- Default
- Attack
- Special
- Injured




Exalted Chrom - Knight Exalt |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 18 | 8 | 5 | 7 | 3 |
Middle | 19 | 9 | 6 | 8 | 4 |
High | 20 | 10 | 7 | 9 | 5 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 37 | 34 | 24 | 31 | 13 |
Middle | 41 | 37 | 28 | 34 | 17 |
High | 44 | 40 | 31 | 37 | 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 |
---|---|---|---|---|
Skill Sets
Odd Future (Defensive Nuke)
![]() |
Sealed Falchion (+Eff) | A | Distant Counter |
---|---|---|---|
![]() |
Positional Assist | B | Lull Atk/Def 3 Alternate: Mystic Boost 3 |
![]() |
Noontime Alternate: Sol |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | +ATK or +RES | S | Mirror Stance 2 Alternate: Quick Riposte 3 |
Weapon: Sealed Falchion (+Eff)
Assist: Positional Assist / Flexible
Special: Noontime / Sol
Passive A: Distant Counter
Passive B: Lull Atk/Def / Mystic Boost
Passive C: Pulse Smoke / Atk Smoke / Def Smoke / Flexible
Sacred Seal: Mirror Stance / Quick Riposte / Atk/Def Solo / Fierce Stance
- The new power of Chrom’s refined Sealed Falchion allows him to bypass the limitations of his base statline (namely his poor Resistance and unimpressive Speed) and operate as a much stronger tank against all enemy types than previously before, denying his foe’s follow-up and providing a consistent (and massive) overall stat boost. An ATK Asset is Chrom’s most generally useful IV set, but +RES may also be worthwhile to mitigate as much magical damage as possible.
- Although Sealed Falchion’s built-in follow-up denial already helps Chrom avoid a significant amount of damage, this usually won’t be enough to sustain him entirely—especially when facing off against magical damage. As such, utilizing healing Specials on top of this is highly recommended. Noontime is ideal if support from Brave Lucina’s refined Geirskögul is available, otherwise Sol should be equipped instead.
- Distant Counter makes for a powerful A slot skill choice to provide Chrom the crucial ability to counterattack regardless of range, widening the breadth of foes he can face. His B slot is somewhat limited due to his cavalry movement, but he still has strong candidates in Lull Atk/Def (for increased durability and damage) and Mystic Boost (to further supplement his sustain).
- Pulse Smoke is essential for Chrom’s performance in Aether Raids to shut down setups centered around instant Special activations, but Atk Smoke and Def Smoke are better general options outside of that. Sacred Seals that increase Chrom’s key stats (preferably in the Enemy Phase) such as Mirror Stance and Atk/Def Solo work well here, though Quick Riposte is also useful in case he fails to OHKO an opponent.
Peace Sign (Standard Player Phase Offensive)
![]() |
Sealed Falchion (+Eff) | A | Swift Sparrow (2 or 3) Alternate: Atk/Spd Push 4 |
---|---|---|---|
![]() |
Positional Assist | B | Lull Atk/Spd 3 Alternate: Desperation 3 |
![]() |
Galeforce Alternate: Glimmer |
C | Rouse Atk/Spd 3 Alternate: Even Spd Wave 3 |
IVs | +SPD or +ATK / -RES or -HP | S | Heavy Blade 3 Alternate: Swift Sparrow 2 |
Weapon: Sealed Falchion (+Eff)
Assist: Reposition / Flexible
Special: Galeforce / Glimmer / Bonfire / Moonbow
Passive A: Swift Sparrow / Atk/Spd Push / Atk/Spd Solo / Fury
Passive B: Lull Atk/Spd / Lull Spd/Def / Desperation
Passive C: Rouse Atk/Spd / Spd Smoke / Def Smoke / Flexible
Sacred Seal: Heavy Blade / Swift Sparrow / Darting Blow
- Although Chrom’s strengths lends themselves towards a more defensively oriented playstyle, the advantages of his cavalry status (namely access to class-exclusive buffs and exceptional mobility) alongside the massive stat boosts Sealed Falchion provides , lets him pull off a standard offensive set if so desired. A +SPD IV is best to maximize his follow-up potential but if confident in his follow-ups without it, a +ATK IV may be taken instead for increased raw damage output.
- Galeforce works well when equipped with the Heavy Blade seal to expand on Chrom’s mobility. If a damage-dealing Special is preferred, Specials with a low cooldown—either Glimmer or Moonbow—work well for their frequent activations, though Bonfire is also good should greater damage be preferred.
- Most offensive stat-boosting A slot skills will function perfectly well since Sealed Falchion’s activation is no longer solely dependent on him taking damage, with his best options including Swift Sparrow, Atk/Spd Push, and Atk/Spd Solo. On a budget, Fury works as well.
