- Default
- Attack
- Special
- Injured




Hector (LA) - Just Here to Fight |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 23 | 7 | 3 | 11 | 6 |
Middle | 24 | 8 | 4 | 12 | 7 |
High | 25 | 9 | 5 | 13 | 8 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Boon
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+ATK: This is easily Hector’s best boon. Not only does it increase his high attack stat further, but it's even a superboon (+4 to the stat).
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+DEF: A boon here gives Hector incredible physical resilience. Hector has one of the highest Defense stats in the game, so boosting it further plays greatly to his strengths.
Neutral
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RES: While Resistance may not be Hector's best stat, a bane can result in him taking too much damage from mages due to his low Speed causing him to get doubled constantly.
Bane
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-SPD: This is Hector's best bane; no matter what the build, Hector's Speed is too low to be reasonably useful.
- -HP: While this hurts Hector's significant bulk a bit, it has the perk of making it slightly easier for him to enter the HP threshold for Wrath (built-in to his weapon) as well as being far less detrimental than other banes.
Skill Sets
Big Daddy Hector (Mixed Phase)
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Berserk Armads | A | Distant Counter |
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Swap | B | Bold Fighter 3 |
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Ignis | C | Armor March 3 |
IVs | S | Quick Riposte 3 |
- Preferred IV: +ATK or +DEF / -SPD
- Weapon: Berserk Armads
- Assist: Swap
- Special: Ignis
- Passive A: Distant Counter
- Passive B: Bold Fighter
- Passive C: Armor March / Ward Armor / Flexible
- Sacred Seal: Quick Riposte
In attempting to follow the trend of units powercreeping themselves, Hector's seasonal incarnation simply ended up being a complete monster just like his original version. The combination of Bold Fighter and Quick Riposte seal means that Hector is capable of doubling on both phases. Bold Fighter's additional special charge means that between Bold Fighter and Quick Riposte, Hector will nearly always be able to activate Ignis on either phase. His low speed is beneficial in this regard, as getting doubled both helps charge Ignis on Enemy Phase, as well as increase the chance that he takes enough damage to enter the HP threshold to activate the built-in Wrath effect in his weapon. An Ignis activation with the +10 bonus is near Black Luna levels of carnage.
One important thing to note about Bold Fighter builds is that armor units struggle to get into range to initiate combat due to their low movement. Armor March is very important in this regard, as the increased mobility makes it significantly easier to close the distance. If unavailable, any armor buff like Ward Armor will work great. Outside of armor teams, the C slot can be replaced as needed to suit the team.
Dauntless Fighter (Defensive Tank)
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Berserk Armads | A | Distant Counter |
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Swap | B | Special Fighter 3 Alternate: Vantage 3 |
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Bonfire Alternate: Glimmer |
C | Ward Armor |
IVs | S | Quick Riposte 3 |
- Preferred IV: +ATK or +DEF / -SPD
- Weapon: Berserk Armads
- Assist: Swap
- Special: Bonfire / Glimmer / Ignis
- Passive A: Distant Counter
- Passive B: Special Fighter / Vantage / Guard
- Passive C: Ward Armor / Flexible
- Sacred Seal: Quick Riposte
This build focuses entirely on Enemy Phase by turning Hector into a powerful tank. Special Fighter drastically changes the way this build functions; if Special Fighter is unavailable, then Guard or Vantage are both acceptable options, but there will be a significant difference in the build's performance.
Thanks to Special Fighter and Berserk Armad's Special cooldown reduction, Hector can now instantly activate Bonfire on every counterattack while simultaneously preventing enemies from charging their Specials. With the Quick Riposte Seal, he can activate Bonfire twice if he gets doubled. Without Special Fighter, Hector loses the ability to activate Bonfire on every counterattack unless he switches out Distant Counter for Steady/Warding Breath; this is certainly viable, but Hector will lose his ability to easily handle ranged threats.
If not using Special Fighter, Hector should use Glimmer in order to activate his Special on every counterattack when he gets doubled. In addition, once he hits the 75% HP threshold, he can have Glimmer + Vantage + Berserk Armads' Wrath effect all prepared at once, meaning he can preemptively take out a large number of enemies before they can hit him. This also gives him a decent Player Phase once he's in the threshold, since he can initiate into an enemy with a Wrath-powered Glimmer as well. Alternatively, with the Quick Riposte seal, Hector is likely to activate Ignis every fight as a result of his abysmal speed causing him to get doubled constantly. In the rare event that he isn't doubled, then he will have Ignis active for the next fight. Guard works well if opting to use Ignis, since Hector will likely activate it every combat due to his low Speed.
