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Hector, General of Ostia


Crux404
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Base Stats

HP: 49/52/55
ATK: 33/36/39
SPD: 21/24/28
DEF: 34/37/40

RES: 16/19/22
Recomemded IVs: SPD boon raises BST for those interested. However Hector has build options regardless of IVs (especially if well supported by other units), with ATK bane being somewhat lackluster

Unit stat explanation:

Spoiler

Hector, the General of Ostia is an Axe Armor Hero that used to be more proficient with Enemy Pashe Builds (either in Armor Emblem or Mixed teams)  due to Armads's built in Quick Riposte 2 amazing physical bulk and suprisingly decent magical treshold that now has more options with the Berserk Armads. Hector's HP serves as a mixed defensive stat, allowing him to not die in unfavorable matchups (weaker swords with Triangle Adept/Axebreaker/Armorsmasher) or Mages with high amouts of buffs (Blade users, Reinhardt with or with)- an atribute further improved in defensive tiles.
His ATK is important in order to reach certain "sweet spots", including KOing
(for example +ATK Hector deals just enough damage to kill a neutral Nino with Fury) or buffed bulky lance users such as non-Wary fighter Effie with merge advantage (without relying on specials).  SPD for Hector used to be ignored but now is used more as an defensive stat, as it can make sure he does not get doubled by slower untis such as Nowi, Fae (without a SPD Boon) or Honed Reindhardt. Its boon is  a +4, giving him +1 BST higher than usual. However, some builds do not care an thus take SPD as its bane. Hector DEF is always high enough  for Bonfire/Ignis to be an option and very effective against physical matchups in all colors, including swords Heroes (as the Wary Fighter build can use this stat very well to troll sword units even further). However, on most builds, 34 (-DEF bane) can be goo eneough enough especially with team support. Lastly, RES is an important check against merged Greens and merged Ultra-offensive blue mages, it has the most synergy with buffs from assists and Fortify/Ward skills.

 

Comparison to other Axe Armors:

vs Amelia: Great Wall vs Blooming Potential

Spoiler

(OG) Hector:  +5 HP, +2 ATK, -10 SPD (-9 with boon), +2 DEF, - 5 RES

The third armor axe, with an investable SPD as its most notable stat (and, to be fair Higher BST). Currenly the speediest axe armor (virtually nulifying the need of an wary fighter skill), her standart armor march makes her job very obvius: smash those fools. Saying which unit is better depends on the context. Amelia has the potential to be a team carrier with enough support, but while Hector sometimes only need DEF/RES buffs to be effective. 

vs Sheena: Defense Lord vs Resistance Royal

Spoiler

(OG) Hector:  +7 HP, +6 ATK (+7 with bane), -1 SPD, +1 DEF, -14 RES

Sheena's job compared to Hector be called niche, but she is the best at what she does (and what she does IS very nice). Hector has a better physical bulk but, sporting an similar defense, and higher resistance, she survives against every blue unit (taking 6 damage from Effie and surviving a Blarblade + 4/4/4/4 Lute/Delthea/Mae in neutral conditions). The Ostian General, however, has no problems killing those heroes in retaliation because of his Armads; Sheena on the other hand, wants specific weapons (Slaying or Emerald depending on how much is being invested) and an A and B skills slots; giving her little room for options.

vs Winter Chrom: Balanced Year-long vs Brash Festivities

Spoiler

(OG) Hector:  +1 HP, -4 ATK, +5 SPD (+6 with boon), + 2 DEF, -10 RES

While a neutral SPD with buffs (or a SPD boon) allows Hector to not be double be a untis with 32 SPD, SPD boon Chrom gets doubled by units with 27 SPD (before buffs/support/merges).  Including important dragons such as Nowi. However, his innate B passive is wary fighter, which combined with the high HP of most armor units makes KOing the "Santa Prince" in one round difficult. As for weapon choices, the legendary Armards give Hector extra options (such as using breakers somewhat freely) and makes him a better Enemy Phase unit; while the Gifted Leader can run Player Phase builds such as Brash/Desperation better (due to his more "mixed" defenses giving more matchups to reach the HP treshold and higher ATK).

