Corrin (Thousand)

– Fateful Prince

3-4

Obtainable as a 3 – 4 only

Hero Stats

Max Avg Total Stats at Lvl 40

158

Stat Variations

Level ane
Stat Variation



HP ATK SPD DEF RES
Depression 19
19
21
21
7
23
nine
25
7
7
nine
ix
5
5
7
7
4
4
six
6
Centre 20
20
22
22
8
24
10
26
8
eight
x
x
vi
6
eight
viii
5
5
7
7
High 21
21
23
23
9
25
11
27
9
9
11
eleven
7
vii
9
ix
half-dozen
6
8
eight
HP ATK SPD DEF RES
Low xviii
18
xx
20
seven
18
9
twenty
7
7
ix
9
four
four
six
6
three
three
5
five
Eye 19
19
21
21
eight
19
10
13
viii
8
x
ii
5
5
7
7
4
4
six
6
Loftier 20
20
22
22
9
xx
eleven
22
9
9
11
11
6
vi
8
eight
5
v
7
7
HP ATK SPD DEF RES
Low xviii
18
20
xx
6
fourteen
viii
16
half-dozen
6
8
8
4
iv
half-dozen
6
3
3
5
v
Middle 19
19
21
21
vii
15
nine
17
7
seven
nine
nine
5
5
7
7
iv
4
6
6
High xx
20
22
22
8
16
x
18
viii
viii
10
10
6
6
eight
viii
v
five
vii
7

Level 40
Stat Variations



HP ATK SPD DEF RES
Low 38
38
40
40
29
45
31
47
29
29
31
31
24
24
26
26
21
21
23
23
Middle 42
42
44
44
32
48
34
50
32
32
34
34
28
28
30
30
24
24
26
26
High 45
45
47
47
35
51
37
53
35
35
37
37
31
31
33
33
28
28
thirty
30
HP ATK SPD DEF RES
Depression 36
36
38
38
27
38
29
40
27
27
29
29
22
22
24
24
nineteen
19
21
21
Heart 39
39
41
41
thirty
41
32
43
thirty
30
32
32
25
25
27
27
22
22
24
24
Loftier 42
42
44
44
33
44
35
46
33
33
35
35
28
28
30
30
25
25
27
27
HP ATK SPD DEF RES
Low 35
35
37
37
25
33
27
35
25
25
27
27
21
21
23
23
18
18
20
twenty
Centre 38
38
40
40
28
36
30
38
28
28
30
30
24
24
26
26
21
21
23
23
Loftier 41
41
43
43
31
39
33
41
31
31
33
33
27
27
29
29
24
24
26
26

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, only non to the point of picking them over cardinal stats for nature increase.
Relatively worthless stat that tin can safely be decreased through nature.
HP ATK SPD DEF RES

Worst

Average

Boilerplate

Average

All-time

Assets

  • +RES:
    With a base RES of 24, Corrin might demand a slight push button to round off his defensive statline. This boon synergizes relatively well with his weapon to address his just weakness in his statline. This also allows Corrin to possibly absorb Chill RES if required.

Neutral

  • ATK:
    Equally a predominantly support unit, Corrin is usually at the backline buffing his allies rather than be at the frontline. Nevertheless, keeping his ATK at his neutral state is not a bad thought due to being capable of absorbing opposing Chill ATK.
  • SPD:
    For players who wishes to use Corrin as the main unit of measurement rather than back up, a SPD boon could be considered to potentially cake follow-ups from speed check. Whereas for support Corrin, SPD should remain untouched to potentially absorb opposing Arctic SPD.
  • DEF:
    Same idea every bit the above, DEF should not be touched to allow Corrin to potentially soak Arctic DEF.

Flaws

  • -HP:
    Chill HP does not exist, and Corrin does non really care getting inflicted by Panic and Isolation. As such, HP is naturally his best bane.

Hoshidan Corn Cup (Support)

Build by

Recommended

Yato (+Eff) A Fury 4


Alternate: Fury 3

Reposition B Sabotage Atk three


Alternate: Arctic Atk three

Moonbow C Distant Guard three


Alternate: Drive Res 2

IVs Due south Drive Res 2


Alternate: Fortress Res three

Show Explanation/Analysis

Preferred Iv:
+RES
/
-HP

  • For Corrin, every stat point counts to allow him to maximise his potential every bit a Arctic soaker. Boosting his RES allows Corrin to potentially soak Chill RES if he has the highest RES in the team. HP is picked equally the blight as information technology is almost functionally useless.
  • Boosting in RES also enable Corrin to run potent debuff skills to support his allies even further, in which the almost noteworthy one being Demolition skills.

