Table of Contents
- 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
I Can Fly! (Flier Emblem)
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Great Flame Alternate: Lightning Breath+ |
A | Distant Counter Alternate: Atk/Def Bond 3 |
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Glimmer Alternate: Bonfire |
C | Hone Fliers Alternate: Goad Fliers |
SP | 2035 | S | Iote's Shield |
- 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)
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Great Flame | A | Atk/Def Bond 3 Alternate: Steady Stance 3 |
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Bonfire | C | Hone Dragons |
SP | 1345 | S | Heavy Blade 3 |
- 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)
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Great Flame | A | Atk/Def Bond 3 Alternate: Fury 3 |
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Bonfire Alternate: Glimmer |
C | Threaten Def 3 Alternate: Hone Spd 3 |
SP | 1845 | S | Heavy Blade 3 |
- 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.
Introduction
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.
Strengths
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.
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, 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.
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Great Flame | A | Fortress Def 3 |
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Reposition | B | Seal Def 3 |
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Ignis | C | Threaten Def 3 |
S | Fortress Def 3 |
This build is designed around using myrrh's great flame to it's max potential
Stats
Hp-42
Atk-46
Spd-22 (bane)
Def-49 (boon)
Res-31
I'm not positive if you can stack fort def on top of each other, if not use lotes sheild to prevent sneak attacks from bows
Even at 46 atk she can still put out damage and with their atk unable to beat her def she can tank most if not all physical attacks thrown her way
The C slot can be wiggled around for your play style but for max potential I recommend a skill that decreases foes def
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Great Flame | A | Steady Stance 4 |
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Pivot | B | Quick Riposte 3 |
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Bonfire | C | Hone Dragons |
S | Steady Stance 3 |
I'm so lucky that Myrrh is great even with a bad IV spread. Though, I still need to make some adjustments and changes, and hopefully, I'll get a merge at some point.
Starting with her IVs, I have it bad. A Spd Asset is ENTIRELY useless. Thankfully, even with an Atk Flaw, her Atk is still decent, and she is meant to be more defensive anyway, so losing some raw power isn't the end of the world. Hopefully I can get a merge with a Def Asset, but honestly, ANY Asset aside from Spd will be useful in some way.
Her Prf is still viable, even without a Def Asset, so we'll stick to it. It comes with an Earthsweep Effect, allowing her to deny follow-ups from most foes if their Def isn't close enough to her own. There are a number of skills that circumvent this, so be wary.
As for Assist, due to her status as a Flier, Myrrh is better off with Reposition or even Smite, as with those, she can move her non-flying allies over mountains and rivers. Pivot is a decent option for a bulky character, though I'm waiting to get Reposition!
Bonfire is an excellent Spec as Myrrh's Def can easily reach 50+ with this build. More with a Ward Dragons buff, Tactics, Waves, or Fortify Dragons. Moonbow, Sacred Cowl, or Escutcheon might be desired if you want a faster Spec/more defensive capability. Aether might be worthwhile if you have a better IV spread, with some Atk boosting skills and Heavy Blade seal.
Your best options for Myrrh's A slot: Distant Counter, and Steady Stance 4. The former is a popular choice, and for good reason, as Myrrh is definitely meant for Enemy Phase engagement. The latter is better if you want to more reliably meet the requirements of her Prf's Earthsweep effect, with a nice Guard effect added in.
Myrrh's top choices for her B slot, are Quick Riposte, and Renewal. Quick Riposte is meant for more of an offensive presence during Enemy Phase, though you have to keep in mind, she isn't invulnerable, and she can easily drop below the HP threshold for Quick Riposte's effect. Renewal is really handy as it helps improve her survival in lengthy battles, like Tempest Trials. Can't go wrong either way, and bonus! They are both Seals as well, so you could easily run both at the same time.
C slot is somewhat flexible, though I went with her native Hone Dragons for now, as I currently don't have any other options for her. I'm looking into Atk Smoke to improve her survival, or Res Smoke to make up for her Atk Flaw. Goad/Ward Dragons isn't off the table either.
I went with Steady Stance seal. Because her Great Flame's effect is basically Earthsweep 1, she needs a LOT of Def to nearly guarantee follow-up denial. If I ever pull a Def Asset Myrrh, I might opt for Renewal instead.
Myrrh is a very effective wall, better than Nowi in my opinion, though as she is no longer in the general summoning pool, and only comes at 5-star, she will no doubt be difficult to merge. Still, she's strong, physically bulky, and even comes with decent Res. Her weapon, while it lacks DC potential, makes up for it by massively improving her survival in most match-ups. Myrrh truly is an amazing character, even with terrible IVs. After all, she is a dragon!
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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 | Threaten Atk 3 |
S | Iote's Shield |
Update: Minor 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 and Threaten Atk are used to weaken foes' damage taken and an their damage output and respectively. 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 counter them as well. Rally Attack is optional depending on what your teams consists of. In other words, adjust accordingly.
Handy tip: If 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 | Fury 3 |
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Swap | B | Quick Riposte 3 |
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Bonfire | C | Fortify Def 3 |
S | Iote's Shield |
Even if Distant Counter is very effective, she is in the team only to beat very tanky Blue units, and with the heal and chip damage support she works very well in my main Raiding Party. Fortify Def is just to reach certain defensive benchmarks for the team against specific match ups.
Isn't the optimal build for a Myrr as main tank or damage dealer in the team, but works on the team that has some problems with specific blue threats, because she is a very strong blue unit tank and killer...
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Flametongue+ (+Res) | A | Fort. Def/Res 3 |
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Rally Up Atk+ | B | Dull Close 3 |
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Iceberg | C | Even Res Wave 3 |
S | Phantom Spd 3 |
I go to Fire Emblem Heros tournments all across God's Green Flat Earth. I've even been invited to the Invitationel on the Secret ice Wal. And if there's one thing I've learnt in my 21 years of Fire Emblem Heros, it's that This Myrrh Set Works. It is Soeciallyspcifically Desinged to CounterRedMagesTier1+, such as Henry, Laslow (Perforato Artes), and Henry (St. Patricks Day). I've besten players 10 money brakcets above me with this Myrhrh. Oh thats hot! . This Myrrha at plues One beats the likes on Ayra, Katrina, and Teki_Young_Sumner_2018.png with her Soecializedspcificallized movesets. Fort Knox 3 increases her Dedense and Restiance by a large mmaount with nearly no drawbacks. Dull Close 3 givers her great mobility and mometnunm against top tear freats such as Inigo (Fates), Black Cataracts, and Rushifa Final Form. Even Res Wave allows her to maximize damage from her spaciel, Iceberg, which takes 75% of her res. And BOOMS IT INTO HER ENEMIES!!!!! THEY DIEE.... Also I use Rally Up Atk+ to ensure maximillion scores in the Field. For weapon all you nead is FlameTounge+, optainable from a Mini Teki very easyly. Fortify it in Restiance to maximise potentchol. And here you has it. This Myhhr wins me tournments with the ease of the gods. It's like a hot butter through the knife. ok google find grammarly
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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