Table of Contents
- Default
- Attack
- Special
- Injured
| Myrrh - Great Dragon |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 15 | 6 | 5 | 2 | 6 |
| Middle | 16 | 7 | 6 | 3 | 7 |
| High | 17 | 8 | 7 | 4 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 39 | 30 | 22 | 32 | 28 |
| Middle | 42 | 33 | 25 | 36 | 31 |
| High | 45 | 36 | 29 | 39 | 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 |
|---|---|---|---|---|
To make the most of Great Flame, Myrrh wants a Defense boon -- and because Great Flame prevents her from being doubled and her Speed is naturally too low to double in return, she will gladly dump her Speed if possible. Her Attack is excellent as well, so she’d also benefit from an Attack boon, particularly if she replaces her weapon or uses Heavy Blade. If opting for Lightning Breath, her Resistance is a good boon choice, but Great Flame is so powerful that it’s worth finding the IV to match it.
Boons
- +ATK: One can never go wrong with +ATK, which helps her deal more damage and is useful for potential Heavy Blade synergy.
- +DEF: Picking a Defense boon is optimal for Myrrh’s weapon and should be prioritized above all else.
Neutral
- HP: Myrrh’s HP isn’t high enough to reliably utilize Panic Ploy, so she can also drop a few points here.
- RES: Myrrh’s Resistance is definitely up to par, but is not the most important part of her stat spread- it should be left alone to keep her viability as a Distant Counter user if possible.
Banes
- -SPD: Dropping Speed is optimal on Myrrh unless you’re replacing Great Flame.
Skill Sets
I Can Fly! (Flier Emblem)
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Great Flame Alternate: Lightning Breath+ |
A | Distant Counter Alternate: Atk/Def Bond 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Glimmer Alternate: Bonfire |
C | Hone Fliers Alternate: Goad Fliers |
| SP | 2,035 | S | Iote's Shield |
- Preferred IV: +DEF or +ATK / -SPD
- Weapon: Great Flame / Lightning Breath+ (+Res)
- Assist: Reposition / Varies
- Special: Glimmer / Bonfire / Ignis
- Passive A: Distant Counter / Atk/Def Bond / Fury
- Passive B: Quick Riposte / Renewal / Flier Formation
- Passive C: Hone Fliers / Goad Fliers / Threaten Def
- Sacred Seal: Iote’s Shield / Deflect Missile / Close Defense
Myrrh is inarguably the best thing to happen to flier emblem since the game’s release. With her, not only do fliers finally get a non-seasonal magical attacker, but her stats and skillset are perfect for countering flier teams' biggest headache: bow users.
While a Distant Counter/Iote’s Shield set can be reliably run on any unit with reasonable Defense, Myrrh takes this a step further and utilizes her breath weapon and sizable Defense stat to shut down Brave Lyn’s Mulagir. In addition, no bow user in the game is capable of doubling or quadding a +Def Myrrh at all. But that isn’t all -- Myrrh's sizable 31 base Resistaance also enables her to shut down threatening units like Reinhardt, Nowi, and Linde.
If Distant Counter is too big of an investment or if Myrrh is -Def, then she can free up her A slot by running Lightning Breath instead. This leaves her a little more vulnerable as she can be easily doubled with her low Speed stat, but it opens up her A slot and grants her a free +4 Defense or Resistance and +5 HP if you refine her weapon. With Fury, this evens out to a 39/38 Defense/Resistance spread -- 45/44 with Fortify Fliers. This turns her into a more standard tank similar to Sheena.
Due to the necessity of Iote’s shield, Myrrh has a harder time running Heavy Blade and so she prefers Glimmer or Bonfire as her Special. As previously mentioned, Glimmer will always activate in Enemy Phase, and Bonfire will prime for activation in the following Player Phase.
Iote’s shield is definitely preferred for her seal slot so that she can function as a wall for arrows on your flier team -- however, Deflect Missile is also an option that will earn more points in the arena while keeping her alive vs brave bow users, though they will leave her with significantly less HP.
