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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Rauðrblade+ | A | Close Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Panic Ploy 3 |
| S | Squad Ace A 3 | ||
IVs: +Def -Spd
Henry is a unique unit in a class of his own, being the one mage in heroes with the highest HP and Defense in the cast, having neutral 45/32/25 (45/35/25 with given IVs) bulk. Unfortunately, he pays for it in his 23 Atk and 22 Spd (19 with given IVs), and this build is made specifically to circumvent that and make him into an unholy abomination worthy of praise from Grima himself.
With his solid physical bulk of 45/32, Henry is actually able to use Close Counter to counterattack at melee range, allowing him to duel Swords, Axes and Bows alike. Quick Riposte is his ideal B slot due to his otherwise lackluster Atk and Speed, giving him more power during enemy phase.
The real kicker of this build lies within his new weapon - Rauorblade+, which helps to mitigate his low attack by instead increasing his damage with team buffs. For example, hone combination such as that from Eirika or Ephraim (+3 atk, +4 to another stat), even without rallies that gives him an extra 10 damage, and actually makes Henry have an impactful enemy phase due to his attacks now actually doing damage. For instance, assuming Ryoma does not run Moonbow, Henry can beat a +Atk unbuffed Fury Ryoma with this setup.
The rest of the build is more or less self-explanatory. Henry's Support Skill is flexible, and so is his C Slot, though his high HP makes Panic Ploy a very appealing option, increasing the amount of targets he can take on due to them having their offense handicapped as a result. To help utilize Panic Ploy, HP +5 is the ideal seal for him, and also helps with his bulk as a whole even without the need for Panic Ploy's activation. Bonfire is the preferred special to take advantage of Henry's 35 Def, and provide a bonus 17 damage on activation. Ignis can also be used, but given it's cooldown of 5 due to Rauorblade, Bonfire will see at least some use comparatively.
This Henry build absolutely requires support in the form of Hones and/or Fortifies, so a teammate like Eirika is essential for this build to perform optimally. Hone Speed shouldn't really be necessary for this Henry outside of giving a flat 4 damage, since Henry's speed is unsalvageable anyway.
Rauorowl is an interesting option and increases his Defenses to become an even sturdier wall, though Rauorblade can somewhat rectify his painfully low attack and therefore is more valuable as a whole, while not being reliant on every team member having fixed positioning to support Henry and still being effective.
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Rauðrraven+ | A | Earth Boost 3 |
|---|---|---|---|
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Reciprocal Aid | B | Quick Riposte 3 |
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Bonfire | C | Panic Ploy 3 |
| S | Distant Def 3 | ||
IVs: +Def -Spd
The Henry monstrosity build constructed by Omni H.
Henry is underwhelming as a generalist, so solidifying his one niche as a bow waller is basically the best that can be done. Henry's uniquely extreme HP and Defense gives him the great privilege of being the one raven mage that can pull off this exact build and live all variants of cyl!Lyn without buffs on either side, and secure the kill with Bonfire or Ignis.
Panic Ploy is near essential for Henry to go toe-to-toe with green bladetomes and bow lyn in the case of horse emblem, allowing for safe debuffing and giving henry the capability to bait them and come out on top, while taking advantage of his uniquely high hp. Reciprocal Aid can be used to keep panic ploy running and allow Henry to bait and kill more than one enemy since builds such as qp moonbow cyl!lyn will leave him on very low HP as is. The Distant Def 3 seal will also give Henry an extra 6 defense against Brave Lyn, further ensuring his ability to tank her.
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Rauðrblade+ | A | Defiant Atk 3 |
|---|---|---|---|
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Reciprocal Aid | B | Escape Route 3 |
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Bonfire | C | Hone Spd 3 |
| S | Attack +1 | ||
With an attack boon and an attack +1 sacred seal, Henry reaches only 27 base attack. Coupled with Rauorblade+'s 13 mt brings his attack up to 40 which is still incredibly lackluster. Because of this, this Henry build takes inspiration from Sanaki's Crimson Chilliarch build.
