- Default
- Attack
- Special
- Injured




Groom Hinata - Samurai Groom |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 8 | 4 | 11 | 5 |
Middle | 19 | 9 | 5 | 12 | 6 |
High | 20 | 10 | 6 | 13 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 44 | 34 | 23 | 37 | 18 |
Middle | 47 | 37 | 27 | 40 | 21 |
High | 50 | 40 | 30 | 43 | 24 |
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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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
Déodorant Domestique (Single Shot Offensive)
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Huge Fan+ (+Atk) Alternate: Slaying Hammer+ (+Atk) |
A | Atk/Def Solo 3 Alternate: Death Blow (3 or 4) |
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Reposition | B | Special Spiral 3 Alternate: Lull Atk/Def 3 |
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Ignis Alternate: Moonbow |
C | Infantry Pulse 3 Alternate: Atk Smoke 3 |
IVs | +ATK or +DEF / -RES | S | Death Blow 3 Alternate: Brazen Atk/Def 3 |
Weapon: Huge Fan+ (+Atk) / Slaying Hammer+ (+Atk) / Slaying Axe+ (+Atk)
Assist: Reposition / Flexible
Special: Ignis / Moonbow / Bonfire
Passive A: Atk/Def Solo / Death Blow / Atk/Def Bond / Brazen Atk/Def
Passive B: Special Spiral / Lull Atk/Def
Passive C: Infantry Pulse / Atk Smoke / Def Smoke / Flexible
Sacred Seal: Death Blow / Brazen Atk/Def / Atk/Def Bond / Equivalent Stances
- A more offensive approach certainly isn't off the table as Hinata's great neutral base 37 Attack and default Huge Fan (which offers a substantial additional Attack boost if Hinata has got a bonus on himself) can be further built on.
- A build that focuses less on melee baiting and more on single hit damage output (meaning Hinata can flexibly initiate himself if required) is thusly more than doable.
- Death Blow in the A slot skill or Sacred Seal or both is one method of improving Hinata's player phase performance in particular. Should Hinata have access to Atk/Def Solo, however, that should be run instead to improve dual-phase performance with an easy condition. While Atk/Def Bond does a similar job and is easily available as a default kit skill and Sacred Seal, there tend to be times where ally adjacency isn't an ideal option. Brazen Atk/Def is a similar option with slightly more potency but requires setup.
- Special Spiral and Lull Atk/Def are two ideal options that improve Hinata's Special and non-Special performance respectively.
- In particular, Special Spiral combos well with Huge Fan or Slaying Axe to help Hinata charge higher-cooldown Specials—Ignis and Bonfire in particular—at much more acceptable timings.
- As always, Slaying Hammer is an option for those who plan to mainly use Hinata in Coliseum settings due to the abundance of armored units.
- Hinata can also use his huge resulting HP stat and Infantry Pulse to support other infantry units in prechaging their own Specials turn 1, but the C slot is otherwise flexible.
Where Rinkah's Wedding Money Went (High-Investment Physical Tank)
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Guard Axe+ (+Def) Alternate: Huge Fan+ (+Def) |
A | Distant Foil Alternate: Sturdy Stance (2 or 3) |
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Reposition Alternate: Swap |
B | Wrath 3 Alternate: Lull Atk/Def 3 |
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Bonfire Alternate: Ignis |
C | Atk Smoke 3 Alternate: Time's Pulse 3 |
IVs | +ATK / -RES | S | Quick Riposte 3 Alternate: Heavy Blade 3 |
Weapon: Guard Axe+ (+Def) / Slaying Axe+ (+Def) / Huge Fan+ (+Def) / Slaying Hammer+ (+Def)
Assist: Reposition / Swap
Special: Bonfire / Ignis / Aether
Passive A: Distant Foil / Sturdy Stance / Steady Stance / Breath skill / Heavy Blade 4
Passive B: Wrath / Lull Atk/Def / Quick Riposte
Passive C: Atk Smoke / Time's Pulse
Sacred Seal: Quick Riposte / Heavy Blade / Stance or Bond skills
- Like all units, Hinata can also opt for a posher form in the form of a higher-investment kit. The most notable change here includes a wider selection of axe weapons and A-slot skills depending on your needs.