Enraged General (Double Wrath Special)
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Berserk Armads | A | Distant Counter |
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Swap | B | Wrath 3 |
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Bonfire | C | Threaten Def 3 |
IVs | S | Quickened Pulse |
- Preferred IV: +ATK / -HP or -SPD
- Weapon: Berserk Armads
- Assist: Swap
- Special: Bonfire / Ignis
- Passive A: Distant Counter / Steady Breath / Warding Breath
- Passive B: Wrath 3
- Passive C: Threaten Def 3 / Ward Armor / Varies
- Sacred Seal: Quickened Pulse
This build focuses entirely on the fact that Hector has Wrath built into his weapon, and that it stacks with the B skill as well. In other words, once Hector reaches the 75% HP threshold, he will be getting -2 special cooldown at the start of each turn, as well as a whopping +20 damage to his specials.
Thanks to the -1 special cooldown on Berserk Armads, Hector can reduce Bonfire's cooldown to 2. With the Quickened Pulse seal, it will be have 1 cooldown at the start of a map, meaning that Hector only needs to get hit once to activate his special. When within the 75% HP threshold, he will have Bonfire active at the start of each turn.
An alternative is replacing Distant Counter with either Steady Breath or Warding Breath, and running Ignis instead. With the Quickened Pulse seal, Ignis will have a 2 cooldown, and will activate after Hector is hit once thanks to Steady Breath or Warding Breath. This setup loses the ability to have the special charged at the start of every turn (it will be every other turn instead), but the trade-off is that Ignis with +20 damage will kill basically everything in the game.
Introduction
Even as a seasonal variant, Hector retains his status as one of the most powerful units in the game. His powerful statline combined with his status as an armor unit (giving access to Bold Fighter, Vengeful Fighter, and armor buffs) already make him a force to be reckoned with, but his unique weapon Berserk Armads truly pushes him over the top.
Hector's massive HP, attack, and defense stats make him an incredibly effective physical tank and damage dealer. Having Wrath built-in to his weapon gives a massive boost to his damage output, especially considering that the same weapon also gives -1 special cooldown. His low speed works to his advantage, as getting doubled only makes it easier for him to charge his special.
Hector's main weaknesses are his resistance and his low mobility. However, both of these can be mitigated with proper team support. Overall, Hector is a huge powerhouse unit; he can easily fit into any team purely on the basis that he doesn't actually need any help from his team to kill everything. However, with proper team support, Hector has the potential to be an utterly unstoppable juggernaut.
Strengths
Berserk Armads
This weapon alone puts Hector on a different level than the vast majority of other units. The combination of -1 special cooldown and built-in Wrath effect means that his specials are both more potent and activate much more often, to the point that he can outright kill units that are supposed to counter him.
Armor Unit
As an armor, Hector enjoys access to the armor-exclusive skills Bold Fighter, Vengeful Fighter, and armor buffs (like Ward Armor), as well as a big boost to his BST.
Massive Attack
With 38 base attack, Hector isn't joking around when he says he's just here to fight. He even has a superboon in attack, meaning a potential +4 instead of +3. Combined with Berserk Armads' 16 Mt and the ease of activating boosted specials, Hector has unbelievably high damage output.
Massive Defense
With a +DEF boon, Hector's base 43 defense is easily one of the highest in the game. Hector is not only extremely resilient to physical damage, but he can also unleash exceptionally powerful Specials as a result of his high Defense.
Highly Versatile
Due to his weapon's effect working with nearly any build, Hector has a huge variety of setups to choose from. He can choose between being a mixed phase destroyer, an enemy phase specialist, or a utility tank; he even has a unique build in the form of the double Wrath setup, allowing him to unleash +40 damage bombs every single turn (double Wrath plus Bonfire).
Low Speed
Hector's low speed is actually quite useful: getting doubled allows him to charge specials faster, as well as allowing him to have more stats allocated to his most important ones (namely HP, attack, and defense in this case). As an armor unit, he has access to skills that allow him to easily bypass his low speed without losing any damage potential (Bold Fighter and Vengeful Fighter).
Weaknesses
Poor Mobility
Despite its strengths, being an armor unit has its disadvantages as well. Namely, poor mobility - Hector can only move one space per turn. This can be mitigated via Armor March, but even that carries the opportunity cost of taking the skill, as well as forcing positioning requirements.
