Fire Emblem Heroes Wiki:Build Center/Hinata: Wild Samurai

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Quick Hero Info
Type
Icon Move Infantry.png Icon Class Red Sword.png
Stats
47 / 32 / 24 / 36 / 18
Exclusive skills

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Steady Samurai
Stats: +Def/-Res
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

A description has not been written for this build yet.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Brave Hinata
Stats: +Atk/-Res
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

A description has not been written for this build yet.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Melee Bruiser
Stats: +Atk/-Res
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Budget Tank
Click to show/hide build description 
Hinata, despite his low speed and awful resistance, can function as an effective red tank due to his acceptable attack stat, amazing defense and above-average HP. This build will take advantage of those traits while not requiring any heroes unavailable at 3* to be used in the process.

IVs: +Atk amplifies Hinata's already acceptable attack start to be more threatening, while +Def boosts his survivability and renders his specials attacks even more powerful. -Spd is used because Hinata's speed is beyond redemption, and Hinata can either nullify doubles with Swordbreaker 3, or allowing himself more with Quick Riposte 1. Be wary of -Res, as while it a complete possibility as is merely sacrifices a dump stat, it also leaves him more vulnerable to mages than before.

Weapon: Ruby Sword+ is his default weapon, and grants him a further increased advantage against green units, allowing him to survive green mages instead of dying through the triangle advantage and 1-shot them in return. it also allows him to hard-wall axes, rarely if ever taking more than 5 damage from them and likely killing them in 2 hits, in large part to his attack and defense stats.

Killing Edge is another option, inheritable from 3* Fir and Lon'qu, that allows him to make use of Ignis, a special that adds a staggering 29 damage to his attacks. This forces him to be very wary of all mages however, as any with 5 or more speed than him will likely kill him in 1 round of combat, irrespective of color. Yes, even Cecilia can kill you if you have a -Spd bane, though not -Res.

Assist: As a tank, Swap lets Hinata reach the frontlines in more situations than Reposition, while losing less ground (for better or worse), allowing him to solidify better positioning most of the time. If your team however is one full of Brave or Desperation asassins that prefer to peel themselves as faraway as possible from enemies after each kill, than it is much more useful to the team for Hinata to carry Reposition as is causes them to be further back from the fight.

It is entirely possible to give Hinata both skills and use Reposition in more situational teams, though Swap is easier to get as it can be gotten from the free or summoned versions of Stahl and Subaki, alongside 4* Seth and 3* Arthur, while Reposition is slightly more exclusive to 3* Barst, 3* Selena and three 5* units (2 of them limited units, the other Olwen).

Special: Bonfire is your Staple option, adding 18 damage to a hit on Neutral Hinata. Swordbreaker allows you to end a round against a Sword with it charged, while Quick Riposte 1 allows you to get doubled and unleash it on an enemy.

Ignis can be used with Killing Edge builds, and adds 29 damage instead, at the cost of the Ruby Sword effect forcing you to be more careful around even Green Mages. Ignis however is more 4* exclusive, coming from 4* Boey and Leon, and from promoting Henry from 3* to 4*. Meanwhile, Bonfire is easier to get, coming from promoting 3* Robin (M) and Tiki (A) to 4*.

'A Skill: Fury 3 is an amazing skill coming from Hinata himself that provides effective all-round bonuses to Hinata, boosting all his stats to avoid OHKOs. Because his speed stat is still low, the recoil damage is balanced out by the reduced damage taken since Hinata's is likely making use of the boosted Def and Res twice, not to mention that the recoil damage cannot quantify the effects of the Atk boost either. No other easy-to-get skill goes as well on Hinata, except arguably Trinagle Adept 3, provided you have a superior weapon to Ruby Sword +.

B Skill: Swordbreaker 3 allows Hinata to duel and double enemy sword units, dealing large amounts of damage to them in addition to his usual anti-green duties. It simply grants him more versatility both on Player and Enemy Phase against his usual targets. Quick Riposte 1, on the other hand, is meant to turn the tide of a battle once only and against any character by doubling them after getting doubled to activate Bonfire and eliminate a threat with no extra effort. However, a lack of Distant Counter to battle mages or Steady Breath to allow the use of Aether/Ignis simple renders Quick Riposte generally inferior to Swordbreaker 3 on this build, though still a sufficient and effective pick.

Should Red Tomes become more commonplace in Arena, R Tomebreaker 3 can be useful for surviving at least 1 round with a mage, especially useful on teams weak to magic, G Tomebreaker is a niche skill for surviving all Green Mages without the use of a Triangle Adept 3 effect.

C Skill: As usual in non-emblem teams, the C Skill is mostly flexible. Options exist like Hone Spd 3 and Hone Atk 3 for buff utility, as well as Panic Ploy 2 from the limited 4* Valter to cripple Blade tome mages. Note that Hinata due to his poor Res not just suffers against other Ploy skills, but cannot make use of their massive stage prescence as well.

Sacred Seal: Hinata's large HP stat can abuse Panic Ploy to cripple emblem teams and blade tome users, bolstering his tankiness against units that could otherwise 1-shot him through the weapon triangle. Deflect Magic 3 is amazing on Hinata due to his tendency to constantly get doubled and thus appreciate the second blow being massively blunted.

Overall, Hinata is a slow yet sturdy bruiser built to sustain several rounds of melee attacks. He's no armored unit, but with his statline, he sure can be just as tough as one.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Red Lukas
Click to show/hide build description 
While his statline and base skillset are not quite as attractive as Lukas's, his stats are no less impressive given his higher availability. He'll take more investment than Lukas, and has stiffer competition being a sword-weilder, but whether you're a big Hinata fan, a red infantry tank fits better into a particular team or you're working with what you've got, Hinata can become a formidable wall for your team. So long as you can part with giving up having him as a source of easy 4-star Fury 3.png Fury 3 merges.