- Guard Axe, for instance, delays his opponent's Special charge, meaning those without Special acceleration skills of their own cannot hope to win fair fights by eventually fully charging their Special skill. The effect can be substituted by any high-tier Stance skill, though the Axe is more accessible through free units.
- Slaying Axe brings a more standard take on the enemy phase axe unit archetype. It is comparable to Hinata's default Huge Fan as it quickens Special activation by permanently reducing cooldown by 1, though Hinata loses out on the extra Atk/Def offered by activating Huge Fan's effect (through visible bonuses).
- As armor units are annoyingly common in Coliseum environments, you may enjoy the extra bite Slaying Hammer brings to such environments as Hinata benefits from quicker matchups.
- Distant Foil is effectively an upgrade over Hinata's base Atk/Def Bond; it provides the same amount of bonuses and the ability to counterattack against Bow and Dagger users, especially the ever-oppressive Legendary Chrom.
- Depending on the presence of certain Special reduction skills (Wrath, Slaying Axe, Huge Fan, Infantry Rush, etc), Defense-based Specials Ignis and Bonfire will usually be Hinata's go-toes, whereas Aether allows for good sustainability but requires true acceleration. Several combinations are as follows:
- Slaying Axe + Breath skill + Bonfire: instantly activate Bonfire on any non-Guarded counterattack.
- Huge Fan+ Blade skill + Quick Riposte+ Aether: a relatively budget method of activating Aether in a single round without help from a Breath skill, as Huge Fan and some form of Blade (Infantry Rush, Heavy Blade seal, etc) will work in tandem with each other.
- Huge Fan + Time's Pulse + Bonfire: similar to the first combination, Hinata relies on the initial reduction from Time's Pulse at the start of the phase to activate Bonfire after just one enemy hit.
- Heavy Blade + Huge Fan + Most Specials: emulates the Breath effect by having the cooldown acceleration of both Huge Fan (work usually only on enemy hits) and Heavy Blade (player hits) work in tandem.
Your Hugest Fan!! (Base Kit / Budget Physical Tank)
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Huge Fan+ (+Def) | A | Atk/Def Bond 3 Alternate: Sturdy Stance 2 |
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Reposition Alternate: Reciprocal Aid |
B | Quick Riposte 3 Alternate: Guard 3 |
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Noontime Alternate: Moonbow |
C | Close Guard 3 Alternate: Atk Smoke 3 |
IVs | +ATK or +DEF / -RES | S | Atk/Def Bond 3 Alternate: Renewal 3 |
Weapon: Huge Fan+ (+Def)
Assist: Reposition / Reciprocal Aid
Special: Noontime / Moonbow / Bonfire
Passive A: Atk/Def Bond / Sturdy Stance
Passive B: Quick Riposte / Guard / Renewal
Passive C: Close Guard / Atk Smoke / Atk or Def-based Wave skills
Sacred Seal: Atk/Def Bond / Renewal / Fierce Stance / Steady Stance
- Hinata's gifted with some already nice and useful default skills, meaning not much investment is required to get him up and running at all. Thus, users needing a quick but easy build for his Tempest Trials and other content can utilize him on the field as a solid melee bait option.
- Huge Fan is already a very solid weapon as-is; it is essentially a lite version of Breath skills, allowing Hinata to build up his Specials quickly on enemy attacks while also benefitting from a nice Atk/Def +4. While these benefits are locked behind a condition, said condition is fairly easy to activate: Hinata can benefit from another ally's buff more often than not, or can simply use his own (through a Wave skill or more expensive alternative) if this isn't the case.
- The weapon's added Special acceleration allows 2 CD Specials such as Moonbow and Noontime to activate instantly after any enemy attack. For more standardized damage, Bonfire get huge damage potential after calculating Hinata's great resulting Defense.
