic damage dealer, which can be detrimental when she wants to act as a tank for the team. Anti-Dragon WeaponryCorrin’s status as a dragon has a major downside which is that anti-dragon weaponry are incredibly dangerous; Naga will rip her apart due to the combination of Weapon Triangle advantage and Corrin’s poor magical bulk, and even Falchions can be an issue despite Corrin’s color advantage and strong physical bulk. Heavy Investment for OptimalWhile Corrin can be quite effective with her optimal builds, one major problem is that they all need very high investment skills to function properly.
While she does have budget options which can make those builds usable, they will never be quite as effective as high investment setups. Dragon ArchetypeF!Corrin, despite being a very old unit, boasts quite high speed and defense stats, and is capable of performing better than Nowi in some scenarios (most for me).Weapon: Dark Breath+ (+Spd)We want to capitalise on the high speed stat that Corrin has as much as possible, in order to guarantee that Flashing Blade proc. This weapon serves as an Atk/Spd Smoke that is inflicted on foes, as long as Corrin hits the opponent (even if 0 damage is dealt).Assist: RepositionRepo is repoSpecial: IgnisCorrins defense is no joke.
With Flashing Blade in the S slot, Corrin can unleash extremely powerful Ignis-es that shatter most enemies, quite often through weapon triangle. And Corrin was never known to have a high Atk stat, which makes Ignis more necessary to this playstyle.A slot: Distant CounterCorrin needs DC to get the better of mages, staves, archers and daggers, whom she hits very hard due to adaptive damage. However, I do not recommend charging into a pre charged Ophelia, as you wont be living with that Res stat.B slot: Null C-Disrupt 3NCD is the only B slot for Corrin (except maybe Vantage) as it ensures she can counterattack against enemy staves running Dazzling Staff.C slot: Panic Ploy 3 / Panic smoke 3Corrin has a workable HP stat and is perfectly capable of inflicting the panic status on enemies with HP stats lower than hers. Even so, in the higher tiers of AR and Arena where +10 armors and premium units are more frequent, Panic Plou will cease to be as effective as it once was. For that reason, I recommend Panic Smoke 3, as it has the added benefit of synergising with her native Dark Breath, flipping opponents buffs and then debuffing them further.Sacred Seal: Flashing Blade 3As stated earlier, Flashing Blade allows Corrin to quickly charge Ignis in order to effectively break through once bulky foes, and guarantee kills on foes with higher speed or with follow-up cancelling skills.This build is pretty straightforward and can turn Corrin from the pathetic low Atk dragon that she once was, to a consistent tank breaker that has trouble dying.
WeaponsHPSPRng.Mt.After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, damage calculated using the lower of foe's Def or Res.+5350116+4 After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, damage calculated using the lower of foe's Def or Res.+5350114+4 After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, damage calculated using the lower of foe's Def or Res.+5350114+3 After combat, if unit attacked, inflicts Atk/Spd-7 on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, damage calculated using the lower of foe's Def or Res.+5350114.
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