Table of Contents
- Default
- Attack
- Special
- Injured
| Eir - Merciful Death |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 15 | 7 | 8 | 3 | 6 |
| Middle | 16 | 8 | 9 | 4 | 7 |
| High | 17 | 9 | 10 | 5 | 8 |
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
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)
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Lyfjaberg | A | Atk/Res Solo 3 Alternate: Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Mystic Boost 3 |
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Iceberg Alternate: Glimmer |
C | Sparkling Boost Alternate: Atk Ploy 3 |
| SP | 1,425 | S | Spd Ploy 3 |
- 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 different 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 low HP 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)
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Lyfjaberg | A | Atk/Spd Solo 3 Alternate: Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Moonbow Alternate: Glimmer |
C | Sparkling Boost Alternate: Fortify Fliers |
| SP | 1,485 | S | Heavy Blade 3 |
- 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
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.
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Lyfjaberg | A | Swift Sparrow 2 |
|---|---|---|---|
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Rally Spd/Def | B | Mystic Boost 3 |
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Glimmer | C | Sparkling Boost |
| S | Deflect Magic 3 | ||
Fight or Flight (Offensive)
Eir is a free flying dagger unit introduced in the 3.0 update, in a highly uncontested spot. The only other flying dagger user in the game is Spring Kagero, a 5*, seasonal exclusive.
WEAPON
Lyfjaberg is a fearsome personal dagger that not only offers Eir innate Swift Sparrow while over 50% HP, but also offers the usual dagger effect of reducing the defensive stats of foes by 7. Lyfjaberg is the definitive choice for Eir's offensive capabilities. Even if she cannot deal meaningful damage herself, her debuffs will be a great help to her allies. If Lyfjaberg is not preferred, a refined Barb Shuriken+ is a great option, as it accelerates Eir's special cooldown by 1. Paired with the Quickened Pulse seal, Eir will enter combat with an instant Special proc if she uses Moonbow or Glimmer.
ASSIST
Eir's unparalleled movement makes her a great user of movement assist skills or Rally/Rally+ skills. Since skills like Reposition are highly sought after, running a Rally skill (like Spd/Def) will allow Eir to support her allies by increasing important stats.
SPECIAL
Iceberg is Eir's default special skill, and it factors her workable Resistance into her damage output. Glimmer and Moonbow are two fantastic alternatives that offer a reduced cooldown. Paired with a Barb Shuriken+/Quickened Pulse combination, Eir can instantly trigger Moonbow/Glimmer in her first round of combat.
A
Swift Sparrow is a fantastic A skill that Eir can use on top of Lyfjaberg's effect to grant her Atk/Spd+8 during combat while she is above 50% HP. Since her Attack and Speed are somewhat middling, a strong boost to these stats is worthwhile, bringing Eir's Attack above 50 and Speed above 40. Since Eir's stats are so min-maxed, there is virtually no reason to invest in her Defense. Her Resistance of 34 is also passable, so focusing on her offense is more important.
B
Mystic Boost 3 is a uniquely-designed B skill that nullifies Sorcery Blade's effect and Wrathful Staff's effect. It also recovers some of Eir's HP. At the third tier, Mystic Boost grants more HP than the recoil from Lyfjaberg (6 healed to 4 taken).
C
Sparkling Boost is Eir's personal C skill that acts as Ardent Sacrifice every turn to the ally with the lowest HP. This makes Eir a great support ally, as she can heal hurt allies, as well as hit hard with Lyfjaberg, since her own HP is not affected by this skill.
SACRED SEAL
Iote's Shield is not the recommended Sacred Seal, as Eir's defense is too low to make a difference against physical threats. However, running the Distant Defense or Deflect Magic seals can help Eir better resist mages. If neither seal is available, consider a flat Attack +3 or Speed +3 instead.
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Lyfjaberg | A | Fury 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Vantage 3 |
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Glimmer | C | Savage Blow 3 |
| S | Brazen Atk/Res 3 | ||
[Death's Caress]
The base idea of this build is Lyfjaberg + Fury + Vantage.
After your 10 chip damage it's party time.
You could also set up WoM users with Ardent Sacrifice.
Fury is there to guarantee the 10 chip damage for Vantage/WoM range. You could swap out Fury for a better A Slot (such as another Brazen Atk/X or Close Counter if you're truly bold).
Savage Blow is to give chip damage to surrounding fools who have yet to come at you, making it even more likely that you will KO.
Special choice is up to you. I like Glimmer. Iceberg is fine.
Tell me, what can survive 80 colorless vantage spank?
Quick Maths: 46+7(brazen)+3(fury)+6(field buff)+4(weapon bonus)+7(defense is lowered by 7)+7(savage chip)
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Lyfjaberg | A | Fury 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Mystic Boost 3 |
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Aether | C | Sparkling Boost |
| S | Heavy Blade 3 | ||
(Note: This build works better if Eir is supported by a Refresher)
[Weapon: Lyfjaberg]
This is pretty explanatory, the weapon stacks on an additional +3 Res to her bulk and a +4 to ATK/SPD in combat. The real benefit though is its AoE debuff, weakening enemies defense stats letting hard hitters sweep up enemies with ease.
