Community Posts with Keyword Myrrh All

Table of Contents

Tier Rating

Analysis by raelet
Myrrh - Great Dragon


Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 42
ATK 33
SPD 25
DEF 36
RES 31

Stat Variations

Level 1 Stat Variation
Low 15 6 5 2 6
Middle 16 7 6 3 7
High 17 8 7 4 8

Level 40 Stat Variations
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.

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.


  • +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.


  • 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.


  • -SPD: Dropping Speed is optimal on Myrrh unless you’re replacing Great Flame.

Skill Sets

I Can Fly! (Flier Emblem)

Great Flame
Alternate: Lightning Breath+
A Distant Counter
Alternate: Atk/Def Bond 3
Reposition B Quick Riposte 3
Alternate: Quick Riposte 2
Alternate: Bonfire
C Hone Fliers
Alternate: Goad Fliers
SP2035SIote's Shield

Show Explanation/Analysis
  • Preferred IV: +DEF or +ATK / -SPD
  • Weapon: Great Flame / Lightning Breath+ (+Res)
  • Assist: Reposition / Varies
  • Special: Glimmer / Bonfire / Ignis
  • Passive A: Distant Counter / Atk/Def Bond / Fury 
  • Passive B: Quick Riposte / Renewal / Flier Formation
  • Passive C: Hone Fliers / Goad Fliers / Threaten Def 
  • Sacred Seal: Iote’s Shield / Deflect Missile / Close Defense

Myrrh is inarguably the best thing to happen to flier emblem since the game’s release. With her, not only do fliers finally get a non-seasonal magical attacker, but her stats and skillset are perfect for countering flier teams' biggest headache: bow users.

While a Distant Counter/Iote’s Shield set can be reliably run on any unit with reasonable Defense, Myrrh takes this a step further and utilizes her breath weapon and sizable Defense stat to shut down Brave Lyn’s Mulagir. In addition, no bow user in the game is capable of doubling or quadding a +Def Myrrh at all.  But that isn’t all -- Myrrh's sizable 31 base Resistaance also enables her to shut down threatening units like Reinhardt, Nowi, and Linde.

If Distant Counter is too big of an investment or if Myrrh is -Def, then she can free up her A slot by running Lightning Breath instead. This leaves her a little more vulnerable as she can be easily doubled with her low Speed stat, but it opens up her A slot and grants her a free +4 Defense or Resistance and +5 HP if you refine her weapon. With Fury, this evens out to a 39/38 Defense/Resistance spread -- 45/44 with Fortify Fliers. This turns her into a more standard tank similar to Sheena.

Due to the necessity of Iote’s shield, Myrrh has a harder time running Heavy Blade and so she prefers Glimmer or Bonfire as her Special. As previously mentioned, Glimmer will always activate in Enemy Phase, and Bonfire will prime for activation in the following Player Phase.

Iote’s shield is definitely preferred for her seal slot so that she can function as a wall for arrows on your flier  team -- however, Deflect Missile is also an option that will earn more points in the arena while keeping her alive vs brave bow users, though they will leave her with significantly less HP.

I'm a Dragon! (Dragon Emblem)

Great Flame A Atk/Def Bond 3
Alternate: Steady Stance 3
Reposition B Quick Riposte 3
Alternate: Quick Riposte 2
Bonfire C Hone Dragons
SP1345SHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +DEF or +ATK / -SPD
  • Weapon: Great Flame
  • Assist: Reposition / Varies
  • Special: Bonfire / Aether / Ignis
  • Passive A: Atk Def Bond / Steady Stance / Fury
  • Passive B: Quick Riposte / Renewal
  • Passive C: Hone Dragons / Threaten Attack / Threaten Def
  • Sacred Seal: Heavy Blade / Guidance / Close Defense

This set highlights Myrrh’s amazing synergy with dragon emblem, which allows her to play a heavily-destructive Enemy Phase tank role, enabled by an optimal +Def -Spd IV set.

While one would normally want to pick up Distant Counter to synergize with Great Flame, Myrrh’s inherent weakness to bows means that she’d need to lose out on her seal slot to simultaneously run Iote’s -- and if she’s operating with a team of dragons, it’s likely that she has an ally with Lightning Breath to cover her ranged weakness already. It’s far better then to focus on optimizing her Great Flame for melee encounters and leave the Distant Counters to her allies who would prefer to run Lightning Breath.

Granted, they won't have to worry about potentially unfavourable melee matchups, as Myrrh excels at melee encounters. When attacked on Enemy Phase, she has a staggering Defense of 44 with Atk / Def Bond, which can be pushed up to 50 with Fortify Dragons and 53 with Defense +3 in her seal slot.  This all but guarantees that her Great Flame’s Sweep effect will activate, making it almost impossible to OHKO her outside of a few high damage red magic attacks.  

With Quick Riposte, Myrrh is also guaranteed a follow-up attack of her own, meaning that, if she activates Heavy Blade (with her 56 Attack), she will be granted a guaranteed +22-25 damage Bonfire proc on the second retaliation. For this reason, Quick Riposte is her ideal B slot, as running any other skill in her B slot wastes her damage potential -- though you can run Renewal for a bit of recovery for longer battles if you’re more interested in a sustaining tank.

Bonfire is still generally recommended on her, though her ideal special really boils down to player preference. Due to the Great Flame, Myrrh generally cannot be doubled, so 4 cooldown specials (such as Ignis) will not proc on the first engagement. This does mean that after she’s attacked, however, she could then have Ignis primed for a massive +36-44 damage beginning her next turn. Aether could also be primed (again, if Heavy Blade activates) for a Player Phase attack, which would heal her up for her next engagement, though it would do notably less damage.

