- Default
- Attack
- Special
- Injured




Hostile Springs Hinoka - Relaxed Warrior |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 8 | 8 | 2 | 6 |
Middle | 16 | 9 | 9 | 3 | 7 |
High | 17 | 10 | 10 | 4 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 32 | 32 | 12 | 23 |
Middle | 38 | 35 | 35 | 16 | 26 |
High | 41 | 38 | 38 | 19 | 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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As an offensive unit Hinoka mostly prefers boosts to her Attack and Speed. An asset in either works well, with Attack being slightly preferred for her first set, and Speed for the second. Hinoka’s Resistance is decent, and because of the effect on Splashy Bucket, will help her defend against attacks from dragons. Her Defense is abysmal and can be reduced without consequence.
Assets
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+ATK: Hinoka’s best asset, and the best choice for her Ouch Pouch set. More damage is key for an offensive unit like her.
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+SPD: Her second best asset, and the best choice for her Splashy Bucket set. She’ll need Speed to get follow-up attacks on faster dragons and other quick units.
Neutral
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RES: Resistance is her redeemable defensive stat, so it should be kept neutral. An asset here will boost her Iceberg damage and make her more resilient to mages and dragons.
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HP: Because it affects her overall bulk, it should ideally be kept neutral. A flaw in her HP will reduce it by four. A merged Hinoka might prefer a HP bane, which would make it easier to get within Desperation and Brazen skill range
Flaws
- -DEF: At just base 16, Hinoka’s Defense is already irredeemable. A reduction here won’t make her any less useful since she’s likely to die to physical damage regardless. A flaw in her Defense will reduce it by four.
Skill Sets
Bathhouse Beatdown (Offensive)
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Ouch Pouch+ (+Atk) | A | Life and Death 3 Alternate: Fury 3 |
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Reposition Alternate: Draw Back |
B | Chill Def 3 Alternate: Vantage 3 |
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Draconic Aura Alternate: Glimmer |
C | Hone Fliers Alternate: Def Tactic 3 |
IVs | S | Quickened Pulse |
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Preferred Asset/Flaw: +ATK or +SPD / -DEF
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Weapon: Ouch Pouch+ (+Atk) / Ouch Pouch+ (+Spd)
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Assist: Reposition / Draw Back
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Special: Draconic Aura / Glimmer
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Passive A: Life and Death / Fury
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Passive B: Chill Def / Vantage
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Passive C: Hone Fliers / Def Tactic
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Sacred Seal: Quickened Pulse / Attack +3
Hinoka’s deadliest set sees her take an offensive role and abuse Special acceleration to attack with incredible force. This build is based around activating Draconic Aura, although she remains a force even after Ouch Pouch’s initial effect has worn off. Hinoka has the option of prioritising Attack or Speed: Attack is the better overall choice, but Speed helps more in subsequent engagements. A balance of both works just fine too. With the exception of her Assist, this set can technically be built entirely with free units (although Reposition is available on multiple three star heroes).
Ouch Pouch plus Quickened Pulse allow Hinoka to immediately gain three Special charges, readying her Draconic Aura at the start of the round. From there, she can attack with impunity to utterly devastate a unit (and potentially others close by). Glimmer also works, and if she uses it, she should opt for Attack +3 to boost her damage.
Life and Death is chosen to maximise her offensive stats. Fury is the next best choice, being easier to obtain and better defensively. Chill Def is another damage-boosting skill that gives Hinoka some team support. It’s a great choice when she’s paired up with Brave weapon users or units like Elincia. Other B slot options are sparse, although Vantage can make Hinoka a nice mage killer once she’s under the threshold.
Hone Fliers is a given, being the best C slot skill for Flier teams due to the immense stat boost it provides. If you are using her on a mixed team, Def Tactic is the best (and is the least likely stat to be needed by her). With Hone Fliers to boost the stats of her allies, she should opt for Reposition or Draw Back to support teammates after combat.
Anti-Dragon Specialist (Budget)
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Splashy Bucket+ (+Spd) | A | Fury 3 |
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Ardent Sacrifice Alternate: Draw Back |
B | Desperation 3 Alternate: Vantage 3 |
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Glimmer Alternate: Iceberg |
C | Hone Fliers Alternate: Air Orders 3 |
IVs | S | Brazen Atk/Res 3 |
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Preferred Asset/Flaw: +ATK or +SPD / -DEF
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Weapon: Splashy Bucket+ (+Spd) / Splashy Bucket+ (+Res)
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Assist: Ardent Sacrifice / Draw Back
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Special: Glimmer / Iceberg
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Passive A: Fury
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Passive B: Desperation / Vantage
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Passive C: Hone Fliers / Hone Atk / Air Orders
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Sacred Seal: Brazen Atk/Res
Using her original weapon, Hinoka can function as a nice Anti-dragon unit. Because Splashy Bucket prevents breath weapons from hitting her Defense, she can safely stack Resistance to tank their hits. Thus, this set aims to build up her Attack, Speed, and Resistance, in order to double and KO dragons.
