- Default
- Attack
- Special
- Injured




Winter Hilda (Three Houses) - Holiday Layabout |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 19 | 8 | 9 | 10 | 6 |
Middle | 20 | 9 | 10 | 11 | 7 |
High | 21 | 10 | 11 | 12 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 41 | 36 | 35 | 34 | 23 |
Middle | 44 | 39 | 38 | 37 | 26 |
High | 47 | 43 | 41 | 40 | 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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Skill Sets
Fódlan Holiday (Aether Raids / Defensive Tank)
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Flowing Lance+ (+Res) Alternate: Slaying Lance+ (+Spd) |
A | Distant Counter |
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Positional Assist | B | Special Fighter 3 Alternate: Slick Fighter 3 |
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Noontime Alternate: Sol |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | +ATK or +SPD or +RES / -HP | S | Spd/Res Solo 3 Alternate: Atk/Def Solo 3 |
Weapon: Flowing Lance+ (+SPD/RES) / Slaying Lance (+SPD/RES) / Harmonic Lance (+DEF/RES) / Gilt Fork+ (+SPD/RES) / Candy Cane+ (+SPD/RES)
Assist: Positional Assist / Flexible
Special: Noontime / Sol
Passive A: Distant Counter / Fort. Def/Res / Stance Skill
Passive B: Special Fighter / Slick Fighter
Passive C: Pulse Smoke / Smoke Skills / Flexible
Sacred Seal: Spd/Res Solo / Atk/Def Solo / Swift Stance / Fierce Stance / Mirror Stance / Quick Riposte
- Winter Hilda excels at defensive play by merit of her exceptionally well-balanced statline and access to several, powerful skill options, in terms of both her B slot and weaponry. Taking her four-point +ATK IV provides a notable boost to her damage output (and somewhat improves her healing ability), but +SPD and +RES are equally worthwhile to enhance her ability to deny follow-ups or directly pad her magical resilience.
- She has several options for her weapon, depending on personal preference:
- Flowing Lance is excellent to augment both her damage and survivability, as well as break through enemy bonuses; this essentially operates as a significantly stronger Lull Atk/Def.
- Alternatively, Slaying Lance may be taken to use Specials with longer cooldowns. Both of these weapons boast great general applicability and work well, regardless of the rest of her set.
- The following are more dependent on Hilda’s specific B slot or support:
- Harmonic Lance pairs well with an OHKO-focused playstyle if using Special Fighter or providing Brave Lucina’s Geirskögul support to instantly activate Noontime on each counterattack.
- Gilt Fork is a solid substitute if Slick Fighter is unavailable to provide Hilda some immunity to debuffs, though only those targeting her Attack and Defense.
- Lastly, her base Candy Cane should only be used if equipped with Slick Fighter as its Guard effect will be redundant with Special Fighter.
- Distant Counter aids Hilda’s success at tanking damage from all enemy types through the crucial ability to counterattack regardless of range. Should you favor raw tanking ability over versatility, Fort. Def/Res or a Stance 4 skill (if not using Special or Crafty Fighter) become potential candidates.
- Special Fighter is a powerful B slot choice to hasten her Special activations without needing outside support. Pairing this with Noontime (or Sol when using Slaying Lance) allows Hilda to obtain solid sustain. However, Slick Fighter is an equally valid option to bypass the ubiquity of debuffs in Aether Raids; it also guarantees her follow-up in the Enemy Phase, allowing Hilda to focus more on her Attack and bulk over Speed.
- Smoke skills inherently go well with this defensive playstyle, with Pulse Smoke being Hilda’s C slot to delay otherwise deadly Special activations and shut down Infantry Pulse setups in AR-O. Otherwise, normal stat-debuffing Smoke skills like Atk Smoke work well too.
- Sacred Seals that enhance Hilda’s key stats are ideal here, including Spd/Res Solo, Atk/Def Solo, and Stance skills. Although her Speed is sufficiently high enough to double opponents given the adequate support / investment, Quick Riposte is a reasonable choice to break through Impact skills when using Special Fighter.
