- Default
- Attack
- Special
- Injured




Hel - Death Sovereign |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 9 | 10 | 7 | 2 |
Middle | 18 | 10 | 11 | 8 | 3 |
High | 19 | 11 | 12 | 9 | 4 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 35 | 38 | 26 | 15 |
Middle | 40 | 38 | 41 | 30 | 18 |
High | 43 | 41 | 45 | 33 | 21 |
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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Skill Sets
AAAAAAAAAAAAA (Generalist)
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Hel's Reaper | A | Distant Counter Alternate: Bracing Stance 3 |
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Reposition | B | Guard Bearing 3 Alternate: Mystic Boost 3 |
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Noontime Alternate: Moonbow |
C | Inevitable Death |
IVs | +Atk or +Spd / -Res | S | Fierce Stance 3 Alternate: Swift Sparrow 2 |
Weapon: Hel's Reaper
Assist: Reposition
Special: Noontime / Moonbow
Passive A: Distant Counter / Bracing Stance
Passive B: Guard Bearing / Mystic Boost
Passive C: Inevitable Death
Sacred Seal: Fierce Stance / Swift Sparrow
- Why try to improve on perfection? Hel comes pre-built with what is basically all of her best-in-slot options for being an incredible generalist monster.
- The only significant change here is Noontime over her native Luna, which serves to heal Hel back up after she has been hit once. This is important because if her Miracle effect procs, she will heal back to above 1 HP and be ready to proc it again in the next fight, essentially rendering her unkillable in a single combat, so long as her opponent does not double her - which would be very difficult with her statline and the debuffs from Inevitable Death.
- You can also be particularly sadistic and sacrifice an Eir for Mystic Boost in Hel's B slot, which heals her after every combat. This allows her to run Moonbow as her Special and prevents her healing from being countered by an opponent's Guard effect.
- Bracing Stance is an option to make Hel significantly harder to kill, but requires a high sacrifice and removes Hel's ability to counter at a distance - which she is particularly skilled at, due to her weapon's built-in Iote's Shield.
- For a sacred seal, it really depends on what you'd like her to do. For a more offensive build, Sacred Sparrow does the trick - otherwise, Fierce Stance gives Hel additional Attack, which can make all the difference in defensive combat.
I Am Inevitable (Galeforce Frontline)
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Hel's Reaper | A | Sturdy Impact Alternate: Atk/Spd Solo (3 or 4) |
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Rally Atk/Def+ Alternate: Rally Attack |
B | Lunge |
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Galeforce | C | Inevitable Death |
IVs | +Spd / -Res | S | Heavy Blade 3 Alternate: Hardy Bearing 3 |
Weapon: Hel's Reaper
Assist: Rally Atk/Def+ / Rally Attack
Special: Galeforce
Passive A: Sturdy Impact / Atk/Spd Solo / Heavy Blade
Passive B: Lunge
Passive C: Inevitable Death
Sacred Seal: Heavy Blade / Hardy Bearing
- This set takes advantage of Hel's incredible Speed and Attack, as well as her Reaper's Slaying and Miracle effect, in order to become a frontline powerhouse in Aether Raids Defense.
- With this set, she becomes somewhat of a mixture between Seliph, who is very difficult to kill, and Eliwood, who threatens many teams with his easy Galeforce activation. While she is not quite as good at this role as either of them (due to being a Mythic, her HP pool will be much lower than a blessed Seliph and she lacks Eliwood's guaranteed Special acceleration), combining both aspects of these frontliners is sure to frustrate enemy players.
- Giving Hel a Rally skill helps to make her more unpredictable, particularly when paired with a dancer such as Legendary Azura, who can refresh Hel and grant her additional movement to attack unsuspecting player units.
- With Sturdy Impact, Hel shuts down any form of followup attack, such as Quick Riposte or Vengeful Fighter. This means that her Miracle effect will activate if attacking a physical unit, preventing her from being defeated on her opponent's only retaliation.
- Then, the fun begins. With Heavy Blade in her seal slot and her impressive Attack - bolstered by Sturdy Impact and Inevitable Death - Hel can activate Galeforce and then refresh her turn. At this point, Lunge exchanges her place with the enemy tank and allow her access to the rival player's backline.
- This also gives her tremendous synergy with allies who have Wings of Mercy in their B slot: with Hel guaranteed to survive with 1 HP or more, her allies can teleport to her and continue battering the enemy team.
Strengths
Incredible Offensive Spread
At 38 Attack and 41 Speed, Hel has an amazing offensive spread. This opens her up to a lot of different playstyles, both for a defensive mythic hero and for clearing content in general.
Inevitable Death
Hel inflicts -4 to all stats on every opponent within two spaces of her. This not only helps her, by reducing their Attack, Speed, and defensive stat for her to take advantage of, but also can be used to support her allies who can take advantage of her buffs.
Hel's Reaper
Hel's trademark weapon has seen a few upgrades since we've seen her in the story. It carries a built-in Iote's Shield, as well as attacking the Resistance of melee, bow and dagger units and attacking the Defense of mages and healers - but that's not all. Perhaps the most interesting part of this weapon is that it gives her a pseudo Miracle effect, making her very difficult to kill in a single engagement.
Also, it's Slaying. Whew.
Weaknesses
Poor Resistance
Hel's Resistance is markedly poor, and she relies on her natural Guard Bearing to save her when attacked by a mage or staff unit, as her weapon's Miracle effect does not work against them.
Not true Adaptive Damage
Instead of simply attacking the lower stat, like Annette's Crusher, Hel's Reaper attacks Resistance on all melee, dagger, and bow units and Defense on mage and staff units. While many may consider this 'close enough', it makes Hel significantly less effective against physical units with high Resistance, such as Fir, Selkie, and Leanne. Conversely, she hits the defense of bulkier mages, such as Boey.
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 | 11 |
![]() Accelerates Special trigger (cooldown count-1). Neutralizes "effective against flying" bonuses. If foe does not use magic or staff, calculates damage using foe's Res, and if unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. (Once per combat. Does not stack.) Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Downfall (+Def) |
Arcane Downfall (+Res) |
Arcane Downfall (+Atk) |
Arcane Downfall (+Spd) |
Arcane Downfall |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Unit can counterattack regardless of foe's range.
Restricted to melee units.
Unlocks at 5 ★ |
300 | A |
![]() Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Spd+5 during combat, but after combat, if unit attacked, deals 5 damage to unit.
Restricted to melee units.
Unlocks at 5 ★ |
300 | A |
![]() During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 30%. Flying Sword, Lance & Axe Only
Unlocks at 1 ★ |
60 | B |
![]() During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 40%. Flying Sword, Lance & Axe Only
Unlocks at 2 ★ |
120 | B |
![]() During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 50%. Flying Sword, Lance & Axe Only
Unlocks at 4 ★ |
240 | B |
![]() Inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces during combat.
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | C |
![]() For each foe within 4 spaces of unit, unit can move to any of the nearest spaces adjacent to that foe (unless space is impassible terrain). Inflicts Atk/Spd/Def/Res-5 on foes within 2 spaces of unit during combat. If unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem Heroes
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