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 |
|---|---|---|---|
![]() |
Pivot | B | Wrath 3 |
![]() |
Sol | C | Fortify Armor |
| S | Panic Ploy 3 | ||
Perfered bane: speed (You aren't fast you'll NEVER double naturally anyways)
If you're willing to do so, feel free to swap sol for Aether (taking away half the enemies defense will help boost the HP gained.
This is a build designed for getting hurt, then ripping your enemy apart with a wrath boosted counter. With both wrath and berserk Armads giving +10 to specials, that's a +20 boost (+10 hp for every wrath boosted sol) so lets say that the enemy cancels your ability to counter, you're down to below 75% hp (~40 hp for a hp booned Hector), you deal an additional 20 damage and get a bonus 10 hp (for your missing 13+ hp). if you added Aether instead of sol this would add to the damage dealt/healed by removing half of your opponent's def effectively healing you for a quarter of their def on top of the usual damage. Panic ploy helps with messing with buffing teams and given this build he'll usually proc it on anyone in range (besides another hp tank like Hector) if and when a Svalinn shield (effective vs armor bonus stopper) comes out as a seal, slap that on hector instead.
TL;DR: This hector gives punishing counters to those who can't finish him off. Get Hit, Hit harder and recover! and if and when a Svalinn shield seal comes out, slap that on hector instead of panic ploy.
![]() |
Berserk Armads | A | Fury 3 |
|---|---|---|---|
![]() |
Reciprocal Aid | B | Desperation 2 |
![]() |
Glimmer | C | Armor March 3 |
| S | Brash Assault 3 | ||
Boon/Bane: +Atk/-Spd
Weapon: Berserk Armads
Support: Reciprocal Aid / Pivot / Reposition
Special: Glimmer / Moonbow
Passive A: Fury 3 / Distant Counter
Passive B: Desperation 2 or 3 / Quick Riposte 3 (if using Distant Counter) / Versatile Breaker skill (if using Quick Riposte seal)
Passive C: Armor March 3 / Savage Blow 3 / Versatile
Seal: Brash Assault 3 / Quick Riposte 3
Summoner Support: Depends on how his role fits into the team composition
Ally Support: Someone who can transport him out of harm's way after his attack, preferably a Blue unit that can deal with Reds.
Something that's more of a theorybuild for now. This is my version of LA!Hector who is designed to deal as much damage as possible during the Player Phase. With Berserk Armads' Wrath 3 effect he not only gets almost-free CDR (cooldown reduction) but also gets a whopping +10 damage when he triggers his Special. Unfortunately AND fortunately, it only procs this effect when he's equal to or lower than 3/4 HP. That is what we're going to be exploiting today.
His B and Seal, Desperation and Brash Assault, are here to give him maximum damage output...and while it's better to go with Desperation 3 for most builds, he will only be able to make use of it with Brash Assault which only goes up to 50%, so if you want to save your 4* Shanna from being eaten alive then go right ahead and sacrifice that Mae or Navarre instead and go with Desperation 2. Anyhow, the combination of Desperation and Brash Assault guarantees that any Vantage-less foes will be taking two hacks before being offered a chance at retaliation...and he can do this regardless of his Spd, which is why we went with a Spd bane here. Combine this with his weapon's Wrath 3 effect and a short-charge Special like Glimmer or Moonbow, and you're looking at a dead rat on a taser. However, like Logan Paul's advertisement permissions on YouTube Hector will be disappearing faster than that disgrace's reputation in Japan, so in order to salvage his stats a little bit we're going with Fury 3 — not just to help him get down to the amount he needs to be at, but also to buff his already huge Atk and Def stats.
As an option to help him get down to the HP threshold we need him at, he's also getting Reciprocal Aid (which has the added bonus of potentially fully healing an ally at low HP). We're also going with Armor March 3 (no less) to give him the movement he needs to assist or attack.
For his other options, Distant Counter and Quick Riposte 3 (A and B) are safer options for his Enemy Phase (though Quick Riposte doesn't sync very well with his weapon's Wrath effect) while Savage Blow 3 is useful for inflicting splash damage to make it easier for him to make a consecutive assault (this would be best with a Dance/Sing unit on hand). A Breaker skill like Axebreaker or Lancebreaker is also viable if you're going with Quick Riposte as a seal instead.
