The Hero (勇者, Hero) is a playable character in Super Smash Bros. Ultimate and the second third-party representative from Square Enix after Cloud. He was announced during the E3 Nintendo Direct alongside Banjo & Kazooie on June 11th, 2019 as the second DLC character from the Fighters Pass. The default Hero is the Luminary from Dragon Quest XI, while Erdrick from Dragon Quest III, Solo from Dragon Quest IV, and Eight from Dragon Quest VIII also appear as alternate characters like the Koopalings and Alph. Unlike the Koopalings and Alph, however, they are all listed simply as "Hero". He was released on July 30th, 2019 and is classified as Fighter #72.
Mitsuki Saiga reprises her role as the Luminary from the Japanese version of Dragon Quest XI, voicing him in all regions in place of his English voice actor, Rasmus Hardiker. Nobuyuki Hiyama, Takeshi Kusao, and Yūki Kaji also debut as the voices of Erdrick, Solo, and Eight, respectively, also in all versions of the game.
The Hero is a tall semi-heavyweight fighter. Contrary to his weight class, the Hero sports a tall frame that—in tandem with his sword—gives his attacks more reach, yet renders him vertically susceptible to combos; additionally, he sports an above-average damage output and KO potential, giving him attributes similar to those typical of a heavyweight. Collectively, the Hero has respectable mobility: in spite of having a slow walking speed, slightly below-average air speed and poor air acceleration, his dashing speed, initial dash, traction, falling speed, and fast-falling speed are all either average or above-average.
The Hero has a good defensive game, courtesy of his tall frame, his shield, and long sword. His naturally tall frame and long sword give his attacks impressive range, allowing him to keep a safe distance away from his opponent. In a manner reminiscent of the three Links, the Hero actually sports two shields: the standard one that every fighter has, and another equipped in his left arm most of the time. The Hero's shield can block projectiles while he is standing idle, walking, or crouching; its utility also extends to the first hit of his forward tilt, which in a similar manner to Palutena's dash attack and back aerial, grants invincibility to his left arm, as well as his head and left leg.
The Hero possesses a unique MP Gauge, a bar that starts at 100 and depletes whenever he uses his special moves. The amount depleted varies depending on the spell, but it can be restored over time or from attacking foes with standard attacks. Although his special moves completely rely on the MP Gauge, they possess tremendous utility. His neutral special, Frizz, is a fireball that can travel fast and far and deals decent damage, allowing the Hero to disrupt enemy approaches with this. In addition, unlike other Frizz spells, Frizz weakly launches the opponents upwards, making it possible to start setups or even outright true combos with the right timing. Frizz can be charged into Frizzle that are two projectiles in one, allowing it to beat other projectiles and KO near the ledge or offstage at reasonable percentages or Kafrizz for more damage, knockback and traveling distance, turning it into a viable KO move even at 100% on stage. The Hero's side special, Zap, has decent range for its startup, deals respectable damage and can KO offstage opponents at high percentages and can be charged into Zapple, which grants it even more range and damage while being a vertical KO option at really high percentages, or Kazap: this results in the move becoming significantly stronger in exchange for a very long startup and less range than Zapple, being able to KO most opponents on center stage at mere 50%. Additionally, Zap and its variants are completely disjointed, giving them fearsome range and rendering them immune to reflection and absorption. The Hero's up special, Woosh, can be charged into Swoosh or Kaswoosh. Woosh is a good recovery option and is also Hero's fastest and most reliable out of shield, and is further amplified through charging it up into Swoosh or Kaswoosh, granting more knockback, travelling far vertically and granting some horizontal movement. Additionally, all Woosh spells leave behind tornadoes, which serve as lingering hitboxes that can damage opponents and gimp opposing recoveries or setup into devastating setups from below the ledge. Finally, his down special, Command Selection, gives the Hero a random list of four spells which offer a wide variety of effects. For example, the Bounce spell will reflect projectiles without sacrificing mobility. All of the other spells have significant advantages and little disadvantages to boot, which can be seen here. The Command Selection can be cancelled by inputting the shield button, allowing the Hero to repeatedly switch the menu of spells until he has an ideal set of them.
