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Legendary Hector

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Table of Contents

Tier Rating

Analysis by accidentalgreed
Legendary Hector - Marquess of Ostia

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
174
HP 47
ATK 40
SPD 23
DEF 38
RES 26

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 22 9 5 11 3
Middle 23 10 6 12 4
High 24 11 7 13 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 44 37 20 35 22
Middle 47 40 23 38 26
High 50 44 26 41 29

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

Assets

  • +ATK: The clear choice above all others, Legendary Hector benefits even further from a superasset in his Attack. This brings said stat from an already-quite smashing base 40 to a climatic 44, improving his raw damage output rather appreciably. 
  • +DEF: Due to Thunder Armads already providing an additional 3 Defense to Hector and his resulting physical bulk after the fact, an Asset in said stat is always a second-best choice for further bolstering said bulk. Nowadays, several physical threats boast such a high degree of power and tools that this is worth considering over Hector's other conventional Asset, Attack.   

Neutral

  • RES: Hector sports pretty acceptable Resistance for an armored unit, and for one who commonly uses his native Distant Counter, preserving it as neutral rather than making it a Flaw is always crucial. It's not a bad idea to have this as an Asset either, as it directly improves his magical resilience, especially for builds more involved in the enemy phase.
  • HP: For an armored unit, Hector's HP veers on the side of "tolerable", especially considering he does not commonly used refined weapons—which would otherwise give him an additional bonus of 3 to 5 HP. Taking a Flaw here is acceptable, but hardly so as it brings his health to a rather pedestrian 44, affecting his overall ability to take multiple punishment at zero merges. 

Flaws

  • -SPD: At a base of 23 with no superasset, Legendary Hector certainly isn't winning marathons naturally. With Thunder Armads and skills such as Vengeful Fighter and Bold Fighter, Hector is already mostly covered in the follow-up department anyways. At zero merges, this is the safest category to take a Flaw in.

Skill Sets

Omnibreaker mk II (Vengeful Fighter / Budget)

Recommended
Thunder Armads A Distant Counter
Pivot
Alternate: Swap
B Vengeful Fighter 3
Aether
Alternate: Bonfire
C Ostia's Pulse
SP1815SDistant Def 3
Alternate: Atk/Res Bond 3

Show Explanation/Analysis

Preferred IV: +ATK or +DEF or +RES / -SPD

  • For an Asset, Hector has quite a few choices. Attack is a superasset and handily increases Hector's raw damage output per hit. A defensive Asset of choice alternatively improves Hector's tankability: Defense stacks well on top of the additional boost Thunder Armads also offers and makes Hector simply pristine on the physical side. Resistance never hurts, especially when taking multiple blue hits or tanking a single powerful magic attack.

  • This build is attuned to the enemy phase and relies on Vengeful Fighter for follow-up attacks, making Speed the easily desirable Flaw.

Weapon: Thunder Armads

  • In addition to providing a free handy Defense boost of three, Thunder Armads stops incoming follow-up attacks when the number of teammates near him is greater than the number of foes in two spaces. As Hector's combat takes place near-exclusively in enemy phase, this is an easy condition to fulfill as teammates will likely settle near Hector to offer him support via buffs and spurs.

  • In essence, Thunder Armads limits most enemies to only one attack per enemy phase, fortifying Hector's overall ability to tank hits and dish out massive punishment with Vengeful Fighter.

Assist: Pivot / Any high-scoring assist / Flexible

  • The Assist is ultimately up to the team and player preferences. For recommendations, seeing as Hector's movement is limited, he benefits from the ease of escapability Pivot provides. Additionally, in Arena settings, he can equip a high-scoring Rally of choice to increase his scoring potential and support his allies.

Special: Aether / Bonfire / Blue Flame

  • Aether provides a nice package deal of both great burst damage and sustain while also benefiting Hector scoring-wise in Coliseum settings. Its long cooldown is made up by Vengeful Fighter's cooldown acceleration, allowing convenient activation in saving it charged for most subsequent fights. Equally as important to note, Aether's HP restoration also helps maintain Vengeful Fighter's HP threshold. 

  • Bonfire is the most practical and easiest damaging Special to use for this build due to its cooldown of 3 and scaling off of Hector's high Defense. In most clean enemy phase matchups, Vengeful Fighter's cooldown acceleration allows Hector to activate Bonfire in one round.

  • Blue Flame sports similar activation timing to Bonfire and has perks of its own. Specifically, it deals 25 additional damage if Hector is adjacent to a teammate, which further encourages Hector to situate himself near allies and consequently activate Thunder Armad's effect. Like Aether, it also sports a superior SP cost for scoring purposes.

