Fire Emblem Heroes Wiki:Build Center/Hardin: Dark Emperor

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Quick Hero Info
Type
Icon Move Armored.png Icon Class Blue Lance.png
Stats
45 / 34 / 28 / 36 / 32
Exclusive skills

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored
The Dark Emperor
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Emperor Hardin is an exceptional tank, and has some tools that can help him perform well on either phase, and he'll also do well against either melee or ranged opponents thanks to his Distant Counter lance. Whether he initiates combat or retaliates against foes, he'll be able to strike twice, and strike hard. If any foe dares to oppose Hardin, he'll run them through.

Weapon: Icon Class Blue Lance.png Gradivus is Hardin's weapon of choice. With its built in Distant Counter effect, ranged opponents will have to fear a counterattack from Hardin, letting him smite fragile ranged units like mages and some archers.

Assist: Icon Skill Assist.png Pivot is a good Assist for any armour, letting the user jump ahead of an ally, helping them keep up with them as armours have poor movement. Icon Skill Assist.png Swap is another acceptable option that simply switches the user and an ally around, which works better in tighter spaces.

Special: Glimmer is Hardin's Special, chosen for its fast charge. With either Steady Breath or Bold Fighter 3, he is almost certain to fire off his Special against any opponent he either initiates or retaliates against, which can help him secure a victory against his foe.

A Passive: Steady Breath is Hardin's A skill. When he's attacked, he gains a defensive buff and an extra Special charge during that round of combat, solidifying his enemy phase presence.

B Passive: Bold Fighter 3 is a fantastic choice for Hardin's B skill, as it's what gives him a fearsome player phase presence. He comes with it naturally, and it lets him perform a follow up attack as long as he initiates combat, while also granting him an extra Special charge.

C Passive: Armor March 3 is an option for Hardin's C skill if he's used on an armour team, letting him support his fellow armoured allies by improving their mobility. This also helps him too as it boosts his mobility, letting him reach his foes more easily. However, this skill slot is open and flexible to be whatever else the player needs, depending on team composition and the player's discretion.

Sacred Seal: Quick Riposte 3 is Hardin's Sacred Seal. While Bold Fighter 3 strengthens Hardin's player phase presence, Quick Riposte will help strengthen his enemy phase presence by letting him perform a follow up attack if he's attacked above 70% HP. He should be mindful of the HP threshold, but as long as he can tank the hits coming his way, his opponents will have to think twice before engaging Hardin.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Armored.png Armored
The Emperor's Vengeance
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This build aims to strengthen Hardin's enemy phase presence to greater heights. To engage against Hardin would be a fool's errand, as he'd respond with some vicious counterattacks, leading up to a charged Ignis to eradicate his enemy.

Weapon: Icon Class Blue Lance.png Gradivus is Hardin's weapon of choice. With its built in Distant Counter effect, ranged opponents will have to fear a counterattack from Hardin, letting him stand up to fragile ranged units like mages and some archers.

Assist: Icon Skill Assist.png Pivot is a good Assist for any armour, letting the user jump ahead of an ally, helping them keep up with them as armours have poor movement. Icon Skill Assist.png Swap is another acceptable option that simply switches the user and an ally around, which works better in tighter spaces.

Special: Ignis is Hardin's Special, chosen as it runs off of his high Def stat. This will add an incredible amount of damage to his attack when it activates, which will annihilate his foe. The goal of this build is to help Hardin fire it off as soon as possible.

A Passive: Steady Breath is Hardin's A skill. When he's attacked, he gains a defensive boost and an extra Special charge during that round of combat, solidifying his enemy phase presence.

B Passive: Vengeful Fighter 3.png Vengeful Fighter 3 is Hardin's B skill, and is a key factor in helping him charge Ignis. It lets him perform a follow up attack if he's attacked at above 50% HP, and his attacks also gain an extra Special charge. It should be noted that this will not stack with Steady Breath, but is chosen here anyway as it has a more lenient HP threshold than Quick Riposte 3.

C Passive: Ward Armor.png Ward Armor is an option for Hardin's C skill if he's used on an armour team, letting him support his fellow armoured allies and helping mitigate the damage they take. However, this skill slot is open and flexible, open to be whatever the player needs, depending on team composition and the player's discretion.

Sacred Seal: Close Def 3.png Close Def 3 is Hardin's Sacred Seal. When he's attacked at melee range, this skill grants him a hefty defensive boost to his Def and his Res, letting him tank more hits, and it can even help soften the blow from enemy dragons as well.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Armored.png Armored
The Emperor's Budget
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This build is for players aiming to use Hardin right out of the gate, using as much of his default skillset as possible, while also using fairly accessible skills. Thankfully, he already has some pretty great skills in his natural skillset.

Weapon: Icon Class Blue Lance.png Gradivus is Hardin's weapon of choice. With its built in Distant Counter effect, ranged opponents will have to fear a counterattack from Hardin, letting him stand up to fragile ranged units like mages and some archers.

