Table of Contents
- Default
- Attack
- Special
- Injured
| Hawkeye - Desert Guardian |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 20 | 8 | 4 | 5 | 5 |
| Middle | 21 | 9 | 5 | 6 | 6 |
| High | 22 | 10 | 6 | 7 | 7 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 42 | 30 | 19 | 24 | 27 |
| Middle | 45 | 33 | 22 | 28 | 30 |
| High | 48 | 36 | 25 | 31 | 33 |
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 |
|---|---|---|---|---|
Hawkeye has relatively low Attack for a tank, and he appreciates all the help he can get in this regard. Since he aims to OHKO his opponents, he does not strictly need more defensive stats. And his Speed is so low that increasing it will not save him from many double attacks.
Boons
-
+ATK: More Attack equals more damage, and with only 30 base Attack, Hawkeye needs the extra power to secure wins on Hector, Ryoma and Winter Chrom.
Neutral
-
HP: This stat isn’t too useful on it’s own, but he would still it prefer it kept high as it helps his great mixed defenses. Variants that use Infantry Pulse will want to keep HP as high as possible. Refining Hawkeye’s weapon will more than make up for a bane in HP.
-
DEF: Hawkeye’s Defense is important, letting him survive combat with many of the strong Brave Bow users. It’s not recommended for a boon, but avoid a Defense bane at all costs. A Defense bane will cost Hawkeye four in the stat instead of the usual three.
Banes
-
-SPD: Speed is Hawkeye’s least valuable stat, and the best choice of a bane overall. His Speed is already so low that reducing it further has little negative effect. Additionally, his optimal build is focused around one-shotting his opponent. They means that despite his low speed, they likely won’t survive to double Hawkeye in the end.
- -RES: Resistance is the lesser of the three defensive stats. Hawkeye has an easier time against mages since they can usually hit him once. Even still, it’s highly recommended to pick a Speed bane over Resistance.
Skill Sets
Anti-ranged OHKO
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Wo Gùn+ (+Def) Alternate: Slaying Axe+ (+Def) |
A | Distant Counter |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Wrath 3 |
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Moonbow Alternate: Iceberg |
C | Def Smoke 3 Alternate: Spur Def/Res 2 |
| SP | 1,695 | S | Quickened Pulse |
-
Preferred IV: +ATK / -SPD
-
Weapon: Wo Gùn+ (+Def) / Slaying Axe+ (+Def)
-
Assist: Reposition / Swap
-
Special: Moonbow / Iceberg
-
Passive A: Distant Counter
-
Passive B: Wrath
-
Passive C: Def Smoke / Spur Def/Res
-
Sacred Seal: Quickened Pulse / Distant Def
Hawkeye’s flagship set seems him bear the tools necessary to tank and retaliate with powerful damage against those who attack him. This set is designed to give him an extremely powerful hit with his Special, enough to KO nearly all mages and many of his would-be attackers.
The core of the set is the Wo Gùn + Wrath combo, allowing him to deal an extra 20 damage with his Special. Distant Counter is also of utmost importance, allowing Hawkeye to KO mages who would otherwise double and KO him.
If you aren’t able to obtain a Wo Gùn, consider running a cheaper Slaying Axe with Iceberg. It has a slightly poorer performance, but does well nonetheless. Another option is Moonbow with a Slaying Axe and Distant Def. However, this combination loses on a fair amount of damage in exchange for ranged bulk.
His Assist and C slot skill are largely interchangeable. Reposition and Swap are both useful for maneuvering Hawkeye around the field. Def Smoke lets Hawkeye hit harder on more enemies, and is an excellent skill to support allies who are tanks.
Budget Offensive
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Slaying Axe+ (+Atk) | A | Death Blow 4 Alternate: Death Blow 3 |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Axebreaker 3 Alternate: Vantage 3 |
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Glimmer Alternate: Moonbow |
C | Spur Def/Res 2 Alternate: Threaten Atk 3 |
| SP | 1,635 | S | Quickened Pulse |
- Preferred IV: +ATK / -SPD
-
Weapon: Slaying Axe+ (+Atk)
-
Assist: Reposition / Swap
-
Special: Glimmer / Moonbow
-
Passive A: Death Blow
-
Passive B: Axebreaker / Vantage
-
Passive C: Spur Def/Res / Threaten Atk
-
Sacred Seal: Quickened Pulse
This build has minimal variation from his base set, and is a much cheaper version of Hawkeye (although it lacks effectiveness compared to the Optimal build). Rather than engage enemies during the Enemy Phase, it attempts to punch through them with a powerful Special. Death Blow 3 and Slaying Axe come normally on Hawkeye, so they remain for this build. Death Blow boosts Hawkeye’s Attack and helps him score OHKO’s. With a Slaying Axe and the Quickened Pulse Seal, Hawkeye can ready Glimmer for immediate use.
