GamePress
Start Discussion!
See All

Table of Contents

Tier Rating

Analysis by lordhelpme
Eir - Merciful Death

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
149
HP 35
ATK 32
SPD 37
DEF 14
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 7 8 3 6
Middle 16 8 9 4 7
High 17 9 10 5 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 32 29 34 11 28
Middle 35 32 37 14 31
High 39 35 40 18 34

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

Boons 

  • +SPD: Likely Eir’s best choice of IVs, a Speed boon is a potent option that lets her fully maximize her offensive potential by augmenting her ability to perform follow-up attacks, elevating her already excellent base Speed stat of 37 to a staggering value of 40.
  • +ATK: Although generally not quite as good as a Speed boon, an Attack boon remains a solid option to enhance Eir’s combat prowess through increased raw damage output. 
  • +RES: Alternatively, a Resistance boon can be taken to capitalize on her ability to quickly shut down opposing mages, as well as opposing dragonstone and staff users if making use of her default B slot skill. It also makes her a much more effective user of Ploys. 

Neutral

  • HP: Since lowering her HP stat detracts from her respectable magical bulk, it is best to leave it untouched. Nevertheless, it can be a suitable bane should no other option be available. Additionally, should Arena scoring be one’s top priority, do keep in mind that taking an HP or Defense boon is Eir’s only way of reaching the 150-154 BST bin in Arena. 

Banes

  • -DEF: Eir’s neutral physical bulk of 49 is pitiful and causes her to be extremely weak against most forms of physical damage. Lowering it further with a -DEF IV will hardly affect this, making it her best overall option for a bane. 

Skill Sets

Ballad of the Valkyries (Magic Counter)

Recommended
Lyfjaberg A Atk/Res Solo 3
Alternate: Swift Sparrow 2
Reposition B Mystic Boost 3
Iceberg
Alternate: Glimmer
C Sparkling Boost
Alternate: Atk Ploy 3
SP1425SSpd Ploy 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK or +RES / -DEF
  • Weapon: Lyfjaberg 
  • Assist: Reposition / Flexible
  • Special: Iceberg / Moonbow / Luna
  • Passive A: Atk/Res Solo / Atk/Spd Solo / Swift Sparrow
  • Passive B: Mystic Boost
  • Passive C: Sparkling Boost / Atk Ploy / Flexible
  • Sacred Seal: Spd Ploy / Def Ploy / Atk Ploy / Flexible

The princess of the kingdom of death, Eir, boasts a fully functional base kit that allows her to perform admirably as a capable check to all magic damage dealing foes. Boons to her Attack, Speed, and Resistance stats are thus greatly appreciated here as they allow her to drastically improve the quality of her match-ups against such opponents. 

Her legendary dagger, Lyfjaberg, is a potent personal weapon that comes packed with several effects, all of which serve to solidify Eir’s anti-magic capabilities further. Most notably, Lyfjaberg carries a variation of the Null Follow-Up skill, granting her the ability to deny her opponent’s follow-up attack provided that she initiates combat -- this can be extremely beneficial when facing off against magic foes making use of Quick Riposte, effectively negating the skill altogether and mitigates the damage she takes by a large margin. Moreover, it grants her a flat +3 Resistance to better take on magical attacks as well as a significant +4/+4 Atk/Spd in-combat boost when above 50% HP. However, do keep in mind that the benefits that her dagger offers her do not come without cost, inflicting her with 4 points of chip damage after every round of combat until she drops below 50% HP. 

Eir’s native Iceberg is a strong choice for her Special that scales well with her excellent base Resistance stat, consistently adding 17 points of damage (18 with Resistance boon) each time upon activation. Alternatively, one can take Moonbow or Luna to help against particularly bulky foes, such as Winter Tharja, whom she would otherwise face some difficulty in dealing with.

As for her choice of A slot skill, Atk/Res Solo is a formidable choice that offers her a considerable boost to her raw damage output and magical resilience simultaneously so long as she does not have any adjacent allies. That being said, as Lyfjaberg already mitigates a lot of the damage that she would otherwise be receiving, Atk/Spd Solo can be also be taken to focus strictly on beefing up Eir’s offensive potential. Both of the aforementioned skills also have the additional benefit of functioning in either phase, letting her easily establish herself as a force to be reckoned with both on the offensive and on the defensive. Otherwise, her native Swift Sparrow works excellently here, though it will restrict her into focusing more on her match-ups in the Player Phase. 

Her native Mystic Boost is a crucial component of this build and is necessary in order for Eir to function as a hard counter to tome, dragonstone, and staff users alike, disabling dragonstones’ adaptive damage property as well as the effects of Wrathful Staff. This effectively safeguards the young princess from receiving a substantial amount of damage when facing off against such foes and instead, allows her to remain relatively unscathed from their onslaught; it also serves to circumvent Lyfjaberg’s chip damage. 