Assist: Icon Skill Assist.png Pivot is a good Assist for any armour, letting the user jump ahead of an ally, helping them keep up with them as armours have poor movement. Icon Skill Assist.png Swap is another acceptable option that simply switches the user and an ally around, which works better in tighter spaces.

Special: Bonfire is Hardin's Special, chosen as it runs off of his high Def stat. This will add a considerable amount of damage to his attack when it activates, which can help secure the victory against tougher foes.

A Passive: Fury 3 is a solid option for Hardin's A skill. It is a generally good all purpose skill, and given that Hardin will be able to perform well on either phase, a skill that boosts all of his stats would be greatly appreciated. However, this skill will hurt his sustain, so in longer, more drawn out maps, either a healer will be required, or he could consider the alternative skill. He comes with Brazen Def Res 3.png Brazen Def/Res 3 naturally, which grants him a +7 Def and Res buff during combat if he is just slightly weakened, so if Hardin is not taken out in one round and has only suffered enough injuries to activate this skill, then he'll be even sturdier and harder to take down. Either skill will work just fine, with Fury 3 being preferred for improving Hardin's combat performance, but just be mindful of his health.

B Passive: Bold Fighter 3 is a fantastic choice for Hardin's B skill, as it's what gives him a fearsome player phase presence. He comes with it naturally, and it lets him perform a follow up attack as long as he initiates combat, while also granting him an extra Special charge. If he initiates against a foe, he can activate Bonfire in that round of combat.

C Passive: Ward Armor.png Ward Armor is an option for Hardin's C skill if he's used on an armour team, letting him support his fellow armoured allies and helping mitigate the damage they take. However, this skill slot is open and flexible, open to be whatever the player needs, depending on team composition and the player's discretion.

Sacred Seal: Quick Riposte 3 is Hardin's Sacred Seal. While Bold Fighter 3 strengthens Hardin's player phase presence, this Seal will help improve his enemy phase presence by letting him perform a follow up attack if he's attacked above 70% HP. He should be mindful of the HP threshold, but as long as he can tank the hits coming his way, his opponents will have to think twice before engaging Hardin.
Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
The Dark Emperor's Summer Vacation
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Turns out, Cordelia had the right idea all along with her base set, she was just the wrong person to go about doing it. This build gives Hardin an incredibly powerful player phase, while keeping his amazing mixed bulk. A highly unusual take on the character, and not one I'll guarantee will always be effective, but in the right hands this can do a lot.

First of all, the weapon of choice is the Icon Class Blue Lance.png Shell Lance+, for the bonus stats it gives you when initiating. Not that Icon Class Blue Lance.png Firesweep L+ would be a bad choice, but half the point of this is his bulk anyways, and he actually wants to take a hit in-between his barrages anyways. Picking the Res refine, along with a boon in Res, gives him a pretty solid base defense line of 36/39, which allows him to take on dragons as well as other melee units without a shred of fear.

After that, choice of special is really up to the player's choice. Icon Skill Special.png Iceberg is preferred because it's more consistent - Icon Skill Special.png Bonfire will be higher, but only slightly, and only when initiating combat. They're also chosen over Icon Skill Special.png Glacies or Icon Skill Special.png Ignis, as they are guaranteed to activate on Hardin's second attack, provided he doesn't one shot his opponent.

For the A slot, Sturdy Blow 2 is chosen because it combines beautifully with the refined Shell Lance, giving him incredible defenses of 42/41 when initiating combat. Death Blow 4 can also be chosen if you're happy with his basic defenses, for a great combined +8 attack when initiating combat. If strapped for either, though, his base Brazen Def/Res 3 will work perfectly fine - it'll dampen the effectiveness of his special on the first attack, but with some luck, you'll be put into range for it to be active on later turns after the first enemy's defeat, after which you can run with some of the most terrifying mixed defenses around.

B slot is simple - Bold Fighter 3 is the only real choice, as unless you really focus on it, his speed isn't good enough to double enemies, and even when you do he'll be unable to do so for the fastest possible enemies. Besides, he comes with it naturally, and this set's mainly about initiating combat anyways.

C slot, as always, is pretty open, and if you wanted to you could just give him a standard armor buff. However, with the Res refined Shell Lance, he actually has an impressive 39 base res, which makes him an excellent candidate for a ploy. Def Ploy 3 or Atk Ploy 3 are recommended, since the first will soften up the enemies he fights and the second will improve his ability to take the in-between hit even better, but you can pick another ploy if you'd rather him support another team member. This is also a good alternative if you have an ally with Armor March 3 to pair with him, so that he can fix his otherwise poor movement.

In a mixed squad, the Armored Boots seal is a good idea, to fix his ability to throw himself towards an opponent. Otherwise, just giving him a bunch of allies with Icon Skill Assist.png Reposition to help is recommended. If you want to give him a different C, or can otherwise guarantee his increased movement, a ploy can be used here instead.