Axebreaker provides better matchups for Hawkeye and helps him to offset his otherwise low Speed. Vantage also works well, but he won’t gain the bonus from Death Blow when retaliating. Spur Def/Res is great for supporting tanky allies, but Threaten Atk works as a serviceable budget option. Having low Speed means that Hawkeye will gain twice the effect from having his opponent’s Attack lowered (provided he is doubled).
Introduction
The Desert Guardian Hawkeye hails from Blazing Blade, and appears in the game as a friend of dragons. In Fire Emblem Heroes, he’s a potent infantry who comes wielding axes to slay his foes. His unusual stat spread gives him a valid niche over the myriad of axe-users, and his playstyle is largely different from them.
His stat spread is unusual among units: He possesses high levels of Defense, Resistance and HP, but very low Speed. Hawkeye is susceptible to being double attacked, but due to his decent bulk he’s good at taking strong single hits. His high Resistance and HP also makes Hawkeye fantastic against mages and dragons.
Long considered a poor unit, the release of various skills over time has helped Hawkeye gain much more viability, and he is now a respectable Infantry axe-user. Just be aware that he is not quite as sturdy as the top tanks, and requires a lot of rare skills to reach his maximum potential.
Strengths
Excellent mixed defenses
Hawkeye’s most notable feature is his stellar mix of HP, Defense and Resistance. Having good levels of all three stats makes Hawkeye tough to OHKO and gives him no direct weaknesses. While most physical tanks have low Resistance and vice versa, Hawkeye sits in a middle ground of sorts.
High Resistance.
It’s worth talking about Hawkeye’s Resistance on its own, as it makes him unique compared to most physical tanks. Having great Resistance lets Hawkeye (ironically) have an easier time when fighting dragons. It also makes him tougher to hit with Ploy skills. It’s also the key element that helps him tank damage from mages.
Weaknesses
Low Speed.
Hawkeye’s biggest weakness is his critically low Speed. At just 22, he can be doubled by the majority of units in the game. This is one of the primary reasons a OHKO build is great on him, as he can effectively avoid being hit twice as long as he kills his opponent first.
Lacks a niche compared to specialist tanks.
While Hawkeye can tank both physical and magical damage, he’s not as good at it when compared to specialists at each role. He has trouble surviving strong hits from red mages, unlike Faye and Felicia who can tank them with ease. On the physical side, he is less sturdy compared to units like Brave Ike and armored units such as Valentine Hector and Fallen Robin.
Team Options
Counters
Hawkeye’s list of counters is defined by the units that can either KO him one one hit, or survive his retaliation to waste him with a double attack. Hawkeye has chancey matchups vs. Brave Bow users and strong red Blade tome users. He is also easily slain by high-defense reds and green tanks he cannot defeat in one hit.
-
Extremely powerful ranged attackers: Sanaki, Lilina, Celica, Winter Tharja and Halloween Jakob all have the power to break through Hawkeye’s defenses. Brave Lyn can avoid a retaliation from Distant Counter Hawkeye through her unique ability Sacae’s Blessing.
- High Speed/Defense units: Units with reasonable Speed and Defense can survive Hawkeye’s Special and double him the following turn. Many red units such as the Black Knight, Ryoma, Ayra, Ike and Lucina can easily dispose of Hawkeye. Greens such as Brave Ike are slow, but still fast enough to double and KO Hawkeye.
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Slaying Axe+ (+Def) | A | Steady Breath |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Bonfire | C | Infantry Pulse 3 |
| S | Close Def 3 | ||
You want a close counter tank? Well here’s one for Hawkeye. It’s sad no one uses him when he’s such a fantastic unit. His speed may slow him down but QR makes it up. This build is mostly a enemy phase build so don’t bother trying to build him like this if you’re looking for a player phase Hawkeye.
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Slaying Axe+ | A | Death Blow 3 |
|---|---|---|---|
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Reciprocal Aid | B | Desperation 3 |
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Moonbow | C | Def Ploy 3 |
| S | Brash Assault 3 | ||
My sad, sad attempt at making Hawkeye decent for high level play. The whole premise of this build is to have a pseudo-brave weapon user that has a 1 turn moonbow and a great, unmerged attack of 56 when initiating. Hawkeye actually has some pretty balanced stats, allowing him to make use of Def Ploy and tank some hits from slow enemies like Hector and Effie. His low speed is irrelevant, as he is a Player Phase unit and his pseudo-brave effect allows him to bypass his terrible speed entirely.
Notable kills while unmerged and no supports/buffs
(These kills assume Hawkeye is engaging and has less than 50% HP.)
