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Corrin/Stats
This page details the variable workings of Corrin, the avatar of Fire Emblem Fates, primarily how their boon and bane work. The growth rate and stat cap modifier workings of Corrin's boon and bane also impact any of Corrin's potential children.
Base stats
The boon and bane's impact on Corrin's base stats is perhaps the most straightforward of the alterations the boon and bane can make on Corrin. Simply put, the stat chosen as boon will receive a boost to its base, the stat chosen as bane will receive a nerf to its base, all other stats are not affected. The following is the list of boosts and nerfs the boon and bane can make to Corrin's base stats:
Base stat impact | |||
---|---|---|---|
Stat (boon/bane) | Neutral base stat | Alteration if boon | Alteration if bane |
Max HP (Robust/Sickly) | 19 | +3 | −2 |
Strength (Strong/Weak) | 7 | +2 | −1 |
Magic (Clever/Dull) | 4 | +3 | −2 |
Skill (Deft/Clumsy) | 7 | +3 | −2 |
Speed (Quick/Slow) | 6 | +2 | −1 |
Luck (Lucky/Unlucky) | 5 | +3 | −2 |
Defense (Sturdy/Fragile) | 6 | +1 | −1 |
Resistance (Calm/Excitable) | 2 | +1 | −1 |
Growth rates
The boon and bane system starts to become more complex when affecting Corrin's growth rates, as the boon and bane both affect three stats instead of simply the selected stat. The selected boon and bane make the largest impact on the selected stat's growth rate, but each selected stat also gives smaller boosts or nerfs to two other stats' growth rates. These alterations, when mathametically applied to Corrin's base growth rates, result in the final growth rates for that particular Corrin. The following lists the impacts an boon or bane make to Corrin's growth rates; a blank cell in one of the tables results in a stat not being impacted by a selected boon or bane.
Growth rate impacts with boon | ||||||||
---|---|---|---|---|---|---|---|---|
Selected stat | Affected stats | |||||||
HP | Strength | Magic | Skill | Speed | Luck | Defense | Resistance | |
HP (Robust) | +15% | +5% | +5% | |||||
Strength (Strong) | +15% | +5% | +5% | |||||
Magic (Clever) | +20% | +5% | +5% | |||||
Skill (Deft) | +5% | +25% | +5% | |||||
Speed (Quick) | +5% | +15% | +5% | |||||
Luck (Lucky) | +5% | +5% | +25% | |||||
Defense (Sturdy) | +5% | +10% | +5% | |||||
Resistance (Calm) | +5% | +5% | +10% |
Growth rate impacts with bane | ||||||||
---|---|---|---|---|---|---|---|---|
Selected stat | Affected stats | |||||||
HP | Strength | Magic | Skill | Speed | Luck | Defense | Resistance | |
HP (Sickly) | −10% | −5% | −5% | |||||
Strength (Weak) | −10% | −5% | −5% | |||||
Magic (Dull) | −15% | −5% | −5% | |||||
Skill (Clumsy) | −5% | −20% | −5% | |||||
Speed (Slow) | −5% | −10% | −5% | |||||
Luck (Unlucky) | −5% | −5% | −20% | |||||
Defense (Fragile) | −5% | −10% | −5% | |||||
Resistance (Excitable) | −5% | −5% | −10% |
Stat cap modifiers
Corrin's stat cap modifiers are also impacted by boon and bane, in a manner even more complex than growth rates. Whenever a stat other than HP is selected as an boon or bane, a large boost or nerf is applied to Corrin's modifier in the chosen stat, and a smaller boost or nerf is applied to two other stats. A choice of HP as either boon or bane sees five stats total impacted, three the size of the small boost/nerf as seen in other stats, the other two an even smaller boost if chosen as the boon or the same size nerf if chosen as the bane. All boosts and nerfs added up together in this way make up Corrin's stat cap modifiers (as Corrin's default stat cap modifiers are zero all around). The following lists the impacts an boon or bane make to a Corrin's stat cap modifiers; a blank cell in one of the tables results in a stat not being impacted by a selected boon or bane.
