Hey, I’m Zathong and this guide is about Pirate Hinoka Build in Fire Emblem Heroes (FEH).
Best Pirate Hinoka 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 Pirate Hinoka build for the meta. Learn more about Pirate Hinoka’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Pirate Hinoka Builds
: Mermaid Bow | A : Atk/Spd Push 4 |
: Reposition | B : S/R Far Trace 3 |
: Moonbow | C : Def/Res Rein 3 |
S : Blade Session 3 |
Recommended IVs
- +Spd/-Res
- +Spd for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 40 | Rank: 315/814 |
Atk | 40 | Rank: 44/814 |
Spd | 40 | Rank: 51/814 |
Def | 23 | Rank: 468/814 |
Res | 23 | Rank: 470 /814 |
Roles
- Ranged Physical
- Effective Weapon
- Exclusive Skill
- Duo / Harmonized
Counters & Teammates
Counters
These picks are strong against Pirate Hinoka in game.
Teammates
These picks are good against Pirate Hinoka in game.
Gameplay
Skills
These are all skill for Pirate Hinoka: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Spd Push 1 | At start of combat, if unit’s HP = 100%, grants Atk/Spd +3, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Spd Push 2 | At start of combat, if unit’s HP = 100%, grants Atk/Spd +4, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Spd Push 3 | At start of combat, if unit’s HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Spd Push 4 | At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit. | 5★ |
S/R Far Trace 1 | Enables 【Canto (Rem.)】. Inflicts Spd/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★ |
S/R Far Trace 2 | Enables 【Canto (Rem.)】. Inflicts Spd/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★ |
S/R Far Trace 3 | Enables 【Canto (Rem.)】. Inflicts Spd/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★ |
Def/Res Rein 1 | Inflicts Def/Res -2 on foes within 2 spaces during combat. | 5★ |
Def/Res Rein 2 | Inflicts Def/Res -3 on foes within 2 spaces during combat. | 5★ |
Def/Res Rein 3 | Inflicts Def/Res -4 on foes within 2 spaces during combat. | 5★ |
For Specials Skill
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Bow | 4 | 2 | Effective against flying units. | |
Steel Bow | 6 | 2 | Effective against flying units. | |
Silver Bow | 9 | 2 | Effective against flying units. | |
Mermaid Bow | 14 | 2 | Effective against flying and armored foes. Grants Atk+3. At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd+6 to unit during combat and calculates damage using the lower of foe’s Def or Res, and also, if unit initiates combat, unit’s Spd > foe’s Spd, and unit has weapon-triangle advantage, unit attacks twice. | 5★ |
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