Table of Contents
- Default
- Attack
- Special
- Injured
| Henry - Twisted Mind |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 5 | 4 | 7 | 5 |
| Middle | 19 | 6 | 5 | 8 | 6 |
| High | 20 | 7 | 6 | 9 | 7 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 42 | 20 | 19 | 29 | 22 |
| Middle | 45 | 23 | 22 | 32 | 25 |
| High | 48 | 26 | 25 | 35 | 29 |
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: Having the third-lowest Attack stat in the game, Henry desperately needs any possible Attack buff in order to increase his raw damage output. Although 26 base Attack with a boon is still relatively low, it is much more workable when accounting for team support.
- +DEF: A Defense boon helps boost the power of Henry’s Bonfire/Ignis activation, which will often be Henry’s main source of damage; it also has the added bonus of building upon his already impressive physical bulk.
Neutral
- HP: To avoid damaging Henry’s physical bulk, it is recommended to leave his HP untouched.
- RES: Raising Henry’s Resistance is not a priority, but to avoid damaging any potential match-ups against mages, it is best to leave his Resistance alone and rely on team support to solidify such match-ups.
Banes
- -SPD: Henry’s Speed stat is incredibly low and is rarely a factor in determining the outcomes of his match-ups, making it his ideal bane as lowering it brings no considerable change.
Skill Sets
If Owl Else Fails (Enemy Phase Melee Tank)
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Rauðrowl+ (+Def) | A | Close Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Guard 3 |
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Ignis Alternate: Bonfire |
C | Atk Smoke 3 |
| SP | 1,595 | S | Close Def 3 |
- Preferred IV: +DEF / -SPD
- Weapon: Rauðrowl+ (+Def)
- Assist: Reposition / Flexible
- Special: Ignis / Bonfire
- Passive A: Close Counter
- Passive B: Quick Riposte 3 / Quick Riposte 2 / Guard
- Passive C: Atk Smoke / Flexible
- Sacred Seal: Close Defense / Distant Def / Quick Riposte
Although outshined offensively by every other red mage in the game, Henry can perform rather well when delegated to the role of an Enemy Phase tank. What truly allows him to shine is a very potent combination of Rauðrowl, Close Counter, and Quick Riposte, granting him the ability to put his physical bulk to use against melee opponents. However, in order for this build to reach maximum potency, Henry must be extremely reliant on team buffs/support.
For the purposes of this build, Henry’s most desirable IV is a Defense boon, bolstering his already solid physical bulk and gives more power to his Special. His bulk can be further amplified by the aforementioned Rauðrowl tome, giving him a +6 boost to all his stats when surrounded by three adjacent allies; these are also in-combat buffs, meaning that he can further abuse his teammates’ C slot to maximize his offensive effectiveness. This serves the purpose of patching up his offensive spread while also increasing his mixed bulk.
Bonfire or Ignis can be used interchangeably as his Special, with the key difference between the two being the time of their activation. Assuming that he is doubled, Bonfire will activate in each combat while Ignis will activate in every other. However, due to Henry’s naturally low damage output, Ignis will be the preferred option due to its considerably greater damage output increase.
Quick Riposte is a pivotal part of this build as it ensures that Henry doubles in the Enemy Phase, thus inflicting more damage while also charging his Special faster. Using it in his B slot allows for his seal to be occupied by either Close Def or Distant Def, though the choice of which is match-up dependent. On the other hand, using Quick Riposte as a seal allows him to make use of Guard, which lets him bait the prominent threat of Bold Fighter armors without worry of their Special activating.
As for Henry’s C slot, Atk Smoke is perfect for situations in which Henry has to bait multiple opponents at once, crippling any further enemy engagements. Otherwise, Henry’s C slot is flexible and can be used to fit the rest of his team’s needs.
