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Analysis by Wecondo12
Merlinus - Pherae's Clerk

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
163
HP 50
ATK 20
SPD 35
DEF 31
RES 27

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 19 4 8 6 4
Middle 20 5 9 7 5
High 21 6 10 8 6

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 47 17 32 28 23
Middle 50 20 35 31 27
High 54 23 38 34 30

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

Is This Some Kind of Twisted Joke? (Support)

Build by Wecondo12
Recommended
Goodie Boot+ (+Def)
Alternate: Goodie Boot+ (+Res)
A Mirror Stance (2 or 3)
Alternate: Sturdy Stance (2 or 3)
Positional Assist B Chill Atk 3
Alternate: Chill Def 3
Bonfire C Distant Guard 3
IVs

+HP / -ATK

SDistant Guard 3

Show Explanation/Analysis

Weapon: Goodie Boot(+DEF) / Goodie Boot(+RES)

Assist: Positional Assist

Special: Bonfire

Passive A: Mirror Stance 2 or 3 / Sturdy Stance 2 or 3

Passive B: Chill Atk 3 / Chill Def 3

Passive C: Distant Guard / Preference

Sacred Seal: Distant Guard

  • This build lets Merlinus shine in a supportive role, since he doesn’t have to try fighting with his 20 base Attack and can instead let a much more capable unit such as Roy or Tanya do the fighting in his stead. However, as a support unit there’s nothing Merlinus can provide that superior support units cannot.
  • Goodie Boot provides Merlinus some additional defensive stats in combat on the off chance a player phase unit gets danced and reaches him from across the map. If you can’t deal any damage, you can at least live to 0x2 another day, right?
  • Mirror Stance and Sturdy Stance 3 provide Merlinus some extra insurance in combat by granting him the Guard effect, which helps keep him safe from the Enemy’s special triggers. Mirror Stance and Sturdy Stance 2 can also be used on a budget, although they lack the Guard effect.
  • Chill Skills let Merlinus support his team further with their debuffs, although they can still be turned against him with Debuff absorption skills such as Chaos Ragnell.
  • Lastly, Distant Guard in both the C slot and Seal allow him to grant a massive boost to his allies defenses when they fight ranged units. 

20 in 2020(Defensive)

Build by Wecondo12
Recommended
Broadleaf Fan+ (+Def)
Alternate: Minty Cane+ (+Def)
A Close Foil
Positional Assist B Lull Atk/Def 3
Bonfire C Joint Drive Atk
IVs

+ATK / -RES

SClose Def 3
Alternate: Mirror Stance 2

Show Explanation/Analysis

Weapon: Broadleaf Fan(+DEF) / Minty Cane(+DEF)

Assist: Positional Assist

Special: Bonfire

Passive A: Close Foil

Passive B: Lull Atk/Def

Passive C: Joint Drive Atk / Panic Ploy Preference

Sacred Seal: Close Def / Sturdy Stance / Mirror Stance

  • This build aims to “redeem” Merlinus’s 20 base attack and let him occasionally deal more than 0 damage when he fights. With a buff he might even get a KO or two before running into a Brave Edelgard and crying.
  • The Broadleaf Fan allows Merlinus to deal additional damage to debuffed foes, giving him some means of dealing damage. However, his base 20 Attack makes him completely reliant on its effects, and without it, he’s a sitting duck. This leaves him helpless against debuff nullification effects such as Restore and Pale Breath, as well as debuff absorption such as Fallen Ike’s Chaos Ragnell and Atk/Def Unity. Minty Cane can also be used, but Merlinus’s damage output will tank completely as a result unless the foe’s defense is also low(not that it existed to begin with).
  • Bonfire, Close Foil, and Lull Atk/Def give Merlinus desperately needed attack power, although even these likely aren’t enough to save him from his base 20 Attack. However, Close Foil and Lull Atk/Def at least give Merlinus some extra bulk, making him deceptively tanky thanks to his high HP. His middling Defenses render this moot, however.
  • Joint Drive Atk allows Merlinus to support a much better unit such as Mareeta with additional killpower. It gives him some extra offensive power as well, but that doesn’t matter much thanks to his 20 base Attack. One can also make use of Merlinus’s high HP with Panic Ploy if desired.
  • Lastly, Defensive Sacred Seals such as Close Defense work well as they help Merlinus tank some extra hits and deal a smidge of extra damage(1x2 instead of 0x2).

Strengths

Good Moustache

His facial hair is nice I guess.

Weaknesses

Cavalry

Merlinus hardly benefits from his status as a cavalry unit at all, as he doesn’t have the offensive power to properly pose a threat, leaving the extra attack range the class provides completely wasted on him. His status as a cavalier also robs him of skills he could make great use of, such as Sudden Panic. He also gains a weakness to Cavalry Effective weaponry, meaning units such as Micaiah can easily ruin his day.

Poor Stats Aside From HP

Merlinus wasted the entirety of his boosted BST on his HP, which is one of the highest in the game at base 50. Unfortunately, not a single one of Merlinus’s other stats reach levels beyond passable as a result. Of particular note is his pathetic 20 base Attack, meaning he won’t even hurt a majority of the cast. Merlinus’s Attack stat makes the likes of Mist and Anna look like Machamp in comparison. Even Merlinus’s high HP is somewhat of a waste due to his lack of access to Sudden Panic.

Horribly Outclassed

Everything Merlinus can do, someone else can do better. Offense? Summer Linde and Summer Ursula. Support? Brave Lucina and Corrin. Enemy Phase? Julian, Winter Cecilia, and Halloween Dozla. AR Defense? Harmonized Mia. Merlinus may be in contention for the worst unit in the game, surpassing even the likes of Anna and Leo. Needless to say, he’s only worthwhile if you love him, in which case go all in and use him, since there’s nothing better in this game than using your favorites.

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 1 ★
Unlocks at 1 ★
Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 3 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
Smoke Dagger

After combat, inflicts Def/Res-4 on foes within 2 spaces of target through their next actions.

Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 6
Smoke Dagger+

After combat, if unit attacked, inflicts Def/Res-6 on foes within 2 spaces of target through their next actions.

Learns by default at 5 ★
Unlocks at 5 ★
Dagger users only.
300 2 9
Available Rearmed Weapons
Arcane Void
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Reposition

Target ally moves to opposite side of unit.

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Wings of Mercy 1

If an ally's HP ≤ 30%, unit can move to a space adjacent to that ally.

Inheritable by all units.
Unlocks at 1 ★
60
B
Wings of Mercy 2

If an ally's HP ≤ 40%, unit can move to a space adjacent to that ally.

Inheritable by all units.
Unlocks at 2 ★
120
B
Wings of Mercy 3

If an ally's HP ≤ 50%, unit can move to a space adjacent to that ally.

Inheritable by all units.
Unlocks at 4 ★
240
B
Distant Guard 1

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."

Inheritable by all units.
Unlocks at 3 ★
60
C
Distant Guard 2

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."

Inheritable by all units.
Unlocks at 4 ★
120
C
Distant Guard 3

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: The Binding Blade
Fire Emblem: The Blazing Blade

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