GamePress
Analysis by MackerelPye
Spring Henry - Peculiar Egg

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 41
ATK 37
SPD 27
DEF 40
RES 23

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 18 8 4 9 3
Middle 19 9 5 10 4
High 20 10 6 11 5

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 37 34 23 37 20
Middle 41 37 27 40 23
High 44 40 30 44 27

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.
HPATKSPDDEFRES

Skill Sets

Not Dreaming of Bunny Boi Heels (Dedicated Close Tank)

Build by MackerelPye
Recommended
Tannenbow+ (+Def)
Alternate: Plegian Bow+ (+Def)
A Close Countering A Slot
Positional Assist B Lull Atk/Def 3
Alternate: Quick Riposte 3
Bonfire
Alternate: Ignis
C Atk/Def Menace
Alternate: Atk Smoke 3
IVs

+DEF or +ATK / -SPD or -RES

SQuick Riposte 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Reindeer Bow+ (+Def) / Tannenbow+ (+Def) / Plegian Bow+ (+Def) / Sunflower Bow+ (+Def) / Spendthrift Bow+ (+Def) / Courtly Bow+ (+Def) / Carrot-Tip Bow+ (+Def)

Assist: Positional Assist

Special: Bonfire / Ignis

Passive A: Close Foil / Close Reversal / Close Counter

Passive B: Lull Atk/Def / Quick Riposte

Passive C: Atk/Def Menace / Atk Smoke / Joint Drive Def

Sacred Seal: Quick Riposte / Atk/Def Solo / Atk/Def Form / Atk/Def Bond / Shield Session / Sturdy Stance / Close Def

  • Unlike the Ruse support build, this build focuses resources on building up Henry's physical tanking more selfishly. A lot of elements do transfer over though with a simple goal: utilize a weapon and all passive slots possible that improves his physical tanking capabilities.
  • To make good use of Henry's standout Def, running a close-countering skill gives him leverage versus a multitude of melee units. Close Foil and Close Reversal are generally your best choices as they add relevant extra stats in combat. 
  • Additionally, to account for a lack of additional combat effects in close countering skills, Henry should compensate with a weapon with good effects. Reindeer Bow+, in particular, would be best as it's very accessible from Heroic Grails and comes with Special denial (aka Guard) — something Henry values to help prevent himself from getting blown away by enemy Specials. Similarly, Tannenbow+ is accessible from Grails and grants a form of penalty protection by reversing any Atk/Def debuffs that comes Henry's way.
    • There are also a ton of bows that are very similar to these ones with various useful effects. In a nutshell, Plegian Bow+ grants penalty doubling, Sunflower Bow+ is basically budget Spendthrift Bow+, Courtly Bow+ offers first-hit damage reduction, and Henry's default Carrot-Tip Bow+ gathers all enemy penalties into a single powerful first hit. 
  • We swap out the default Ruse skill for a more direct combat skill, and Henry's ranged cavalry status pretty much cuts this to two options: Lull Atk/Def cancels out existing enemy bonuses and further cuts down those two stats by -3. Meanwhile, Quick Riposte helps Henry secure kills by adding a guaranteed follow-up. It's recommended to have Quick Riposte at least somewhere on the build — whether it be through the Sacred Seal or B-slot — for that reason.
  • There's a variety of C-slots that aid Henry's tankiness. Atk Smoke, for instance, is easily available at low rarity and applies a widespread debuff after finishing one combat. Atk/Def Menace automatically buffs Henry and debuffs a nearby enemy within four spaces, making it a preferred and more potential, passive option. Finally, if you're grabbing Close Reversal from Gatekeeper, might as well leverage Joint Drive Def from him as a solid option that benefits both Henry and nearby allies.
  • If you aren't already using Quick Riposte as the Sacred Seal, this slot is open for a number of great choice to top off Henry's tankiness. Depending on your preferred phase or positioning requirements, this ranges anywhere from Atk/Def Bond, Form, Solo and other similars. 

