Table of Contents
- Default
- Attack
- Special
- Injured
| Hector (LA) - Just Here to Fight |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 23 | 7 | 3 | 11 | 6 |
| Middle | 24 | 8 | 4 | 12 | 7 |
| High | 25 | 9 | 5 | 13 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boon
-
+ATK: This is easily Hector’s best boon. Not only does it increase his high attack stat further, but it's even a superboon (+4 to the stat).
-
+DEF: A boon here gives Hector incredible physical resilience. Hector has one of the highest Defense stats in the game, so boosting it further plays greatly to his strengths.
Neutral
-
RES: While Resistance may not be Hector's best stat, a bane can result in him taking too much damage from mages due to his low Speed causing him to get doubled constantly.
Bane
-
-SPD: This is Hector's best bane; no matter what the build, Hector's Speed is too low to be reasonably useful.
- -HP: While this hurts Hector's significant bulk a bit, it has the perk of making it slightly easier for him to enter the HP threshold for Wrath (built-in to his weapon) as well as being far less detrimental than other banes.
Skill Sets
Big Daddy Hector (Mixed Phase)
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Berserk Armads | A | Distant Counter |
|---|---|---|---|
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Swap | B | Bold Fighter 3 |
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Ignis | C | Armor March 3 |
| SP | 1,305 | S | Quick Riposte 3 |
- Preferred IV: +ATK or +DEF / -SPD
- Weapon: Berserk Armads
- Assist: Swap
- Special: Ignis
- Passive A: Distant Counter
- Passive B: Bold Fighter
- Passive C: Armor March / Ward Armor / Flexible
- Sacred Seal: Quick Riposte
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.
Dauntless Fighter (Defensive Tank)
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Berserk Armads | A | Distant Counter |
|---|---|---|---|
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Swap | B | Special Fighter 3 Alternate: Vantage 3 |
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Bonfire Alternate: Glimmer |
C | Ward Armor |
| SP | 1,485 | S | Quick Riposte 3 |
- Preferred IV: +ATK or +DEF / -SPD
- Weapon: Berserk Armads
- Assist: Swap
- Special: Bonfire / Glimmer / Ignis
- Passive A: Distant Counter
- Passive B: Special Fighter / Vantage / Guard
- Passive C: Ward Armor / Flexible
- Sacred Seal: Quick Riposte
This build focuses entirely on Enemy Phase by turning Hector into a powerful tank. Special Fighter drastically changes the way this build functions; if Special Fighter is unavailable, then Guard or Vantage are both acceptable options, but there will be a significant difference in the build's performance.
Thanks to Special Fighter and Berserk Armad's Special cooldown reduction, Hector can now instantly activate Bonfire on every counterattack while simultaneously preventing enemies from charging their Specials. With the Quick Riposte Seal, he can activate Bonfire twice if he gets doubled. Without Special Fighter, Hector loses the ability to activate Bonfire on every counterattack unless he switches out Distant Counter for Steady/Warding Breath; this is certainly viable, but Hector will lose his ability to easily handle ranged threats.
If not using Special Fighter, Hector should use Glimmer in order to activate his Special on every counterattack when he gets doubled. In addition, once he hits the 75% HP threshold, he can 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. Guard works well if opting to use Ignis, since Hector will likely activate it every combat due to his low Speed.
Enraged General (Double Wrath Special)
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Berserk Armads | A | Distant Counter |
|---|---|---|---|
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Swap | B | Wrath 3 |
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Bonfire | C | Threaten Def 3 |
| SP | 1,485 | S | Quickened Pulse |
- 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.
Introduction
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.
Strengths
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
With a +DEF boon, Hector's base 43 defense is easily one of the highest in the game. Hector is not only extremely resilient to physical damage, but he can also unleash exceptionally powerful Specials as a result of his high Defense.
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).
Weaknesses
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
Counters
- Strong Reds: 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 Mages: Mages with color advantage like Lilina, Eirika (SM), and Winter Tharja are particularly strong against Hector due to his low resistance (compared to his defense).
- Red Dragons: Tiki (Adult), Tiki (Young), and Summer Tiki (Young) can easily handle Hector due to targetting his Resistance as well as their strong physical bulk.
- Anti-Armor Units: Caeda, Hoshidan Summer Micaiah, and Tobin can exploit Hector's vulnerability to anti-armor weapons via their base weapons.
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Berserk Armads | A | Distant Counter |
|---|---|---|---|
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Swap | B | Vantage 3 |
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Bonfire | C | Armor March 3 |
| S | Quick Riposte 3 | ||
Assist and c skills don't really matter on this build, they can fit with whatever your team preferences are. This build aims to make this hector good at whatever the original Hector is, and more. Vantage pairs very well with the built-in wrath on his weapon and quick riposte is to simulate his original weapon's built-in skill (except a better hp threshold).
