- Default
- Attack
- Special
- Injured
- S.Default
- S.Attack
- S.Special
- S.Injured








Chrom - Exalted Prince |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 20 | 8 | 5 | 6 | 3 |
Middle | 21 | 9 | 6 | 7 | 4 |
High | 22 | 10 | 7 | 8 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 44 | 34 | 22 | 28 | 13 |
Middle | 47 | 37 | 25 | 31 | 17 |
High | 50 | 40 | 29 | 34 | 20 |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Dancing Blade (High-Investment Speed Tank)
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Sealed Falchion (+Eff) | A | Distant Counter |
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Positional Assist | B | Spurn 3 |
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Noontime Alternate: Sol |
C | Joint Drive Spd Alternate: Spd Smoke 3 |
IVs | +SPD / -HP | S | Spd/Res Solo 3 Alternate: Atk/Spd Solo 3 |
Weapon: Sealed Falchion (+Eff)
Assist: Positional Assist / Flexible
Special: Noontime / Sol
Passive A: Distant Counter
Passive B: Spurn / Repel / Close Call
Passive C: Joint Drive Spd / Spd Smoke / Flexible
Sacred Seal: Spd/Res Solo / Atk/Spd Solo
- This build retains Chrom’s typical defensive playstyle, but instead aims to do so through Speed-stacking to leverage damage reduction-based skills like Spurn. His initially unimpressive base Speed may make this seem unwieldy, but his access to numerous Speed boosts — such as from his four-point +SPD IV, Blessings, and Sealed Falchion — does certainly make this a possibility.
- That being said, for Chrom to truly shine and be effective with this set, heavy investment will be necessary. This means incorporating a mix of high merges, Summoner Support, Dragonflowers, and his Resplendent if available alongside support from his allies.
- The success of this build lies in the usage of a Speed-based reduction skill in Chrom’s B slot, which directly decrease the amount of damage he takes from opposing foes (up to a maximum of 40%) based on how much faster he is; this makes any available Speed boost well appreciated. Of those available, Spurn is generally ideal as it also aids his damage, but Repel or Close Call nonetheless remain useful if Spurn is unavailable.
- Combining this reduction with Distant Counter and healing Specials help him maximize his versatility, expanding the breadth of foes he can handle effectively while providing ample sustain to supplement his tanking. If accelerated cooldown support from Brave Lucina’s refined Geirskögul or New Year Velouria’s Renewed Fang is available, Noontime is preferred for instant activations on each counterattack. Otherwise, Sol should be used.
- For his C slot, Joint Drive Spd is a stellar option to build upon the Exalted Prince’s Speed further and solidify his performance across the board. Spd Smoke is a more readily available alternative that serves a similar purpose, but comes with the drawback of needing Chrom to engage in combat at least once first to reap benefits.
- Lastly, any Sacred Seal that enhances Chrom’s Speed can realistically be used here, though Solo skills are the best available for their dual phase functionality and high overall boosts. His innate damage output is typically strong enough such that Spd/Res Solo is preferred to try to patch up his magical bulk, but Atk/Spd Solo works well regardless.
Fall with Grace (Defensive Generalist)
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Sealed Falchion (+Eff) | A | Distant Counter |
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Positional Assist | B | Null C-Disrupt 3 Alternate: Special Spiral 3 |
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Noontime Alternate: Sol |
C | Joint Drive Atk Alternate: Pulse Smoke 3 |
IVs | +ATK or +RES / -HP | S | Quick Riposte 3 Alternate: Mirror Stance 2 |
Preferred IV: +ATK or +RES / -HP
Weapon: Sealed Falchion (+Eff)
Assist: Positional Assist / Flexible
Special: Noontime / Sol
Passive A: Distant Counter
Passive B: Null C-Disrupt / Special Spiral / Null Follow-Up / Lull Atk/Def
Passive C: Joint Drive Atk / Pulse Smoke / Def Smoke / Flexible
Sacred Seal: Quick Riposte / Mirror Stance / Atk/Def Solo / Fierce Stance / Mystic Boost
- This build instead capitalizes on Chrom’s innate statline and the widespread improvements granted by his refined Sealed Falchion to perform admirably as more of a generalist. A +ATK IV is Chrom’s ideal choice for boosted damage and effectiveness at using healing Specials, though the ubiquity of magic threats in Aether Raids makes +RES potentially worthwhile as well.
