Analysis by StanTheWoz
Hector (LA) - Just Here to Fight


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 50
ATK 38
SPD 21
DEF 40
RES 24

Stat Variations

Level 1 Stat Variation
Low 23 7 3 11 6
Middle 24 8 4 12 7
High 25 9 5 13 8

Level 40 Stat Variations
Low 47 35 18 37 21
Middle 50 38 21 40 24
High 53 42 24 43 27

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.

Skill Sets

Absolute Unit V!Hector (Enemy Phase Heal Tank)

Build by StanTheWoz
Berserk Armads (+Eff) A Distant Counter
Swap B Special Fighter 3
Alternate: Slick Fighter 3
Alternate: Sol
C A/R Far Save 3
Alternate: Pulse Smoke 3

+Atk or +Res or +HP / -Spd

SMystic Boost 3
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Berserk Armads (+Eff)

Assist: Swap / flexible

Special: Bonfire / Sol / Glimmer

IVs: +Atk or +Res or +HP / -Spd

Passive A: Distant Counter

Passive B: Special Fighter / Slick Fighter / Crafty Fighter / Vengeful Fighter

Passive C: A/R Far Save / Pulse Smoke / Atk Smoke / flexible

Sacred Seal: Mystic Boost / Quick Riposte / Atk/Def Solo / Atk/Res Bond

  • Berserk Armads’ refine is one of a very small number of Weapons in FEH that heal a direct percentage of the user’s HP when activating a Special, 30% in this case, in addition to several other useful effects like Slaying, Wrath, and debuffing enemy Attack and Defense. This weapon allows Hector to function well as a tank. 
  • Since Berserk Armads’ healing activates when dealing damage with a special, and boosts Special damage by 10 when Hector is under 75% HP, this build seeks to activate Specials as often as possible. Bonfire can be used with some form of Special charge acceleration such as Special Fighter or support from Brave Lucina to provide a significant boost in damage from Hector’s high Defense. Sol can be used instead to provide extreme amounts of healing in combination with Berserk Armads’ healing effect, at the cost of no added power. Moonbow and Glimmer are decent alternatives to Bonfire if no Special acceleration is available. 
  • Distant Counter is necessary to counterattack ranged enemies. 
  • The choice of assist is flexible and the best option will depend on the team and context.
  • The ideal boon is either +Atk to boost Hector’s damage further and secure more one-shots, or +Res to improve his performance against magic units. +HP can also be used, as it increases Hector’s ability to survive high damage single hits, and will almost always give him an extra point of healing from Berserk Armads (depending on the precise HP value he lands at). Hector generally does not have enough Speed to follow-up, so -Spd is the best bane. 
  • Some form of guaranteed enemy-phase follow-up is highly useful for those enemies that Hector cannot one-shot. If using Special Fighter, this can be accomplished with the Quick Riposte seal. Otherwise, a B slot such as Slick Fighter or Crafty Fighter can be used. Vengeful Fighter is also an option, but generally inferior to both, as the HP threshold for activation is higher and the Special acceleration on Hector’s attacks is generally not useful.
  • A/R Far Save allows Hector to step in when any of his allies within two spaces are attacked by ranged units, which can be highly useful in some situations. Pulse Smoke is a useful C slot if used in Aether Raids offense against teams with precharged specials. Atk Smoke is a decent option to reduce enemy Attack after combat if neither of the previous options are available. 
  • Mystic Boost is a great choice of seal that provides a bit more healing and disables the Wrathful effect of staves, which Hector cannot counterattack if they are using Dazzling Staff or a similar effect. This improves his survivability against these units significantly. Otherwise, stat-boosting options are useful; Atk/Def Solo being useful if Hector generally will not be adjacent to allies when in combat, and Atk/Res Bond being useful if he will, such as when using A/R Far Save

“That’s close enough, boy.” (Near Save Bodyguard)

Build by StanTheWoz
Berserk Armads (+Eff) A Fierce Breath
Alternate: Atk/Def Unity
Swap B Slick Fighter 3
Alternate: Special Fighter 3
Alternate: Glimmer
C A/D Near Save 3
Alternate: D/R Near Save 3

