Table of Contents
- Default
- Attack
- Special
- Injured
| Halloween Henry - Happy Vampire |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 8 | 9 | 3 | 11 |
| Middle | 17 | 9 | 10 | 4 | 12 |
| High | 18 | 10 | 11 | 5 | 13 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 33 | 30 | 31 | 22 | 33 |
| Middle | 36 | 33 | 34 | 26 | 36 |
| High | 40 | 36 | 37 | 29 | 39 |
IV Sets
| Key stats worth increasing through nature if possible. | |
| Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
| Relatively worthless stat that can safely be decreased through nature. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boons
- +ATK: Damage is always beneficial for any character, and this rule does not exclude Halloween Henry. Hitting a little harder always help in securing kills.
- +SPD: Boosting his speed could also work in an enemy-phase centric build to prevent follow-up attacks, which could be applicable in mainly enemy phase builds. However for player-phase builds, Henry might prefer a -SPD as Bold Fighter ignores the speed requirements of follow-ups anyway.
Neutral
- DEF: Since he's not melee focused as an armor unit, this is hard to justify for a boon, but Henry does sport decent amount of defense such that he could take at least 1 hit from his opponent. Forsaking his defenses could mean getting blasted off in a single hit, which might be problematic.
Banes
- -RES: This might seems counter-intuitive as RES is one of Henry's best stats. If you are leveraging on Ploy seals, it is recommended for Henry to leave it alone. Otherwise, Henry could take a bane in it without much consequences as his default magical bulk is already more than adequate.
- -HP: Losing HP instead of defenses allows for further optimization of Henry's stat distribution, as it is already one of Henry's worst stat. Do take note that his HP is actually a superboon,
Skill Sets
Halloween Hero (Defensive Generalist)
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Gronnowl+ (+Def) Alternate: Spectral Tome+ (+Def) |
A | Close Counter Alternate: Fury 3 |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 Alternate: Quick Riposte 2 |
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Iceberg Alternate: Glimmer |
C | Armor March 3 |
| SP | 1,575 | S | Atk Ploy 3 |
- Preferred IV: +ATK or +SPD / -HP
- Weapon: Gronnowl+ (+Def)
- Assist: Swap / Reposition
- Special: Iceberg / Glimmer
- Passive A: Close Counter / Fury
- Passive B: Vengeful Fighter / Quick Riposte / Vantage
- Passive C: Armor March / Varies
- Sacred Seal: Atk Ploy / Atk Smoke / Armored Boots
This set focus on Henry's main strengths: his good investment in speed and his adequate bulk.
Henry has very good resistance and decent enough defenses to run an Owl build very well. Coupled with Spur Seals and Armour Buffs, Henry can output ridiculous amounts of power while retaining good amount of bulk to take damage. Close Counter enables Henry to service as an all-rounded enemy phase unit, while the budget option Fury functions as a pure stat steroid against ranged units. Vengeful Fighter, though expensive, helps ensure he doubles the fastest of mages and speedy tome users will find it difficult to hit him twice over the owl boosts. Henry is also guaranteed to activate Iceberg in the second counterattack due to the additional charge from Vengeful Fighter. Quick Riposte and Glimmer are obvious substitutes for Vengeful Fighter and Iceberg if one does not have Vengeful Fighter fodder to spare.
The remaining portion of the builds are not integral to Henry's build. However, a special mention goes to Atk Ploy as Henry can leverage it very well with his high resistance stat. If Henry is not used in an armored team context, he can consider running armored boots to help his mobility.
Creeping Mist (Defensive Utility)
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Spectral Tome+ | A | Fury 3 |
|---|---|---|---|
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Swap | B | Windsweep 3 Alternate: Wary Fighter 3 |
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Iceberg | C | Armor March 3 |
| SP | 1,350 | S | Atk Smoke 3 |
- Preferred IV: +SPD / - HP
- Weapon: Spectral Tome+ (+Spd)
- Assist: Swap / Reposition
- Special: Iceberg / Glacies
- Passive A: Fury
- Passive B: Windsweep /Wary Fighter
- Passive C: Armor March
- Sacred Seal: Atk Smoke / Phantom SPD
This build focuses on safely activating the effect of Spectral Tome.
Henry does have the speed to run a set that focuses around Windsweep. As Halloween Henry prefers not to take physical damage, running Windsweep allows Henry to safely engage on those enemies and activate the panic effect. This is further augmented with speed refinements and Fury in the A slot.
The choice of seal is up to user preference. Atk Smoke has great synergy with Windsweep as Henry can activate it along with the Panic Effect. Phantom SPD is also not a bad option to increase the reliability of Windsweep.