Passive A: Distant Counter

  • It wouldn't be a Hector build without Distant Counter, the ultimate enemy phase A slot skill Hector already accesses by default and by far. It helps counterattack and likely dispatch ranged hitters heading his way. 

Passive B: Vengeful Fighter

  • The centerpiece of the build, Hector's base Vengeful Fighter allows him to make a guaranteed follow-up attack and benefit from an accelerated cooldown charge of +1 (per his own hit) when above 50% HP.  Combined with Thunder Armads, most foes cannot make second attacks while Hector can make a deadly retaliation with two shots, making him effective at taking punishment while dishing twice of it himself. 

Passive C: Ostia's Pulse / Flexible

  • Hector's default C skill charges the special cooldown of his allies by 1, assuming said teammates fulfill the usual Tactic skill conditions (i.e. you must run a mixed team with less than three of any units belonging to a single movement type). It can lead to some deadly precharge setups on part of his allies.

  • If Ostia's Pulse isn't satisfactory for your team for any reason, Hector's C slot is otherwise flexible. 

Sacred Seal: Distant Def / Atk/Res Bond / Close Def / Warding Stance / Fierce Stance

  • To patch up Hector's ability to tank magic hits, a Resistance-boosting Sacred Seal is up for deliberation. Seals in this category include Distant Def, Atk/Res Bond, and Warding Stance, depending on your playstyle.

  • Close Def further bolsters Hector's already-solid melee durability while improving matchups against dragonstone users.

  • Fierce Stance adds a weighty +6 Attack in enemy phase, making Hector's individual non-Special hits more potent.

Caught Ya Sleepin'! (Bold Fighter)

Thunder Armads A Distant Counter
Alternate: Death Blow (3 or 4)
Swap
Alternate: Pivot
B Bold Fighter 3
Bonfire
Alternate: Blue Flame
C Ostia's Pulse
Alternate: Armor March 3
SP1785SQuick Riposte 3
Alternate: Sturdy Blow 2

Show Explanation/Analysis

Preferred IV: +ATK / -SPD or -RES

  • An Attack Asset is of utmost preference on a player phase build focused on whacking the big guys fast and hard. It notably benefits from a superasset, further improving the build's damage potential.

  • Speed is as always a safe Flaw to take, especially as Hector already achieves two ways of gaining follow-up attacks here. Resistance is a second-best choice, but avoiding this is best to preserve Hector's tolerance to magic.

Weapon: Thunder Armads

  • Legendary Hector differentiates himself from other axe armors similarly using this build with Thunder Armads, which improves this build's longevity by preventing enemy follow-up attacks under easy conditions. 

Assist: Swap / Pivot / Flexible

Special: Bonfire / Blue Flame / Galeforce

  • Due to accelerated cooldown timing provided by Bold Fighter, a Special with three cooldown best suits this build for single-round activation. Bonfire is easy to access and scales well off of Hector's naturally fantastic Defense and outdamages Draconic Aura most of the time. On the other hand, Blue Flame encourages Hector to maintain Thunder Armad's follow-up prevention condition by staying near adjacent teammates; it also has higher potential burst damage as well as superior SP cost (for Arena scoring). 

  • Galeforce is easy to use on this build due to Bold Fighter making a mere fix of the Special's cooldown of five. Against units that can retaliate, or if prior cooldown lowering is in effect (i.e. Quickened Pulse), Hector can gain an extra action and choose to pull back or assault the enemy yet again. 

Passive A: Distant Counter / Death Blow 

  • Hector's base A slot requires little tinkering as he already has the extremely handy Distant Counter at base, allowing him to retaliate in good confidence against tough ranged foes.

  • Death Blow is an odd option for those wishing to improve Hector's raw damage per hit. It is especially deadly in defense team setups where unprepared teams are unable to handle the sheer power of Bold Fighter hits. Notably, Hector can inherit both Death Blow 4 and Galeforce from the same Brave Celica.

Passive B: Bold Fighter

  • The namesake of this build allows Hector to make an automatic follow-up attack in clean conditions (i.e. units that also do not have the proper follow-up manipulation skills such as Null Follow-Up). The other key benefit of Bold Fighter is its Special cooldown acceleration on Hector's hits, allowing him to activate a 3 CD special of his choosing on most foes. The cherry on top is that it is not HP-dependant.

Passive C: Ostia's Pulse / Armor March / Flexible

  • Hector's C slot skill isn't terribly important to what this build does. Simply using Hector's default Ostia's Pulse, which provides cooldown support for the appropriately-built teams, suffices most of the time. Special mention goes to Armor March, which improves Hector's mobility and thus the range of possible targets he can attack in his vicinity, which works especially well with Galeforce. 

