Legendary Hector

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Table of Contents

Tier Rating

Analysis by SirOxorsid
Legendary Hector - Marquess of Ostia


Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 47
ATK 40
SPD 23
DEF 38
RES 26

Stat Variations

Level 1 Stat Variation
Low 22 9 5 11 3
Middle 23 10 6 12 4
High 24 11 7 13 5

Level 40 Stat Variations
Low 44 37 20 35 22
Middle 47 40 23 38 26
High 50 44 26 41 29

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.

Hector will want to boost his insane Attack via a boon, but other IV boons can work efficiently on him as well.


  • +ATK: An Attack boon will boost Hector’s already ridiculous Attack stat of 40 to an even more ridiculous 44. Being a superboon, +Atk will also push Hector's BST to 175, putting him in a higher BST bin and thus increasing his arena score. Easily Hector’s best choice of boon.

  • +DEF: A boon will place Legendary Hector’s Defense at 41, matching Arden for the highest base Defense stat in the game. This isn’t even including the +3 Defense Hector gets from Thunder Armads. A boon will further increase Hector’s great bulk while also increasing the amount of damage he will be dealing with Bonfire and Ignis.


  • RES: A Res bane leaves Hector at a respectable magical bulk of 69, being a generally safe option. Although still a decent amount, Hector will be a little bit more susceptible to getting OHKO’d by very powerful mages running bladetomes. It should be noted that Resistance is a superbane, and will drop Legendary Hector to a BST of 173, potentially affecting his scoring for arena once a few merges are taken into account. The Distant Def seal can help Hector patch up a Res bane.


  • -HP: Hector can safely take an HP bane without it affecting his combat abilities much. HP is also not a superbane compared to Resistance, so it is a fair choice for a bane in terms of arena scoring purposes.

  • -SPD: Hector can take a Speed bane with little issue, especially considering how Thunder Armads will prevent enemy follow up attacks. However, Speed can also be boosted via a boon and teammate buffs to allow Hector to avoid double attacks from enemies using Bold Fighter or Axebreaker. Though in general, Attack will be more useful to increase his damage output.

Skill Sets

Lannibal Hector (Mixed Phase Nuke)

Thunder Armads A Distant Counter
Alternate: Steady Breath
Alternate: Pivot
B Bold Fighter 3
Alternate: Glimmer
C Ostia's Pulse
Alternate: Armor March 3
SP1365SQuick Riposte 3

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

  • Weapon: Thunder Armads

  • Assist: Swap / Pivot

  • Special: Bonfire / Glimmer / Ignis

  • Passive A: Distant Counter / Steady Breath / Warding Breath

  • Passive B: Bold Fighter

  • Passive C: Ostia’s Pulse / Armor March / Flexible

  • Sacred Seal: Quick Riposte

The standard mixed phase monster of a build that has been seen on quite a few armored units lately also happens to work extremely well on Legendary Hector. Hector’s playstyle is quite similar to that of his previous incarnations as well, being more focused on staying alive by denying enemy double attacks rather than pure firepower through use of Thunder Armads. That being said, Legendary Hector still packs quite a punch with this build.

Thunder Armads is a very powerful weapon, being somewhat similar to Myrrh’s Great Flame. However, instead of being dependent on a stat in order to activate, Thunder Armads only demands that Hector have more teammates near him during combat than enemies, which will usually be the case for enemy phase armor units anyways. The teammate requirement is slightly more difficult to meet during player phase, but it will usually matter little, as Hector will often KO the enemy via Bold Fighter and a Special activation before they have a chance to double on the counter anyways.

With an Attack boon, Hector will be sitting at a very pretty Attack of 60 with Thunder Armads, the same as a +ATK Fallen Robin with Expiration. As his weapon generally invalidates the need for a Speed stat, Hector can safely take a Speed bane. Doing so, however, makes him very susceptible to double attacks by units using Axebreaker or Bold Fighter, as it will come down to a Speed check that Hector will most certainly lose. This is usually a negligible disadvantage though as the biggest Bold Fighter threat Hector will face is Zelgius, who should not be allowed to initiate on Hector anyways.

Bonfire can be taken as the choice of Special, activating everytime Hector initiates on a unit that can counterattack. Considering his massive base Attack, Glimmer is also a usable option as well that will activate on both phases no matter what. Ignis can also be taken for more damage but less reliable activation.

Distant Counter loves Hector, and Hector loves Distant Counter. In general, there should be no need to swap it out. Barring strong red mages and bladetome green mages, Hector should be able to dispose of a good amount of ranged units with ease. However, if one feels as if Hector’s ability to counter ranged units is not needed on their own team, Hector can gladly take Steady or Warding Breath to allow him to activate Ignis instead of Bonfire every time he is initiated on. This will work quite well, as Hector will be able to deny enemy follow up attacks thanks to Thunder Armads while getting off a very hard-hitting Ignis.

Bold Fighter is taken to allow Hector to double any units he attacks and allow for quick activation of his Special. By dropping Vengeful Fighter for the B slot and taking Quick Riposte in the seal slot, Hector is able of guaranteeing himself a double attack on both player and enemy phase. Bold Fighter will also increase the Speed at which Hector’s Special is charged, allowing him to deal even more damage even faster.

Ostia’s Pulse is a new interesting skill, giving a similar effect to Infantry Pulse but affecting all units instead and having a requirement that promotes putting Hector on a mixed team rather than armor emblem. If utilizing a full armor team, then a suitable team support skill such as Armor March will be appreciated instead.

