Legendary Hector

Analysis by MackerelPye
Legendary Hector - Marquess of Ostia


Obtainable as a 5 only

Hero Stats

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

Stat Variations

Level 1 Stat Variation
Low 22 9 5 11 3
Middle 23 10 6 12 4
High 24 11 7 13 5

Level 40 Stat Variations
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.

Skill Sets

The Return of the OHOcult (Base Skills / All-Purpose Enemy Phase Tank)

Build by MackerelPye
Thunder Armads (+Eff) A Distant Counter
Alternate: Distant Stance
Rally Atk/Spd+
Alternate: Positional Assist
B Crafty Fighter 3
Alternate: Aether
C Ostia's Pulse II

+ATK or +DEF or +RES / -HP or -SPD

SSteady Breath
Alternate: Atk/Res Bond 3

Show Explanation/Analysis

Weapon: Thunder Armads

Assist: Rally Atk/Spd+ / Positional Assist

Special: Bonfire / Aether / Blue Flame

Passive A: Distant Counter 

Passive B: Crafty Fighter

Passive C: Ostia's Pulse II

Sacred Seal: Steady Breath / Atk/Res Bond / Atk/Def Bond / Various Stance skills

  • The meat of everything on this build pretty much relies on at least learning most of Hector's base skills and having the Steady Breath Sacred Seal or some other outsourced form of Special acceleration. Outside of changing to a better Special and filling in the Assist slot, nothing else is required to get Hector up and going.
  • At any rate, due to the nature of his two unique PRF skills, base Legendary Hector works great for a variety of modes, including general purpose content, Aether Raids Defense (where he benefits from having allies around him while providing reduced Special cooldown), and Coliseum modes (where he scores pretty nicely thanks to his outdated but solid BST while capping your score a tad more with other Fire-attuned units). 
  • Our local Marquess of Ostia already comes with many things he wants in a basic but effective enemy phase build:
    • A variety of strong effects in one weapon, including incredibly sizeable stat swings, damage reduction, and follow-up denial in Thunder Armads. These effects are in place as long as another teammate is within only three spaces' reach and the enemy initiates combat. In most cases, these are pretty much a non-conditions as Hector lacks the mobility to mobilize far from his allies and the build is attuned to wait-and-counterattack anyway
    • A way to follow up on the enemy himself while also having Special denial in Crafty Fighter. 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. 
    • A foremost famed A-slot that's almost required on every respected enemy phase melee unit wanting to dispatch ranged enemies, Distant Counter. Distant Stance is a direct upgrade of it, but it's a bit rare at the moment, and Counter will typically do everything Hector needs.
    • And last but not least, a unique C slot skill in Ostia's Pulse II which provides a shared mapwide team support effect of a +6 Def/Res bonus and, more importantly, reduced Special cooldown by -1 if their cooldown counter is full at the start of any turn. 
      • Not only does this benefit Hector by partially making up for his lack of Slaying effect (which previously burdened him with a lack of good retaliation options outside of follow-up denial), but it's also a consistent means of getting other allies closer to Special activation without relying on the one-turn wonders of Infantry Pulse and Quickened Pulse. 
      • Note that you'll have to abide by the usual Tactics conditions to make use of Ostia's Pulse II. That is, it's recommended to run a mixed movement team as the Pulse effect doesn't apply to allies if they share a movement type with more than two other units on the team. In other words, try not to run three or more units of the same movement type on your team.
  • The rest of the build merely melts down to cheap customization options.
    • For Assist recommendations, seeing as Hector's movement is limited, he benefits from the ease of escapability Pivot provides, but you can run any of the other movement Assists depending on your needs and team composition. Additionally, he can equip a high-scoring Rally of choice to increase his Coliseum scoring potential and support his allies.
      • Specifically, you'll want Rally Atk/Spd+ to avoid redundancy with Ostia's Pulse II's Def/Res bonuses. Inheriting this is easily done by getting the Annete manual from Divine Codes 2 (so we're still working under low-investment), and also gives Hector a nice side job of fully buffing up Bladetome weapons and his allies in general.
    • Switching from Hector's base Draconic Aura to Bonfire will almost always result in consistently superior Special damage as Hector's invested Defense comes out about 6-15 damage ahead in most calculations. For a reasonably timed sustain and an optimal Coliseum scoring option, Aether is accessible and tuned up with the cooldown reduction from Ostia's Pulse. Likewise, Blue Flame is a high-scoring option that shares Bonfire's lower cooldown while encouraging him to position himself near allies and consequently activate its full additional damage (25) as well as Thunder Armad's anti-follow-up effect.
    • As mentioned earlier, Steady Breath (or an outsourced form of it) is the heart of the build. Specifically, it is a self-provided, easy-equippable form of acceleration cooldown charging. This allows Hector to retaliate reliably on every counterattack with a ready Bonfire or Blue Flame, and thanks to Thunder Armad's follow-up denial, Aether is also a safer and optimally timed option (all after Ostia's Pulse II CD-1). If your cooldown acceleration effect is being outsourced (i.e. Brave Lucina's Geirskögul), you may instead run other stat-boosting Seals to further bolster Hector's damage and bulk. 
      • In case Hector is being afflicted by some Guard effect, having Breath also helps him power through with normal Special charging (that is, -1 CD as opposed to -2 per action) regardless of the delay.
  • As special mention, Special Fighter is also an alright B slot skill to consider for Special acceleration, but what it offers is basically already achieved by the significantly cheaper and overall superior Crafty Fighter + Steady Breath combo. The fact that it requires the Quick Riposte Seal to follow-up, when Crafty Fighter has a so much more forgiving activation treshould (you downgrade from a working 25% to a 70% HP condition), makes it inferior overall. 

