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Analysis by Naz
Hubert - Sinister Servant

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
156
HP 41
ATK 39
SPD 32
DEF 19
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 10 7 3 5
Middle 17 11 8 4 6
High 18 12 9 5 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 38 36 29 16 22
Middle 41 39 32 19 25
High 44 42 35 22 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.
HPATKSPDDEFRES

Skill Sets

URGH I’VE BEEN DEFEATED… BUT I CAN’T FALL HERE. I MUST RETREAT (Offensive/Support)

Build by Naz
Recommended
Retainer's Report (+Eff)
Alternate: Arcane Eclipse
A Atk/Spd Ideal 4
Alternate: HP +5
Positional Assist B Special Spiral 4
Alternate: Sudden Panic 3
Ruptured Sky
Alternate: Blazing Special
C Time's Pulse 3
Alternate: Panic Smoke 4
IVs

+ATK or +HP / -DEF or -RES

SSpd Feint 3
Alternate: HP +5

Show Explanation/Analysis

Preferred IV: +ATK or +HP / -DEF or -RES

  • An asset in Attack is the most suitable choice for an offensive playstyle as it boosts Hubert’s most standout stat to deal additional damage.
  • For a build that focuses more on support-based skills, an asset in HP helps in the activation condition of those skills.

Weapon: Retainer’s Report (+Eff) / Arcane Eclipse (+Atk)

  • Hubert’s weapon has hybrid capabilities through inflicting a significant number of penalties on opponents in cardinal directions as well as solid offensive potential. 
  • For a purely offensive approach, Arcane Eclipse refined for further Atk grants similar effects as the former plus the ability to charge Specials faster at the cost of any support. 

Assist: Positional or Rally Assist

  • Both positional and rally assist skills activate the effect of Retainer’s Report.

Special: Ruptured Sky / Luna / Blazing Wind

  • Both Ruptured Sky and Luna are solid choices of offensive Special for good damage and consistent activation.
  • AoE Specials such as Blazing Wind pair particularly well with a build using Arcane Eclipse, and they will almost be instantly charged at the start of turn 1. 
    • Note: the effect that ignores damage reduction in Special Spiral 4 does not work with AoE Specials. 

Passive A: Atk/Spd Boosting Skills / HP Boosting Skills

  • A choice of Atk/Spd boosting A slot including but not limited to Atk/Spd Idea, Push, or Finish is a great option for improving Hubert’s offensive potential. 
  • For a more support oriented build, a simple HP +5 or other flat stat boosting skills that include HP are the ideal choice. 

Passive B: Special Spiral 4 / Null Follow-up / Lull Spd/Res / Sudden Panic / Even Pulse Tie

  • Special Spiral 4 is an exceptionally strong offensive skill that allows the user to nullify non-Special damage reduction skills upon Special activation as well as loop that Special by providing -2 cooldown after combat following the initial activation.
  • Null Follow-Up is incredibly useful and versatile by disabling any foe's skills that guarantee their follow-up attack or prevent yours.
  • Lull skills such as Lull Spd/Res also make for a solid B slot option by neutralizing buffs on the foe’s target stats as well as inflicting an in-combat debuff.
  • For a build going the support route, any HP-scaling skills that hinder opponents such as Sudden Panic and Even Pulse Tie are the ideal choices of B slot. 

Passive C: Time’s Pulse / Panic Smoke / Flexible

  • Time’s Pulse accelerates Hubert’s Special cooldown by granting -1 cd at any point his Special is at its max value.
  • The C slot can otherwise be replaced as needed to suit the team.

Sacred Seal: Atk/Spd Boosting Seals / HP Boosting Seals / Spd Feint / Quickened Pulse 

  • Any seals that further boost key stats make for a suitable option here.
  • Seal Feint covers the one stat debuff that Retainer’s Report doesn’t with the same activation condition. 
  • Quickened Pulse further helps with initial Special activation by granting -1 cooldown at the start of turn 1.

Strengths

Retainer’s Report

A weapon that offers both support by inflicting a slew of penalties on opponents in the cardinal directions of where Hubert uses an assist skill on an ally as well as offensive capabilities through a significant stat boost + guaranteed follow-up attack. 

Impressive Attack

A base value of 39 allows Hubert to deal significant damage as well as make effective use of attack-scaling skills. 

Infantry

The benefit of being infantry comes with access to exceptional exclusive skills for both support and combat.

Weaknesses

Poor Bulk

Hubert’s less-than-sellar values in Def and Res make him not so suitable for taking hits himself during combat.

Weapon Skills

Weapons SP Rng. Mt.
Flux
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Ruin
Learns by default at 3 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Rauðrfox

If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 8
Rauðrfox+

If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Red Tome Users Only
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising Thunder

Before combat this unit initiates, foes in an area near target
take damage equal to (unit's Atk minus foe's Def or Res).

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Growing Thunder

Before combat initiates, foes in a wide area around the target take damage equal to
(unit's Atk minus foe's Def or Res).

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Chill Res 1

At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.

Inheritable by all units.
Unlocks at 1 ★
60
B
Chill Res 2

At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action.

Inheritable by all units.
Unlocks at 2 ★
120
B
Chill Res 3

At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.

Inheritable by all units.
Unlocks at 4 ★
240
B
Inf. Hexblade 1

If adjacent infantry allies use sword, lance, axe, bow, or dagger, calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)

Tome Users Only
Unlocks at 3 ★
60
C
Inf. Hexblade 2

If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+1 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)

Tome Users Only
Unlocks at 4 ★
120
C
Inf. Hexblade 3

If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+2 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)

Tome Users Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

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