Anti-Armor Weapon
As an armor unit, Hector shares a weakness to anti-armor weapons such as Armorslayer. Technically he could easily mitigate this with Svalinn Shield, but it severely limits his potential to not be able to run another skill like Distant Counter.
Low Resistance
Despite having high magical bulk (74 neutral), Hector is weak against magic damage; his low speed makes him extremely liable to getting doubled, which exacerbates the damage taken. It also makes him vulnerable to the Res-based Ploy skills.
Low Speed
While it is a strength, Hector's low speed is also a weakness. Although getting doubled is useful for charging specials, it does result in Hector taking more damage as well as charging enemy specials. This can result in him getting killed, particularly if the enemy has a very potent special (like Ayra or Zelgius).
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Berserk Armads | A | Distant Counter |
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Swap | B | Wrath 3 |
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Blue Flame | C | Threaten Def 3 |
S | Quickened Pulse |
Blessed and Possesed Love Abounds Hector
Preferred IV: +ATK / -HP or -SPD
Weapon: Berserk Armads
Assist: Swap
Special: Blue Flame
Passive A: Distant Counter
Passive B: Wrath 3
Passive C: Threaten Def 3 / Ward Armor / Armor March
Sacred Seal: Quickened Pulse
Like the Double Wrath Special Build featured above; This build focuses entirely on the fact that Hector has Wrath built into his weapon, and that it stacks with the B skill as well. But instead of running bonfire as a super, you use blue flame for a more true damage oriented build, which works against defense debuffs affecting Bonfire or Ignis. While the damage difference is a not that considerable... This helps in scenarios in which you can have a panic user on the enemy team as Blue Flame is not affected by Def debuffs but by the fact that you have an ally in an adjacent space...
Since we have the -1 special cooldown on Berserk Armads, Hector can reduce Blue Flame's cooldown by 1. And With the Quickened Pulse seal, it will be have 1 cooldown at the start of a map, so this makes Hector have a 1 hit cooldown on his special. When within the 75% HP threshold, he will have Blue Flame active at the start of each turn.
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Berserk Armads | A | Distant Counter |
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Swap | B | Vengeful Fighter 3 |
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Bonfire | C | Ward Armor |
S | Distant Def 3 |
[Merged +1]
Welcome to Fire Emblem Heroes.
This is Hector.
Hector murders things.
Enjoy your stay.
(Sadly, he's been benched from my Blazing Blade team in favour of his own Legendary self, whose Ostia's Pulse works better with Eliwood's Galeforce. He's still brutal on my armor team, though.)
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Berserk Armads | A | Distant Counter |
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Pivot | B | Vantage 3 |
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Glimmer | C | Goad Armor |
S | Atk/Def Bond 2 |
LA!Hector is a mixed phase tank, given mobility and support with LA!Lyn. Vantage and Wrath is a devastating duelist combo, and DC makes just a better duelist.
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Berserk Armads | A | Distant Counter |
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Reposition | B | Quick Riposte 3 |
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Noontime | C | Armor March 3 |
S | Distant Def 3 |
An unusual build for Vector, but it works. This is an option for those too poor for Bold Fighter, Special Fighter or double Wrath (like me). Vector's attack is generally high enough to kill the vast majority of blue, green or colorless units in enemy phase if he doubles. Using noontime helps heal Vector, and also synergizes with the effect of Berserk Armads. If Vector takes enough damage, he'll do an extra 10 damage with noontime, also translating to an additional 3 health restored. Distant Counter is obvious, it's in his base kit and is arguably the best A skill in the game. Quick Riposte gives Vector an enemy phase double, and Vector can more easily stay in that range with noontime. Armor March is good for an armor team, but is flexible depending on the team. The sacred seal can be something defensive (distant defense, close defense, atk smoke, etc.), a debuff/buff (tactics, hone/fortifies, panic ploy) or a stat booster to patch bad IVs.
Overall, while this set isn't as powerful as as his Bold Fighter or Special Fighter sets, it's an option for "less fortunate" players.
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Berserk Armads | A | Distant Counter |
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Pivot | B | Bold Fighter 3 |
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Bonfire | C | Armor March 3 |
S | Quick Riposte 3 |
The standard multi-phase build but trades a distant counter weapon and a breath for distant counter and wrath on the weapon. The stats include his weapon.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Inheritable by Axe users only.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Restricted to melee units.
Unlocks at 5 ★ |
300 | A |
![]() Only inheritable by armor units.
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60 | B |
![]() Only inheritable by armor units.
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120 | B |
![]() Only inheritable by armor units.
Unlocks at 5 ★ |
240 | B |
Other Info
Origin |
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