Table of Contents
- Default
- Attack
- Special
- Injured
| Myrrh - Great Dragon |
|---|
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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 | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Ward Dragons |
| S | Distant Def 3 | ||
Merge: +7
Seal: Distant Def 3
Enemy Phase Myrrh
Great Flame (Weapon)
This is easily Myrrh's best weapon. This denies any follow-up of her foes so long as her Def stat is equal to or greater than the value of 5. Therefore, Speed doesn't bother Myrrh as much. It also deals adaptive damage towards ranged units, thus allowing her to deal maximum damage possible.
Reposition (Assist)
A very self-explanatory skill. This is easily Myrrh's best Assist skill, especially due to her Flier movement. She can pull her allies out of danger and take care of potential threats.
Bonfire (Special)
The default Special Myrrh naturally comes with. An easy budget skill which does not need to be replaced. Unless one wishes to run Ignis instead.
Distant Counter (A-Slot)
Thanks to Myrrh's superior bulk, she can easily run this skill and take many abuse from Bow and Dagger users as well as magic users. When taking on Bow users, it's best to run Iote's Shield in the Sacred Seal slot, or having Distant Def and ridiculously high Def and she'll barely feel a thing or two.
Quick Riposte 3 (B-Slot)
Due to her abysmal Speed stat, she'll need something to allow her to make follow-ups. Thus, Quick Riposte being her absolute best skill to run. Alternatively, Breaker skills can work just fine.
Ward Dragons (C-Slot)
As a staple member of Dragon Emblem teams, Myrrh grants her draconic allies Def/Res+4 if they are within 2 spaces. Myrrh would also appreciate having couple of stacked Ward Dragon skills to make herself extremely bulky.
Distant Def 3 (Sacred Seal)
Myrrh has no issue taking on melee opponents, but when it comes to magical foes, she will need extra precaution in order to take them on safely. Thus, Distant Def being her best Sacred Seal. Iote's Shield can also be used if there are pesky Bow users around. But who sees them nowadays? This makes Iote's Shield a little useless.
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Pros:
+ With high enough Def, Myrrh can easily survive many match-ups that would otherwise prove fatal to Myrrh by preventing follow-ups (not including Falchion or Naga users or either Tikis with Breath of Fog)
+ Has a good base kit and requires little skill inheritance to be competent
+ Great Attack stat and great mixed bulk
+ Her Res is high enough to run Ploy skills like Def Ploy to make effective use of her Great Flame (alternatively, Threaten Def or Def Smoke can also work)
+ For being both a Flier and a Dragon, she has access to both powerful buff skills that would aid her offensively and defensively, making her quite flexible in either team setup
Cons:
- Natural weakness to Falchion, Naga and Breath of Fog weapons (Alm and Adult Tiki being the most deadly due to their unique properties) due to being a Dragon
- Natural weakness to Bows and Excalibur due to being a Flier (she can easily nullify her Flier weakness via Iote's Shield, but cannot nullify her Dragon weakness)
- Has non-existent Speed; she requires something like Quick Riposte to perform follow-ups
- A Def bane easily shuts down Myrrh's best build and may need to resort an alternative, such as a Def-refined Lightning Breath to make up for the loss of Def stat
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Great Flame | A | Sturdy Blow 2 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Hone Dragons |
| S | Close Def 3 | ||
+Atk/-HP Myrrh +1 merge:
If you're not a huge fan of Fury 3's recoil damage like me, and don't have a spare Distant Counter, perhaps opting out for a more player phase A-skill like Sturdy Blow 2 fits the bill.
Sturdy Blow 2 gives Myrrh an extra +1 Atk/Def when initiating compared to Fury 3 and no recoil damage. This could help activate Great Flame's effect more consistently.
B-skill is the highly recommended QR3 so Myrrh can double when attacked thus making her a two-phase monster.
Per usual the C-skill and sacred seal are flexible. Hone Dragons is the default but for mixed teams I like to run a Drive or Tactic skill.
Guidance 3 for her sacred seal is also a lot of fun, especially if you pair her with armored units. Can never go wrong with Close Defense 3 though.
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Great Flame | A | Fury 3 |
|---|---|---|---|
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Swap | B | Renewal 3 |
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Bonfire | C | Hone Dragons |
| S | Iote's Shield | ||
Myrrh has a great base set, so I decided to take advantage of that.
Since my Myrrh is -Atk but +HP I decided it would help her survivability if she had Renewal B slot. Make sure she is supported by the other fliers/dragons/teammates and she is a great tank.
I prefer for my tankier units to have Swap, which allows her to be a shield after a teammate is left in the open.
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Great Flame | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Renewal 3 |
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Bonfire | C | Atk Tactic 3 |
| S | Def Tactic 3 | ||
Buff-Bot Myrrh helping out your mixed Team! Atk/Spd Tactic as a C-Slot or Hone Dragons for Dragon Emblem, Res/Def Tactic as a Sacred Seal or just Drive/Hone skills or even Heavy Blade. If you go for Heavy Blade Consider Aether and QR instead of Bonfire and Renewal. If your Budget is Insane and you have Hectors lying around everywhere you can put DC on her aswell, although Fae might do the Job of a DC-Green Dragon well enoguh already.
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Great Flame | A | Atk/Def Bond 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Hone Dragons |
| S | Heavy Blade 3 | ||
Edit: Swapped Guidance 3 Seal for Heavy Blade 3.
Ally Supported with my +Def/-Atk Nowi. Previously she ran Guidance to ferry the rest of my team around, but a friend of mine saw the rest of my team (which had a lot of Reposition/Swap) and suggested Heavy Blade 3. Seeing as she can potentially hit 69 Atk with everything factored in, I decided to go with the Atk/Def Bond+Heavy Blade build. With support from her team, she can deny follow-ups from almost everything, while she gets to double all who initiate on her, the second hit blasting her foe with Bonfire. Myrrh, in turn, assists my Nowi with a helpful Hone Dragons boost. Overall a great physical wall that rounded out a previously anti-ranged team.
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
|
|---|

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