- Default
- Attack
- Special
- Injured




Halloween Hector - Dressed-Up Duo |
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Related Heroes
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 | |
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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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Assets
- +ATK: Like most other units, Halloween Hector benefits considerably from receiving an Attack Asset to obtain a sizeable increase to his raw damage output and overall firepower, proving useful with virtually any given set. It is also worth noting that this is also Halloween Hector’s superasset, which grants a boost of 4 points instead of 3.
- +RES: Hector’s Resistance left much to be desired. Opting for an asset in Resistance improves Hector’s survivability in general. This is especially relevant should the player want to use Halloween Hector in the enemy phase.
Neutral
- HP: As HP affects both his physical and magical sturdiness, he would rather keep it neutral than reduce it with a bane.
- DEF: Should the player wants to use Hector specifically as a melee specialist, going for a Defense Asset might not be the worst idea. For Hector to improve his versatility however, it would be ideal to consider an asset in another stat instead.
Flaws
- -SPD: Despite Speed being Halloween Hector’s superflaw as it has a penalty of 4 points instead of 3, Halloween Hector rarely has problems with Speed. This is because of Hector’s Duo Skill, which meant that it is much easier for Hector to take out the opponent in a single hit, which negates the need to prevent follow-up instead.
Skill Sets
I wonder what does this red button do? (Aether Raids Vantage)
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Conjurer Curios | A | Distant Counter |
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Smite | B | Vantage 3 |
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Miracle Alternate: Sacred Cowl |
C | Atk Smoke 3 Alternate: Savage Blow 3 |
IVs | S | Fierce Stance 3 Alternate: Heavy Blade 3 |
Preferred IV: +ATK or +RES / -SPD
- The whole objective of this build is to activate Halloween Hector’s Duo Skill, get smited by an ally and proceed to take on the whole enemy team. Due to the extra damage from the Duo Skill, Halloween Hector is very likely to take the opponent out in a single hit. Such a play style do meant two things; Halloween Hector needs to at least survive a single hit before continuing his game plan, and Speed is probably not his priority. For lower merges, going for an asset in Resistance improves the durability while an asset in Attack improves his chances of succeeding in taking opponents out in a single hit. For highly merged Halloween Hector, the durability woes would be less of an issue, which meant Attack should be the asset of choice.
Weapon: Conjurer Curios
- For this build, keeping his preferred weapon would be the most ideal, as it provides the most potential Attack for Halloween Hector. Due to Hector’s Duo Skill, the condition of opponent requiring their health to be not full is rather easy to achieve.
Assist: Pivot / Flexible
Special: Miracle / Sacred Cowl / Aegis
- Halloween Hector does not need an offensive special to finish off the opponent. Survival for this build is Hector’s main priority. Due to Hector having naturally good bulk for the most part, Hector should be able to take a couple of hits by himself. Miracle is likely a good fall-back in case of the worst case scenario that Hector needs to take more hits than usual.
- Range shield specials such as Sacred Cowl and Aegis are also worth considering. For Range shields, using special acceleration such as Heavy Blade would reduce the amount of damage dealt from range relatively consistently if Hector attacks at least once on the Player Phase.
Passive A: Distant Counter
- His default Distant Counter enable him to handle a much wider breadth of opponents than normally possible. There is little to no reason to change this skill out for this specific build.
Passive B: Vantage
- This build specifically leverages on Hector’s Duo Skill. While the usual builds for armors leverages on Special Fighter, Halloween Hector does not really need to accelerate his own specials. This is because Halloween Hector has the option to use his Duo Skill to disable opposing Infantry Pulse, which indirectly reduce the amount of damage Hector would take under normal circumstances.
- Halloween Hector’s sheer amount of stats meant that dropping into Vantage range is adequately easy. Coupled with his weapon providing even more attack, Halloween Hector should have no issues Vantage sweeping the opposing team.
- To increase the odds of such a play style, the best support for Halloween Hector is himself; running 2 Hectors allows the player to activate the Duo Skill twice, and coupling with the Aether Raids structure Duo Indulgence increases it to four times.
Passive C: Atk Smoke / Def Smoke / Savage Blow / Flexible
- Using Atk Smoke increases the likelihood to take a single hit. Pulse Smoke is likely to not be necessary for Hector, as he could prevent the bulk of the specials using a well-placed Duo Skill.
