Hector (LA)

Updated for 2.0
Overall Rating
Analysis by Adonyx
Hector (LA) - Just Here to Fight


Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 50
ATK 38
SPD 21
DEF 40
RES 24
Stat Variations
Level 1 Stat Variation
Low 23 7 3 11 6
Middle 24 8 4 12 7
High 25 9 5 13 8

Level 40 Stat Variations
Low 47 35 18 37 21
Middle 50 38 21 40 24
High 53 42 24 43 27
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.


  • +ATK is by far the best boon you want for Hector. Not only does it increase his high attack stat further, but it's even a superboon, meaning +4 to attack (!!!).
  • +DEF gives Hector incredible physical resilience; at neutral, only Arden has more defense than him (41 vs 40). With a boon, Hector's 43 base defense is the highest in the game.


  • RES may not be Hector's best stat, but a bane can result in him taking too much damage from mages. In particular, his matchup against Reinhardt will suffer considerably.


  • -SPD is Hector's best bane; no matter what the build, Hector's speed is too low to be reasonable useful.
  • -HP hurts Hector's significant bulk a bit, but it has the perk of making it slightly easier for him to enter the HP threshold for Wrath (built-in to his weapon).
Skill Sets
Big Daddy Hector (Mixed Phase)
Berserk Armads A Distant Counter
Swap B Bold Fighter 3
Ignis C Armor March 3
SP1,305SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +DEF / -SPD
  • Weapon: Berserk Armads
  • Assist: Swap
  • Special: Ignis
  • Passive A: Distant Counter
  • Passive B: Bold Fighter 3
  • Passive C: Armor March 3 / Ward Armor / Varies
  • Sacred Seal: Quick Riposte 3

In attempting to follow the trend of units powercreeping themselves, Hector's seasonal incarnation simply ended up being a complete monster just like his original version. The combination of Bold Fighter and Quick Riposte seal means that Hector is capable of doubling on both phases. Bold Fighter's additional special charge means that between Bold Fighter and Quick Riposte, Hector will nearly always be able to activate Ignis on either phase. His low speed is beneficial in this regard, as getting doubled both helps charge Ignis on Enemy Phase, as well as increase the chance that he takes enough damage to enter the HP threshold to activate the built-in Wrath effect in his weapon. An Ignis activation with the +10 bonus is near Black Luna levels of carnage.

One important thing to note about Bold Fighter builds is that armor units struggle to get into range to initiate combat due to their low movement. Armor March is very important in this regard, as the increased mobility makes it significantly easier to close the distance. If unavailable, any armor buff like Ward Armor will work great. Outside of armor teams, the C slot can be replaced as needed to suit the team.

Enraged General (Double Wrath Special)
Berserk Armads A Distant Counter
Swap B Wrath 3
Bonfire C Threaten Def 3
SP1,485SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +ATK / -HP or -SPD
  • Weapon: Berserk Armads
  • Assist: Swap
  • Special: Bonfire / Ignis
  • Passive A: Distant Counter / Steady Breath / Warding Breath
  • Passive B: Wrath 3
  • Passive C: Threaten Def 3 / Ward Armor / Varies
  • Sacred Seal: Quickened Pulse

This build focuses entirely on the fact that Hector has Wrath built into his weapon, and that it stacks with the B skill as well. In other words, once Hector reaches the 75% HP threshold, he will be getting -2 special cooldown at the start of each turn, as well as a whopping +20 damage to his specials.

Thanks to the -1 special cooldown on Berserk Armads, Hector can reduce Bonfire's cooldown to 2. With the Quickened Pulse seal, it will be have 1 cooldown at the start of a map, meaning that Hector only needs to get hit once to activate his special. When within the 75% HP threshold, he will have Bonfire active at the start of each turn.

An alternative is replacing Distant Counter with either Steady Breath or Warding Breath, and running Ignis instead. With the Quickened Pulse seal, Ignis will have a 2 cooldown, and will activate after Hector is hit once thanks to Steady Breath or Warding Breath. This setup loses the ability to have the special charged at the start of every turn (it will be every other turn instead), but the trade-off is that Ignis with +20 damage will kill basically everything in the game.

Dauntless Fighter (Defensive Tank)
Berserk Armads A Distant Counter
Swap B Vantage 3
Budget: Ignis
C Ward Armor
SP1,425SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -SPD
  • Weapon: Berserk Armads
  • Assist: Swap
  • Special: Glimmer / Ignis
  • Passive A: Distant Counter
  • Passive B: Vantage 3 / Guard 3 / Wary Fighter 3
  • Passive C: Ward Armor / Varies
  • Sacred Seal: Quick Riposte 3 / Attack +3

This build is similar to the first one in terms of Enemy Phase prowess, but sacrifices a strong Player Phase for more utility; removing Bold Fighter opens up more build options.