Nyeh? Pwish! (Brave Bow Nuke)

Build by MackerelPye
Recommended
Brave Bow+ A Death Blow (3 or 4)
Alternate: Atk/Def Push 4
Positional Assist B Lull Atk/Def 3
Alternate: A/D Far Trace 3
Bonfire C Rouse Atk/Def 3
Alternate: Joint Drive Atk
IVs

+ATK / -Anything Else

SDeath Blow 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Brave Bow+

Assist: Positional Assist 

Special: Bonfire / Luna

Passive A: Death Blow / Atk/Def Catch / Atk/Def Push

Passive B: Lull Atk/Def / A/D Far Trace / Chill Def

Passive C: Rouse Atk/Def / Joint Drive Atk / Def Smoke

Sacred Seal: Death Blow / Atk/Def Solo / Blade Session

  • We're definitely not inspiring a grand spring of creativity with a simple Brave Bow+ build, but it does work out in the end thanks to the weapon's strong hits per strike from Henry's great Atk and essentially turning Henry's weird Spd into a total nonissue. 
  • At the end of the day, it's the same song and dance: bolster Henry's Atk as much as possible with direct passive skills like the cheap and accessible Death Blow (or Atk/Def skills if you want bigger and and fancier Bonfire numbers) for strong player phase hits, and keep Henry away from absolutely any semblance of enemy phase whatsoever as Brave Bow+ negatively lowers his performance there.
  • Several B-slot skills help tremendously with additional damage output. Lull Atk/Def is usually the best choice since it cancels out any existing Def bonuses on the enemy while applying an additional -3 debuff as well. If you're not worried about the enemy buffing their own Def specifically, A/D Far Trace instead grants 【Canto (Rem.)】, which can provide a neat means of escape after Henry is done with combat or some other action. Lacking or not willing to give these, Chill Def is a more accessible option that applies a pretty sizable -7 penalty automatically; in optimal conditions, we're looking at +14 additional damage.

Henry's C-slot ideally should follow the same goal as the others: buff Henry's offenses in some way. There's many ways to do this from Rouse to Menace to Smokes; as long as it involves Atk or Def or both, choose which suits your level of investment.

Much Cuter When You Shoot'em Between the Eyes (Intended Use / Rally + Ruse Support)

Build by MackerelPye
Carrot-Tip Bow+ A Close Countering A Slot
Alternate: Atk/Def Solo (3 or 4)
Rally Def/Res+ B Atk/Def Ruse 3
Bonfire C Atk/Def Menace
Alternate: Atk Smoke 3
IVs

+DEF or +ATK / -RES or -SPD

SAtk/Def Solo 3
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Carrot-Tip Bow+ (+Def) / Plegian Bow+ (+Def)

Assist: Rally Def/Res+ 

Special: Bonfire 

Passive A: Close Foil / Atk/Def Solo / Other Atk/Def Skills

Passive B: Atk/Def Ruse

Passive C: Atk Smoke / Atk/Def Menace / Def Smoke

Sacred Seal: Atk/Def Solo / Quick Riposte / Atk/Def Bond / Atk/Def Form / Sturdy Stance

  • Since by default Henry comes with Rally Def/Res+ and Atk/Def Ruse, he can play his intended role as a buff/debuff bot. This, by itself, is a pretty simple task: simply rally a teammate in a cardinal position so that their stats are fortified while Atk/Def Ruse inflicts some nasty Atk/Def debuffs and Guard on priority targets. 
  • Because Atk/Def Ruse allows Henry to manually apply Atk/Def penalties to any enemies you want in cardinal positions, there are a couple of bows that take precise advantage of this:
    • Henry's default Carrot-Tip Bow+ already enforces the playstyle the developers had in mind for him. Specifically, the total existing Atk/Def penalties on the enemy gets added to the bow's first hit, and Henry also gains an appreciative Atk/Def +5 on top of this. Since the Def debuff is basically counted twice over (as visible and in-combat stats factor separately) and this is added ON TOP of whatever damage Henry's already dealing, expect some solid single-shot damage from the bow's first hit. Overall, it's pretty useful for a default weapon and does exactly as the build intends.
    • Plegian Bow+ fits Henry's lineage to a T and also happens to benefit from Atk/Def Ruse specifically. Similar to Carrot-Tip Bow+, it counts any existing Atk/Def penalties on the enemy and instead essentially doubles them in combat. Basically, it's a more stable defensive option that serves to bolster Henry's general combat in favor of Carrot-Tip Bow's damage focus. It does require Henry to be separated from his allies, but this is a pretty easy condition to uphold and can be fortified with other Solo skills, all things considered.
  • Henry's A-slot skill should be focused on further improving his physical talents. Close Foil, for instance, grants him a handy boost Atk/Def +5 while also enabling him to counterattack physical melee enemies up-close. Other close counter variants can be taken as long as you keep away from the functionally useless Ward line. Lacking these, you can keep Henry exclusively to ranged counterattacking with a variety of Atk/Def skills such as Atk/Def Solo
  • Since Henry's Spd is not the best, it's a good idea to consider Quick Riposte to ensure better damage through a guaranteed follow-up in enemy phase. Else, the Sacred Seal's also open for Atk/Def bolstering skills like in the A-slot.
  • In the C-slot, though Atk/Def Menace may seem redundant when Atk/Def Ruse is already in use, it does save Henry the effort of manually debuffing the enemy by automatically applying them instead on a foe within four spaces. Generally, this allows Henry to be more flexible with his actions than simply Rallying and mobilizing. Else, you can simply run Atk or Def Smoke as more accessible alternatives to really lay on the pressure and penalties. 

