Table of Contents
- Default
- Attack
- Special
- Injured
| Hector (LA) - Just Here to Fight |
|---|
|
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)
![]() |
Berserk Armads | A | Distant Counter |
|---|---|---|---|
![]() |
Swap | B | Bold Fighter 3 |
![]() |
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)
![]() |
Berserk Armads | A | Distant Counter |
|---|---|---|---|
![]() |
Swap | B | Special Fighter 3 Alternate: Vantage 3 |
![]() |
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)
![]() |
Berserk Armads | A | Distant Counter |
|---|---|---|---|
![]() |
Swap | B | Wrath 3 |
![]() |
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.
![]() |
Berserk Armads | A | Distant Counter |
|---|---|---|---|
![]() |
Swap | B | Vengeful Fighter 3 |
![]() |
Aether | C | Ward Armor |
| S | Quickened Pulse | ||
Note:This a dream build (I'm a f2p so i don't have the fodder)
Weapon:Berserk armads
Assist:Flexible
Special:Aether(budget:Bonfire/Ignis)
A:Distant counter
B:Vengeful fighter/Boldfighter(Budget:Quick riposte2/3)
C:Flexible
Seal:Quickened pulse
The idea is to make hector a very scary enemy to fight especially for physical units.with vengeful fighter he is a baiter that can hopefully one hit Round kill any unit he faces,With boldfighter He kills any enemy he initiates combat with.
Pros:
1.very powerful
2.If with aether hector will heal the damage he has recieved.
3.very flexible
Cons:
1.very expensive(unless you're a whale)
2.this build is useles if hector can be killed ORKO.
![]() |
Berserk Armads | A | Distant Counter |
|---|---|---|---|
![]() |
Swap | B | Wary Fighter 3 |
![]() |
Aether | C | Goad Armor |
| S | Heavy Blade 3 | ||
ATV Berserker: This build's purpose is to ensure LA Hector can deal with any attack coming towards him, and kill his enemies in 1 or 2 hits reliably, coming out with as much HP to survive more encounters. Yes, this will even deal with high ATK mages!
Let's start with the obvious- speed bane. His speed is so low it is an obvious throwaway stat. He gets doubled by anything! Which is why Wary Fighter is critical to ensure his survivability in matchups against mages and Armor Slaying weapons.
To increase his survivability against magic users, he needs more resistance. which is why we are giving him a boon in resistance! This boon can be surprisingly critical in certain matchups, but the build will still work with any other boon.
Berserk Armads is an obvious choice.
The support skill is up for preference, but armors tend to benefit most from Swap or Reposition.
The special needs to be Aether. You will soon understand why...
Distant Counter in A slot to deal with mages and allow for activation of the build's gimmick when fighting against ranged units.
Wary Fighter 3 in B slot, to ensure Hector survives and does not take double hits. Don't worry about going below 50% HP, he has Aether to get him right back up to full health!
The C slot is completley tangible. Consider your team's composition and what buffs are needed. Debuffs may also be viable. Hector doesn't have to rely on them nor on buffs. Goad/Ward Armor recommended for Armor Emblem teams.
The Seal slot is the real star of the show, and is essentialy what enables this build to work. However, it is the most demanding (cost wise) to get.
So what's up with this build? Why not run a double Wrath build, or a Quick Reposte build?
Well, it is the gimmick of this build that makes it worth trying out.
Aether normally has a cooldown charge of 5, but thanks to Berserk Armads' Slaying Axe properties, the cooldown is reduced to 4.
With his immense def and hp, hector is only afraid of magic users and Armor Slaying weapons.
Now let's emulate an encounter on enemy phase between your hector and the enemy's mage (or any unit Hector is scared of):
The enemy attacks hector, causing him to lose 10-40 hp, and lower Hector's cooldown charge from 4 to 3, as well as knocking him into Berserk Armads' Wrath effect HP % range, while also knocking him out of Wary Fighter HP % range.
Hector has Distant Counter, and so he is able to attack back, causing the enemy some damage, or even knocking them out. Having Heavy Blade 3 Seal causes his cooldown charge to go from 3 to 1 (With Hector's high attack you won't have to worry about Heavy Blade's requirement).
As Hector's Wary Fighter was active at the beggining of combat, The enemy cannot double him, ending the combat with both sides taking some damage and only attacking once.
Now in Player Phase, Berserk Armads' Wrath effect activates at the start of the turn, lowering Hector's special cooldown charge from 1 to 0, allowing for Aether to activate on Hector's next attack!