Caw-tastrophic Sorcerer (Raven)
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Rauðrraven+ | A | Triangle Adept 3 |
|---|---|---|---|
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Reposition | B | Bowbreaker 3 Alternate: Axebreaker 3 |
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Ignis Alternate: Bonfire |
C | Hone Spd 3 |
| SP | 1,325 | S | Distant Def 3 |
- Preferred IV: +ATK or +DEF / -SPD
- Weapon: Rauðraven+
- Assist: Reposition / Flexible
- Special: Ignis / Bonfire
- Passive A: Triangle Adept
- Passive B: Bowbreaker / Axebreaker / G Tomebreaker
- Passive C: Hone Spd / Flexible
- Sacred Seal: Distant Def / Defense +3
One way to circumvent Henry’s horrid Attack stat is to rely on color advantage to be the main source of his damage output as opposed to relying entirely on his Special proc. This set, albeit old-fashioned, is tried-and-true, revolving around the common pairing of Rauðraven and Triangle Adept. Now a specialist, Henry can serve as a dedicated check against both green and colorless foes.
For his Special, Ignis and Bonfire are again great options with the choice between the two boiling down to whether one prefers greater damage output increase or shorter cooldown. Henry’s B slot is flexible but is best filled by a Breaker skill, as such skills will allow him to bypass his low Speed and specialize further. The choice of which one, however, depends on the type of unit that his team has the most trouble facing. Bowbreaker will often serve the purpose of making sure Henry does not get hit hard by Brave Lyns, especially those who run Brave Bow, while Axebreaker grants him an easier time in killing axe users. Henry’s native G Tomebreaker, while generally having less utility than the other listed options, is still a perfectly viable option and works great as a cheap alternative.
As for his seal, Distant Def gives Henry more ranged protection during the Enemy Phase and is imperative in solidifying Henry’s matchups against mages. Defense +3 is also a decent option on Henry as it builds upon his physical bulk while also strengthening Defense scaling Specials.
Introduction
Henry, Twisted Mind is an incredibly niche unit, possessing one of the most lopsided stat spreads in the game. Sporting horrid Attack and Speed, this red mage falls extremely flat offensively when compared to the rest of the red mages in the game. However, he does have a silver lining - his physical bulk. Tied only to Winter Tharja, Henry has an impressive 77 physical bulk at neutral, which opens him up to several choices for a weapon such as the above-listed Rauðrowl.
With such bulk, he is quite adept at dealing with physical attackers, but due to his stat spread, he can barely scratch opponents without the use of his Special. In addition, his stat spread shoehorns him into using an Enemy Phase build and limits his flexibility as a unit. As a result, Henry’s teammates are severely limited as well since their builds must revolve around supporting him and covering his weaknesses.
Despite his many shortcomings, Henry can prove to be a serviceable unit, finding a niche as a rather formidable Enemy Phase unit. But in order for him to reach this potential, Henry demands a high amount of investment in order to barely be comparable to other red mages. As such, unless one is willing to go to extreme lengths to build him, Henry is best off being used as a simple green and colorless counter, or as Skill Inheritance fodder for other units.
Strengths
High Physical Bulk
This is Henry’s most important strength and is one of the key differentiators between him and other red mages. With enough support, he can be an effective wall against physical opponents with few being able to dent the red mage.
High Availability
Henry is a unit readily available in the 3-4* pool, which means finding a perfect IV set for him is considerably easier than those at a higher rarity. This also makes merging him much easier, and as a unit with lackluster stats, these merges can often go a long way in improving his overall performance.
Weaknesses
Horrible Offensive Spread
Possessing the third lowest Attack stat in the game AND an incredibly low Speed stat to boot, Henry’s offensive spread leaves much to be desired. Without having his Special active or possessing Weapon Triangle advantage, Henry ends up becoming more of a hindrance to his team rather than an asset as he struggles to land lethal hits on almost every single unit currently in the game.
Requires Intensive Team Support
Aside from his own skills, Henry’s success is contingent on receiving a high amount of team support and is a requirement to do the slightest modicum of damage. This will often result in Henry being the core that the rest of his team revolves around and limits their own flexibility in terms of the roles they play aside from support/utility.