Weapon:
Yato (+Eff)

  • For this build, information technology revolves effectually Corrin’s personal weapon, Yato, and its special refine upshot. Yato provides +iv in-gainsay buffs to the ally that he has ally support on if it is within ii spaces of Corrin. Using this weapon, the focus would be to provide as much support equally possible to that ally.

Assist:
Reposition
/ Preference

Special:
Moonbow
/ Galeforce

  • In Aether Raids, a special with two charges is preferred to keep Corrin’southward option open as a dorsum-up attacker if required. Moonbow is the natural pick for its consistency.
  • For Arena, scoring high should be Corrin’s priority while remaining in his position as a back up unit. The pick of special is relatively inconsequential. Nevertheless, Galeforce is probably his best option to potentially allow Corrin to soften up his foes for the bonus unit to engage in combat.

Passive A:
Fury 4
/ Fury iii / Fort Def Res 3 / R Duel Infantry

  • Due to chills targeting the unit with the highest stats, arresting chills could exist relatively helpful in Aether Raids to lift some burden off the tank’s shoulders.
  • Yato’s base of operations effect provides a +ii to all stats, which meant that Corrin’s visible stats is zip to belittle at despite his status every bit a launch unit. This synergises very well with skills that boosts Corrin’s visible stats, such as Fury and Fortress DEF RES.
  • For Arena, but substitute for R Duel Infantry to ensure maximum scoring in arena.

Passive B:
Sabotage ATK
/ Chill ATK / Preference

  • Sabotage skills are extremely useful for Corrin if he focuses on improving his visible stat. This is specially relevant in Aether Raids, in which hyper aggressive player stage threats usually could not keep up the visible RES race confronting Corrin. As Corrin is predominantly positioned defensively along with his ally, debuffing the opponent’s ATK would probably be more useful.
  • For upkeep options, chills are probable the closest substitutes without the stat check.

Passive C:
Distant Guard iii

/ Close Guard three / Drive RES 2

  • Due to how Yato requiring him to be within 2 spaces of his marry, combat buffs that works with the same confines are the most synergistic. Afar Guard is useful for the common ranged threats in Aether Raids, while Bulldoze RES is the upkeep option as most relevant ranged threats are mages.
  • For Arena, information technology is the opposite; near threats are melee. As such, Close Guard is likely the all-time candidate.

Sacred Seal:
Drive RES 2
/ Bulldoze DEF 2 / Fortress RES 3

  • The choice of seal depends on squad composition. For additional support, running an extra Drive, such as Drive RES 2 and Drive DEF could potentially provide additional support.
  • If players needs an actress push to help arresting Arctic RES or Sabotage support, running Fortress RES 3 could exist helpful.

Nohrian Style Tortillas (Enemy Phase)

Build by

Yato (+Res) A Afar Counter
Reposition B Null C-Disrupt iii


Alternate: Dull Ranged iii

Sol C Pulse Smoke 3


Alternate: Panic Ploy 3

IVs S Quick Riposte 3


Alternate: Distant Def 3

Show Explanation/Analysis

Preferred IV:
+RES
or
+ATK
/
-HP

  • +RES is probably the go-to asset for players who wishes to utilize Corrin as the main tank to ensure Corrin could take hits from a myriad of threats. This is peculiarly relevant in Aether Raids, in which plenty of the player stage threats are magical in nature.
  • Some might desire to take an asset in ATK instead if players require the additional heave to finish the opponent in a unmarried battle.

Weapon:
Yato (+RES)

  • For melee refines, defensive stats provides the most returns by giving +4 instead of +three SPD and +two ATK. As Corrin usually needs the almost aid in RES, picking the RES refine Yato is likely his best choice as an enemy phase tank.

Help:
Reposition
/ Preference

Special:
Sol
/ Noontime

  • The part as a primary enemy phase tank meant Corrin has to potentially fight multiple battles. Topping upwards his HP during battle increases his survivability and enables Corrin to do but that.
  • Sol is probable to be the most effective, as he could activate Sol in his 2d fight, which is ideal as he could absorb more HP from the special. While Noontime is a viable choice, the effective healing is non as high as Sol, as Corrin could only heal off his foe’s health on his 2d hit if he follows upwardly.