Eir’s unique C slot skill, Sparkling Boost, has an interesting effect, restoring 10 HP to the most damaged ally on Eir’s team at the start of every turn. Depending on her team composition, though, this skill can range from being astoundingly useful to being detrimental to her allies’ overall performance, the latter of which being the case when using her alongside units who rely on HP threshold skills like Brazens and Desperation. In such instances, feel free to utilize any C slot that best compliments the rest of her team’s needs. In particular, Ploy skills are great (and reliable) options thanks to Eir’s good Resistance stat and can also be used in her seal slot. 

Broken Night (Offensive Nuke)

Recommended
Lyfjaberg A Atk/Spd Solo 3
Alternate: Swift Sparrow 2
Reposition B Desperation 3
Moonbow
Alternate: Glimmer
C Sparkling Boost
Alternate: Fortify Fliers
SP1485SHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -HP or -DEF
  • Weapon: Lyfjaberg 
  • Assist: Reposition / Flexible
  • Special: Moonbow / Glimmer 
  • Passive A: Atk/Spd Solo / Swift Sparrow 
  • Passive B: Desperation / Mystic Boost
  • Passive C: Sparkling Boost / Fortify Fliers / Guidance / Flexible
  • Sacred Seal: Heavy Blade / Speed +3 / Attack +3

With her mix of impressive offensive stats and access to class-exclusive buffs, Eir can perform extremely well when equipped with an all-out offensive build. Her personal weapon and excellent mobility complement her effectiveness as an offensive nuke as well, enabling the young princess to differentiate herself as a frightening source of damage output when properly supported. Given this build’s playstyle, boons to either of her offensive stats are highly recommended, with a Speed boon slightly edging out an Attack boon due to Eir’s reliance on follow-up attacks; nonetheless, both are great options. 

Moonbow will typically be Eir’s best option for her Special thanks to its low Special cooldown and effectiveness against bulky foes whom she would otherwise have difficulty in dealing with. Glimmer is also a great choice that possesses an equally low Special cooldown and scales well with Eir’s relatively good damage output, in addition to being more useful against foes with high HP but low Defense. When paired with the Heavy Blade seal, Eir will be able to consistently activate either Special in each round of combat even while under Desperation’s HP threshold, with this being most effective when providing her with Hone Flier support. 

For her A slot, Atk/Spd Solo is a particularly noteworthy candidate that offers Eir a tremendous boost to her offensive potential, only requiring her to have no adjacent allies in order to activate its powerful effect. On a budget, her native Swift Sparrow is a perfectly fine choice that serves to grant her a solid +4/+4 Atk/Spd increase on initiation. Lyfjaberg’s chip damage, while somewhat troublesome to work around should one fail to take the proper precautions, can be used to one’s advantage by taking Desperation as her chosen B slot skill. This combination allows her to safely drop down into Desperation’s HP threshold and freely strike opposing foes without having to worry about being killed in retaliation, while still receiving the offensive stat boost that Lyfjaberg provides for at least one or two more rounds of combat after the first. Alternatively, one can make use of her native Mystic Boost to circumvent the skill’s chip damage altogether, though this does force her to be more selective in choosing her match-ups as she’ll be incapable of initiating against most Distant Counter users without Desperation’s effect of successive follow-up attacks. 

Eir’s exclusive Sparkling Boost is a fantastic C slot skill to utilize to provide healing support to her allies but if using her alongside fellow fliers, class-exclusive buffs such as Fortify Fliers may be more preferred. Guidance is also a solid choice when using Eir in mixed teams. Lastly, if the Heavy Blade seal is unavailable, then the Speed +3 and Attack +3 seals make for suitable alternatives to bolster her offensive potential further.

Introduction

Gracing us with her presence as the first ever Mythical Hero is Eir, the princess of the kingdom of death and daughter of Hel. She also happens to be the second flying dagger unit to be released thus far, granting her access to a relatively uncontested niche as well as several key strengths in the forms of class-exclusive buffs and great mobility. 

Statwise, she totes an excellent base Speed stat, good Resistance, and solid Attack, all of which capacitate her to have a relatively strong offensive presence, even more so when taking her PRF into consideration. Eir wields the legendary dagger, Lyfjaberg, a unique personal weapon that boasts quite a few different effects -- in addition to retaining the usual debuffing qualities of dagger weapons, Lyfjaberg offers her a flat +3 Resistance increase, a sizeable boost to her offensive prowess, and enhanced survivability through its negation of her opponent’s follow-up attack on initiation. However, this does come at the cost of losing 4 HP after each round of combat until she drops below 50% HP (at which point her weapon essentially becomes a glorified Resistance-refined Silver Dagger) but nonetheless, this chip damage can usually be made a non-issue with smart play. 

Eir also has a unique C slot skill: Sparkling Boost. A rather interesting personal skill, Sparkling Boost provides her allies with healing support, healing off 10 points of damage from the most damaged ally at the start of every turn -- this is unlike other healing C slot skills like Breath of Life as Eir does not have to engage in combat for Sparkling Boost to activate, thus lending the skill to various different applications although its effectiveness ultimately varies depending on what the rest of Eir’s team composition consists of. 