Team Options
Counters
Any capable blue unit should be able to smite the Plegian to oblivion with a single encounter. Magically tanky Enemy Phase blues are particularly effective and exploit Henry’s exceptionally poor Player Phase. Strong and fast reds can also be a counter to Henry and use his low Speed to their advantage; even with his strong defensive capabilities, these types of units can kill the mage with ease due to their superior offenses. That being said, debuffers also hurt him immensely as they essentially neutralize the team support given to him, and revert Henry back to his normal, subpar self.
- Magically Tanky Blues: By merit of having color advantage, blues, in general, have an extremely easy time in combat against him. Those who specialize in the Enemy Phase are especially adept at killing him, exploiting his incredibly weak Player Phase to their advantage. Units like Fjorm, Micaiah, and Nowi are great examples of this and render Henry a non-issue.
- Strong and Fast Reds: Heroes like Tiki (Young), Eirika (SM), and Ayra who are able to hit hard and consistently double him should have little to no issue in their match-ups against him.
- Debuffers: As a unit, Henry is incredibly reliant on team support to function properly. As such, using debuffers, like Morgan (M), Jaffar, and Gaius, who counteract such support serve as great counters to him.
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Rauðrowl+ (+Def) | A | Close Counter |
|---|---|---|---|
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Swap | B | Renewal 3 |
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Bonfire | C | Panic Ploy 3 |
| S | Quick Riposte 3 | ||
With a Res boon and his already high base Def, Henry becomes an actual wall. Owl tomes are good for defensive mages like Henry, and the Def refine helps him tank hits while also increasing the damage from his Special. Given his slow speed coupled with a bane, Henry should always be doubled by his opponent and be able to hit them back with Bonfire because of the Quick Riposte seal. Renewal keeps Henry alive while also keeping him in QR range. Panic Ploy is for utility because of his base 47 HP enabling him to Panic almost anything he can.
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Keen Rauðrwolf+ (+Res) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Swordbreaker 3 |
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Bonfire | C | Hone Atk 3 |
| S | Attack +3 | ||
Henry needs a lot of love and a lot of care to be made viable, but he is far from a terrible unit, if you build him right.
Henry needs an Attack boon the most. Defense is his best stat by far, and despite what some might tell you the extra damage by dealt by his special is not worth having three less Attack. His bane can either go to Speed or HP. Henry isn't going to be naturally doubling anyone and refining his weapon will get the HP back so either works just fine. Don't touch his Res if you can help it.
Henry has limited effective options in terms of weaponry. His native Raudrraven+ is a great tome for a budget build, but is poor for optimization as it cannot be refined. Raudrowl+ works well with him but requires his team to hug him as much as possible (Gronnowl+ works much better on his Halloween variant). Raudrblade can help boost his attack if you get him a buffer like Eirka or Ephraim, but again that is relying on the placement of units. Not to mention, the extra special charge isn't doing him any favors. Candelabra+ works great but is very limited. In my opinion, his best choice of weapon is Keen Raudrwolf+, which is easy enough to attain if you have the resources to promote Raigh and refine it after transferring to Henry. It doesn't require him to have allies adjacent to him, it can be refined, and it has good might, as well as giving him an advantage over cavalry units.
For refinement, I recommend Resistance if you're playing the long game, as I have. His defense is already very high, and with merges both will get higher. A Res bonus makes Henry into a great mixed tank, sporting an impressive 30+ in both defensive stats when Fury is applied, unmerged. However, if you're not going to buff him up in levels or Summoner support, it might be wise to increase his Defense even more. If Horse Emblem is giving you trouble, Nullify Cavalry has its uses.
As a mixed tank, Henry uses Reposition quite well. You're going to want him to be taking the brunt of most attacks to charge his special and to protect squishier units. Swap can work well too, as does Pivot if you like playing it a bit more risky.
Bonfire is a must for Henry. While Ignis lets him hit extensively hard, its charge time can be too long to prove useful. Bonfire adds a respectable 17 damage to his attacks with this build, unmerged. Luna can act as a decent substitute, having the same charge time with a good effect for someone with low attack such as Henry. However, those playing the long game definitely want Bonfire.