When the Dad Jokes Come a-Boomin' (Near Save Tank)

Build by MackerelPye
Thunder Armads (+Eff) A Close Def 4
Alternate: Sturdy Stance 3
Alternate: Positional Assist
B Special Spiral 3
Alternate: Special Fighter 3
Alternate: Glimmer
C A/D Near Save 3
Alternate: D/R Near Save 3

+ATK or +DEF / -SPD or -HP

SSteady Breath
Alternate: Atk/Def Bond 3

Show Explanation/Analysis

Weapon: Thunder Armads (+Eff)

Assist: Positional Assist

Special: Ignis / Glimmer / Bonfire

Passive A:  Close Def 4 / Sturdy Stance 3 / Atk/Def Bond 4 / Atk/Def Ideal

Passive B: Special Spiral / Special Fighter / Crafty Fighter

Passive C: A/D Near Save / D/R Near Save / A/R Near Save

Sacred Seal: Steady Breath / Close Def / Atk/Def Bond / Quick Riposte

  • By far Hector's best Aether Raids build if you do not require the cooldown reduction of Ostia's Pulse. With Hector's refinery update, Thunder Armads is now a more-than-powerful enough weapon to utilize by its lonesome without needing to keep Hector tied to Ostia's Pulse II. Thus, an extremely good armor-exclusive C skill makes itself available: the Near Save line.
  • By running any of Near Save's available variants (Atk/Def, Def/Res, and Atk/Res are summonable at this time of writing), Hector can take the place of other allies near him in melee combat instead. Generally speaking, not only does this improve Hector's range by allowing him to absorb close combat within two spaces of himself, but also serves as a safety net for your less melee-abled support or ranged units. 
  • As the build superspecializes in taking on and eliminating close combat enemies, we pass up Hector's default Distant Counter for stat improvement A-slot skills. Close Def 4 is a clear choice if you're able to offer it, improving Hector's defenses versus all forms of melee, including Dragonstone. Otherwise, you may opt for the usual Atk/Def-boosting options, including Sturdy Stance 3, or Atk/Def Bond 4, Unity, or Ideal 4.  
  • Without a Slaying effect or the usual aid of Ostia's Pulse II, Hector must resort to a few wayward Special activation options. Ideally, he should be able to retaliate with a powerful Special upon retaliation to minimize losses, especially against units that may prevent a charged-up follow-up attack. 
    • One of such primary options includes running Ignis + Special Spiral + a Breath effect, which allows Hector to instantly fire off a powerful Ignis after firing off his first one. The main issue is naturally charging Hector's first Ignis up before this combination starts its cogs, but given how much bulk Thunder Armads grants as well as its follow-up prevention effect, Hector should be able to do so with smooth sailing. Special Spiral also allows Bonfire to be ready after Special Spiral and one enemy hit without additional Breath charging, which Ignis normally requires; if you believe Bonfire's powerful enough or don't have room to fit a Breath skill or support units in your team, this is a fine substitution.
    • You may also opt to run Glimmer with some sort of cooldown acceleration skill (again, Steady Breath or Special Fighter) to instantly fire off after an enemy attack — one advantage of running this in particular is having room to fit a follow-up skill like Crafty Fighter or Quick Riposte to secure kills. Though Glimmer's damage is variable based on how much existing damage Hector does, Thunder Armad's -10 Atk and Def enemy debuff does make this a nonissue the majority of the time. Ironically, these debuffs also decrease the effectiveness of the other 2 CD Specials as they are scaled off of enemy stats; avoid Moonbow and Ruptured Sky at any rate.
  • In a nutshell, optimal Special and skill combinations should be as follows:
    • Ignis + Special Spiral + Steady Breath (or outsourced substitution)
    • Bonfire + Special Spiral + Quick Riposte
    • Glimmer + Special Fighter + Quick Riposte
    • Glimmer + Steady Breath (or outsourced substitution) + Crafty Fighter