Fiendish Crow (Specialized Raven)
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Gronnraven+ | A | Distant Def 3 Alternate: Triangle Adept 3 |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 Alternate: G Tomebreaker 3 |
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Iceberg | C | Armor March 3 |
| SP | 1,935 | S | Distant Def 3 |
- Preferred IV: +DEF / -HP
- Weapon: Gronnraven+
- Assist: Swap / Reposition
- Special: Iceberg / Glacies
- Passive A: Distant Def / Triangle Adept / Fury
- Passive B: Vengeful Fighter / Quick Riposte /G Tomebreaker
- Passive C: Armor March / Varies
- Sacred Seal: Distant Def / Armored Boots
This is a self-explanatory Raven set that focuses on countering archers and blue mages. Henry does have great magical bulk and decent physical bulk which makes him an excellent candidate for such a build.
While Triangle Adept might seem to be the most intuitive build, with Firesweep bow are becoming increasing prevalent with Cancel Affinity, it might be worthwhile to go with the Distant Defence alternatives instead. With both the sacred seal and A slot, Henry can easily survive an engagement from both archers and blue mages while charging his special for a following turn OHKO.
This is another build that can work for Henry when he is the sole armor on a team. For such situations, Armored Boots can be considered to improve his mobility.
Sneak Attack! (Offensive Nuke)
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Gronnblade+ | A | Death Blow 4 Alternate: Death Blow 3 |
|---|---|---|---|
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Swap | B | Bold Fighter 3 Alternate: Vantage 3 |
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Iceberg | C | Armor March 3 |
| SP | 2,025 | S | Attack +3 |
- Preferred IV: +ATK / -SPD
- Weapon: Gronnblade+
- Assist: Swap / Reposition
- Special: Iceberg / Glacies
- Passive A: Death Blow / Close Counter
- Passive B: Bold Fighter / Quick Riposte / Vengeful Fighter / Vantage
- Passive C: Armor March
- Sacred Seal: Attack +3
Henry can also run a typical Blade Tome set that specifically tries to burst attackers down in a single exchange. Armor buffs are as potent as their Cavalry and Flier counterparts, making a Blade Tome based strategy viable. Henry's Armor March and the newly introduced Bold Fighter also allow Henry to be slightly more proactive in his player phase, guaranteeing doubles on most units if he initiates. Death Blow makes the most sense for a player-phase oriented build since Bold Fighter ignores Henry's SPD.
In order to utilize Henry's relative balanced defensive stats though, Close Counter with either Vantage or Quick Riposte (and Vengeful Fighter) is a good choice to switch into an enemy phase play-style, or if you want him to be a hybrid unit that works on either phase (albeit with less effectiveness in general).
Introduction
Before the release of his Halloween version, Henry was a peculiar red mage that has extraordinary physical bulk in exchange of his offenses. The seasonal variant of Henry in the Halloween season could not be any more different; while he retains his proficiency in magic, he is now a green armored mage (first of its kind) that boasts good amount of attack, speed and resistance while somewhat sacrificing his physical bulk. Halloween Henry also marks a beginning of a new era with a re-balanced base stat total that is much higher than the usual affairs.
Strengths
Armored Mage
As an armored mage, he can leverage on exclusive armor buffs. He could either choose to utilize the Hone and Fortify buffs by using a Blade Tome set, or Wards and Goads with the Owl set. These choices increases Henry's overall versatility.
Adequate general bulk
One of Henry's highlights is his very high resistance stat, allowing him to take magical hits very well. While his physical defenses aren't as impressive, it is still good enough that he could take some physical punishment.
Decent Offensive Stat Distribution
His attack is reliable enough such that he could secure the kills to do his job. While his speed will be able to double on slower enemies. His decent speed also meant that he can dodge follow-up attacks with some support from his allies.
Weaknesses
Armor Mobility & Effectiveness
At the end of the day, he is still an armored unit, and he still has the traits; 1-movement and weak against armored weapons. With the increased prevalence of anti-armor weapons, it is something that Henry might need to look out for.
Low HP
While kind of a nitpick, Halloween Henry sacrificed his HP stat to achieve his current stat distribution. This meant that he is rather prone to Panic Ploy and somewhat undermines his physical bulk.
Anti-synergy with Bold Fighter
Bold Fighter is one of the strongest skill for a player-phase focused armored unit. While Henry technically could run Bold Fighter, Henry's investment in speed is wasted as Bold Fighter ignores the speed checks for follow-ups unless the opponent runs a G Tomebreaker or Wary Fighter.
Team Options
Counters
Aside from the obvious anti-armor weaponry, Henry's slight shortfall in defense meant that while he can take a single non-effective hit, he will probably not survive anything more. This means that Henry can be dealt with by either baiting him into a Quick Riposte, or by just outright outspeeding him in a speed contest.
- Anti-Armor: The obvious anti-armor weapons are the biggest counters for Henry. In particular, Caeda is problematic due to her high resistance and having a legendary sword that is anti-armor.
- Distant Counter Sword: Henry cannot safely attack into Distant Counter Sword units, such as Zelgius, Ryoma and Ike (VL). In higher merges, most non-distant counter sword units such as Ayra and Mia also runs Distant Counter in the A slot.
- Dragons: Their adaptive damage and tendency to run Quick Riposte means that he will not survive should he initiate onto a dragon. The dragon can also put a decent dent on Henry's bulk as well if they initiate first. These includes Myrrh, Fallen Robin and the Tiki(s).
