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Analysis by Chibi_Chu
Spring Myrrh - Spring Harmony

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
178
HP 40
ATK 38
SPD 25
DEF 40
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 2 6 6
Middle 18 8 3 7 7
High 19 9 4 8 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 35 21 36 32
Middle 40 38 25 40 35
High 43 42 28 43 38

Skill Sets

As easy and spring breezy as it gets… (Superunit / Enemy Phase Nuke)

Build by Chibi_Chu
Recommended
Lilac-Jade Breath A Distant Counter
Positional Assist B Dragon's Ire 3
Alternate: Dragon Wall 3
Noontime
Alternate: Glimmer
C Atk/Res Rein 3
Alternate: Pulse Smoke 3
IVs

+ATK or +DEF or +RES / -SPD

SAtk/Def Solo 3
Alternate: Iote's Shield

Show Explanation/Analysis

Preferred IV: +ATK or +DEF or +RES / -SPD

Weapon: Lilac-Jade Breath 

Assist: Positional Assist

Special: Noontime / Glimmer

Passive A: Distant Counter 

Passive B: Dragon’s Ire / Dragon Wall 

Passive C: Atk/Res Rein / Pulse Smoke 

Sacred Seal: Atk/Def Solo / Iote’s Shield 

  • With High Atk/Def/Res, low Speed, and no guaranteed follow-up attack on Player Phase, Spring Myrrh is practically locked to a primarily Enemy Phase set. Thankfully, this is the only set she will ever need, and Intelligent Systems was kind enough to give the Spring Harmony a borderline perfect base kit.
    • Lilac-Jade Breath only exemplifies their Enemy Phase specialization, as it grants +5 to all stats and 40% damage reduction if the enemy initiates combat or has 100% HP. Additionally, Lilac-Jade Breath’s -1 Special cooldown allows Myrrh and Nah to activate 2-cooldown Specials after receiving an attack assuming no Guard effect is active. This synergizes wonderfully with the Spring Harmony’s base kit Special, Noontime, which grants sustainability via healing equal to 30% of the damage they deal.
    • Their Harmonic Skill preventing enemy follow-up attacks further emphasizes this as well. Note that this effect, in addition to +4 Atk/Spd, is applied not just to Myrrh and Nah, but to all Sacred Stones or Awakening allies.
  • Distant Counter is a necessity for melee superunits, as there is little point to receiving and surviving an onslaught of attacks if the Spring Harmony cannot attack in return. Without counterattacks, they also cannot activate Noontime; while their bulk is stellar, they will eventually be worn down, especially given the plethora of nukes on Aether Raids Defense such as Lysithea, Legendary Alm, Bramimond, and Thrasir.
  • Given their low Speed, the Spring Harmony can struggle to naturally perform follow-up attacks. Thankfully, they were graced with Dragon’s Ire in their base kit, allowing them to perform a follow-up attack and neutralize effects preventing their follow-up attack if the enemy initiates combat and their HP is ≥ 50% (making Noontime even more valuable). 
  • Myrrh and Nah’s native Atk/Res Rein inflicts -4 Atk/Res to enemies within 2 spaces during combat, making it excellent for inflicting more damage and receiving less damage. However, Pulse Smoke is a strong alternative; its infliction of +1 Special cooldown to the target and enemies within 2 spaces shuts down common Aether Raids Defense teams that use Infantry Pulse, Grandscratcher, and other means to have nukes’ Specials ready on turn 1. 
  • For their Sacred Seal, Atk/Def Solo is a great choice, granting the Spring Harmony +6 Atk/Def during combat if they are not adjacent to an ally. This is often the case in Aether Raids Offense; placing a superunit and their support adjacent to one another is dangerous, against teams with 2-range nukes. Despite their Harmonic Skill granting neutralization to Flier-effectiveness for 1 turn, Iote’s Shield is a strong alternative in case they need this neutralization for more than 1 turn or Duo’s Hindrance prevents them from using their Harmonic Skill altogether.
  • Alternatively, the Spring Harmony can go all-out on their damage output and attempt to use an OHKO build with Glimmer as their Special instead of Noontime. Myrrh and Nah’s skills do not change aside from their Special and B slot, though.
    • Glimmer increases their damage by 50% when activated, and if no Guard effect is active, they will activate Glimmer on every counterattack. This significantly increases their damage output and ability to OHKO; since the Spring Harmony is Colorless, they rarely suffer from weapon triangle disadvantage as well, making their damage consistently high.
    • Dragon Wall is preferred over Dragon’s Ire, as they do not need a guaranteed follow-up attack if they want to focus on OHKOing. Given that they no longer have healing via Noontime, reducing damage as much as possible with Lilac-Jade Breath and Dragon’s Wall is greatly appreciated for survivability, even if damage reduction is multiplicative.

Strengths

Great Attack

With a high 38 Attack, the Spring Harmony is ready to commit mass Myrrhder and harvest the treats of their enemies at the Spring Festival.

Excellent bulk

40 HP, 40 Defense, and 35 Resistance sum to a fantastic 79 physical bulk and great 74 magical bulk. Lilac-Jade Breath only adds to Myrrh and Nah’s bulk, making them extraordinarily difficult to OHKO or ORKO.

Lilac-Jade Breath

The Spring Harmony’s personal weapon is Lilac-Jade Breath, which is filled with effects to bolster their combat performance.