Boomin' Thunder, Black and Blue Asunder (Slow Offense Build / Alt Weapon)

Build by MackerelPye
Thunder Armads (+Eff)
Alternate: Brave Axe+
A Death Blow (3 or 4)
Alternate: Heavy Blade 4
Positional Assist B Bold Fighter 3
Alternate: Wings of Mercy 3
Alternate: Galeforce
C Ostia's Pulse II


SDeath Blow 3
Alternate: Armored Boots

Show Explanation/Analysis

Weapon: Brave Axe+ / Thunder Armads (+Eff)

Assist: Positional Assist

Special: Luna / Galeforce / Bonfire / Ignis

Passive A: Death Blow 4 / Atk/Def Ideal 4 / Heavy Blade 4 / Push or Solo versions of mentioned skills

Passive B: Bold Fighter / Wings of Mercy

Passive C: Ostia's Pulse II

Sacred Seal: Armored Boots / Blade Session / Death Blow / Heavy Blade / Armor March 

  • Ostia's Pulse II being a C slot skill than anywhere else is actually rather fortunate. Though Hector passes up on running other typical armor options such as Armor March or Armored Stride, having a consistent Quickened Pulse at the start of every turn (if Hector's Special is at full cooldown and there's only one other armored unit on his team, if any) gives him quite a variety of great Specials, alternate weapons, and B slot skills to consider for an all-out offensive build. From another perspective, view it as Hector trading his C slot for having the ability to have -1 CD (Slaying effect) and whichever additional effect he wants for his weapon. As usual, make sure your team is set up so Ostia's Pulse DOES work on Hector himself, or else you're just working with a boring but standard offensive axe armor. 
    • Translation: no need to run the boring Slaying Axe or run boring Specials like Moonbow when you've got -1 CD built into your C slot.
  • Due to the variety of options listed, it's better to dissect this into a few comprehensible flavors:
    • Slow and Bold (Thunder Armads + Bold Fighter): The best possible general gameplay build which maximizes power and survivability. As a result of first hit damage reduction and in-combat debuffs from Thunder Armads, initiations versus exceptionally high Atk enemies are softened, and Bonfire and Ignis's burst is stronger. The weapon's follow-up denial can also prove advantageous in difficult matchups combined with Bold Fighter's guaranteed double, and if Hector's forced to tank in enemy phase, he won't do a bad job at it either. Due to the single-hit nature of this weapon, Bold Fighter is definitely required here to make up for some Speed slack. Note that the in-combat enemy debuffs from Thunder Armads are achieved by 1) initiating against an enemy with over 75% HP, and 2) being near some ally within three spaces. Both are fairly easy conditions to process regardless but warrants mention.
    • Brave and Bold (Brave Axe + Bold Fighter): The rapid-fire behavior of  Braxe Axe combined with the Special acceleration of Bold Fighter allows Hector to dish out huge single-strike damage in one sitting while charging his chosen Special twice than usual. Luna, Bonfire, and Galeforce thus fire off when Brave Axe's double hits land. A generally great combination especially versus Null Follow-Up users who can otherwise stomach single hits.
    • AR-O Galeforce (Brave Axe + Wings of Mercy + Heavy Blade + Galeforce): Running Wings of Mercy on an armored unit in 2018+? Yes, how awful. Hector's ability provide cooldown acceleration to an entire Aether Raids Galeforce team while contributing in the fray himself, however, shouldn't go unnoticed. With careful targeting to account for Heavy Blade stat comparisons, Hector should have little trouble operating as most Wings of Mercy + Galeforce units do. Both Heavy Blade and Brave Axe charging Hector's Galeforce quadruply also means he generally can get it off when both hits land. If you're afraid of charging Hector's Galeforce halfway with only one hit, supporting him with Velouria or specifically reserving a Dance for him should do the trick. The presence of Wings of Mercy obviously means that strategic HP control or a dedicated Wings of Mercy beacon will be needed to make it work.
  • Death Blow is an easily acquirable A-slot skill that works directly well with increasing Hector's initiation damage. It you acquire its max version (Death Blow 4), any other alternative is honestly extra. Though, Atk/Def Ideal is notable for potentially reaching a higher stat ceiling while being easily activated by Ostia's Pulse II's Def/Res Bonus, and Heavy Blade 4 rewards high Attack comparisons for extra Special charging and true damage of 5 per hit. 
  • Utilizing Armor March or Guidance or other equivalent forms of outsourced movement support is advised so Hector doesn't have to run Armored Boots in place of some other useful Sacred Seal. If you've already got Hector's movement issues covered to your liking, running something that improves Hector's damage or combat even more will be great. 

