Coming from personal experience, Myrrh's a beast regardless of IV's, in fact, her weapon's effect still works effectively.
Most of the time, her Great Flame effect will cover up doubles from a good majority of speedy units, reducing the doubling number to slower moving (+Bold-Fighter users) even with the -Def bane.
I however, don't agree with Fury + QR since the damage taken can cancel out QR's effect... Budget-wise, it's fine, but Steady Stance works greatly or Close Defense (Fortress Defense and Defense +3 are also viable options for her A-Slot) which can push the reductions of doubles to a safer distance.
With the Guidance seal, this utilizes her use for movement in your team, which is great. But this cancels out options such as Iote's Shield or Close Defense etc. for a more combat purpose. (Supportive purpose with Guidance is fine, just noting)
Running Lightning Breath allows her to counter from a distance however, do note that she can be doubled and she requires Iote's Shield if you want her to counter archer units.
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