Stat cap modifier impacts with boon | ||||||||
---|---|---|---|---|---|---|---|---|
Selected stat | Affected stats | |||||||
Strength | Magic | Skill | Speed | Luck | Defense | Resistance | ||
HP (Robust) | +1 | +1 | +2 | +2 | +2 | |||
Strength (Strong) | +4 | +2 | +2 | |||||
Magic (Clever) | +4 | +2 | +2 | |||||
Skill (Deft) | +2 | +4 | +2 | |||||
Speed (Quick) | +2 | +4 | +2 | |||||
Luck (Lucky) | +2 | +2 | +4 | |||||
Defense (Sturdy) | +2 | +4 | +2 | |||||
Resistance (Calm) | +2 | +2 | +4 |
Stat cap modifier impacts with bane | ||||||||
---|---|---|---|---|---|---|---|---|
Selected stat | Affected stats | |||||||
Strength | Magic | Skill | Speed | Luck | Defense | Resistance | ||
HP (Sickly) | −1 | −1 | −1 | −1 | −1 | |||
Strength (Weak) | −3 | −1 | −1 | |||||
Magic (Dull) | −3 | −1 | −1 | |||||
Skill (Clumsy) | −1 | −3 | −1 | |||||
Speed (Slow) | −1 | −3 | −1 | |||||
Luck (Unlucky) | −1 | −1 | −3 | |||||
Defense (Fragile) | −1 | −3 | −1 | |||||
Resistance (Excitable) | −1 | −1 | −3 |
Pair Up bonuses
Corrin's support-based Pair Up bonuses are completely dependent on Corrin's boon and bane, in a manner yet even more complex than stat cap modifiers. Each boon has three different stats that can be granted as a bonus in Pair Up, with an S support always granting the chosen stat as a bonus, with the exception of HP, which grants defense at S support. Each bane additionally provides other stat bonuses of their own, while also determining which of the three boon stats are granted, and at what support levels. The following tables detail all Pair Up bonuses given by all possible boon/bane pairs.
HP (Robust) Strength (Strong) Magic (Clever) Skill (Deft) Speed (Quick) Luck (Lucky) Defense (Sturdy) Resistance (Calm)
Pair Up bonuses with HP boon | |||||||
---|---|---|---|---|---|---|---|
Bane | Support level | ||||||
C | B | A | S | ||||
HP (Sickly) | -- | -- | -- | -- | |||
Strength (Weak) | Def +1 | Lck +1 | Spd +1 | Def +1, Res +1 | |||
Magic (Dull) | Str +1 | Def +1 | Res +1 | Lck +1, Def +1 | |||
Skill (Clumsy) | Lck +1 | Res +1 | Spd +1 | Def +1, Res +1 | |||
Speed (Slow) | Str +1 | Def +1 | Def +1 | Def +1, Res +1 | |||
Luck (Unlucky) | Res +1 | Def +1 | Spd +1 | Def +1, Res +1 | |||
Defense (Fragile) | Str +1 | Def +1 | Spd +1 | Def +1, Res +1 | |||
Resistance (Excitable) | Str +1 | Def +1 | Luck +1 | Def +2 |
Secondary class
Unlike Robin in Awakening, Corrin is limited to their base Nohr Prince or Nohr Princess class and one other class tree selected at creation (Corrin's "talent"). Most talents match the name of the class they grant, but some differ. The available classes are:
- Cavalier
- Knight
- Fighter
- Mercenary
- Outlaw
- Samurai
- Oni Savage
- Spear Fighter ("Lancer")
- Diviner
- Monk (male)
- Shrine Maiden (female; "Priestess")
- Sky Knight
- Archer
- Wyvern Rider ("Dragon")
- Ninja
- Dark Mage ("Mage")
- Troubadour
- Apothecary
Growth rates when reclassed
- Note that these do not include alterations from Corrin's boon and bane.
Hoshidan classes
Samurai Swordmaster Master of Arms Oni Savage Oni Chieftain Blacksmith Spear Fighter/Spear Master Basara Diviner Onmyoji Monk/Shrine Maiden Great Master Priestess
Class | HP | Str | Mag | Skill | Spd | Lck | Def | Res |
---|---|---|---|---|---|---|---|---|
Samurai | 55% | 55% | 30% | 55% | 65% | 60% | 35% | 35% |
Sky Knight Falcon Knight Kinshi Knight Archer Sniper Ninja Master Ninja Mechanist Apothecary Merchant Dread Fighter
Class | HP | Str | Mag | Skill | Spd | Lck | Def | Res |
---|---|---|---|---|---|---|---|---|
Sky Knight | 45% | 55% | 30% | 50% | 60% | 65% | 35% | 45% |
Nohrian classes
Cavalier Paladin Great Knight Knight General Fighter Berserker Mercenary Hero Bow Knight
Class | HP | Str | Mag | Skill | Spd | Lck | Def | Res |
---|---|---|---|---|---|---|---|---|
Cavalier | 55% | 60% | 30% | 50% | 55% | 60% | 45% | 35% |
Outlaw Adventurer Wyvern Rider Wyvern Lord Malig Knight Dark Mage Sorcerer Dark Knight Troubadour Strategist Butler/Maid Dark Falcon
Class | HP | Str | Mag | Skill | Spd | Lck | Def | Res |
---|---|---|---|---|---|---|---|---|
Outlaw | 45% | 55% | 35% | 50% | 65% | 45% | 35% | 45% |
Other classes
Ballistician Witch Lodestar Vanguard Great Lord Grandmaster
Class | HP | Str | Mag | Skill | Spd | Lck | Def | Res |
---|---|---|---|---|---|---|---|---|
Ballistician | 50% | 70% | 30% | 55% | 45% | 55% | 40% | 30% |