Fast As Lightnin', Very Very Frightenin' (Aether Raids Galeforce / Full-Investment Speed)

Build by MackerelPye
Ninja Masakari+
Alternate: Springy Axe+ (+Spd)
A Flashing Blade 4
Alternate: Swift Sparrow 3
Positional Assist B Wings of Mercy 3
Alternate: Special Fighter 3
Alternate: Luna
C Ostia's Pulse II

+SPD or +ATK

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Ninja Masakari+ / Springy Axe+ (+Spd or +Atk) / Helmsman Axe+ (+Spd or +Atk) 

Assist: Positional Assist

Special: Luna / Galeforce / Dragon Fang / Sol

Passive A: Atk/Spd Ideal 4 / Swift Sparrow 3 / Life and Death / Heavy Blade 4 / Flashing Blade 4 / Push or Solo versions of mentioned skills

Passive B: Special Fighter / Wings of Mercy / Bold Fighter

Passive C: Ostia's Pulse II

Sacred Seal: Armored Boots / Atk/Spd Solo / Swift Sparrow  / Flashing Blade / Heavy Blade / Armor March 

  • No, not a joke build, and no, please keep your easy upvotes down. As you can see from the totally obtuse skill options and build name, this is not recommended to anyone but those who have or are willing to maximize Hector in every aspect of investment, including merges, dragonflowers, the proper Mythic Heroes and their blessings, etc. At any rate, think of this as a Speed-stacked version of the previous build; a couple of new objectives achieved by doing this are as follows:
    • Prioritize Flashing Blade activation on mid- to low-Speed enemies as Heavy Blade may be difficult to accomplish on Attack-creeped Heroes for Wings of Mercy + Galeforce builds. 
    • Achieve enough Speed to gain survivability by avoiding getting naturally doubled by enemies; gaining follow-ups on Hector's behalf is a bonus but not necessary especially if he already is running Bold Fighter. If he's taking up Special Fighter, though, the extra follow-up potential and avoidance is appreciated. 
  • At any rate, a lot of what has been said for the previous build applies here, and Ostia's Pulse II is still a consistent element to support other allies (especially fellow Galeforce users on Aether Raids Offense) and handily speed up Hector's Special activation for some spectacularly fancy initiation combos. For clarity's sake, some skill combinations are listed::
    • Bold Ninja (Ninja Masakari + Bold Fighter + Luna or Galeforce): Ostia's Pulse II's CD -1 in combination with Bold Fighter and Ninja Masakari's rapid hitting and charging allows either Luna or Galeforce to activate after both Masakari hits land. Speed investment also possibly helps Ninja Masakari hit four times regardless of follow-up prevention on the enemy, and sometimes Null Follow-Up users (the majority of which should fall to the first two hits anyway). 
    • Double Phase Special Fighter (Special Fighter + Luna or Sol): Any build variations of Bold Fighter can be run with Special Fighter, which similarly achieves increased Special acceleration. The difference is that this acceleration kicks in on enemy phase, allowing Luna (or Sol if you prefer longterm sustain) to instantly fire off after Ostia's Pulse on counterattack. It's generally a good idea to run this with Springy Axe for extra dual phase stability and bulk, though Masakari's instantly-ready Luna on both phases is also something to consider. Some visual examples: [Springy Axe Build] and [Masakari Build].
    • AR-O Galeforce (Wings of Mercy + Flashing or Heavy Blade + Galeforce): Same concept as the Galeforce setup described in the other build; run Wings of Mercy to reliably overcome Hector's terrible movement and go to town on an enemy you can reliably activate either Flashing or Heavy Blade on for instant Galeforce activation. With careful targeting to account for Speed stat comparisons (and he gets SURPRISINGLY darn fast with Peony or Plumeria blessing support), Hector should have little trouble getting off Flashing Blade on the right enemy units. Any weapon can be run here; Springy Axe and Helmsman Axe features stronger Speed and damage per hit, while Ninja Masakari's ability to hit twice with lesser damage per hit comes in handy frequently. An ideal Flashing Blade build and stat spread (1 Peony with +3 Atk/Spd from Gentle Dream and +5 HP/+4 Spd from her Mythic Blessing is factored in) should look like this.
