Table of Contents
- Default
- Attack
- Special
- Injured
| Halloween Myrrh - Spooky Monster |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 19 | 7 | 3 | 6 | 7 |
| Middle | 20 | 8 | 4 | 7 | 8 |
| High | 21 | 9 | 5 | 8 | 9 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 43 | 35 | 20 | 36 | 29 |
| Middle | 46 | 38 | 23 | 40 | 32 |
| High | 49 | 42 | 27 | 43 | 35 |
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 |
|---|---|---|---|---|
Myrrh’s Speed is dumped in her neutral stat spread for a reason, and further dumping it makes virtually no difference to her outside of niche builds, though which stat you’d like to increase in exchange depends on how you plan on using her.
Boons
- +ATK: With a massive neutral Attack of 38, Myrrh prefers to raise this stat to make her even more lethal- plus, this is a Superboon, which brings Myrrh up to 180 BST for scoring purposes
- +DEF: With a boon in Defense, Myrrh will naturally reach 46 Defense with her Spirit Breath, automatically doubling any unit that has less than 41 Defense.
Neutral
- HP: Myrrh has a decent HP stat of 46. Keeping this at neutral helps her to maintain some of her bulk, particularly since she has little way to protect herself from enemy doubles, save for Wary Fighter.
- RES: Myrrh’s Resistance is still rather high at 32 and there’s little point in lowering it as it impacts her magical bulk.
Banes
- -SPD: Speed is Myrrh’s clear optimal bane, as she doesn’t need it to double in either phase. Keep in mind however, that Speed is a superboon, meaning that if you don’t have an +ATK Myrrh then +SPD will also help her to reach 180 BST.
Skill Sets
Hocus Pocus
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Spirit Breath | A | Distant Counter Alternate: Death Blow 4 |
|---|---|---|---|
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Pivot Alternate: Swap |
B | Special Fighter 3 |
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Aether Alternate: Ignis |
C | Odd Atk Wave 3 Alternate: Armor March 3 |
| SP | 2,145 | S | Quick Riposte 3 |
- Preferred IV: +ATK or +DEF / -SPD
- Weapon: Spirit Breath
- Assist: Pivot / Swap / Reposition
- Special: Aether / Ignis / Dragon Fang
- Passive A: Distant Counter / Death Blow
- Passive B: Special Fighter
- Passive C: Odd Atk Wave / Armor March / Defense Ploy
- Sacred Seal: Quick Riposte / Armored Boots / Defense Ploy
Myrrh’s base kit is excellent but it can be improved dramatically with the addition of Special Fighter. Because her Spirit Breath grants her an automatic double attack if her Defense is 5 points higher than her opponent’s, she can instead run Quick Riposte with Special Fighter to guarantee double attacks in both phases with Special cooldown reductions with every action Myrrh takes (attacking or being attacked) and inflicting Guard on her opponent.
Myrrh can activate Ignis or Dragon Fang in either phase with this combination, and can activate Aether in Enemy Phase during her first combat. This way, if you run into a unit who Myrrh cannot double with Spirit Breath, she can fall back on her Quick Riposte/Special Fighter combination and instead let them attack her in Enemy Phase, with her Special Fighter preventing her opponent from building any kind of Special cooldown.
Utilizing this, Myrrh is able to perform highly flexibly at the very top tier of arena and most other game modes, with the ability to double attack most units in the game, while controlling both her opponent’s cooldowns and her own. In this regard, she is even more flexible than Brave Ephraim, as she does not require any sort of visible buff in order to double her opponent.
Worth noting however, is the strict HP requirement of this build- if she falls below 50% HP, Myrrh will no longer be able to activate Special Fighter, and if she falls below 70%, she will not activate Quick Riposte. Due to this, Aether is generally recommended to help her with her sustain, though it will not activate on her initial combat.
The Nightmare Before Christmas
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Spirit Breath | A | Death Blow 4 Alternate: Armored Blow 3 |
|---|---|---|---|
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Pivot Alternate: Swap |
B | Special Fighter 3 |
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Ignis Alternate: Dragon Fang |
C | Odd Atk Wave 3 Alternate: Armor March 3 |
| SP | 1,470 | S | Armored Boots |
- Preferred IV: +ATK or +DEF / -SPD
- Weapon: Spirit Breath
- Assist: Pivot / Swap
- Special: Ignis / Dragon Fang / Aether
- Passive A: Death Blow / Sturdy Blow / Armored Blow
- Passive B: Special Fighter
- Passive C: Odd Atk Wave / Armor March
- Sacred Seal: Armored Boots / Res Ploy
This set abandons all pretense of waiting around for the Enemy Phase and has Myrrh taking the initiative on her own, with a 72 attack initiation followed up by another 72 attack with a 34 damage Ignis... not a whole lot can survive that.