The Hero's smash attacks all share a unique perk: they have a 1/8 chance of striking with a critical hit, doubling their damage and knockback given, allowing them to KO at extremely early percents. In addition, they cause the smash attacks to cause more shieldstun, making them slightly safer on shield. Even without this perk, the Hero's smash attacks have some utility: his forward smash is his strongest smash attack in both damage and knockback, having large range to boot, making it terrific for hard reads or punishes; his up smash has high vertical range, being a reliable anti-air option, good for halting aerial opponents' approaches while remaining a good KOing tool (though it suffers from nonexistent horizontal range, being unable to hit grounded opponents); and his down smash is his weakest smash attack, though it is also his fastest smash attack and can be used to punish rolls or spot dodges—thus, it is a reliable edgeguarding attack in its own right.
The Hero's other grounded attacks still possess utility, even if they are less overwhelming than his smash attacks and special moves. Neutral attack has a respectable startup, damage output and good range, making it good for both damage-racking at low percents, spacing and as "get-off-me". As stated earlier, forward tilt's first hit has blocking capabilities, makes it a defensive option that can beat other moves or projectiles and then be followed up with a second hit—a sword slash—which offers better range, identical speed, and more power, allowing for setting up edgeguards or outright KOs near the ledge. Up tilt has wide range, which, coupled with its respectable damage output and decent startup lag, makes it a fantastic anti-air option and more consistent than up smash and can KO at high percentages. Down tilt has good range—superseding the Hero's neutral attack—while offering the same speed and launching vertically; it can be used to hit opponents hanging on the ledge and start setups. Lastly, dash attack boasts high power for an attack of its type at the cost of speed, being able to KO at a mere 80% from the ledge.
The Hero's aerial moveset, while nowhere near as impressive as that of many other swordfighters, is impressive in its own right. Neutral aerial has wide range around him and launches at a diagonal angle, being a situational combo starter and useful shield poking option. Forward and back aerials are both rather slow (with back aerial in particular being among the slowest of its kind), but they both deal respectably decent knockback, KOing at 100% and 85% respectively. Up aerial has the lowest lag out of any of the Hero's aerials and deals very low damage and knockback, enabling it to effectively initiate combos into itself or other moves, or even set up KO confirms at varying percentages. Lastly, down aerial is the Hero's most damaging aerial, but also one of his slowest; its clean hit is capable of meteor smashing opponents, leading to KOs as low as 20% on offstage foes.
Lastly, the Hero's up and down throws sport some utility: the former can not only act as a situational combo starter, but it is also his strongest throw, being able to KO before 200%, unlike his others; conversely, down throw is a good combo starter at low percents and can lead into dangerous set-ups.
But for all the strengths that the Hero has, they do come with a price. Since all of his special moves use MP, the Hero is limited in the amount of special moves he can perform at a given moment until the MP Gauge recharges. If he runs out of MP or does not have enough, he will be unable to cast the appropriate spell, which is problematic when recovering off-stage, as the Hero's Woosh spell will only give him a very small hop. While his Command Selection is versatile, its random nature means that there is no guarantee that the appropriate spell will be available for the right situation. On top of that, some of his spells have little utility (e.g, Metal Slash, which deals 1% and extremely low set knockback against non-metal opponents), while one of them, Hocus Pocus, grants the Hero a slew of negative effects, outnumbering the positive effects received from it. Furthermore, the majority of the commands will only work under certain circumstances, which cannot all be accounted for during a given usage.
Many of the Hero's attacks suffer from slow start-up lag (dash attack), high ending lag (up, down and second hit of forward tilts), or both (forward and back aerials). The Hero's below-average frame data, alongside his high raw damage output and attacks' high knockback values, give him a limited combo ability, only having certain attacks like neutral aerial, up aerial, up throw, and down throw that can successfully generate true combos. Even then, while Hero's grabs have fast startup for his weight class, they have short range and up throw only initiates combos at fairly low percentages. Up aerial suffers from poor range and down tilt suffers from aforementioned high endlag, preventing it from performing any true combos. As stated earlier, his up smash's horizontal range is nonexistent; thus, it is the Hero's least useful move against grounded opponents and, by extension, his least potent grounded attack.