- Sticking with Atk/Def Bond as Hinata's A slot skill means he can doubly reward himself for adhering to its adjacency conditions (for +10 in-combat Atk and Def) by also utilizing it as his Sacred Seal. In preferential situations where adjacency isn't an option, Sturdy Stance can be used instead. As far as other Seal options are concerned, anything that helps in damage output or survivability (examples being Renewal, Fierce Stance, or Steady Stance) helps Hinata do the job.
- Hinata lacks a default B slot option, so the choice there comes down to a matter of playstyle. Quick Riposte provides an additional counterattack which allows Hinata to close matchups more often, whereas Guard or Renewal deal with long-winded matchups in their own way.
- Close Guard is a relatively rare and useful support skill that helps other allies tank attacks themselves. It can be replaced with a budget-friendly Smoke or Wave skill for improving Hinata's own tankability or allowing him to self-sufficiently activate his Huge Fan's effects.
Strengths
Physically Top-Heavy
In his groomy glory, Hinata traditionalizes both his culture and the usual axe infantry fare, coming in with great neutral base 47 HP, 37 Atk, and 40 Def. Thus, he can confidently duke it out with tough physical enemies for long periods of time, especially considering other forms of investment such as merges and his great default weapon, Huge Fan.
High Base Stat Total
As a fourth-generation infantry unit, Hinata not only shines with a high base stat total, but also benefits from great Coliseum scoring potential and decent stat allocation as a result.
Infantry Perks
Being an infantry unit, Hinata gains access to quite a library of tools to use. With the help of skills such as Lulls, Special Spiral, Wrath, Time's Pulse, and Breaths, Hinata can definitely put in a large share of work while rarely having to worry about infantry weaknesses.
Weaknesses
Lacking Non-Physical Stats
Also true of his original self, Hinata's emphasis on his physical assets doesn't leave much else left for his Speed and Resistance. While his pretty average but improvable Speed can be worked around by using Quick Riposte or utilizing certain forms of investment, his low Resistance constantly keeps him from cleanly matching up with mages and dragons.
Long List of Competitors
Those already familiar with using Ross, Echidna, and many other axe infantry units as competitive choices might have investment and deployment issues with Hinata (granted, you don't have to spend feathers to 5* him as a Tempest Trials reward). Ross, Hinata's most comparable competition in the low-rarity summoning pool, achieves an arguably more ideal stat allocation, especially in Speed and Resistance.
Free Unit Blues
Heroic Grails is not a resource most players can simply throw around for the next new shiny toy, so Hinata suffers a bit from summoning constraints, especially considering more easily mergeable competition.
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Huge Fan+ (+Def) | A | Distant Foil |
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Reposition | B | Lull Atk/Def 2 |
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Noontime | C | Threat. Atk/Def 3 |
S | Steady Stance 2 |
This build is meant to tank on defence
noontime is used over sol because on enemy phase when hinata has a buff it will always activate on counter attack unless opponent can increase your special cooldown
distant foil is used over distant counter to further increase atk and def as well as focus on physical enemies since most magic enemies can one shot hinata and those that can;t can usually be taken care of on player phase although distant counter should work well enough
lull atk/def is used because it removes buff's to your opponents atk and def allowing you to take a lot of hit you otherwise wouldn't be able to (build shows Lull Atk/Def 3 because it didn't have Lull Atk/Def 3 in the skill list for some reason)
Threat. Atk/Def 3 is used because it allows hinata to buff himself and activate hugh fan's effect even if he is out of range of a teammate that can buff him allowing for more flexibility in how you move him altough this can be replaced by any other skill you see fit for the team you have him on
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Huge Fan+ (+Spd) | A | Steady Posture 3 |
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Rally Atk/Def+ | B | Lull Spd/Def 3 |
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Aether | C | Rouse Spd/Res 3 |
S | Distant Def 3 |
Groom Hinata is introduced as a green axe infantry unit, boasting a highly min-maxed stat spread along with an amazing tool of the trade: the Huge Fan+ ! Now it’s insane to think that this weapon comes to us as an inheritable skill due to the fact of it being not just amazing, but also due to it outclassing many weapons that exist within the game today. In itself it seems like it should’ve released as a prf weapon, and in all honesty I would have preferred this to add value and uniqueness to Hinata, rather than making him top tier fodder. But even if this is the case, Hinata can be made into a monster of a tank with some very insane surprises moving along the way. So I present you my Hinata build, but through in evolutionary phase, incase those that don’t have the fodder needed can start small for a really clean tanking machine, and move up over time.
