Table of Contents

Tier Rating

Analysis by Naz
Hinata - Wild Samurai


Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 47
ATK 32
SPD 24
DEF 36
RES 18

Stat Variations

Level 1 Stat Variation
Low 20 7 4 9 2
Middle 21 8 5 10 3
High 22 9 6 11 4

Level 40 Stat Variations
Low 44 29 21 33 15
Middle 47 32 24 36 18
High 50 35 28 39 21

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.

Hinata’s lopsided statline leans heavily towards the role of a physical tank. In order to accentuate this, he enjoys boons in Attack and Defense while dropping Speed and Resistance.


  • +DEF: A boon in Defense adds to Hinata’s already outstanding ability to tank physical hits while providing additional damage to Defense scaling Specials such as Bonfire and Ignis.

  • +ATK: Raising Attack is always helpful, as it will increase Hinata’s raw damage output in both Player and Enemy Phase.


  • HP: Although raising HP isn’t a priority, it’s best to keep it intact. Not only does it add to Hinata’s overall bulk, it also helps him utilize skills such as Infantry Pulse and Panic Ploy.


  • -SPD: Speed is the best bane that Hinata can receive, as it is too low-end to effectively utilize regardless of build.  

  • -RES: Dropping Hinata’s Resistance is another solid option, as further lowering his already meager value will hardly affect his overall performance.

Skill Sets

Brick Wall Myrmidon (Enemy Phase Bruiser)

Slaying Edge+ (+Def) A Steady Breath
Alternate: Steady Stance 4
Reposition B Quick Riposte 3
Alternate: Quick Riposte 2
Bonfire C Infantry Pulse 3
SP1,605SAtk/Def Bond 3

Show Explanation/Analysis
  • Preferred IV: +DEF or +ATK / -SPD or -RES

  • Weapon: Slaying Edge+ (+Def)

  • Assist: Reposition / Swap

  • Special: Bonfire / Ignis

  • Passive A: Steady Breath / Steady Stance / Fortress Def

  • Passive B: Quick Riposte / Guard

  • Passive C: Infantry Pulse / Panic Ploy / Flexible

  • Sacred Seal: Atk/Def Bond / Close Def / Quick Riposte / Panic Ploy / Quickened Pulse

Since this set is heavily centered around Enemy Phase combat, Attack and Defense are the choice boons in order to maximize Hinata’s raw damage output as well as his physical resilience. Slaying Edge fits this playstyle perfectly, as its cooldown acceleration will allow Hinata to activate his devastating Specials more frequently. As for the Special itself, Bonfire is chosen due to its consistently high damage output thanks to Hinata’s exceptional Defense stat. Ignis is another option that trades a shorter cooldown for more raw power.

The key to this build is running Steady Breath together with Slaying edge and Bonfire. This combination allows Hinata to activate Bonfire on every single counterattack when initiated on. In exchange for cooldown acceleration, Hinata can also run Steady Stance for an absurd +8 Defense when initiated on as well as the effect of Guard. If neither are available, Fortress Def makes for a good budget option by giving a solid +5 boost to Defense at the cost of 3 Attack.

Quick Riposte is absolutely essential for Hinata, as he is reliant on it to perform follow-up attacks in the Enemy Phase. Assuming Hinata is not running Steady Stance in his A slot, one can choose to move Quick Riposte to the Sacred Seal slot in favor of running Guard as his B skill. Guard will greatly reduce damage taken from opponents that rely on activating their special such as Ayra and Zelgius. This also applies to all armored units running Bold Fighter, as their follow-up attacks cannot be avoided if they initiate on Hinata.

Thanks to his colossal HP pool for an infantry unit, Hinata has the option to run skills such as Infantry Pulse and Panic Ploy. These both provide fantastic team support, as Infantry Pulse accelerates the Special cooldown of all infantry allies with HP lower than him while Panic Ploy provides a massive advantage over teams that like to use Hone/Fortify buffs.

Finally, Hinata has several options when it comes to Sacred Seals. Atk/Def Bond makes for a very strong option by boosting both Hinata's physical bulk and damage when adjacent to an ally, suiting his Enemy Phase playstyle perfectly. Close Def is another good choice, as it will reduce damage taken from all melee opponents when initiated on. If not already being used in the B slot, Quick Riposte seal is crucial in allowing Hinata to perform follow-up attacks in the Enemy Phase. The same applies to Panic Ploy, which can also be run here if it is not already being used in the C slot. Last but not least, Quickened Pulse can be run together with Steady Breath in order to allow Hinata to activate Ignis on his very first counterattack.

Bang for a Buck (Budget/Type Check)

Ruby Sword+
Alternate: Ruby Sword
A Fury 3
Reposition B Axebreaker 3
Bonfire C Drive Spd 2
SP1,385SClose Def 3

Show Explanation/Analysis
  • Preferred IV: +DEF or +ATK / -SPD or -RES

  • Weapon: Ruby Sword

  • Assist: Reposition / Swap

  • Special: Bonfire / Ignis

  • Passive A: Fury

  • Passive B: Axebreaker / Swordbreaker

  • Passive C: Drive Speed / Flexible

  • Sacred Seal: Close Def / Quick Riposte / Attack +3 / Defense +3

For those that aren’t looking to heavily invest in Hinata, this set combines factors mostly from Hinata’s base kit in order to make him a reliable answer for almost any green unit. Ruby Sword is the perfect choice for this playstyle, as it will boost his Weapon Triangle effectiveness against green units even further. However, this comes at the cost of even weaker matchups against blue units. Once again, both Bonfire and Ignis are both consistent and potent choices of Special thanks to Hinata’s excellent base Defense of 36.