Her Bunny is Too Adorable (Player Phase Offensive)
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Slaying Lance+ (+Spd) Alternate: Flowing Lance+ (+Def) |
A | Swift Sparrow (2 or 3) Alternate: Death Blow 4 |
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Positional Assist | B | Special Fighter 3 Alternate: Bold Fighter 3 |
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Galeforce Alternate: Bonfire |
C | Armored Stride 3 Alternate: Armor March 3 |
IVs | +ATK or +SPD / -HP or -RES | S | Swift Sparrow 2 Alternate: Atk/Def Solo 3 |
Weapon: Slaying Lance (+ATK/SPD) / Flowing Lance (+SPD/DEF) / Lofty Blossoms (+SPD)
Assist: Positional Assist / Flexible
Special: Galeforce / Bonfire / Ignis
Passive A: Swift Sparrow / Death Blow / Atk/Spd Solo / Atk/Spd Push
Passive B: Special Fighter / Bold Fighter
Passive C: Armored Stride / Armor March / Smoke Skills / Flexible
Sacred Seal: Offensive Blow Skills / Quickened Pulse
- Hilda’s outstanding Attack and Speed combination (with base values of 39 and 38 respectively) alongside her Fighter skill access provides a great foundation for offensive play as well. Taking a +ATK IV is preferred if using Bold Fighter to maximize damage—otherwise, +SPD should be taken as her follow-ups won’t be guaranteed.
- Slaying Lance is a great generalist choice for consistent Special activations; this lends itself especially well for Galeforce strategies. For a pure damage focus, Flowing Lance (or Lofty Blossoms, specifically for Special Fighter sets) work well as alternatives. These can work with Galeforce as well, but require the Quickened Pulse seal to ensure its activation without requiring an enemy counterattack. Bonfire and Ignis are solid damage-based Special choices if using Galeforce isn't preferred.
- The Holiday Layabout’s A slot will largely depend on whether she is utilizing Special Fighter or Bold Fighter. If the former, skills that boost both Hilda’s Attack and Speed are ideal (i.e. Swift Sparrow, Atk/Spd Solo, etc.) but if the latter, Death Blow 4 is ideal to frontload as much damage as possible.
- Armored Stride and Armor March are both excellent to bypass Hilda’s otherwise poor mobility and allow her to more easily narrow the gap between her and her opponents. Should her mobility either not be an issue or already be addressed through outside support, Smoke skills serve as solid C slot options that improve her subsequent matchups when using Galeforce or provided refresher support.
- Given this build’s aggressive nature, Sacred Seals that supplement Hilda’s key stats during the Player Phase—namely Blow skills, such as Swift Sparrow, Death Blow, and Sturdy Blow—are ideal, though some Solo Sacred Seals like Atk/Def Solo may work as well.
Strengths
Fantastic Overall Statline
Winter Hilda’s BST of 184 is exceedingly high, rendering it entirely unsurprising that her statline is accordingly quite good. With a solid HP pool and the majority of her other stats in the high 30’s, Hilda statline leaves very little to be desired, coming packed with good damage, strong innate ability to both perform and avoid doubles, and respectable durability.
Even her lowest stat, Resistance, can barely be considered middling—and even then, it can easily be improved with support and sufficient investment. Suffice it to say, when it comes to stats, Hilda covers all her bases fairly well.
Armored Benefits
In addition to providing a substantial BST boost (which also makes her a good choice for Colosseum scoring), Hilda’s armored status enables her to equip the notoriously powerful Fighter skills; these are all incredibly useful in cementing her already admirable combat performance. She also benefits from access to class-exclusive buff support.
Extremely Versatile
Hilda’s great skill access—particularly in terms of B slot skills and weaponry—and well-rounded statline provides impressive build variety, making her incredibly malleable as she can be fine-tuned to best serve one’s preferred playstyle with relative ease.
Weaknesses
Armored Drawbacks
Although being an armored unit comes with several substantial advantages, it does weigh Hilda down with some disadvantages as well. This includes a debilitating weakness to armor-effective damage and abysmal mobility, which can altogether inhibit her ease of use. However, these weaknesses are in no way unique to Hilda as they apply to armored units as a whole and can be mitigated relatively easily through careful play.
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Candy Cane+ | A | Atk/Def Form 3 |
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Swap | B | Even Follow-Up 3 |
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Bonfire | C | Spd Smoke 3 |
S | Armor March 3 |
A rather inexpensive build; the idea is that with a +spd, spd refined Candy Cane+ and Even follow-up, we can naturally double and stop doubles with our speed. Speed smoke in the C slot also helps with this, and the Armor March seal helps with our poor 1 movement.