Steady Breath, Lv 40+10 +Def Nowi with Fortify Dragons
Fury 3, Lv 40+3 +HP Fae with Fortify Dragons
CC, Lv 40+3 Gronnowl+ Boey with 3 adjacent allies
Fury 3, Lv 40+2 B!Roy
Steady Stance 3, Lv 40+8 +Def F!Corrin w/ Fortify Dragons
The best teammates for Hawkeye are strong blue mages that can kill prominent red units that Hawkeye can't ORKO such as Ayra, Zephiel, Black Knight and Xander. A dancer with wings of mercy is also helpful for after hawkeye attacks, as they can teleport to him and allow him to retreat. An optimal core involving these three types of characters would be something like Hawkeye, Blarblade+ Linde for pure damage, and Triangle Adept+Armorslayer Olivia to help deal with greens and armors which pester the other 2 team members.
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Brave Axe+ | A | Death Blow 3 |
|---|---|---|---|
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Reposition | B | Shield Pulse 3 |
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Sacred Cowl | C | Panic Ploy 3 |
| S | Atk Smoke 3 | ||
? Hawkeye - Blastoise, the Turtle General - (Rafale wielder)
"Giving up is easy. No matter how hard it is, giving up is easy! As long as I have life, all I can do is fight with all my might."
IVs : +Atk / -Spd
W: Brave Axe+ (aka Rafale)
Sp: Sacred Cowl
A: Death Blow 3
B: Shield Pulse 3
C: Panic Ploy 3
S: Atk Smoke 3
Build analysis and explanations (edited in comments):
https://fireemblem.gamepress.gg/q-a/theorycraft-bravart-hawkeye-turtle-general
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Brave Axe+ | A | Fury 3 |
|---|---|---|---|
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Harsh Command | B | Quick Riposte 2 |
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Bonfire | C | Threaten Atk 3 |
| S | Deflect Magic 3 | ||
Does a fairly good job at taking out Blues, but also has enough Def & Res to at least soak a hit from magic and physical attacks (which is where the "Deflects" take place). Fury just adds to his bulk, but doesn't necessarily cripple his offense all that much.
QR is to make him have a decent Enemy Phase to counteract his Brave-reliant Player Phase. Syncs well with Fury & Bonfire
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Melon Crusher+ | A | Distant Counter |
|---|---|---|---|
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Reciprocal Aid | B | Quick Riposte 3 |
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Moonbow | C | Infantry Pulse 3 |
| S | Deflect Melee 3 | ||
In the arena, there is no time to waste positioning your allies and let your opponent attack you from all directions, especially a freakin horse emblem. Let this guy stand like a big boss against any blue or green horse mages, even with horse emblem buffs they stand no chance. However, either Eirika or Ephraim is highly recommended to team up with this guy for the extra buffs.
Explaination of this build:
Boon attack/hp/resistance/defence (honestly any of them will come in handy)
Bane speed
I think the boons are quite clear just by looking at his stats, however, bane speed doesn’t really makes any difference since his base speed is actually rubbish >.< but dont you worry, i got ya covered.
Starting off with his weapon, i know its seriously hard to get but honestly its a must. With melon crusher+ he gets extra +2 on his stats during combat, doesnt matter who is initiating. The only side effect from this weapon, is that, the weilder loses 2 hp as penalty if im not mistaken about the amount of hp loss.
The reciprocal aid is to recover hawkeye’s hp back to full (most cases) and oh boy here we go again with those lovely +2 stats.
Moonbow... well it has the lowest cooldown in the game (which is really usefull in his case), you really want to pop off his special in every trade to ensure killing the attacking enemy unit.
Passives:
Distant counter, well its a must to make this unit actually usable, and due to his main goal. (Get rid of green and blue mages)
Quick repost, yes well because he is sometimes the guy that leaves the opponent hp at 15 or something like that and then wooooooosh wings of mercy. So yeah you dont want to be at that situation.
Infantry pulse, is recommended to even maximize hawkeye’s potential. Hawkeye has a reletively high hp for an infantry unit. Therefore, you can easily lower special charges by 1 for any other infantry unit used in the battle field, that has less than hawkeye’s hp.
Lastly, deflect melee on seal slot. Because hawkeye struggles against almost every melee unit, Due to his low base speed. So deflect melee is a perfect tool for servivability, and even allows hawkeye to access his second hit (during quick repost activation) since deflect melee will reduce the second hit by almost 80%.
And thats all folks, a well balanced mostly anti green and blue mages hawkeye build is at your service. I know its really hard to make but man, i like this guy and if you do so as well, you will understand why have i invested that much on him, with his build i honestly started to feel like he is underrated.
Good luck in the arena!
Hint: dont ferget to support him with his buffer/reciprocal aid unit :)
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Inheritable by Axe users only.
|
50 | 1 | 6 |
| Learns by default at 3 ★ Inheritable by Axe users only.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Unlocks at 3 ★ Inheritable by Axe users only.
|
200 | 1 | 7 |
| Learns by default at 5 ★ Unlocks at 5 ★ Inheritable by Axe users only.
|
300 | 1 | 11 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Rising LightBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
150 | 4 |
Growing LightBefore combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res).
Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
300 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
50 | A |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
100 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | A |
| Inheritable by all units.
|
50 | C |
| Unlocks at 3 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: The Blazing Blade
|
|---|

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