Her C slot is variable, but if using her in a dragon team, Hone Dragons is ideal on her as Myrrh doesn’t care about utilizing the Speed buff herself since she generally cannot be doubled. If she’s running Heavy Blade, she may be in need of an Attack buff from her fellow dragons, but overall she benefits the least from Hone when compared to dragons such as Nowi or Young TIki.  Threaten Atk is also decent on her, as it will make her Heavy Blade more likely to proc, though giving up class specific buffs is a questionable choice.

This set relies on Heavy Blade being run in her seal slot -- though if you’d prefer to mitigate her damage potential for team synergy, she can run Glimmer instead (for Enemy Phase activation) or Bonfire (for following Player Phase activation) and run the Guidance seal, which takes advantage of her flier status to offer her team more mobility. Close Def is a bit more basic, but gives her some leeway on Great Breath’s restrictions, particularly when facing down high Defense units with good Speed like Amelia.

I Can Do Other Things Too! (Generalist/Mixed Team)

Great Flame A Atk/Def Bond 3
Alternate: Fury 3
Reposition B Quick Riposte 3
Alternate: Quick Riposte 2
Alternate: Glimmer
C Threaten Def 3
Alternate: Hone Spd 3
SP1845SHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +DEF or +ATK / -SPD
  • Weapon: Great Flame
  • Assist: Reposition / Varies
  • Special: Bonfire / Aether / Ignis
  • Passive A: Atk/Def Bond / Distant Counter / Fury 
  • Passive B: Quick Riposte / Renewal
  • Passive C: Threaten Def / Def Ploy / Hone Spd
  • Sacred Seal: Heavy Blade / Iote’s Shield / Guidance

Myrrh’s Atk/Def Bond/Heavy Blade set rivals her Distant Counter/Iote’s Shield set in utility for mixed teams and either can be run effectively, depending on the team composition around her.  If she’s teamed up with someone who can handle archers and other ranged counters, then the first set increases her damage potential; if she is the ranged counter within a team then this build will prove more effective.

While Myrrh benefits immensely from the +6 Defense buff that is generally granted to her by dragon or flier teams, she can still function just fine on her own in a mixed team while offering her infantry/armor allies Guidance support.

Quick Riposte should always be taken and Great Flame should always be utilized (unless, of course, Myrrh is -DEF, in which case it may be necessary to consider a Lightning Breath build. Stay far away from a Heavy Blade set if Lightning Breath is used, as Myrrh's Attack will be lower than is generally necessary for Heavy Blade's activation condition). The rest of the build depends on what purpose she will serve on a team.

Threaten Def helps to bolster activations of her Great Flame's Sweep effect, which may be necessary against heavily armored teams if she’s not receiving a +6 Defense buff. Threaten Res makes her attacks more potent, and Hone Speed supplements her allies with a widely-appreciated Speed boost.


As the first hybrid dragon / flier type unit, Myrrh comes with a high stat total, 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.


Fantastic Native Weapon

Myrrh's Great Flame prevents doubles on her if the enemy’s Defense is 5 or more below hers while granting her Atk +3.

This pseudo-Wary Fighter skill means that it’s entirely likely that Myrrh will simply never be doubled, which allows for incredible sustain.

She can also run Quick Riposte, which guarantees her own doubles while Great Flame negates her foe’s. This allows her to guarantee special activations such as Glimmer, for added damage to her already significant damage potential.

Breath Weapon

In addition to its Earthsweep effect, Myrrh’s weapon is also a breath weapon, with the added bonus of attacking the enemy’s often-weaker Resistance stat.

It also comes defaulted with the breath forge, allowing her to attack the lower of Defense/Resistance on a ranged unit, making her ranged matchups highly favorable with the right build

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 use Guidance and Hone Dragons on a dragon team, and is able to Reposition her teammates over trees, rivers, and mountains.

Conversely, she’s also the only non-seasonal flier to attack the enemy’s Resistance stat, and the only flier capable of counterattacking at a range without sacrificing a Hector.

Excellent Stats

Myrrh’s base stat total is 167, a mere 2 less than Hector.

Because of this, not only is she a successful tank and attacker, but she also can function as a high level Arena score carry if you can get enough merges for her.

Her stats are built optimally for the Great Flame, dumping speed for an incredibly tanky 36 base Defense.  In addition, her respectable Attack stat is further boosted by her weapon, giving her an impressive 52 Attack at base.

For all that her Resistance has been barely commented on in this page, a base of 31 is also very good, and serves her well in common meta matchups with units such as Reinhardt and Nowi.


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, Naga tomes, and Falchions. While the first two can be mitigated somewhat with Iote’s shield, it requires sacrificing a seal or A slot to do so.

Myrrh shares Fae’s extreme weakness to Falchion, and will be KO'd very easily by a properly built Lucina or Chrom.

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 her Defense does not meet the Great Flame's effect activation requirements, then she’s almost guaranteed to be doubled by the enemy.

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 Quick Riposte.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Only inheritable by Dragon units.
200 1 11
Great FlameGrants Atk+3. If unit's Def - foe's Def ≥ 5, foe can't make a follow-up attack. If foe's Range = 2, damage calculated using the lower of foe's Def or Res.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
BonfireBoosts damage dealt by 50% of unit's Def.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Fury 1Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.
Non-inheritable by Staff-wielding units.
Fury 2Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.
Non-inheritable by Staff-wielding units.
Fury 3Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
Hone Atk 1Grants adjacent allies Atk+2 through their next actions at the start of each turn.
Inheritable by all units.
Hone Atk 2Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Inheritable by all units.
Hone DragonsGrants adjacent dragon allies Atk/Spd+6 through their next actions at the start of each turn.
Only inheritable by Dragon units.
Unlocks at 5 ★

Other Info

Fire Emblem: The Sacred Stones

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