vs Winter Lissa: Ostian Summer vs Royal Winter

Spoiler

(OG) Hector: +9 HP, +3 ATK, -6 SPD (-5 with boon or bane), +2 DEF,  -15 RES

Stat wise, Lissa is very similar to Sheena (-2 HP, +3 ATK,  +5 SPD neutral, - 1 DEF, +1 RES vs the Gra Princess); having a smallish physical bulk in exchange of higher BST and offense.  Compared to Amelia (-4 HP, -1 ATK, -4 SPD, 0 DEF, +10 RES), and 33 base, while lower,  her speed can be very respectable with a boon (and Hone armor) if you have a panic ploy user in your team with the additional option of being a Mixed defender. Against Hector himself, she can be more offensive and a blue checker.

vs Valentine Hector: Wary Armards vs Wharthful Armads

Spoiler

(OG) Hector: +2 HP, -2 ATK, +3 SPD, -3 DEF, -3 RES

Valentine Hector has a higher BST and a somewhat similar stat spread; however both can fill different niches in an arena comp. The OG Hector has 2 advantages: the 3 + SPD (with a SPD superboon) can use his speed to not get doubled by dragons and other slow powerhouses (while V!Hector can have issues to fight the likes of Nowi and Myrrh without Wary Fighter since they might proc their special) and Armads QR effect allows him to get K.O. withou relying on specials and run the "Armads" + "Wary" + "QR" set.Now he has the Berserk Armads as well, a legendary wepaon with the slaying and Wrath effects combined, which allows the original to use player phase builds almost as effectively as the seasonal variant more effectvely (completing overshadowing a "Slaying axe" build).  Lastly, the fact that OG is not seasonal makes finding merges/desirable IVs easier.

vs Halloween Henry: Muscles vs Tomes

Spoiler

(OG) Hector: +15 HP, +3 ATK, -9 SPD, +11 DEF, -17 RES

(against  Gronnowl +DEF): +13 HP, +3 ATK, -9 SPD, +8 DEF, -17 RES

(against fully stacked Gronnowl +DEF) : +13 HP, -3 ATK, -15 SPD, +2 DEF, -23 RES

The Twisted Mind and the Ostian General Hector always had completely opposite personalities, and their statlines show. Henry's Res allow him can tank multiple mages, while Hector's higher ATK and HP can run a Riposte, Vantage combo. As for skills, in most cases want to use Armads and rely on the EP (and having a very precious "free skill" in the form of the built-in QR 2), while Henry proves to be more versitiles as he can easily adapt to different weapon skills, having access to both PP (with tomes such as Gronnblade) and EP builds (with weapons like Gronnraven and Gronnowl).

vs Fallen Robin (M): Human experienced against sticks vs GOD OF VENGANCE

Spoiler

 (OG) Hector: +4 HP, -4 ATK, 0 SPD, +2 DEF, -8 RES

Grima (M) has the highest attack in the game with a legendary DC weapon and ALSO adaptative damage. He also has a higher magic bulk, making him better against blue mages; so things are do not look good for our Armored Lord. However, while those attributes make him a better user of Vengeful/Bold Fighter builds, Hector has tricks inside his armor that the Fell Dragon lacks. Because one great disavantage a Grima (M) can face are red swords (especially a certain "is-totally-Marth" free unit), and having a "free" B skill instead of an A skill means that Hector can run skills like Wary figther (which give him a relatively good matchup against swords with his "omnibreaker" set); or uncommon B skills like Guard (which can shutdown some PP untis).

vs Legendary Hector: The old unsung hero vs The Legend of the Ominibreaker

Spoiler

(OG) Hector: +5 HP, -4 ATK, +1 SPD, -1 DEF, -7 RES

Legendary Hector is IS's responde to the Ominibreaker build, offering and updated version. Having an wary fighter that does not cancel his own follow-ups (in exchange of requiring close allies) frees his B slot for other. As such, he can run, a mixed phase set relying on Thunder Armads + Distant Counter + Bold Fighter (or Special Fighter) + Quick Riposte; making him similar to Grima (not being able to target RES, but avoiding follow-ups). His Higher BST (in essence and passing some HP into RES having a higher ATK) makes him better than the OG. Additionaly, Ostian counter makes him oddly an effective supportive unit in mixed teams (especially in galesweep builds). OG's advantage is that his +1 SPD avoids doubles with a SPD boon in very specific cases, he can run panic ploy better, and he has access to  Berserk Armads (and thus, "multiple" Wraths) , which helps with one-punch builds (and skills like special fighter). And, the fact that he is not a Legendary Unit makes him easier to obtain pity-breaks or in regular banners.

