- Default
- Attack
- Special
- Injured




Legendary Myrrh - Guardian Dragon |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 5 | 4 | 5 |
Middle | 18 | 9 | 6 | 5 | 6 |
High | 19 | 10 | 7 | 6 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 36 | 22 | 39 | 33 |
Middle | 40 | 39 | 25 | 42 | 36 |
High | 43 | 43 | 29 | 45 | 40 |
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 |
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Skill Sets
Darkling Duel Life (Melee Tank)
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Godly Breath | A | Def/Res Unity Alternate: Close Def 4 |
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Positional Assist Alternate: Rally Atk/Def+ |
B | Dragon Wall 3 Alternate: Dragon's Wrath 3 |
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Glimmer Alternate: Noontime |
C | Darkling Guardian |
IVs | +Atk or +Def / -Spd | S | Def/Res Solo 3 Alternate: Atk/Def Solo 3 |
Weapon: Godly Breath
Assist: Positional Assist / Flexible
Special: Glimmer / Noontime / Flexible
IVs: +Atk or +Def / -Spd
Passive A: Def/Res Unity / Close Def 4 / Flexible
Passive B: Dragon Wall / Dragon’s Wrath
Passive C: Darkling Guardian
Sacred Seal: Def/Res Solo / Atk/Def Solo / Flexible
- Myrrh is a great choice for a melee tank. Her high defenses and damage reduction allow her to take little to no damage from many enemies, and her damage is also quite solid with high Atk and a guaranteed follow-up attack so long as she is either initiating combat or within 2 spaces of an ally.
- The ideal boon is either +Atk for extra damage or +Def to reduce damage taken. -Spd is generally the best bane, as Myrrh’s Spd is already lower than many relevant threats and she blocks and gains follow-up attacks from her skills Godly Breath and Darkling Guardian.
- The ideal Special depends on the context of use. If Myrrh is used in Arena or another mode in which score increases base on skill SP, she should use a 500 SP Special like Aether or Blue Flame. Otherwise, she generally prefers a 2-cooldown Special like Glimmer or Noontime that she can activate on her first counterattack. Bonfire is also a solid option that is slower to activate but scales off of her high Def for more damage. Likewise, a 400 SP Assist such as Rally Atk/Def+ should be used in modes with Arena-style scoring, while a Positional Assist is generally the most useful in other modes.
- The A skill is flexible, with her base Def/Res Unity being a great choice that provides a boost of 5 Def and Res as long as Myrrh is within 2 spaces of an ally, as well as providing an in-combat boost of double any penalty she has received in Def or Res. So if she is hit by Chill Def for a -7 penalty, Def/Res Unity boosts her Def by 14, for a net boost of 7. Close Def 4 is also a great choice that boosts her Def and Res by 8 on enemy phase and also neutralizes any visible buffs on foes whose range=1. Other options like Sturdy Stance 3 can also work well.
- The B skill is also flexible, with Dragon Wall being a good choice that provides up to 40% damage reduction based on the difference between Myrrh’s Res and her foe’s, up to 10. Dragon’s Wrath is another good option that provides 20% damage reduction for the first hit she takes in combat on enemy phase, and boosting the damage of her first attack in that combat by 20% as well. Other options like A/D Near Trace are also good choices.
- Darkling Guardian provides several useful effects if Myrrh starts her turn within 2 spaces of an ally: +6 buff to Def and Res, blocking enemy follow-up attacks, and the Warp Bubble effect. These are all useful effects and make Darkling Guardian the best C skill in most contexts. In some rare cases other options like Atk/Res Rein could be better, if the Warp Bubble effect is not useful, Myrrh has another source of defensive buffs, and blocking follow-ups is not important. However, such circumstances are relatively rare.
- The seal is flexible, with many good options. Myrrh generally benefits from stat-boosting seals that improve her good Atk, Def, or Res, such as Def/Res Solo, Atk/Def Solo, Sturdy Stance, and so on.
It’s Myrrhbin’ Time (Distant Counter Tank)
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Godly Breath | A | Distant Counter Alternate: Distant Countering A Slot |
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Positional Assist Alternate: Rally Def/Res+ |
B | Dragon Wall 3 Alternate: Dragon's Wrath 3 |
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Glimmer Alternate: Blue Flame |
C | Darkling Guardian |
IVs | +Atk or +Def / -Spd | S | Iote's Shield |
Weapon: Godly Breath
Assist: Positional Assist / Any 400 SP Assist
Special: Glimmer / Blue Flame / Aether
IVs: +Atk or +Def / -Spd
Passive A: Distant Stance / Distant Counter
Passive B: Dragon Wall / Dragon’s Wrath
Passive C: Darkling Guardian
Sacred Seal: Iote’s Shield
- Myrrh has everything she needs to function as a great mixed tank: high Atk and defenses, guaranteed follow-up, follow-up denial, and damage reduction. While she is weak to bows, using Iote’s Shield seal removes this weakness. If used in Arena, she can potentially survive and counter a Deadeye from Valentine’s Chrom, depending on what skills are being used and whether he is receiving a buff. Boosting Myrrh’s Def with support from other units using skills like Distant Guard or Drive Def improves this matchup significantly, reducing Chrom’s Deadeye damage by 2 for every 1 point of Def.
- In order to counter at range, Myrrh needs to use an A skill like Distant Stance or Distant Counter.