I'm a Dragon! (Dragon Emblem)
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Great Flame | A | Atk/Def Bond 3 Alternate: Steady Stance 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Bonfire | C | Hone Dragons |
| SP | 1,345 | S | Heavy Blade 3 |
- Preferred IV: +DEF or +ATK / -SPD
- Weapon: Great Flame
- Assist: Reposition / Varies
- Special: Bonfire / Aether / Ignis
- Passive A: Atk Def Bond / Steady Stance / Fury
- Passive B: Quick Riposte / Renewal
- Passive C: Hone Dragons / Threaten Attack / Threaten Def
- Sacred Seal: Heavy Blade / Guidance / Close Defense
This set highlights Myrrh’s amazing synergy with dragon emblem, which allows her to play a heavily-destructive Enemy Phase tank role, enabled by an optimal +Def -Spd IV set.
While one would normally want to pick up Distant Counter to synergize with Great Flame, Myrrh’s inherent weakness to bows means that she’d need to lose out on her seal slot to simultaneously run Iote’s -- and if she’s operating with a team of dragons, it’s likely that she has an ally with Lightning Breath to cover her ranged weakness already. It’s far better then to focus on optimizing her Great Flame for melee encounters and leave the Distant Counters to her allies who would prefer to run Lightning Breath.
Granted, they won't have to worry about potentially unfavourable melee matchups, as Myrrh excels at melee encounters. When attacked on Enemy Phase, she has a staggering Defense of 44 with Atk / Def Bond, which can be pushed up to 50 with Fortify Dragons and 53 with Defense +3 in her seal slot. This all but guarantees that her Great Flame’s Sweep effect will activate, making it almost impossible to OHKO her outside of a few high damage red magic attacks.
With Quick Riposte, Myrrh is also guaranteed a follow-up attack of her own, meaning that, if she activates Heavy Blade (with her 56 Attack), she will be granted a guaranteed +22-25 damage Bonfire proc on the second retaliation. For this reason, Quick Riposte is her ideal B slot, as running any other skill in her B slot wastes her damage potential -- though you can run Renewal for a bit of recovery for longer battles if you’re more interested in a sustaining tank.
Bonfire is still generally recommended on her, though her ideal special really boils down to player preference. Due to the Great Flame, Myrrh generally cannot be doubled, so 4 cooldown specials (such as Ignis) will not proc on the first engagement. This does mean that after she’s attacked, however, she could then have Ignis primed for a massive +36-44 damage beginning her next turn. Aether could also be primed (again, if Heavy Blade activates) for a Player Phase attack, which would heal her up for her next engagement, though it would do notably less damage.
Her C slot is variable, but if using her in a dragon team, Hone Dragons is ideal on her as Myrrh doesn’t care about utilizing the Speed buff herself since she generally cannot be doubled. If she’s running Heavy Blade, she may be in need of an Attack buff from her fellow dragons, but overall she benefits the least from Hone when compared to dragons such as Nowi or Young TIki. Threaten Atk is also decent on her, as it will make her Heavy Blade more likely to proc, though giving up class specific buffs is a questionable choice.
This set relies on Heavy Blade being run in her seal slot -- though if you’d prefer to mitigate her damage potential for team synergy, she can run Glimmer instead (for Enemy Phase activation) or Bonfire (for following Player Phase activation) and run the Guidance seal, which takes advantage of her flier status to offer her team more mobility. Close Def is a bit more basic, but gives her some leeway on Great Breath’s restrictions, particularly when facing down high Defense units with good Speed like Amelia.
