Hey, I’m Zathong and this guide is about Valentine’s Chrom Build in Fire Emblem Heroes (FEH).
Best Valentine’s Chrom 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 Valentine’s Chrom build for the meta. Learn more about Valentine’s Chrom’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9.9/10
Valentine’s Chrom Builds
: Destiny’s Bow | A : Atk/Spd Ideal 4 |
: To Change Fate! | B : Lull Spd/Def 3 |
: Deadeye | C : Time’s Pulse 3 |
S : Blade Session 3 |
Recommended IVs
- +Spd/-HP or +Atk/-HP
- +Spd for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 40 | Rank: 350/808 |
Atk | 44 | Rank: 5/808 |
Spd | 27 | Rank: 565/808 |
Def | 40 | Rank: 23/808 |
Res | 26 | Rank: 366/808 |
Roles
- Ranged Physical
- Effective Weapon
- Movement Assist
- Exclusive Skill
- All-Range Counter
- Duo / Harmonized
Counters & Teammates
Counters
These picks are strong against Valentine’s Chrom in game.
Teammates
These picks are good against Valentine’s Chrom in game.
Gameplay
Skills
These are all skill for Valentine’s Chrom: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Close Counter | Enables unit to counterattack regardless of distance to attacker. | 5★ |
Close Salvo | Unit 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. | 5★ |
Time’s Pulse 1 | At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ |
Time’s Pulse 2 | At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ |
Time’s Pulse 3 | At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Night Sky | (Cooldown Count = 3) Boosts damage dealt by 50%. | 5★ |
Glimmer | (Cooldown Count = 2) Boosts damage dealt by 50%. | 5★ |
Deadeye | (Cooldown Count = 3) Doubles damage dealt. Disables non-Special skills that “reduce damage by X%.” | 5★ |
For Assists Skill
Skill Name | Range | Effect | Learned At |
Reposition | 1 | Moves adjacent ally to opposite side of unit. | 5★ |
To Change Fate! | 1 | Moves target ally to opposite side of the unit and grants another acton 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 targer of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) | 5★ |
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Bow | 4 | 2 | Effective against flying units. | 5★ |
Steel Bow | 6 | 2 | Effective against flying units. | 5★ |
Silver Bow | 9 | 2 | Effective against flying units. | 5★ |
Destiny’s Bow | 14 | 2 | Accelerates 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. | 5★ |
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