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Analysis by raelet
Merric - Wind Mage

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
148
HP 43
ATK 26
SPD 32
DEF 28
RES 19

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 18 6 7 5 3
Middle 19 7 8 6 4
High 20 8 9 7 5

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Skill Sets

The Dark Side (AR-D Infantry Pulse Support)

Build by raelet
Recommended
Dark Excalibur (+Eff) A Sturdy Impact
Alternate: Mirror Impact
Reposition B Sudden Panic 3
Alternate: Special Spiral 3
Moonbow
Alternate: Bonfire
C Infantry Pulse 3
Alternate: Time's Pulse 3
IVs

+ATK / - SPD

SDeath Blow 3
Alternate: Quickened Pulse

Show Explanation/Analysis

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)

Build by raelet
Excalibur (+Eff) A Distant Def (3 or 4)
Alternate: Bracing Stance 3
Reposition B Null C-Disrupt 3
Alternate: Null Follow-Up 3
Noontime C Joint Drive Atk
Alternate: Joint Drive Res
IVs

+SPD / - DEF

SDistant Def 3

Show Explanation/Analysis

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.

Weapon Skills

Weapons SP Rng. Mt.
Wind
Green Tome Users Only
50 2 4
Elwind
Learns by default at 3 ★
Green Tome Users Only
100 2 6
Rexcalibur
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 9
Excalibur

Effective against flying units.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising Wind

Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Growing Wind

Before combat this unit initiates, foes in a wide area around the target take damage equal to (unit's Atk minus foe's Def or Res).

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
HP +3

Grants +3 to max HP.

Inheritable by all units.
Unlocks at 3 ★
40
A
HP +4

Grants +4 to max HP.

Inheritable by all units.
Unlocks at 4 ★
80
A
HP +5

Grants +5 to max HP.

Inheritable by all units.
Unlocks at 5 ★
160
A
Spur Res 1

Grants Res+2 to adjacent allies during combat.

Inheritable by all units.
50
C
Spur Res 2

Grants Res+3 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 3 ★
100
C
Spur Res 3

Grants Res+4 to adjacent allies during combat.

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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Official Hero Artwork