Hall (Hodur)

Shadow Decree

Hall (Hodur)

/Wind/Fighter/Rare

Ctier

Introduction

Hall (Hodur) is a Rare Wind esper in Dislyte. Hall (Hodur)'s role is Fighter. Organization: Shadow Decree.

On the Dislyte tier list Hall (Hodur) is C tier, 115th of the 137 espers ranked.

Other Wind espers in Dislyte: Ahmed (Geb), Ain (Ptah), Alolin (Pazuzu), Amir (Enkidu), Arcana (Hermes), Archibald (Mictlantecutli) and 45 more.

What Hall (Hodur) does

Joins in with a 40% ATK hit every time an ally attacks, so the damage adds up in teams that attack often. Silent Night hits two random enemies for 180% ATK with an 80% chance at DEF Down and Poison.

Profile

Hall and the God Hodur are strangely attuned in more ways than one, for example, in resenting an elder brother.

Hall (Hodur)'s birthday is 02-21, and Hall (Hodur) stands 185cm tall. Hall (Hodur) likes action movies.

Stats

  • HP189th11,451
  • ATK51st1,447
  • DEF135th944
  • SPD189th92
  • C. RATE10%
  • C. DMG1st175%
  • ACC0%
  • RESIST20%

At level 60, 6 stars and fully ascended, before relics, Divine Weapon and Resonance. Each bar is measured against the highest value in the Dislyte roster, and the place is out of every esper with that stat.

StatLevel 60, 6 starsFully ascended
  • HP10,77111,451
  • ATK1,0821,447
  • DEF849944
  • SPD9292
  • C. RATE10%10%
  • C. DMG150%175%
  • ACC0%0%
  • RESIST20%20%

Before relics, Divine Weapon and Resonance.

Pursuer: Espers who attack primarily through Pursuit Attacks, Assists, or counterattacks. DoT: Effects that deal damage as turns pass or when enemies act.

  • Arrow of Eternal Solitude

    Skill 1

    Active

    Attacks 1 enemy. Damage: 110% ATK. 40% chance of inflicting ATK Down for 2 turns.

    Level 1 and each level-up

    Level 1: Attacks 1 enemy. Damage: 100% ATK. 30% chance of inflicting ATK Down for 2 turns.

    1. Level 2: Damage increased to 105%
    2. Level 3: Trigger Chance increased to 35%
    3. Level 4: Damage increased to 110%
    4. Level 5: Trigger Chance increased to 40%
    • ATK Down -40% ATK.
  • Mistletoe Hunter (Passive)

    Skill 2

    Passive

    When a teammate (excluding Hall) attacks 1 target, Hall attacks them too. Damage: 40% ATK.

    Level 1 and each level-up

    Level 1: When a teammate (excluding Hall) attacks 1 target, Hall attacks them too. Damage: 20% ATK.

    1. Level 2: Damage increased to 25%
    2. Level 3: Damage increased to 30%
    3. Level 4: Damage increased to 35%
    4. Level 5: Damage increased to 40%

    After Ascension 3: Mistletoe Hunter (Passive)

    When a teammate (excluding Hall) attacks 1 target, Hall attacks them too. Damage: 40% ATK. Inflicts Poison for 1 turn.

    With Resonance 1

    When a teammate (excluding Hall) attacks 1 target, Hall attacks them too. Damage: 40% ATK. Final Damage +10%.

  • Silent Night

    Skill 3

    Active, Cooldown 4 turns

    Attacks 2 random enemies. Damage: 180% ATK. 80% chance of inflicting DEF Down and Poison on them for 2 turns.

    Level 1 and each level-up

    Level 1: Attacks 2 random enemies. Damage: 160% ATK. 60% chance of inflicting DEF Down and Poison on them for 2 turns.

    1. Level 2: Damage increased to 170%
    2. Level 3: Trigger Chance increased to 80%
    3. Level 4: Damage increased to 180%
    4. Level 5: Cooldown reduced by 1 turn
    • DEF Down -60% DEF.
    • Poison The carrier takes damage at the start of their turn. Damage: 4% Max HP. Each time Poison is successfully inflicted, the target's healing received -5%, up to -50%.