Hinata’s native Fury is both cheap and effective. In addition to the overall stat improvement that it provides, the 6 damage recoil taken after combat barely puts a dent in Hinata’s massive HP pool. As for B skills, Axebreaker further secures his ability to defeat axe-wielding opponents in a single round of combat by ensuring his own follow-up attack while preventing his opponent’s. Similarly, Swordbreaker grants Hinata longevity against sword users at the cost of being able to reliably ORKO axe units.

Drive Speed is another efficient budget option when it comes to C skills. Otherwise, it can be replaced with whatever is needed for Hinata’s team. Close Def and Quick Riposte Sacred Seals both improve Hinata’s Enemy Phase prowess. Close Def boosts his overall resilience by reducing damage taken from all melee opponents when initiated on while Quick Riposte guarantees his follow-up attack when above 70% HP. Otherwise, both Attack +3 and Defense +3 provide solid boosts to Hinata’s key stats.


In sharp contrast to other units of the myrmidon archetype, Hinata goes against the grain by taking on the role of a physical tank. He sports a massive 83 physical bulk at base, a value comparable to many armored units. This makes Hinata a very effective duelist against physical units, as he can easily soak their hits while returning massive damage upon Special activation. His massive HP pool is also a huge benefit, as it grants him utility by allowing him to effectively utilize powerful support skills such as Infantry Pulse and Panic Ploy.

Due to his extremely polarizing stat distribution favoring the role of a physical tank, Hinata’s ability to combat magic dealing opponents is where he suffers greatly. Hinata has 24 Speed and 18 Resistance; this makes him a bleeding heart against mages and dragons alike, as they will often easily take him out in a single round of combat.

Overall, Hinata excels best as an Enemy Phase unit and is a fantastic addition to any team in need of a physical damage soak that can dish out massive damage upon Special activation.


Remarkable Physical Bulk

Hinata has a fantastic 83 physical bulk. On top of making him highly resilient to physical attacks, he makes fantastic use of Defense-scaling Specials such as Bonfire and Ignis.

Massive HP Pool

With a refined weapon, Hinata’s HP hits a total of 52. This allows him to effectively utilize skills such as Infantry Pulse and Panic Ploy in order to better support his team.

Good Availability

As a unit in 3-4* pool, it is very easy to get multiple copies of Hinata. In turn, this makes him an easy unit to merge as well as get optimal IVs on.


Terrible Resistance

In sharp contrast to his physical tankiness, Hinata’s extremely low 18 Resistance makes him easy prey in the eyes of magical damage dealing opponents.

Poor Speed

While Hinata’s low Speed does help him in some regards such as charging his Special, it’s also a major weakness. Getting doubled can greatly increase the amount of damage that Hinata takes as well as making enemy Specials easier to charge .

Team Options

First and foremost, Hinata greatly appreciates teammates that can check magic dealing opponents for him. This includes both mages and dragons. He also pairs well with infantry teammates with lower HP than him, as he will be able to accelerate the cooldown of their Specials through the use of Infantry Pulse. Last but not least, Hinata also enjoys allies that can provide him support with buffs, specifically in Attack and Defense.

  • Strong Greens: Hector, Dorcas, Myrrh, and Fae all can cover mages as well as melee threats that have the Weapon Triangle advantage over Hinata.

  • Buffers: Ephraim, Eirika, and Delthea can all provide Hinata buffs that increase greatly increase his raw damage output.

  • Special Reliant Infantry: Units such as Ayra, Nephenee, and Nino can benefit from Hinata’s ability to accelerate the cooldown on their Specials thro


The combination of terrible Speed and Resistance makes Hinata an easy target for magical damage dealing enemies, as they can easily bust through his HP in a single round of combat. In addition to this, physically bulky blues units can mitigate the damage that Hinata is able to do in return, especially if they are running Guard to prevent him from activating his specials.

  • Mages: Celica, Lute, Linde, and Reinhardt will make short work of Hinata due to his combination of poor Speed and sparse magical bulk.

  • Dragons: In addition to dealing magic damage, most dragons have enough physical bulk to survive Hinata’s counterattacks. This makes them extremely difficult for Hinata to combat in both Player and Enemy Phase. Standouts include Nowi, Male Kanna, and Adult Tiki.

  • Physically Bulky Blue: Female Corrin, Fallen Hardin, Lukas, and Winter Robin can mitigate Hinata’s damage output thanks to their high physical bulk as well as their Weapon Triangle advantage. This can be further accentuated should they run the skill Guard, as Hinata will be unable to activate his Specials

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Ruby SwordGives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 8
Ruby Sword+Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 12
Hinata's KatanaIf foe initiates combat, grants Atk/Def+4 during combat.
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
BucklerReduces damage inflicted by attacks from adjacent foes by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Restricted to melee units.
100 3
PaviseReduces damage inflicted by attacks from adjacent foes by 50%.
Unlocks at 4 ★
Restricted to melee units.
200 3

Passive Skills

Passive Skills SP Slot
Fury 1Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.
Unlocks at 1 ★
Non-inheritable by Staff-wielding units.
Fury 2Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.
Unlocks at 2 ★
Non-inheritable by Staff-wielding units.
Fury 3Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
Brash Assault 1Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter.
Unlocks at 3 ★
Inheritable by all units.
Brash Assault 2Unit automatically makes a follow-up when at HP ≤ 40% and attacking a foe that can counter.
Unlocks at 4 ★
Inheritable by all units.
Brash Assault 3If unit initiates combat against a foe that can counter and unit's HP ≤ 50%, unit makes a guaranteed follow-up attack.
Unlocks at 5 ★
Inheritable by all units.

Other Info

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