

Level: 20
HP: 1,500
Attack: 40
Steel Longsword: 30 (70) {88 when attacking}
Dragon Claw: 40 [80] {100 when attacking}
Water/Magic Blast: 60 (120) [240] {300 when attacking}
Water/Sonic Blast: 60 (120) [240] {300 when attacking}
Defense: 40 [80]
Agility: 50
Skill: 52 {37 in Dragon Form}
Speed: 50 {35 in Dragon Form}
Movement: 5 (7 in Dragon Form)
2/2/2.5/2.6/2.5
Items:
Steel Longsword: A basic longsword forged from steel. It gets the job done. Base 30 Blade damage.
Water Stone: Incredibly rare and valuable item that boosts Water damage by 50%.
5 – Water Stone Shard: A very uncommon item that boosts Water-type damage by 10%.
Abilities:
Draconic Hex: If an enemy initiates an attack against this unit, after combat their Attack and Defense are dropped by 10%, and their Agility, Skill, and Speed are all decreased by 10. This effect will stack if they continue to target this unit. Their stats will increase by 5 each turn they do not attack this unit. The effects of this ability have 2 range. 5 exp
Dragon Fang: On any standard attack, this unit has a 30% chance to increase their total damage by 50%. Activation chance stacks with Critical Hit. 4 exp
Dragon Form: Corrin innate ability. This character may take a turn to turn into a dragon. While in this form, Corrin’s total damage and defense will be doubled, he will be considered a Large size class, and he will gain +2 movement. He may no longer use weapons, but gains access to Magic/Water, and Water/Sonic blast attacks. Due to the unrestrained nature of this transformation, his Speed and Skill are dropped by 15. Additionally, due to the tough nature of this unit’s skin, Critical Hit will deal half of the typical damage to him, and he is immune to “splash damage” (such as Savage Blow), unless the damage is a type that this unit is weak against (in which case, it will take the expected damage).
While in human form, Corrin may turn part of himself into a dragon, which will enable him to attack with the damage of a Dragon Form claw attack. This will have 1-2 range, and will only strike once, but can be used to attack and counter-attack. 8 exp
Dragon Ward: Any ally adjacent to this unit has a 20% chance to take half damage when attacked. 4 exp
Hoshidan Unity: This unit’s activatable ability trigger chances are increased by 10%. Activatable ability trigger chances are increased by 20% when within 2 spaces of a sibling. 4 exp and being Hoshidan
Nohrian Trust: While this unit is the guard unit in Guard Stance, they may use the activatable abilities of the support unit. 3 exp
Supportive: Corrin innate ability: If Corrin is adjacent to someone he shares a deep bond with, they will deal 25% more damage and receive 25% less damage. If Corrin is the support unit in Guard Stance, these effects will be doubled, and the buffs from Guard Stance will be +20 for both stats, instead of +20 and +10. 6 exp
Attack Stance: Fire Emblem ability. When attacking, if this unit is adjacent to allies, one ally may follow-up attack for 50% of their total damage of a normal attack after this unit attacks, regardless of if that unit is in range. If multiple units are adjacent to this unit, the unit with the closest bond to this unit will attack. The follow-up unit may not activate any skills and must calculate for accuracy, and the defending unit can activate abilities, such as Vengeance, Aegis, etc. This ability will not trigger if this unit is paired with someone using Guard Stance. 5 exp
Critical Hit: Fire Emblem ability. Any normal attack this unit attempts has a 10% chance to Crit, dealing 1.5x damage. 3 exp
Critical Strike: Once every 3 turns, this unit may strike through defense. This attack will ignore all defense and deal 3x damage. Critical attacks can only be done when certain prerequisites are met (Stun/Flinch, Freeze, Immobilize, Broken Posture, Guard Break, Sneak Attack, etc.). 4 exp
Death Blow: When initiating attack, add 25% to this unit’s attacks. 3 exp
Guard Stance: Fire Emblem ability. While using this ability, 2 units can occupy the same tile. One unit will be the support unit. The support unit must move with the guarding unit and cannot attack or activate abilities, but cannot be targeted by attacks, though AoE attacks and status can still hit them. The support unit will buff the guarding unit’s stats: +20 boost to the higher of the support unit’s stats between Agility and Skill, and +10 boost to the other. Any abilities that would cause multiple units to attack in one turn (Attack Stance, Mob, Tri Attack) will have one of the additional attacks nullified by the support unit. 7 exp
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. 2 exp
Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 3 exp (4 exp for vehicles)
Nobility: Due to this unit’s noble upbringing, they had access to the finest teachers and trainers available. As such, they will gain 1.5x the typical Proficiency points in combat and training. 1 exp
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage from the attack as raw damage. 5 exp (APPLIES ONLY IN DRAGON FORM)
Steadfast: This unit will survive one lethal hit for each close ally in their party. 4 exp
Take the Hit: This unit can choose to attempt to take the hit for an adjacent ally. 50% chance to succeed. If this unit takes the hit, they cannot dodge the attack, but can counterattack as usual. 2 exp
Tough Claws: This unit’s claw attacks give heavy wear, and this ability doubles Claw Proficiency damage bonuses. The damage of claw type attacks is boosted by 50%. 4 exp
Vicious Tackle: -15 hit. This unit can choose to tackle an adjacent unit that is a smaller size class. The pinned unit has their agility reduced to 0. If the unit is a size class smaller, they can be pinned for a maximum of 5 turns (if more than 1 size class smaller, maximum of 8 turns). The pinned unit cannot escape during the first turn they are pinned. The second turn they are pinned, they have 40% chance to escape, and each turn after increases their chance by 10%. If the pinning unit is attacked during this time, the chance to escape may increase dramatically. Both the pinned and pinning unit can only attack if their weapons are accessible in that state. 6 exp
Proficiency:
1 Armor, Bite, Claw, Magic, Sonic, Sword
5 Water: 20
Weak to Dragon-killing weapons and abilities. Resists Magic.
Caps:
HP: normal
Attack: 100
Defense: 100
Agility: 125
Skill: 130
Speed: 125
Note: Faire abilities will unlock for Fire Emblem characters starting at 5A in the appropriate damage type.