vs Brave Ephraim: OG Hector 2.0

Spoiler

(OG) Hector: +6 HP, -2 ATK, -3 SPD, 0 DEF, -7 RES

Legendary Ephraim's Gram is a testament of how base Armads's effect aged well; as it offers the same reward for a different requirement (being buffed vs having high HP). Funnily enough, Both OG!H and B!Eph can run similar builds (QR+ DC+ Special fighter) to almost the same effect by giving their A or B skill, to the other one. However, L!Eph has a very similar statspread while having a higher BST. The worst offenders are the SPD and ATK difference: the first protects him in SPD checks while the second grants a gap of 5 ATK after Gram's attack is added (and he also can run Omnibreaker). Coupled with the fact that he is likely to appear in more banners and he is in a different BST range; he is likely to replace OG's in the meta. Hector can still run Berserk Armads (with Special Fighter or Special Spiral) for gimmick builds; (plus there's the potential for panic ploy use) but Renais holds the advantage.

Hector's 5* Vanilla Skills:

Spoiler

Weapon: Armads

Assist: Pavise
Special: None

A skill: Distant Counter
B skill: None
C skill: Goad Armor

 

Commom Builds- Normal Armads:

"Leaving Ostia set" (Budget Armads)

Spoiler

Recomended IVs:+ATK/-SPD (or -DEF against dragons)

Weapon: Armads

Assist: Pivot/Swap
Special: Bonfire or Ignis/Sol

A skill: Distant counter
B skill: Green tomebreaker/Cancel Affinity/ Wings of Mercy/Escape route/Guard/Special Fighter/Renewal/Vantage
C skill: Panic ploy/Goad Armor/Any other Spur or Hone

Sacred seal: Distant Def/Close Def/Heavy Blade

The most known build and most versitile build for Hector, as even its preferable IV is manly used to check Green mages. While his stats make him great agains Brave Archers and Lance users, his vanilla set, thrives in abusing that most green/bue mages statspread either choose between ATK (with sometimes SPD or RES) or DEF. Thus, he can be used as check to those classes with little investiment. Pivot or Swap can be used for repositioning from commom 3* units and can work with almost every build., especially without Armor March support.The special is determined mainly by the strategy behind its CD: damaging 3 CDs like Bonfire all but secures kills agains lances on the 4 ATK (E>H>E>H proc), Ignis can be charged to kill another units (as Bonfire can prove to be redundant), while Sol and Aether+Heavy Blade 3) can be used for sustain. Overall, 3 CD especial are better if you can kill the attacker with one attack, while 4 CD grant an edge againts tanks that double him (F!Corrin being an example).

Distant Counter is the essence of the build and cannot be changed. The B slot, however, is very versitile.
Green tomebreaker guarantees his survival against Grenn mages (Nino/Julia etc) with any IV, while Cancel Affinity reveser thematchup agains Ruby + Fury or TA build (used commonly by Olivia). As for mobility options, Wings of Mercy provide a Player Phase to speak of (and is great for defensive teams), while Escape Route can be used in conjunction with the B slot (or assist) for support when used if offensive arena. For other options, Guard avoids Special-based untis (Ayra, moonbow users);  Renewal is an "easy" splash for Tempest Trials; and Vantage can used to be used on defensive Hector for a win condition. Lastly, Hector can be an Panic Ployer (even tough he has depends on the need of the team; with Goad Armor 3 being a great budget choice in Armored Teams (as those untis have for the most part Enemy Phase Builds
The sacred should cover his most threatening oppponents (Distant for mages and Brave bows, Close for dragons and Heavy in case everything dies to him). This Hector like mostly RES boosts and SPD (to not be doubled).