With Quick Riposte, Hector will activate Glimmer on every counterattack when he gets doubled. In addition, once he hits the 75% HP threshold, he will have Glimmer + Vantage + Berserk Armads' Wrath effect all prepared at once, meaning he can preemptively take out a large number of enemies before they can hit him. This also gives him a decent Player Phase once he's in the threshold, since he can initiate into an enemy with a Wrath-powered Glimmer as well. Alternatively, with the Quick Riposte seal, Hector is likely to activate Ignis every fight as a result of his abysmal speed causing him to get doubled constantly. In the rare event that he isn't doubled, then he will have Ignis active for the next fight.

Berserk Armads has fantastic synergy with Vantage, as both have the same HP thresholds for activation; this allows Hector to have a powerful Glimmer + Vantage + Wrath combo active every turn. Guard and Wary Fighter are both good alternatives for more defense; Guard allows Hector to completely minimize damage from special-reliant enemies (such as Ayra). Wary Fighter drastically reduces incoming damage by preventing follow-up attacks, but also doesn't completely gimp his offensive power due to Berserk Armads.

For seals, Quick Riposte works best with both Vantage and Guard, as Hector's speed is way too low to ever be consistently doubling otherwise. Attack +3 works well with both Vantage and Wary Fighter; this makes Hector reliant on Glimmer activations for the bulk of his damage, since he will never be able to double otherwise.


Even as a seasonal variant, Hector retains his status as one of the most powerful units in the game. His powerful statline combined with his status as an armor unit (giving access to Bold Fighter, Vengeful Fighter, and armor buffs) already make him a force to be reckoned with, but his unique weapon Berserk Armads truly pushes him over the top.

Hector's massive HP, attack, and defense stats make him an incredibly effective physical tank and damage dealer. Having Wrath built-in to his weapon gives a massive boost to his damage output, especially considering that the same weapon also gives -1 special cooldown. His low speed works to his advantage, as getting doubled only makes it easier for him to charge his special.

Hector's main weaknesses are his resistance and his low mobility. However, both of these can be mitigated with proper team support. Overall, Hector is a huge powerhouse unit; he can easily fit into any team purely on the basis that he doesn't actually need any help from his team to kill everything. However, with proper team support, Hector has the potential to be an utterly unstoppable juggernaut.


Berserk Armads

This weapon alone puts Hector on a different level than the vast majority of other units. The combination of -1 special cooldown and built-in Wrath effect means that his specials are both more potent and activate much more often, to the point that he can outright kill units that are supposed to counter him.

Armor Unit

As an armor, Hector enjoys access to the armor-exclusive skills Bold Fighter, Vengeful Fighter, and armor buffs (like Ward Armor), as well as a big boost to his BST.

Massive Attack

With 38 base attack, Hector isn't joking around when he says he's just here to fight. He even has a superboon in attack, meaning a potential +4 instead of +3! Combined with Berserk Armads' 16 Mt and the ease of activating boosted specials, Hector has unbelievably high damage output.

Massive Defense

At 40 base, the only unit with higher defense than Hector is Arden. However, Arden is limited both by lack of merges and IVs. Hector has no such limitations; with a +DEF boon, Hector's base 43 defense is easily the highest in the game. Not only is he incredibly difficult to kill with physical damage, but this also results in hugely potent Ignis activations.

Highly Versatile

Due to his weapon's effect working with nearly any build, Hector has a huge variety of setups to choose from. He can choose between being a mixed phase destroyer, an enemy phase specialist, or a utility tank; he even has a unique build in the form of the double Wrath setup, allowing him to unleash +40 damage bombs every single turn (double Wrath plus Bonfire).

Low Speed

Hector's low speed is actually quite useful: getting doubled allows him to charge specials faster, as well as allowing him to have more stats allocated to his most important ones (namely HP, attack, and defense in this case). As an armor unit, he has access to skills that allow him to easily bypass his low speed without losing any damage potential (Bold Fighter and Vengeful Fighter).


Poor Mobility

Despite its strengths, being an armor unit has its disadvantages as well. Namely, poor mobility - Hector can only move one space per turn. This can be mitigated via Armor March, but even that carries the opportunity cost of taking the skill, as well as forcing positioning requirements.