Passive A:
Distant Counter

  • The staff of life and butter of a build that focuses on Enemy Phase; it allows Corrin to counter units regardless of distance.

Passive B:
Nada C Disrupt
/ Null Follow-Up / Dull Ranged

  • Null C Disrupt provides a condom internet for Corrin to fight confronting units that prevents counterattacks, such as Firesweep weapons and Dazzling Staff.
  • Null Follow-Upward is a possible alternative every bit an alternating tank if a player already has a designated Naught C Disrupt Tank.
  • Dull Ranged is likely Corrin’s upkeep option to check against mages that rely on visible buffs, such as the Blade tomes.

Passive C:
Pulse Fume three
/ Panic Ploy 3 / ATK Smoke 3

  • Pulse Fume is the premium option for any enemy stage tank by almost completely disabling teams that revolves effectually Infantry Pulse, which reduces the amount of harm Corrin could have by a significant amount. However, requiring Corrin to be in shut quarters against his foes could exist a trouble. ATK Fume is a decent cheaper alternative for such a playstyle.
  • Panic Ploy offers a different proffer for Corrin, every bit he could inflict his debuff from afar. This could also be used to manipulate Restores, or specifically target a particular unit that could cause problems for Corrin.

Sacred Seal:
Quick Riposte 3
/ Distant DEF three

  • Sturdy or Mirror Impact could potentially cause Corrin problems due to it negating follow ups. Quick Riposte 3 is a soft counter to such skills to at least allow Corrin to follow up if he wins the speed bank check.
  • Distant DEF three naturally improves his survivability against ranged threats, which are probably the most common in Aether Raids.

Introduction

Corrin, the avatar character from Fire Emblem Fates, paves his way into Fire Emblem Heroes wielding the titular Fire Emblem itself as information technology appears in the land of Hoshido and Nohr, the Yato blade. At launch, information technology provides what is essentially Darting Blow 2, which is considered to be a mediocre effect even at launch. Coupled with his stat line which seems to be all over the place (except for RES), Corrin was rarely in the spotlight.

However, everything changed when the refinery nation attacked. His base Yato had a consummate overhaul; granting him +2 in visible stats across the lath. His special refinement effect could be considered as 1 of the best support abilities in the game by providing his marry back up +iv to all stats in combat if it is inside ii spaces. The sheer amount of stats Corrin could potentially provide caught the attention of some.

Afterwards the introduction of Corrin’due south refine, the game slowly shifted to Corrin’s favor. The introduction of bonus impale mechanics makes support units rise in value. While the early days of Aether Raids is equivalent of the Wild Due west (anything goes), players soon realized the power of stacking gainsay buffs on a single unit of measurement to fight confronting the whole squad. All of these developments placed support units on the map, with Corrin slowly bubbling to the top due to his effectiveness and accessibility.

Strengths

Yato’s Refine

Yato’s Refine is nothing short of phenomenal; providing +four to all stats for the unit with ally support if it is within 2 spaces of Corrin. When utilized properly, Corrin tin can grant tremendous stat boosts to his ally support. This is especially relevant when considering Aether Raids which is severely limited by Mythic and Bonus Heroes.

Behemothic Stat Stick

Due to Yato’s base event, Corrin is a behemothic stat stick. This could accomplish two things; arresting Chill skills and having a decent enemy phase. As Chill skills targets the unit with the highest stat of the debuff, Corrin is more likely to take the debuff abroad from the player’southward main tank. Corrin could also be used equally an enemy phase unit of measurement, as visible stats provides Corrin a meliorate chance of surviving Area-of-Upshot skills.

Infantry Skill Admission

For players who are looking into edifice Corrin as an enemy phase unit of measurement, existence Infantry is a huge boon in the present state of the game due to superior skill inheritance options such as Null C Disrupt and Zip Follow Up.

Weaknesses

Only one support at a time

At whatsoever point in fourth dimension, Corrin could only attached to one unit at a fourth dimension. While multiple Corrins do stack and grant more buff to the said marry support, beingness but able to support 1 unit at a time could cause some inconvenience for the role player, such as requiring to switch ally support every time s/he wants to back up a different unit of measurement.

