Fallen Chrom

Fallen Chrom

Red SwordA tier

Introduction

Fallen Chrom is a character in Fire Emblem Heroes. Fallen Chrom's weapon type is Red Sword and role is Cavalry. Faction: Fire Emblem Awakening.

On our Fire Emblem Heroes tier list Fallen Chrom is A tier, 98th of the 907 characters ranked, from where 3 current tier lists put Fallen Chrom.

Is Fallen Chrom good?

Mounted attacker built to act more than once a turn. Arcane Devourer gives him stats, trims the first hit he takes, clears anything that would stop his follow-ups and charges his Special on every attack, so Galeforce comes up quickly. Fate Unchanged... is a Reposition that also grants him another action and puts Exposure on the nearest foes (plus any Savior units near them), and Spd/Def Snag 4 and Atk/Spd Clash 4 add more penalties and stats.

Cavalry-effective weapons like Thani are his biggest threat.

Strengths

  • Two separate ways to earn extra actions
  • Galeforce charges fast
  • Reposition that also exposes nearby foes
  • Foes can't stop his follow-ups

Weaknesses

  • Cavalry-effective weapons deal 1.5x

Profile

Fallen Chrom carries the title "Fell Exalt".

Stats

  • HP41
  • Atk45
  • Spd46
  • Def29
  • Res18

At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.

Skills

6
  • Arcane Devourer

    Weapon · Might 16 · Range 1

    Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Special cooldown charge +1 to unit per attack (only highest value applied; does not stack), and reduces damage from foe's first attack by 40% during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

  • Fate Unchanged...

    Assist · Range 1

    Moves target ally to opposite side of unit, grants another action to unit, inflicts【Isolation】 on unit and Pair Up cohort (if any) through their next action, inflicts【Exposure】on nearest foes within 4 spaces of both unit and target ally after movement through their next actions and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions. (Additional action granted and Isolation inflicted once per turn only.) 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) 【Exposure】 Foe's attacks deal +10 damage.

  • Galeforce

    Special · Cooldown 5

    If unit initiates combat, grants unit another action after combat. (Once per turn.)

  • Atk/Spd Clash 4

    A skill

    If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6. (X = number of spaces from start position to end position of whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat.

  • Spd/Def Snag 4

    B skill

    Inflicts Spd/Def-4 on foe during combat. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, inflicts Spd/Def-7 and【Sabotage】on nearest foes within 4 spaces of both unit and target ally after movement and on foes within 2 spaces of those foes equipped with a skill that can trigger the Savior effect through their next actions. 【Sabotage】 Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.

  • Inf. Spd Tactic

    C skill

    At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn and【Null Follow-Up】 to infantry allies within 2 spaces. Granted only if number of that ally's movement type on current team ≤ 2. 【Null Follow-Up】 If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

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