Let’s start with the pre-evolutionary build, showcasing his sheer tanking potential at base level and unmerged, all the way to post, where he is fully merged and a full fledged foundation to your ramparts! With this starting build, you want:
-Weapon: Huge Fan + (Res or Def refine)
-Assist: Reposition (Swap also works)
-Special: Aether (Ignis can be used but a healer/Eir/Herons might help as teammates)
-A slot: Steady Stance 3/ Sturdy Stance 2 (If you have the fodder for it, Steady stance 4 is a great investment)
-B slot: Def\Res Link 3
-C slot: Atk Smoke 3
-Sacred Seal: Quick Riposte 3
With this build, Hinata can sustain his weapons bonus requirement with Def\Res Link, allowing for you to have some control over its uptime (although you want to make sure at least 1 ally is alive and well). Using this set (With steady stance 3 and Def refine being our controls), Hinata can reach 50 HP, 55 Atk, 27 Spd, 56 Def, and 27 Res! The Tanking potential on Hinata is no joke, and with this stats he can compete against many melee ranged units no matter the color, as well as Many slow nuking magical units as long as he doesn’t have the color disadvantage! No as a middle ground skill, if you ever stumble upon steady stance 4, things can only go up for you, as now you knock your foes special off the table!
Speaking of going up, let’s take a look at the Post merge set, as his ability to decimate in the enemy phase soars through the rough! In this set, we use:
-Weapon: Huge Fan+ (Spd refine)
-Assist: Any rally + skill /or reposition
-Special: Aether
-A slot: Steady Posture 3
-B slot: Lull Spd\Def 3 or Repel 3
-C slot: Rouse Spd\Res 3
-Sacred Seal: Distant Guard 3 (Bracing Stance 3 whenever it releases will be the better option)
Now, things are very spicy here! But they also seem... strange? There are some many skills allocating to stats that seem dead, but boy oh boy are we mistaken. Hinata is meant to be a super tank... even against those that should triumph if invested into properly. And this build shows that, hehe. Using bracing stance 3 sacred seal as our control (assuming that it is released into the game), Hinata, with this set AND at +10 merge, can reach (merge math may be alittle off, but not at all terrible) 55 HP, 62 Atk, 46 Spd, 59 Def, and 35 Res! Isn’t that insane! Not only that, but he can also run either Lull Spd\Def or Repel, allowing him to either increase his damage output while negating the follow ups of speedy foes, or just take reduced damage from slow yet hard hitting units such as mages! His Physical bulk reaches a whopping 114, whilst his magical bulk can still hit 90. Not only do these things occur, but Hinata also gets guard as well as an almost guaranteed follow up in enemy phase against many average-to-mediocre speed units, removing the fear of specials as well as the feeling of needing quick Riposte in your set! And since this is ALL happening in the enemy phase, Hinata gets a fully charged Aether to use right back at his foes with a mighty swing whilst also providing heals, maintaining his uptime! And this is achieved all thanks to well placed stats and a simple yet amazing weapon. Don’t sleep on Hinata, as he packs a hell of a punch with little to no budge!
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Inheritable by Axe users only.
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200 | 1 | 10 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Inheritable by Axe users only.
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300 | 1 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 1 ★ |
60 | A |
![]() Inheritable by all units.
Unlocks at 2 ★ |
120 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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Banners Featured In
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