Mediocre Resistance

Without investment in RES, Corrin’s base of operations value of 24 is not necessarily the lowest, still it could cause a problem especially confronting hyper offensive threats.

Yato (+Eff) A Fury 3
Bandy B Axebreaker 3
Glacies C Drive Res 2
S Drive Atk 2

Show Explanation/Analysis

Assets: Res
Weapon: Yato(+Eff)
Assist: Reposition / Bandy / Flexible
Special: Iceberg / Glacies / Moonbow / Flexible
A: Fury three
B: Axebreaker iii / Swordbreaker 3 / Flexible
C: Flexible
Seal: Bulldoze Atk / Flexible

+10 merges, and +v dragonflowers. I expect him to be a supporter for his dearest, but his expert statline makes him the capable swordsman and as well concenter Arctic effects as well.

I think that +Res is the best asset, considering of his loftier overall statline. Showtime it is the superboon so it is a worthy option. As well, with +Res asset, he can take up to 39 on both Def and Res if yous fully merge him and also put 10 dragonflowers. It is non only allows him to attract Chill Res, just also helps him to fight confronting dragons and tank cherry-red/green mages in a pinch.

Effect refine of Yato is a neat option, for it increases the effectiveness of himself and also his love. +two to all four stats without whatsoever feedback damage means yous can get Fury two for gratuitous, so it is not a bad bargain as y’all might recall at a outset glance. It also means you take not much a reasons to refine it with stat increasement type too. Because m! Corrin’s statline is quite balanced, increase all 4 stats simultaneously just makes him an all-rounder and there is not much a merit to making him a specialized bruiser – and you amend endeavour with the other units if you want a swordsperson with specialized at some situation.

+four stat(with support bonus) to his dear is an some other advantage, and it is one of the unique signature power in FEH. Honestly, that’due south the REASON to pick m! Corrin, unless you lot take played Fates and like him very much already. It is the near powerful buffing power on the game likewise, although information technology only targets one specific blazon of hero you take designated as his partner. You may designate one lover of him or you lot can alter his back up as you want.

Assist skill is largely depend on your taste, although as a melee infantry unit of measurement m! Corrin ordinarily works ameliorate with Reposition/Swap than Draw Back, every bit his peers does. I advise you to take the diffrent assist skill with his partner, though, for you lot may react to the broader sitaution if one of your unit have Reposition and 1 some other have Bandy. And, if his partner is a ranged unit, yous will know that Reposition would be better than Swap in the most times.

If you want a two cooldown special, Moonbow is what you want. Because y’all rarely desire to utilize him every bit the tip of the spear and he is non expected to have Heavy/Flashing Blade, information technology is unlikely that he will have much times to accuse his skill. So, basically Moonbow is the most useful pick when you want a damage bump.

But, equally you lot know Moonbow is not so powerful, and he is tough enough to survive at least one combat against near green units(or even against moderate blues sometimes!), and so yous may expect some hits before try to finish off your enemy. In this case, I suggest ‘Boosts impairment past fifty%/eighty% of unit’s Def/Res groups. For me, information technology seems that Iceberg and Glacies seems improve for the most players, for you may put him the Light Blessing and use him with Eir(who increases Res on her season and everyone can go her for free). Just it is largely depends on your teammates. If you put him the other Blessing and your prefered Legendary/Mythic Hero buffs Def, you lot improve take Bonfire/Ignis instead. If y’all have neither one, they are about aforementioned unless he gets the buff/debuff(considering both his Def and Res are aforementioned) then just take the best nametag of your taste.

Fury 3 is i of the popular budget option on A skills groups, simply it is very effective skill on him besides. Equally I said above, thousand! Corrin’s statline is counterbalanced. Normally most gamers in FEH needs the specialized stats rather than the spread one. Just you already have the counterbalanced stat boost from Yato, and why not for the another 1? Low overall stats means he don’t have the duty to resolve, simply high overall stats means he tin do most things expected for his course. You can only be a jack of all trade, but you don’t also need to go a master of none. Higher overall statline means he is more likely to be targeted by Chill effects and you lot can use him for the reserve combatant better, and so it is not a bad deal either. Likewise the other popular picks – Swift Sparrow, Life and Death, Brazens, Fortress, or even expensive Jiff or Distant Counter! – are works well too. Afterwards all A skills are not there for helping his primary reason(to vitrify his love) and at that place for helps himself when he needs to fight, so information technology is largely depend on your taste and squad composition.

