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Analysis by Chibi_Chu
Hugh - Worldly Mage

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
171
HP 40
ATK 38
SPD 42
DEF 27
RES 24

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 8 7 6
Middle 18 8 9 8 7
High 19 9 10 9 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 35 38 24 21
Middle 40 38 42 27 24
High 43 42 45 31 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.
HPATKSPDDEFRES

Skill Sets

Gold Rush (Player Phase Focus)

Build by Chibi_Chu
Recommended
Sell-Spell Tome A Atk/Spd Boosting A Slot
Positional Assist B Null Follow-Up 3
Alternate: Desperation 3
Moonbow
Alternate: Glimmer
C Rouse Atk/Spd 4
Alternate: Atk/Spd Menace
IVs

+Atk and/or +Spd / -HP or -Def or -Res

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Sell-Spell Tome 

Assist: Positional Assist 

Special: Moonbow / Glimmer 

Passive A: Atk/Spd Boosting A Slot

Passive B: Null Follow-Up / Desperation 

Passive C: Rouse Atk/Spd 4 / Atk/Spd Menace 

Sacred Seal: Atk/Spd Solo / Blade Session / Fury 

  • Hugh’s high base offenses lend themselves well to a straightforward, high-damage Player Phase set. With 5+ Dragonflowers and +6 visible Atk/Spd from Rouse Atk/Spd 4 or Atk/Spd Menace, Sell-Spell Tome grants an additional +13 Atk/Spd during combat, significantly boosting Hugh’s damage output.
    • While Rouse Atk/Spd 4’s Null Panic is valuable to make use of Sell-Spell Tome as consistently as possible, the positioning requirement can be difficult, so Atk/Spd Menace is chosen as an alternative. Its -6 Atk/Spd infliction on the nearest enemies within 4 spaces can aid in surviving counterattacks and performing follow-ups more consistently as well.
  • With no Special cooldown reduction or additional Special charge from Sell-Spell Tome, low-cooldown Specials such as Moonbow, Glimmer, and Ruptured Sky are best for consistent damage increases.
  • Predictably, Atk/Spd Boosting A and S Slots are most appreciated to maximize Hugh’s damage. Which one is chosen is mostly up to player preference and Skill availability, though there are special mentions:
    • Skills that deal recoil damage such as Atk/Spd Push 4 and Fury are valuable if using Desperation for Hugh’s B Slot. Desperation allows Hugh to perform a follow-up before the enemy can counterattack if his HP is ≤ 75%, so recoil damage is valuable because it can help him reach this HP threshold safely.
    • Granting +5 Atk/Spd and reversing Atk/Spd debuffs and panicked buffs during combat if an ally is within 2 spaces, Atk/Spd Unity is a fantastic choice. While Rouse Atk/Spd 4’s Null Panic makes reversing panicked buffs somewhat of a moot point, reversing visible Atk/Spd debuffs is still a great effect.
  • If not using Desperation, Null Follow-Up is a more expensive, but vital B Slot, neutralizing effects that prevent Hugh’s follow-up and guarantee the enemy’s follow-up. Effectively doubling damage dealt against enemies that would prevent his follow-up and halving damage taken against enemies with a guaranteed follow-up, Null Follow-Up is key for both offensive and defensive purposes.

Treasure Trove (Enemy Phase Focus)

Build by Chibi_Chu
Sell-Spell Tome A Close Countering A Slot
Positional Assist B Null Follow-Up 3
Noontime C Joint Drive Atk
Alternate: Pulse Smoke 3
IVs

Flexible

SAtk/Spd Solo 3
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Sell-Spell Tome