- Distant Counter once again remains Chrom’s preferred A skill for maximum versatility, and healing Specials are recommended to further boost his longevity. The choice between Noontime and Sol depends on whether he has access to accelerated cooldown support (such as from Brave Lucina).
- Meanwhile, his B skill options are diverse and depend on skill availability and the type of utility one prefers:
- Null C-Disrupt stands out amongst other candidates to shut down the common threats of Dazzling Staff healers and/or Firesweep weapons — the likes of which can easily cripple him through their counterattack-negating ability.
- Special Spiral works excellently for more one-shot oriented playstyles and allow for instant Sol activations on Chrom’s first counterattack every round of combat; this serves to maximize the amount of HP he can heal.
- Although Sealed Falchion’s follow-up negation effect does help counter foes that rely on automatic doubles, Null Follow-Up remains an stellar B skill to instead guarantee Chrom’s ability to work around Impact effects if using the Quick Riposte seal.
- Lastly, Lull Atk/Def is another option to further improve Chrom’s bulk and damage. It also allows him to break through enemy bonuses, though this may not be particularly valuable in AR-O given the lack of visible buffs in Defense teams.
- Joint Drive Atk is a fantastic choice to heighten Chrom’s damage even further, secure more KOs and greater healing from Sol/Noontime. If Infantry Pulse teams are a common threat in your Offense runs, Pulse Smoke should be considered to effectively shut them down. Regular stat-targeting Smoke skills work well for general purposes as well.
- The Quick Riposte Sacred Seal grants Chrom some wiggle room and makes him less dependent on OHKOing foes by providing an automatic follow-up in the Enemy Phase. Alternatively, Mystic Boost imparts additional healing and anti-magic capabilities, thus lending itself well to this playstyle, or standard stat-boosting seals may be used.
Strengths
Sealed Falchion
Although Chrom already had an exclusive weapon in his native Falchion, he received a new lease on life through access to his mounted counterpart’s refined Sealed Falchion. The most meaningful aspect of this weapon is its crucial ability to deny his foe’s follow-up attack, helping mitigate considerable damage and lending itself perfectly to his preferred playstyle. This also comes with the benefit of safeguarding him somewhat from foes with built-in doubles without outright needing Null Follow-Up.
Combined with its massive stat boosts, improved activation requirement, and bonus damage against dragons, Sealed Falchion ensures that Chrom’s performance sees notable advancement across all fronts.
Great Attack
Despite being available since launch, the Exalted Prince boasts rather formidable Attack even by current standards. This alongside the effective +10 Attack boost he obtains via Sealed Falchion provides Chrom excellent raw firepower to quickly leave large dents in enemy HP pools, if not outright OHKO — especially when granted the proper support and investment.
Strong Physical Bulk
Chrom’s base Defense is fairly decent and is padded an ample amount by his high HP pool, allowing him to stand relatively tall against incoming physical threats. Although the threat of enemy doubles due to his low Speed previously made his durability against even physical damage questionable, Sealed Falchion’s built-in follow-up negation and +10 Defense boost rectifies this substantially.
Infantry Benefits
The main advantage of Chrom’s infantry status is his accordingly immense skill accessibility. Although his defensively-inclined statline and lack of range renders it a little difficult to fully exploit this for greater build variety, it remains an overwhelming strength in his favor; being able to equip skills such as Special Spiral, Spurn, and Null C-Disrupt helps his performance stand out much more compared to if he were mounted.