Of course, this relies on her being able to reach her opponent and in the right turn- Armored Boots in the Seal Slot should help with that, and the player is free to choose between Odd or Even Atk Wave for her C slot. Alternatively, you can run her with her native Armor March and rely on landing a Resistance Ploy in order to gain +5 damage onto her opponent. This option also allows her to be freely buffed by her allies, though it relies on her 32 Resistance to debuff her opponent with, rather than waiting for the right turn on her Atk Wave skill.
As a somewhat cheaper alternative, Myrrh can run Armored Blow instead of Death Blow- this will increase her chances of buffing her Defense enough to land a double attack, particularly on armored opponents, though at the expense of severely cutting into her damage numbers. Sturdy Blow is another alternative, which is generally considered the best of both worlds in terms of damage and Defense.
Friday the 13th (Budget)
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Spirit Breath | A | Fury 3 Alternate: Armored Blow 3 |
|---|---|---|---|
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Pivot Alternate: Swap |
B | Vengeful Fighter 3 |
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Aether Alternate: Ignis |
C | Armor March 3 |
| SP | 1,680 | S | Heavy Blade 3 |
- Preferred IV: +DEF or +ATK -SPD
- Weapon: Spirit Breath
- Assist: Pivot / Swap
- Special: Aether / Ignis
- Passive A: Fury / Armored Blow
- Passive B: Vengeful Fighter
- Passive C: Armor March
- Sacred Seal: Heavy Blade / Res Ploy
This build is more of a budget build for Myrrh, with all skills being either her default, or being found on 4 star units (though you may have to promote one for Aether). With her high Attack, along with her Attack superboon and her legendary weapon, Myrrh is pretty capable of activating Heavy Blade, which helps her to accelerate her Special Cooldown in her Player Phase, where Spirit Breath is active and will help her to double. Fury or Armored Blow increases her likelihood of doubling, while Fury increases her Attack further but with recoil and less Defense than Armored Blow.
Vengeful Fighter covers the phase that she’s weaker in by enabling her to double in Enemy Phase with her Special cooldown accelerated- through this, she can activate Aether in her first Enemy Phase combat if necessary. You'll want to be careful with Fury though, as the recoil can knock Myrrh out of Vengeful Fighter range.
Introduction
Rounding out the trifecta of armored dragons is Myrrh, occupying the red slot and proving herself to be a force to be reckoned with. While she has wings, her costume is apparently too heavy to allow her to fly and so she’s locked to one tile movement and a staggering 180 BST with a superboon. This makes Halloween Myrrh the highest consistent scoring unit in the game at the time of her release, as Legendary Tiki will lose score value during non-earth seasons.
Her stat spread is pretty typical for what we’d expect at this time, with monstrous Attack and Defense, more than adequate Resistance and HP, and Speed as an optimal dump stat. Her weapon, the Spirit Breath, compliments her stats perfectly by allowing her to double units who have 5 or more fewer points in Defense as her. Of course, this counts both field buffs and in-combat buffs, so if properly set up she can force doubles on almost every unit currently in the game.
When combined with her natural Vengeful Fighter in her B slot, Myrrh can double in either phase, and with her Armor March, she’s capable of closing the distance between her and her opponent in order to do so.
Myrrh is definitely one of the standout armors in this game and has earned her place at the top of the meta, where she is stopped only by dragonslayers, armorslayers, or units with Defense as absurdly high as her own.
Strengths
Optimized Stat Spread
Being an armored unit has its advantages, mainly that she has more stat points in general to work off of. Myrrh has incredibly high Attack and Defense, both of which are vital in ensuring that she doubles her opponents with devastating damage. She trades off a very low Speed, which matters little to her as she can double in either phase with her base kit.
Synergistic Base Kit
Myrrh comes with everything she needs to succeed, with a prf that lets her double in Player Phase and the strongest B skill for doubling in Enemy Phase. While she lacks Special cooldown in Player Phase- easily mitigated by a Heavy Blade seal- she’s still capable of plenty of damage, considering her extremely high Attack and potent Specials.
Unit Type
Being an armored dragon means that Myrrh is weak to many popular effective weapons- however, it also means that she’s an incredible force to be reckoned with. She attacks the typically-lower Resistance stat with high damage due to her BST, and of course, has adaptive damage on ranged units.
Weaknesses
Double Weaknesses
Not only is Myrrh vulnerable to anti-armor weapons, but she’s also easy to KO with anti-dragon weapons, particularly on the new Legendary Tiki, who has triangle advantage over Myrrh.
