Chrom/Builds

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Curated Builds
These builds are user-submitted builds which have been approved by build reviewers. This includes both optimal and creative builds and not necessarily only builds competitively viable for arena play. Please use your own judgment when deciding if any of them fit your needs.


Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Brave Sword
IVs: +Atk/-Spd
Empty Passive Icon.png
Passive Icon C.png
Flexible
Empty Passive Icon.png
Passive Icon S.png
Flexible
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This build takes advantage of Chrom's impressively high base attack to maximize his effectiveness with Brave Sword+. He currently possesses the highest base attack of any red sword, at 37 with neutral IV. With Death Blow and +Atk IV he reaches 49 attack on the offensive with a brave weapon, which allows him to ORKO a good chunk of greens and even some reds.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Steady Exalt
IVs: +Def/-Res
Empty Passive Icon.png
Passive Icon C.png
Flexible
Empty Passive Icon.png
Passive Icon S.png
Flexible
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A description has not been written for this build yet.
Build Icon Alternative.png Alternative
Stamina Potion.png Chain
Healer
Empty Passive Icon.png
Passive Icon C.png
Flexible
Empty Passive Icon.png
Passive Icon S.png
Flexible
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A description has not been written for this build yet.
Pen.png Creative
Sacred Coin.png Assault
Icon Move Infantry.png Infantry
All-Horse Counter
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This is a build designed to be the ultimate killer of any and all horse units that get in your way, and this build could be used by other very high attack units like Cherche if a horse-killing axe is ever released. Though very expensive, this build focuses on being able to one-shot any non tank-blue cavalry unit that comes in your way. With unmerged and unbuffed, against a cavalry unit, Chrom's 57 attack from this build rockets to 85 Atk before any triangle advantage is calculated, allowing him to defeat most hosrse units, not counting in Panic Ploy which allows him to counter horse emblem even further, with whom he draws, and so your Chrom can be your ultimate anti cavalry unit for Arena Assault, or even GHB or BHBs which use many horse units.


User Submitted Builds
Below are all user-submitted builds. These builds have not been reviewed or were reviewed but deemed in need of improvements - thus the quality of these builds may vary wildly. Please use your own judgment when deciding if any of them fit your needs.




Dueling Crest.png Arena
A Most Chromulent Build
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TL;DR:

You need high HP for your skills and this is a tank build, so no -hp or -def IV. Falchion because it's free, it heals and hurts- especially dragons. Reposition for mobility or reciprocal aid to heal others or yourself. Bonfire/Ignis capitalizes off Chrom's huge Def stat, Aether is free and gives you better arena matchups and heals you. EARTH BOOST is the cornerstone of the build, gives you a huge def boost and synergizes with your free heal/hurt sword. Quick riposte lets you use your big free sword twice on enemy phase. Hp Seal because you want to have more HP than your opponent for earth boost.

End TL;DR

OVerview: This build was designed keeping in mind that most of us aren't about to go burning 5* heroes to top off our arena team- ESPECIALLY 5* exclusive heroes like Ike for sword breaker 3. This build gets the most out of falchion and doesn't rely on any skills you can't inherit from a 4* hero. This Chrom is an absolute wall and hits like a truck in return. He's a great tank, a pretty decent OHKO nuke and depending on the build can be an off-healer or bodyguard. I ended up having to use Chrom in my arena team because I've somehow managed to draw 5 5* Chroms throughout my F2P FEH career. So, I had to make him viable in arena to take advantage of the better matchups his + levels helped generate. After some trial and error I landed on a build that has made him a consistent contributor to my arena wins, often the MVP. As he stands he bests ALL axe and sword matchups (one or two flukes not-withstanding, usually involving a brave sword and unfortunate timing) and many/most spear match-ups. He can always bait mulagir Lyn out of position and it's about a 50/50 with Brave Bow lyn depending on specials, buffs etc. just remember to do some math. Also He has a fighting chance against dragons and mages in a way that most Chroms might not.