However, her statline’s heavy focus on her offenses and Resistance has left her exceptionally physically frail, with her base Defense stat resting at one of the lowest values amongst all units in the entire game. This renders her virtually incapable of dealing with any Distant Counter users (as well as dragonstone users if not utilizing her native Mystic Boost) outside of Desperation range. Furthermore, her status as a flier renders her incredibly vulnerable to archers, a weakness that is only worsened by her poor base Defense stat. Nonetheless, with an abundance of clearly defined strengths in her favor, Eir does not disappoint as the game’s first Mythical Hero -- and what’s more, everyone gets one copy of her for free!

Strengths

Lyfjaberg

Eir’s personal weapon, Lyfjaberg, complements her offensively oriented statline incredibly well, allowing her to easily establish a formidable offensive presence while also granting her a great deal of utility through its negation of her foe’s follow-up attack on initiation. 

Sparkling Boost

Sparkling Boost is Eir’s exclusive C slot skill that provides a unique form of team support, healing the most damaged ally on her team for 10 HP at the start of every turn. 

Good Offenses

When combined with her PRF, Eir’s neutral offensive spread of 32/37 allows her to have excellent offensive prowess and distinguishes the young princess as one of the better offensive nukes the colorless pool has to offer. 

Good Resistance

Eir’s base Resistance stat of 31 (34 if equipped with Lyfjaberg) is solid and lets her perform as a reliable user of Ploys, which she can use to improve both her own and her allies’ overall performances tremendously; it also lets her perform competently as an anti-mage, especially so when heightened further with a boon. 

Flier

Eir’s status as a flying dagger unit grants her a significant number of advantages over her infantry counterparts, most notable of which being her superb mobility and range as well as her access to class-exclusive buffs. 

Mythical Hero

As a Mythical Hero, Eir can grant special stat boosts (+5 HP and +5 Resistance) to any ally equipped with a Light Blessing in Aether Raids and can increase one’s Lift substantially, provided that she herself has the adequate merges. 

Weaknesses

Low Physical Bulk

Eir’s low neutral physical bulk of 49 renders her incapable of dealing with most, if not all, forms of physical damage. While her weapon does grant her more durability thanks to its negation of her opponent’s follow-up, it means nothing if Eir dies in a single hit, though her access to class-exclusive buffs does help patch this weakness up to an extent.

Effective Damage

Thanks to her status as a flier and low base Defense stat, Eir is extremely susceptible to bows and will die outright to an archer’s assault. 

Team Options

  • Fliers: Fellow fliers such as Tana, Elincia, and Nino (SF) are great team options to run alongside Eir as to mutually provide each other with class-exclusive buff support. 
  • Refreshers: Refreshers like Bridal Ninian, Hoshidan Summer Ryoma, and Olivia make for excellent teammates to provide Eir with additional versatility in mobility in the Player Phase, extending her range significantly. 
  • High Defense Tanks: Eir greatly appreciates having high Defense tanks like Hector (LA), Brave Ephraim, and Shiro as allies to cover her weakness to physical damage dealing foes.

Counters

  • Strong Physical Hitters: Strong physical hitters like Cherche, Brave Celica, Elincia, Catria, Reinhardt (WT), and Alm can quickly take Eir down by targeting her pitiful Defense stat. 
  • Archers: As a flier, Eir possesses an inherent weakness against archers and will easily fall when faced with their onslaught. Some examples include Nina, Brave Lyn, and Klein.
  • Raven Tomes: The young princess is also rather weak against users of the common Triangle Adept + Raven tome combination, such as Cecilia, Robin (F), and Lyon, thanks to her status as a colorless dagger.
  • Follow-Up Prevention: Since Eir’s success as an offensive unit is contingent upon her ability to consistently perform follow-up attacks, units who can prevent them, such as Surtr, Myrrh, and Hrid, can serve as formidable counters as well. 

Weapon Skills

Weapons SP Rng. Mt.
Iron DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
50 2 3
Steel DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
100 2 5
Silver DaggerAfter battle, inflicts Def/Res-5 on foe through its next action.
Dagger users only.
200 2 7
LyfjabergGrants Res+3. At start of combat, if unit's HP is greater than or equal to 50%, grants Atk/Spd+4 during combat, and if unit initiates combat, foe cannot make a follow-up attack. After combat, if unit attacked, inflict Def/Res-7 on target and foes within 2 spaces of target through their next actions, and if bonus was granted to unit, deals 4 damage to unit.
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Darting Blow 1Grants Spd+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
50
A
Swift Sparrow 1If unit initiates combat, unit granted Atk/Spd+2 during battle.
Non-inheritable by Staff-wielding units.
120
A
Swift Sparrow 2If unit initiates combat, unit granted Atk/Spd+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Mystic Boost 1Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat.
Inheritable by all units.
60
B
Mystic Boost 2Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat.
Inheritable by all units.
120
B
Mystic Boost 3Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
Inheritable by all units.
Unlocks at 5 ★
240
B
Sparkling BoostAt start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

Banners Featured In