B skills are besides largely depends on your taste. Just, usually m! Corrin is expected to support blueish units considering he is a red unit, and then yous better make him bargain with the greens for his dearest. In my experience, usually you better needs for either Axe/Light-green Tome breakers. Although Swordbreaker is quite handy, but there are some nasty and icky greenish enemies such as Surtr, so Axebreaker is the well-nigh useful and also inexpensive one. Also, normally axe have more useful armor units(who are expected to exist quite durable) than the other colors, then something to dispatch green(and a tool for punch through Wary Fighter or end the post-obit assault of Assuming/Vengeful Figter) would exist what you need in the nearly times as well. Merely, if y’all have the another skillful solutions for the durable green enemies, you meliorate accept the others such as Wrath. If you just want to nullify Fighters then Null C-Disrupt too works well, and with his expert Spd he is expected to be double against such slowcows, but you lot must not forget that m! Corrin is a supporter first and foremost – you lot better put the all-time combat equipments what you can afford to the unit what he want to support first, then we tin can talk. Other than vitrify elements, you lot better have the upkeep options on him while fully arms your best fighter.

For C skills AND seals, I suggest y’all to have either of Drives. To protect him from the enemies’ attraction, you amend make 1 infinite between him and his partner, and Spur is useless in such positions. Unless you put Distant Counter on him and brand his partner counterattack against most foe, I don’t recommend you to learn Spur Def/Res and stick both of them together. The blazon of Drive is largely depends on your sense of taste, and more importantly, his partner. If his partner accept very depression Spd and the partner have the solution for the low Spd, and then Drive Spd on him have actually no use, for example. Else, if yous want his partner to exist a mixed tank but the partner have lower Def, then Drive Def 2 can help his partner. If his partner is good at the most things but doesn’t hit hard, and then Drive Atk 2 is what yous want.

Also, because you can inherit the other Drives by spend a iv☆ hero that can be on the summoning, I recommend you to take Drive Atk 2(the only Drive that requires the grail when I wrote this) as the seal rather than C skill unless you lot want two of them at in one case.

You may take Tactics too, simply information technology forces you to make the team fit with the skill. I don’t recommend Shut/Distant Guard, for it only works on the enemy phase. Unless his partner is mainly aim for counterkills, you lot better avoid it.

Besides, it is possible that you lot tin can brand multiple m! Corrin and circle his partner to doubles the do good from Yato, although it would exist not and then easy to make the squad for it.

Powerful blueish units are the best candidate for his support, just you may take the mediocre unit and desire to use it with powerful stat increasement. Other than bluish units, Caineghis seems the most option for his back up, for y’all can throw him and forget.

Corrin (M) build past asterous

10-xv

Yato A Life and Death 3
Swap B Null Follow-Upward 3
Glimmer C Infantry Pulse 3
S Panic Ploy 3

Show Explanation/Analysis

[Stats are at 0 merges and Dragonflowers, simply with Yato refine and Life and Death stats]

[if a bane is required, then Res is probably the best stat for this build]

This particular build is all about capitalizing on Corrin’southward average-ish Spd stat—equally a call up to Yato’southward original effect before refining.

Yato remains, because its utility tin can non be understated—+2 to all stats permanently and without penalisation is amazing. Here, instead of utilizing the outcome refine, Yato is refined for extra Spd. His help skill tin exist changed, but I adopt Swap so he stays inside range of his allies after combat. His special is also customizable—I chose Blink considering of its low CD.

Life and Death reduces Corrin’due south bulk, but compensates it with higher Spd and Atk. These ii ensure that Corrin kills a foe within one round of combat and avoids as many doubles as possible. Nil Follow-Up is to deal with Armored units with Fighter skills who unremarkably wouldn’t exist able to land more than i hit on Corrin.

Infantry Pulse is also customizable. Though Corrin’s allies are enemy phase units and so Infantry Breath would adjust their needs better, Infantry Pulse allows them to unleash their specials within the beginning plow and become the round over with faster. Panic Ploy is to take advantage of Corrin’s high HP, and to counter team compositions with that run visible buffs like Hone/Fortify, Rally, or Tactics.