- The ideal boon for use in Arena is +Def, as Myrrh prefers to stack her Def as high as possible to guarantee surviving Valentine’s Chrom. In other modes, a boon in Atk may be preferable, or you can opt for both by using an Ascended Floret. -Spd is the ideal bane, as Myrrh’s Spd is generally too low to be useful.
- If used in a mode that scores based on unit SP such as Arena, Arena Assault, Mjolnir’s Strike, and so on, Myrrh prefers to use a 500 SP Special, with the only options at time of writing being Blue Flame and Aether. Of the two, Blue Flame is somewhat better due to the lower cooldown, but neither is ideal. In other modes, Myrrh prefers a 2-cooldown Special that she can activate on her first counterattack, such as Glimmer for extra damage or Noontime for healing.
- The B skill is flexible. Dragon Wall offers damage reduction up to 40% based on Myrrh’s Res exceeding her foe’s Res. This is a somewhat redundant but still useful effect that stacks multiplicatively with the 30% damage reduction from Godly Breath. Dragon’s Wrath offers a smaller 20% damage reduction for the first hit in combat, and only on enemy phase, but also boosts Myrrh’s first attack damage by 20%. This can be quite useful to push her to KOs on bulkier units. A/D Near Trace is also a solid choice that provides a small debuff of -3 to her foe’s Atk and Def in combat, while also granting Canto Rem. +1, allowing Myrrh to move after initiating combat a number of spaces equal to 1 plus however much of her movement she didn’t use before combat. Finally, Dull Ranged can be a solid choice in Arena that nullifies any visible stat buffs on ranged units. Due to the prominence of buffs from skills like Rallies, this could easily be a swing of 6 points in multiple stats, so it could reduce damage taken by up to 12 if the foe is activating Deadeye.
- Darkling Guardian provides a useful buff of +6 to Myrrh’s Def and Res, blocks foe follow-up attacks, and provides the Warp Bubble effect preventing enemy teleportation within 4 spaces. It is a great skill that generally should not be replaced in most cases.
Strengths
Godly Breath
Godly Breath has a variety of useful effects: accelerating Special trigger, debuffing Myrrh’s foe’s stats by 5 during combat, reducing her damage taken by 30%, guaranteeing her follow-up attack, and the standard dragon breath effect of targeting the lower of Def or Res on foes that use ranged weapons.
Darkling Guardian
Myrrh’s C skill, Darkling Guardian, activates when she is within 2 spaces of an ally at the start of her turn. It grants buffs of +6 Def and Res, a buff that prevents her foe from gaining a follow-up attack, and the new Warp Bubble effect which prevents foes from teleporting within 4 spaces of her, using skills like Aerobatics or Wings of Mercy. These effects make Myrrh harder to take down and can heavily decrease the mobility of enemy teams using units like Ash.
Flying Dragon
Myrrh’s status as a flying dragon allows her to use good skills like Dragon Wall and Dragon’s Wrath.
Great Atk, Def, and Res
Myrrh’s base 39 Atk, 42 Def, and 36 Res allow her to deal high damage and take low damage from most hits.
Decent Spd and HP
Myrrh’s base 40 HP is average, so in combination with her high defensive stats, damage reduction, and follow-up blocking, she will take low damage from most attacks. Her base 25 Spd is also average, and while it is generally too low to allow her to follow-up against most foes, it can prevent some guaranteed follow-ups from foes at a similar level of Spd.
Weaknesses
Flying and Dragon-Effective Weapons
Myrrh comes with two weaknesses, taking extra damage from any foes using weapons effective against dragons or flying units. She can remove her flying weakness with Iote’s Shield, A skill or seal.
Null Follow-Up
Myrrh’s guaranteed follow-up from Godly Breath and follow-up denial from Darkling Guardian are both disabled by Null Follow-Up, allowing faster units to double her and avoid taking two counterattacks. However, her high attack, defenses, and damage reduction still allow her to win against some of these units.
Deadeye, Lethality, and similar effects
Specials like Deadeye and Lethality that disable percentage-based damage reduction deal greatly increased damage to Myrrh. Lethality also bypasses 75% of her Def, making it an instant KO in many cases. Deadeye can also be lethal since Myrrh is weak to bows, unless she is using Iote’s Shield or another effect to remove her flying weakness.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only inheritable by Dragon units.
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200 | 1 | 11 |
![]() Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def/Res-5 on foe during combat, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%, and 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 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Grima |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Def. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage dealt by 50% of unit's Def. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is adjacent to an ally, grants Def/Res+3 during combat. Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
![]() If unit is adjacent to an ally, grants Def/Res+4 during combat. Inheritable by all units.
Unlocks at 3 ★ |
120 | A |
![]() If unit is adjacent to an ally, grants Def/Res+5 during combat. Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
Def/Res Unity If unit is within 2 spaces of an ally, grants Def/Res+5 and bonus to Def/Res during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Def, grants Def+19, for a net bonus of Def+12.) Calculates each stat bonus independently. Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
Dragon Wall 1 If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). Only inheritable by Dragon units.
Unlocks at 1 ★ |
60 | B |
Dragon Wall 2 If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). Only inheritable by Dragon units.
Unlocks at 2 ★ |
120 | B |
Dragon Wall 3 If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). Only inheritable by Dragon units.
Unlocks at 4 ★ |
240 | B |
Darkling Guardian At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6, "foe cannot make a follow-up attack," and【Warp Bubble】to unit for one turn. 【Warp Bubble】 Foes cannot warp into spaces within 4 spaces of unit. (Does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains.) Non-Inheritable skill.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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