- Lull Atk/Spd and Lull Spd/Def are excellent to further supplement his ability to perform follow-ups and break through enemy bonuses; the choice between the two is primarily up to personal preference. Alternatively, Desperation is a decent budget choice that pairs well with skills that self-inflict chip damage, such as Atk/Spd Push and Fury.
- Rouse Atk/Spd—or, if that’s unavailable, Even Spd Wave and other offensive-stat boosting Wave skills—are always solid additions and actually work quite well with Chrom, instantly enabling one of Sealed Falchion’s requirements without outside assistance. If refresher support is available, Spd Smoke and Def Smoke become good choices. Aside from Heavy Blade for quicker Special activations, any seal that boosts his key offensive stats (such as Swift Sparrow or Darting Blow) is recommended.
Starmaker (Maximum Damage / Budget)
![]() |
Sealed Falchion (+Eff) | A | Death Blow (3 or 4) |
---|---|---|---|
![]() |
Positional Assist | B | Chill Def 3 Alternate: Vantage 3 |
![]() |
Glimmer Alternate: Bonfire |
C | Odd Atk Wave 3 |
IVs | +ATK / -HP or -RES | S | Atk/Def Solo 3 |
Weapon: Sealed Falchion (+Eff)
Assist: Positional Assist / Flexible
Special: Glimmer / Bonfire / Moonbow
Passive A: Death Blow
Passive B: Chill Def / Lull Atk/Def / Vantage
Passive C: Odd Atk Wave / Rouse Atk/Def / Def Smoke / Flexible
Sacred Seal: Atk/Def Solo / Death Blow / Sturdy Blow
- This build retains an offensive playstyle akin to the above-listed set, but focuses more on maximizing Chrom’s raw firepower to ideally OHKO foes—something he can accomplish quite well thanks to his strong base Attack and the effective +10 Attack boost he can obtain from Sealed Falchion. Accordingly, a +ATK IV is ideal to maximize his OHKO potential.
- Specials with a short cooldown once again shine here for their frequent activation rate; Glimmer scales especially well with his damage focus here, but Moonbow may be worthwhile to assist his match-ups against particularly bulky foes. Chrom’s high Defense makes Bonfire a good candidate too, but activates more irregularly.
- The playstyle here is relatively simple: stack Chrom’s Attack as much as possible and go to town. Death Blow—whichever version one has available—in his A slot combined with a complementary Attack-increasing Sacred Seal provides a strong baseline, and this can be increased further by equipping him with Chill Def (or on a higher budget, Lull Atk/Def) to debuff the opponent’s Defense. Vantage works decently to grant him some Enemy Phase functionality if neither of the aforementioned are deemed necessary.
- For his C slot, self-buffing skills that affect his Attack such as Odd Atk Wave and Rouse Atk/Def help make him less dependent on team support. However, if this is unnecessary, Def Smoke also works well when provided refresher support.
Strengths
Sealed Falchion
Initially a less than impressive weapon, Chrom’s exclusive Sealed Falchion—and by extension, his overall performance—received a major improvement through its unique refinery.
In addition to adjusting its activation requirement so that he may benefit from its effect consistently, Sealed Falchion’s stat boosts are substantially greater and provides the highly valuable ability to deny enemy follow-up attacks; altogether, this weapon makes Chrom a much stronger standalone combatant than previously before. Lastly, Sealed Falchion is also notable when utilizing Chrom in a cavalry-exclusive setting, as sources of dragon effectiveness are not readily available in such teams.
Great Attack
Chrom’s strong base Attack stat of 37 provides him with fantastic raw damage output and enables him to make excellent use of his PRF’s latent potential. With proper use, he can quickly accumulate enough offensive might to frequently OHKO opposing foes.
Strong Physical Bulk
His sturdy physical bulk of 75 allows him to stand tall against incoming physical threats and bait them without incurring significant amounts of damage in return. This also serves to strengthen the power of Defense-scaling Specials.
Cavalry
Being a cavalry unit allows Chrom to differentiate himself from his infantry counterpart, as his extended mobility and range make a Player Phase setup much more attractive of an option. Additionally, this provides him access to class-exclusive buffs for easier team building.
Weaknesses
Cavalry
Chrom’s status as a cavalry unit, while beneficial in some respects, also comes with various detriments; impairments such as an inability to traverse certain terrain, a debilitating weakness to cavalry-effective weaponry, and lackluster skill availability limit his overall potential substantially.
Horrible Resistance
Chrom’s base Resistance stat of 17 is horrendous and renders him liable to receive significant amounts of damage from incoming magical threats, making it necessary to provide him with the necessary support to keep him from being easily OHKO’d by such opponents even with the assistance of his refined Sealed Falchion.
