Table of Contents
- Default
- Attack
- Special
- Injured
| Merric - Wind Mage |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 6 | 7 | 5 | 3 |
| Middle | 19 | 7 | 8 | 6 | 4 |
| High | 20 | 8 | 9 | 7 | 5 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 40 | 23 | 29 | 24 | 16 |
| Middle | 43 | 26 | 32 | 28 | 19 |
| High | 46 | 30 | 35 | 31 | 22 |
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 |
|---|---|---|---|---|
All of Merric's stats are used in his builds, limiting his ability to really minmax any of them- though this also serves as a positive because it's difficult to find an IV for him that won't work in some manner.
In general though, one will want to increase Merric's Attack if possible. At a pitiful base of 26, Merric's Attack stat will greatly benefit from the +4 superboon. HP or Resistance are ideal as a bane, as this will affect Merric's overall bulk the least.
Boons
- +ATK: Attack is a superboon for Merric, and increases his pitiful 26 Attack to a more workable stat of 30.
- +SPD: More Speed will help Merric avoid double attacks while increasing his own potential for doubling enemies.
Neutral
-
DEF: It is preferred not to drop Merric's Defense stat, as it is quite decent for mages and is a superbane.
Banes
- -HP: Merric still has 40 HP with an HP bane, which is quite good for a mage. It will not significantly affect his overall bulk, making it a very good choice for a bane.
- -RES: Merric already has poor Resistance, better to drop that than to sacrifice his better stats.
Skill Sets
The Dark Side (All-Purpose Generalist)
![]() |
Dark Excalibur | A | Close Counter |
|---|---|---|---|
![]() |
Reposition | B | Quick Riposte 3 |
![]() |
Bonfire | C | Threaten Res 3 |
| SP | 2,035 | S | Distant Def 3 |
- Preferred IV: +ATK / -HP
- Weapon: Dark Excalibur
- Assist: Reposition / Reciprocal Aid
- Special: Bonfire / Moonbow
- Passive A: Close Counter / Triangle Adept
- Passive B: Quick Riposte / Vantage / B Tomebreaker
- Passive C: Threaten Res / Flexible
- Sacred Seal: Distant Def / Close Def
Merric's surprisingly sturdy Defense allows him to function as a bait unit for the melee enemy users before striking back hard for a KO. With Close Counter, Merric is capable of retaliating from melee range, which is ideal for him as his Defense stat is high enough to tank physical threats while he wants to avoid the magical threats. Through this, he functions as a very good counter to popular blue units like Effie, Lukas, Ephraim, and Azura, and can kill them easily in the enemy phase.
Bonfire adds a +14 to his damage and Dark Excalibur amplifies that to an impressive +24. When coupled with Quick Riposte, this allows him to counter-KO both Lyn and Reinhardt, as well as lance-wielding units who can double him. Moonbow is an alternative option due to its lower cooldown (lower cooldown = more bonus damage from Dark Excalibur), however, in an Enemy phase situation, Moonbow would proc at the same rate as Bonfire unless Merric was initially attacked by a brave weapon. In these circumstances (such as, if he's attacked by Brave Lyn, Reinhardt, or a brave lance user), then Moonbow is superior- in all other Enemy phase engagements, Bonfire is preferred.
Threaten Res works well with Close Counter, as it allows for Merric to weaken any opponent who approaches him or survives his first counterattack before he attacks them again. Distant Def is preferred as a Seal to help improve his matchups vs blue mages and bow users, particularly Reinhardt and Brave Lyn, however, he's capable of taking them both down without it, it just leaves him with dangerously low HP. To make him better against melee units, Close Def is an attractive option, as it will make him far tankier and increase his Bonfire damage against them.
This set is a generalist set for him and increases his viability in multiple matchups across the board by using his additional Special damage to patch his low Attack and allowing him to utilize Sacred Seals to tank quite a bit of damage for your team.