Hector initiates combat with an enemy, preferabley one that has high HP (to heal Hector as much as possible), or one that has high defence (utilizing Aether's defense piercing properties and knocking the enemy out before Ignis/Bonfire activate).
Presuming the unit Hector targetted had high HP, Hector will regain enough HP to return to above 50% range, allowing for activation of Wary Fighter during the next time he enters combat.
With Hector ping-ponging between high and low HP, this gimmick can be repeated every turn, making Hector an incredibly versatile unit that can deal with anything thrown at him in succession.
Enjoy!
![]() |
Berserk Armads | A | Distant Counter |
|---|---|---|---|
![]() |
Swap | B | Wary Fighter 3 |
![]() |
Bonfire | C | Ward Armor |
| S | Distant Def 3 | ||
Tough Love
Hector has always been a hard hitter and his seasonal variant is no exception. With his super boon, that massive Attack stat is going to make him hit like the tank that he is especially if he fires off his special. While the Resistance bane will hurt him a bit against mages, it's respectable enough to still be usable though it's best to avoid units like Linde who can hit fast and hard despite the type disadvantage.
Swap is his Assist skill, allowing him to get out of the way and possibly let the teammate he switched places with be able to either attack whoever is after him or shield him from any bad match-ups. His A-skill is his signature Distant Counter for obvious reasons.
B-skill is incredibly flexible and depends on your choice: Wary Fighter lets Hector avoid getting doubled provided his foe isn't using a Brave-type weapon, Vengeful Fighter charges up specials faster while dishing back damage during enemy phase, Bold Fighter can allow for a dual phase build when used with the Quick Riposte seal, Vantage to be able to recreate regular Hector's best combo if the QR seal is used.
C-skill is just as flexible, though much like the B-skill there may be some expensive options: Ward Armor is pretty useful if you're on an Armor team, Threaten Def/Atk will either make Hector hit a whole lot harder or increase his survival. In terms of expensive options Armor March is to get him and other armors out into the field faster while Drive Skills can make anyone close by into a strong fighter.
The seal that Hector will use varies with his skills. If he's running Vantage or Bold Fighter the Quick Riposte skill will grant him his dual phase capability, Distant/Close Defense which goes hand-in-hand with his Distant Counter and Wary Fighter, Heavy Blade can get his specials going even faster when not in Wrath range, or the new Armored Boots when not on an Armor team to get him into the front lines easier.
![]() |
Berserk Armads | A | Distant Counter |
|---|---|---|---|
![]() |
Swap | B | Wary Fighter 3 |
![]() |
Sol | C | Threaten Def 3 |
| S | Panic Ploy 3 | ||
This Budget Build allows him to successfully absorb hits and heal back up with Sol/Noontime.
His 58 Attack will deal significant damage to about everything, while Wary Fighter prevents double attacks. If his HP falls close to/below WF3's HP threshold, his Sol/Noontime will be boosted by 5 due to the +10 bonus from Armads.
Once he is below 75% HP, he will activate Sol every time on his counterattack, making him very hard to take down, especially in PvE battles/content.
Noontime will be activated on EVERY attack regardless of Wrath/Armads.
Noontime works best against hordes of enemies, while Sol is stronger against enemies who are fewer in numbers, but individually stronger.
Hiis Seal is flexible. PP3 renders Emblem Teams useless, and DD3 or CD3 can help his survivability in general.
![]() |
Berserk Armads | A | Distant Counter |
|---|---|---|---|
![]() |
Swap | B | Vantage 3 |
![]() |
Bonfire | C | Threaten Atk 3 |
| S | Quick Riposte 3 | ||
Merge: +2
Seal: Quick Riposte 3
Blessing: Earth
Pros:
+ A very hard hitter; he can 1HKO most Blue units that doesn't resist his sheer might
+ Speaking of sheer might, his Berserk Armads is so insane that it's often risky to try and take him on with the popular Vantage+Quick Riposte combo
+ In the season where Vanguard Ike shines in, Earth is Hector's most suited blessed element so he can hit harder than ever before
+ Very flexible to build just like his regular counterpart
Cons:
- Slow as Hec
- Weak to armorslaying weapons, especially Caeda's new Wing Sword, refined Armorsmasher+ and Micaiah's Thani
- Slightly below average Res (but still better than the original Hector's)
- Limited-time-only unit (pray he comes back in future Legendary Hero Banners afterwards)
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