Limited Movement
The tradeoff for her increased stats is being locked to 1 movement. It’s possible to increase her movement to 2 through Armor March or Armored Boots, but it’s still a factor that must be considered in general play.
Player Phase Weapon
Myrrh’s prf weapon, Spirit Breath, is active in Player Phase meaning that running the powerful Bold Fighter in her B slot would be redundant- this actually limits her damage potential in Player Phase due to the lack of Special cooldown acceleration. Her damage potential is much higher in Enemy Phase where she can take advantage of Vengeful Fighter, however she must withstand two hits in order to reach it.
Team Options
Counters
While Myrrh’s incredible bulk helps her a lot, she can be vulnerable to certain threats.
- Anti Weapons: Units who can be seen with dragon or armor effective weapons, such as Florina, Clair, or Legendary Tiki can all punch a hole into Myrrh while resisting her magical attacks.
- High Defense Blue units: Blues with very high Defense can avoid Myrrh’s doubles, such as Brave Hector and Lukas.
- Guard: Units who use Guard or have ways to mitigate Myrrh’s Special cooldowns can hurt her, such as Halloween Mia, Halloween Niles, and other units who can equip Guard into their B slot.
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Lightning Breath+ (+Res) | A | Steady Stance 4 |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 |
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Aether | C | Armor March 3 |
| S | Distant Def 3 | ||
This build is a (mostly) budget build for Halloween Myrrh as its only truly premium skill is Steady Stance 4 inherited, from the time of this writing, exclusively from Surtr (who even had better rates to be pulled than other focus units on his only banner thus far as it was a two person banner) and Lightning Breath+, which can be inherited by promoting either a Tiki-Adult or a Nowi neither of which are particularly rare. Aether is the special of choice as it allows her to heal up and raises arena score, however, Bonfire works just fine as well if you do not want to find a Chrom and promote him to inherit Aether.
This build is in case you do not have a Distant Counter fodder nor a Special Fighter fodder and capitalizes heavily on the enemy phase. With this build, Halloween Myrrh becomes EXTREMELY tanky. +Res refine for Lightning Breath+ is the item of choice here as with Steady Stance 4 and Halloween Myrrh's own natural defense her defensive side is already quite tanky and most units will not be able to scratch her let alone dent her aside from armor effectiveness units such as Nephenee. +Res refine allows her to win certain matchups against even blue mages especially if she is on a defensive tile. An example of how tanky she becomes on a defensive tile is that she is able to survive AND win against the Reinhardt who has a color advantage with buffs while Halloween Myrrh is on a defensive tile and provided he does not have Chill Resistance 3 (at least not activated on Halloween Myrrh, though with Summoner Support and or Fortify Armor/Dragon buffs she wins this anyways according to the calculator used). Steady Stance 4 makes her defensively extremely bulky and prevents the usage of special moves for her opponent while charging up her own specials with Vengeful Fighter 3. Distant Def 3 seal is used to help tank mages better and to retaliate with her own built in DC Lightning Breath.
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Dark Breath+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Rally Spd/Def+ | B | Wary Fighter 3 |
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Aether | C | Armor March 3 |
| S | Armored Boots | ||
This is a spooky cheerleader build primarily for arena.
In terms of IVs +def/-Spd is good for any build on H!Myrrh, this allows you to change up her build for Abyssal/Infernal Maps, TT, RD, etc.
For her weapon Drak Breath allows Myrrh to treat her allies by tricking enemies with debuffs. Res refine gives her better mixed bulk, but def refine can work too.
For her A slot you’ll have to treat Myrrh to a lesson in countering from a distant (which means she needs distant counter). If your bonus unit happens to be a melee unit, Myrrh can help by being a check for ranged units.
For Myrrh’s B slot Wary Fighter is a must. This increases her survivability while also lowering her damage, so that your bonus unit can steal the kill. It’s basically a treat for everyone on the team!
Because Armor March is native on her, it is best to keep it unless you have another unit with Armor March or your team isn’t armor focused. Other good C slot skills for her are Panic Ploy and Tactic Skills, which can also be ran in the sacred seal slot.
For her sacred seal slot just about anything can be a treat, but Armored Boots allows her to keep up with allies at the start of a match. Other seals that would help her are close/distant defense, panic ploy, res/def tactic, or whatever else you decide.
This build can also be ran on Male Fallen Robin and Legendary Young Tiki.
Anyways, I hope this build helps you out and that you have/had a Happy Halloween!!