IVs: This Chrom functions off a high Defense and HP stat, this build is NOT viable with -def or -HP but can work with -atk, although it's not ideal. I prefer to lean into his abominable resistance stat and just keep in mind that he can NOT take a hit from a mage or dragon, especially if he's being doubled- his high HP can often eat a single red or green magic attack but almost NEVER 2. His speed is bad, but with neutral speed and some buffs he often avoids getting doubled. With neutral RES you have better odds at taking a hit from a dragon, especially Fey, but god help you if a Nowi takes a shot at you.

Weapon: Falchion has the highest MT of any sword in the game, is super effective against dragons and heals 10 hp every third turn, which is crucial for keeping Chrom in Earth Boost and Quick Riposte range. if you have a brave blade you can spend on Chrom, there are plenty of great brave blade builds that put it to good use: but like I said, this build is about being affordable and not blowing a 5* hero to inherit a weapon. This build is all about eating hits and getting extra hits in on enemy phase. Two strikes from Falchion fucking huuuuurts. Plus, if you can get the drop on a mage and especially a dragon, OHKOs are pretty common. Chrom is the kind of unit you can over extend on offense to take out a glass cannon, and just leave to let the enemy team break themselves off your face. I have a brave sword to give Chrom right now, but I prefer this build over what a brave build would look like.

Assist: His assist is reposition on my team when I have no other troop repo skills available. My common tactic is to move forward with a glass cannon, blow someone up, have Chrom come up from behind to repo the cannon out of the way and run defense (and usually kill anyone that comes at him). This is body guard mode- keep my nino safe and land her next to my eirika. When I have Camus with reposition on my squad, the other option is reciprocal aid: enabling him to off-heal if necessary, or steal health off an ally if he's brought real low and needs to quickly bop back up to Earth boost or QR range.

Special: Bonfire and ignis procs are enormous when you're also benefiting from earth boost- easily breaching 40 def without even needing buffs from any allys. I prefer bonfire because of the lower cooldown and it makes surviving a standard enemy trade really unlikely for your opponent: enemy attacks (2), Chrom attacks (1), enemy attacks (*) Chrom attacks with bonfire dealing ~20 extra damage. No one survives that. Ignis works too, but a little differently: Enemy attacks (3), Chrom attacks (2), enemy attacks (1), Chrom attacks(*) and you'll start the next turn with an ignis in the chamber to drop 32 extra damage on whichever unsuspecting fool happens to be in range. But things don't often work out this neatly anyway, so it's really up to personal preference and I think bonfire does enough damage. That being said: I'm currently using Aether on my Arena team- mostly because as a third tier skill it again helps bring in higher rated arena matchups, so I take what little advantages I can find, where I find them. But even so, despite it's stupid high cooldown, the Sol aspect of Aether does help to keep Chrom high in health, which as I have already stressed is important for this build.

A skill: Earth boost is the sleeper hit here, you can inherit this bad boy off any 4* Bowie, so it's not hard to get your hands on. This is why a +HP or neutral HP Chrom is important. It's not enough to have a high percent of hp for your B skill, you also need to have a higher number HP for your A skill, which is much safer and easier to proc than defiant denfense which gives the same huge bonus. With neutral HP and an HP seal, it's really easy to get your HP to ~50 which is higher than you're ever likely to see on an opponent. A full health Chrom with earthboost is almost unkillable with physical weapons. This skill also synergizes really well with falchion's passive heals. If you're brawling it out with an enemy and they happen to get you lower in health than they are, voila, +10 healed and you're back in earthboost range. Can't speak more highly about Earth Boost.

B skill: Quick Riposte 2 is my preferred B skill. 4* subakis are not hard to find. 80% feels high, but it's pretty easy to keep your HP above 40, especially since most opponents striking you will in melee range will barely make a dent in your HP anyway, so why not let them deal another 2 damage and give you an extra special charge? Why keep them from attacking you if they're hardly doing any damage anyway? However, Sword breaker is helpful against that rare 40 +10, brave sword and luna ogma or Hana that might pop out of nowhere in level 19 and 20 arena. But typically there's virtually no one in the meta that requires you to have sword breaker, but it might be considered the safer option in that it prevents your faster brave sword weilders from quadding you and proc'ing their special.