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Brave Lance+ | A | Atk/Def Form 3 |
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Shove | B | Even Follow-Up 3 |
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Galeforce | C | Def Smoke 3 |
S | Armored Boots |
Recommended IVs +Atk, +Def / -Spd, -HP
Basically just a Galeforce build for her, with her Even Follow Up (you also could replace it with Bold Fighter if you don't like the turn condition) and a Brave Lance, Hilda should be hitting four times in a combat round, which will accelerate Galeforce considerably. The reduction to her attack should also be relatively minimal as long as the opponent isn't too considerably tanky (both strikes of BL+ add up to more than Candy Cane+, but the loss in her raw Atk stat won't be so helpful against def tanks)
Weapon: Brave Lance+
The two hits from this weapon stack with Even Follow-Up, which is what allows Hilda to strike four times and charge her special faster. It does mean replacing Candy Cane+, but I thought this was more fun to play with, and the rest of the build doesn't work so well without it.
Assist: Shove
I didn't see reason to change it, but feel free if you want to
Special: Galeforce
Of course, it's a Galeforce centered build. I've had some success with damage based skills like Astra as well, so if you wanted to you could switch to that or Moonbow and just go wild with the special activations using this build. Although personally I think Galeforce is the better option with this kit.
A: Atk/Def Form / Flexible
I recommend keeping Atk/Def Form, it's a pretty decent skill and it'll help to further increase Hilda's physical bulk when she runs into dangerous situations in battle, while still keeping her attack up for more offensive power. But, since this is a Galeforce build, I could understand where something like Atk/Def Solo could also work, but Atk/Def Form comes with her already. So I figure, if it ain't broke don't fix it.
B: Even Follow Up / Bold Fighter
Even Follow Up is kinda the crux of this build, and it's not going to be particularly easy to activate Galeforce without the free follow up attack you get from it. But again if you really don't like the turn condition, Bold Fighter is also an option.
C: Time's Pulse / Def Smoke
Time's Pulse is the ideal skill for this build, but I couldn't find it on the list smh. Hilda can only hit four times in combat with BL and Even Follow-Up, so Time's Pulse can take care of the one extra cool down charge. If you don't have it or don't want to use it on Hilda, Def Smoke is also a good budget choice for weakening your foes before using Galeforce.
S: Armored Boots
Just for getting around the map quicker. Galeforce is a lot less effective when your unit is confined to one space movement.
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Gilt Fork+ (+Spd) | A | Distant Counter |
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Swap | B | Special Fighter 3 |
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Noontime | C | Joint Hone Atk |
S | Swift Stance 2 |
Boon: Atk/Spd/Res: while i think speed is better overall to allow her to double most enemies losing 3 speed for 4 attack from her superboon could be worth it depending on how if the speed of the common enemies she will be facing is low enough that she doubles regardless or if the extra attack is need to kill a common threat that she faces. Res can also work if you need it to survive some of the mages/ dragons she will face
Weapon: Gilt Fork: Gilt Fork has a similar effect as candy cane however since this build runs special fighter making the reduced enemy cooldown redundant gilt fork allows her to remove and atk and def penalty she might get. for the refine i chose speed to maximize the stat but other refines will work depending on which stat boost you think best helps her
Assist: Swap: this is just personal preference any assist skill that you prefer to run on her should work fine
Special: Noontime: on enemy phase with the help of special fighter she will have instant noontime on retaliation allowing for reliable sustain
A: Distant Counter: standard A skill for most enemy phase melee units however distant ward could be useful if you want to patch up her lower res or if you don't plan for her to be facing many bow or dagger units
B: Special Fighter: enables instant noontime on enemy phase while also preventing/slowing the opponents ability to use their own special
C: Joint Hone Atk: and joint hone or drive skill could work in the slot depending on which stat you want the boost for or which you have available to give her since being close to another ally is needed for her weapon's effect to activate. smoke skills are also useful primarily pulse smoke to prevent enemies with precharged specials from using them against her. armor march is another choice since she will need to be near another ally anyway and it would increase her movement however since only her or her ally would need armor march one should have it while the other has the joint skill of choice but note that if she is the one who will see combat more and you want a smoke skill armor march is better on her ally.
Seal: Swift Stance: swift stance is used for the extra speed while also patching up her res. Kestral stance can be used if you want the extra attack over res or Mirror stance can be used if you don't think you need the extra speed but want the attack and res. armor boots could be used if you want her to run without a second armor on your team or armor march can be used if you really need her and her partners c slots for other skills or for arena to maximize score
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
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200 | 1 | 10 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Lance Users Only
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300 | 1 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
Even Follow-Up 1If it is an even-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. Only inheritable by armor units.
Unlocks at 1 ★ |
60 | B |
Even Follow-Up 2If it is an even-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. Only inheritable by armor units.
Unlocks at 2 ★ |
120 | B |
Even Follow-Up 3If it is an even-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. Only inheritable by armor units.
Unlocks at 4 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Three Houses
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