"Wary General" (Armads + Wary Fighter + Quick Riposte)

Spoiler

Recommended IVs: +ATK/-SPD

Weapon: Armads

Assist: Pivot/Swap
Special: Bonfire/Glimmer/Noontime/Moonbow/Sol/Aether

A skill: Distant Counter
B skill: Wary Fighter
C skill: Panic ploy/Goad Armor/Any

Sacred seal: Quick Riposte

The newest rage among among builds since the release of the Sacred Seal. The concept is to keep Hector's follow-up on counters while avoiding the opponents follow-ups, essecially functioning as a "All-Breaker" (as long as Hector is above 70 %HP).While having a smilar role (EP checker) to the vanilla build (and a similar budget), this build can improve drastically Hector's performance against non-axebreaker swords (tough it does not allow him to KO) and Green/Blue Dragons. Because this builds changes order (E>H >H), 2 CD Specials are more favored with in 1v1 situations; with Glimer providing more damage, Noontime for sustain and Moonbow for Red tanky untis; but higher CD skills can be used otherwise.  However it is important to note that this build is more strict (having 4 "forced skills" aside from taking hold of the Quick Riposte seal) and a healing special (inclunding "higher ones" such as Sol or Aether) or a healer might be necessary as Hector becomes almost useless when under 70% HP. This Hector likes Defensive buffs even more in other to stay in HP range.

Expensive builds- Normal Armads:

"Slaying-flavored Vengance" (Slaying Axe + Vengeful Figther)- Not recommended

Spoiler

Recomended IVs: +ATK/-DEF (2 CD special) or -SPD (4 or 5 CD special)

Weapon: Slaying Axe (+RES/SPD or ATK)

Assist: Pivot/Swap
Special: Glimmer/Noontime/Ignis/Aether

A skill: Distant Coutner
B skill: Vengeful Fighter/Wrath/Special Fighter
C skill: Panic ploy/Amor March

Sacred seal: Distant Defense/ Close Defense/ Quickend Pulse/Armored Boots

A build very similar to Sheena's. It could be used on Hector but now its mostly in the past. It stil can be used (more so if one lacks the divine due), but its only draw is the refinement enchantments stat increases (for example, a SPD+ Hector with the speed enchantment reaches 30 SPD). Its crux is to give up or Armads's Quick Riposte 2 for the lesser CD, with the refined option revolving around the most needed stat (RES against Rein/speddy mages, SPD against Dragons...). Since Slaying Axe reduces specials by one, 2 CD Specials (for healing or damage) will trigger on the first counter (E>H proc), and Vengeful Figther will chage 4 CDs for the next combat (E>H charges after attacking). You can even have 5 CD specials with a SPD bane as Vengeful fighter will charge it in safe matchups such as Ephraim (E>H>E>H procs even Aether or charges Galeforce). This build can be perfermoed on other Armored Axes (as Sheena has more RES and W!Chrom has more ATK). This build is somewhat more flexible than the "Wary General" because a free seal provides unusual options both for Hector and his team, such as using Armor March and Quickend Pulse to kill one unit suprisingly quickly. Also, it gives the option of running another assist (such as dual buffs)- or choosing to run Panic Ploy (and the proper defense seal) to make sure Hector lives while the attacker dies. You can also use the slaying axe combine with Wrath's effect (after baiting a blue unit) to always have your special. Amored boots can also be an option should you choose not to run Armor March (as it can be a hard skill to find), as it frees the slot for a Panic Ploy.