- Should a player find Halloween Hector being unable to take the opponent out in a single hit, using Def Smoke or Savage Blow to reduce the offensive thresholds will improve Halloween Hector’s performance in this aspect.
Sacred Seal: Fierce Stance / Heavy Blade
- Fierce Stance further increase Halloween Hector’s likelihood to take the opponent out in a single hit. This synergizes well with the Vantage play style stated above.
- As mentioned above, for a more defensive seal option a player might want to consider Heavy Blade. Due to his weapon, it is not difficult to activate Heavy Blade for its special acceleration. This is especially helpful as this build revolves around defensive specials, which would further improve Halloween Hector’s ability to survive by hastening charges to either shields or Miracle.
Role Model Wannabe (Pure Support)
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Geishun+ (+Res) Alternate: Kadomatsu+ (+Res) |
A | Fury (3 or 4) Alternate: Fort. Def/Res 3 |
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Smite | B | Atk/Def Link 3 Alternate: Sabotage Atk 3 |
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Glimmer | C | Panic Ploy 3 Alternate: Distant Guard 3 |
IVs | S | Chill Spd 3 Alternate: Drive Res 2 |
Preferred IV: +RES / -SPD
- This build emphasize on Halloween Hector being a support to his allies. This is applicable in both Arena and Aether Raids. The focus of selecting the IV would be to attempt to absorb Chills away from either his main unit in Aether Raids, or bonus unit in Arena. As Hector is extremely unlikely to soak a Chill SPD, going for a flaw in Speed is likely to be ideal. Rounding out Halloween Hector’s stats by opting for an asset in Resistance provides Hector with the most versatility in terms of absorbing Chill skills.
Weapon: Geishun+ (RES) / Kadomatsu+ (RES) / Conjurer Curios
- The 2 seasonal swords, Geishun and Kadomatsu provides the most support capability for a generic weapon. Geishun is better for offensive compositions such as with Vantage Sweeping allies such as Kronya, while Kadomatsu is better otherwise for tanking based strategies.
- For Arena, scoring remains the highest priority. While it usually does nothing, keeping Conjurer Curios is his only option to maintain maximum scoring.
Assist: Smite / Flexible
- For Arena, use a higher SP cost Rally to ensure maximum scoring on Halloween Hector.
Special: Glimmer / Aether
- For Aether Raids, the choice of special is largely inconsequential for a support unit. Running Glimmer is probably his best option to leverage on his high Attack by default.
- Arena-wise, Aether is chosen due to its higher SP score, which improves Arena scoring.
Passive A: Fury / Fort. Def Res 3 / Distant Counter
- As mentioned in the selection of IVs, this build focuses on being a support by absorbing chills for his allies. Fury provides the most visible stats, which meant that Halloween Hector is more likely to soak chills using this skill. Fort Def Res 3 is also a decent alternative if a player needs a higher priority in terms of soaking defensive stats.
- Budget alternatives includes Fury 3 specifically to soak chills from the main unit, and Distant Counter if Arena Scoring is a concern.
Passive B: Atk Def Link / Sabotage ATK / Chill ATK / Flexible
- Atk Def Link is likely Halloween Hector’s best option when using in a more offensive context, where Hector pushes a Vantage sweeper into the fray and providing visible buffs. Links also provides the buffs to Halloween Hector himself, allowing his stats to remain competitive enough to soak chills away from his main unit.
- For a more defensive context, debuffs such as Sabotage ATK and Chill ATK should be more helpful to increase the main unit’s odds of survival.
Passive C: Panic Ploy / Distant Guard / Flexible
- Offensive play styles would usually result in Halloween Hector staying at the back. Providing Panic Support using Panic Ploy is his best way to provide support from the back. Defensively, Halloween Hector could opt for Distant Guard or defensive Drives to stack combat buffs onto a main unit.
Sacred Seal: Chill SPD / Drive RES / Flexible
- Any seal that improves Halloween Hector’s ability to support could be used here.This includes Chills such as Chill SPD and Drives such as Drive RES. For Arena, Feints such as ATK Feint could also be considered as well.
