Legendary Hinoka

Legendary Hinoka

Red BowA tier

Introduction

Legendary Hinoka is a character in Fire Emblem Heroes. Legendary Hinoka's weapon type is Red Bow and role is Flying. Faction: Fire Emblem Fates.

On our Fire Emblem Heroes tier list Legendary Hinoka is A tier, 272nd of the 907 characters ranked, from where 3 current tier lists put Legendary Hinoka.

Is Legendary Hinoka good?

Flier who attacks without taking counters. Fujin-Raijin Yumi stops the foe from countering when she's faster or has the triangle edge, is effective against armor and fliers, adds Spd-based true damage (area Specials included) and clears effects that block her follow-ups, with Canto to pull back. Her exclusive C skill hands her and nearby allies an extra Special charge per attack, gives nearby fliers Charge, and weakens non-flying foes around her; since the buffs are granted directly, allies keep them even against effects like Embla's Severance.

She's frail at 40 HP, 23 Def and 22 Res, and bows deal 1.5x.

Strengths

  • Denies counters when faster or with triangle advantage
  • Effective against armored and flying foes
  • Special charge support for nearby allies
  • Her buffs survive Severance-type effects

Weaknesses

  • Base 40 HP, 23 Def and 22 Res
  • Bows and flier-effective weapons deal 1.5x

Profile

Legendary Hinoka carries the title "Thundering Wings". Legendary Hinoka was released on 31 May 2023.

Stats

  • HP40
  • Atk46
  • Spd46
  • Def23
  • Res22

At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.

Skills

6
  • Fujin-Raijin Yumi

    Weapon · Might 14 · Range 2

    Enables【Canto (1)】. Accelerates Special trigger (cooldown count-1). Effective against flying and armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and neutralizes effects that prevent unit's follow-up attacks during combat, and also, if unit has weapon-triangle advantage or unit's Spd > foe's Spd, foe cannot counterattack. 【Canto (1)】 After an attack, Assist skill, or structure destruction, unit can move 1 space(s). (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.)

  • Deadeye

    Special · Cooldown 3

    Doubles damage dealt. Disables non-Special skills that "reduce damage by X%."

  • Atk/Spd Catch 4

    A skill

    At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

  • Speedtaker 4

    B skill

    At start of turn, grants Spd【Great Talent】+1 to unit. After combat, if unit attacked, grants Spd【Great Talent】+4 to unit. Inflicts Spd/Def-4 on foe, unit deals damage = 20% of unit's Spd (excluding area-of-effect Specials), neutralizes unit's penalties to Spd, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. (This skill grants max of【Great Talent】+20.) 【Great Talent】 Adds value of Great Talent (+X) to specified stats (until end of battle; max value of X is determined by the stat reaching the limit of 99, each stat calculated separately and cannot exceed max value for each skill; stat increases are not treated as Bonus effects).

  • Wings of Mercy 4

    B skill

    Inflicts Def/Res-3 on foe during combat. If unit is within 3 spaces of an ally and that ally's HP ≤ 99%, unit can move to a space adjacent to that ally. If an ally's HP ≤ 60%, unit can move to a space within 2 spaces of that ally.

  • Rallying Cry II

    C skill

    At start of player phase or enemy phase, grants "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" and【True Charge】to unit and allies within 2 spaces of unit for 1 turn. Inflicts Atk/Spd/Def/Res-5 on foes within 3 rows or 3 columns centered on unit during combat. Unit deals +7 damage (including area-of-effect Specials), reduces damage from foe's attacks by 7 (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and also, if decreasing the Spd difference necessary to make a follow-up attack by 10 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow 100%】during combat. 【True Charge】 Unit can move up to 3 spaces in any cardinal direction without being affected by movement obstruction effects from skills. (Cannot move through foes or terrain that blocks movement. Granted movement treated as Warp movement.) 【Potent Follow 100%】 Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = 100% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).

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