Captain Ability

Up to level 60
Ally C. RATE +20% in Ritual Miracle, Sonic Miracle, Desolate Lands, Sentinel Hunt, Falsetto Fantasy, Celestial Anomaly, Desolate Rift, and Echo of Kings
After Level Breakthrough
Ally C. RATE +25% in Ritual Miracle, Sonic Miracle, Desolate Lands, Sentinel Hunt, Falsetto Fantasy, Celestial Anomaly, Desolate Rift, and Echo of Kings
  1. Phase 1ATK +70; HP +340, DEF +25
  2. Phase 2DEF +70; HP +340, ATK +25
  3. Phase 3Upgrades Skill 2
  4. Phase 4ATK +10%
  5. Phase 5ATK +15%
  6. Phase 6C. DMG +25%

Resonance

6
  1. 1.Mistletoe Hunter (Passive) - Overload

    Mistletoe Hunter (Passive): Final Damage +10%.

  2. 2.Targeted Constraints

    Each surviving enemy grants ACC +4%.

  3. 3.Blessing

    Base ATK, Base DEF, and Base HP +10%.

  4. 4.Field of Thorns

    When this Esper is not attacking on their own turn, damage +10%.

  5. 5.Aura

    Base ATK, Base DEF, and Base HP +10%.

  6. 6.Covenant

    Base ATK, Base DEF, and Base HP +15%.

Divine Weapon

Mistletoe's Betrayal

Mistletoe's Betrayal

"Being blind, am I just a useless burden?" His request to join the Esper Union rejected by his brother, the darkness in Hall's heart begins to grow unceasingly. He lifts his arrow of mistletoe and aims it at his own flesh and blood.

Level 30
ATK +479, HP +2,035
Ranks 1 to 6
When the bearer's HP percentage is not above the target's, Arrow of Eternal Solitude's Damage +9/15/20/20/20/20%
Ranks 4 to 6
Base ATK, Base DEF, and Base HP +10/15/20%

Hall (Hodur)'s dossier

Hall hides in boundless darkness.

It's hard to imagine that this dark, quiet man once aspired to be a superhero. Unfortunately, those dreams were shattered long ago and his heart was filled with darkness. Hall seldom interacted with others when he was young and became even more standoffish following the loss of his eyesight. Even at the slightest of misunderstandings, he can become defensive and paranoid. However, those who truly know him understand that he is not nearly as hostile as he appears. As long as he is treated with care and kindness, you'll find a gentle soul beneath his gloomy exterior.

His eyes have long gotten accustomed to the dark, and his heart has finally fallen into the abyss.

Hall had always felt that he was living in his brother's shadow when they were growing up. Most people always preferred to talk to Bardon rather than to him, and his silence became his armor against the world.  Although Bardon was the only family he had left, Hall felt small and hamstrung by his brother and his influence. He had no idea when his feelings for his brother become tainted by jealousy and anger, but he felt it more intensely as time went on. Cracks began to appear in their relationship, and he soon realized that there was no going back. During an intense confrontation, Hall aimed his arrow at Bardon, and their relationship was shattered. The outburst was unplanned, and even though Hall may have been nudged into acting recklessly, it was too late. He had reached the point of no return, and the darkness in his heart had engulfed him.

Even though the future is thickly sown with thorns, Hall still thinks it is where he belongs.

After joining the Shadow Decree, Hall was able to find people who he could connect with. Although he's introverted and reluctant to share his thoughts, he's started showing his more talkative side to his companions. A simple acknowledgment of his strength is all Hall needs to feel a sense of worth and satisfaction. He believes that life needs to have meaning, and he has decided that the approval and gratitude of others is the meaning his life needs. Hall knows the road ahead is filled with darkness and danger, but he feels that he has finally found a place for himself.

Upgrade costs

Open in the planner

Ascension

  • Phase 1Basic Wind Wave ×5Gold ×1,500
  • Phase 2Basic Wind Wave ×10Gold ×3,000
  • Phase 3Basic Wind Wave ×15Advanced Wind Wave ×5Gold ×4,500
  • Phase 4Advanced Wind Wave ×10Elite Wind Wave ×5Gold ×6,000
  • Phase 5Advanced Wind Wave ×15Elite Wind Wave ×10Gold ×7,500
  • Phase 6Advanced Wind Wave ×20Elite Wind Wave ×15Gold ×9,000

Art

Hall (Hodur) key art

More Wind espers

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