- Default
- Attack
- Special
- Injured




Myrrh - Great Dragon |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 6 | 5 | 2 | 6 |
Middle | 16 | 7 | 6 | 3 | 7 |
High | 17 | 8 | 7 | 4 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 30 | 22 | 32 | 28 |
Middle | 42 | 33 | 25 | 36 | 31 |
High | 45 | 36 | 29 | 39 | 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. |
HP | ATK | SPD | DEF | RES |
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To make the most of Great Flame, Myrrh wants a Defense boon - and because Great Flame prevents her from being doubled and her Speed is naturally too low to double in return, she will gladly dump her Speed if possible. Her Attack is excellent as well, so she’d also benefit from an Attack boon, particularly if she replaces her weapon or uses Heavy Blade. If opting for Lightning Breath, her Resistance is a good boon choice, but Great Flame is so powerful that it’s worth finding the IV to match it.
Boons
- +ATK: One can never go wrong with +ATK, which helps her deal more damage and is useful for potential Heavy Blade synergy.
- +DEF: Picking a Defense boon is optimal for Myrrh’s weapon and should be prioritized above all else.
Neutral
- HP: Myrrh’s HP isn’t high enough to reliably utilize Panic Ploy, so she can also drop a few points here.
- RES: Myrrh’s Resistance is definitely up to par, but is not the most important part of her stat spread- it should be left alone to keep her viability as a Distant Counter user if possible.
Banes
- -SPD: Dropping Speed is optimal on Myrrh unless you’re replacing Great Flame.
Skill Sets
Cold Blooded Myrrh-der
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Great Flame (+Eff) | A | Distant Counter Alternate: Sturdy Stance (2 or 3) |
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Reposition | B | Quick Riposte 3 Alternate: Chill Atk/Res 2 |
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Aether Alternate: Bonfire |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | +DEF / -SPD | S | Quick Riposte 3 |
- Preferred IV: +DEF or -SPD
- Weapon: Great Flame (+EFF)
- Assist: Reposition
- Special: Aether / Bonfire / Noontime
- Passive A: Distant Counter / Sturdy Stance
- Passive B: Quick Riposte / Chill Atk/Res
- Passive C: Pulse Smoke / Atk Smoke
- Sacred Seal: Iote's Shield
Pack it up folks, nothing to see here.
This is Myrrh's bread and butter set, the obvious meta-born build that turns Myrrh from a sweet dragon child to an unflinching bastion of destructive power.
The set itself is simple and self explanatory: Myrrh's Great Flame makes it virtually impossible for her opponents to double her without making a detrimental Defense and Speed check - detrimental because she attacks into Resistance, making the minimum 41 Defense requirement entirely wasted in actual combat. If it's not possible to double her, then her opponent must rely on oneshots to chew through her 40+ Defenses and 40+ HP.
Distant Counter and Iote's Shield creates a synergy that negates Myrrh's flier weakness and allows her to retaliate at range, which can help her tank for any flier team and eliminate pesky enemy archers for her more vulnerable teammates. Quick Riposte is again obvious because Myrrh does not have enough Speed to double naturally without significant investment, which is counterproductive to her playstyle.
Pulse Smoke is her ideal C slot for Aether Raids, as it helps her to counter enemy teams utilizing Infantry Pulse or Galeforce strategies. For more general use, Attack Smoke is sufficient.
For a more melee focused Myrrh, she can utilize Sturdy Stance in her A slot instead of Distant Counter. This gives her additional Defense and Attack, making it even more difficult for her opponent to double her through Great Flame and allowing her to do more damage. The Guard effect of the skill reduces the need for Pulse Smoke in her C slot, though it's still useful against Infantry Pulse teams.
Gold, Frankincense, and...
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Great Flame (+Eff) | A | Distant Ward |
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Reposition | B | Quick Riposte 3 |
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Aether Alternate: Bonfire |
C | Joint Drive Atk Alternate: Res Smoke 3 |
IVs | +RES / -SPD | S | Mirror Stance 2 Alternate: Atk Smoke 3 |
- Preferred IV: +RES / -SPD
- Weapon: Great Flame (+EFF)
- Assist: Reposition
- Special: Aether / Bonfire / Ignis
- Passive A: Distant Ward
- Passive B: Quick Riposte / Renewal / Flier Formation
- Passive C: Joint Drive Atk / Res Smoke
- Sacred Seal: Mirror Stance / Atk Smoke
One of the major complaints about using Myrrh is that because of her dual weaknesses, her seal slot is almost always dedicated to Iote's. However, as there are only a few meta archers in the game right now, she doesn't have to focus on being the omni-counter and instead can turn her sights over onto mages by bolstering up her Resistance with Distant Ward and Mirror Stance.