I Can Do Other Things Too! (Generalist/Mixed Team)
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Great Flame | A | Atk/Def Bond 3 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Bonfire Alternate: Glimmer |
C | Threaten Def 3 Alternate: Hone Spd 3 |
| SP | 1,845 | S | Heavy Blade 3 |
- Preferred IV: +DEF or +ATK / -SPD
- Weapon: Great Flame
- Assist: Reposition / Varies
- Special: Bonfire / Aether / Ignis
- Passive A: Atk/Def Bond / Distant Counter / Fury
- Passive B: Quick Riposte / Renewal
- Passive C: Threaten Def / Def Ploy / Hone Spd
- Sacred Seal: Heavy Blade / Iote’s Shield / Guidance
Myrrh’s Atk/Def Bond/Heavy Blade set rivals her Distant Counter/Iote’s Shield set in utility for mixed teams and either can be run effectively, depending on the team composition around her. If she’s teamed up with someone who can handle archers and other ranged counters, then the first set increases her damage potential; if she is the ranged counter within a team then this build will prove more effective.
While Myrrh benefits immensely from the +6 Defense buff that is generally granted to her by dragon or flier teams, she can still function just fine on her own in a mixed team while offering her infantry/armor allies Guidance support.
Quick Riposte should always be taken and Great Flame should always be utilized (unless, of course, Myrrh is -DEF, in which case it may be necessary to consider a Lightning Breath build. Stay far away from a Heavy Blade set if Lightning Breath is used, as Myrrh's Attack will be lower than is generally necessary for Heavy Blade's activation condition). The rest of the build depends on what purpose she will serve on a team.
Threaten Def helps to bolster activations of her Great Flame's Sweep effect, which may be necessary against heavily armored teams if she’s not receiving a +6 Defense buff. Threaten Res makes her attacks more potent, and Hone Speed supplements her allies with a widely-appreciated Speed boost.
Introduction
As the first hybrid dragon / flier type unit, Myrrh comes with a high stat total, a fantastic native weapon that works well with her stat distribution, and the ability to synergize with almost any team. While her Great Flame’s effect prevents enemy doubles on both Player and Enemy Phase, it’s more advantageous to use her as an Enemy Phase unit, as Quick Riposte will ensure that she attacks twice.
Of course, her Defense is the most important thing about her, as it bolsters her ability to negate doubles against her. This makes it vital to focus on when building her as a unit -- skills such as Steady Stance, Atk/Def bond, and other Defense-boosting skills are good to run on her as they help to broaden the gap between her Defense and the Defense of the units she’ll be facing.
Overall, Myrrh is an incredibly resilient unit who packs a significant amount of firepower and has a unique synergy with most units, as well as a playstyle that allows her to safely attack during her player phase, unlike many other enemy phase tanks. It’s difficult to think of a good reason not to put her on the field -- she’s more than earned her spot on almost any team.
Strengths
Fantastic Native Weapon
Myrrh's Great Flame prevents doubles on her if the enemy’s Defense is 5 or more below hers while granting her Atk +3.
This pseudo-Wary Fighter skill means that it’s entirely likely that Myrrh will simply never be doubled, which allows for incredible sustain.
She can also run Quick Riposte, which guarantees her own doubles while Great Flame negates her foe’s. This allows her to guarantee special activations such as Glimmer, for added damage to her already significant damage potential.
Breath Weapon
In addition to its Earthsweep effect, Myrrh’s weapon is also a breath weapon, with the added bonus of attacking the enemy’s often-weaker Resistance stat.
It also comes defaulted with the breath forge, allowing her to attack the lower of Defense/Resistance on a ranged unit, making her ranged matchups highly favorable with the right build
Team Synergy
Myrrh can give and receive buffs meant for both dragons and fliers, meaning that she can be optimally run on exclusively flier or dragon teams.
She can also use Guidance and Hone Dragons on a dragon team, and is able to Reposition her teammates over trees, rivers, and mountains.
Conversely, she’s also the only non-seasonal flier to attack the enemy’s Resistance stat, and the only flier capable of counterattacking at a range without sacrificing a Hector.