"Multi-flavored Vengance" (Refined Axes + Vengeful Figther)

Spoiler

Recommended IVs: + ATK/-SPD or -RES

Weapon: Silver/Carrot/Melon Crusher/Handbell/Sack o'Gifts (+ RES/ SPD or ATK)/ Emerald Axe+

Assist: Pivot/Swap
Special: Bonfire or Ignis/ Sol/Astra if -SPD (or against speedy oponents)

A skill: Distant Coutner
B skill: Vengeful Fighter/ Special Fighter
C skill: Panic Ploy/Goad Armor/Any

Sacred seal: Distant/Close Heavy Blade
Other variants of the Slaying Axe+ variant grant less sustained damage (or healing) make Hector more "tuned" to what  what your team needs. Emerald is great against blue, Carrot has innate sustain, Melon Crusher gives Fury 2 on full HP (being the most offesive option, while Silver gives more atack if HP is not Full) and Handbell/Sack o'Gift increase your defenses even further. Sheena can use those variants as well (Emerald making her almost invincible blue). Since the low DEF can be mitigated with refinement and being double is less of an issue due to the extra stats (DEF is prefered as refinement gives more). Specials are similar to standard build (3 or 4 CD), with Astra added in in case the lower ATK makes it necessary with TA advantage.

Other options:

"Strong, Tough and Green" (Brave+ Brash assault)

Spoiler

Recommended IVs: +ATK/-SPD

Weapon: Brave Axe+

Assist: Rally/Reciprocal Aid
Special: Bonfire/Blazing/Ignis/Galeforce

A skill: Death Blow/Brazen ATK/DEF
B skill: Desperation
C skill: Armor March (or someone else with Guidance)

Sacred seal: Brash Assault

In essence, Arden but Green. Tough this Berserk Armads is a more general option for offesinve builds, this build has the advatage of bypassing the now dreaded guard skill. However, it is recommended only in Armor Emblem (or with a buddy with Guidance) as it is a Player Phase oriented build on a meele unit with one movement, is based around Hector's high ATK (and his ability to survive one attack). ATK boon give him more damage, and since thhe brave weapon makes his SPD 19 (neutral), he is already doubled by everything; and thus is not hurt by a bane. Death blow and Brazen attack are virtually a personal preference (Deathblow being more versitile and Brazen optimized), Desperation and Brash assault are core. For specials, 3 CD will proc when attacking in Desperation range, 4 CD damaging ones (including "Blazing" skills) can be charged the opponent and the unleashe in the next and Galeforce can proc after the first time you get  (as Hectors gets one or two charges from being attacked). This build is also run by W!Chrom, while he has more attack, W!Chrom is a seasonal unti (which might make him harder to get, especially with ideals IVs).

"Mixed Tatics" (Distant Coutner+ Bold Figther)

Spoiler

Recommended IVs: +ATK/-SPD

Weapon: Armads/Slayng Axe+

Assist: Rally of Choice
Special: Bonfire/Sol/Ignis/Aether/Galeforce....

A skill: Distant Counter
B skill: Bold Fighter
C skill: Armor March/Panic Ploy (or Guidance)

Sacred seal: Distant Defense/ Close Defense/Quick Riposte/Armored Boots

A somewhat balanced build, and more expensive build, which gives Hector a very Strong Player Phase even if one does not enchant the Armads. The addition of Bold Fighter to the kit makes Hector offensive potential shine by giving up only his B slot (which is "covered" by Armads or a Quick Riposte seal).  This build used to work best best in Armor Emblem Teams or teams with Guidance , as it requires initiation, however the Armored Boots seal allows this build to be run with greater ease. Specials from most (other than 2) work with this build, and Slaying axe can make it even more easy to proc skills. Again, most Armored units can run this build, and the preference can according to wha untis are available, what counter need to be checked...

Commom Builds- Berserk Armads:

"Returning to Ostia set" (Budget Berserk Armads)

Spoiler

Recommended IVs: + ATK/-SPD

Weapon: Berserk Armads

Assist: Pivot/Swap
Special: Glimer or Moonbow/ Bonfire if using a QP seal

A skill: Distant Coutner
B skill: Wary Fighter/Vantage
C skill: Panic Ploy/Goad Armor/Any

Sacred seal: Quickend Pulse/Distant or Close defense/ Heavy Blade

In essense, this is the Hector Running the LA!Hector's skillset, which is besead around the idea of avoid follow-ups while dealing the most damage in one hit in return.The only real investments is the Divine dew necessary for the Armads. Additionaly, while Wary fighter and vantage are mostly infeiror to the other "fighter" skills, it still is a very cheap way to catch people offguard in arena. wary figther makes killing hector difficult withou specialised skills, and vantage + B!Armads' warth can put the opponent in a nasty checkmate. The QP seal is recommended mainly in offense teams since it allows the use of bonfire to finish the first opponent.