    • Speedy and Bold (Springy or Helmsman Axe + Bold Fighter): A standard, general gameplay approach at Bold Fighter builds with a single-hit weapon of your choice. Springy and Helmsman Axe are notable for boosting both Hector's Attack and Speed while being refinable (meaning more bulk and either Speed or Attack), resulting in generally more stable, less initiation-intensive combat, especially versus mid-Speed Null Follow-Up users. If you foresee Hector getting counterattacked or wish to save a stronger Special for priority targets, Dragon Fang's timing works wonderfully with the accelerated charge from Bold Fighter.  
  • Hector is flexible with most high-tier A slots you can offer. Consider running an Atk/Spd swing skill in combination with the Speed offered by Ninja Masakari, Springy Axe, and Helmsman Axe. As a special note, because Ostia's Pulse II automatically grants a Def/Res bonus at the start of the turn, you pretty much can't go wrong with the Ideal skill line as its condition is fulfilled consistently by the bonus. 
  • Note that all listed Axe weapons are obtainable from the Heroic Grail shop, so you fortunately don't have to go crazy investing there as opposed to getting Bold or Special Fighter (and even Bold Fighter is easily acquirable through Divine Codes) and whichever high-investment A slot you deem fit.


Ostia's Pulse II 

Pent of Reglay bestowed much of his skills and wisdom to his fellow Marquess of Ostia, resulting in a Legendary remixed personal skill that resembles the playstyle of his fellow Count: the ability to lower the cooldown of other allies AND himself if their Special cooldown is completely uncharged. In layman's terms:

  • It's basically Time's Pulse (CD-1) for everybody on the team.
  • Everybody also gets stacked with a nice visible bonus of Def/Res +6.
  • Both effects kick in no matter where all units are on the map. 

Saying nothing of the vast possible benefits this has for the rest of your team members (but for a few quick examples, running this with Yuri also running his native Time's Pulse results in an instantly ready Luna, and already threatening units like Valentines Líf gets access to cooldown acceleration they couldn't have before), Legendary Hector now has something of a pseudo-Slaying weapon effect. This allows him to fire off higher-grade Specials with more convenient frequency after Ostia's Pulse activates, which is reminiscent to the classic Slaying weapon + Special Fighter combination that's a gold standard on other armored units. 

Though these effects are locked behind a teambuilding condition, it's pretty much no sweat at all if you've been using the Tactics skill line up to this point. For the uninitiated, this means that as long as you run a mixed movement type team with no more than two of each type (infantry, armor, flier, and cavalry), Ostia's Pulse will always reliably activate each turn.  

Thunder Armads

Legendary Hector's unique and preferred weapon offers a simple but very effective card trick: it effectively denies most enemy units the ability to hit him twice in one round despite his low Speed. Though this effect is achieved only by having an ally within three spaces, said condition is very easy to meet, especially in enemy phase where Hector is typically parked near other teammates for general safety and skill boosts. With the exception of foes with skills with automatic follow-up (i.e. Bold Fighter, Þjálfi, etc) and Null Follow-Up, Thunder Armads offers some gamebreaking follow-up manipulation on most matchups. 

Additionally, under optimal and similarly easy conditions, Thunder Armads grants 40% damage reduction against the enemy's first hit as well as a -10 Atk/Def incombat debuff against the enemy, which does well in fortifying Hector's general performance and making him competitive for modern needs. A simple but formidable refinery update indeed. 