Feather Plucker (Anti-Flier)
![]() |
Excalibur (+Eff) | A | Close Counter |
|---|---|---|---|
![]() |
Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
![]() |
Moonbow | C | Threaten Res 3 |
| SP | 1,560 | S | Close Def 3 |
- Preferred IV: +SPD or +ATK / -HP or -RES
- Weapon: Excalibur (+Eff)
- Assist: Reposition / Reciprocal Aid
- Special: Bonfire / Ignis
- Passive A: Close Counter / Atk/Def Bond / Fury
- Passive B: Quick Riposte / G Tomebreaker
- Passive C: Threaten Res
- Sacred Seals: Close Def / Panic Ploy
As the only non-archer unit who deals bonus damage to fliers, Merric is a great choice against all flier teams, particularly those who think that they're safe because they run a Raven tome Camilla. Since most fliers are melee attackers, Merric still benefits from Close Counter, though he can also make use of Atk/Def Bond and even Fury to patch his Attack, further increase his Defense, and generally boost his capabilities. If both Atk/Def bond and Merric's Excalibur effect is met (there is a mage or staff user within 2 spaces of him) then Merric will effectively gain +10 Attack, +5 Speed, and +5 Defense before any visible buffs. That allows him to do 81 neutral damage to a flier unit in a single hit- not something that a lot of them can recover from!
Fliers also tend to outspeed him, particularly the meta fliers such as S!Corrin, Cordelia, Tana, and Shanna. Due to this, Merric can run Quick Riposte to attack twice and deal with them effectively. For fliers who run brave sets, such as Hinoka, Cherche, or Cordelia, Merric can prime a Bonfire on his first retaliation, enabling him to counter kill them instantly. As a note, in order to survive a +ATK Death Blow Cherche with Brave Axe, Merric needs to run Close Def as his Seal and cannot be -hp or -def (he survives with 1HP).
To counter Spring Camilla, it's good to run a skill like G Tomebreaker, as Merric's higher Speed will ensure that he can still double her if she's running G Tomebreaker. This ensures that Merric has full reach over both the blues and most of the green units in flier emblem- units like Bridal Sanaki and flying Nino will still threaten him significantly if he's not running G Tomebreaker.
Take care around units such as Palla, Elincia, and Halloween Nowi, though- these three can easily get rid of Merric on initiation. Likewise, Caeda has an impressive Resistance stat and can tank Merric's damage easily.
Close Def is the obvious choice in Sacred Seal if Merric is running Close Counter in his A slot, otherwise he may benefit from Panic Ploy. While his HP isn't the highest at 43, he is still able to Panic Ploy all of flier emblem's mage units (the highest neutral HP being Spring Camilla at 39), therefore preventing flier bladetomes from being a threat to him at all.
Color Me Raven (Gronnraven)
![]() |
Gronnraven+ | A | Triangle Adept 3 |
|---|---|---|---|
![]() |
Reposition | B | Quick Riposte 3 |
![]() |
Bonfire | C | Threaten Atk 3 Alternate: Spur Res 3 |
| SP | 1,935 | S | Distant Def 3 |
- Preferred IV: +SPD or +ATK / -HP or -RES
- Weapon: Gronnraven+
- Assist: Reposition / Reciprocal Aid
- Special: Bonfire
- Passive A: Triangle Adept / Distant Def / Fury / Earth Boost
- Passive B: Quick Riposte / Axebreaker
- Passive C: Threaten Atk / Spur Res / Flexible
- Sacred Seal: Distant Def
Merric is a great choice for running a Raven tome, thanks to his ridiculous HP base. Without Excalibur, he won't be able to counter flier teams, but he gains the ability to tank colorless units like Kagero, Brave Lyn, and Bridal Cordelia much more effectively, all of which could be a threat to him in the arena.
Triangle Adept matches well with a Gronnraven tome as it amplifies the amount of damage dealt while mitigating the amount of damage received. Distant Def and Earth Boost are alternatives to boost his tankiness without losing the ability to damage red and Cancel Affinity. Fury is universally good thanks to the stat boost, but Triangle Adept has more value on Merric.
With Triangle Adept, he kills all blue mages with little difficulty while taking minimum damage from them, including some of the most popular ones like Olwen, Linde and Reinhardt. Most lance users don't stand a chance either as none of them are capable of breaking through his enormous Defense. Only Effie can survive thanks to Wary Fighter.
Quick Riposte allows him to effectively kill units in a single enemy phase, while Axebreaker puts him more in the player phase, allowing him to kill many axe users on initiation, of which the most notable is Hector.
Introduction
With middling stats at all levels, Merric does not necessarily excel in any particular thing over his green mage counterparts: Boey is stronger defensively, Soren and Nino are stronger offensively, and Sonya and Julia are stronger vs magical threats. However, Merric actually has the stats to be run as a jack of all trades and can feasibly cover many of the roles that other green mages can with respectable success.
