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This is a ranking page for the hero Hector - Sworn Friend from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Young Hector.
Heroes With the Same Name | |
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Young Hector
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List of Contents
Special Heroes - No Matter Where Featured Heroes | |||
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Young Eliwood [9.0/10] |
Young Mark [9.0/10] |
Young Hector [9.5/10] |
Young Rebecca [9.0/10] |
Overall Rating | 9.5/10 |
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Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Weapon skill inflicts Atk/Def debuffs and a Guard effect onto foe and grants 30% damage reduction to all attacks on Young Hector. ・Exclusive A skill grants a Distant Counter effect, inflicts Atk/Def debuffs onto the foe, and heals Young Hector 7 HP per attack. |
Might: 16 Range: 1 Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and reduce damage from attacks during combat by 30% (excluding area-of-effect Specials), and also, if unit is within 3 spaces of an ally, inflicts penalty on foe's Atk during combat = 12 - foe's max Special cooldown count value x 2 (min 4; if foe does not have a Special skill, penalty = 4). |
Cooldown Count = 3 Boosts Special damage by 40% of unit's Def. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
Unit can counterattack regardless of foe's range. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-8 on foe during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt). |
If unit's HP ≥ 25% and foe initiates combat, inflicts Atk-4 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). |
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Def/Res+4 during combat. 【Savior】 Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects. Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (21) | ★★★★★ | |
Atk (10) | ★★★★★ | |
Spd (3) | ★☆☆☆☆ | |
Def (14) | ★★★★★ | |
Res (11) | ★★★★☆ |
◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws
See the IV Checker for All Units | Trait Fruits—How to Change IVs |
When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.
The best IVs for Young Hector are +Atk and -Spd. His Atk is very high at base 45, and his bulk is very high with both his base stats and the effects of his exclusive skills.
Young Hector's Spd is a clear dump stat at only base 16, and is a safe bane to take as he will be outsped by pretty much anybody.
We recommend a +Atk IV when merging Young Hector up to +10 to maximize his damage output. +Res is also a good choice to even out his bulk.
HOT | |
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Swap
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Young Hector's base kit already helps him become a great Far Save tank for a melee unit without the need for any of the modern Distant Counter alternatives.
Neutral Stats at Lv. 40 (5★) | ||
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196 | ||
HP |
47 |
Rank: 37/1165 |
Atk |
45 |
Rank: 77/1165 |
Spd |
16 |
Rank: 1104/1165 |
Def |
47 |
Rank: 5/1165 |
Res |
41 |
Rank: 60/1165 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+10 Merges W/ Skill Bonuses | 52 | 50 | 20 | 52 | 45 | 219 | Lv.40 +10 | 52 | 50 | 20 | 52 | 45 | 219 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 54 | 49 | 20 | 51 | 45 | 219 |
+Atk Lv.40 +10 | 51 | 52 | 20 | 51 | 45 | 219 |
+Spd Lv.40 +10 | 51 | 49 | 23 | 51 | 45 | 219 |
+Def Lv.40 +10 | 51 | 49 | 20 | 54 | 45 | 219 |
+Res Lv.40 +10 | 51 | 49 | 20 | 51 | 49 | 220 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 47 | 61 | 16 | 47 | 41 | 212 |
5★ Lv.40 | 47 | 45 | 16 | 47 | 41 | 196 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★ Lv.1 | 21 | 26 | 3 | 14 | 11 | 75 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
49 | 46 | 20 | 50 | 40 | 205 | |
51 | 45 | 26 | 47 | 31 | 200 | |
Young Hector
|
47 | 45 | 16 | 47 | 41 | 196 |
47 | 45 | 23 | 45 | 35 | 195 | |
46 | 45 | 16 | 43 | 35 | 185 | |
49 | 41 | 18 | 46 | 31 | 185 | |
50 | 45 | 17 | 45 | 28 | 185 | |
50 | 39 | 17 | 40 | 33 | 179 | |
43 | 37 | 24 | 42 | 33 | 179 | |
45 | 42 | 17 | 39 | 36 | 179 | |
50 | 40 | 25 | 37 | 26 | 178 | |
47 | 40 | 23 | 38 | 26 | 174 | |
47 | 41 | 18 | 38 | 30 | 174 | |
51 | 40 | 19 | 35 | 29 | 174 | |
50 | 38 | 21 | 40 | 24 | 173 | |
52 | 36 | 24 | 37 | 19 | 168 |
Note: Stats bonuses from skills are not taken into account.