Quick Riposte is taken as the seal to allow Hector to double attack any unit that attacks him, turning him into a unit that will double units on both phases while not getting doubled himself thanks to his weapon.

The Thunder General (Enemy Phase Nuke)

Thunder Armads A Distant Counter
Alternate: Pivot
B Vengeful Fighter 3
Alternate: Vantage 3
Alternate: Draconic Aura
C Ostia's Pulse
Alternate: Armor March 3
SP1365SDistant Def 3

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

  • Weapon: Thunder Armads

  • Assist: Swap / Pivot

  • Special: Bonfire / Draconic Aura

  • Passive A: Distant Counter

  • Passive B: Vengeful Fighter / Vantage

  • Passive C: Ostia’s Pulse / Armor March / Hone Armor / Flexible

  • Sacred Seal: Distant Def / Close Def / Quick Riposte

Although being a little beat weaker on the player phase, Hector’s base build is actually already quite fantastic for the enemy phase.

The choice of IVs and weapon should remain the same, as the only real difference is the lack of Bold Fighter.

Bonfire is the preferred choice of Special, and will activate every fight Hector is initiated on thanks to Vengeful Fighter. Draconic Aura is a fine option if Bonfire is not available.

Distant Counter should be kept to allow Hector to counter ranged units. When combined with the Distant Def seal, Hector will be able to decently tank some mages as well.

Vengeful Fighter will work great on Hector, allowing him to both double attack any unit that attacks him and activate a 3 cooldown Special such as Bonfire or Draconic Aura. Although not as reliable or potent, Vantage can be an interesting alternative if one does not wish to run Vengeful Fighter, or wishes to simply run a Quick Riposte seal instead.

Ostia’s Pulse is great and really only needs to be changed out if Hector is being run on a full armor team, in which case he will want skills that can support his team appropriately such as Armor March or Hone Armor.

Hector can take Distant Def or Close Def as a seal to increase his bulk while also increasing the amount of damage dealt by Bonfire. Quick Riposte can be taken if Vengeful Fighter is not taken for the B slot.


Hector makes a threepeat with his legendary incarnation, and he does not disappoint. With an amazing statline, great prf weapon, and access to Bold/Vengeful Fighter, Legendary Hector truly is a monster of a unit. At a glance, Legendary Hector looks quite similar to the original Hector and Valentine's Hector. However, Legendary Hector is still a little bit different than his 2 previous incarnations in some ways.

Thunder Armads is much more of a defensive weapon than the offensive Berserk Armads. In terms of pure damage output, Berserk Armads still cannot be beaten. However, by denying enemy double attacks, Thunder Armads essentially covers Legendary Hector’s low Speed, something that cannot be done on OG and Valentine’s Hector without giving up the coveted B slot for Wary Fighter. Having the B slot open is huge for Legendary Hector, as Bold Fighter vastly increases his combat potential. By having the highest Attack stat in the game and being able to deal Bonfire/Ignis for massive amounts of damage via Bold/Vengeful Fighter, Legendary Hector doesn’t necessarily need the higher firepower of Berserk Armads to take down his enemies.

If one can get by his main weaknesses of being a slow armor unit and his low Resistance, then Legendary Hector will find a place in just about any team. However, OG Hector and Valentine’s Hector are still great units in their own right, and should not be discounted simply because of Legendary Hector’s release.


Huge Attack

With 40 base neutral Attack and 44 base Attack with a boon, Hector packs some serious firepower. Combined with his Special, Hector will be dealing a massive amount of damage to nearly every unit.

Huge Defense

With 38 base Defense that is increased to 41 via Thunder Armads, Hector is essentially able to match Arden in terms of Defense. However, unlike Arden, Hector has access to IVs, merges, and an insane prf weapon.

Armored Unit

Being an armored unit, Hector has a massive BST of 174. Hector also has access to class buffs as well as the highly coveted Bold Fighter and Vengeful Fighter, further making him an even bigger monster of a unit.

Amazing Weapon

Thunder Armads is extremely potent, essentially denying all enemy units that aren’t running Bold Fighter or Axebreaker the ability to double Hector despite his very low Speed. The teammate requirement is generally very easy to meet, as it will come into play most often on enemy phase, when Hector should already be surrounded by teammates anyways.


Low Resistance

Although Hector has a respectable Resistance bulk of 73, he is still prone to getting OHKO’d by powerful bladetome mages, especially if he takes the Resistance superbane.

Low Speed

Legendary Hector’s Speed is abysmal, but Thunder Armads will almost always make his Speed irrelevant anyways.


Being an armored unit also means limited movement, so Legendary Hector will greatly appreciate either having teammates with Armor March or teammates running Guidance to help him get around the map more easily.

Legendary Unit

Although this can be seen as a pro instead of a con to some, Legendary Hector will only ever be able to be summoned on Legendary banners. While this means that he will reliability be on a banner relatively often, it also means that Hector will always be sharing a summon focus with 2 other units.

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
Thunder ArmadsGrants Def+3. If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), foe cannot make a follow-up attack.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Distant CounterEnables unit to counterattack regardless of distance to attacker.
Restricted to melee units.
Unlocks at 5 ★
Vengeful Fighter 1If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Vengeful Fighter 2If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Vengeful Fighter 3If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★
Ostia's PulseAt the start of the turn 1, grants Special cooldown count-1 to all allies. Granted only if number of those allies' movement types on current team ≤ 2.
Non-Inheritable skill.
Unlocks at 5 ★

Other Info

Fire Emblem: The Binding Blade
Fire Emblem: The Blazing Blade

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