- Default
- Attack
- Special
- Injured
- S.Default
- S.Attack
- S.Special
- S.Injured








Merric - Wind Mage |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 6 | 7 | 5 | 3 |
Middle | 19 | 7 | 8 | 6 | 4 |
High | 20 | 8 | 9 | 7 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 40 | 23 | 29 | 24 | 16 |
Middle | 43 | 26 | 32 | 28 | 19 |
High | 46 | 30 | 35 | 31 | 22 |
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
The Dark Side (AR-D Infantry Pulse Support)
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Dark Excalibur (+Eff) | A | Sturdy Impact Alternate: Mirror Impact |
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Reposition | B | Sudden Panic 3 Alternate: Special Spiral 3 |
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Moonbow Alternate: Bonfire |
C | Infantry Pulse 3 Alternate: Time's Pulse 3 |
IVs | +ATK / - SPD | S | Death Blow 3 Alternate: Quickened Pulse |
Preferred IV: +ATK / -SPD
Weapon: Dark Excalibur (+Eff)
Assist: Reposition / Positional Assist
Special: Moonbow / Bonfire
Passive A: Sturdy Impact / Mirror Impact / Death Blow
Passive B: Sudden Panic / Special Spiral
Passive C: Infantry Pulse / Time's Pulse
Sacred Seal: Death Blow / Quickened Pulse
- Merric's main usage in the current meta is mostly as an Infantry Pulse support member, who can pulse his allies while debuffing his foes and threatening enemies with a pre-charged Bonfire or Moonbow.
- For a highly invested, resplendent merged Merric then the Bonfire variant will do more damage - for most low budget Merric users, then Moonbow is likely a safer bet. Consider that at 28 base Defense (40 with Resplendent and Sturdy Impact) Merric adds 14-20 damage. In order for Moonbow to outdamage Bonfire, he must be facing an enemy with a minimum of 42 Res. This is actually the norm for most tanks and superunits these days, so if in doubt, just use Moonbow. This also means that you won't need to sacrifice expensive fodder like Time's Pulse to him.
- If you anticipate using Merric for longer than a single combat, you can also use Special Spiral, which refreshes his Special after every use, giving him infinite Moonbows. This is actually very useful for Merric, as his base Attack is so low that any non-Special attack will just feel like a pea shooter.
The Forgotten Tank (AR-O)
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Excalibur (+Eff) | A | Distant Def (3 or 4) Alternate: Bracing Stance 3 |
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Reposition | B | Null C-Disrupt 3 Alternate: Null Follow-Up 3 |
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Noontime | C | Joint Drive Atk Alternate: Joint Drive Res |
IVs | +SPD / - DEF | S | Distant Def 3 |
Weapon: Excalibur (+EFF)
Assist: Reposition / Reciprocal Aid
Special: Noontime
Passive A: Distant Def / Bracing Stance
Passive B: Null C Disrupt / Null Follow-Up
Passive C: Joint Drive Atk / Joint Drive Res / Joint Drive Spd
Sacred Seal: Distant Def
- This is a build which heavily relies on having a Near Save armor unit, which allows Merric to take the sole responsibility of tanking ranged foes.
- Again, this build relies on a heavy investment, both in merges and in skill inheritance. However, Merric's Slaying tome (Excalibur, not Dark Excalibur) allows him to consistently retaliate with the Noontime Special, granting him additional healing.
- As an added bonus, if his partner is a magic or staff user, Merric gains an additional +5 to both his Attack and Speed
- Null C Disrupt allows Merric to retaliate against pesky staff users, while Null Follow-Up helps him vs slow mages with auto followups who would otherwise eviscerate his Res.
- Note that Merric is not necessarily the best unit to run this build on, but due to his Slaying tome, he can make it work with some success
Strengths
Multiple options
With the weapon forging update, Merric now can choose between dealing bonus damage to fliers with a unique refine option or dealing bonus damage upon Special activation while also granting him Special cooldown reduction. This gives him build variety and both help to patch up his lackluster Attack.
High HP
Merric has a decent HP bulk and a slaying tome, which grants him the ability to seamlessly fit into teams with Infantry Pulse, where he charges his allies while being pre-charged himself. His high HP also allows him to run skills like Sudden Panic.
Weaknesses
Poor Attack
Merric's 26 base Attack isn't doing him any favors in the damage department, and he hits less hard than many of his green mage counterparts. Unless he's dealing bonus damage (vs fliers or on Special activation) or going up against blue units, his damage is rather pitiful.
Jack of all trades
Merric's stats are all middling at best and he is outclassed in his niches by most other green mages. His high HP and mediocre Speed works alongside his passable Defense and Resistance stats to make him respectably tanky, but more specialized units can achieve this with higher stats in almost all regards.