With Rauorblade, Henry can take advantage of buffs given by his team for extra damage but because his speed and attack is so low he wont be able to finish off many units without a breaker skill.
Because of this, Defiant Atk is the chosen A slot skill essentially giving Henry +14 attack with a bladetome and helps bring him up to 54 attack once he reaches the HP threshold.
Escape route is chosen because of its synergy with Defiant Skills, allowing Henry to teleport around the map to swoop in and finish off already weakened units.
The C slot is flexible but because of the nature of this build, Henry might only be able to take advantage of a Threaten skill once. Because Henry's speed is so low, he can't really benefit from a speed buff from his allies which makes a speed boosting C slot ideal for Henry to support his allies unless Henry is expecting buffs from his allies to help boost his attack even further then an attack boosting C slot can be chosen.
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Rauðrblade+ | A | Life and Death 3 |
|---|---|---|---|
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Draw Back | B | Swordbreaker 3 |
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Moonbow | C | Threaten Spd 3 |
| S | Speed +1 | ||
Hey, you! Yeah, you!
Do you have a bunch of Raven time fodder lying around that you don't know what to do with after trying to pull for Elicina? Do you wish that your favorite death-crazed, comedic, psychopath wasn't treated by shit by FE:H? Do you like to complain about him being bad on Reddit? Well look no further! I'm telling you that you can put that fodder to use! In this explanation you'll likely be too lazy to read, I'll give a rundown analysis on how you can make Henry godlike! (Or at the very least a good unit.)
Individual Values: +SPD, -HP
Now I know what you may be thinking, "Hey man, Henry's speed is terrible. That little red dot says so. Why in the living shit would I want to increase it in nature?" First of all, rude, and second of all, I consider anyone who can hit at least 24 SPD through nature to be a salvageable stat. (Though fucking expensive.) I'll get more into that later... Also, -HP doesn't friggin' matter as a bane, it's still relatively high for mage. If you've got this much fodder, you'll be bound to have at least one with this nature. So first off, we're going to 5* this bitch.
Feather count: 22,000
Weapon: Rauorblade+ (Rauorraven+)
Let's get the fucking obvious weapon choice out of the way. Blade times are just way too ridiculous not to inherit. It has a high(er) Mt of all the inheritable tomes and can friggin' increase it's damage through buffs which are easy as hell to obtain. Alternatively, you can use the Raven tome. It in itself is also a good option. You'd want to use this if you 1.) Hate Bow Lyn and Bride Cordelia, or 2.) Are a tight-ass and don't want to spend too much feathers. (Which if this be the case, don't even look at the rest of this, this is a bloody expensive build.) For all intensive purposes, let's assume you have a 4* Tharja lying around. As far as feather goes, the Blade time is going to put you at....
Feather count: 42,000
Assist: Draw Back (Reposition)
If you got a bunch of Sully's from trying to pull Nephenee like I did, this may not too hard of a skill to come by. Costs pretty much nothing to get. (Except those wasted 5 orbs). This skill, when it comes to mages, I personally think is better as it can keep you out of range of Reinhardt and can be used to also increase movement. But hey, if you prefer Reposition, be my friggin' guest.
Feather count: 42,000
Special: Moonbow
Oh God, this skill again. Let's be honest, you probably see this god damned skill on just about every bloody "Viable" or "Budget" build on this website or Gamepedia. Welp, here it is again. Moonbow is easy to come by; you probably got an Odin or Palla already at your disposal for it. Plus, it's the fastest option if you want to have the Blade tome, so...
Feather count: 44,000
Passive A: Life and Death 3
Finally, we're at the passives. Well, finally for me... I typed this entire thing on my bloody phone... Anywho, this is another skill you probably see all too often. At first glance, it may not seem to work on Henry, but trust me, by the end of this it'll make sense. Luckily it's a pretty straightforward stat, so I don't have to explain it too much. This skill just simply increases Henry's shitty offensive stats. Now the defensive stats decreases definitely seems to hurt, but it really isn't too much of a problem for this build. Unfortunately for you, this is a 5* locked skill, so you got more feathers to spend.
