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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Lightning Breath+ (+Spd) | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Quick Riposte 3 |
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Bonfire | C | Hone Dragons |
| S | Initiate Seal Spd 3 | ||
this build is to make myrrh into a speedy dragon and to stop doubles in another way besides from her legendary breath weapon. this still works she just need some help with hones speed and stuff. she has the speed sacred seal. this build also helps people who dont have a hector to fodder or who had bad luck as i. this is a plus speed minus def.
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Great Flame | A | Distant Def 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Aether | C | Guidance 3 |
| S | Close Def 3 | ||
[note: I don't have this in my game but I had the idea]
I just thought that since all other dragons are infantry, Guidance Myrrh would be great to help position them. In addition, using DD and CD together basically gives her Steady Warding Stance 3, meaning she'll have 42/40 defenses in the enemy phase no matter who attacks her, ignoring debuffs. Not to mention Great Flame's Def-based Wary Fighter effect. Distant Counter who?
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Great Flame | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Hone Dragons |
| S | Close Def 3 | ||
Preferred IV spread: +Spd / -Hp or +Def / -Spd
This set has two different IV spread possibilities. The former, spd boon and hp bane, is mainly used in the end-game meta, where one holds a team of +10 merged units, at which point a spd boon checks common units more efficiently. The latter, def boon and spd bane, is used in a relatively lower tier meta, where the opposing team doesn't mainly have a limited spectre of common opposing units.
The spd boon raises the base value of spd by 4, which, in combination with Myrrh's high def stat, coordinates well in the aspect of Great Flame's doubling prevention effect. In the high-end meta, there is a narrower spectre of units one commonly encounters. With this IV spread, those units who still have a high enough def stat to avoid Myrrh's prf effect on EP, won't be able to reach high enough levels of speed to meet the default doubling criteria.
At this point, a person can go with either DC or enhance the defensive capabilities even further through the A slot. One might ultimately still decide to go with DC, as besides the relatively formidable res stat, Great Flame has an in-built effect of a refined Breath, which targets the lower defensive stat of a unit whose range equals 2. This is further complimented by the prf's doubling prevention criteria, as most units with a high def stat usually have a range of 1. This ultimately means that DC allows Myrrh to remain a purely EP-oriented unit, which allows her to gain advantage of QR.
Special and C slot are more or less flexible. If focusing entirely on the EP, going with Ignis over Bonfire is more reasonable, as the special will activate on the second encounter in any case. That is, unless Myrrh runs Heavy Blade as a seal, which is another option, though potentially not as effective as Close Def. C slot is mainly dependant on the rest of the team and their synergy. The most straightforward are teams of either dragons or fliers, both of which tend to bring amazing coverage in their own regard. Dragons with inbuilt DC coverage through LB+ and fliers with potential stacking of Ward Fliers, which ultimately increase Myrrh's own defenses as well, making her a hard unit to penetrate at all.
Almost all of named factors stand for the second IV spread as well, with the exception of targeted coverage. When looking at the relatively lower-end meta, there is a wider spectre of units one can encounter. There can be lower BST and lighter SP cost units with the only thing going for them being their heavy merges, which ultimately make them potential opposing units. As such, they have to be considered as well.
The def boon and spd bane spread tends to cover the largest area of units Myrrh can check in such scenario, focusing entirely on the def stat and trying to push through the inbuilt doubling prevention effect as frequently as possible. This, of course, leaves more units unchecked than the high-end build, but it holds great coverage and presents itself as a great weapon when facing a wide spectre of potential opposing units.
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Great Flame | A | Attack/Res 2 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Fortify Def 3 |
| S | Iote's Shield | ||
Blessed to have (arguably) the best IV's for Myrrh, so I wanted to take full advantage of being able to become a flying tank. I would've put distant counter but I have no Hectors to sacrifice.
Kept her main weapon as it deals massive damage with a nice little perk.
Reposition to help move allies around.
Bonfire to secure kills here and there.
Attack/Res+2 because I wanted to enhance res with something along with it.
C skill could honestly be anything but in my team she uses Fortify Def
Iote's shield to counter out arrow weakness.
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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 Tactic 3 |
| S | Guidance 3 | ||
Myrrh was one of Ephraim's potential sweethearts in the Sacred Stones, so I decided after all the memes about the incest between him and Eirika, it was time to give Myrrh some justice.
The build's name is: [I'm a Great Dragon so I can Breathe Great Flames!... You Don't Have to Pet Me].
This build was tailored for a mixed movement Tactics team with my Ephraim build: [Flames of Restoration]. She will be sporting a +10 merge, her Prf weapon, and a +Def - Spd stat spread that will look like this:
46 HP/56 Atk/26 Spd/43 Def/35 Res.
Before Myrrh was released, I was contemplating Spring Camilla, since she had access to Gronnblade, which has incredible synergy with Ephraim's buffs and the Tactic skills. Also being a flier, meant that she could utilize the Guidance SS. The main problems were her speed, that she was susceptible to bows, and that she can't retaliate against melee units. While this could be approached with a Close Counter and Iote's Shield set, I just found that her lack of a stat boosting A skill and inability to provide Guidance really hurt both her and her teammates offenses.
Myrrh on the other hand, gladly takes a speed bane and fixes it with Great Flame's ability to stop doubles (aside from Brave Weapons and units who have 5 speed or more when using guaranteed follow up skills like Brash Assault or Bold Fighter). Myrrh also has a better attack stat to work with out of the box thanks to having a Prf weapon with an additional +3 bonus to her attack.
However, she can't keep her A slot open while using Distant Counter unless she has a forged Lightning Breath+. Sure some might argue for a +Def Lightning Breath+ with Fury or Atk/Def Bond, but there isn't as much emphasis to the defense stat if you get rid of the premise of keeping her defense as high as possible in the first place; hence why I opted for Distant Counter and Great Flame.
Ephraim's Def Tactic helps maintain Myrrh's longevity, her inability to be doubled, and her Quick Riposte game. QR boosts her kill potential during the enemy phase, and makes sure that the only enemies she has to watch out for are Falchion users, Brave Bows, and Firesweep Weapons.
The reason I decided to opt out of Iote's Shield, was that having the extra offensive potential and mobility from Guidance was just too good; I encounter way too many Firesweep Bow Bridal Cordelias and Brave Lyns now, so instead of just straight up tanking and counter-killing, I always have to lure them in with Myrrh before deleting them anyway. With the C slot now open thanks to having Guidance as a SS, I chose Atk Tactic so Myrrh can also help Ephraim in return, and provide extra attack to anyone else who may need it as well; more so than Myrrh at least.
Refer to the other mixed movement team member builds, for Genny: [Wrathful Sheep on Fire], and Brave Roy: [Trailblazing with Second Winds].
Thanks for reading!
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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