 

Exepnsive Builds- Berserk Armads:

"Oswin's Lesson" (Vengeful fighter + Berserk Armads)

Spoiler

Recommended IVs: + ATK (offesive focus) or SPD (defensive focus)/- SPD (offesive focus) or HP (defensive focus)

Weapon: Berserk Armads

Assist: Pivot/Swap
Special:  Bonfire/Ignis/Aether

A skill: Distant Counter or Defence or Stance skill of choice
B skill:  Vengeful fighter/ Berserk Armads
C skill: Panic Ploy/Goad Armor/Any

Sacred seal: Distant or Close defense

Since the option to replace QR 2 for the slaying + "warth" combo, the skill vengeful fighter became more desired for Hector. This build has the closest playstyle to the Armads!Hector, making several skills that would be desirable there interesting here as well. In therm of skills, there is one main choice here: either investing in dealing the maximun amount of damage with vengeful fighter (relying on an ATK+ and bonfire, which will trigger after each attack if they attack Hector) or having the maximum bulk possible. In some cases (as in you want a Hector in high arena scores to face other meele units), you might want to remove DC for a stance or defense skill according to what Hector is meant to face. IV wise, SPD is an odd stat in this build, as its main porpouse is now to only avoid follow-up attacks from slower attackers, thus a boon can improving such matchups.

"Just here to fight" (Bold fighter + Berserk Armads)

Spoiler

Recommended IVs: + ATK/-SPD (or DEF)

Weapon: Berserk Armads

Assist: Pivot/Swap/Dual Rally
Special:Aether/Ignis (with QP)

A skill: Distant Counter/Steady Breath/Warding Breath/Death blow
B skill: Bold Fighter
C skill: Armor March/ Threaten DEF

Sacred seal: Armor March/Quickend pulse/Quick Riposte/Heavy Blade

An offensive armor build that replaces the brave weapon for the B!Armads CD reduction and special damage reliant on the amazing synergy between B!Armads and CD reducing skill (as both reduce the number of attacks to trigger a special and B!Armads deals damage each time its activated). One of the advantages over the brave weapons is the lower reliance on regular attacks (making getting a special on the face more difficult). Most of the options are simply based on how much you would like to focus on the player phase. For example, one can use threaten def (and armored boots) instead of armor march if they do do not have acess to it, and can choose a breath skill + quick riposte (or QP with ignis) instead of distant counter for a deadly meele machine.  For IVs, SPD bane can be take since Hector should try to initiate and most units can't takes two attacks + special, however - DEF can be taken in face of tankier dragons like Myrhh who are difficult to take down if they get a fortify.

"Warth of Durban" (Dual Warth Armads Special Galore)

Spoiler

Recommended IVs: + ATK/-HP

Weapon: Berserk Armads

Assist: Pivot/Swap
Special: Bonfire

A skill: Distant Counter/ Deathblow/Breath of choice or Heavy blade (if using aether)
B skill: Wrath/Special Fighter
C skill: Threaten Defense/Armor March/Panic Ploy

Sacred seal: Quickend Pulse/Armored boots

A build whose main use is to use the B!Armads as a Nameless Blade+ and Bonfire as the special because, as long as Hector stays with <75, he will have a - 3CD (since the B! Armads and wrath CD reduction stack), making the special aways trigger (with additional  20+ damage). For passives, his Distant counter does not shine as much, since the build is very focoused on the player phase and can be replace by other skill (like deathblow for DPS) or a breath skill or Heavy blade to allow usage of aether; and you can choose using either armor mach or armored boots (or a guidance buddy) for mobility. Lastly, for sacred seal, the choice is either de CD reduction or mobility in the beggining. Keep in mind, however, that this build is very "selfish", being most effective when allies' skill as Hector's own favor Hector himself.

