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Pirate Hinoka

Analysis by StanTheWoz
Pirate Hinoka - Fair Pirate Pair

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
166
HP 40
ATK 40
SPD 40
DEF 23
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 9 3 5
Middle 18 10 10 4 6
High 19 11 11 5 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 37 37 20 20
Middle 40 40 40 23 23
High 43 44 44 27 26

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

Sky Pirate Queens (Player Phase Offense)

Build by StanTheWoz
Recommended
Mermaid Bow A Atk/Spd Push 4
Alternate: Atk/Spd Boosting A Slot
Positional Assist B S/R Far Trace 3
Alternate: Windsweep 3
Moonbow
Alternate: Deadeye
C Def/Res Rein 3
Alternate: Spd/Def Rein 3
IVs

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

SBlade Session 3

Show Explanation/Analysis

Weapon: Mermaid Bow

Assist: Positional Assist / flexible

Special: Moonbow / flexible

IVs: +Atk or +Spd / -Def or -Res or -HP

Passive A: Atk/Spd Boosting A Slot

Passive B: S/R Far Trace / Windsweep / flexible

Passive C: Def/Res Rein / flexible

Sacred Seal: Blade Session / flexible

  • Hinoka’s statline and weapon make her great at a player-phase offensive build. 
  • Mermaid Bow has a variety of effects that make it a solid weapon against armors and fliers and amazing against most blue units, striking twice against blues when she initiates, is above 25% HP, and has higher Spd than her foe. 
  • Moonbow is a good choice of Special, as its cooldown is low and its extra damage helps Hinoka against foes with high Def or Res that she might otherwise struggle to KO. Deadeye is another good option with slightly longer cooldown that ignores foe’s non-Special-based damage reduction when it activates. 
  • The ideal boon is either +Atk or +Spd, +Atk helps Hinoka defeat bulkier foes while +Spd helps her follow-up and activate her weapon condition against fast blue units. -HP, -Def, and -Res are all solid choices of bane that do not impact Hinoka’s performance much, with -Res being perhaps the best because she should rarely be taking counterattacks from magic foes, whereas there are many high-Def physical blues that can survive two strikes and counterattack. 
  • There are multiple great choices of B slot. S/R Far Trace is a solid choice that helps Hinoka double and activate her weapon condition, while also lowering her foe’s Res and thus potentially increasing her damage so long as the “targets lower of foe’s Def or Res” condition is active. A/D Far Trace may be a superior option if Hinoka is facing foes using Mystic Boost, as she is forced to target Def even if it is higher than the foe’s Res. S/D Far Trace does not exist at time of writing, and would be a similarly good option. Windsweep is also a great option that denies counterattacks from any sword, lance, axe, bow, dagger, or beast unit that has less Spd than Hinoka when she attacks. While this disables Hinoka’s ability to follow-up attack when initiating combat, avoiding counters from foes like Brave Hector is extremely useful. 
  • The C skill is flexible, with Def/Res Rein being a good option that increases Hinoka’s damage regardless of whether she’s targeting Def or Res. A different Rein like Spd/Def Rein could be used if lowering foe’s Spd is preferable, such as if she’s attacking fast blue units and would not otherwise activate Mermaid Bow’s Spd condition. 
  • The seal is flexible, with Blade Session being a great option that adds either 3, 6, or 9 Atk and Spd when Hinoka initiates combat, depending on whether there are 0, 1, or 2 or more of Hinoka’s allies present on the field who have ended their turn (and appear greyed out). Other stat-boosting seals like Atk/Spd Solo and Atk/Def Form are also good options.

Strengths

Mermaid Bow

Mermaid Bow boosts Atk, is effective against armored units in addition to the standard flying effectiveness that all bows have, and hits the lower of the foe’s Def and Res, which can easily add 10 or more damage against some units, provided this effect is not disabled by Mystic Boost or something similar. This requires Hinoka to be above 25% HP. If she also initiates combat against a blue unit and has greater Spd than her foe, she strikes twice, potentially dealing massive damage. As such, she is a strong counter to most blue units, and a decently powerful unit outside of that. 

Great Atk and Spd

Hinoka’s base 40 Atk and Spd are great and allow her to deal high damage and double many foes. 

Duo

Hinoka’s duo skill boosts the Atk and Spd of herself and any flying allies within 3 rows or columns of her by 6 while also applying the March status, allowing them to move 1 extra space. It also reduces the move of any non-flying bow, dagger, tome, or staff foes within the same area. This is a powerful effect with many possible uses - though its usage in Aether Raids is of course limited by Duo’s Hindrance if it is present. Hinoka herself can be used on an Aether Raids Defense team to activate a Duo’s Hindrance as long as she is not KO’d. 

Bow Flier

While ranged flying units do not have access to as many strong skills as some other movement types do, skills like S/R Far Trace and Def/Res Rein are still strong options, and the combination of flying movement with a ranged weapon gives Hinoka reliable movement and decent threat range. 

Weaknesses

Low Def and Res

Hinoka’s base Def and Res are both rather low at 23, rendering her vulnerable to hits from many types of units. 

Mystic Boost

The adaptive damage effect of Mermaid Bow is disabled by Mystic Boost, which is a common choice of Seal on tanks such as Brave Hector. This forces Hinoka to hit her foe's Def even if it is higher than their Res, and makes the Res-reducing effect of S/R Far Trace useless. 

Duo’s Hindrance

If using Hinoka in a Light or Astra Raiding Party in Aether Raids, her duo skill cannot be used if the enemy keep has a Duo’s Hindrance and at least one Duo or Harmonized Hero active on the map. 

Duo Skill

Grants Atk/Spd+6 to unit and flying allies within 3 rows or 3 columns centered on unit, and they can move 1 extra space. (That turn only. Does not stack.) Inflicts【Gravity】on bow, dagger, tome, and staff foes within 3 rows or 3 columns centered on unit if they are also infantry, armored, or cavalry foes. 【Gravity】 Restricts target's movement to 1 space through its next action.

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver Bow

Effective against flying units.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Mermaid Bow

Effective against flying and armored foes. Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and calculates damage using the lower of foe's Def or Res, and also, if unit initiates combat, unit's Spd > foe's Spd, and unit has weapon-triangle advantage, unit attacks twice.

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

Support Skills

Support Skills Rng. SP
Harsh Command

Converts penalties on target into bonuses.

Learns by default at 4 ★
1 150
Harsh Command+

Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.

1 400

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1

At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Spd Push 2

At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Spd Push 3

At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Push 4

At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.

Inheritable by all units.
Unlocks at 5 ★
300
A
S/R Far Trace 1

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-1 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) 

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 3 ★
60
B
S/R Far Trace 2

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-2 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 4 ★
120
B
S/R Far Trace 3

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-3 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 5 ★
240
B
Def/Res Rein 1

Inflicts Def/Res-2 on foes within 2 spaces during combat.

Flying Only
Unlocks at 1 ★
60
C
Def/Res Rein 2

Inflicts Def/Res-3 on foes within 2 spaces during combat.

Flying Only
Unlocks at 2 ★
120
C
Def/Res Rein 3

Inflicts Def/Res-4 on foes within 2 spaces during combat.

Flying Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Fates

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