Introduction
Halloween Hector burst into the game with not only his precious daughter, but also new mechanics that were first introduced in the FEH Channel in October 2019. In this article, we will specifically focus on how Halloween Hector’s Duo Skill could be used in the context of Aether Raids. Halloween Hector’s Duo Skill works very similarly to a Level 3 Bolt Tower in Aether Raids; it deals 20 damage to his current and adjacent columns. The main difference is that it can be done on command with the press of a button. Halloween Hector’s sheer utility could be considered phenomenal simply by merit of the Duo Skill.
There is also another property of the newly introduced mechanic; Duo Heroes are considered to have 185 Base Stat Total when calculating for modes such as Arena and Allegiance Battles. Summoning for a fully merged Halloween Hector is likely to increase your team’s score ceiling in the relevant modes.
However, as a unit, Hector is not much different from conventional Armors ; high HP, Attack and Defense, mediocre Resistance and poor Speed. The same could be said for his performance as a unit, as he did not really offer anything special to the table.He also shares the same weaknesses just like any armored units, in particular the reliance of skills such as Guidance and Armor March to mitigate their restrictive movements.
Despite the above, Halloween Hector remains an excellent unit. The issue is that his performance could be somewhat replicated by other armors, and the only unique thing about Halloween Hector is the Duo Heroes mechanic.
Strengths
High Arena Scoring
Duo Hero’s first benefit is that for arena scoring calculation, his stat total is considered 185, which is higher than all of the units in the game. This allows players who owns a highly merged Halloween Hector to score highly in modes such as Arena Assault and Allegiance Battles.
Duo Skill
Halloween Hector’s Duo Skill deals 20 damage 3 columns centred on him. Duo Skill could be activated once on a per unit basis, meaning that it is also possible to activate Duo Skills multiple times if there are multiple Duo Units on the field. In Aether Raids, this could also be combined with Duo Indulgence to further double the Duo Skill charges. The strategy flexibility of the Duo Skill could not be understated.
Excellent Attack
One of his statline’s defining aspects, Halloween Hector’s base Attack stat of 41 is one of the highest amongst all units and offers him immense offensive might. Furthermore, this stat also happens to be a four-point Asset which, when taken advantage of properly, allows him to obtain a phenomenal offensive ceiling.
Fantastic Physical Bulk
Physically, 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
Halloween Hector’s high stats all around is largely a consequence of him being an armored unit. Furthermore, Halloween Hector is also granted access to the Fighter series skill, such as Bold Fighter and Special Fighter.
Weaknesses
Armored Limitations
Just like any other Armored unit, Halloween Hector is susceptible to effective damage, and also by default could only move 1 space at a time. Specifically for Halloween Hector, the mobility woes could be an issue in normal maps such as Grand Hero Battles as there might be occasions which Halloween Hector could not reach the optimal position to activate his Duo Skill..
Poor Speed
Without any additional investment, Halloween Hector’s Speed left a lot to be desired. This meant that Halloween Hector is likely to lose a speed check and get followed up on. In particular, strong mages could exploit on his relatively weak Resistance to take Halloween Hector out on the follow up.
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Conjurer Curios | A | Distant Counter |
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Reposition | B | Vantage 3 |
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Luna | C | Threaten Def 3 |
S | Fierce Stance 3 |
Running this build on AR for a while and its pretty good. With an asset his atk is 65, and you probably can increase it even more through buffs and etc. Maybe place and bolt trap to conveniently lower his hp into vantage range once the enemy steps on it, but since I made the mistake to max the lvl of the bolt trap I have to make up by putting the healing tower also nearby Hector. Luna is also pretty good since his speed is low (22....) and he will mostly get doubled , but since he has dc he can activate luna when countering. I've seen him hit real hard (like 100+ dmg)when countering if the enemy cant ohko Hector.
