Table of Contents
- Default
- Attack
- Special
- Injured
| Legendary Hector - Marquess of Ostia |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 22 | 9 | 5 | 11 | 3 |
| Middle | 23 | 10 | 6 | 12 | 4 |
| High | 24 | 11 | 7 | 13 | 5 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Hector will want to boost his insane Attack via a boon, but other IV boons can work efficiently on him as well.
Boons
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+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.
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+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.
Neutral
-
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.
Banes
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-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.
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-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)
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Thunder Armads | A | Distant Counter Alternate: Steady Breath |
|---|---|---|---|
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Swap Alternate: Pivot |
B | Bold Fighter 3 |
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Bonfire Alternate: Glimmer |
C | Ostia's Pulse Alternate: Armor March 3 |
| SP | 1,365 | S | Quick Riposte 3 |
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Preferred IV: +ATK / -SPD or -HP
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Weapon: Thunder Armads
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Assist: Swap / Pivot
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Special: Bonfire / Glimmer / Ignis
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Passive A: Distant Counter / Steady Breath / Warding Breath
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Passive B: Bold Fighter
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Passive C: Ostia’s Pulse / Armor March / Flexible
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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)
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Thunder Armads | A | Distant Counter |
|---|---|---|---|
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Swap Alternate: Pivot |
B | Vengeful Fighter 3 Alternate: Vantage 3 |
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Bonfire Alternate: Draconic Aura |
C | Ostia's Pulse Alternate: Armor March 3 |
| SP | 1,365 | S | Distant Def 3 |
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Preferred IV: +ATK / -SPD or -HP
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Weapon: Thunder Armads
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Assist: Swap / Pivot
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Special: Bonfire / Draconic Aura
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Passive A: Distant Counter
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Passive B: Vengeful Fighter / Vantage
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Passive C: Ostia’s Pulse / Armor March / Hone Armor / Flexible
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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.
Introduction
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.
Strengths
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.
Weaknesses
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.
Mobility
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.
Team Options
Counters
Hector’s biggest threats will be those that are able to exploit his low Resistance and low Speed one way or another.
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Red Mages/Bladetome Greens: Although he has decent Resistance bulk, Hector is prone to getting OHKO’d by powerful red mages such as Lilina, Summer Tana, and Bridal Tharja. Powerful green mages with bladetomes such as Bridal Sanaki may be able to power through Hector as well. Both Adult and Young Tiki are also Resistance-targeting units that will deal massive damage to Hector.
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Bold Fighters: In particular, Bold Fighter Zelgius. As Legendary Hector has quite low Speed, he will almost certainly always be doubled by faster armor units running Bold Fighter, and Zelgius will make short work of him with Black Luna. However, if Hector has his Speed invested into and is receiving buffs, it’s actually quite possible for him to avoid doubles from many Bold Fighter units, including Zelgius.
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Anti-Armor Units: Caeda and other swords running Armorslayer will be able to deal massive damage to Hector, having a color advantage on him in addition to dealing 1.5x damage from the weapon effect itself.
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Firesweep Units: Not a counter specific to Legendary Hector by any means, but one that exists nonetheless. Firesweep units need to be initiated on, and if Hector is not getting mobility buffs in the way of Armor March, it’s likely he’ll have a hard time getting to these units before they can get to him.
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Thunder Armads | A | Distant Counter |
|---|---|---|---|
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Shove | B | Shield Pulse 3 |
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Aegis | C | Ostia's Pulse |
| S | Distant Def 3 | ||
There isn’t a need to explain this. Hector is simply guaranteed to survive a ranged hit when Thunder Armads is active, and counter back for decent damage. Not exactly viable, but is quite impressive if you need someone to get some damage on a mage and you know what you’re doing.
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Thunder Armads | A | Distant Counter |
|---|---|---|---|
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Pivot | B | Vengeful Fighter 3 |
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Aether | C | Ostia's Pulse |
| S | Quickened Pulse | ||
With a superboon to accompany his already massive 40 base attack and a Distant Counter in his base kit, there is very little that needs to be said about hector’s offensive prowess. While Thunder Armads isn’t as over-the-top as Berserk Armads is, it still provides a great niche for the marquess of Ostia. However, What really makes this variant of Hector shine above the rest is his slot c skill, Ostia’s Pulse. He can survive almost any hit with his respectable bulk paired with the denial of follow-ups, but his slot c skill (when paired with Quickened Pulse) allows Hector to proc an Aether on the very first round. At the time of his release, moreover, this means that he can take down 200+ heroes on the first round. It doesn’t take too much of an overhaul either, so why not?
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Thunder Armads | A | Distant Counter |
|---|---|---|---|
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Pivot | B | Vengeful Fighter 3 |
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Bonfire | C | Ostia's Pulse |
| S | Distant Def 3 | ||
Hector comes in this time sporting a new Armads form. This set aims to keep his base kit for the most part with a couple of additions and tweaks. +Atk boon is recommended as it is a superboon and will skyrocket him to a daunting 60 attack before buffs. +Def is also great, giving him 44 def before buffs. -Spd is the best bane for him to have, for with the combination of Thunder Armads+Vengeful Fighter means that you'll always counterattack and deny follow-ups if you match or outnumber your opponent and are above the HP threshold for Vengeful Fighter. With these skills and conditions, your opponent is guaranteed to attack only once and you're guaranteed to counterattack twice, charging your special with each counterattack. It's for this reason a 3CD special should be taken, as it will guarantee an activation on every defense provided the conditions are met. Bonfire should be taken over Draconic Aura, because even at a -Def bane, it will still add at least 19 extra damage while Draconic Aura, even with a +Atk boon, will only add 18 to your attack (NOT extra damage), barring any buffs. Pivot is the go-to assist here, though of course Swap is also viable, especially if you're running a quad-ward armor team. Ostia's Pulse is a great synergist skill, giving his teammates a Quickened Pulse effect on mixed teams. Note that this skill, like other pulse skills, is largely useless in RD/GC. Ward Armor is of course used for quad-ward armor teams, but buffs come down to your preference. Alternatively, Def/Atk Smoke and Threaten Def/Atk are great all-purpose debuffs. Finally, Distant Defense 3 is a great Sacred Seal for Hector, as it turns him into a great mixed tank, though dragons and blade tomes should still give you caution.
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Brave Axe+ | A | Death Blow 3 |
|---|---|---|---|
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Reposition | B | Bold Fighter 3 |
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Bonfire | C | Ostia's Pulse |
| S | Armored Boots | ||
Recommended IVs: +Atk -spd/hp/res
Outdoing W!Chrom as the new strongest axe in the game gives Legendary Hector access to this incredibly devastating set.
The A slot Death Blow 3 is a necessity with Brave axe+ to achieve the most damage possible, it also bumps Legendary Hector up to 50 attack before he picks up an axe!
The B slot Bold fighter guarantees 4 hits with increased special charge, allowing 2 charge specials to be triggered twice per quad.
The C slot as always is team dependent, other good options include threaten defence, any drive, any tactic, or any hone (Attack is always a solid option for buffs). Ward armour is also a solid option on an armour team.
For the assist skill reposition is the most powerful mobility skill and allows Hector to keep teammates safe (especially dancers), whilst moving into position to take out enemies the next turn. For maximum arena score any dual rally can be used. Swap should not be used since this is a Player Phase build and swap will leave him vulnerable to the enemy.
Specials: at 58 attack Draconic Aura's 17 damage is outclassed by Bonfire's 19 damage. If you wish to trigger a special twice in each quad Glimmer or Moonbow should be used (it should be noted that these are both dependent on the enemy's stats) for maximum arena score Aether can be used, this also has synergy with armoured boots and Bold Figther 3.
Armoured boots can be switched out with the attack seal for a massive 61 attack on initiation.
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
| 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 |
|---|---|---|
| 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 |
| Unlocks at 5 ★ Non-Inheritable skill.
|
300 | C |
Other Info
| Origin |
Fire Emblem: The Binding Blade
Fire Emblem: The Blazing Blade
|
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Fate Grand Order
Dragonball Legends


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