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 | Defiant Def 3 |
|---|---|---|---|
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Reciprocal Aid | B | Brash Assault 3 |
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Ignis | C | Threaten Res 3 |
This build allows Henry to be a tanky blade tome user, capitalizing on his tankyness on low percentages, and doubling anything he wants in the game, with defiant defense acting as an automatic blade buff
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Blárowl+ | A | Earth Boost 3 |
|---|---|---|---|
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Rally Attack | B | Renewal 3 |
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Ignis | C | Spur Def 3 |
+Def/-spd or +Atk/-spd
Blárowl+ isn,t a very powerful tome but Henry isn,t here to defeat someone with raw power anyway and desires to tank so the low might of the Owl tome isn,t going to hurt henry all that much.
The Owl tome gives Henry boosted stats the more adjacent allies. Allowing him to tank more damage.
Earth Boost 3 or Water Boost 3 combined with 45 hp this adds on Henry,s Tanking capabilities.
Strenght Boost 3 can be take to patch up Henry,s low atk but it isn,t recommended as Henry rather tanks better than hit harder.
Spur Def 3 gives his adjacent allies a +4 Def buff which helps his allies survive longer.
Ignis is Henry,s bread and butter and will be the main source of Henry,s damage output as the buffs of Earthboost, Blárowl+ and other defence buffs all add on the power of Ignis allowing Henry to even one shot the tankiest of enemies as Ignis ignores the weapon triangle.
The Support skill is free to choose what you like.
overall with this set Henry becomes Boey with less atk and speed but with more Res and slightly more hp.
allowing Henry to outlive Boey on the magic side.
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Rauðrblade+ | A | Defiant Def 3 |
|---|---|---|---|
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Smite | B | Vantage 3 |
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Ignis | C | Threaten Atk 3 |
Rauörblade+ Allows Henry to deal more damage even without the need of an Ignis proc.
While Ignis needs one extra turn to recharge, It isn,t as big of a deal since Henry will be able to deal big amounts of damage regardless of Ignis activating.
Defaint Def 3 boosts both Henry,s Defence and Weapon Might because of the Blade tome.
Effectively, Henry gets +7 in both Defence and Atk
Making him hit harder and last longer at lower Hp.
The B slot is rather flexible.
You can put a breaker skill to make Henry specialized in taking down specific enemy units early on but it will lose its effect when below 50% of his HP.
Vantage and Brash Assault are both really good for Henry when he hits low amounts of health but it also means he can,t double Sword, Axe or Tome users with a breaker skill early on.
Threaten Atk 3 lowers the atk of all enemy units within 2 spaces which is ideal for surviving longer.
And coupled with Defaint Def, Henry becomes though to take down.
Smite Allows Henry to get Allies out of range or in range of enemy units.
But can be replaced with something else your team needs more.
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Rauðrraven+ | A | Triangle Adept 3 |
|---|---|---|---|
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Reposition | B | G Tomebreaker 3 |
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Ignis | C | Threaten Res 3 |
He's supposed to be played as a wall. Reposition is to move units from range after they've dealt with his counters. From there, as long as it's greens, colorless, and maybe a weak red, he can tank it all.
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Rauðrblade+ | A | Sturdy Blow 2 |
|---|---|---|---|
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Reciprocal Aid | B | Vantage 3 |
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Ignis | C | Threaten Res 3 |
Preferred Nature: +ATK/-SPD
Weapon: Rauðrblade+
Support Skill: Reciprocal Aid
Special: Ignis
A Slot: Sturdy Blow 2
B Slot: Vantage 3
C Slot: Threaten Res 3
Sacred Seal: Attack +1
Henry is made to be a physical wall, but with enough time and SP you can have him playing more as he did in Awakening.
This will cost you a 5* Tharja and 4* Athena, among others, but for those of you like me that adore Henry, it pays off in the end.
Other builds have Henry being used as a colorless killer, which works, but a fully offensive Henry build works wonders on those who don't expect it.
The Bladetome supplies more damage, Reciprocal Aid lets you get your health back, and Ignis is far stronger than Bonfire and it saves you the SP (and the Robin-M, Tiki-Adult, or Luke).
Sturdy Blow combines what's great about Death Blow and Armored Blow and it works wonders on someone who's supposed to be tanky like Henry. Vantage is used since, let's be honest, you aren't out speeding anything. Threaten Resistance is just the bow on the present.
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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