+Atk or +Def / -Spd

SAtk/Def Bond 3
Alternate: Close Def 3

Show Explanation/Analysis

Weapon: Berserk Armads (+Eff)

Assist: Swap / flexible

Special: Bonfire / Glimmer

IVs: +Atk or +Def / -Spd

Passive A: Fierce Breath / Atk/Def Unity / flexible

Passive B: Slick Fighter / Special Fighter / Crafty Fighter / Vengeful Fighter

Passive C: A/D Near Save / D/R Near Save

Sacred Seal: Atk/Def Bond / Close Def / Quick Riposte

  • Hector’s high Attack and Defense, in combination with Berserk Armads, allow him to use A/D Near Save or D/R Near Save to protect teammates from being attacked by melee units. In particular, Berserk Armads’ refine allows him to deal extremely high damage with Specials while also healing himself by a reliable 30% of his max HP. 
  • Hector’s Special, A slot, and B slot should be chosen together to allow him to activate his Special on his first counterattack, after being hit once. Bonfire is a great option for damage, and can be used with Fierce Breath, or another Breath, or Special Fighter. If none of these forms of Special charge acceleration are used, Glimmer is a lower-cooldown option that doesn’t require any acceleration and still provides decent damage. Atk/Def Unity provides good power and bulk if the A slot is not used for Special acceleration. 
  • Some form of enemy-phase guaranteed follow-up also makes Hector significantly more threatening. This can be a B slot such as Slick Fighter, Crafty Fighter, or the Quick Riposte seal. Slick Fighter is somewhat of a waste if using Atk/Def Unity, since the penalty neutralization from Slick Fighter cancels out the in-combat buff from penalties in Atk/Def Unity, so Crafty Fighter is a better option in that case, with Vengeful Fighter being serviceable if neither is available.  
  • +Atk boon is ideal to maximize Hector’s power on the counterattack. +Def is also an option to increase his physical bulk and slightly increase Bonfire damage. -Spd is the best bane, as Hector’s Speed is generally not useful. 
  • The seal is chosen to maximize Hector’s power and bulk. Atk/Def Bond is a great option that will be active whenever Hector activates Near Save. Atk/Res Bond is also an option to shore up his weaker matchup against melee units that hit Res, such as dragons. Close Def gives him more bulk at the cost of no added power. Quick Riposte can be used to guarantee an enemy-phase follow-up if Hector is using Special Fighter, or used with a B slot that guarantees an enemy-phase follow-up to break through effects like Sturdy Impact.  

Just Here to Aether (Special Spiral Tank)

Build by StanTheWoz
Berserk Armads (+Eff) A Distant Counter
Alternate: Fierce Breath
Ardent Sacrifice B Special Spiral 3
Aether C A/R Far Save 3
Alternate: Joint Drive Atk

+Atk or +Res / -Spd

SQuick Riposte 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Berserk Armads (+Eff)