Corrin (M) build by Varda

09-24

Yato (+Eff) A Fury four
Reposition B Spd/Res Link iii
Moonbow C Atk Tactic 3
S Def Tactic 3

Testify Explanation/Analysis

A pure support build. Functions especially well when paired with bract tome/bonus doubler teammates.

Preferred Four: +RES / -HP
* +RES is a super benefaction on Corrin (M) and helps to balance his defensive stats. -HP is taken to avoid lowering whatsoever of his other stats that may serve to soak any arctic skills the opposing team may take.

Weapon: Yato (+Eff)
* In addition to providing Corrin (Thousand) with personal buffs to himself, Yato (+Eff) will also heave the stats of his support partner if they are within two spaces of each other.

Aid: Reposition / Shove / Flexible
* Motility skills are used to take reward of any link skills Corrin (Grand) possesses. Reposition and Swap in particular are helpful for moving his teammates while remaining within optimal marry back up altitude.

* Shove is besides of note. It will allow Corrin (Thou) to stay within range for giving tactics, Yato (+Eff), and ally support buffs while not interfering with animate being transformations or solo skill users.

Special: Moonbow / Noontime
* Corrin (M) will probable not see likewise much gainsay while ferrying teammates around the field, but on the off chance he does a low charge special may prove useful. Moonbow is handy for getting that extra amount of damage, while Noontime tin can help with sustain.

Passive A: Fury 4 / Fury iii
*

Passive B: Spd/Res Link iii
*

Passive C: Atk Tactic three
*

Sacred Seal: Def Tactic 3
*

Yato (+Def) A Brazen Atk/Spd 3
Reposition B Vantage 3
Dragon Fang C Threaten Def 3
S Close Def three

Evidence Explanation/Analysis

This is the set that I’m currently running on my Corrin and it’due south working really well so I’ve decided to share it.

Despite his defense bane, he’s actually a actually good enemy phase unit due to Yato’due south weapon refinement which bringing his bane upward by +iv(or half-dozen, if you count the +2 to Atk/Spd/Def/Res) and close defense. Brazen Atk/Spd iii (you tin can get it from Linus with the grails btw) works well with Threaten Defence force 3 so you tin can be able to defeat the enemy during your side by side player phase, or wait some other enemy phase to get the +6 Def/Res with Vantage iii Incase you need to mitigate the impairment taken.

Weapon Skills

Weapons SP Rng. Mt.

Iron Sword

Only Inheritable by Sword Units.

50 1 6

Steel Sword

Learns past default at 3 ★

Only Inheritable by Sword Units.

100 1 8

Silver Sword

Learns by default at 4 ★

Unlocks at 3 ★

But Inheritable by Sword Units.

200 1 11

YatoGrants Spd+four during gainsay if unit initiates attack

Learns by default at 5 ★

Unlocks at 5 ★

Not-Inheritable skill.

400 one sixteen

Special Skills

Special Skills SP Turns

Dragon GazeBoosts Atk past 30%.

Learns past default at 4 ★

Unlocks at 3 ★

Not-inheritable by Staff-wielding units.

100 4

Dragon FangBoosts Atk by 50%.

Unlocks at 4 ★

Non-inheritable by Staff-wielding units.

200 four

Passive Skills

Passive Skills SP Slot

Defence +1Grants Def+1.

Inheritable by all units.

30

A


Defense force +2Grants Def+2.

Inheritable by all units.

Unlocks at iii ★

60

A


Defence +threeGrants Def+3.

Inheritable by all units.

Unlocks at 4 ★

120

A


Obstruct iPrevents foes from moving through adjacent spaces while this unit’s HP ≥ xc%. (No effect on foes with a Pass skill.)

Inheritable by all units.

Unlocks at 3 ★

50

B


Obstruct 2Prevents foes from moving through adjacent spaces while this unit’southward HP ≥ lxx%. (No issue on foes with a Pass skill.)

Inheritable by all units.

Unlocks at 4 ★

100

B


Obstruct 3Prevents foes from moving through adjacent spaces while this unit’due south HP ≥ 50%. (No effect on foes with a Pass skill.)

Inheritable past all units.

Unlocks at 5 ★

200

B

Other Info

Origin

Fire Emblem Fates

Banners Featured In

Official Hero Artwork

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