Assist: Positional Assist

Special: Noontime

Passive A: Close Countering A Slot

Passive B: Null Follow-Up

Passive C: Joint Drive Atk / Pulse Smoke / Atk Smoke / Flexible

Sacred Seal: Solo Skills / Mystic Boost

  • As Sell-Spell Tome can potentially grant +14 to all stats during combat (+7 from 5 Dragonflowers and +7 from doubled visible buffs), Hugh can become a solid Enemy Phase superunit.
  • With additional Special charge from allies such as New Year Velouria and Summer Hilda, Hugh can activate 2-cooldown Specials on his first counterattack assuming no Guard effect is active. As such, Noontime is his Special of choice, granting sustainability via healing equal to 30% of damage dealt.
  • A Slots that allow Hugh to counterattack melee units are vital, as there is typically little value to be had in receiving attacks without counterattacking. Close Reversal and Close Counter are go-to choices, with the latter also granting +5 Defense on Enemy Phase. Alternatively, Close Foil grants +5 Atk/Def on Enemy Phase at the cost of being unable to counterattack against Dragon enemies. Similar in importance, Null Follow-Up is Hugh’s B Slot of choice given the ubiquity of guaranteed follow-ups and follow-up prevention, especially in Aether Raids. 
  • Hugh’s C Slot is flexible, with Joint Drives being good choices to increase the stats of both himself and allies within 2 spaces should he be within 2 spaces of an ally. Atk Smoke and Pulse Smoke are also strong, with both increasing survivability in different ways—the former inflicts -7 Attack on enemies within 2 spaces of the target after combat, while the latter instead inflicts +1 Special cooldown to shut down pre-charged Specials.
  • Solo Skills and Mystic Boost are go-to options for superunits, with the former granting +6 to 2 stats if Hugh is not adjacent to an ally (so it still synergizes with Joint Drives) and the latter both disabling effects that target the lower of Hugh’s Defense and Resistance and healing Hugh for 6 HP after every combat.

Strengths

Excellent offenses

Hugh’s base damage output is quite impressive, owing to his great 38 Attack and fantastic 42 Speed.

Sell-Spell Tome

As a cute callback to his Gold-locked recruitment in Binding Blade, Sell-Spell Tome gets better as players invest more Dragonflowers into Hugh. If his HP is ≥ 25% at the start of combat, he gains buffs to all stats:

  • +7 if he has ≥ 5 Dragonflowers.
  • +6 if 4.
  • +5 if 3.
  • +4 if ≤ 2.

Additionally, if he has ≥ 3 Dragonflowers, he gains a Bonus Doubler effect, doubling his visible buffs during combat. Hugh can effectively become an excellent stat-stick, overwhelming enemies purely because of significant stat differences.

Infantry perks

Access to Skills such as Atk/Spd Ideal, Null Follow-Up, Lull Spd/Res, Time's Pulse, and his native Rouse Atk/Spd 4 greatly boosts Hugh’s combat consistency.

Weaknesses

Unimpressive base bulk

40 HP, 27 Defense, and 24 Resistance are shaky at best. Though his low bulk can typically be patched outside OHKO-territory by Sell-Spell Tome and his native Spd/Def Ideal, he may struggle to receive multiple hits.

Susceptible to Panic and buff neutralization

While Hugh’s base Rouse Atk/Spd 4 grants Null Panic, should positioning require him to be adjacent to an ally, he will be unable to prevent his visible buffs from being reversed by Skills such as Sudden Panic and Panic Smoke. Additionally, his buffs can simply be neutralized by Lull Skills and Dull Skills/effects rather than panicked, and there is currently no counterplay to these effects.

If Hugh’s buffs get panicked or neutralized, Sell-Spell Tome grants +7 to all stats during combat, and…that’s it.

Requires investment?

Hugh’s Sell-Spell Tome works similarly to Farina’s Hotshot Lance and Malice’s Spendy Scimitar in that their full potentials are only unlocked when players invest Dragonflowers. As Dragonflower investment is currently irreversible, some players may be wary to throw Dragonflowers Hugh’s way, especially considering the effects are rather underwhelming (compared to with 0 Dragonflowers, Sell-Spell Tome with 5 Dragonflowers only grants +3 Atk/Spd/Def/Res and a Bonus Doubler effect).

While this may seem to imply that Hugh does not necessarily need Dragonflowers to perform, he effectively becomes a generic Infantry Red Tome without them, as a personal weapon that only grants +3 base Speed and +4 Atk/Spd/Def/Res is…quite sad, really.

Weapon Skills

Weapons SP Rng. Mt.
Fire
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Elfire
Learns by default at 2 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Bolganone
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Sell-Spell Tome

Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants bonus to Atk/Spd/Def/Res during combat based on the number of times unit has been enhanced using Dragonflowers. (Five or more times grants +7, four times grants +6, three times grants +5, and two or fewer times grants +4.)  At start of combat, if unit's HP ≥ 25% and unit has been enhanced using Dragonflowers three or more times, grants further bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Moonbow

Treats foe's Def/Res as if reduced by 30% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Spd/Def Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+3 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 2 ★
60
A
Spd/Def Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+4 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 3 ★
120
A
Spd/Def Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+5 to unit during combat.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
240
A
Spd/Def Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Spd/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Spd/Def+2 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 5 ★
300
A
Rouse Atk/Spd 1

At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 2 ★
60
C
Rouse Atk/Spd 2

At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 3 ★
120
C
Rouse Atk/Spd 3

At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
C
Rouse Atk/Spd 4

At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 and【Null Panic】to unit for 1 turn. 

【Null Panic】

If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)

Excludes Armor and Flying units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: The Binding Blade

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