Prior to 2.0, Merric was commonly regarded as a pitybreaker at worst, an a niche flier emblem counter for AA at best. However, due to his tome's ability to be upgraded into Dark Excalibur or to be refined to give him additional stats and cooldown reduction, he now has more options and can be run as a respectable tanky damage dealer or a flier emblem counter.
Strengths
Two legendary tomes
With the weapon forging update, Merric now can choose between dealing bonus damage to fliers with a unique refine option or dealing bonus damage upon Special activation. This gives him build variety and both help to patch up his lackluster Attack.
Good bulk
With his fantastic HP bulk and decent Defense stat, Merric is capable of tanking physical hits, making him a good counter to archers and daggers. His Resistance stat, though lower, is still high enough to run a respectable anti-meta Raven/TA build if necessary.
Decent Speed
Merric's Speed is on the average side, and while it's not high enough to reliably double many units, he uses it to avoid doubles which makes him tankier. His Speed can be increased through skills, boons, and Seals to make him capable of doubling other units if necessary.
Weaknesses
Poor Attack
Merric's 26 base Attack isn't doing him any favors in the damage department, and he hits less hard than many of his green mage counterparts. Unless he's dealing bonus damage (vs fliers or on Special activation) or going up against blue units, his damage is rather pitiful.
Jack of all trades
Merric's stats are all middling at best and he is outclassed in his niches by most other green mages. His high HP and average Speed works alongside his passable Defense and Resistance stats to make him respectably tanky, but more specialized units can achieve this with a higher Defense (Boey) or Resistance (Julia).
Team Options
Counters
- Strong mages/dragons: Merric's higher defenses means that in order to take him down, one will want to attack his Resistance. This means that he's particularly weak to red mages such as Sanaki, Celica, and Tharja. Dragon units will target Merric's lower Resistance stat, making him much more susceptible to units like Young and Adult Tiki, Fallen Robin, Legendary Robin, and Fae.
- Fast units: Despite having decent physical bulk, Merric will fall to the faster sword units that will easily double him. Common sword threats are Ayra, Soleil, Ryoma, or Mia.
- Units with G Tomebreaker: G Tomebreaker is a relatively common B skill that will absolutely wreck Merric considering his low Resistance if it is being run by an enemy unit. Units such as Julia and Deirdre that would otherwise not be able to dispose of Merric in one round will be able to with ease if they happen to be running G Tomebreaker.
![]() |
Excalibur | A | Fury 3 |
|---|---|---|---|
![]() |
Reciprocal Aid | B | Renewal 3 |
![]() |
Bonfire | C | Savage Blow 3 |
| S | Quickened Pulse | ||
A set made to mimic that of Veronica's tempest trial appearance.
With this build, Merric can slide into just about any team in need of an anti-flier or a blue check, and thanks to reciprocal aid and a large health pool he can act as a pseudo healer in battles he might otherwise be unuseful.
Fury pushes his otherwise mediocre attack to a more comfortable 47 allowing him to dish out as much pain as a neutral Sonya while his speed and bulk are now high enough to tank and kill Atk+ death blow Reinhardt and survive most popular neutral swordlords like Ryoma and Ike.
Renewal goes hand in hand with fury and reciprocal aid to live longer and heal more while savage blow deals extra damage to foes in close proximity to his target, though it can be swapped for a hone or fortify if needed.
Bonfire is typically his best special but can be swapped out for something more accessible if needed. Growing Wind for example is part of his base kit and, despite its long charge time, can severely cripple nearby foes when combined with Savage Blow.
![]() |
Excalibur | A | HP +5 |
|---|---|---|---|
![]() |
Draw Back | B | B Tomebreaker 3 |
![]() |
Luna | C | Savage Blow 3 |
+Res -HP
Hard counter to all of the pesky blue mages everyone struggles with. ORKO's most if not all blue mages with ease even on enemy phase.(Death blow Reinhardt will kill if you let him attack on enemy phase)
![]() |
Excalibur | A | Fury 3 |
|---|---|---|---|
![]() |
Smite | B | Renewal 3 |
![]() |
Moonbow | C | Threaten Res 3 |
+spd -res IVs
this build allows merric to ORKO hector, defend against a +atk death blow 3 reinhardt on full HP(can even survive a buffed one with res buffs), avoids most doubles, can defend fairly well thanks to his defense and great speed. Threaten res helps him take care of a wider variety of targets. #MerricCanBeStrong
![]() |
Excalibur | A | Darting Blow 3 |
|---|---|---|---|
![]() |
Rally Resistance | B | Poison Strike 3 |
![]() |
Luna | C | Threaten Res 3 |
I call this build: Vicious Winds
IV's should be Speed plus and HP minus to have best results.