Assist: Ardent Sacrifice / flexible

Special: Aether

IVs: +Atk or +Res / -Spd

Passive A: Distant Counter / Fierce Breath

Passive B: Special Spiral

Passive C: A/R Far Save / flexible

Sacred Seal: Quick Riposte / Quickened Pulse

  • Hector can take advantage of Berserk Armads and Special Spiral to consistently fire off powerful Aethers that heal him by 50% of his damage dealt plus 30% of his maximum health. If he activates Aether in combat, its cooldown will be reduced by 2 after combat by Special Spiral, allowing him to get attacked once and activate Aether immediately on the counterattack, provided he has some form of Special charge acceleration. This is an incredible amount of potential damage and healing that few units can match. However, it is limited by requiring either a support unit like Brave Lucina with Geirskogul or a skill like Fierce Breath to provide Special charge acceleration. In addition, Hector will not activate Aether on his first counterattack in his first combat unless he receives two Pulses of some sort, such as from Quickened Pulse, Ostia’s Pulse, or Grandscratcher+, or from Berserk Armads when he is at or below 75% of his maximum HP at the beginning of a turn. 
  • Quick Riposte seal is highly useful to provide Hector with a guaranteed follow-up so long as he starts combat above 70% health. This makes it much easier to activate Aether in his first combat and start activating Special Spiral. Quickened Pulse is an alternative that can be used to precharge Hector’s special before his first combat, but he must receive an additional pulse from some other source to reduce Aether’s cooldown to 2 in order to activate it on his first counterattack. This can also be accomplished by attacking an enemy on player phase.
  • If Hector’s HP can be reduced to 75% or below, such as by a bolt trap or Upheaval, plus Ardent Sacrifice healing a teammate, Berserk Armads will reduce his Aether cooldown by 1 at the start of each turn. Doing this for two turns in a row will allow him to start his first combat with Aether at 2 cooldown, ready to go. Once the cooldown has been lowered adequately, Hector can be healed back to full with no loss in Special charge. 
  • The choice of C slot is flexible based on what the player has available and what type of team Hector is being used on. Save skills such as A/R Far Save or A/D Near Save are highly useful in many contexts due to allowing Hector to protect his teammates while also boosting his stats when they activate. Something like Joint Drive Atk could also be used for additional power. 
  • The best boon is either +Atk for even higher damage and more consistent one-shots, or +Res to shore up Hector’s weaker defensive stat and ensure he can survive long enough to activate Aether and heal. +HP is also an option, but Hector is generally much more threatened by magical units than physical, making it generally inferior to +Res. -Spd is the best bane, as Hector’s Speed is generally too low to be useful. 


Berserk Armads

Refined Berserk Armads is a fantastic weapon, combining multiple great effects: Special acceleration, Wrath (Specials do +10 damage when Hector is below 75% HP, and if he starts a turn below 75% HP, his Special charge is reduced by 1), debuffing enemy Attack and Defense by 5 under easy-to-meet conditions, and healing Hector by 30% of his maximum HP whenever he deals damage using a Special. This combination of effects allows Hector to deal high damage while maintaining his own HP through healing, so long as he can activate Specials. 

Great Attack

Hector’s base 38 Attack allows him to deal high damage, especially in combination with the effects of Berserk Armads. 

Great Physical Bulk

Hector’s base 50 HP and 40 Defense are fantastic and allow him to survive many physical hits. 

Access to Armor-Exclusive Skills

Armors have exclusive access to many useful skills such as Fighter and Save skills. This can allow Hector to excel in combat and perform roles that other types of units cannot. 


Armor-Effective Weaponry

Hector takes 1.5x damage from any armor-effective weapons, which are fairly common. Depending on the context in which he’s used, some of these units might threaten to OHKO Hector, particularly if they are magical or have triangle advantage. 

Poor Mobility

As an armor, Hector can only move 1 tile per turn unless under the effects of a movement-boosting skill like Armor March or Ground Orders. This can severely limit his ability to engage and disengage effectively. 

Low Speed

Hector’s base Speed of 21 is quite low, meaning he will be doubled by even moderately fast units unless he runs some type of follow-up denial or KOs the foe on his first attack. 

Low Resistance

Hector’s base Resistance of 24 is fairly low, meaning he takes heavy damage from many mages and dragons. While he is not at risk of being one-shot by most of these units, and can heal using Berserk Armads in most circumstances, magical damage may exceed his capacity for healing and he may not be able to survive through several combats. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Inheritable by Axe users only.
100 1 8
Silver Axe
Inheritable by Axe users only.
200 1 11
Berserk Armads

Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≤ 75% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.

Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Available Rearmed Weapons
Arcane Þrima
Arcane Downfall
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

Non-inheritable by Staff-wielding units.
100 3

Boosts damage dealt by 50%.

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Distant Counter

Unit can counterattack regardless of foe's range.

Restricted to melee units.
Unlocks at 5 ★
Wary Fighter 1

If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack.

Only inheritable by armor units.
Wary Fighter 2

If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack.

Only inheritable by armor units.
Wary Fighter 3

If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack.

Only inheritable by armor units.
Unlocks at 5 ★

Other Info


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