C skill: C skill is flexible, and should reflect what you need in your team if you're looking for a buff to give him. But if you do like to drop your chrom in the middle of the enemy team and let them kill themselves off you, threaten attack or speed would help weather that storm. Personally I like having spur defense to help keep your buds safe.

Sacred Seal: Lastly HP seal is crucial to getting a high max health to facilitate having higher HP than your opponent to enable earth boost.

Mr. Clutch
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A description has not been written for this build yet.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Sweet supportive husband
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Chrom makes for a pretty solid physical wall with good defense and hp along with healing 10 hp every 3 turns from Falchion. He's the bulkiest of the Falchion users outside of resistance and thus able to make better use of ardent sacrifice. Fury allows him to have a more offensive role if needed and lets him double a -spd Hector while eating his attacks. Aether has better offensive output then sol but at the price of one more charge turn but thanks to Chrom's lackluster speed its likely he'll be getting doubled quite a bit. Thanks to his high hp he can even bait out some slower green mages like Julia and the green dragon Fae in spite of his poor resistance. Consider pairing him up on a team with a hone/rally attack and/or speed user to boost his offense or protect him a bit.
Pen.png Creative
Sacred Coin.png Assault
Icon Move Infantry.png Infantry
Bulky Healer
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This is a low investment build for Chrom I made when I was getting rid of units for space. Since he naturally has high health, you almost always get the +6 defense from earth boost giving him 40 defense. Coupled with renewal and falchion healing, this build makes sure Chrom will be around for quite a while. Even if he can't necessarily deal a lot of damage in certain matchups, he can still help out by healing or buffing/debuffing with whichever C skill you choose.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Icon Move Infantry.png Infantry
Draconic Aura Chrom

Icon Skill Assist.png Flexible

IVs: +Atk/-Spd
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Based around getting as much damage as possible on any single draconic aura. I contemplated using an AOE skill, such as blazing fire, but I don't think it would work as well as it. Uber Expensive though.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Regeneration Tower
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A tank and support build that aims to exploit Chrom's respectable physical bulk in tandem with his default weapon.

Ivs Explanation: Both +HP and +DEF serve the purpose of refining Chrom's tolerance to physical attacks,which is a necessary trait to fully exploit Steady Breath, with +HP also allowing him to proc Panic Ploy more often. +ATK is a secondary option,in case the player cannot get a +HP or +DEF. -RES is taken because even with a boon Chrom still extremely vulnerable to magic.

Steady Breath not only augments Chrom's physical resilience when attacked but also hastens Bonfire, that capitalizes on his solid defense to further enhance his already great attack on the enemy phase. Bonfire being chosen over Ignis because since his B slot will not be filled with skills that enables doubles, such as Quick Riposte or Swordbreaker, it will be more difficulty for him to activate Ignis and grab some extra kills, thus the faster Bonfire is more reliable.Moonbow is another alternative as it will activate on his first combat, but it comes at the cost of a much lower damage output than Bonfire. Renewal and Falchion's main role is to allow Chrom to retain the classical role of a Falchion healer, they also complements Steady Breath by making him more resilient, as Chrom will quickly regenerate any damage received in a few turns. Furthermore, Falchion's high might increases Chrom naturally high attack. Panic Ploy gives Chrom extra utility as it capitalizes on his massive HP to help allies,or himself, by reversing buffs on enemies while Renewal and Falchion increases the likelihood of continuing to proc it. For Assist skills,both Ardent Sacrifice and Reciprocal Aid complete the role of a healer, but Ardent Sacrifice is generally more recommended as Chrom will value his HP to help him proc Panic Ploy and tank hits better with Steady Breath, but if the player has the means to overcome these issues Reciprocal Aid work perfectly fine as well.