Excellent Stats
Myrrh’s base stat total is 167, a mere 2 less than Hector.
Because of this, not only is she a successful tank and attacker, but she also can function as a high level Arena score carry if you can get enough merges for her.
Her stats are built optimally for the Great Flame, dumping speed for an incredibly tanky 36 base Defense. In addition, her respectable Attack stat is further boosted by her weapon, giving her an impressive 52 Attack at base.
For all that her Resistance has been barely commented on in this page, a base of 31 is also very good, and serves her well in common meta matchups with units such as Reinhardt and Nowi.
Weaknesses
Multiple Weaknesses
Myrrh’s dual unit typing doesn’t come without its drawbacks -- she also shares the weaknesses of both dragons and fliers.
She is weak to bows, Excalibur tomes, Naga tomes, and Falchions. While the first two can be mitigated somewhat with Iote’s shield, it requires sacrificing a seal or A slot to do so.
Myrrh shares Fae’s extreme weakness to Falchion, and will be KO'd very easily by a properly built Lucina or Chrom.
Poor Speed
Myrrh relies heavily on her Great Flame to protect her from enemy doubles, as her own base Speed of 25 is quite poor. If her Defense does not meet the Great Flame's effect activation requirements, then she’s almost guaranteed to be doubled by the enemy.
In addition, Myrrh will also be unable to reliably double during Player Phase. The only way she can reliably double her opponent on Enemy Phase is through Quick Riposte.
Team Options
Counters
Myrrh shares double weaknesses with fliers and dragons, and is uniquely weaker against units with higher defense stats. Otherwise, she generally needs to be oneshot in order to be killed in one turn, so massively-high damage attacks will KO her more easily than a slow and steady approach.
- High Firepower Reds: Lilina, Sanaki, and Young Tiki all possess high Attack stats, which they typically trade for middling Speed. However, Speed becomes irrelevant in a matchup with Myrrh, leaving her vulnerable to high damage magical attacks. Young Tiki is especially brutal as well because her defenses can rival Myrrh’s, which would potentially allow her to break through Great Flame’s Sweep ability and unleash a devastating double attack.
- Falchion Users: like Chrom, Lucina, Alm, and Marth can cripple Myrrh, with the most notable of them being Chrom -- his massive Attack stat and ability to deal effective damage in addition to Myrrh’s triangle weakness means that a +Atk Chrom can oneshot even a +Def/Steady Stance/Fortify buffed +Def seal Myrrh, who has 54 effective Defense. Lucina and the other Falchion users also have a oneshot ability, though with enough defensive buffs, Myrrh can survive them.
- Effective Damage Dealers: Brave Lyn, Bridal Cordelia, Deirdre, Julia, and Merric use Bows, Excalibur, or the Naga tome, which are all effective against Myrrh. Her superior Defenses and potential to carry Iote’s Shield can help to mitigate her bow weakness somewhat.
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Great Flame | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Seal Def 3 |
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Bonfire | C | Hone Dragons |
| S | Quick Riposte 3 | ||
~Shy Myrrh~ (merged +2)
"DC and QR3 never" hurts Myrrh's potential the most. Huge damage, mixed bulk, and Hone Dragons will always be useful, but consistency of a DD/Stance/Iote's Shield with QR just makes anything else look sad, hence Seal Def as a reminder to hurry up and decide how to spend grails.
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Great Flame | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Hone Fliers |
| S | Iote's Shield | ||
+res boosts her already pretty high res stat so she can tank mages more reliably. At the same time -spd doesn't hurt her very much if it even hurts her at all, thanks to Great Flame denying almost all follow-up attacks.
A movement assist skill is best so she can move an allied unit out of the danger zone. This is especially great on a flier team with units like firesweep cordelia or other purely offensive units. Reposition is the best choice since it allows her to sometimes stay in the danger zone herself, while the one it's used on is moved out of it, thus allowing her to take out an enemy on enemy phase.