Sacred Seal: Quick Riposte / Sturdy Blow / Quickened Pulse

  • With Quick Riposte as the Sacred Seal, Hector is able to attack twice in both phases, making him a difficult target to cleanly attack for teams without proper countermeasures. Quick Riposte also helps Hector pulls his weight in the enemy phase if he must, even with the HP threshold in mind. 

  • Sturdy Blow further improves on Hector's raw damage per player phase hit while making initiations against tough physical enemies safer thanks to the additional in-combat Defense boost.

  • Quickened Pulse is an option for Galeforce, helping the Special's first activation to take place even on enemies that can't retaliate against Hector (in normal circumstances, only four out of five cooldown turns will be charged on ranged and Firesweep weapon units). Against teams without such units, however, it's essentially a dead skill.

Ostian Pride (Special Fighter)

Thunder Armads
Alternate: Wo Gùn+ (+Res)
A Distant Counter
Swap
Alternate: Smite
B Special Fighter 3
Aether
Alternate: Sol
C Atk Smoke 3
Alternate: Threat. Atk/Spd 3
SP1875SQuick Riposte 3

Show Explanation/Analysis

Preferred IV: +RES or +ATK or +DEF / -SPD

  • Most non-HP and non-Speed Assets will do well on this build, though Resistance is preferred above all for better magical reduction and better overall survivability, especially in Aether Raids where ranged attacks are common. 

  • Speed will be Hector's best Flaw unmerged as he is reliant on Quick Riposte to score follow-ups.

Weapon: Thunder Armads / Wo Gùn+ (Res+)

  • Thunder Armad's ability to cancel a foe's follow-up attack is as useful as ever, helping Hector steer from outright unfavorable matchups. It also gives Hector more opportunities to recover from multiple rounds of punishment if a healing Special is taken.

  • Wo Gùn provides a flat +10 damage to every Special activation, which can be extremely handy on builds utilizing Sol and Noontime—which do not have burst damage of their own. This generic weapon is also refinable, meaning Hector has can directly improve on his magic bulk by Resistance refining for 5 HP and 4 Resistance. 

Assist: Swap / Smite / Flexible

  • The usual armor recommendations apply here; due to Hector's armored movement, Swap will more often than not be beneficial. In Aether Raids, Smite can be used to test out traps and shoot allies into enemy territory safely. 

Special: Aether / Sol / Noontime / Ignis

  • The improved cooldown offered by Special Fighter, as well as said skill's reliance on Hector's HP being over 50%, makes Aether a practical option above all else. It also offers burst damage in addition to its sustain effect.

  • Sol and Noontime deal with HP recovery exclusively and are preferred for Aether Raids builds, as Hector is likely to take on mobs of enemies.

  • Ignis is the pure damage-dealing option which also benefits from Special Fighter's cooldown reduction, making Hector likely to activate it every match. This leaves Hector short on a recovery option, however.

Passive A: Distant Counter

  • Distant Counter is as always uncontested as an A slot skill, as it allows Hector to counterattack and punish ranged attackers that come after him.

Passive B: Special Fighter

  • The namesake of this build has a couple of potent properties: it provides Hector handy cooldown on both his attacks and the enemy's, while inflicting Special charge reduction on the enemy. In essence, Hector can charge certain specials more frequently than he would with other builds, while also greatly reducing the frequency of Specials that would otherwise defeat him.

Passive C: Atk Smoke / Threat. Atk/Spd 4 / Ostia's Pulse 

  • Atk Smoke is a great and cheap defensive skill that sharply reduces the Attack of surrounding foes by 7, further proliferating Hector's durability and lifespan. For Aether Raids mob battling, this is the most optimal option.

  • Threat. Atk/Spd 4 cuts both the Attack and Speed of his foe by 5 each while increasing his own by the same amount at the start of his turn. Like Atk Smoke, this serves to plummet incoming damage, and the massive Speed manipulation in particular might offer Hector some follow-up opportunities in player phase despite his low Speed.

  • Ostia's Pulse supports teammates by lowering their initial cooldown by 1 at the start of the match, assuming these same teammates fulfill the skill conditions themselves.

Sacred Seal: Quick Riposte

  • Quick Riposte is this build's only means of follow-up attacks after considering Special Fighter in the B slot. Without it, Hector will close matches less frequently and open his team to dangerous post-round skills such as Wings of Mercy or the foe's charged Special.

Introduction

Hector's Marquess form proudly made his Heroes debut in June 2018. While that time is certainly a long way off (at this time of writing) considering several significant new additions and competitive changes, Legendary Hector still confidently muscles through his enemies as soundly as he first did. It's not hard to see why even at a glance: Hector's movement-type offers distinguished privileges in higher base stats and access to the Fighter skill line, both of which he utilizes well with as much grace as his burly build allows. 

