Fire Emblem Heroes

FEH Ninja Corrin (F) Build 2024: Best IVs [Fire Emblem Heroes]


Hey, I’m Zathong and this guide is about Ninja Corrin (F) Build in Fire Emblem Heroes (FEH).

Best Ninja Corrin (F) build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Ninja Corrin (F) build for the meta. Learn more about Ninja Corrin (F)’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.

Overall Rating: 9.9/10

Ninja Corrin (F) Builds

: Ninjutsu ScrollsA : Atk/Spd Push 4
: RepositionB : S/R Far Trace 3
: LunaC : Joint Drive Atk
S : Blade Session 3

Recommended IVs

  • +Spd/-Res
  • +Spd for a +10 Merge

Stats

Hero Stats

Neutral Stats at Lv. 40 (5★)

HP38Rank: 512/808
Atk41Rank: 30/808
Spd40Rank: 57/808
Def23Rank: 487/808
Res20Rank: 601/808

Roles

  • Ranged Magic
  • Exclusive Skill
  • Duo / Harmonized

Counters & Teammates 

Counters

These picks are strong against Ninja Corrin (F) in game.

Teammates 

These picks are good against Ninja Corrin (F) in game.

Gameplay

Skills

These are all skill for Ninja Corrin (F): Passives, Specials, Assists & Weapons.

For Passives Skill

Skill NameEffectLearned At
Atk/Spd Push 1At start of combat, if unit’s HP = 100%, grants Atk/Spd +3, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 2At start of combat, if unit’s HP = 100%, grants Atk/Spd +4, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 3At start of combat, if unit’s HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 4At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit.5★
S/R Far Trace 1Enables 【Canto (Rem.)】.
Inflicts Spd/Res-1 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
5★
S/R Far Trace 2Enables 【Canto (Rem.)】.
Inflicts Spd/Res-2 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
5★
S/R Far Trace 3Enables 【Canto (Rem.)】.
Inflicts Spd/Res-3 on foe during combat.
【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement.
5★
Spur Atk 1Grants adjacent allies Atk +2 during combat.5★
Drive Atk 1Grants allies within 2 spaces Atk +2 during combat.5★
Drive Atk 2Grants allies within 2 spaces Atk +3 during combat.5★
Joint Drive AtkGrants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat.5★

For Specials Skill

For Assists Skill

Skill NameRangeEffectLearned At
Rally Defense1Grants Def +4 to an adjacent ally until the end of the turn.5★
Rally Up Def1Grants Def+4 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.5★
Rally Up Def+1Grants Def+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.5★

For Weapons Skill

Skill NameMightRangeEffectLearned At
Wind42No Effect5★
Elwind62No Effect5★
Rexcalibur92No Effect5★
Ninjutsu Scrolls92Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit’s Spd > foe’s Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage.)5★

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