Halloween Henry

Analysis by Maskilraid
Halloween Henry - Happy Vampire


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 36
ATK 33
SPD 34
DEF 26
RES 36

Stat Variations

Level 1 Stat Variation
Low 16 8 9 3 11
Middle 17 9 10 4 12
High 18 10 11 5 13

Level 40 Stat Variations
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.


  • +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.


  • 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.


  • -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)

Build by
Gronnowl+ (+Def)
Alternate: Spectral Tome+ (+Def)
A Close Counter
Alternate: Fury 3
Swap B Vengeful Fighter 3
Alternate: Quick Riposte 2
Alternate: Glimmer
C Armor March 3
IVsSAtk Ploy 3

Show Explanation/Analysis
  • 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)

Build by
Spectral Tome+ A Fury 3
Swap B Windsweep 3
Alternate: Wary Fighter 3
Iceberg C Armor March 3
IVsSAtk Smoke 3

Show Explanation/Analysis
  • 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)

Build by
Gronnraven+ A Distant Def 3
Alternate: Triangle Adept 3
Swap B Vengeful Fighter 3
Alternate: G Tomebreaker 3
Iceberg C Armor March 3
IVsSDistant Def 3

Show Explanation/Analysis
  • 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)

Build by
Gronnblade+ A Death Blow 4
Alternate: Death Blow 3
Swap B Bold Fighter 3
Alternate: Vantage 3
Iceberg C Armor March 3
IVsSAttack +3

Show Explanation/Analysis
  • 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).


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.


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.


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. 

Weapon Skills

Weapons SP Rng. Mt.
Green Tome Users Only
50 2 4
Green Tome Users Only
100 2 6
Spectral Tome

After combat, bonuses become penalties on all foes within 2 spaces through foe's next action.

Green Tome Users Only
200 2 8
Spectral Tome+

After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions.

Learns by default at 5 ★
Green Tome Users Only
200 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns

Boosts damage dealt to foe by 30% of damage dealt to unit.

Non-inheritable by Staff-wielding units.
100 3

Boosts 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
Live for Honor

If unit survives, get 1.5x normal badges from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.)

Inheritable by all units.
Unlocks at 5 ★
Armor March 1

If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)

Only inheritable by armor units.
Armor March 2

If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)

Only inheritable by armor units.
Armor March 3

If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)

Only inheritable by armor units.
Unlocks at 5 ★

Other Info

Fire Emblem: Awakening

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