This build specializes in both melee engagements and taking out mages who are highly unlikely to have enough Defense to double her. With this build, Myrrh gets +9 Attack and Resistance when attacked and further gets +4 Attack when she has an ally within two spaces - which she should, since that also fulfills her Great Flame prf requirements. When factoring in her Great Flame spectrum buffs, Myrrh essentially gets +19 Attack and +14 Resistance of in-combat buffs, which is more than enough to tank and retaliate on just about every mage in the game.
With little investment into her Defense, it might seem as if she's vulnerable to being doubled, but her Great Flame's refined effect is typically more than enough to prevent her from being doubled, given that her opponent needs 41 Defense and 35 Speed to double her. Still, you can use Steady Stance or Sturdy Stance in her seal slot to make the stat check even more difficult for her foe.
Introduction
As the first hybrid dragon / flier type unit, Myrrh comes with a good stat spread, a fantastic native weapon that works well with her stat distribution, and the ability to synergize with almost any team. While her Great Flame’s effect prevents enemy doubles on both Player and Enemy Phase, it’s more advantageous to use her as an Enemy Phase unit, as Quick Riposte will ensure that she attacks twice.
Of course, her Defense is the most important thing about her, as it bolsters her ability to negate doubles against her. This makes it vital to focus on when building her as a unit - skills such as Steady Stance, Atk/Def bond, and other Defense-boosting skills are good to run on her as they help to broaden the gap between her Defense and the Defense of the units she’ll be facing.
Overall, Myrrh is an incredibly resilient unit who packs a significant amount of firepower and has a unique synergy with most units, as well as a playstyle that allows her to safely attack during her player phase, unlike many other enemy phase tanks. It’s difficult to think of a good reason not to put her on the field - she’s more than earned her spot on almost any team.
Strengths
Great Flame and Refine
Myrrh's Great Flame prevents doubles on her if the enemy’s Defense is 1 or more below hers while granting her Atk +3. The refine further disables enemy auto-followup skills when certain conditions are met, ensuring that she will not be doubled unless her opponent defeats her in a raw stat check of both Defense and Speed.
This already seems difficult at a glance, but with her Great Flame refine, Myrrh gains an additional +5 to all of her stats when above 25% HP and with an ally 2 spaces away. This bolsters the amount of stat stacking an opponent has to do just to double her naturally.
The beauty of this weapon is that it relies on her opponents to stack their Defense in order to have a chance at doubling her - but she attacks into Resistance, making Defense stacking useless in terms of how much damage her enemy takes. This forces her opponents to stat stack just about everywhere in order to have a chance at taking her down, and one rounding her is virtually impossible without double-effective weapons (such as a Falchion), or significant debuffs and Attack stacking (such as with Lysithea's Hades) to oneshot her through her formidable bulk.
Team Synergy
Myrrh can give and receive buffs meant for both dragons and fliers, meaning that she can be optimally run on exclusively flier or dragon teams. She can also slot into a beast team since she doesn't prevent them from transforming.
She can also use Guidance and Hone Dragons on a dragon team, and is able to Reposition her teammates over trees, rivers, and mountains.
Excellent Stats
Her stats are built optimally for the Great Flame, lowering her Speed for a tanky 36 base Defense and a respectable 31 Resistance. Despite Speed being her dump stat, 25 Speed is also very helpful to her, as it prevents her from being doubled by slower enemy tanks who can beat her Defense check. On a neutral Myrrh with no outside buffs or skills and Great Flame active, her opponent must have 41 Defense and 35 Speed to double her.
Weaknesses
Multiple Weaknesses
Myrrh’s dual unit typing doesn’t come without its drawbacks - she also shares the weaknesses of both dragons and fliers.
She is weak to bows, Excalibur tomes, and the myriad of anti-dragon weapons. While the first two can be mitigated somewhat with Iote’s shield, it requires sacrificing a seal slot or A slot to do so.
Myrrh shares Fae’s extreme weakness to red dragonslayers and can be defeated easily by Falchion users.
Poor Speed
Myrrh relies heavily on her Great Flame to protect her from enemy doubles, as her own base Speed of 25 is quite poor. If she is outside of her prf's requirements (below 25% HP or more than 2 spaces from an ally) then she loses her spectrum buffs and can be doubled by an auto followup weapon.
In addition, Myrrh will also be unable to reliably double during Player Phase. The only way she can reliably double her opponent on Enemy Phase is through a skill like Quick Riposte.