Fantastic Availability
Chrom’s current availability in the 3-4* makes acquiring merges and the ideal IV set a simple task compared to his higher rarity counterparts — a useful advantage given how well his performance scales with investment. Chrom also been in the game since launch, so most are likely to have at least a couple or more copies of the prince lying around in their barracks.
Weaknesses
Horrible Resistance
Although Sealed Falchion’s refine improved upon numerous aspects of Chrom’s design, his Resistance was certainly not one of them. With only a meager +5 boost to offset its poor base value of 17, Chrom is still incredibly fragile to magical damage and will incur substantial wounds from sources of it, making it crucial that the proper precaution is used.
Thankfully, his bloated HP pool and ability to avoid enemy doubles does lower his risk of being simply ORKO’d by a significant degree compared to before.
Strong Competition
Infantry sword users comprise an exceedingly bloated pool of units, and their numbers are only going to continue rising as time progresses. With such stiff competition, it may be a struggle to justify using Chrom or investing in him at all—especially compared to newer infantry sword units who tend to either be much better generalists or offer stronger specialization.
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Sealed Falchion (+Eff) | A | Fury 4 |
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Reposition | B | Close Call 3 / Repel 3 |
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Aether | C | Atk/Def Menace |
S | Mystic Boost 3 |
Lull Atk/Def 3 isn't available but I was thinking of changing it to Lull Atk/Spd 3 anyway. This build mainly focuses on Chrom's Speed as Sealed Falchion allows him to stack it pretty well, and Fury 4 will ensure he stays with the extra +5 stats he gains from the weapon. Mystic Boost heavily offsets Fury's recoil so Chrom will be taking 2 HP as opposed to 8, allowing better survivability on top of the +5 to all stats. Spd/Res Oath is there to make his Spd and Res even better than before since again, Sealed Falchion being better makes his whole statline much more viable than previously. This Chrom is also +10 with a decent amount of flowers so your stats won't be exactly like mine but it'll pay off in the end, this has to be one of the most fun builds I've ever done and I can't get enough of it. I've been using this sort of build with other units and it's very effective on a lot of them, but it requires Mystic Boost in the Seal or B slot or a weapon similar to Aureola to reach it's full potential and Mystic Boost is not easy to obtain besides the Seal so you'll have to make sure that the unit you use this on is the unit you REALLY wanna use it on.
Edit: Chrom now has his Resplendent and the C skill is Def/Res Menace, however it's not listed here yet to Atk/Def Menace is used just because. Close Call with the Resplendent and enough flowers is actually viable since he'll hit 40 Spd naturally and 50 Spd with Sealed Falchion. Resplendent isn't required to make this set work but it'll help and you'll have a beast on your hands.
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Sealed Falchion (+Eff) | A | Brazen Atk/Def 3 |
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Reposition | B | Axebreaker 3 |
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Noontime | C | Threat. Atk/Def 3 |
S | Renewal 3 |
This build serves to make Chrom not just offensively powerful but also tanky. With the Axebreaker 3, it is also a build that was made to counter powerful axe foes, including Brave Edelgard. With the healing from both Noontime and Renewal 3, Chrom can survive in the front lines especially if there are no blue or magic units. Additionally, Reposition can help him in moving allies.
Since one of Sealed Falchion's passive effect activates when his HP < 100%, increasing his Attack and Defense with Brazen Atk/Def 3 can make him more powerful offensively and defensively during combat. Moreover, Threaten Atk/Def 3 can buff up his stats even more when he is within two spaces of a foe. This makes him a large threat to foes, especially green units.
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Sealed Falchion (+Eff) | A | Fury 4 |
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Reposition | B | Lull Spd/Def 3 |
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Noontime | C | Odd Spd Wave 3 |
S | Spd/Res Solo 3 |
The entire build itself is mostly to make Chrom much faster, you could also take it as a joke but it’s able to get Chrom to have 60 Spd on turn 1 if he’s alone and meets the required conditions for Sealed Falchion, along with having a Spd boon and being a +10 merge, which should be easy for how available he is, so he can be Fast, powerful, and Tanky to anything that doesn’t use magic.