Feather count: 64,000
B Passive: Swordbreaker 3 (Bowbreaker 3, or really any friggin' breaker except for Daggerbreaker 3)
Really, for the B-slot, any bloody breaker skill will work for it. (Except Daggerbreaker 3, cause how often do you see a friggin' dagger unit in Arena?) Swordbreaker 3 overall is the best candidate for this slot as a ton of Sword units are speedy and it can save your sorry ass if you ever find yourself in a pickle. Again, if you just really hate Bow Lyn or Bride Cordelia, this will also work really well for you. Assuming you got a Abel to sack, this won't cost you a dime, but if you kill off another Sully for this skill, this build will now be...
Feather count: 86,000
C Passive: Threaten Spd 3
With this skill, you're going to make a statement and bring all of these 39 Spd assholes down to your level. You gotta remind them that you're better than them. Pretty easy to come by if you've got a Selena you really don't give a shit about.
Feather count: 88,000
So as of now, Henry's stats still aren't looking too hot despite all the skills we threw on him, sitting at 42/41/30/27/20. How exactly can we fix this?
+10 that bitch, baby!
Feather count: 308,000
Remember when I said this would be expensive? Whenever you +10 merge a unit, because of how the stat increases work, +4 is going to be applied to every single stat.
46/45/34/31/24
So that is looking pretty good, is there any other way we can increase it? Well I've got two words for you bucko.
Summoner.
Support.
In case you friggin' skipped over that 5 second tutorial on how summoner support works, you choose a unit and you get a +2 increase to every state except HP which is +5 at S rank. In order to reach S rank, this unit must win 350-some battles against Lvl 35+ units (I'm not sure if this is entirely true, you can friggin' look it up.) Of course this'll mean you have to breakup with Rein-sweethardt or your waifu, but if you're this dedicated to creating this build, you probably already don't
give a shit. This increase will then put him at:
51/47/36/33/26
Sacred Seal: Speed +1
There is no such fucking thing as going overkill with speed. With this seal equiped, Henry will now have 37 SPD, which is a major difference from his 22 base SPD. In order to be Doubled/Quad naturally, the opponent will need 42 god damned speed to do so. Who says his SPD isn't salvageable?
Who should Henry have Ally Support with?
If you took the time to create this build, first of all, I applaud you, and second of all, you're going to want to pair him up with someone who can buff up multiple stats such as Eirkia or that new Axe Azura so they can increase your damage output. (or who just has a bloody Hone ATK inherited). Don't worry, this will not affect Summoner Support, but it will rather stack. So this will be an additional +1 to every stat except HP if you're standing next to this Ally.
51/48/38/34/27 +any other buffs.
Weaknesses:
- As with every red unit, stay away from blue units, especially mages.
- Decent Res.
- Cannot counterattack melee units. (duh.)
- Expensive as shit to build.
- Not on a horse.
Strengths:
- Very tanky towards physical units, especially being up to speed now.
- Has a pretty good MU spread.
- Bragging rights.
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Rauðrraven+ | A | Triangle Adept 3 |
|---|---|---|---|
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Draw Back | B | Bowbreaker 3 |
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Ignis | C | Panic Ploy 3 |
| S | Distant Def 1 | ||
Hard counter to brave lyn and nino. Completely obliterates any archers, at most takes like 1 x2 damage from a horse emblem life and death brave lyn, counterattacks with an easy kill. Barely takes damage from Nino and Cecilia and can kill them in 2 fights. Complete nuke with ignis. Overall great asset to my team, synergizes with blue units who would rather not fight greens, fliers who want to avoid archers, and really anyone who can’t tank hits from Brave Lyn
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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