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Great Flame (+Eff) | A | Distant Counter |
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Positional Assist | B | Dragon's Ire 3 |
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Noontime | C | Pulse Smoke 3 |
S | Iote's Shield |
This build is essentially an upgrade to Myrrh's existing DC Enemy Phase build. This build has been tested at Arena 20 and AR 16.
[ Boons: +ATK/+DEF/+RES | Banes: -SPD ]
Really any boon can work on Myrrh. Other than HP, most serve to help Myrrh in the various areas she can spec in to, with +ATK pushing offensive builds and increasing healing sustain, +DEF being especially useful for increased tanking and, more importantly, increasing the threshold for triggering her prf ability of preventing follow-up attacks, which is huge for her decent speed that does not stop deadly sword users alone. +RES helps in tanking mages of course. +SPD should only be taken if going for a maxed Myrrh, and even at max it's not her best boon, so really it shouldn't be considered all that highly.
[ Weapon: Great Flame (+Eff) ]
No dragon weapon will do Myrrh more solid than her prf with it's refine. It basically makes lower defense units unable to double her under any conditions. With that, the only units that may be able to consistently double her would be both high defense and speed units, a combination quite rare. Add on extra stats with a lenient HP condition, and she becomes nigh difficult to K.O. in one round of combat outside of the strongest red nuking mages.
[ Special: Noontime/Aether/Bonfire ]
The major flaw in Myrrh is that while she can stop enemies from doubling her, she has no sustain. This usually means having to relegate a healing special like Noontime and lose out on burst potential. Aether is a stronger healing and offensive option, however fliers have few options getting cooldown charge without their A and B skills, leaving only Myrrh's seal slot. Unfortunately, you almost always want to run Iote's with DC, meaning that long cooldown specials are pretty tough on Myrrh. However, if you run a healer in your team, then Myrrh's special can be changed to a damage special like Bonfire that is perfect for Myrrh's good attack and defense.
A Skill: Distant Counter
The classic that gives Myrrh's mixed bulk and strong attack a chance to shine in her strong enemy phase against any opponent.
B Skill: Dragon's Ire
This is the skill that clinches this enemy phase build. Along with Myrrh's absolute stoppage of enemy follow-ups, now with the improved Dragon Quick Riposte she can always smash down an attacking foe with her own guaranteed follow-up. With a more lenient HP threshold and neutralizing effects that prevent Myrrh's follow-up, only a very small subset of enemies can attack Myrrh without getting bopped in the face twice.
[ C Skill: Pulse Smoke/Stat Smokes/ Atk/Stat Reins ]
Pulse Smoke is easily her best option when it comes to tanking, as stopping a deadly enemy special is essential to lasting on the battlefield. However, if you don't have that option, the easier to get stat smokes are fine replacements, with ATK Smoke for tanking, RES Smoke for dealing higher damage to melee foes, and SPD Smoke in the anti-NFU niche. Other alternatives are the new Rein skills for fliers, with Atk/Res being the most useful so far added and perfect for her build, or dragon/flying hones/goads for a Dragon/Flier Emblem team.
[ Seal: Iote's Shield/Heavy Blade/Smokes/Stances ]
Iote's Shield is easily to most recommended for taking on a lot of the nasty archers that have popped up, but alternatives such as Heavy Blade, the Smokes as mentioned above, and stances like Sturdy or Mirror can be used if Iote's is in use for a different unit.
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Great Flame (+Eff) | A | Distant Counter |
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Reposition | B | Mystic Boost 3 |
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Bonfire | C | Joint Drive Atk |
S | Spd/Res Bond 3 |
Great Flame's unique refine makes Myrrh's speed easier to salvage and should be the main boon for her in general due to Great Flame disabling skills that guarantee the foe's follow-up while also blocking their follow-ups for having more defense then them, in this case it becomes a speed check. Unmerged Myrrh hits 34 with Great Flame's effect, 39 with Spd/Res Bond 3 and then 45 with a buff, on top of this you're sitting at an equal defense line of 41/41 on top of being quick with enough damage, making Mystic Boost much more superior so that she can stay as healthy as possible. If you want to tank archers then you can swap Spd/Res Bond 3 for Iote's shield, but this means you'd have to run Atk/Spd Rein 3 to cover the loss of speed while also being tankier, or Joint Drive Speed instead if you don't have the former.
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Great Flame (+Eff) | A | Distant Counter |
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Reposition | B | Quick Riposte 3 |
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Aether | C | Joint Drive Atk |
S | Heavy Blade 3 |
Myrrh's refine is great and keeps her relevant in today's crazy inflated meta. +5 to all stats and an improved pseudo-Wary Fighter effect makes her incredibly tanky.