![]() |
Sealed Falchion | A | Atk/Def Solo 4 |
---|---|---|---|
![]() |
Reposition | B | Lull Atk/Spd 3 |
![]() |
Aether | C | Rouse Spd/Def 3 |
S | Heavy Blade 3 |
Chrom’s new sealed falchion refine grants him +5 atk/spd/def and stops a follow up on both phases if the foe is healthy, as well as the base effect altered to needing a field buff or being <100% hp to get an additional +5 to all stats. This would allow chrom to run more speed based build’s and I’m gonna do just that. Beware, this build requires some heavy investment. With a +spd boon, +3 chrom will reach 32 speed, A maxed out sealed falchion will boost you to 42 speed which beats out a neutral mareeta. Lull and rouse will further increase that to 51 speed total. Further investment can be made by adding dragonflowers or doing a merge project on him, but the goal was to get him over 50 speed
![]() |
Sealed Falchion | A | Fury 3 |
---|---|---|---|
![]() |
Harsh Command | B | Vantage 3 |
![]() |
Glimmer | C | Def Smoke 3 |
S | Brazen Atk/Spd 3 |
Cause there's no Chrom like Horse Chrom! Send your scabbard into shock! You need Horse Chrom, of course-Chrom! Grab your Flachion and slam the day away!
Alright he's become one of my favorites to play around with, the instant he enters vantage range he's going to do some very brutal things to whatever comes his way, and even before that I back him with Dancer Neph with Speed and Attack Tactic so he is going to be bashing skulls like he bashes training dummies. I've also got him with some repositioners to stop the nasty-waste mages from bad touching my horse boy.
![]() |
Sealed Falchion | A | Brazen Atk/Spd 3 |
---|---|---|---|
![]() |
Reciprocal Aid | B | Chill Def 3 |
![]() |
Astra | C | Even Atk Wave 3 |
S | Brazen Atk/Def 3 |
Due to Sealed Falchion essentially being a Brazen Spectrum, it synergizes very well with Brazen skills due to the HP requirement needed to activate it. An +Atk, Def, or Spd boon can work very well with his set though mine is +Spd which helps with his doubling potential. Chill Def just helps him tear through enemies more and Atk Wave further boots his raw damage output after all the Brazens activate, but any Chill Skill or Wave Skill that isn't Res based will work very well for him. Reciprocal Aid is there so Chrom can reach the Brazen threshold more reliably when others are low on health or have enough health to activate the Brazens. Brazen Atk/Spd is only used here due to being easier to obtain than the 4 variant but if you have a Summer Wolt lying around, slap that A skill onto Chrom just to give him more Speed and Attack. This build is very fun to watch when activated and it shows the true power of the Exalt.
![]() |
Sealed Falchion | A | Brazen Atk/Spd 3 |
---|---|---|---|
![]() |
Reposition | B | Desperation 3 |
![]() |
Aether | C | Spd Tactic 3 |
S | Brazen Atk/Res 3 |
Stacked Brazen + Sealed Falchion gives him a whopping +19 atk, as long as .
+12 spd (from brazen atk/spd) brings him up enough to at least avoid doubles, if not double himself, hence why atk/spd is chosen over atk/def.
S-Supported with Quad Spring Chrom (Atk, Def Tactic).
![]() |
Sealed Falchion | A | Fury 3 |
---|---|---|---|
![]() |
Reposition | B | Desperation 3 |
![]() |
Ignis | C | Threaten Def 3 |
S | Brash Assault 3 |
This build for Chrom focuses on turning him into a player phase nuke at low HP. Getting hit by Archers, Non-wrathful staff healers, etc. Will usually result in his survival through virtue of his HP and DEF. However, he will probably lose a chunk of HP - which is perfect. Once below 50%, which is easy to achieve via combat or Reciprocal Aid, he doubles regardless of SPD (which makes taking a bane in it better than RES - I have both and can confidently say SPD is a better bane here) and gains the power to consecutively strike. With an ATK of 61 unbufffed aside from his prf; Chrom can easily eliminate most threats in Arena (assault too), GHBs, and RDs. Threaten Def is good here when you’re trying to turn him into a solo machine but buffs work instead. Ignis makes taking down bulky blues and armors in general easier and he doesn’t really need Bonfire for quicker procs as he kills things without it easily.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Only Inheritable by Sword Units.
|
50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
|
100 | 1 | 8 |
![]() Only Inheritable by Sword Units.
|
200 | 1 | 11 |
![]() Learns by default at 1 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 3 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
500 | 5 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Non-inheritable by Staff-wielding units.
|
50 | A |
![]() Non-inheritable by Staff-wielding units.
|
100 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | A |
![]() Inheritable by all units.
|
60 | B |
![]() Inheritable by all units.
|
120 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() Only Inheritable by Sword Units.
|
30 | C |
![]() Only Inheritable by Sword Units.
|
60 | C |
![]() Only Inheritable by Sword Units.
Unlocks at 5 ★ |
120 | C |
Other Info
Origin |
Fire Emblem: Awakening
|
---|