Strengths

Strong Physical Stats

Henry hops in with a springingly high base 40 Def, a new record high for the entire ranged cavalry group (as of this time of writing). Accordingly and with a bit more investment, you can expect him to weather a number of physical hits like a champion bun-bun pal, all while being no slouch at biting back with a solid 37 Atk.  

Ranged Cavalry

As expected of his ranged cavalry status, Henry enjoys the freshly grown, open fields with his extended attack and movement range. With it, he threatens large portions of maps while being able to assist with his allies at a good range if needed. 

Colorful Variety of Inheritables

Henry's unfortunately a generic, but his bow-using status means he's got a whole arsenal of goodies to try out. Depending on the build and your desired combat effects, this can range anywhere from a simple but powerful Brave Bow+ nuke build to leveraging his rocket high Def for pretty spicy defensive builds with choices like Reindeer Bow+ or his own Carrot-Tip Bow+.

Weaknesses

Questionable Stat Distribution and Subsequent Competition Issues

Henry's oddly lengthy ears and Def are just about the only things that are hoppin' huge about him. Aside from those and his just great Atk — which is eclipsed by several bow cavalry with better base Atk like Legendary Leif — Henry struggles to branch out confidently with a somewhat-too-balanced distribution in the rest of his stats. 

  • With comparable or outright outclassed Spd and Atk values compared to certain other units (i.e. Summer Leonie, Ascended Laegjarn, Scion Leif), going on the offensive may feel outright awkward.
  • While 27 Spd is definitely not the worst and can be built on, it definitely falls behind the rest of the fast bow cavalry crowd and is susceptible to follow-up attacks from other dedicated Spd units.
  • The lowest of the bunch, his base 20 Res, makes nearly any serious magical matchup a total life-and-death situation (not that Henry of all people would, you know, mind).

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Carrot-Tip Bow

Effective against flying foes. At start of combat, if foe's HP ≥ 75% or【Penalty】is active on foe, grants Atk/Def+5 to unit during combat and unit's first attack during combat deals damage = total Atk/Def penalties on foe.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 8
Carrot-Tip Bow+

Effective against flying foes. At start of combat, if foe's HP ≥ 75% or【Penalty】is active on foe, grants Atk/Def+5 to unit during combat and unit's first attack during combat deals damage = total Atk/Def penalties on foe.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Bow users.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally Resistance

Grants Res+4 to target ally for 1 turn.

Learns by default at 4 ★
1 150
Rally Def/Res

Grants Def/Res+3 to an adjacent ally until the end of the turn.

1 300
Rally Def/Res+

Grants Def/Res+6 to an adjacent ally until the end of the turn.

1 400

Passive Skills

Passive Skills SP Slot
Brazen Atk/Def 1

If unit's HP ≤ 80% at the start of combat, grants Atk/Def+3 during combat.

Inheritable by all units.
Unlocks at 3 ★
60
A
Brazen Atk/Def 2

If unit's HP ≤ 80% at the start of combat, grants Atk/Def+5 during combat.

Inheritable by all units.
Unlocks at 4 ★
120
A
Brazen Atk/Def 3

If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat.

Inheritable by all units.
Unlocks at 5 ★
240
A
Atk/Def Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Flying and Staff Units
Unlocks at 1 ★
60
B
Atk/Def Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Flying and Staff Units
Unlocks at 2 ★
120
B
Atk/Def Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Flying and Staff Units
Unlocks at 4 ★
240
B

Other Info

Origin
Fire Emblem: Awakening

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