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Spectral Tome+ (+Res) | A | Svalinn Shield |
|---|---|---|---|
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Pivot | B | Renewal 3 |
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Iceberg | C | Armor March 3 |
Also has Fortify Armour. Neutral IVs
also has warding blow 3/svalinn shield
Extra Skills:
Weapon: Gronnowl+
Special: Reprisal
A: Warding Blow 3 / Fury 3
B: Wary Fighter 3 / Renewal 3 / Live for Honor
C: Fortify Armor / Armor March 3 / Breath of Life 2 / Hone Speed 2
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Gronnblade+ | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Iceberg | C | Armor March 3 |
| S | Speed +3 | ||
Sadly I don't have optimal ivs for Henry (mine is neutral) but it doesn't make much of a difference anyway since he has armor buffs with him. This Henry budget blade tome build can basically ORKO (or OHKO) almost every unit (except high res reds) without bold fighter. With 49 base atk and 24 with (actually 30 with the atk buff) addition buffs, he can reach mid-70s (79 max) neutral dmg. And it doesn't stop there. With his 40 (or 43 if you have a spd boon) spd added with the buffs, he reaches a whopping 46 spd (49 with +spd) he can basically double almost every unit in the game (excluding wary and breakers). And don't worry about you other armors slowing you down since you will be around them always and the armor boots make your job easier to move around your team. Have fun with your pocket one man army and enjoy the view :)
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Keen Gronnwolf+ (+Eff) | A | Distant Def 3 |
|---|---|---|---|
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Pivot | B | Bowbreaker 3 |
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Iceberg | C | Armor March 3 |
| S | Quick Riposte 3 | ||
[Seal: Quick Riposte or Atk Ploy]
This Henry is built exclusively to be anti-cavalry—specifically, anti-ranged cavalry, but without a TA raven tome's myriad of weaknesses. Most notably, if you can put Henry on a defense tile, at no merge he can survive and kill a +10 +Atk Gleirika.
+Res -Spd may seem like an odd choice for IVs, but it maximises Henry's survivability against the top ranged cavalry threats. Henry can run this build on any IVs, but he may struggle a bit more depending on what they are.
Forged Keen Gronnwolf and Distant Def should be self explanatory. The B skill, however, is flexible between two choices depending on how you want to run Henry: he can either have Bowbreaker or Vantage. Bowbreaker ensures he kills +10 B!Lyn at no merge, while Vantage ensures he lives an onslaught of ranged cavalry foes attacking at once. Bowbreaker means he's susceptible to multiple ranged cavalry enemies attacking, while Vantage means he's susceptible to B!Lyns who are a certain number of merges higher than him. Its up to you what you want to prioritise.
Armour March is a good C skill because he comes with it and it increases his mov, helping him reach the right bait point on the map for his foes to meet their doom on.
Moonbow will almost always proc if the enemy initiates, but it isn't necessary for Henry to take out any ranged cavalry foes. Iceberg is better because if fully charged, it can OHKO a full health +10 Gleirika, whereas Moonbow cannot.
Since Henry is -Spd (ideally), Quick Riposte lets him kill the high Res green tome cavalries he can't OHKO. Atk or Res ploy are also good choices and are guaranteed to go off on +10 cavalries, provided Henry himself isn't -Res and some aren't +Res. Doubling up on Distant Def might help a Bowbreaker Henry live an onslaught of ranged cavalry enemies. Deflect Magic and Deflect Missile can help with this as well.
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Gronnowl+ (+Spd) | A | Close Counter |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 |
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Iceberg | C | Armor March 3 |
| S | Close Def 3 | ||
This build takes the page off of Winter Tharja but Henry has a speed stat that helps him prevent follow-ups should he also be exposed by spur skills or hone skills. Close Def 3 should be taken since he cannot attack melee units up close on the player phase and can only counter them up close.
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Gronnblade+ | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Vantage 3 |
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Iceberg | C | Armor March 3 |
henry u precious boy. ur way better than that other henry with a -speed bane. we dont talk about him.
hes a powerful vampire who will kill everything with help of his armor buffs.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Green Tome Users Only
|
50 | 2 | 4 |
| Green Tome Users Only
|
100 | 2 | 6 |
| Green Tome Users Only
|
200 | 2 | 8 |
| Learns by default at 5 ★ Green Tome Users Only
|
200 | 2 | 12 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
RetributionBoosts damage dealt to foe by 30% of damage dealt to unit.
Non-inheritable by Staff-wielding units.
|
100 | 3 |
ReprisalBoosts damage dealt to foe by 30% of damage dealt to unit.
Non-inheritable by Staff-wielding units.
|
200 | 2 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 5 ★ Inheritable by all units.
|
100 | B |
| Only inheritable by armor units.
|
60 | C |
| Only inheritable by armor units.
|
120 | C |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | C |
Other Info
| Origin |
Fire Emblem: Awakening
|
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