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Valentine's Chrom

Analysis by lordhelpme
Valentine's Chrom - Fate-Defying Duo

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
177
HP 40
ATK 44
SPD 27
DEF 40
RES 26

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 13 4 9 3
Middle 18 14 5 10 4
High 19 15 6 11 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 41 23 37 22
Middle 40 44 27 40 26
High 43 48 30 44 29

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.
HPATKSPDDEFRES

Skill Sets

The True Ending (Offensive / Pure Damage Focus)

Build by lordhelpme
Recommended
Destiny's Bow A Mirror Impact
Alternate: Sturdy Impact
To Change Fate! B Lull Atk/Def 3
Alternate: Null Follow-Up 3
Deadeye C Time's Pulse 3
IVs

+ATK / -SPD

SDeath Blow 3

Show Explanation/Analysis

Weapon: Destiny’s Bow

Assist: To Change Fate!

Special: Deadeye

Passive A: Mirror Impact / Sturdy Impact / Death Blow / Atk/Def Unity

Passive B: Lull Atk/Def / Null Follow-Up / Wings of Mercy / Special Spiral

Passive C: Time’s Pulse 

Sacred Seal: Death Blow / Quickened Pulse / Sturdy Blow / Atk/Def Bond

  • The sheer amount of damage enhancing goodies Valentine’s Chrom and Robin bear throughout all their PRF features (seriously, literally just their Destiny’s Bow alone shines as a stellar offensive weapon and even boasts unique supportive utility) make them a natural fit for an offense-heavy approach. This build emphasizes damage above all else, making a +ATK IV the prime choice to frontload as much firepower as possible.
  • For general offensive purposes, their main gameplan is pretty simple. Use To Change Fate! as necessary to instantly charge up Deadeye and/or assist ally damage output — and then go to town! Just remain cautious of particularly bulky blues (most notably, Brave Hector who can nullify their armored effectiveness) and Chrom/Robin should be relatively set due to how loaded their kit is. 
    • As far as their build is concerned, it’s typically unnecessary to do more than replace the Fate-Defying Duo’s A skill in favor of a more offensive option (even the widely available Death Blow 3 does a plenty good job) and choose a complementary B skill. 
    • Of those available, Lull Atk/Def offers the most to their damage by nullifying relevant enemy buffs and applying further Defense debuffs, but Wings of Mercy is an alternative if greater mobility is preferred or potentially Special Spiral to spam Deadeye without being overly reliant on their PRF’s Special charges.
  • Their ability to enable the Duo Hindrance structure, access to several counters to meta-relevant threats, and sheer damage ceiling also makes Valentine’s Chrom and Robin a prime choice for one’s Aether Raids Defense composition; it’s in this setting, however, that the nuances of their build become slightly more complicated as discussed below.
    • Although many Defense-focused builds opt to remove a unit’s Assist, the Fate-Defying Duo’s To Change Fate! is generally best kept: the self-refresh and +6 Attack visible buff makes them a far-reaching and unpredictable offensive threat, and Reposition is typically used defensively by the AI so this can be useful in safeguarding squishier allies from the frontlines. 
      • Further, it enables the secondary effect of Destiny’s Bow to trigger, mutually reducing their own and their ally’s cooldown in a way that cannot be deterred by【False Start】— though it can be stopped by【Isolation】, so including some form of debuff cleanse like Odd Recovery or Sara’s Kia Staff may be useful. 
    • Since they cannot access the Impact effect of their Duo Skill while under AI control, Mirror Impact and Sturdy Impact become more coveted A skills to supplement the power of Chrom/Robin’s initiations with safety, with the former being especially notable to patch up their weaker Resistance. Atk/Def Unity is another option as well due to being a likely target of Chill Atk or Def.
    • Besides their usually B skill options, Null Follow-Up may be a worthwhile consideration in this context. Though it may seem peculiar given Valentine Chrom and Robin’s stat distribution, it’s nifty to break through tanks who rely on follow-up denial and may otherwise survive their first attack without leaving it to the whims of a Speed check.

robin is a fan of pancakes (Utility Nuke / Aether Raids Offense)

Build by lordhelpme
Recommended
Destiny's Bow A Atk/Def Unity
Alternate: Sturdy Impact
To Change Fate! B Wings of Mercy 3
Alternate: Atk/Def Link 3
Deadeye C Joint Drive Atk
Alternate: Time's Pulse 3
IVs

+ATK / -SPD

SDrive Atk 2
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Destiny’s Bow

Assist: To Change Fate!