For Sacred Seals,HP +3 makes him bulkier by amplifing his naturally high HP, which will also come in handy when trying to activate Panic Ploy.--Bentermuler (talk) 05:31, 3 October 2017 (UTC)

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Icon Move Infantry.png Infantry
Chromissa
IVs: +Spd/-Res
Empty Passive Icon.png
Passive Icon C.png
Flexible
Empty Passive Icon.png
Passive Icon S.png
Flexible
Click to show/hide build description 
Chrom's massive bulk and access to Falchion make him a very effective pseudo-healer. Thanks to his monstrous Attack stat, he can deal a ton of damage while still taking a beating. His offense is terrific as is, so this is all about upping his tankiness while making him a healer for the rest of your more squishy troops.

+Speed seems like a weird choice at first, but remember: Chrom's HP is already massive, and his Attack is well above average. The flaw in his defenses comes from his low Speed, which means many units will double him. Increasing his Speed to 29 makes this much more difficult, and his Resistance is subtracted since it's so low already that reducing it further barely makes a difference.

Falchion and Renewal 3 are the important pieces to the puzzle. This allows Chrom to restore huge amounts of HP almost every turn, and makes killing him difficult if he survives the initial hit. Falchion's high might makes his damage skyrocket, and he always appreciates the extra damage against dragons.

Heavy Blade and Aether are for further durability. Chrom's whopping 53 Attack at neutral means, barring IVs and skill inheritance, there are only two units in the entire game he's not going to get Heavy Blade's effect off on. This helps him activate Aether quickly, slaying enemies with high attack and their reduced defense while he heals up even more. Sol can be used as well, though the difference is only 1 action and it should only be used if Heavy Blade is not available.

Reciprocal Aid is used to make Chrom a healer, as he can pass on huge amounts of HP while very reliably gaining it all back. Ardent Sacrifice is more efficient, as it doesn't waste any HP, but Chrom's HP pool is so huge and he regains it so quickly that the more intense Reciprocal Aid does him more favors. Breath of Life just cements his status as a healer, though it can be substituted for whatever Hone or Spur you might need.


Hector Killer / The green killer
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This build aims to be a complete green killer, making Chrom a powerful Hector killer, aside from killing most green units, Triangle Adept 3 is the best choice for this because if go with L&D, he gets a -5 DEF and RES that makes him a little more fragile. Axebreaker 3 makes him double the axe units like Hector, Titania, Camilla, Minerva, Anna, Ect. His C slot doesn't matter much, but having Threaten Def 3 helps killing other units.

His assist can be Anything, but Swap and Pivot might help him move closer to the green unit, Swap is the best choice with Triangle Adept 3 since he can tank hits from green unitc, possibly saving a blue unit from death (His sacred seal should be atk +1, making him have 57 atk)

User: Endertitangamer


Quad Chrom
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Wait, Chrom can quad? With this build, he indeed can quad, by making use of any -breaker skill or brash assault. With an incredibly high base 37 neutral attack, Chrom is a perfect candidate for Brave Sword, making him similar to Cherche. Few units can survive a quad strike from Chrom, as 45 might x 4 per quad (or even x 2 for a double) is absolutely devastating, leaving only a few units (such as TriAdept Robin) alive after an assault.

Ultimately, the goal of this build is to get and keep Chrom under half HP, while not getting too low as to die. Brave Sword massively increases his offensive potential, as he is now able to deal 45 x 2 per hit, which is easily enough to kill most low def units. Reciprocal Aid serves to bring Chrom to half health and keep him there. This allows him to heal another ally multiple times (once to get into BA range, and again if Sol/Aether heals Chrom too much). Aether and Sol keep Chrom from dying, as he may get chipped away when fighting other melee units. Take Sol if you would like the shorter cool down and less heal. Sol will proc every quad, and will heal closer to the damage taken, so it will keep Chrom in the same range. Alternatively, Aether will deal more damage and heal for a larger amount, but will not proc until the second engage (or unless you have taken a hit previously), so it is best used to take out a second unit. However, it maybe trickier to keep Chrom in under 50% health which means that another heal exchange might be necessary. For even more defensive options, you can use melee defensive skills such as pavise to reduce melee damage. While defiant skills are not always the best, they work well since they activate when Chrom is inside the <50% health range, perfectly complimenting BA. Defiant Defense 3 makes him take after Seliph, raising his defense to an incredulous 41 with neutral IV. This greatly improves his survivability against other tanky melee units that he will be fighting as well as bow units. Alternatively, Defiant Attack raises his attack to 52, just 1 less than his attack with Falchion. With the attack boosts, the list of units that Chrom can kill just by doubling increases. No ranged unit (save exceptionally tanky units such as Cancel Affinity Boey or TriAdept Robin) will survive. Brash Assault 3 allows Chrom to quad all melee units, enabling him to kill all but the tankiest of reds, a few blues, or units running Sword Breaker. The C slot passive is flexible, but there isn't too much of a reason not to run the in-built Spur Defense.