[Support Skill: Ardent Sacrifice]
Ardent Sacrifice really drives home the pseudo healing capability that she has.
[Special Attack: Aether]
Since Aether causes the foe to suffer Def/Res-50% while resovling the combat, this allows Eir to deal more damage while healing herself 50% of the damage dealt. Also the add effect of Heavy Blade 3 seal and a Refresher makes it easier to proc Aether.
[A Slot: Fury 3]
Furry 3 gives + 3 all of Eir's stats. Where the 6 damage after combat would usually be some what of a issue over time, Mystic Boost will counter the 6 damage she is dealt.
[B Slot: Mystic Boost]
Mystic Boost counters the 6 damage she is dealt from fury
[C Slot: Sparkling Boost]
This still will keep your mixed phased unit nice and healthy (or bruisers), while also having a solid chance of negating the Six Paths of Pain+.
[Seal: Heavy Blade 3]
The effect of Heavy Blade 3 seal and a Refresher makes it easier to activate Aether.
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Lyfjaberg | A | Mirror Strike 2 |
|---|---|---|---|
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Draw Back | B | Mystic Boost 3 |
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Glacies | C | Sparkling Boost |
| S | Breath of Life 3 | ||
[Support Valkyrie]
This build can really work with bane/boon but works well with +ATK/RES. This build primarily takes advantage of her kit with some slight alteration in her A Slot. Eir is a very min/maxed unit a lot like Hrid so DEF isn't really important for her. Using the Support Valkyrie build you can have a pseudo-healer, and good Mage/Dragon tank.
[Weapon: Lyfjaberg]
This is pretty explanatory, the weapon stacks on an additional +3 Res to her bulk and a +4 to ATK/SPD in combat. The real benefit though is its AoE debuff, weakening enemies defense stats letting hard hitters sweep up enemies with ease. (Seriously Hrid will have a field day in AR with her.) The HP sap of this weapon is offset by her Mystic boost, only allowing her to heal 2 HP per attack.
[Support Skill: Draw Back/Ardent Sacrifice]
While Ardent Sacrifice will really drive home a pseudo healing unit, I don't feel it is an optimal skill for Eir due to her average health. Draw Back is a decent choice for grabbing a hero and saving them from danger then allowing her Sparkling Boost heal them in the next turn. (Assuming they are at the lowest HP)
[Special Attack: Glacies]
While it takes an extra attack to proc, if you have a +RES Eir using this build will boost her special damage by about 33 points. If you keep her standard special it is around 20.5 points of damage. If you are aiming for a bit of extra spike damage Glacies is a good choice or Blue Flame if you don't want to wait.
[A Slot: Mirror Strike]
I feel that Mirror Strike is a better opt in for Eir, her speed is very high and with her high res she is clearly a Dragon/Staff/Mage tank. That said there are only 4 units that target RES over DEF that are in the same speed class with Eir (Only Flying Nino has a higher speed as a mage). Most of the fast units like to target DEF and honestly, you shouldn't be matching her up against these types of units alone in the first place. That said boost her RES to be even higher (35 on Neutral or 41 with +RES) with Mirror Strike making Eir a menace for mages and dragons.
[B Slot: Mystic Boost]
Honestly, this skill has excellent synergy with this unit and makes tanking staffs and dragons very easy. On top of that the added regen of this skill makes it a little harder to kill Eir (even if it is only 2 HP at the 3rd rank). Side note this has great synergy for those Fury builds, negating the damage that does to units.
[C Slot: Sparkling Boost]
One of the shining stars of this build. This still will keep your mixed phased unit nice and healthy (or bruisers), while also having a solid chance of negating the Six Paths of Pain+. This skill is integral to the Support Valkyrie build.
[Seal: Breath of Life 3/Guidance]
You can play with adding Distant Def as a seal and really bolster her defenses and then rely on her C skill for healing others, but using Breath of Life will give you more healing bang for your buck. Especially if you play smarter with positioning and turn order of units. Utilizing this plus the C skill can completely negate the true damage of Pain from staff users.
Guidance is another excellent choice, letting Eir give a huge mobility boost to armor and infantry letting them sweep up enemies after she goes in and weakens them.
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Lyfjaberg | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Mystic Boost 3 |
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Iceberg | C | Goad Fliers |
| S | Distant Def 3 | ||
Her base kit is amazing as it is. I swapped Sparkling Boost for Goad Fliers to boost my other flier in that team. You could also swap Iceberg for Glimmer for less cooldown. Also Distant Def to boost her resistance.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Dagger users only.
|
50 | 2 | 3 |
| Dagger users only.
|
100 | 2 | 5 |
| Dagger users only.
|
200 | 2 | 7 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
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 |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
120 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | A |
| Inheritable by all units.
|
60 | B |
| Inheritable by all units.
|
120 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | B |
| Unlocks at 5 ★ Non-Inheritable skill.
|
300 | C |
Other Info
| Origin |
Fire Emblem Heroes
|
|---|

Fate Grand Order
Dragonball Legends


IV Calc
Heroes