Table of Contents

Tier Rating

Analysis by raelet
Halloween Myrrh - Spooky Monster

5

Obtainable as a 5 only

Heroes with Same Name

Hero Stats

Max Avg Total Stats at Lvl 40
179
HP 46
ATK 38
SPD 23
DEF 40
RES 32

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 19 7 3 6 7
Middle 20 8 4 7 8
High 21 9 5 8 9

Level 40 Stat Variations
5★
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.
HPATKSPDDEFRES

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

Recommended
Spirit Breath A Distant Counter
Alternate: Death Blow 4
Pivot
Alternate: Swap
B Special Fighter 3
Aether
Alternate: Ignis
C Odd Atk Wave 3
Alternate: Armor March 3
SP2,145SQuick Riposte 3

Show Explanation/Analysis
  • 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

Spirit Breath A Death Blow 4
Alternate: Armored Blow 3
Pivot
Alternate: Swap
B Special Fighter 3
Ignis
Alternate: Dragon Fang
C Odd Atk Wave 3
Alternate: Armor March 3
SP1,470SArmored Boots

Show Explanation/Analysis
  • 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)

Spirit Breath A Fury 3
Alternate: Armored Blow 3
Pivot
Alternate: Swap
B Vengeful Fighter 3
Aether
Alternate: Ignis
C Armor March 3
SP1,680SHeavy Blade 3

Show Explanation/Analysis
  • 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

Myrrh needs other armors and a synergistic team comp to enhance her strengths and cover her weaknesses.

  • Armor Units: Armor units who run Armor March and increase mobility together, such as Effie, Draug, Zelgius, and Brave Hector are all fantastic options.
  • Physical Units: Units who can apply heavy physical damage to supplement Myrrh’s magical damage are helpful- particularly if they can take care of blue threats, such as units like Hector, Legendary Hector, and Winter Chrom.
  • Dancers: Dancers can help Myrrh resolve her movement issue and PA Azura, PA Inigo, Olivia, and Ninian can all help Myrrh to overcome her positioning weaknesses.

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.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Flametongue
Only inheritable by Dragon units.
200 1 11
Spirit BreathGrants Def+3. If unit initiates combat and unit's Def ≥ foe's Def+5, unit makes a guaranteed follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

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
Defense +1Grants Def+1.
Inheritable by all units.
30
A
Def/Res 1Grants Def/Res+1.
Inheritable by all units.
100
A
Def/Res 2Grants Def/Res+2
Unlocks at 5 ★
Inheritable by all units.
200
A
Vengeful Fighter 1If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)
Only inheritable by armor units.
60
B
Vengeful Fighter 2If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)
Only inheritable by armor units.
120
B
Vengeful Fighter 3If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants special cooldown charge 1+ per attack. (Does not stack.)
Unlocks at 5 ★
Only inheritable by armor units.
240
B
Armor March 1If 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.
60
C
Armor March 2If 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.
120
C
Armor March 3If 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.)
Unlocks at 5 ★
Only inheritable by armor units.
240
C

Other Info

Origin
Fire Emblem Heroes

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