Aether lets her keep her hp high, which should already stay high thanks to her high defenses, but Aether helps this a bit more, especially if she has to stay within the quick riposte treshold. Her own Bonfire is a strong alternative too, since it allows her to fire high damage specials, however the healing from Aether is greatly appreciated, and thanks to her high attack the extra dmg from Aether is usually enough.
Distant counter is best as an A skill, since it allows her to counter attack versus bows, daggers and mages, all of which she is able to handle really well. If it's not available, fury works perfectly well too, granting her a +3 to all stats, although the dmg taken after combat makes Aether almost mandatory to keep her hp high enough for quick riposte.
Quick riposte (combined with distant counter) enables her to counter attack twice any time she is attacked. This is necessary for Aether to activate consistently, and to kill enemies with high hp, who would otherwise be left with a little hp left. If this is not available vantage is a good second choice, but it's in no way better than quick riposte.
Hone fliers gives her more offensive flier allies a great boost to both their attack and speed, from whom she can receive a fortify flier buff to boost her defenses even further. Obviously fortify fliers can be used too, or she can use hone/fortify dragons if she is used on a dragon team. Finally she can also use guidance on a dragon team or flier formation on a flier team to allow for more flexible positioning.
Iote's shield is needed to enable her to easily tank bow wielders, who may otherwise pose a threat to the rest of your flier team. If running her on a dragon team, or if Iote's shield is already taken by another flier, close or distant defense both boost her defenses even further against either melee or ranged units. Finally, def +3 can be used too to make her great flame's special effect deny more follow-up attacks.
All in all this build allows Myrrh to function well on both a dragon and a flier team. This built is mainly focussed on staying alive, while dealing a lot of damage with her naturally high attack. Since a flier and a dragon team both have to deal with different problems I might have missed an option for a strong skill to support this build. Also this build works with almost any boon/bane except for a res bane.
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Great Flame | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Atk Smoke 3 |
| S | Iote's Shield | ||
(+DEF - SPD With summoner support and +10 Merge)
With her DEF at 45 and the effects of great flame, It is extremely hard for units to hit her twice or kill her in a single turn.
This enemy phased Myrrh wins against ALL ranged units and ALL blue units in the arena, nearly unscratched (except Deirdre and Julia of course).
She can also counter top-tier red units namely Ayra and Karla. Honestly that's pretty bullshit, but yeah I'm glad she's on my side
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Great Flame | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Hone Dragons |
| S | Guidance 3 | ||
Standard Great Flame + Distant Counter Build. Bonfire since I have a +Def one, which I can switch out for Aether for specific situations. Quick Riposte for a guaranteed follow-up attack. I use the Guidance seal and Hone Dragon since I run a mixed dragon team.
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Great Flame | A | Iote's Shield |
|---|---|---|---|
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Reposition | B | Flier Formation 3 |
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Aether | C | Goad Fliers |
| S | Speed +3 | ||
I Can Fly FAST!!!
At first glance, a +spd boon might make Myrrh seem destined for the fodder heap. However, she becomes an awesome powerhouse on a flier team. With a couple stacks of Goad Fliers on her, she can hit 60 atk & 40 spd offensively, and 42 def/37 res from a single Fortify Fliers buff.
If you're thinking that she won't be able to double units like Ayra/Mia, stop right there because Myrrh shouldn't mess with red units at all. She'll have enough spd to make it hard for blue and green mages to double her and enough res to shrug off their attacks. Additionally, her extra def and Great Flame will probably be all you need to protect against double from low def mages and archers. And Aether can be used strategically to build her health back up.
This build also lets her take full advantage of her mobility as a flier and integrate into a flier team for position play abuse. Iote's Shield will also let her tank arrow hits the rest of your fliers couldn't survive.
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 |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
100 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | A |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Only inheritable by Dragon units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: The Sacred Stones
|
|---|

Fate Grand Order
Dragonball Legends

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