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Lightning Breath+ (+Res) | A | Close Def 3 |
|---|---|---|---|
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Reposition | B | Vengeful Fighter 3 |
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Aether | C | Armor March 3 |
| S | Distant Def 3 | ||
You don't need Distant Counter if you are a dragon. This build utilizes H! Myrrh's status as an armored dragon and functions best on Enemy Phase.
Lightning Breath refined for Resistance (A! Tiki/Nowi). Distant counter is an invaluable ability and it is easily accessible to dragons in the form of Lightning Breath+ which can be found on the 3/4* Nowi and Tiki. I chose to refine for Resistance because my Myrrh was +Atk -Spd meaning mine has no problem dealing damage. If your's is +Res you could alternatively refine for Attack. The +5 HP received from refining this breath allows H! Myrrh to use Vengeful Fighter longer in addition to the appreciated extra bulk.
Reposition (Barst/Selena/Silas). Good with Armored teams and Armored March. Can be replaced with another skill depending on what your team needs.
Aether (Chrom). Aether works perfectly with Vengeful Fighter as it gives H! Myrrh extra damage while healing her to keep her in the proper HP threshold.
Close Def (Joshua/Sigurd/SA! Tiki). If you do choose to attack on Player Phase for a bit of damage, Close Def helps you mitigate most damage that would normally be inflicted on Enemy Phase.
Vengeful Fighter. Comes in her base kit. The additional special charge per attack makes it much easier to proc Aether and continue staying in the VF range. This skill and Aether are constantly dependent on each other. H! Myrrh's Speed stat is essentially useless so this skill allows her to double consistently.
Armor March. Optimal for Armor Emblem. It synergizes well with Reposition and comes in her base kit. If not on Armored team, can be swapped out for any Tactic/Wave/Smoke skill.
Distant Def. Keeping in line with H! Myrrh being an enemy phase unit. Along with Close Def, she will have a defense stat of 46 and a resistance stat of 42 regardless of whether her foe is ranged or melee.
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Spirit Breath | A | Fort. Def/Res 3 |
|---|---|---|---|
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Pivot | B | Vengeful Fighter 3 |
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Aether | C | Hone Armor |
| S | Fortress Res 3 | ||
Ultra Tank Goddess
With mixed bulk stats of 55/61/58 with buffs, and with Aether as an offensive skill, Myrrh can become an unkillable sustain tank In which even falchion users have trouble denting. (keep in mind this, like all my builds, is a plus ten merge. This one, however, is also summoner supported.)
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Lightning Breath+ (+Res) | A | Fort. Def/Res 3 |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 |
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Bonfire | C | Hone Spd 3 |
| S | Close Def 3 | ||
Since the addition of Kliff, Fortress. Def/Res has been an amazing skill for tanking. As a +Res Myrrh is already good at tanking both types of damage, Fort. Def/Res 3 will only make her stronger, increasing her bulk from 42/37 to 48/43, at the cost of 2 attack. A +Res Refine would bump her Res up to 47, enough to shrug off magic attacks almost completely.
Lightning Breath allows her to take full advantage of her bulk to counter against tomes, daggers, bows, and staves who don't have Dazzling Staff. If you would rather not, Water Breath is always an option to push her bulk even further.
Her Assist is entirely dependent on her team, so plan ahead!
Her C Passive is also dependent on team composition. Hone or Fortify Armor? Wards? Waves? Whatever suits your needs.
Finally, Myrrh's Seal Slot can be used for Close/Distant Defense, pushing her incredible bulk to truly absurd proportions. You could use Armored Boots to give her the extra movement needed to position properly, or Brazen Atk/Res to fix her Attack and nullify most mage attacks.
In conclusion, Halloween Myrrh is a monster when it comes to dealing with damage. She can shrug off most attacks, and retaliate with a potentially lethal hit. Though Kliff's Fortress Def/Res 3 skill is only available to one unit at this time, she benefits from it immensely. Just remember to take a healer and a blue counter.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only inheritable by Dragon units.
|
50 | 1 | 6 |
| Only inheritable by Dragon units.
|
100 | 1 | 8 |
| Only inheritable by Dragon units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Glowing EmberBoosts damage dealt by 50% of unit's Def.Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
BonfireBoosts damage dealt by 50% of unit's Def.Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
30 | A |
| Inheritable by all units.
|
100 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | A |
| Only inheritable by armor units.
|
60 | B |
| Only inheritable by armor units.
|
120 | B |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | B |
| Only inheritable by armor units.
|
60 | C |
| Only inheritable by armor units.
|
120 | C |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | C |
Other Info
| Origin |
Fire Emblem Heroes
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Fate Grand Order
Dragonball Legends

IV Calc
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