This build allows Merric to double strike almost everyone and gravely wound all he does not.
And if you pair him with a speed buffer, I pair him with my Erika as example, he will never be double struck by any natural units I have encountered thus far.
This build allows him to do massive damage to all blue units, non res buffed green, and can easily kill low res red units, most notibly, Arena Lucina has died to my Merric many times over.
My Merric is the best unit on my team and I always find a spot for him since he just has a lot of great use with this build.
I pick Luna over his original because with Luna plus his speed you're going to be able to charge fast and put out that fluctuates with his enemy. I didn't use Moonbow because with his speed the extra specil charge does not hinder performance and typically will charge in one turn, like moonbow, but give more damange next turn then Moonbow would.
Excalibur just decimates fliers, which are typically lancers or axers with only 2 sword fliers, this is a great way to demolish pesky flier teams on Arena without having to run an archer.
His support skill is flexible. I run rally res because that's just what my team needs to survive. I can see him with anything, honestly.
I pick the HP bane because you can't even tell when a Merric is HP minus with 43 HP base. Taking HP from Merric is like not taking anything at all. Especally when you run a HPplus Seal.
Reasons why I Merric instead of other green mages: Great defensive bulk and magic sponge. His def and hp make him a good frontliner, actually. His res is bad, but if you use him as aggressively as I do, You don't want to lose any more of that pitiful res, so don't go res bane. With neutral res he can usually survive at least one hit from every other green mage, and with his speed boosted with a speed buff, not even Nino will be getting a second. The only thing he can't do is red tomes reliably. And even then if I'm in a pinch he'll usually survive at least one when paired with a res buff and the poison strike will help massively with the take down.
A few units that stand little chance:
Lucina
Reinhert
Hector
Azura (Sapphire lances stand no chance.)
Robin
Linde
Summer Corrin
These units are no long problems with a sprinkle of Vicious Winds Merric.
More times then not my Merric just carries the entire team.
However there are problem
One shot KO red tomes (Sanaki and Iliana seem to b emy only problems thus far)/l and Henry(Tho he's uncommon so~)
Brave swords/Ruby swords
Green tome breaker
And that's it.
![]() |
Excalibur | A | Close Counter |
|---|---|---|---|
![]() |
Draw Back | B | Vantage 3 |
![]() |
Bonfire | C | Breath of Life 3 |
Reccomended IVs: ATK+/SPD+/DEF+ and RES-
This build makes Merric a hard counter to most pegasus and wyvern riders, with the exception of Palla. You want to give him Close Counter so that he can take a hit and cut their wings off. His B-Passives are flexible, because of all the useful ones. Due to his exceptional speed, he wouldn't need Lancebreaker because he can usually tank Effie and Ephraim with ease. Axebreaker is a good B skill to double potential Annas and other quicker axe users. Bowbreaker is a very good choice, as it hard counters some of the most seen archers in the arena such as Takumi or Klein. His C skill is also flexible, though Breath of Life is what I personally run on him for the extra healing to allies, but he can run threaten speed best to avoid doubles/double slower units. His IVs are debatable amd can usually go with anything, as long as its Res- he should be good.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Green Tome Users Only
|
50 | 2 | 4 |
| Learns by default at 3 ★ Green Tome Users Only
|
100 | 2 | 6 |
| Learns by default at 4 ★ Unlocks at 3 ★ Green Tome Users Only
|
200 | 2 | 9 |
| Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Rising WindBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
150 | 4 |
Growing WindBefore combat this unit initiates, foes in a wide area around the target take damage equal to (unit's Atk minus foe's Def or Res).
Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
300 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 3 ★ Inheritable by all units.
|
40 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
80 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
160 | A |
| Inheritable by all units.
|
50 | C |
| Unlocks at 3 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes