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Halloween Myrrh

Analysis by ZeShado
Halloween Myrrh - Spooky Monster

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
179
HP 46
ATK 38
SPD 23
DEF 40
RES 32

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 19 7 3 6 7
Middle 20 8 4 7 8
High 21 9 5 8 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 43 35 20 36 29
Middle 46 38 23 40 32
High 49 42 27 43 35

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.
HPATKSPDDEFRES

Skill Sets

I Dodged the Draft (Near Save)

Build by ZeShado
Recommended
Spirit Breath (+Eff) A Atk/Def Unity
Alternate: Close Def (3 or 4)
Positional Assist B Crafty Fighter 3
Alternate: Dragon Wall 3
Noontime
Alternate: Bonfire
C A/D Near Save 3
Alternate: A/R Near Save 3
IVs

+ATK, +DEF, or +RES / -SPD

SSteady Breath
Alternate: Close Def 3

Show Explanation/Analysis

Weapon: Spirit Breath (+Eff)

Assist: Positional Assist

Special: Noontime / Bonfire / Ignis

A Passive: Atk/Def Unity / Close Def (3 or 4) / Atk/Def Form

B Passive: Crafty Fighter / Dragon Wall / Dragon’s Wrath / Slick Fighter / Special Fighter / Wily Fighter / Vengeful Fighter

C Passive: A/D Near Save / A/R Near Save / D/R Near Save

Sacred Seal: Steady Breath / Close Def / Atk/Def Form

  • Halloween Myrrh is a much more formidable threat thanks to the number of effects that her refine grants her. Spirit Breath being able to inflict -10 Atk on the foe means that her overall bulk will be bolstered. And given that her Def stat is already so high, she’ll have little to no issue taking on foes that target her Def. She also has 70% DR on the foe’s second hit (third and fourth if they’re using a brave weapon), making her even more difficult to take down. Moreover, her PRF grants a guaranteed follow-up attack, so she doesn’t have to run Fighter skills per se, which opens up room for her to run even more DR skills such as Dragon Wall and Dragon’s Wrath as if it weren’t already difficult to pierce through her Def stat. In any case, all of these boons combined make Halloween Myrrh a fantastic candidate for Near Save.
     
  • Depending on the rest of the kit, Halloween Myrrh can either opt for two-cooldown Specials, Bonfire, or Ignis. If there is any skill that accelerates her Special cooldown, whether that’s Steady Breath or Special Fighter, present in her kit, she’ll want to opt for a two-cooldown Special. Otherwise, she can simply run Bonfire and trigger it on her second attack, provided that there are no Guard effects present. That being said, if she’s running her innate Vengeful Fighter, she’ll want to opt for Ignis instead.
     
  • As a Near Save unit, the most important stats that want to be prioritized are her Atk and Def. More Atk is good for handling foes in general while more Def is good for her longevity against melee foes. Atk/Def Unity is a great option for reversing any debuff Halloween Myrrh may receive to her Atk and Def, effectively making her tankier and stronger. Just make sure not to pair it with Slick Fighter since it’ll cancel out the debuffs. Close Def pairs well with Dragon Wall and can allow her to take on Dragon foes more consistently. There’s also Atk/Def Form, which provides the most bonuses to her Atk and Def (maximum of +7).
     
  • Halloween Myrrh has no shortage of competitive B Passive options. As an Armor, she has access to all sorts of Fighter skills, each with its own benefits, whether that’s inflicting Guard on the foe, removing debuffs on herself, or removing buffs from the foe. As a Dragon, she has access to Dragon Wall and Dragon’s Wrath, the former providing more DR than the latter, effectively inflating her bulk, and the latter providing more damage output on the first hit.
     
  • Since Halloween Myrrh will be performing as a Near Save unit, she’ll naturally want Near Save as her C Passive. A/D Near Save bolsters her two most important stats, allowing her to output more damage and tank more in general. There is also merit to running A/R Near Save if running Dragon Wall since it can boost the effectiveness of that skill. D/R Near Save is also an option if you want to prioritize her defensive stats over her damage output.
     
  • All of Halloween Myrrh’s best Sacred Seal options happen to bolster her overall Def stat, making Def checks much easier to accomplish. Steady Breath is good, especially when paired with Dragon’s Wrath if you want to retaliate with two-cooldown Specials each hit. Meanwhile, Close Def and Atk/Def Form provide flat bonuses to her Def/Res and Atk/Def respectively. The latter is much stronger since most melee foes target her Def, but there is merit to stacking up her Res stat as well, especially if running Dragon Wall.

It's Been So Long Since I Last Have Seen My Son Lost to This Monster To the Man Behind the Slaughter (Far Save)

Build by ZeShado
Spirit Breath (+Eff) A Distant Stance
Alternate: Distant Counter
Positional Assist B Slick Fighter 3
Alternate: Dragon Wall 3
Noontime
Alternate: Bonfire
C A/R Far Save 3
Alternate: D/R Far Save 3
IVs

+ATK, +DEF, or +RES / -SPD

SSteady Breath
Alternate: Distant Def 3

Show Explanation/Analysis

Weapon: Spirit Breath (+Eff)

Assist: Positional Assist

Special: Noontime / Bonfire / Ignis

A Passive: Distant Stance / Distant Counter

B Passive: Slick Fighter / Dragon Wall / Dragon’s Wrath / Crafty Fighter / Special Fighter / Wily Fighter / Vengeful Fighter

C Passive: A/R Far Save / D/R Far Save / A/D Far Save

Sacred Seal: Steady Breath / Distant Def / Atk/Res Form

  • Being that Halloween Myrrh has relatively favorable mixed bulk, she can realistically perform as a Far Save unit as well. It’s undeniable that she’ll perform much better as a Near Save unit since most foes in that dedicated niche will target her Def, with the occasional Dragon targeting her Res, as well as the fact that her Def is much higher than her Res as a whole. Even so, given her status as a Dragon Armor, on top of the fact that she inflicts upwards of -10 Atk on the foe during combat, she can abuse Dragon skills that grant DR on the foe’s first hit, effectively making her tankier than she comes off to be. Her adaptive damage can also allow her to defeat ranged foes much more easily, so there is merit to her acting as a Far Save unit.
     