Special: Deadeye 

Passive A: Atk/Def Unity / Sturdy Impact / Mirror Impact

Passive B: Wings of Mercy / Link Skills

Passive C: Joint Drive Skills / Time’s Pulse / Infantry Pulse / Flexible

Sacred Seal: Drive Skills / Death Blow / Sturdy Blow / Hardy Bearing / Infantry Rush 

  • This build yet again emphasizes Chrom/Robin’s offensive prowess, but places greater consideration towards their utility in the context of Aether Raids Offense (specifically, within Galeforce compositions), as their ability to charge Specials while positioning allies closer to foes alone are handy tools given how important proper charge accumulation is for successful, consecutive Galeforce activations. Their own nuking capacity — particularly against pesky Save units thanks to the beauty of armored effectiveness — and occasional Duo Skill buff are icing-on-the-cake to build the team’s overall momentum and snipe down otherwise debilitating threats.
  • Atk/Def Unity is a phenomenal A skill that should be taken if you feel confident being able to quickly destroy the enemy Duo Hindrance structure, as it synergizes beautifully with 【Grand Strategy】to provide Valentine’s Chrom and Robin another +15 Atk/Def and makes enemy penalties a non-issue. For more general coverage, Sturdy Impact and Mirror Impact minimize the risk of initiations through guaranteed follow-up denial independent of their Duo Skill and a +10 helping of a defensive stat of your choice.
  • Wings of Mercy is the Fate-Defying Duo’s ideal B skill choice, offering a great expansion of their range to use their Assist and subsequently gain another Action — most Galeforce compositions utilize some form low HP beacon(s) as it is, so this lets Chrom and Robin fit perfectly without needing to make any further adjustments. Link skills are an option to apply visible buffs on top of their base cooldown reduction, but this makes the couple more dependent on outside assistance (such as Smite) to keep pace with their team. 
  • Joint Drive skills are excellent to build on the offense/support hybrid of this build and are essentially going to be almost always active here, as engaging in Galeforce chains naturally creates close proximity among allies. Alternatively, Time’s Pulse can be equipped to ensure Deadeye’s activation on the first use of To Change Fate!, or Infantry Pulse to further aid cooldown requirements for ally Galeforce activations. 
  • Much of the same applies for Valentine’s Chrom and Robin in their Sacred Seal slot: your choice of Drive or offense-enhancing ability will work perfectly fine here. For slightly more niche recommendations, Hardy Bearing may be useful to shut down the occasional Vantage threat (particularly if your team relies on Bolt Tower), and Infantry Rush can help nearby infantry allies simply do without Heavy Blade for more build flexibility.

My Secretly Possessed Boyfriend Can’t Be This Cute (Defensive Focus)

Build by lordhelpme
Destiny's Bow A Close Salvo
Alternate: Atk/Def Unity
To Change Fate! B Lull Atk/Def 3
Alternate: Null C-Disrupt 3
Bonfire
Alternate: Sol
C Joint Drive Atk
Alternate: Time's Pulse 3
IVs

+ATK or +DEF / -SPD

SMystic Boost 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Destiny’s Bow

Assist: To Change Fate!