Great Physical Performance

At the general cost of awkward Resistance and Speed—which is rarely an issue thanks to a variety of tools and skills (like the stat swings of Thunder Armads and the various benefits of the Fighter skill line) at Hector's disposal—Hector benefits from nice stat distribution, and all stats are perfectly malleable for casual and spot investment. 

Without considering all the legwork Thunder Armads already offers, Hector's base 40 Attack, in particular, is still pretty high despite being a tad crept by newer units, giving him little shortages in damage. His high base 47 HP and sufficient 38 Defense also make the majority of physical matchups comfortable as long as Hector obeys the finer points of follow-up manipulation — use Thunder Armads' follow-up denial well, and don't push it against units with auto doubles or Null Follow-Up.

Armored and Legendary Perks

Even after three generations, Hector's status as an armored unit affords him a high overall stat total and thus great (but not totally optimal) scoring potential in Coliseum modes. This coincides well with his Fire Legendary status; 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 lends himself sufficiently to the typical composition of both Offense and Defense teams thanks to Ostia's Pulse II's supportive qualities. As long as it's Fire season, he also absorbs the blessing benefits of any present Mythic allies, allowing him to pull some combative weight every now and then. Additionally, he takes great advantage of all the Fighter skills this movement class has to offer, and even comes with none other than the very optimal Crafty Fighter from his Legendary Remix.


Exploitable Resistance and Speed / Null Follow-Up

Legendary Hector's debut timing ages a bit awkwardly as he lacks some defensive luster that recently-released armored units are renowned for thanks to their high mixed bulk. Specifically, his base 26 Resistance makes him very vulnerable to heavy magic punishment. While factoring in Thunder Armad's follow-up denial and -10 Atk debuff, even that can always be overcome with Null Follow-Up or some form of automatic enemy double attack.

Unless you take up specific building decisions like running a maximum investment Speed build, Hector also makes little attempt to naturally alleviate the aforementioned problems with his also-exploitable base 23 Speed. 

Ostia's Pulse II Not As Consistent as a Slaying Weapon

Ostia's Pulse II gives Hector fancier Specials to work with, but it pretty much has the same issue with your average Time's Pulse user: the CD-1 applies ONLY at the start of every turn as opposed to a permanent cooldown discount. If Hector is taking on multiple enemies in one turn, the issue starts being obvious; for example, Bonfire can activate instantly on one counterattack after the Pulse activates (with some form of acceleration like Steady Breath), but in any combat after that, that stops being the case since it's reset at 3 (so 3 CD → 1 CD) rather than 2 (2 CD  readied 0 CD Bonfire).

Generally speaking, if you're using Hector, try to take care not the extend Hector's combat too far outside of his first battle per turn

Armored Drawbacks

A consistent headache when using him as your Fire legendary unit in Arena, Hector's one-space movement makes him very unlikely to avoid disadvantageous matchups without movement support. Brace for impact if said matchups involve a superiorly-ranged or armor-effective weapon like Studied Forblaze (and it's REALLY inconvenient that Hector shares a season with his powerful cavalry-clad daughter) or New Dawn, respectively.  

Opportunity Costs and Competition

Being a Fire legendary means that while Hector massively benefits you and similarly attuned units during Fire seasons, using him optimally involves binding him to that season only. In non-Fire seasons, he stops receiving Mythic blessing effects in Aether Raids  — something he needs in order to strengthen himself and give you better Lift gains — and cannot improve other allies' scoring in Arena-based settings. 

Additionally, a lot of recently-released axe armors, especially Brave Edelgard and Valentines Gustav, boast more optimized competitive perks thanks to stronger stats and weapons, and while Legendary Hector is certainly still very strong especially after his Legendary Remix and weapon refinery, fair differences can be seen in overall tanking and other utilities. Compared to those two aforementioned axe armors in particular, Hector lacks reliable cooldown reduction and self-sufficient movement boosts.

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 Armads

Grants 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
Available Rearmed Weapons
Arcane Þrima
Arcane Downfall
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic Aura

Boosts damage by 30% of unit's Atk.

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Distant Counter

Unit can counterattack regardless of foe's range.

Restricted to melee units.
Unlocks at 5 ★
Vengeful Fighter 1

If 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.
Vengeful Fighter 2

If 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.
Vengeful Fighter 3

If 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 ★
Ostia's Pulse

At 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 ★

Other Info

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

Banners Featured In