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Dark Excalibur (+Eff) | A | Fury 4 |
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Positional Assist | B | Special Spiral 3 |
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Ruptured Sky | C | Def/Res Oath 3 |
S | Brazen Atk/Spd 3 |
This build requires very good skills which are hard to come across. This build is for if you are actually going to be using Merric a lot.
Dark Excalibur effect to instantly start off with your special ready and to get that +10 extra special damage.
You can use any positional assist or rally skill because it doesn't really matter for this build.
Ruptured Sky to use to other opponent's attack because Merric's attack is trash. Most heroes attacks are around 50+ meaning Merric will always do 20+ damage when activating his special since Dark Excalibur gives +10 damage when using a special and Ruptured Sky's effect (boosts damage by 20% of foe's attack or 40% if foe is dragon or beast instead).
Fury 4 because Merric has decent stats all around, and this can also trigger brazen skills after 2 combat battles.
Special spiral 3 so right after combat Merric will has his special ready.
Def/Res Oath 3 or Atk/Spd Oath 3, or just whatever oath skill your prefer, or even a rouse skill if you want Merric to be solo, or a wave skill which is a discount option. Merric's bulk is pretty good with his high health and decent defenses which will be 5 points higher with def/res oath 3.
And the seal can be any brazen seal but I prefer Brazen Atk/Spd 3 because he is already having his defenses raised through Def/Res Oath 3. Since fury 4 does 8 damage after each combat, after two combat battles (or 1 if enemy counters and does enough damage and Merric does not die) he will most likely be in brazen activation range.
This is the build I use and it is pretty good, in my opinion anyways. I'm not good at making builds so this build is probably trash.
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Excalibur (+Eff) | A | Life and Death 3 |
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Draw Back | B | Desperation 3 |
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Moonbow | C | Threaten Spd 3 |
Since Merric just can't seem to at least be a duelist he might as well be another offensive mage paired with either a fellow mage or healer within 2 spaces for stat boosts to his attack and speed by 5. Given his permanent cooldown on Moonbow decrease by 1 to a single turn cooldown, this allows Merric to do decent damage without enemy retaliation within desperation range for his two strikes.
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Excalibur (+Eff) | A | Fury 3 |
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Reposition | B | Axebreaker 3 |
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Bonfire | C | Panic Ploy 3 |
S | Flashing Blade 2 |
Hybrid damage dealer/tanky build, with 83/74 bulk he's not going down soon unless against speedy swords or strong OHKO mages like Blade tomes. With sufficient support and Excalibur refine, Merric easily reaches 45+ Speed and can reliably double many units, so Flashing Blade seal is great and pairs well with Excalibur to help him proc Specials quickly and patch up his otherwise average Atk against non-fliers. Bonfire will activate on any first engagement as long as he can double, or one can take stronger specials such as Ignis or Aether which will still charge very quickly. Axebreaker for checking Wary green armors such as Surtr, but Special Spiral for even more specials, or a Chill to support are also great. C skill depends on your team, but if you have a particular problem with heavy buffing teams then Panic Ploy works great as he has high HP for a mage.
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Excalibur (+Spd) | A | Brazen Atk/Def 3 |
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Reposition | B | Quick Riposte 3 |
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Aether | C | Odd Spd Wave 3 |
S | Brazen Atk/Res 3 |
(+10 stats) This is a way to show that Merric is good. This build has the skills to buff all of his stats. With all skills activated, he has 62/44/39/30. In case he heals back HP from Aether, he can get back in the threshold of Quick Riposte.
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Gronnblade+ | A | Close Counter |
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Swap | B | Def/Res Link 3 |
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Bonfire | C | Even Spd Wave 3 |
S | Speed +3 |
This Merric is very team-oriented, the b and c skill (why is there no choosable Atk/Def Link 3 Gamepress???) you want Merric next to an ally, especially with Swap, E.G, My Shiro. My Shiro fuctions as the best buddy and buffer of Merric, granting him and Shiro +6 Atk/Spd/Def/Res if he stands next to him AND if someone used swap. (Yes I killed a B!Hector, don't hurt me) this set is if dealing absolutely ridicoulos damage in player phase and being a nightmare of an enemy phase had a child, this set. The only one's who could defeat Merric are HELLA Fast mage units and or Lilina, Lilina eats him whole. this could be done with Boey aswell, but he isn't fast enough to cut it, and any other mages are too squishy to handle it, Merric's overall middling stats are ideal for this. I rest my case.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Green Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Green Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Green Tome Users Only
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200 | 2 | 9 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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150 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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300 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 3 ★ |
40 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
80 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
160 | A |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
Unlocks at 3 ★ |
100 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light
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