  • As with all other Dragon weapons, if the enemy attacks from 2 range, damage will be calculated based on the lower stat between their Defense and Resistance.
  • Its Slaying effect (-1 Special cooldown) allows Myrrh and Nah to activate 2-cooldown Specials such as Noontime (for healing) and Glimmer (for damage) on their first counterattack, assuming no Guard effect is active.
  • If the enemy initiates combat or is at 100% HP, Lilac-Jade Breath grants the Spring Harmony +5 to all stats and unconditional 40% damage reduction.

With offensive enhancements via Slaying, +5 Atk/Spd, and adaptive damage, in addition to defensive enhancements via Slaying, +5 Spd/Def/Res, and unconditional 40% damage reduction, Myrrh and Nah can become incredibly consistent damage dealers and receivers.

Harmonic Hero

As a special Spring surprise, Myrrh and Nah can utilize a Harmonic Skill that has not 1, not 2, but 3 effects when activated:

  • The Spring Harmony and all allies from the same games as them (Sacred Stones and Awakening) will receive the【Resonance: Blades】effect.【Resonance: Blades】grants +4 Atk/Spd during combat, increasing damage output, follow-up consistency, and follow-up avoidance.
  • In addition, Myrrh and Nah will grant themselves and allies from the same games an effect that prevents enemies from performing follow-up attacks for 1 turn. This greatly boosts their survivability, as receiving 1 attack is almost always better than receiving 2 attacks (exceptions being scenarios in which receiving a second attack would allow a unit to charge/activate their Special).
  • Finally, the Spring Harmony will grant themselves Iote’s Shield for 1 turn; that is, they will take normal damage from Flier-effective weapons. This is vital, as units with Flier-effective weapons such as Young Merric, Python, Rath, Bridal Louise, Halloween Rolf, Legendary Alm, Legendary Claude, and Legendary Leif (among others) are quite ubiquitous on Aether Raids Defense.

Colorless

Being Colorless is excellent for Myrrh and Nah, as they rarely face weapon triangle disadvantage; this makes their survivability more consistent, as they do not particularly struggle against any Color. Their competition is also humorously limited; the Spring Harmony utterly demolishes Legendary Grima, the only other Colorless Dragon Flier as of now.

Flier advantages

As with all other Fliers, Myrrh and Nah have access to mobility-related skills such as Aerobatics, Flier Formation, Guidance, Flier Guidance, Ground Orders, and Air Orders to increase the movement of themselves and/or their allies. Being able to traverse terrain such as water, lava, forest, and mountain tiles without penalty can also allow for creative positioning that would otherwise be impossible.

Incredible base kit

While not necessarily an assessment of the Spring Harmony as a unit, their outstanding base kit is worth noting. Lilac-Jade Breath, Noontime, Distant Counter, Dragon’s Ire, and Atk/Res Rein are all fantastic skills for Myrrh and Nah, meaning they only need an Assist skill and a Sacred Seal to have a complete skill set. This makes them very convenient and budget-friendly, as they do not need any expensive fodder to perform remarkably well.

Weaknesses

Low Speed

With only 25 Speed (30 with Lilac-Jade Breath active), Myrrh and Nah are susceptible to receiving enemy follow-up attacks. While their Harmonic Skill can alleviate this, it is only active for 1 turn, and Null Follow-Up can break through it entirely.

Particularly dependent on Harmonic Skill

The 1-turn effects of follow-up prevention and neutralization of Flier-effective damage are locked behind the Spring Harmony’s Harmonic Skill. This can only be activated once per battle, meaning Myrrh and Nah will only perform at maximum efficiency for 1 turn. The Duo’s Hindrance structure in Aether Raids Defense can also spell disaster for the Spring Harmony; a well-guarded Duo’s Hindrance that is nearly unreachable without being stuck in enemy range may force them to either wait until Duo’s Hindrance is no longer active or not activate their Harmonic Skill at all.

Dragon-effective weapons

With no avenue to neutralize Dragon-effective damage, Myrrh and Nah take 1.5x damage from common Aether Raids Defense weapons such as Naga, Divine Naga, Virtuous Naga, Ífingr, Cloud Maiougi, Dragonslasher, and Ninis’s Ice Lance. These weapons may stop the Spring fun and festivities earlier than expected, so caution should be taken if any of them are present.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 3 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Lilac-Jade Breath

Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Spd/Def/Res+5 to unit during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 40%. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Daylight

Restores HP = 30% of damage dealt.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Noontime

Restores HP = 30% of damage dealt.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Distant Counter

Unit can counterattack regardless of foe's range.

Restricted to melee units.
Unlocks at 5 ★
300
A
Dragon's Ire 1

If unit's HP = 100% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.

Only inheritable by Dragon units.
Unlocks at 1 ★
60
B
Dragon's Ire 2

If unit's HP ≥ 75% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.

Only inheritable by Dragon units.
Unlocks at 2 ★
120
B
Dragon's Ire 3

If unit's HP ≥ 50% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.

Only inheritable by Dragon units.
Unlocks at 4 ★
240
B
Atk/Res Rein 1

Inflicts Atk/Res-2 on foes within 2 spaces during combat.

Only inheritable by flier units.
Unlocks at 2 ★
60
C
Atk/Res Rein 2

Inflicts Atk/Res-3 on foes within 2 spaces during combat.

Only inheritable by flier units.
Unlocks at 3 ★
120
C
Atk/Res Rein 3

Inflicts Atk/Res-4 on foes within 2 spaces during combat.

Only inheritable by flier units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Awakening
Fire Emblem: The Sacred Stones

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