Young Hector is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.
Young Hector wields Valiant War Axe which provides Atk/Def penalties, a Guard effect, and 30% damage reduction on all of his foe's attacks (excluding area-of-effect Specials).
It is worth noting that the damage reduction applies for every attack and not just the first attack Young Hector receives, making him an incredibly sturdy unit.
All of these effects on Valiant War Axe make Young Hector one of the toughest units to bring down.
Young Hector debuts a new Special called Armored Beacon. When this Special triggers, Young Hector's damage is boosted by 40% of his Def.
Additionally, if Young Hector is facing a ranged foe and either his or his foe's Specials are ready or already triggered before or during the current combat, Armored Beacon grants 40% damage reduction on the next attack Young Hector receives.
Combining Bonfire with damage reduction makes this Special skill very versatile and worth using above most options.
As tradition dictates for Hector alts, Young Hector has a new Distant Counter variant in Ostia's Heart.
This exclusive skill grants the Distant Counter effect, inflicts Atk/Def-8 onto Young Hector's foe, and heals Young Hector 7 HP for each of his attacks.
Young Hector is already incredibly sturdy with his stats and skills, and this exclusive skill adds on top of it all.
Young Hector takes 1.5x damage from armor-effective weapons like Slaying Hammer+, Randgríðr, or Thani, and one blow from this type of weapon will damage him heavily. Make sure you know what weapons you are up against before hopping too far into the line of battle!
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Hector - Sworn Friend only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Hector - Sworn Friend if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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6 | 1 | No Effect | 5★ | |
8 | 1 | No Effect | 5★ | |
11 | 1 | No Effect | 5★ | |
16 | 1 | Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and reduce damage from attacks during combat by 30% (excluding area-of-effect Specials), and also, if unit is within 3 spaces of an ally, inflicts penalty on foe's Atk during combat = 12 - foe's max Special cooldown count value x 2 (min 4; if foe does not have a Special skill, penalty = 4). | 5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Def. | 5★ | |
(Cooldown Count = 3) Boosts damage dealt by 50% of unit’s Def. | 5★ | |
(Cooldown Count = 3) Boosts Special damage by 40% of unit's Def. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). | 5★ |
Skill Name | Effect | Learned At |
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Unit can counterattack regardless of foe's range. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-8 on foe during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt). | 5★ | |
If unit’s HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) | 5★ | |
If unit’s HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) | 5★ | |
If unit’s HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) | 5★ | |
If unit's HP ≥ 25% and foe initiates combat, inflicts Atk-4 on foe during combat, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). | 5★ | |
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit. If unit triggers Savior, grants Def/Res+1 during combat. 【Savior】 Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects. Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur. |
5★ | |
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Def/Res+2 during combat. 【Savior】 Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects. Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur. |
5★ | |
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Def/Res+4 during combat. 【Savior】 Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects. Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur. |
5★ |
Value of Skills | ★★★★★ |
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Young Hector has Armored Beacon, Vengeful Fighter 4, and D/R Far Save 3 as inheritance options.
We recommend acquiring Armored Beacon and either Vengeful Fighter 4 or D/R Far Save 3 when using Young Hector as inheritance fodder.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Young Hector is a limited time Hero who can be pulled from a Special Heroes Summoning Event. They do not appear in regular summons.
Note: Not currently a featured hero in any Summon events.
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Patrick Seitz |
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Illustrator | HAGIYA Kaoru |
Appears In |
Heroes from Special Heroes - No Matter Where | |||
---|---|---|---|
Young Eliwood [9.0/10] |
Young Mark [9.0/10] |
Young Hector [9.5/10] |
Young Rebecca [9.0/10] |
▶︎Return to the Green Heroes Page
Close-Range | Ranged |
---|---|
Axe | Green Tome |
Green Breath | Green Dagger |
Green Beast | Green Bow |
I'm pretty sure the build maker meant to say Distant Defense for the seal. There'd be no point in using Distant Guard since Hector will use far save to tank those distant attacks on his allies within 2 spaces anyway.
Young Hector Builds and Best IVs
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