Community Posts with Keyword Eir All
Analysis by lordhelpme
Eir - Merciful Death


Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 35
ATK 32
SPD 37
DEF 14
RES 31

Stat Variations

Level 1 Stat Variation
Low 15 7 8 3 6
Middle 16 8 9 4 7
High 17 9 10 5 8

Level 40 Stat Variations
Low 32 29 34 11 28
Middle 35 32 37 14 31
High 39 35 40 18 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.

While she may certainly benefit from receiving IVs for further stat specialization, Eir can work perfectly fine with a Neutral IV set. This is worth taking into consideration as the free copy obtained through story progression will always be neutral.

Skill Sets

Resurrection and Rebirth (Aether Raids Offense / Dedicated Support)

Build by lordhelpme
Temari+ (+Res) A Fort. Def/Res 3
Alternate: Fury (3 or 4)
Smite B Sabotage Def 3
Alternate: Atk/Res Link 3
Alternate: Iceberg
C Sparkling Boost
Alternate: Ground Orders 3

+RES / -HP or -DEF

SPhantom Res 3

Show Explanation/Analysis

Weapon: Temari (+RES)

Assist: Smite / Flexible

Special: Moonbow / Iceberg / Luna

Passive A: Fort. Def/Res / Fury / Fortress Res

Passive B: Sabotage Skills / Disarm Trap / Link Skills / Chill Skills 

Passive C: Sparkling Boost / Ground Orders / Guidance / Drive Skills / Tactic Skills / Flexible

Sacred Seal: Phantom Res / Guidance / Aerobatics / Chill Skills / Drive Skills / Tactic Skills

  • Given that the typical approach for Aether Raids Offense will usually leave Eir seeing battle rather infrequently, one can instead have the princess of death take a more supportive role and boost the performance of the team’s main carries. Although she can work perfectly fine with a neutral IV set, Eir benefits quite a bit from receiving +RES if available to improve the consistency of the mass debuffs she can apply via Temari (and potentially Sabotage skills). 
  • Fort. Def/Res is Eir’s ideal choice of A slot if aiming to invest fully into stacking her Resistance to further augment her ability to land her debuffs, with the decrease to her Attack being entirely negligible since she likely won’t be engaging with opponents to begin with. If unavailable, Fortress Res is an excellent alternative or if wanting to preserve her combat ability while still boosting Eir’s visible Resistance (though to a lesser degree), Fury can be considered as well. 
  • For her B slot, Eir has several readily available options depending on player preference:
    • Since Temari already applies a notable debuff to her foes’ Attack and Speed stats, one invest further into Eir’s debuffing capabilities either with a Sabotage skill (which shares a similar activation requirement to Temari) or a Chill; the choice between taking a Defense debuff or Resistance debuff, though, will depend on what type of damage the main carries specialize in.
    • Disarm Trap is a highly specialized, but interesting choice to safely test out enemy traps in Aether Raids and improve her allies positioning flexibility upon disabling them. However, since most traps are within close proximity of the actual opponents, using this skill does require a bit of finesse to fully utilize and will usually mean the assistance of a refresher or an outside ally.
    • Link skills are useful to apply strong bonuses to various stats at once, allowing her to wield buffing and debuffing utility simultaneously; these skills also pair well Smite to strengthen her intended ally while also allowing them to easily close in on the enemies. The preferred choice will once again depend on player preference, but having it provide at least a Resistance buff may be ideal given the context of AR Offense where magical damage is highly prominent. 
  • Her exclusive Sparkling Boost can be plugged in to provide passive healing support to the rest of her teammates, though this may not be ideal if running her alongside allies who want to stay at low HP like standard Vantage nukes. If one finds that Sparkling Boost is unnecessary, movement-based support C slots (such as Guidance or Ground Orders) can be equipped, or simply any available selection of Tactic or Drive.
  • The Phantom Res Sacred Seal fits excellently with this build’s intended purpose, assisting Eir in landing Temari’s debuff and potentially that of Sabotage skills if equipped; this may be of especially high value if using a neutral Eir, since she’ll need all the help she can get in boosting her base Resistance of 31. Any choice of Drive, Chill, or Tactic skill or Guidance/Aerobatics for movement support may also be considered.

Believe It or Not, I’m Walking on Eir (Aether Raids Offense / Wings of Mercy Enabler)

Build by lordhelpme
Alternate: Pumpkin-a-Box+
A Fury (3 or 4)
Positional Assist B Disarm Trap 3
Alternate: Glimmer
C Savage Blow 3
Alternate: Atk Smoke 3

+ATK or +SPD / -HP

SSavage Blow 3
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Weapon: Lyfjaberg / Pumpkin-a-Box+ (+SPD) / Pumpkin-a-Box+

Assist: Reposition / Flexible

Special: Moonbow / Glimmer /Ruptured Sky

Passive A: Fury (3 or 4)

Passive B: Disarm Trap / Desperation / Escape Route

Passive C: Savage Blow / Spd Smoke / Atk Smoke

Sacred Seal: Savage Blow / Hardy Bearing / Spd Smoke / Atk Smoke

  • Although this build once again assumes the context of Aether Raids Offense, it’s instead centered around Eir’s place in Galeforce-centric teams by becoming a beacon for other allies equipped with Wings of Mercy, with this strategy being more commonly known as “Eirforce.” A neutral IV set will once again work fine, though a boost to either one of her offensive stats is more than welcome. 
  • The main gameplan here is relatively straightforward and centers around lowering Eir’s HP below 50% after two engagements (which means that the assistance of a refresher will be needed) to enable her allies to quickly close in on the enemies with little worry, and there’s a few ways this can be achieved. 
    • For low merge or the free neutral IV Eir, pairing her base Lyfjaberg with Fury 3 works excellently; combined, these two skills  will inflict 10 chip damage per combat for a total of a 20 HP loss after her two rounds of combat. This allows Eir to easily put herself in the Wings of Mercy threshold right up until she crosses over 40 HP.
    • If one’s Eir happens to cross this threshold (meaning 41+ HP) as a result of being highly merged, her bonus week, or some other factor, further skill investment will be required. The most readily available recourse is swapping out Fury 3 with Fury 4 for an additional 2 chip damage, bringing her HP cap to 48; this can also be done by replacing Lyfjaberg with Pumpkin-a-Box, but it is much more limited than Fury 4 and her PRF does carry other effects besides chip damage.
    • For maximum assurance, both Fury 4 and Pumpkin-a-Box can be taken to inflict 14 chip damage for a whopping 56 HP cap on Eir. However, for the majority of players, this will typically be unnecessary as Eir’s HP normally shouldn’t reach such an extent.
  • Beyond the self-inflicted damage component of this set, there are other considerations to make. In particular, Disarm Trap is highly recommended to allow Eir to safely carry out her setup without worrying about trap placement disrupting this strategy -- while it is possible to use her without Disarm Trap, doing so involves much higher risk. If unavailable, B slot skills that operate at low HP (e.g. Desperation, Escape Route, etc.) are possible alternatives. 
  • Using Savage Blow as her designated C and/or Sacred Seal slot is effective to knock down enemies below Guard’s HP threshold -- a skill detrimental to Galeforce strategies -- and allow her allies to potentially KO them in a single hit. Alternatively, Spd Smoke or Atk Smoke can be equipped if her paired teammates are dependent on skills like Flashing Blade or Heavy Blade to accelerate their Special charge. The Hardy Bearing seal also works well to work around potential Vantage units on a Defense map. 

Ride of the Valkyries (Offensive Nuke)

Build by lordhelpme
Lyfjaberg A Atk/Spd Solo (3 or 4)
Alternate: Swift Sparrow 2
Positional Assist B Mystic Boost 3
Alternate: Glimmer
C Sparkling Boost
Alternate: Spd Smoke 3

+ATK or +SPD / -HP or -DEF

SSwift Sparrow 2

Show Explanation/Analysis

Weapon: Lyfjaberg 

Assist: Reposition / Flexible

Special: Moonbow / Glimmer 

Passive A: Atk/Spd Solo / Atk/Res Solo / Swift Sparrow 

Passive B: Mystic Boost / Desperation

Passive C: Sparkling Boost / Smoke Skills / Flexible

Sacred Seal: Swift Sparrow / Atk/Def Solo / Sturdy Blow / Darting Blow / Death Blow

  • Eir can also take a more generalist approach and focus on augmenting her offensive potential to serve as a consistent source of damage, performing especially well against mages. Once again, Eir will benefit notably from receiving a boost to one of her offensive stats, but a neutral IV set is still plenty workable if the free copy is the only available -- and to that end, she can function quite well with her base kit alone. 
  • Moonbow will typically be Eir’s best option for her Special thanks to its low Special cooldown and effectiveness against bulky foes whom she would otherwise have difficulty in dealing with. Glimmer is also a great choice that possesses an equally low Special cooldown and scales well with more support/investment to her damage.
  • Most standard offensive A slots are a natural fit to supplement Eir’s presence during the Player Phase; alongside her base Swift Sparrow, Atk/Spd Solo makes for a worthwhile consideration for its greater offensive boost and potential functionality in the Enemy Phase. Atk/Res Solo may also be a good selection to specialize the maiden further in her innately notable anti-magic capabilities.
  • Her native Mystic Boost synergizes beautifully with Lyfjaberg to offset the chip damage it applies on her and further fortify her performance against dragonstone and stave wielders, safeguarding her from the majority of their damage output via its protection from Wrathful Staff and adaptive damage. For a more standard offensive choice with more widespread applicability, Desperation may be taken instead to freely strike opposing foes without having to worry about being killed in retaliation. 
  • Her C slot is flexible and can be fit by whatever skill best suits her specific team composition. Besides her exclusive Sparkling Boost, Smoke skills (i.e. Atk Smoke or Spd Smoke since her weapon already applies the other two) are potential candidates if Eir is being provided with refresher support. 
  • Lastly, any available seal that provides an improvement to her offensive stats is ideal for the purposes of this set; this includes Swift Sparrow, Atk/Def Solo, Sturdy Blow, Darting Blow, and Death Blow. 