His Ally Support needs to be a unit that can support him through his flaws and love him regardless. Being an Armor unit reliant on initiating on low HP means he needs someone to move him away before he gets thrashed by a Red Mage (like Lilina) or any Red unit with Triangle Adept like Roy (who's also his original version's bane of existence). His best bet is a Blue unit that can soak up Res-based damage like LA!Lyn or Fjorm.
![]() |
Berserk Armads | A | Distant Counter |
|---|---|---|---|
![]() |
Pivot | B | Vengeful Fighter 3 |
![]() |
Aether | C | Armor March 3 |
| S | Distant Def 3 | ||
Boon: Atk/Def Bane: Spd
Close defense seal chosen to bring Hector's defense and resistance up to 46/30 respectively.
This build makes Hector a nigh unkillable enemy phase unit, who in most cases will kill the unit who initiated combat against him. Assuming the enemy doubles, which is why you take take the speed bane, to try and ensure Hector will he doubled by his opponents. Hector is able to activate aether every enemy phase of combat, provided he is in the vengeful fighter threshold. Also with Hector in the 75-50 percent health range, also gives the benefit of wrath activating when aether activates, giving his special an appreciated 10 extra damage which may come in handy against particularly bulky red units.
If you are ubwilling/unable to sacrifice a winter tharja for this build, the same effect can be achieved by using quick riposte as Hector's B skill, with heavy blade 3 as his seal. Hector's massive attack means that heavy blade will activate against all but the strongest units (This does not take into account buffs like hone armor).
However substituting vengeful fighter for quick riposte/heavy blade is not without drawbacks. For one, vengeful fighter allows Hector to double on enemy phase all the way to 50% health, as opposed to quick riposte's 75%. Vengeful fighter also has a wider window of overlap with Berserk Armads' built in wrath skill, which when activated gives Hector a little more damage and recovered hp on aether's activation. Finally using he deal slot for heavy blade means Hector loses out on the distant defense seal, which brings his defense to a massive unbuffed 46, and his resistance to a very respectable 30. However the quick riposte build has the potential to be almost as potent, it just requires more careful strategy than the vengeful fighter version.
![]() |
Berserk Armads | A | Distant Counter |
|---|---|---|---|
![]() |
Pivot | B | Wrath 3 |
![]() |
Bonfire | C | Ward Armor |
| S | Quickened Pulse | ||
In a world dominated by Quick Riposte and doubles, Hector asks: why double when you can just finish the fight in one fell swoop?
Valentine's Hector hits 58 attack unbuffed with an attack boon, and already has -1 cd and built in Wrath into his weapon. Simply put, this build makes it so that he always has Bonfire ready. With Quickened Pulse, Hector will have Bonfire at 1 cd at the start of the fight, allowing him to safely bait an enemy and hit them with a Bonfire charged strike to take them out. Should he be put in Wrath range, he will also gain an additional 20 damage on his counterattack, and will allow him to start his sweep.
From here, both the built in Wrath of Berserk Armads and Wrath in his B slot will allow him to have Bonfire fully charged at the start of each following turn, and will also provide a total 20 bonus damage alongside Bonfire's 20 bonus damage, allowing him to either initiate with a whopping 40+ damage or bait another enemy for the same effect. This makes him a near unparalleled nuke that is always ready no matter the situation.
His C slot and Support skill are otherwise flexible, though he may opt for Reciprocal aid as another means of activating Wrath.
Gamepress can I volunteer for analysis yet
![]() |
Berserk Armads | A | Distant Counter |
|---|---|---|---|
![]() |
Pivot | B | Wary Fighter 3 |
![]() |
Ignis | C | Ward Armor |
| S | Distant Def 3 | ||
A pretty simple build. Ignis is to make full use out of Hector's godly defense. Distant Defense is there to reduce damage from magic, specifically red mages. Ward Armor is there to boost allies like the Black Knight, Amelia, Gwendolyn, W!Tharja, etc.
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