  • Her best Special will ultimately depend on the rest of the kit. If she has Steady Breath or Special Fighter in her kit, a two-cooldown Special will work well such as Noontime. Meanwhile, running any other B Passive, other than Vengeful, calls for a three-cooldown Special. Specials that scale off her Def stat are the most notable options since they’ll end up scaling better than most other Specials. If you keep her innate Vengeful Fighter, she can opt for Ignis instead.
     
  • Since she’ll be acting as a Far Save unit, Halloween Myrrh will want a Distant Counter skill. Distant Stance is the best option since it grants a flat Res bonus, but as a more affordable option, regular Distant Counter isn’t a bad option whatsoever.
     
  • As an Armor and Dragon, Halloween Myrrh has access to a plethora of B Passives. Armor-wise, she can run an assortment of Fighter skills, all of which have their own sets of benefits. Of course, it’s important that it synergizes well with her Special cooldown count so that she can consistently trigger her Special each combat. Dragon-wise, she can either run Dragon Wall or Dragon’s Wrath since both provide DR on the foe’s first hit, effectively granting her more inflated bulk. The former provides more DR, which is better with higher cooldown Specials, while the latter provides more damage output, which works well with two-cooldown Specials and skills that accelerate her Special.
     
  • Any Far Save skill works well. A/R Far Save allows her to tank more magic-wielding foes and can bolster the effectiveness of Dragon Wall while A/D Far Save can help make her Def check much easier. Both also provide more damage, which can help secure more defeats. Meanwhile, D/R Far Save is the best option for general tanking.
     
  • Halloween Myrrh has a good amount of options for her Sacred Seal. Steady Breath is a good option for two-cooldown Special retaliations. Meanwhile, Distant Def is good for general tanking and Atk/Res Form is solid for bolstering her lower defensive stat and providing more damage output.

Strengths

Spirit Breath

     Spirit Breath elevates Halloween Myrrh’s performance to a whole new level. To layout the effects plainly:

  • Inflict up to -10 Atk on the foe and grant +10 Atk on Halloween Myrrh
  • Grant a guaranteed follow-up attack
  • Grants 70% DR to Halloween Myrrh on the foe’s second hit

     The -10 Atk inflicted on the foe inflates Halloween Myrrh’s overall mixed bulk, prolonging her longevity as a whole. Meanwhile, the +10 Atk granted to Halloween Myrrh’s already good Atk stat allows her to take out foes much more consistently. The guaranteed follow-up built into her PRF means that she can effectively bypass Impact effects if she runs another Fighter skill as her B Passive, but also has the luxury of running other skills, whether that’s Dragon Wall or Dragon’s Wrath. And of course, the 70% DR granted to Halloween Myrrh on the foe’s second attack (third and fourth if the foe has a brave effect) inflates her bulk even more. Suffice to say, Halloween Myrrh is much more threatening now thanks to the plethora of effects that her PRF now grants.

Dragon

    As previously mentioned, Halloween Myrrh has the luxury of running Dragon-esque skills not only because of her weapon type but also because her PRF already allows her to double as is. Dragon Wall and Dragon’s Wrath are two fantastic options, both being able to grant DR on the foe’s first hit so that she can prolong her survivability. The former grants more DR than the latter but Dragon’s Wrath allows her to hit back harder comparatively. There’s also the benefit of being able to bypass Windsweep effects as they do not affect Dragons, and this is only notable because most units don’t tend to run Watersweep.

Armor

    Armor units have a lot going for them these days as they are able to act in place of many units thanks to Save skills. That, on top of the plethora of Fighter skills available, Halloween Myrrh isn’t short of options when it comes to her Enemy Phase prowess.

Weaknesses

Class Weaknesses

    While being an Armor and Dragon has its fair share of benefits, it also comes at the cost of being weak to weaponry and skills that have more effectiveness against her archetype. Units such as Brave Alm, Naga (as well as her Divine Fang), and Micaiah(s), to name a few, are able to put a dent into Halloween Myrrh. She can alleviate a lot of the damage when running Dragon Wall or Dragon’s Wrath, but that can also be mitigated by units and skills such as Duo Lif, Young Innes, Deadeye, and Lethality. Even so, she has a lot of natural bulk, so it’ll be difficult for her to go down in a single combat.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Flametongue
Only inheritable by Dragon units.
200 1 11
Spirit Breath

Grants Def+3. If unit initiates combat and unit's Def ≥ foe's Def+5, unit makes a guaranteed follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Bonfire

Boosts 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
Defense +1

Grants Def+1.

Inheritable by all units.
30
A
Def/Res 1

Grants Def/Res+1.

Inheritable by all units.
100
A
Def/Res 2

Grants Def/Res+2

Inheritable by all units.
Unlocks at 5 ★
200
A
Vengeful Fighter 1

If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
60
B
Vengeful Fighter 2

If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
120
B
Vengeful Fighter 3

If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
Unlocks at 5 ★
240
B
Armor March 1

If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)

Only inheritable by armor units.
60
C
Armor March 2

If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)

Only inheritable by armor units.
120
C
Armor March 3

If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)

Only inheritable by armor units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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