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Berserk Armads | A | Distant Counter |
|---|---|---|---|
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Reciprocal Aid | B | Wary Fighter 3 |
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Glimmer | C | Savage Blow 3 |
| S | Armored Boots | ||
With the Armored Boots Sacred Seal, Hector gains an extra movement space, giving him the mobility he lacks to make him an extremely effective unit. Distant Counter helps Hector deal with ranged attackers, but his weaknesses to Red Tome Users can be problematic from time to time. but Wary Fighter can usually protect Hector from being KO'd in a single turn, and this works well because Wary Fighter can prevent speedy units from gaining the upper hand to use a Special Move. Savage Blow can give Hector some more damage output after initiating combat, crippling units around him. Reciprocal Aid allows Hector to make full use of the Armored Boots Sacred Seal to ensure that he can keep moving two spaces each turn, and his Special Move Glimmer has a very short cooldown, which when paired with the Berserk Armads, can be devastating.
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Berserk Armads | A | Distant Counter |
|---|---|---|---|
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Swap | B | Bold Fighter 3 |
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Ignis | C | Hone Armor |
| S | Quick Riposte 3 | ||
LOLILOL COMME IL A -SPD BAH EN FAIT IL PEUT AVOIR LE BOOST DE VITESSE EN SKIL CAR LUI IL EN A PAS BESOIN CAR IL EST TELLEMENT ESCARGOT QUE CA SERT A RIEN ET CA SERAIT CONTRE PRODUCTIF CAR IL A MEFIANCE.
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Berserk Armads | A | Distant Counter |
|---|---|---|---|
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Swap | B | Wary Fighter 3 |
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Ignis | C | Ward Armor |
| S | Panic Ploy 1 | ||
Couple this guy with armour buffs and his defense reaches to disgusting levels (espicially with something like triple ward armour :D)
Seal and C skill is flexible
Vantage 3 and Quick Riposte 3 are also great skills
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Berserk Armads | A | Distant Counter |
|---|---|---|---|
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Reciprocal Aid | B | Bold Fighter 3 |
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Galeforce | C | Armor March 3 |
| S | Quick Riposte 3 | ||
A high investment build that aims to give LA!Hector a player phase.
Neutral stats are shown.
Preferred IV: +ATK/-SPD
Weapon: Berserk Armads
Assist: Reciprocal Aid
Special: Galeforce
Passive A: Distant Counter
Passive B: Bold Fighter 3
Passive C: Armor March 3
Sacred Seal: Quick Riposte 3
With an ATK boon and a PRF weapon, LA!Hector sits at a ridiculous 58 ATK. The purpose of this build is to abuse the fact that LA!Hector does not need to proc a special to one-round his opponents.
Armor March assumes you are running another armored unit. It is advisable to give the second armored unit Hone Armor to push LA!Hector's ATK to a staggering 64.
Unfortunately, Berserk Armads and Galeforce don't have the best synergy. Berserk Armads's Wrath only procs if your special animation happens while you are attacking in battle. Galeforce procs after battle, meaning you will be foregoing the damage boost and the cooldown per turn from Wrath.
Berserk Armads is effectively reduced to a 16 MT Killer weapon, meaning Galeforce will be on 4 cooldown. Bold Fighter brings this combo together. Normally, a 5 cooldown Galeforce requires some cooldown acceleration and allowing your opponent to counterattack you in the process. With a 4 cooldown Galeforce, LA!Hector will be able to proc Galeforce even if his opponent cannot counterattack. Armor Marth's effect carries over through his extra turn, allowing him to retreat or to attack someone else.
Quick Riposte 3 is chosen to give LA!Hector some presence on the enemy phase. The main drawback of playing an enemy phase With this build is that LA!Hector will have to take 2 hits from his opponent before delivering 2 hits of his own. On player phase, Bold Fighter ensures that LA!Hector will be the first to deliver 2 hits.
Distant Counter is chosen as a budget skill. This skill works great on high ATK units that can tank a hit from mages. Mages will have a tough time standing after taking a Distant Counter hit, especially if LA!Hector is under Hone Armor.
Reciprocal Aid is chosen in consideration of the second armored unit. It is likely that the second armored unit will also have high HP since this unit will be accompanying LA!Hector on the frontlines. Reciprocal Aid ensures that if one of these armored units needs to win more matchups than anticipated, they will have enough HP to do so.
PROS:
Does not rely on a special proc to KO enemies. Instead, he relies on Galeforce procs for versatility on the player phase.
Great movement even without a dancer, repositioner, or Guidance user.
Playable enemy phase just like vanilla Hector, thanks to Quick Riposte.
CONS:
Multiple 5* investments (Galeforce, Bold Fighter, Armor March).
Requires a second armored unit, preferably with Hone Armor, for maximum potential.
Bold Fighter Galeforce is weakened by Guard.
Berserk Armads's Wrath is useless with Galeforce.
LA!Hector may be too strong under Hone Armor. If he one-shots his enemy on the player phase, he will not be able to proc Galeforce.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Inheritable by Axe users only.
|
50 | 1 | 6 |
| Inheritable by Axe users only.
|
100 | 1 | 8 |
| Inheritable by Axe users only.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 5 ★ Restricted to melee units.
|
300 | A |
| Only inheritable by armor units.
|
60 | B |
| Only inheritable by armor units.
|
120 | B |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | B |
Other Info
| Origin |
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes