- Default
- Attack
- Special
- Injured
Halloween Hector - Dressed-Up Duo |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 22 | 10 | 3 | 12 | 4 |
Middle | 23 | 11 | 4 | 13 | 5 |
High | 24 | 12 | 5 | 14 | 6 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 44 | 38 | 22 | 36 | 23 |
Middle | 47 | 41 | 26 | 39 | 27 |
High | 50 | 45 | 29 | 42 | 30 |
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 |
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Skill Sets
ヘクターさんかわいい (Near Save)
Conjurer Curios (+Eff) Alternate: Arcane Éljúðnir |
A | Close Def 4 Alternate: Sturdy Stance 3 |
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Positional Assist | B | Hardy Fighter 3 Alternate: Crafty Fighter 3 |
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Escutcheon Alternate: Bonfire |
C | A/D Near Save 3 | |
IVs | +ATK - SPD | S | Steady Breath Alternate: Atk/Def Form 3 |
Weapon: Conjurer Curios (+Eff) / Arcane Éljúðnir (+DEF)
Assist: Positional Assist
Special: Escutcheon / Bonfire
A Passive: Close Def / Sturdy Stance / Svalinn Shield
B Passive: Hardy Fighter / Crafty Fighter
C Passive: Near Save
Sacred Seal: Steady Breath / Atk Def Form / Quick Riposte
- As an armored unit, Halloween Hector always has the option of running the Savior skills. As damage reduction piercing is relatively uncommon in the melee matchups and Conjurer Curios provides some form of damage reduction, this is likely Halloween Hector’s best role in Aether Raids Offense.
- The focus of the build is to potentially most melee matchups that are frequently seen in Aether Raids Defense, such as Brave Seliph as of the time of writing. Close Def 4 is particularly useful against visible buffs, which is turned on by default on Brave Seliph’s personal skill Heir to Light. Hardy Fighter also provides the insurance needed to further reduce the amount of damage taken by the opponent. Other alternatives include Sturdy Stance (for Guard effects) or Svalinn Shield should armor-effective weapons become more common.
- Outside of the A Passive, the rest of the builds are meant to provide Hector with more durability; Escutcheon, Hardy Fighter, and Steady Breath provide additional damage reduction on both the first attack and follow-up if the focus is survivability, while Bonfire and Crafty Fighter is used for a more offensive edge. The seal would follow suit depending on the priorities as well.
- Should a player prefer not to be fully dictated by the turn count condition of the weapon, switching out his personal weapon for the Arcane weapon is not a terrible idea. The cooldowns of the special skills would need to be adjusted (Pavise over Escutcheon, Ignis over Bonfire) to take into account the additional cooldown reduction of the weapon.
リリナさんめっちゃ可愛い (Summoner Duels Far Save)
Arcane Éljúðnir (+Def) Alternate: Conjurer Curios (+Eff) |
A | Svalinn Shield | |
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Positional Assist | B | Hardy Fighter 3 | |
Aegis Alternate: Sacred Cowl |
C | D/R Far Save 3 | |
IVs | +DEF -SPD | S | Deflect Magic 3 |
Weapon: Arcane Éljúðnir (+DEF) / Conjurer Curios (+Eff)
Assist: Positional Assist
Special: Aegis
A Passive: Svalinn Shield
B Passive: Hardy Fighter
C Passive: Far Save
Sacred Seal: Deflect Magic
- In Summoner Duels, Halloween can serve as a double-purposed Save unit on top of having a Duo button. The Duo button can be relatively useful in some situations where the map is vertical, and allow the nukes to potentially secure key takedowns against the foe.
- The rest of the build is focused to ensure that Hector can at least take a single engagement from the foe; Svalinn helps against Armor effective weapons such as Valentine’s Chrom, Deflect Magic is useful against any magic foes that can follow up as Hector does not counterattack, and Hardy Fighter ensures that any instant specials outside of Area-of-Effect specials are neutralized.
- For this build and application, the utility of his main weapon is rather limited, as the turn count condition meant that half of its effects are switched off half the time unless the foe is chipped down, which can be rather unreliable in some maps without a Duo skill or any other source of damage. The Arcane weapon is likely to be a better choice, while his personal weapon is likely a budget option
Strengths
Impressive Attack and Physical Bulk
One of his statline’s defining aspects, Halloween Hector’s base Attack stat of 41 is fairly impressive. Halloween Hector is rather durable due to his high Defense and HP. Against physical threats, Halloween Hector should be able to dispatch them with relative ease.
Armored Benefits
Being an Armored unit is almost essentially being a first-class citizen in the game, as they have access to skills that are much more powerful compared to the other classes, such as Hardy Fighter and the Savior skills.
Duo Unit
Halloween Hector is a Duo unit, and his Duo skill deals 20 damage to foes that is on the same or adjacent column. While not as strong in Aether Raids due to the presence of Duo Hindrance, the skill could still have some applications in some modes such as Arena, Hero Battles, and Summoner Duels.
Weaknesses
Conjurer Curios Unreliability
While Conjurer Curios does provide Hector with effects that can compete with modern units, the issue lies with the condition, as half of the effect hinges on either being an odd-numbered turn or foe is below 100% HP. This is not guaranteed as either it is part of team building consideration, or Hector has used his Duo skill which is not a certainty as well.
Unoptimized Stat Spread
Compared to modern Armor, Hector’s stat spread is not exactly well optimized; speed is too high to dump and too low for it to matter. Merges and Dragonflowers also inevitably go into speed, which meant that Hector might not feel as good to use compared to modern units.
Duo Skill
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Sword Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Sword Units.
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50 | 1 | 6 |
Steel Sword Learns by default at 3 ★ Unlocks at 2 ★
Only Inheritable by Sword Units.
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100 | 1 | 8 |
Silver Sword Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Sword Units.
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200 | 1 | 11 |
Conjurer Curios Effective against armored foes. Grants Atk+3. If it is an odd-numbered turn or if foe's HP < 100% at start of combat grants Atk/Spd/Def/Res+4 to unit during combat. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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Glowing Ember Boosts damage dealt by 50% of unit's Def. Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
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100 | 4 |
Bonfire Boosts damage dealt by 50% of unit's Def. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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Distant Counter Unit can counterattack regardless of foe's range.
Restricted to melee units.
Unlocks at 5 ★ |
300 | A |
Odd Follow-Up 1 If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Only inheritable by armor units.
Unlocks at 3 ★ |
60 | B |
Odd Follow-Up 2 If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Only inheritable by armor units.
Unlocks at 4 ★ |
120 | B |
Odd Follow-Up 3 If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
Only inheritable by armor units.
Unlocks at 5 ★ |
240 | B |
Hone Atk 1 Grants adjacent allies Atk+2 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
Hone Atk 2 Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 2 ★ |
100 | C |
Hone Armor Grants adjacent armored allies Atk/Spd+6 through their next actions at the start of each turn.
Only inheritable by armor units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: The Blazing Blade
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