A skill should definitely be Fury 3. Henry needs all the buffs he can get, and Fury 3 increases his attack even more while making him even more tanky, with a bonus of patching his bad speed slightly. There really is no alternative. For those playing the long game, Close Counter should be substituted at around +2 or +3 with no Summoner Support, and around +5 with Summoner Support (the increased stats make Henry even tankier with Fury and thus more effective). However, due to the rarity of the skill, Fury 3 is still very viable.
B skill should be Swordbreaker 3. Henry's attack is too low to oneshot and his speed is too low to double naturally. Swordbreaker will allow Henry to double the biggest demographic of unit in the game, many of which come with very low Resistance and very high Speed, effectively countering Swordmasters. His native Green Tomebreaker can help deal with quick green mages like Nino and Soren, but ultimately limits his overall killing power. Quick Riposte can work for a more Enemy-Phase Henry, but I find that Swordbreaker still works better for that too.
C skill is very flexible. Tailor it to your team's needs. With that being said, if you're willing to fodder an Ishtar, Odd Attack Wave 3 helps Henry a lot.
Sacred Seal should be Attack +3. Henry needs the attack, enough said. Panic Ploy can work well too, provided you don't have an HP bane. Still, boosting his Attack is the crux of making Henry viable.
With this build, Henry can take out many key threats, even when unmerged. All Red, Green, and Colorless cavalry units fall rather easily Henry, most notably being able to oneshot Brave Lyn, Green Olwen, and can double both Reinhardts to death when initiating. Blue cavs are a bit trickier. Henry can still be defeated by Camus, Ephraim, L'arachel, and others relatively easily. He also takes out most swords very easily thanks to Swordbreaker. He fares well against archers (barring Magic Sponge Innes), less so against dagger users like Halloween Sakura, Sothe, and anyone with half-decent attack and a poison dagger. He does well against greens, being able to take most of them out. However, the more dangerous ones such as Valentine Hector, male Grima, etc can still beat him.
Henry's greatest threats are red and blue mages, which he is beat by in most cases. All three Tharjas, Julius, Celica, both Morgans, Lute, basically every other blue mage barring Reinhardt, Olwen, and Robin, etc.
In conclusion, while Henry won't be steamrolling the meta any time soon, he is certainly salvageable. He can take out the majority of units with this build, becoming a decent magic attacker with a bulky defensive spread. With merges, he becomes even stronger, and anyone thinking of merging and S Supporting Henry should definitely go for it in my opinion. He has been on my arena team for months now and has been a staple of it. While he may perform a bit better with the "optimal" Raudrowl+ build, this hinges on him being next to multiple allies. This build allows Henry to go out and wreck the enemy independently.
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Rauðrraven+ | A | Defiant Def 3 |
|---|---|---|---|
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Reposition | B | Poison Strike 3 |
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Ignis | C | Savage Blow 3 |
| S | Breath of Life 3 | ||
My Henry's A Current Work In Progress. I'm Still Trying Out Different Things With Him To See What Works The Best, As I'm Trying To Get Him To Be Really Great. I Have Him Summoner Supported All The Way To An "S" Rank As Well For The Time Being, Just So He Can Get That Extra Boost To His Stats, Which He Sorely Needs. Well, That, And I Also Really Like Him. s~s
This Is The Build I'm Going With For The Time Being (Subject To Change, Of Course.).
Rauðrraven+: While This IS The Recommended Weapon To Use With Henry, I'm Currently Torn Between Actually Continuing To Use This, Or Trying To Acquire Something Else. This Could Change Should I Get The Resources To Actually Get Anything Else.
Reposition: Do I Need To Explain Why I Decided To Have Reposition Here? It's An All Around Great Skill That Can Be Used By Pretty Much Any Unit. However, If I Must Explain...
I Chose Reposition For Henry Over Something Like Draw Back Because I'm Confident That Henry Can Tank For Other Units If The Time Should Come. Having Reposition On Henry Is Really Nice For Those Moments One There's Gonna' Be One Unit Stuck In The Danger Zone Either Way, And Henry Can Go Ahead And Take That Unit Out While He Takes The Hit For Them. God Bless Henry's Defence.
