Chrom/Builds

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This page hosts user submitted builds for Chrom that are not necessarily competitively viable for arena play, use your own judgment when deciding if any of them fit your needs.

For more general advice on roles and skills for Chrom, please see Chrom/Strategy.


Brave Sword

Recommended IVs: +Atk/-Spd
Stats: 47/48/17/31/17

Icon Skill Weapon.png Brave Sword+
Icon Skill Assist.png Flexible
Icon Skill Special.png Moonbow
Death Blow 3.png
Passive Icon A.png
Death Blow 3
Quick Riposte 3.png
Passive Icon B.png
Quick Riposte 3
Empty Passive Icon.png
Passive Icon C.png
Flexible
Empty Passive Icon.png
Passive Icon S.png
Flexible

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. Quick Riposte gives him the ability to retaliate with a double attack of his own when attacked, despite his abysmal speed.


Healer

Recommended IVs: +Spd/-HP
Stats: 44/53/32/31/17

Icon Skill Weapon.png Falchion
Icon Skill Assist.png Reciprocal Aid
Icon Skill Special.png Moonbow
Speed Plus 3.png
Passive Icon A.png
Speed +3
Renewal 3.png
Passive Icon B.png
Renewal 3
Empty Passive Icon.png
Passive Icon C.png
Flexible
Empty Passive Icon.png
Passive Icon S.png
Flexible

This build turns Chrom into a hybrid, retaining most of his offensive arsenal while granting him the ability to heal enormous amounts of damage for the team. Moonbow is used for general-purpose damage dealing. Renewal 3, and Falchion allow Chrom to recover an average of ~8 HP per turn; Reciprocal Aid turns this into a continuous source of HP for the team. Ardent Sacrifice is more efficient but is often too slow to be worth the effort - you risk not healing fast enough, over wasting some HP. Speed +3 and +SPD IV enable him to not get doubled by everything in existence, making him far less susceptible to being doubled, while -HP gives away some HP that he doesn't really need.