IVs: +Atk/-HP is optimal. Her refine nullifies the HP loss, and whilst -Spd is still good, it isn't optimal. Hopefully you have some copies of a Gen I unit though.
Great Flame (+Eff): The bread and butter of this build. Her refine grants Myrrh +5 to all stats, nullifies follow-up skills, and makes it impossible to double Myrrh without NFU unless her foe's Def is at least 1 less of Myrrh's AND if her foe's Spd is at least 5 more than hers. Keep in mind Myrrh gets +5 to all stats as well. This is fantastic because a Def unit that doesn't rely on follow-up skills are very rare.
This makes her able to tank Red/Bow/Dragon effective weapons in a pinch as well.
Reposition: She's a flier, why not
Aether: Helps with Great Flame's HP requirement, with tanky foes and with sustainability in general.
Distant Counter: Enables her to counter against ranged units. Because dragonstones target the lower of Def/Res for ranged foes, this allows devastating damage against them.
Quick Riposte 3: This is another key skill that allows Myrrh to tank the single hit from her foe then DOUBLE against them. Because she can't be doubled, this means that her foes will only be able to hit ONCE whilst Myrrh will hit TWICE every time.
Joint Drive Atk: A very expensive skill, but synergizes with Great Flame extremely well. If Joint Drive Def gets released then that might be more optimal, but otherwise the C slot is very flexible.
Heavy Blade 3/Iote's Shield: HB3 helps with activating Aether, ensuring Aether will always be ready after a single round of combat. This is helpful for those tanky foes. Iote's Shield will nullify bows, but isn't needed because she will likely tank the single hit and survive.
I believe that this is the most optimal build for her. This turns Myrrh into a 187 BST EP monster that will never get doubled but always doubles her foes instead.
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Great Flame | A | Brazen Atk/Def 3 |
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Rally Attack | B | Seal Def/Res 2 |
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Ignis | C | Threat. Atk/Spd 3 |
S | Iote's Shield |
EDIT: Some more improvements to this setup.
This build is geared towards Myrrh's ATK and DEF stats and using them to deal as much damage as possible, while also reducing damage taken from enemies. Thanks to her having high ATK and DEF, it would be a no-brainer to give her Brazen Atk/Def, thus improving Ignis' damage output even further when her HP starts getting low. Seal Def/Res works pretty well in this setup by weakening their damage taken and improving the chances of Great Flame's passive effect triggering. If you have an extra Threat. Atk/Spd 3 to spare, this can greatly improve her offensive capabilities and has fantastic synergy with Seal Def/Res. If not, Threaten Atk 3 can be a decent budget alternative. Myrrh by default can be a bit of a glass cannon since she's both a dragon and flying unit, making her more vulnerable to units that have weapons that are effective against dragons (i.e. Falchion, Naga, etc.) and flying units via bows. This is amplified a bit more since her SPD isn't that good either. If you happen to have Iote's Shield available, having Myrrh equip it will make it easier for her to deal with bow units and could potentially nullify damage from them as well. Rally Attack is optional depending on what your teams consists of. In other words, adjust accordingly.
Handy tips: When Myrrh has Great Flame equipped and her "DEF is ≥ foe's DEF+5, foe cannot make a follow-up attack." Lower your foes' DEF or/and increase Myrrh's DEF if you want to use that passive effect to your advantage!
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Great Flame | A | Steady Stance 4 |
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Odd Def Wave 3 |
S | Attack/Def +2 |
(Current Unit: Merged +5, Def Boon, +5 Dragonflower, and S rank SummonerSupport, HP: 50, Atk: 59, Spd: 30, Def: 46, Res: 36)
Ever since I pulled 2 Myrrh's the night she came out, I've loved her and she has never left my PvP team.
Her Great Flame prevents follow-ups when her Def is +5 to the enemy's, so I built her as a Def Tank.
Reposition is just great on a flier, allowing other team members movement over a 1 tile river by flipping them over her head.
Bonfire is just perfect with her huge Def.
Speaking of Def, her A skill in this build (worth it only if you already have 1 Surtr, then sac the second to Myrrh) gives another +8 Def when the enemy attacks, and has a Guard affect,
Giving her 54 Def upon being attacked, so anyone with 49 Def or lower only hits once and does not charge their special.
QP in the B slot allows her to double and kill many melee fighters.
Odd Def Wave was the only C skill I could find that buffed her own Def, so every other turn she gets up to 60 Def on enemy phase.
Then Atk/Def +2 just helps both her main stats.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() Only inheritable by Dragon units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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50 | A |
![]() Non-inheritable by Staff-wielding units.
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100 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | A |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
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100 | C |
![]() Only inheritable by Dragon units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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