While quite a number of fellow units in Hector's same weapon/movement class can run much of what he usually does, the Marquess of Ostia has a prime differentiating quality: Thunder Armads. This exclusive and unique weapon prevents his foes from making additional follow-up attacks with an easily-achievable condition, especially in enemy phase where he will likely benefit from the support of his allies. With this effect in tow, Hector's defensive game and survivability is nothing short of solid.

Although the green axe armor pool—as well as consequential checks and counters in tough Red units and Null Follow-Up—is becoming more commonplace and crowded as the months go by, Hector's combat potential and boisterous personality are nevertheless worthy of respect. By far, he is one of the simplest-to-use, yet most dangerous, Heroes in the game.

Strengths

Armor Perks

As an armored unit, Hector boasts an increased base stat total compared to the majority of his non-armored competition in the game, allowing him to perform well competitively and score naturally well in Coliseum settings. Additionally, he takes great advantage of all the Fighter skills this movement class has to offer.

Optimized Statline

An increased base stat total is worth nothing if the stats are not distributed well, but Hector definitely avoids this issue. At the general cost of his Speed—which is rarely an issue thanks to a variety of defensive tools (like Thunder Armads) at Hector's disposal—all of his other stats are well-assigned and perfectly malleable for casual and spot investment. His Attack, in particular, is one of the highest in the game, giving him little shortages in damage.

Thunder Armads

Legendary Hector's unique and preferred weapon offers a simple but very important effect: it effectively denies most enemy units the ability to hit him twice in one round despite his low Speed. Though this effect is conditional, said condition is very easy to meet, especially in enemy phase where Hector is commonly accompanied by nearby teammates. With the exception of foes with Axebreaker, Bold Fighter, and Null Follow-Up, Thunder Armads offers some gamebreaking follow-up manipulation on most matchups. 

Legendary Perks

Hector's Legendary status offers a few advantages. In Coliseum modes, he can contribute upwards of six additional points to your scoring range on Fire seasons, assuming his accompanying team members are also conferred with the Fire blessing. In Aether Raids, he soars competitively thanks to the blessing boosts of fellow Mythic Heroes—Eir, in particular, offers a much needed +5 HP and Resistance per copy of herself. 

Ostia's Pulse

A smaller perk than the aforementioned strengths but still worth mentioning, Ostia's Pulse can lead to some handy precharge setups for Hector's teammates. This especially applies to non-Infantry units who cannot benefit from the conventionally-used Infantry Pulse.

Weaknesses

Medial Resistance

At a base Resistance of 26, Hector is rather qualified to ask for more. Despite a respectable 73 magical bulk at zero merges, Hector is susceptible to heavy punishment or outright one-round kills from powerful Resistance-hitting threats, including fully-buffed Tharja and Nino, and Sothis with skills such as Wrath or Null Follow-Up. 

Low Speed

Hector's low Speed generally isn't a problem except for instances where Thunder Armads's anti-follow-up effect cannot take place. This includes Hector not fulfilling its teammate conditions at all, or being faced with deadly enemies with counter-tactics such as Null Follow-Up and Axebreaker. Bold Fighter units can also potentially break through, but they need to have the natural five Speed advantage as Thunder Armads effectively turns this into a Speed match. 

Armor Drawbacks

Without help from outsourced support skills such as Guidance, Ground Orders, or Armor March (which potentially puts Ostia's Pulse activation at stake if used with multiple other armors), Hector is merely limited to one space for movement. This affects escapability and recovery tactics if a hard check or counter to Hector is on its way. Hector's armor status also leaves him extremely vulnerable to weapons that hit said movement-type effectively, including Thani, Dawn Suzu, and generic Armorsmashers.

Accessibility

For those concerned with the summoning aspect of this unit, Legendary Hector is limited every few months to Legendary and Mythic banners, and furthermore must share his color with other possibly undesirable five-star rarity units. Though this means he's consistently and often available, merging can be an expensive and clunky experience for those interested in a high-investment Hector.

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
Thunder ArmadsGrants Def+3. If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), foe cannot make a follow-up attack.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Distant CounterEnables unit to counterattack regardless of distance to attacker.
Restricted to melee units.
Unlocks at 5 ★
300
A
Vengeful Fighter 1If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
60
B
Vengeful Fighter 2If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
120
B
Vengeful Fighter 3If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★
240
B
Ostia's PulseAt the start of the turn 1, grants Special cooldown count-1 to all allies. Granted only if number of those allies' movement types on current team ≤ 2.
Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: The Binding Blade
Fire Emblem: The Blazing Blade

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