IVs: A +Def boon is a given for this build since everything that this build wants to do hinges on getting Hinata's defensive bulk as high as possible, giving bonfire a higher kick on activation and letting Hinata tank physical damage more effectively. As for banes, Hinata's Res is abysmal even when neutral so dumping it doesn't change that he's already losing to pretty much every non-green mage in the game, and, unlike Lukas, Hinata has a slightly more workable speed stat when left neutral: it's not amazing, but it is enough to double some armoured units and protect from being doubled by some mid-speed mages. A -Spd bane, however, is equally workable and, while it might sacrifice a bit of flexibility in Hinata's B skill, it allows him to leverage his sizable HP pool to handle one or two magical attacks without falling.

Weapon: Icon Class Red Sword.png Slaying Edge+ is the weapon of choice for this build. Adding a +Def refinement to this weapon boosts Hinata's already sizable defensive bulk by boosting his Def and HP to gigantic levels normally reserved for the bulkiest of armoured units. In addition to this, the natural cooldown reduction offered by this item allows Hinata's special to be charged virtually every time he attacks when combined with his A skill.

Assist Skill: Icon Skill Assist.png Reposition is an almost universally usefull assist skill that allows Hinata to assume the role of Enemy-Phase front-line unit while moving other units to a protected position behind him. That having been said, his build does not hinge on it one way or the other, so it can be swapped out for any other skill that your team might need.

Special: Icon Skill Special.png Bonfire is a necessity on this Hinata build. While Icon Skill Special.png Ignis may find its place on other builds, reasonably, the one turn of higher cooldown on Ignis will prevent it from triggering every round, will waste some of the efficiency of your Steady Breath.png Steady Breath skill and is often not necessary given that bonfire will already be adding an additional >20 damage every time it triggers.

A Skill: Steady Breath.png Steady Breath is the linchpin of how this build works. Adding an additional +4 defense every time Hinata is attacked, in addition to his other sources of +Def, means Hinata will often take 0 damage from physical threats. The +1 cooldown reduction on special skills, combined with the lower base cooldown granted by Icon Class Red Sword.png Killing Edge+ means that Hinata will fully charge Icon Skill Special.png Bonfire after a single enemy attack, allowing him to reliably retaliate with a big punch of damage on the enemy phase.

B Skill: Hinata's build diverges here depending on the IVs that you chose to work with. Resistance bane Hinatas have a bit of flexibility, but Guard 3.png Guard 3 is the preferred choice since it stops heroes that Hinata has a winning matchup against from punching through his defenses with a powerful special that overcomes, or negates his bonus. As a perk, Hinata can get away with Guard 3 more easily than the standard Lukas can since a Res bane Hinata has 5 more base speed than the standard Speed bane Lukas does, rendering Quick Riposte 3.png Quick Riposte 3 far less essential. Speed bane variants of Hinata, however, have a harder time turning down the very useful Quick Riposte skills. That being true, Swordbreaker 3.png Swordbreaker 3 is probably more useful overall to this variant of Hinata. Fast sword users are myriad in the game, and even neutral speed Hinatas can get doubled by them. Swordbreaker totally negates that advantage and allows Hinata to turn tough match-ups into complete counters making him an even better physical melee wall. It offers him no help against red tome units, dragonstone wielders or faster spear units, however, so choose your Bane and B-Skill combo to suit your needs or tastes.

C Skill: As with many builds, Hinata's C skill is flexible, however, Hinata can leverage his monstrous HP stat to be a very effective weilder of Panic Ploy 3.png Panic Ploy 3 or Infantry Pulse 3.png Infantry Pulse 3. The choice of which you use is largely based on availability as both skills are rare, and team composition as Infantry Pulse is far less useful on mixed teams or teams where special charges aren't as important (it's also less useful on teams where you have teammates with higher HP values than the unit with Infantry Pulse, but that's unlikely given Hinata's huge HP stat). Panic Ploy is more positioning reliant, and can totally turn around certain matches, but there is higher competition for this skill's inheritance as it can also be wielded by high HP armour units and against teams without rallies, hones or fortifies, it's completely worthless. Either way, this is a "nice to have" skill and isn't core to this version of Hinata's identity so either skill is usable in most situations, and can be swapped out for any useful C skill without harming the effectiveness of this build significantly.

Sacred Seal: Deflect Magic 3.png Deflect Magic 3 is the preferred seal here because, even with Hinata's horrible resistance, when paired with his sky-high HP stat, Deflect Magic will let Hinata survive one round against most mages, which is something he absolutely couldn't guarantee prior. HP Plus 5.png HP +5 is a reasonable budget option, though, since with many variants of the seal, it has high availability and can help you hit certain break-points for Panic Ploy 3.png Panic Ploy 3 or Infantry Pulse 3.png Infantry Pulse 3, and is usefull even as a non-upgraded HP Plus 3.png HP +3 seal. That having been said, as in almost all cases, Sacred Seals are highly flexible and allow you to customize this build in many ways. Close Def 3.png Close Def 3 for example allows Hinata to increase his enemy-phase defenses to laughably high levels, and Quick Riposte 3.png Quick Riposte 3 makes him offensively a monster on enemy phase without giving up his B-slot, and while both of these skills are very nice, neither is necessary and both seals are highly HIGHLY sought after by many other heroes, so they might have a harder time finding their way into Hinata's build.

~Sonic The Hedgedawg
Dueling Sword.png Optimal
Orb.png Very high investment
Red Lukas

A description has not been written for this build yet.