Ignis: Weeellll, It DID Come With Him, And It DOES Boost His Damage Output By...Well...A LOT, Considering His Very High Defence. I Don't Reeaaaallly See Much Need To Change This With What I'm Currently Going With, But Maybe Bonfire Would Be Better If You Really Felt Like Going With It, But I Feel That Ignis Provides A Lot More Of A One Shot Opportunity, Even Against Colour Disadvantages.
Defiant Def 3: Well, To Be Honest, I Just Came With Him, So I'm Using It. But It Isn't A Bad Thing To Have On Him At All. It Does Still Increase His Survivability By A Fair Amount, Allowing Him To Tank For Units More If He Needs To.
Poison Strike 3/Savage Blow 3: Now THIS Is Great For Henry. This Allows Henry To Deal Some Damage To Units, Even If He's Unable To Deal Any - If Not At LEAST Some - Damage By Himself. I Also Find That This Comes In Really Handy In Lowering Enemies Health Down Enough So Other Units Can Kill Them. This Really Makes Henry A Really Nice Supporting Unit.
Breath of Life 3: I Find This To Boost Henry's Supportive Abilities Even Further. This Grants Him The Ability To Heal Possibly Wounded Allies That He Could Currently Be A Wall For, Making This A Really Nice Seal To Have Him Him. I Also Like Irony.
That's Basically It, This Could Change, But That's What I Have For Him Right Now.
Overall, I Really Like Henry, And I Love Using Him (Despite Him Being Relatively Low Tier...)! I Love Him As A Character And I Enjoy His Tanking Abilities Here! I Definitely Do Not Regret Getting Him To Five Stars!
However, One Thing About My Henry Is That Because Of That Res Bane, He Does Fall Very Susceptible To A Lot Of Magic Attacks, I'm Not Really Complaining, Though, As I Do Think That The Res Bane Would Be My Ideal Bane For Henry, As I Do Not Really Wish To Minus Any Of His Other Stats.
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Rauðrraven+ | A | Triangle Adept 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Threaten Atk 3 |
| S | Distant Def 3 | ||
Henry's +iv for defense gives him 35 without any buffs which is high for a mage and the - iv for speed doesn't change affect Henry very much.
Reposition is a good assist but can be subsitiuted for whatever the player wants.
Ignis is used to make Henry get some wins that may be more difficult but Bonfire could work, however due to Henry's low attack this could be problematic.
A-skill is obviously Triangle Adapt, to insure Henry can deal damage while also tanking green mages and bow units pretty well.
B-skill as Quick Riposte aids Henry as a defensive mage, allowing for doubles and earlier use of Ignis.
C-skill being Threaten Atk is mainly to aid Henry in surviving while also helping his allies. However this is very flexible depending on the team.
As for seal, Distant Defense works wonderfully with Henry, giving him 41 Defense and 31 Resistance, further making Henry a decent mage.
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Rauðrraven+ | A | Triangle Adept 3 |
|---|---|---|---|
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Harsh Command | B | G Tomebreaker 3 |
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Ignis | C | Fortify Def 3 |
-Triangle Adept for dealing more demage against green and colorless units
-Green Tomebreaker for doubling green tomeusers
-Fortify Def to boost allies DEF
-Ignus to deal more demage with activation skill, he has very high DEF after all
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Red Tome Users Only
|
50 | 2 | 4 |
| Learns by default at 3 ★ Red Tome Users Only
|
100 | 2 | 6 |
| Learns by default at 4 ★ Unlocks at 3 ★ Red Tome Users Only
|
200 | 2 | 7 |
| Unlocks at 5 ★ Red Tome Users Only
|
300 | 2 | 11 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Glowing EmberBoosts damage dealt by 50% of unit's Def.Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
IgnisBoosts damage dealt by 80% of unit's Def.
Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
200 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 3 ★ Inheritable by all units.
|
40 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
80 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
160 | A |
| Non-Inheritable by blue units.
|
50 | B |
| Unlocks at 3 ★ Non-Inheritable by blue units.
|
100 | B |
| Unlocks at 4 ★ Non-Inheritable by blue units.
|
200 | B |
Other Info
| Origin |
Fire Emblem: Awakening
|
|---|

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