Hey, I’m Zathong and this guide is about Hapi Build in Fire Emblem Heroes (FEH).
Best Hapi build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Hapi build for the meta. Learn more about Hapi’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Hapi Builds
: Demonic Tome | A : Atk/Res Catch 4 |
: Reposition | B : A/R Far Trace 3 |
: Glimmer | C : Panic Smoke 3 |
S : Atk/Res Solo 3 |
Recommended IVs
- +Atk and -Def
- +Atk for a +10 Merge Project
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 40 | Rank: 316/814 |
Atk | 42 | Rank: 7/814 |
Spd | 26 | Rank: 535/814 |
Def | 16 | Rank: 658/814 |
Res | 39 | Rank: 15 /814 |
Roles
- Effective Weapon
- Ranged Magic
- Exclusive Skill
Counters & Teammates
Counters
These picks are strong against Hapi in game.
Teammates
These picks are good against Hapi in game.
Gameplay
Skills
These are all skill for Hapi: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Res Catch 1 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+3 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). | 5★ |
Atk/Res Catch 2 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+4 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). | 5★ |
Atk/Res Catch 3 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+5 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). | 5★ |
Atk/Res Catch 4 | At start of combat, if foe’s HP=100% or if 【Penalty】 is active on foe, grants Atk/Res+7 to unit during combat. At start of combat, if foe’s HP = 100% and 【Penalty】 is active on foe, grants an additional Atk/Res+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). | 5★ |
A/R Far Trace 1 | Enables 【Canto (Rem.)】. Inflicts Atk/Res-1 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
A/R Far Trace 2 | Enables 【Canto (Rem.)】. Inflicts Atk/Res-2 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
A/R Far Trace 3 | Enables 【Canto (Rem.)】. Inflicts Atk/Res-3 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Night Sky | (Cooldown Count = 3) Boosts damage dealt by 50%. | 5★ |
Glimmer | (Cooldown Count = 2) Boosts damage dealt by 50%. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Thunder | 4 | 2 | No Effect | 5★ |
Elthunder | 6 | 2 | No Effect | 5★ |
Thoron | 9 | 2 | No Effect | 5★ |
Demonic Tome | 14 | 2 | Effective against dragon and beast foes. Aceelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. At start of combat, if unit’s HP ≥ 25%, grants Atk/Res+6 to unit during combat. | 5★ |
Read more: Fire Emblem Heroes Build