Splashy Bucket is the core of this set, giving Hinoka effectiveness against dragons. A Speed refine is recommended over Resistance, but either works well. Ardent Sacrifice is used to get Hinoka within the health range of Brazen Atk/Res and Desperation. Once in range, Hinoka can devastate enemy teams with her boosted Attack, Speed, and Desperation.
Glimmer scales well off the boosted damage from Splashy Bucket, and is strictly the best choice as a pure anti-dragon unit. Iceberg hits deceptively hard thanks to Brazen Atk/Res and is better against units who aren’t dragons.
Fury is the choice of Skill for her A slot. It gives a nice all-around boost to her stats, and the self-damage is useful for her. It also makes her a bit stronger at full HP compared to a Brazen Skill. Vantage is an alternative to Desperation that turns Hinoka into a strong mage revenge killer, but it will make her much weaker against Distant Counter.
Again, Hone Fliers should be her chosen C slot skill. General budget choices include Hone Atk and Air Orders. She can also use Draw Back well, but this will make it harder for her to reach her HP thresholds.
Introduction
Hinoka returns with her third form, this time at the bathhouse! The relaxed warrior retains her flying mount, but this time packs a deadly dagger to assail her foes. At the time of her release, she’s the only green flying dagger unit in the game! Because of this fact, she can be considered a unit with her own unique niche within the game.
While her attire is based around novelty, her statline is anything but. 35 Attack and Speed make Hinoka an offensive monster who can stand as one of the strongest ranged attackers in the game. Although she lacks a personal weapon, there are many solid choices amongst the daggers and her base weapon is a good starter choice. Her defensive stats are nothing to write home about, and although her magical defense is decent, her physical defense is critically low.
She’s a solid unit on the whole, and can be built offensively or as a counter to specific units. Those seeking a flier with physical ranged damage need look no further, although she suffers stiff competition from colorless attackers who don’t care about the Weapon Triangle.
Strengths
Fantastic offensive stats
Hinoka’s main claim to fame comes from her great Attack and Speed, both weighing in at base 35. She hits hard and can outspeed some of the faster units in the game. Many of the units she can’t OHKO, she can get follow-up attacks on. High Attack is also what enables her deadly Ouch Pouch set.
Enjoys her status as a flier
The primary drawback of flying units is a weakness to bows, but Hinoka’s Defense is already so poor that she’ll already get OHKO’d by any properly built archers. Meanwhile she retains all the benefits of flier movement and especially flier buffs. Being the recipient of Hone Fliers makes Hinoka even more deadly.
Weaknesses
Paper-thin Defense
With just a towel for protection, Hinoka’s base defense clocks in at a measly base 16. Although her HP is quite good for a ranged unit, most common physical attackers can KO her. Getting a follow-up attack is hard for her enemies, but most can just OHKO her.
Both of her best builds have restrictions on use
Hinoka’s offensive set is much weaker after the first attack, and is very poor defensively. Meanwhile her anti-dragon set struggles to take down armor or other units with high Speed or physical defense. Additionally, it relies on achieving certain HP thresholds.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() After combat, inflicts Def/Res-3 on foe through its next action. Dagger users only.
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50 | 2 | 3 |
![]() After combat, inflicts Def/Res-3 on foe through its next action. Dagger users only.
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100 | 2 | 5 |
![]() Effective against dragon foes. Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." After combat, if unit attacked, inflicts Def/Res-5 on foes within 2 spaces of target through their next actions. Dagger users only.
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200 | 2 | 8 |
![]() Effective against dragon foes. Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target through their next actions. Learns by default at 5 ★ Dagger users only.
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300 | 2 | 12 |
Support Skills
Support Skills | Rng. | SP |
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![]() Unit moves 1 space away from target ally, who moves to unit's former position. Learns by default at 5 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is adjacent to an ally, grants Atk/Spd+3 during combat. Inheritable by all units.
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60 | A |
![]() If unit is adjacent to an ally, grants Atk/Spd+4 during combat. Inheritable by all units.
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120 | A |
![]() If unit is adjacent to an ally, grants Atk/Spd+5 during combat. Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+2 to unit and target ally or unit and targeting ally for 1 turn. Non-inheritable by Staff-wielding units.
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60 | B |
![]() If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+4 to unit and target ally or unit and targeting ally for 1 turn. Non-inheritable by Staff-wielding units.
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120 | B |
![]() If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | B |
![]() At start of turn, if unit's HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." Flying Only
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60 | C |
![]() At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." Flying Only
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120 | C |
![]() At start of turn, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." Flying Only
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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