If you want to turn your Chrom into an offensive annihilator, while retaining his defensive capabilities. This build is relatively easy to acquire, as you probably have enough 3 star Bartres, Setsunas, or Draugs ready to have a purpose. It will require an investment of up to 26,000 feathers (if you have all 3 stars mentioned above) and a minimum of 1400 SP. Watch out for sword breakers, sapphire lances, triAdept, Effie, Ephiram, Summer Robin, or any other off-meta tanky blue unit.


Tank

Icon Skill Assist.png Flexible

IVs: +DEF/-SPD
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This build aims to capitalise on Chrom’s already high defence and turn him into an absolutely solid brick wall. With the +DEF and Fortress Defense, Chrom carries a whopping 39 Defence, allowing him to outright shrug off damage from many greens. Renewal combined with Falchion gives Chrom 10 HP of healing on turns 2, 3, 4, 6, 8, 9, 10 and so on. This healing goes on even further with your choice or either Sol or Aether, resulting in Chrom gaining back even more health. Threaten Attack further increases your tankiness by ensuring that the enemies do 5 less points of damage to you.

The assist slot remains open for whatever you wish to you. Some you could use are Reposition, Pivot or Swap.

RedFerrari1998 (talk) 21:19, 20 April 2017 (UTC)


Red Hector

Icon Skill Assist.png Flexible

IVs: +ATK/-SPD
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This builds turns Chrom into a pseudo-Hector, allowing him to double attack at any range thanks to Quick Riposte. Vantage is also a potential option for the B-slot. The core function of this build changes depending on whether you run Quick Riposte or Vantage. With Vantage, Chrom can deal with multiple range units so long as he one-shots them. For example, If the enemy team are packing a Kagero and Julia, you can throw Chrom at them and unless they’re rocking +def and Fury, you can take damage from the first, kill the first, proc vantage on the second and one-shot them. Quick Riposte on a distant counter +atk Chrom allows Chrom to one-round a shockingly high number of ranged units, including all the ones he could with vantage, as well as Jaffar, Jeorge, Klein and Takumi.

The assist slot remains open to whatever you need, as does the Passive C slot. For special, Moonbow is a good choice due to it's low cooldown, but Bonfire can also be used to capitalise on Chrom's high defence. Draconic Aura is also another option for a raw attack boost.

RedFerrari1998 (talk) 21:19, 20 April 2017 (UTC)


Aether Build

Icon Skill Assist.png Flexible

IVs: +ATK/-SPD
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This build is designed to take advantage of the combination of Chrom's high attack, Heavy Blade, and Aether. Chrom is tied for the 3rd highest strength in the game at 37. With a +ATK IV there is virtually no fear of ever encountering a target with higher strength than Chrom. This in turn means Aether is activating at a much quicker rate, which boosts Chrom's ability to both deal with non-green targets and to survive longer. The B passive depends on what you're looking for: Quick Riposte means Aether is activating more frequently, while Vantage gives you a shot of launching Aether before an otherwise lethal blow hits. Both the Assist and C Passive depend on your team, though some sort of movement Assist is recommended.