 

Other information:

Alternative skills:

Spoiler

Armads vs Refined Axes: This is a choice between Stats and your B slot.  While Armads is cheaper (as Hector already has it), its main benefit is to allow B skills to stack. However the Stat+ skills (Fury; A/B+, Brazen..) are all A skills and thus compete with the all too important Distant counter for E. phase builds. Since those are mainly stat-checkers, it can be interesting to look in those whay to raise the Ostian General's SPD, RES or sometimes ATK.

Guard: It can be somewhat useful in the place of Wary Fighter in order to avoid proc charging. As Hector cannot chase very well, the enemy can theoretically charge it's special on Hector if he fails to counter-KO, be repositioned and then unleash on the unsuspecting opponent next turn.

Escape Route/ Wings of Mercy: Mobility can be a problem for Hector in offensive mixed teams, for crippling his ability to support other units with a possible C skills, and in defensive teams for making him slower than the others. Escape route can allow Hector to reposition after baiting an enemy and Wings of Mercy can still catch people off guard in defensive teams and replace the need for Armor March buff or guidance in the Player Phase (by having a unit proc it).

Pivot and Swap for Rally Skills: I tend to default to those as his lower movement in mixed teams can make supporting with him difficult and access to Armor March can be limited. However Those assist are optional in offensive Armor Emblems.

Armored Boots: The seal is also in this section because it can be easily splashed in most builds (unless they require the slot for Quick Riposte or Brash Assault), and synergizes very well in defense teams with Tatics, as Hector can now follow them before the battle begins.

Giant Spoon+: It is inferior to the Berserk Armads and you could kinda make an argument that Hector would prefer the Slaying Axe+ (since his Atk and Def are already so high) . It can however be used with a healing special like Sol to increase the damage in very sustained builds.

Special Fighter: As it is in essence Wrath and Guard combined, it is better than those skills. Compared to the other fighter, it gives up a follow-up (which is already covered by the base Armads). However its source is a unit that arguably makes him redundant. But if you want to invest in the OG!Hector, consider this skill whenever a build recommend either Wrath or Guard.

Special Spiral: Usually, Hector just needs a follow-up to kill an unit given his high base attack. However it opens a triple Wrath build options for a constant 4 CD specials (5! with an support in some modes). It is a gimmicky option and not really optimal for arena; but a very powerful when it goes off.

Deathblow 4: Hector base attack and combination with Bold Fighter and Armor March can make this skill a fun option. However there are units that are more accessible and use this skill better (like Effie or M!Grima) its source is an amazing unit who benefits a lot from merges.

Counters:

Spoiler

Red Mages: Logically his prime weakness, it is of note that a Sanaki with TA can kill him very easily with one hit while most other mages are to bulky to die on the counter.

Young Tiki: His main counter simply because her bulkiness paired with her decent magic damage

Other Dragons: The most offensive ones (Nowi and Fae) can reach 29/30 SPD with refined Breaths or 32/33 with a boon (before merges/buffs...) and can KO Hector in two hits. However, given their SPD< they will likely double double units between 24-28 SPD. As such, having Hector 28 from a SPD boon (or at least 24) can save him from being double depending on the scenario with enough investment (buffs from allies, support...etc).

Axebreaker/Armorsmasher/Triangle adept sword units: While some builds allow Hector to have the upper hand against non-specialized swords units, there is no build that can help him against those that are (as it should be) other than buffing his DEF to the roof. In addition to the possibility of being KO, red defensive units (for a cheap example: Selena) cannot die to him.

Firesweep/B!lYN + Dancing: Being a unit whose strength is connected to the Enemy phase, units that avoid counters are obviously a bane. Dance. However they then to be too optimized around offense. Thus any units with high mobility (or Amor March) can 1 hit KO them.

Desperation: Desperation is a problem mostly for Hector in a defensive team, allowing some mages (i. e. Nino) and some swords (as Desperation!Elincia), get in range trough other means and kill him before any counters).