Special: Noontime or Sol
This is to heal up Chrom every time so he won’t go down to 0 easily but still remain below 100% HP if fury is equipped. But if you have a buff build or buff team then it’s to make sure to keep him at high HP. Sol is for time pulse
A skill: Fury 4/Swift Sparrow 3/Atk/Spd Solo 3 or 4
Any of these could be run for him, Fury 4 is recommended if he’s going solo and wants to meet his Conditions every time, the other two skills are runable if using a different C slot skill than Odd Spd wave or if using a buffing team
B skill: Lull Spd/Def 3 or Spurn 3
Lull Spd/Def is the optimal choice for his slot Spd if he wants to do extra damage and be a bit quicker without anything fixing up those debuffs. You could also run Spurn if Chrom is getting a bunch of Spd buffs from someone like Brave Lucina as long as he’s 2 spaces away from her, while giving him more tank value to emphasize his wall like defense and reduce and damage, while working well with Noontime.
C Skill: Odd Spd Wave 3/Rouse Atk/Spd 3/Time Pulse 3
Odd Spd wave is for great synergy with Fury 4 and Sealed Falchion to always have the latter active at any point in the battle. However if you have Winter Bernadetta on your team then Rouse Atk/Spd 3 will work better to always have Chrom be alone. If using a buff team then Time Pulse can work best for Chrom if he’s running Sol or Noontime.
Seal: Spd/Res solo 3/Swift Sparrow 2/Atk/Spd Solo 3
Solo skills are highly recommended if using Chrom to be by himself, otherwise use Swift Sparrow 2 when he’s initiating combat.
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Falchion (Awakening) (+Eff) | A | Swift Sparrow 3 |
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Reposition | B | Lull Spd/Def 3 |
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Aether | C | Odd Atk Wave 3 |
S | Spd/Res Solo 3 |
Skill A: Swift Sparrow 3
- Just the additional ATK and SPD can make Chrom two attacks plus with the Bonus from Sealed Falchion (Refined). Atk/Spd 3 or 4 could also work for this.
Skill B: Lull Spd/Def 3
- This skill just neutralize any bonuses from the unit you are fighting, a -3 from SPD and DEF can be game changing from the unit you are facing.
Skill C: Odd Atk Wave 3
- Just 1 turn and you get that bonus +6 ATK and just charge right in there. A Joint Skill could also work for this.
S Skill: Spd/Res Solo 3
- A little boost for SPD and RES for Chrom's survivability from fast units and mages.
Overall:
Thanks to the new refine, Chrom can now neutralize and the enemy cannot make a follow-up attack if he has a bonus stats. This build is for a fast Chrom, more like a Lucina but hits hard thanks to Chrom's high Atk stats. With bonuses active, Swift Sparrows 3, Lull Spd/Def and Spd/Res Solo 3: Chrom's Atk gains +16, Spd gains +23, while DEF and RES gains +10 and +11.
This build could also work for Masked Marth and Lucina who has a decent SPD.
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Falchion (Awakening) (+Eff) | A | Atk/Def Bond 3 |
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Swap | B | Quick Riposte 2 |
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Aether | C | Infantry Pulse 3 |
S | Atk/Def Bond 1 |
I wanted to make an Infantry Pulser, and at the time of creating it Chrom seemed the best... Since his Falchion has a spectrum Bond refine the fitting extra's seemed to be Bonds, so to go with his strengths in his offense and defense I just chose Atk/Def. The QR2 is out of cheapness, and to partially mediate his low Speed.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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500 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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40 | A |
![]() Inheritable by all units.
Unlocks at 3 ★ |
80 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
160 | A |
![]() Inheritable by all units.
Unlocks at 3 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: Awakening
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