-Mediocrity Fast Chrom
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This build emphasizes on Chroms already high Atk and works on making his almost nonexistent Spd a strength instead of a weakness. Swift Sparrow 2 while costly, does boost both attack and Speed making him stronger and faster as well. Most of the swords who are the fastest tend to have less bulk making Chrom's High attack with a nice speed stat to avoid being doubled while dealing large damage. Swordbreaker 2/3 uses Chroms bulk and attack to his advantage. Common builds tend to use vantage on the faster swords which Swordbreaker aims to counter. Threaten speed is used to bring the field more to his level, with it lowering speed by 5 which can bring Chrom out of dangerous double ranges while starting to double faster axes that wouldn't get doubled by Chrom otherwise


Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Icon Move Infantry.png Infantry
The Speedy Desp Chrom
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This build tries to fully boost Chrom's only weakness. His speed. With all the buffs he can get, he can reach 37-38 Spd at neutral stat. (If you count with the Threaten speed and +spd seal). Crazy huh? This is a "Meme" build, so don't take this seriously since there are much better desp users.

For his Weapon slot, the Falchion can make the best results from it. High damage and no speed loss. Brave builds can work, but losing that extra +5 speed will hurt him, but the pay off is to able to one quad-shot them is pretty great.

For his special, Luna is what you want for a desp build but Aether can also work great as well for some nice healing.

His Assist skill can go either Reciprocal Aid or Ardent Sacrifice. Personally, I preferred Reciprocal aid due to more of a "Healer roll", but ardent sacrifice can work. Due to his high HP pool, the desp range is at 24 if going with desp 2.

For slot A: Defiant speed 3 is my pick due to that you will be at low health anyways. He will be a one-man army and will double most enemies during both player and enemy phase. the two main downside is that Defiant speed does not stack with hone/rally buffs and he has to be at low health at all times. So the only way to support him is through spur buffs and either allow the enemy hit you first (That you will not die from) or use Reciprocal Aid/Ardent Sacrifice to make use of.

Darting blow on the other hand, can be used whenever you ignition the attack. you will be 1 Spd less, but be able to stack with Hone or spur is a huge benefit. The main downside is that you can't be able to double anyone when they attack you, but you should be fine as long they don't have SwordBreaker.

For slot B: Desperation 2/3 is all you need. Desp 2 if you are running with Defiant and desp 3 if going for darting blow. This will allows you to double most enemy units out there 32-33 speed or higher with buffs. The reason why Desperation 2 is enough fir Defiant 3 is that it requires you to be at 50% or lower at health while darting blow does not.

For slot C: Threaten Speed 3 is all you need as well. It will make the enemy lose their speed, making your Chrom only faster. +5 extra speed is super crucial to this build. without threaten speed, he can only reach 32-33 at neutral.

Overall, As long the enemy does not have Swordbreaker, you can double most units with that 37-38 spd at neutral. If your Chrom is a +spd, then he will go up to 41-42 spd, basically outclass Lucina with more damage, health, and def while having high speed.

If you guys need me or help to build Chrom, find me at the FEH discord or my personal discord

(Quick update! If you have Lancina "Lance Lucina, Brave hero Lucina" her spur buffs of +6 will make Chrom really fast. 43-44 speed if neutral and 47-48 speed if +spd. Building a quad desp build for Chrom will make him to be at 38-39 if neutral and 42-43 if +spd.)


Press Forward!!
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This is a very player-oriented build. Depending on your play-style, this build will probably fit it. If not, I suggest you look at the other builds, as they have great ideas too.

If you are in need of offense, stick use Rally Speed and Hone Attack for your powerhouses. If you prefer to hit and run, have Chrom pull them back behind him and have him tank the counter attack. Ignis will pull off +27 damage, which Chrom will usually be able to survive long enough to use. If not, stick with Aegis to provide him better stability against enemy mages as he tanks. Brash Assault is actually quite good on Chrom. He has the bulk to sustain himself, even at half HP, and brash assault will allow him to get follow up attacks against even the fastest of enemies, which can secure a win where all hope seems to be lost. If you prefer a defensive Chrom, use Quick Riposte instead of Brash Assault to get your follow-up attacks on defense instead of offense.