Due to being a semi-heavyweight with a tall frame, the Hero is vertically susceptible to combos, which is further exacerbated through his falling speed being slightly above-average, his fast-falling speed being exponentially high, and his lack of fast enough means of escaping them. His ability to be comboed fairly easily is pushed even further through one of Hocus Pocus's effects—which makes the Hero giant—as well as Oomph, which makes him take 1.2x the normal damage of any attack (this is further consequential in 1v1 battles).
All in all, Hero’s strengths are on par with his weaknesses. While he does have a plethora of magic spells at his disposal, high damage output, and overall high kill power, he suffers from susceptibility in combos, laggy moves, randomness with MP, and limited combos. While players such as Salem have shown Hero’s potential at tournaments, his representation has been below average overall. As such, his viability remains up for debate.
So far the Hero has not received any significant buffs or nerfs in game patches; the majority of the changes made to the character have been bug fixes and other adjustments to align him with the rest of the cast.
For a gallery of Hero's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Command Selection spells
Hocus Pocus Effects
In competitive play
Hero's place in competitive play has been controversial, and it is generally agreed upon that the character has not been, and likely will not be put into an optimized state for a long time. Hero has not had any notable tournament places aside from Salem's placements at Port Priority 5, Thunder Smash 3, and Mainstage.
Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.
Hero's moveset, specifically Command Selection, has been controversial due to its randomness. Comparisons have been drawn between Command Selection and items, with the argument being that the unpredictable nature of both of them result in a less competitive environment, in which skill alone is not sufficient to win matches (coincidentally so as certain spells like Hocus Pocus grant abilities otherwise only found with items such as the Super Star and Timer). Furthermore, specific commands have also been the subject of controversy, such as Zoom which invalidates any attempts at edgeguarding, Whack and Thwack which are capable of KOing at any percentage, or Magic Burst whose blast radius can easily cover the ledge and prevent a large portion of the cast from recovering without taking significant damage. Random critical hits from smash attacks have also stirred conversation regarding Hero's skill factor, though not quite to the same degree as Command Selection. Finally, issues regarding language barriers have also been raised, as it is not uncommon for players to compete in regions which do not share their first language, which puts one of them at a significant disadvantage, both either when playing as or against Hero.
Many prominent smashers, such as Leffen and Dark Wizzy, have advocated banning Hero, while others such as Dabuz and ESAM have come out against a ban, arguing that the character has significant counterplay and has not achieved overwhelmingly high results at tournaments to the same degrees as a top-tier character. The first region to ban Hero from tournaments was South Australia, who put the ban into effect on August 15th, 2019. This was met with criticism, with players in the community such as D1 and ZeRo stating that it is too early to declare whether the character should be banned or not. Notably, Nintendo France has also banned the Hero and DLC Fighters released after September 23rd, 2019 from future tournaments in their area, making Hero the first instance a character has been banned in Nintendo-run tournaments. No official reason has been given for the ban by Nintendo France at the time. However, as of September 26, 2019, Nintendo France announced on Twitter that they have overturned the ban, making Hero and DLC Fighters released after the aforementioned date legal in Nintendo-run Tournaments for the area. 
Classic Mode: A History of Heroism
Every battle aside from the last one is a stamina battle, referencing the HP system in Dragon Quest and most RPGs. Additionally, every battle uses a song from the Dragon Quest universe regardless of stage.
Credits roll after completing Classic Mode. Unlike other fighters, the music that plays differs depending on the costume selected.
Role in World of Light
Due to his status as downloadable content, Hero does not have a legitimate role in World of Light. Instead, he is unlocked for use in the mode after freeing 10 fighters from Galeem's control. If loading an existing save file that meets this condition prior to downloading Hero, he is immediately unlocked.
Hero's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 coins, but only after Hero has been downloaded. Unlocking Hero in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic.
Additionally, the other three heroes have their own fighter spirits.
In Spirit Battles
As a minion