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Analysis by accidentalgreed
Brave Hector - Brave Warrior

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
174
HP 48
ATK 37
SPD 22
DEF 39
RES 28

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 23 10 4 8 5
Middle 24 11 5 9 6
High 25 12 6 10 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 45 34 19 36 24
Middle 48 37 22 39 28
High 51 40 25 43 31

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

Hector's Attack or Resistance typically take priority over Defense as Hector's PRF skills practically fulfill him in the physical tanking department already.

Skill Sets

Cheating on Armads (Special Spam Tank / Enemy Phase Focus)

Build by accidentalgreed
Recommended
Maltet (+Eff) A Ostian Counter
Positional Assist
Alternate: Rally Assist
B Special Fighter 3
Alternate: Special Spiral 3
Sol
Alternate: Aether
C Pulse Smoke 3
Alternate: Atk Smoke 3
IVs

+RES or +ATK or +DEF / -SPD

SMirror Stance 2
Alternate: Distant Def 3

Show Explanation/Analysis

Weapon: Maltet (+Eff)

Assist: Positional Assist / Rally Assist

Special: Sol / Aether / Bonfire

Passive A: Ostian Counter

Passive B: Special Fighter / Special Spiral

Passive C: Pulse Smoke / Atk Smoke

Sacred Seal: Mirror Stance / Distant Def / Quick Riposte / Fierce Stance

  • Hector's refined unique weapon, Maltet, is basically already a complete and formidable tank build in itself thanks to the sheer number of effects it has. Many of these effects are typically highly desired out of an Aether Raids omnitank; naturally, Hector is just your guy to do that. The game plan from there is simple: place Hector in a low- to mid-pressure enemy area (don't get too cocky on setups with Thrasir and other powerful green enemies) and let the sky light up.
  • All in all, Maltet swings stat comparisons and follow-ups significantly in Hector's favor by:
    • Inflicting Atk/Def -6 against any enemy Hector comes by in combat, giving him great stat-based matchups throughout.
    • Nullifying Hector's penalties, making him more durable and less vulnerable to debuff punishers such as Thrasir and Bramimond.
    • Preventing enemy follow-ups easily in enemy phase (or if the foe is at 100% HP), making him significantly less likely to fold in multiple hits.
    • Allowing Hector to doubly counterattack at a reasonable health threshold, giving him great killing power and allowing him to overcome his otherwise paltry Speed.
    • Nullifying Hector's weakness to armor-effective weapons, giving him significantly more confident matchups against foes such as any variation of Micaiah.
  • To complement all the aforementioned benefits of Maltet and aid in Hector's survivability, Special Fighter is chosen as the primary B slot option as it quickens the activation rate of Sol. As a result, Sol wiill activate and sustain Hector on most counterattacks immediately.
    • While Aether is also a seemingly good option as it also activates frequently and adds burst damage to the mix, Hector may deal far too much damage on his first hit to properly heal enough back on his second hit (aka the hit Aether typically procs on). To accommodate Aether's timing better, you may consider running Special Spiral with Brave Lucina's Geirskögul support to activate Aether on every counterattack, similar to Special Fighter + Sol.
    • Builds more oriented to short term fighting can run Bonfire, which deals damage instead at a similar cooldown to Sol. Its key use case is ending matchups more immediately instead of letting threats such as Thrasir linger longer while inviting enemy dancers.
  • Hector doesn't need to ponder too hard on his C slot as it's mainly reserved for two types of Smoke skills:
    • Pulse Smoke brings down units and enemy teams reliant on precharging Specials—it especially aids in making matchups against AOE Special users much more comfortable.
    • Atk Smoke is a cheaper alternative that directly debuffs surrounding enemies' Attack, giving Hector much more breathing room for incoming fights.
  • Finally, Hector's Sacred Seal also isn't too complicated: anything that helps him tank magical hits in particular or increase his damage will do well. Mirror Stance in particular is a good mix between these two objectives.
    • To ensure extra mileage and follow-up attacks against Impact skill users, you may also consider running Quick Riposte—it sees limited (not to mention redundant with Maltet) use outside of this scenario, though.

Ostian Beach Hunk (Bold Fighter / Aggressive Focus)

Build by accidentalgreed
Recommended
Maltet (+Eff) A Ostian Counter
Positional Assist B Bold Fighter 3
Bonfire
Alternate: Galeforce
C Armor March 3
Alternate: Armored Stride 3
IVs

+ATK / -SPD

SDeath Blow 3
Alternate: Armored Boots

Show Explanation/Analysis

Weapon: Maltet (+Eff)

Assist: Positional Assist / Rally Assist

Special: Bonfire / Galeforce / Ignis

Passive A: Ostian Counter

Passive B: Bold Fighter

Passive C: Armor March / Armored Stride / Atk Smoke / Flexible

Sacred Seal: Death Blow / Armored Boots / Sturdy Blow 2 / Stance or Bond Equivalents