 

Supportive units:

Spoiler

Dual Buffs/ PA! Azura: Altough Hector can use most stats, he commonly favors more Resistance. PA!Azura inherent buff of 6 ("Rally Spectrum"+ Drive Res). Other units such as NY!Corrin can also remedy his abusable RES (and revert some matchups against swords)

Delthea/Linde with Dark Aura: While both units being decent red mages Checker (mainly due to their highish SPD and not-so-bad RES) Dark Aura gives ATK +6 (with 9 if drive ATK is taken in account), making Hector better at taking their counters (Green units)

Falchion with (with possibly Fury+ Cancel Affinity): As a checker against dragons, even a Masked Marth can help Hector to avoid his destined fate. Fury can give an extra bulk against blue dragons (while more ATK agains the others) and Cancel Affinity counter the common Blue Dragon with TA combination.

Bowbreaker Ranged: They counter specifically Mulangir! Brave Lyn, but her predominance in lower ranges (690+) can make. M!Robin is the most common one, but there can be several (like Guard Bow + Bowbreaker NY!Corrin) . Their effectiveness vary mostly around your chance to encounter the dreadful nomad (with her standard skill).

Armor March support: Compared to other armors, armor March is not the most sought after skill for Hector, as he is mostly attacked. However it does allow a better positioning, making it important against Firesweep/Hit and run tatics.

Galeforce: It is possible to proc Galeforce after a round of combat with an Slaying axe (E>H>E>H charged). However, his normally low movement hinders its effectiveness.

Contributions:

Spoiler

Ice Dragon: Formmating, additional options, "Multi-flavored Build" and "Strong, tough but Green"

 

Edited by Crux404
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Some comments:

Layout

  • There is an excessive amount of vertical white space. The forum already puts extra space between paragraphs, meaning the extra line is superfluous.
  • You can use Shift + Enter to add a new line without starting a new paragraph.
  • Your formatting is incredibly inconsistent between builds.
  • I'm personally not a fan of nested spoilers. Having to click through two levels of spoilers to see things is tedious.

Base stats

  • Don't separate the stats from each other with descriptions. It makes it hard to read the stats themselves at a glance. They also shouldn't be in spoilers.

Builds

  • Nature should always be specified. "Any" is never an optimal nature unless you are never engaging in combat and have no skills that depend on your stats.
  • Special skill should almost always be filled in.

Vanilla Hand Axe

  • I assume you mean Noontime instead of Daylight because you mention Noontime in the details.
  • Wings of Mercy should be slashed in.
  • Goad Armor and Ward Armor should be slashed in before Spurs and Hones, especially because Goad Armor is the budget choice.

Multi-flavored Vengence

  • Either split Slaying Axe into a separate section or mention which special skills work with which weapons. 2-charge special skills only work with Slaying Axe. Any other weapon wants a 3-charge special skill or a 4-charge special skill (-Spd only).
  • Sack o' Gifts isn't Fury 1 at fully health. That's Melon Crusher. Sack o' Gifts is identical to Handbell (meaning Handbell should be mentioned) and is better optimized for enemy-phase than Melon Crusher is.

Strong, Tough and Slow but it's Hector

  • You don't want -Def with this build.
  • You mention Bold Fighter in the build name subtitle but make no reference to it in the build itself or the details.

Uncommon Options

  • Guard is actually worth mentioning in main builds. It's a very good skill to have for a slow enemy-phase unit when you already have Quick Riposte on a different slot.
  • Cancel Affinity should be added to this list or even slashed in on the main builds.
  • As mentioned before, Wings of Mercy should be included in the main builds. It's arguably better than Escape Route.
  • Shield Pulse is incredibly meh on any character other than Fjorm because you can run Close Def, Distant Def, or a Deflect skill for better performance.
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@Ice Dragon Thank you for the input (my bad for not knowing about "Shift + Enter"). I tried to make this in one go but severely underestimated the effort necessary. I made the correction. Should I credit you in the topic (especially for the "Multi-flavored" and "Strong, Tough but Green") or in the end? By the way, is there a way to close spoilers during edits?

 

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12 minutes ago, Crux404 said:

Should I credit you in the topic (especially for the "Multi-flavored" and "Strong, Tough but Green") or in the end?

I don't really mind since anyone can just read the thread.

 

13 minutes ago, Crux404 said:

By the way, is there a way to close spoilers during edits?

Spoilers are [ spoiler ] and [ /spoiler ] without the spaces.

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