|For players looking to use Hector right away, fret not, as Hector has an excellent base kit. This build is purely enemy phase, but it's a sort of evolution to the original Hector's Omnibreaker build. Different requirements, but much greater stats and better skills to take advantage of.
Weapon: Thunder Armads is Hector's weapon of choice. This Armads prevents the opponent from performing a follow up attack under the right conditions, namely that Hector has more allies near him than enemies. Armour units need to stick together, so this effect isn't too difficult to pull off. This effectively saves him from faster foes who would normally prey on his poor Spd.
Assist: 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. Swap is another acceptable option that simply switches the user and an ally around, which works better in tighter spaces.
Special: Glimmer is Hector's Special. It has a fast charge, and it helps him deal additional damage, letting him smash right through his foes. Bonfire is another acceptable option, as Hector will still be able to fire it off pretty quickly as well. It instead adds damage based off of his Def, and Hector's got an incredible amount of Def to take advantage of.
A Passive: Distant Counter is the best choice for Hector's A skill. With it, he'll be able to retaliate against ranged opponents, meaning he won't be helpless against them. In fact, they'll have to tread very carefully around Hector, lest they face his wrath.
B Passive: Vengeful Fighter 3 is Hector's B skill. It lets him perform a follow up attack when he's attacked, and it also grants him extra Special charges for his attacks. With his weapon's effect active, he can avoid doubles from an opponent and then proceed to double strike his assailant in return, making him a terror on the enemy phase.
C Passive: Ostia's Pulse is Hector's C skill. It grants his allies -1 Special charge at the start of the map under the right conditions. This favours a regular team set up rather than a pure armour one, but this means cavalry or flier allies can take advantage of the extra Special charge to wreak havoc. Another armour unit can also take advantage of it, but they'd have to be the only other armour on the team aside from Hector himself. Should this be unnecessary, like if Hector is on a pure armour team, then this skill slot is flexible, open to be any other skill that he needs.
Sacred Seal: Distant Def 3 is a good option for Hector's Seal. Pairing well with his Distant Counter, this can help soften the blow from enemy mages that might still dare to try and take on Hector anyway. However, Hector's Seal is flexible, as other options like Close Def 3 to help improve his melee bulk instead, while Armored Boots can help him keep up with his allies, though he should be mindful of the HP threshold.