  • Much of Hector's base skills already make up a quite potent and cohesive mixed or player phase-oriented phase build. While this build faces very little shortage in aggressive power, it highlights Hector's ability to defend himself against incoming attacks when necessary.
  • Specifically, Maltet's built-in follow ups and enemy double prevention in enemy phase, combined with Bold Fighter's follow-ups in player phase, allow him to take on enemies flexibly in both phases. If the enemy is at 100% HP or initiates combat against Hector, Hector also enjoys Maltet's relatively consistent stat swing in Atk/Def -6, making him strong and resilient throughout both phases. Ostian Counter is non-negotiable to strengthen Hector's enemy phase performance and to counterattack ranged enemies. The rest of the build is pretty much fluff after this.
    • Keep in mind Hector's health, however, as Maltet's double counterattacks are timed by its 25% HP threshold.
  • As a more aggressive build, Hector enjoys any method of increasing his otherwise limited movement. He can take on C slot or Sacred Seal solutions such as Armor March, Armored Stride, Armored Boots, or none at all depending on resources at your disposal. On a budget, you can just as easily just run Hector's default Wave skill or, better yet, Atk Smoke.
  • A stat-boosting Sacred Seal depends on your preference in strengthening Hector's player phase (choose Blow-type Seals) or enemy phase (Stance-type Seals) or both (Bond-type Seals).
  • Ignis and Bonfire are Hector's main choices for burst damage, keeping in mind that an enemy counterattack is required for Ignis to activate in one sitting. Galeforce is also a choice for another sort of aggressiveness; thanks to Maltet's -1 cooldown, Galeforce can activate in two Bold Fighter hits without an enemy counterattack. Activating Galeforce gives Hector the opportunity to make necessary extra actions after finishing combat with a previous opponent.

Strengths

Maltet Being An Absolute Juggernaught of a Weapon

Brave Hector's signature weapon was already a great if not simple weapon at the time he was first released. Maltet offered more frequent Special activation in its Special CD -1—which combos well with skills like Bonfire, Bold Fighter, and Special Fighter—while giving a slot-freeing method of following-up against attacking enemies (without needing to use Vengeful Fighter or Quick Riposte).

Words can't nearly state how much Maltet's effect refinery, however, improves Hector's gameplay significantly. It threatens to pierce even the high heavens with just how many great additional effects it offers. Primarily but definitely not least, it erases one of Brave Hector's most crippling weaknesses: armor effective attacks, allowing him to confidently go toe-to-toe with previous threats such as all variations of Micaiah and Slaying Hammer units. If that wasn't enough to fortify the utter macho fortress that is Brave Hector, Maltet also grants him other two outrageously good effects. That is, Hector gains penalty neutralization—a prized skill on previous tanks such as Kris, Brunnya, and Idunn—as well as the ability to apply -6 Attack/Defense against any matchup.

High BST and Exemplary Stat Allocation

As a benefit to armored status, Hector enjoys a great base stat total compared to most older units in the game. Said stats are also distributed very optimally; at the cost of Hector's Speed (which will be made up by utilizing Maltet and other skills anyway), Hector relishes high performance returns in his Attack, Defense, and HP. As for his Resistance, base 28 gives him quite decent magic resilience especially when combined with Maltet's fantastic defensive perks.

Ostian Counter

Not much more can be said for what is basically a simple no-nonsense, improved version of Distant Counter. Ostian Counter packs some extra bulk and power against incoming enemies on top of everything Maltet is already giving.

Weaknesses

Poor Movement

An unfortunate effect of being an armored unit, single-space movement is something Hector doesn't appreciate in any capacity. Users are thus typically forced to run accommodations such as Armor March or Smite support to get Hector in the thick of things (especially in Aether Raids where every turn counts), and his escapability options are quite limited after that.

Just Decent Uninvested Magical Bulk

Hector's magical bulk is quite great after taking into account a nice base value and Maltet's follow-up perks. A lack of investment, however, might make it a particularly harmful exploit; mages such as Thrasir can dig into it repeatedly. Hector's visible Resistance is also typically low, which makes him vulnerable to AOE from the likes of Ophelia and others.

Poor Speed / Null Follow-Up

Hector's Speed issues are entirely avoidable thanks to the follow-up perks from Maltet, though he still requires help from Bold Fighter to make two attacks in player phase. Additionally, his low Speed may come to bite him in situations where Maltet fails to function properly. This includes foes with some form of Null Follow-Up or versus Thrasir's Ífingr.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
MaltetAccelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
IgnisBoosts damage dealt by 80% of unit's Def.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Ostian CounterUnit can counterattack regardless of foe's range. If foe initiates combat, grants Atk/Def+4 during combat.
Non-Inheritable skill.
Unlocks at 5 ★
350
A
Bold Fighter 1If unit's HP = 100% and unit 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.
60
B
Bold Fighter 2If unit's HP ≥ 50% and unit 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.
120
B
Bold Fighter 3If unit 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 ★
240
B
Even Res Wave 1At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
60
C
Even Res Wave 2At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
120
C
Even Res Wave 3At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: The Blazing Blade

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