Special: Bonfire / Sol / Ignis / Deadeye / Noontime

Passive A: Close Salvo / Atk/Def Unity / Sturdy Stance / Atk/Def Solo

Passive B: Lull Atk/Def / Null Follow-Up / Null C-Disrupt

Passive C: Joint Drive Skills / Time’s Pulse / Smoke Skills / Flexible

Sacred Seal: Mystic Boost / Solo Skills / Bond Skills 

  • Although they are much better suited for offensive play, Valentine’s Chrom and Robin can opt for a more defensively-tuned strategy as well given their stat distribution and flexibility in maintaining Destiny’s Bow active during the Enemy Phase. Being able to endure physical punishment bears greater importance here, so a +DEF IV is recommended besides the typical +ATK. 
  • Their default Close Salvo is plenty good for the intention of this set and should be kept if attempting to have the Ylissean duo operate as an all-purpose physical tank — against melee and ranged threats alike. However, if Near Save support is available, Chrom/Robin can then focus exclusively on their ranged match-ups and bypass the need for such an A skill, allowing the use of stronger skills like Atk/Def Unity (to exploit debuffs, including their own Duo Skill) and Sturdy Stance (to hasten Enemy Specials).
  • Lull Atk/Def is their most generally useful B skill candidate to push the limits of their damage and survivability further, all the while carrying the neat utility of denying enemy bonuses. Alternatively, Null Follow-Up can help safeguard the duo against slower foes with inbuilt follow-up attacks and/or a means of negating their own double from Destiny’s Bow. Null C-Disrupt is also an option if going the route of specializing against ranged units, as this ensures their counterattacks can’t be tampered by troublesome skills like Dazzling Staff.
  • For their Special, Valentine’s Chrom and Robin have two primary gameplans they can branch into.
    • Damaging Specials: This orients Chrom/Robin toward a more OHKO-focused playstyle, aiming to instantly counterattack with a fully charged Special — something they can easily accomplish with Destiny’s Bow alone and particularly if allotted outside resources like Brave Lucina, Summer Hilda, or Thórr
      • However, as this means relying solely on their bulk for their longevity, the Mystic Boost Sacred Seal should likely receive greater priority to impart some form of sustain. 
    • Healing Specials: This turns the Fate-Defying Duo into a more traditional defensive tank, and honestly their base damage output should be more than sufficient to strike down incoming foes. The main risks of this strategy is it leaves Valentine’s Chrom and Robin more susceptible against bulkier foes and/or instances where their follow-up is tampered with (as the lack of burst may mean such threats can survive their counterattack and avoid defeat) and Fatal Smoke.

Strengths

Destiny’s Bow

The Fate-Defying Duo is made an absolute powerhouse of a unit through the myriad of bonuses provided by their exclusive Destiny’s Bow, essentially building upon everything that made Legendary Chrom the menace that he is and taking it to the maximum. 

  • Spectrum +5 and guaranteed follow-ups are pretty standard fare considering modern standards for offensive nukes, though Chrom and Robin appreciate these benefits considerably nonetheless: it solidifies their firepower, helps bypass the limitations of their low Speed, and enables full optimization of their gargantuan Attack as they don’t need to diverge resources elsewhere as far as their damage is concerned. 
  • On the other hand, the ability to reduce their own cooldown and that of their allies upon usage of a movement Assist is extremely standout, as this effect is currently the only way to directly reduce ally cooldowns outside of combat and after the start of the turn aside from Sothe’s refined Peshkatz. This aspect of Destiny’s Bow thus imparts unprecedented supportive value to Chrom/Robin, especially considering that it uniquely works around the newly introduced but debilitating False Start debuff from Elimine.
  • This is not to mention the selfish benefits this reaps for the Fate-Defying Duo, since this effect coupled with their permanent -1 cooldown and innate access to Time’s Pulse means they can immediately charge Deadeye each turn without any outside assistance for even more voltage. Combined with armored effectiveness, Destiny’s Bow altogether ensures that Valentine’s Chrom and Robin can break through the toughest of tanks with ease and style. 

To Change Fate!