Anti-Armor Weapon

As an armor unit, Hector shares a weakness to anti-armor weapons such as Armorslayer. Technically he could easily mitigate this with Svalinn Shield, but it severely limits his potential to not be able to run another skill like Distant Counter.

Low Resistance

Despite having high magical bulk (74 neutral), Hector is weak against magic damage; his low speed makes him extremely liable to getting doubled, which exacerbates the damage taken. It also makes him vulnerable to the Res-based Ploy skills.

Low Speed

While it is a strength, Hector's low speed is also a weakness. Although getting doubled is useful for charging specials, it does result in Hector taking more damage as well as charging enemy specials. This can result in him getting killed, particularly if the enemy has a very potent special (like Ayra or Zelgius).

Team Options

Hector massively benefits from having other armor unit allies on his team that can provide access to armor buffs (such as Armor March and Ward Armor). Non-armor buffers are also excellent teammates. As an armor unit, Hector can get a great boost to his mobility from a flier ally running Guidance. Despite his ability to win matchups against some red units, Hector still appreciates having strong blue teammates that can deal with them to prevent unnecessary risks. Finally, Hector likes to have anti-mage and anti-dragon units that can minimize the amount of magic damage that he has to face.

  • Armor Units like Zelgius, Lyn (LA), and Halloween Jakob are all great teammates that can not only give access to armor buffs like Armor March, but can also provide good color coverage.
  • Buffers like Delthea, Marth, and Sanaki all grant powerful bonuses from their unique weapons that can greatly enhance Hector's combat ability.
  • Guidance Fliers like Tana, Elincia, and NY!Azura can all greatly enhance Hector's mobility, which helps fix one of his biggest weaknesses.
  • Strong Blues like Reinhardt, Nowi, and Ephraim can easily handle most red threats, allowing Hector to avoid risks.
    • Armor Blues are exceptionally good teammates in this regard, such as Winter Robin, Effie, and Gwendolyn.
  • Anti-Mage Units like Felicia and Halloween Sakura can keep mages away from Hector to prevent them from killing him.
  • Anti-Dragon Units like Alm, Lucina, and Julia can keep dragons in check, preventing Hector from having to risk engaging them.

The strongest and most consistent counters to Hector are those that can completely negate his counterattacks, as being counterattacked just once can still result in death. Otherwise, strong red units have the best odds, particularly if they can deal magical damage. Finally, as an armor unit, Hector has a weakness to anti-armor weapons, and really doesn't have room in his builds to run Svalinn Shield to deal with them.

  • Preventing Counters is the only consistently safe way of dealing with Hector, such units with Firesweep Weapons like Bridal Cordelia and New Year Camilla, or units with Windsweep like Alm or Sanaki.
    • Brave Lyn can prevent counterattacks not only with Firesweep Bow, but also basically any bow thanks to Sacae's Blessing.
  • Strong Reds like Zelgius, Black Knight, and Ike (VL) have a decent chance at handling Hector thanks to their bulk and color advantage, but are still at risk of dying due to Hector's boosted special activations.
    • Red Magic Damage is particularly strong against Hector due to his low resistance (compared to his defense), so Mages like Lilina, Eirika (SM), and Winter Tharja can potentially kill Hector in one hit despite his bulk. Also, Dragons like Tiki (Adult) can target Hector's resistance.
  • Anti-Armor Units like Caeda and Tobin can exploit Hector's vulnerability to anti-armor weapons.
Weapon Skills
Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Inheritable by Axe users only.
100 1 8
Silver Axe
Inheritable by Axe users only.
200 1 11
Berserk ArmadsAccelerates Special trigger (cooldown count-1). If unit's HP ≤ 75% and Special triggers by attacking, Special cooldown count-1 at start of turn. Deals +10 damage when Special triggers.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Special Skills
Special Skills SP Turns
Night SkyGrant +50% to damage dealt
Non-inheritable by Staff-wielding units.
100 3
GlimmerGrants 50% to damage dealt.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
200 2
Passive Skills
Passive Skills SP Slot
Distant CounterEnables unit to counterattack regardless of distance to attacker.
Unlocks at 5 ★
Restricted to melee units.
Wary Fighter 1Prevents follow up attack in combat from unit and foes if unit's HP ≥ 90%
Only inheritable by armor units.
Wary Fighter 2Prevents follow up attack in combat from unit and foes if unit's HP ≥ 70%
Only inheritable by armor units.
Wary Fighter 3Prevents follow up attack in combat from unit and foes if unit's HP ≥ 50%
Unlocks at 5 ★
Only inheritable by armor units.
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