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Conjurer Curios | A | Distant Counter |
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Swap | B | Vengeful Fighter 3 |
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Aether | C | Atk Smoke 3 |
S | Distant Def 3 |
+ Attack is a great boon in General and with a base attack of 64 with attack boon. It's without a doubt excellent. - speed. hector with a base of 27 speed isn't great. He'll be getting his doubles from vengeful fighter anyway so - speed is ok. Conjurer Curios is Obviously a good weapon with all stats plus 4 on odd turns. So there is no need to change that. Swap is good because H! Hector is an armored unit and he doesn't have the best mobility. Aether. This is good for the build so Hector can stay in Vengeful fighter range. distant counter is an excellent a skill for most units and Hector is no exception. Especially with +attack boon. Vengeful fighter is a fantastic B skill for Hector. Especially with - speed. Having those guaranteed doubles with suck a high attack is just perfect. Attack smoke is a good c skill because with distant defense the enemy will be dealing less damage. Distant defense is great because at a base res of 27 Hector doesn't have many options to deal with mages. adding that extra res and defense is perfect.
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Conjurer Curios | A | Distant Counter |
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Swap | B | Vantage 3 |
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Bonfire | C | Savage Blow 3 |
S | Threaten Atk 3 |
Vantage 3 allows distant counter to shine with Hector, allowing for chain kills on enemy phase regardless of hp, this works fantastic in Aether Raids, due to Hectors high attack he stand to solo a whole team,
Savage blow with duo (Hero Skill) allows for 27 or more damage on player phase, this can be swapped for armour march,
TA3 allowing lower damage and less risk of one shot, works along side vantage 3,
Swap or reposition to cover allies, allowing Vantage to proc more often when Hector is the target
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Conjurer Curios | A | Distant Counter |
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Pivot | B | Odd Follow-Up 3 |
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Bonfire | C | Odd Atk Wave 3 |
S | Savage Blow 3 |
This build is meant to make full use of Hector’s personal weapon, Conjurer Curios.
A boon in ATK will serve Hector very well. A boon in DEF is also preferable, as it can turn him into a fantastic phys tank. However, if one wants to make him a bit of a more well-rounded (albeit slightly less effective) tank, a RES boon is also acceptable. For banes, SPD is the obvious choice, as it is already a massive weakness.
The new weapon, Conjurer Curios, allows for a +4 to all stats other than HP as long as it is either an odd-numbered turn or the foe’s HP <100% at the start of the turn. This is a very powerful skill if used with the right skills.
Hector’s assist skill is relatively flexible, though movement skills are more useful to allow him to shield his allies, such as Pivot, Reposition or maybe Swap.
Hector’s A skill pick is easily Distant Counter. This skill capitalizes on his ability as a tank and allows him to be a very versatile Enemy Phase fighter. For a cheaper alternative, Fury 3 or 4 is also a good choice that adds on to the bonuses from his personal weapon.
For his B skill, Odd Follow-Up 3 is probably the best pick. This skill allows Hector yet another advantage on odd-numbered turns, and is essentially an all-breaker skill with the slight demerit of activating once every two turns. Hector’s speed is unsalvageable, and so this skill compensates for that a pretty good amount.
For his C skill, Odd Atk Wave 3 is a fantastic choice since Hector’s ATK is naturally high. This synergizes perfectly with Conjurer Curios’s odd-turn bonuses, increasing the effectiveness of that skill. If this is unavailable, Armor March 3 is also a good go-to.
Lastly, for his seal, Savage Blow 3 is a perfect choice that once again works well with Conjurer Curios, allowing Hector to easily fulfill its skill requirements even after he has used his Duo skill. Otherwise, Atk/Def bond 3 is a solid choice that capitalized on Hector’s strengths.
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Brave Sword+ | A | Death Blow 4 |
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Pivot | B | Wings of Mercy 3 |
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Moonbow | C | Goad Armor |
S | Heavy Blade 3 |
This build focuses on taking advantage of hector’s monster attack on the player phase with a brave sword. Heavy blade allows for immediate activation of your special. While moonbow is recommended, ruptured sky also works very well if you have it. Hector’s other skills are pretty flexible, but I recommend wings of mercy to help hector move around the field. You can replace goad armor with other buffs/debuffs or armor March and pivot with other skills such as reposition, draw back, etc depending on your needs.
Duo Skill
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() 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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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() 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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![]() Restricted to melee units.
Unlocks at 5 ★ |
300 | A |
![]() Only inheritable by armor units.
Unlocks at 3 ★ |
60 | B |
![]() Only inheritable by armor units.
Unlocks at 4 ★ |
120 | B |
![]() Only inheritable by armor units.
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 2 ★ |
100 | C |
![]() Only inheritable by armor units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: The Blazing Blade
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