Being a grand strategist apparently means having no shame in practicing blatant plagiarism, as Valentine’s Chrom and Robin borrow yet another aspect of Legendary Chrom’s design: his (originally) exclusive To Change Fate! Assist. The pairing of Reposition with an immediate self-refresh and +6 Attack is pretty nifty to expand their own range and that of targeted allies without sacrificing momentum. It’s important to remember that this also triggers the Special reduction effect of Destiny’s Bow (as if this ability wasn’t annoying enough to face against on Legendary Chrom at base), further sharpening the team’s offensive prowess. 

Duo Hero Benefits

Per their status as a Duo Hero, Valentine’s Chrom and Robin reap several accessory advantages, such as a staggering boost to their scoring potential in Colosseum-related modes and the ability to enable certain structures within Aether Raids (most notably Duo’s Hindrance given their ability to shine within Defense compositions). 

  • They also feature a Duo Skill of their own that, upon usage, immediately grants Chrom/Robin an Impact effect, debuffs themselves and any nearby allies for -5 Atk/Spd/Def/Res, and then applies【Grand Strategy】on those same units — a unique buff that essentially reverses those debuffs into stat enhancements akin to Unity skills. 
  • Besides being… pretty funny considering that the name implies that Robin is pretty underhanded in his tactics, it’s a very effective method for the entire team to reap massive stat boosts and take advantage of enemy compositions that heavily exploit stat penalties, particularly Panic.

Phenomenal Attack & Defense

Showcasing the same stat distribution pattern seen on previous Chrom iterations, Valentine’s Chrom and Robin funnel the majority of their generous 177 stat total into their Attack and Defense, though this pays off pretty well when considered alongside their various PRF features. To put it simply, everything together means they can hit hard (to the point that attempting to tank them directly is extremely questionable) and tank physical hits effectively — and really, what more do they want?

Infantry Benefits

Having access to the vast array of skills available to the infantry class is a cherry-on-top to a long list of strengths, underscoring the Fate-Defying Duo’s performance through astounding versatility; abilities like Sturdy Impact, Time’s Pulse, Null Follow-Up, and Lulls are vital in limiting the constraints in what they can do, ranging from offensive to defensive roles.

Weaknesses

Low Speed & Resistance

Valentine’s Chrom and Robin are left out to dry quite a bit in the Speed and magical bulk departments due to their hyper-investment into Attack and Defense, creating some issues when facing foes with the means to neutralize their weapon’s guaranteed follow-up and/or target their weaker defensive stat — especially during the Enemy Phase. However, their frequent Special activation rate coupled with their brutish Attack does offset this considerably when initiating, as it’s pretty feasible for the couple to simply one-shot their foe without needing to double and before their foe can counter.

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver BowEffective against flying units.
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Destiny's BowAccelerates Special trigger (cooldown count-1). Effective against flying and armored foes. If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit during turns 1 through 4, grants Special cooldown count-1 to unit and target ally or unit and targeting ally. (Once per turn only.) If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, and unit makes a guaranteed follow-up attack.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
RepositionTarget ally moves to opposite side of unit.
Learns by default at 4 ★
1 150
To Change Fate!Moves target ally to opposite side of unit and grants another action to unit. Grants Atk+6 to unit and Pair Up cohort (if any) for 1 turn and inflicts【Isolation】on unit and Pair Up cohort (if any) through their next action. (Does not stack.)  【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.)
1 500

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
GlimmerBoosts damage dealt by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2
DeadeyeDoubles damage dealt. Disables non-Special skills that "reduce damage by X%."
Unlocks at 5 ★
Only Inheritable by Bow users.
500 3

Passive Skills

Passive Skills SP Slot
Close SalvoUnit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Atk+5 during combat, but after combat, if unit attacked, deals 5 damage to unit.
Ranged Weapon Users Only
Unlocks at 5 ★
300
A
Time's Pulse 1At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Infantry Units Only
Unlocks at 1 ★
60
C
Time's Pulse 2At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Infantry Units Only
Unlocks at 2 ★
120
C
Time's Pulse 3At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Infantry Units Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Awakening

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