Colorless Dagger Benefits

By merit of being colorless, Eir has the benefit of possessing neutral match-ups across the board (with the rare exception of opponents with a Raven effect), which is useful for more aggressive approaches to her playstyle. Furthermore, as a dagger unit, Eir can also access to a wide variety of inheritable weapons that help serve different purposes (alongside her own exclusive Lyfjaberg), thus granting her flexibility as her role in a given team can easily be altered to best suit one’s needs. 

Sparkling Boost

Eir’s exclusive Sparkling Boost is one of the more unique forms of team support currently available, granting passive healing to the most damaged ally on her team at the start of each turn. Not only does it heal for a surprisingly high amount despite being constant, but it also affects allies regardless of how close they are to Eir herself and comes at no cost to her own turn. This healing distinguishes the princess of death as an excellent support to units who want to maintain high HP (ironically enough), most commonly tanks. 

Flying Benefits

Being a flier comes with key strengths, including flexible mobility to assist allies and initiate combat from more favorable positions than otherwise possible. This also lets Eir potentially further support her allies with helpful mobility-based skills such as Guidance and Aerobatics; however, this will typically be limited to her B and Sacred Seal slots unless using Sparkling Boost is not preferred. 

Flexible Statline

Eir’s offensive statline is actually pretty solid; with an Attack/Speed combination of 32/37, she can assert a reasonable frontline presence, especially when paired with the boosts she can obtain from Lyfjaberg or potentially another weapon. Furthermore, her solid base Resistance of 31 can be leveraged to utilize skills that scale off it (e.g. Temari, Sabotage skills, Ploys) for team support and/or to specialize as a dedicated magic check -- a role she can perform quite well with her base kit alone, and even better with further investment.

Mythical Hero

Eir’s status as a Mythical Hero inherently offers her immense value as a unit. 

  • Beyond granting substantial Lift gain boosts merely by being present in Aether Raids Offense (and thus making it much easier to accumulate higher scores and climb through tiers), the princess of death also grants special stat boosts to any Light-Blessed allies for every copy of her present. 
  • While this is typical of Mythical Heroes, the significance of this in Eir’s case is that she specifically boosts Resistance, one of the most -- if not the most -- important stats given the ubiquitous and deadly nature of magical damage on opposing teams. Accordingly, Eir’s ability to supplement this stat alongside Sparkling Boost’s passive healing makes her presence a great boon to tanking-oriented strategies during Light season; however, her impressive build variety and other strengths still impart her with a great deal of utility, even outside of defensive playstyles. 


Horrible Physical Bulk

Eir’s low physical bulk of 49 renders her incapable of dealing with most, if not all, forms of physical damage. Although her exclusive Lyfjaberg can be used to potentially mitigate this weakness at base through its negation of her opponent’s follow-up, it still means nothing if Eir dies in a single hit. As a result, she will usually prefer to stay away from sources of physical damage altogether. 

Effective Damage

Her flying status already makes her extremely susceptible to any stray archer’s onslaught, and this is only further compounded by her poor physical bulk to the point that she is all but guaranteed to die from a single strike from an archer even if equipped with Iote’s Shield. Staying away from them will be crucial to safeguarding her longevity. 

Weapon Skills

Weapons SP Rng. Mt.
Iron DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
50 2 3
Steel DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
100 2 5
Silver DaggerAfter battle, inflicts Def/Res-5 on foe through its next action.
Dagger users only.
200 2 7
LyfjabergGrants Res+3. At start of combat, if unit's HP is greater than or equal to 50%, grants Atk/Spd+4 during combat, and if unit initiates combat, foe cannot make a follow-up attack. After combat, if unit attacked, inflict Def/Res-7 on target and foes within 2 spaces of target through their next actions, and if bonus was granted to unit, deals 4 damage to unit.
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Darting Blow 1Grants Spd+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Swift Sparrow 1If unit initiates combat, unit granted Atk/Spd+2 during battle.
Non-inheritable by Staff-wielding units.
Swift Sparrow 2If unit initiates combat, unit granted Atk/Spd+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
Mystic Boost 1Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat.
Inheritable by all units.
Mystic Boost 2Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat.
Inheritable by all units.
Mystic Boost 3Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
Inheritable by all units.
Unlocks at 5 ★
Sparkling BoostAt start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)
Non-Inheritable skill.
Unlocks at 5 ★

Other Info

Fire Emblem Heroes

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