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Fallen Muarim

Analysis by MackerelPye
Fallen Muarim - Raw Instinct

Hero Stats

Max Avg Total Stats at Lvl 40
182
HP 45
ATK 43
SPD 40
DEF 31
RES 23

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 18 9 9 8 5
Middle 19 10 10 9 6
High 20 11 11 10 7

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 42 39 37 27 20
Middle 45 43 40 31 23
High 48 46 44 34 26

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

In The Shadowed Forest, I Sought A Lost Child (Mixed Phase Speedster)

Build by MackerelPye
Recommended
Wild Tiger Fang A Atk/Spd Boosting A Slot
Positional Assist B Null Follow-Up 3
Noontime
Alternate: Glimmer
C Spd Smoke 4
Alternate: Even Tempest 3
IVs

+SPD / -RES

SDarting Breath
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Wild Tiger Fang

Assist: Positional Assist

Special: Noontime / Glimmer / Moonbow

Passive A: Atk/Spd Solo / Atk/Spd Push 4 / Atk/Spd Ideal / Atk/Spd Unity / Kestrel Stance / Distant Pressure / Distant Dart / Surge Sparrow

Passive B: Null Follow-Up

Passive C: Spd Smoke 4 / Even Tempest / Even Atk Wave / Joint Drive Spd

Sacred Seal: Darting Breath / Atk/Spd Solo / Spd/Def Solo / Spd/Res Solo / Mystic Boost

  • In this build, we focus on bringing together skills that improve Muarim's damage and longevity in both enemy and player phase. Building on his high Speed is a surefire way of doing this as it serves to minimize natural follow-ups against him and maximize his chances of following up against enemies himself.
  • With Wild Tiger Fang effectively already providing a built-in form of enemy bonus negation (making Lull skills redundant) and beasts being unable to access Dodge skills, it all narrows down to Null Follow-Up essentially being Muarim's best generalist B-slot. Adding Null Follow-Up to Muarim's already-expansive list of combat effects makes him an all-around fantastic fighter, especially given the number of units nowadays reliant on follow-up manipulation skills. 
  • To prime Muarim's fighting for any situation, an A and/or Sacred Seal slot that provides Spd and (preferably) additional Atk in both phases is the way to go. Atk/Spd Solo and Push 4 are fairly common inheritance choices for this. 
    • That said, some skills listed work in specific phases but come with effects that are worth the trade-off. 
      • Distant Dart, for instance, allows Muarim to counterattack ranged enemies and overall opens the list of things he can counterattack significantly. 
      • Surge Sparrow's offensive boosts and on-Special healing triggers only if Muarim initiates combat, but considering how much punishment Muarim takes between Wild Tiger Fang's recoil as well as repeated enemy assault, it's definitely worth playing smart for the opportunity to heal it all back.
      • Darting Breath kicks a chosen 2 CD Special into full-charged gear instantly after tanking any incoming attack in the enemy phase. Considering all the Special perks that come with Wild Tiger Fang (i.e. Guard effect negation and +7 damage on all Special triggers), this one is worth seriously taking unless you're able to provide some outsourced form of it (such as Brave Lucina's Geirskögul or Thórr's Worldbreaker).
      • Mystic Boost's 6 HP recovery after combat completely offsets the 5 recoil damage from Wild Tiger Fang and generally provides longevity if there are no other sources of healing on your team.
  • The choice of Muarim's Special comes down to a 2 CD Special as the lack of Slaying effect (CD -1) typically bogs down more interesting choices.
    • Noontime promotes longevity, and even though it only provides healing upon activation, Muarim still gains a bit of burst damage +7 thanks to the transformed perks of his weapon. 
    • The age-old debate between Glimmer and Moonbow strikes again for a potential short-charged damaging Special. More than likely, Muarim's high damage output makes Glimmer a pretty reliable choice against all but exceptionally high-Def enemies, a situation in which case you can opt for Moonbow instead just to be safe.
  • Muarim's C slot is fairly relevant to the optimization and playstyle of this build:
    • Fortunately, in the same update Muarim comes in, Spd-based damage reduction is now available to beast units through Spd Smoke 4. Not only does this grant Muarim significantly more longevity by filtering stray hits from slower enemies, but Spd Smoke 4 also greatly swings Spd comparisons greatly in buffing Muarim's Speed while debilitating enemies around him. This does, however, require Muarim to enter combat before the effect activates, so be sure to start battles carefully. 
    • Even Tempest is another C skill Muarim can run to increase his movement and initiation options, and it's even synchronized to Muarim's turn-based transformation. 
    • Lacking these entirely, you can run Muarim's more tame, evenly-timed default C skill for a self-buff, Even Atk Wave. Else, a relevant Joint Drive is always appreciated for mutual stats increases between Muarim and his allies.

Imprisoned In the Darkness, Love Whispers (Galeforce)

Build by MackerelPye
Recommended
Wild Tiger Fang A Atk/Spd Boosting A Slot
Alternate: Heavy Blade 4 / Flashing Blade 4
Positional Assist B Wings of Mercy 3
Alternate: Hit and Run
Galeforce C Time's Pulse 3
Alternate: Even Tempest 3
IVs

+SPD / -RES

SHeavy Blade 3 / Flashing Blade 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Wild Tiger Fang

Assist: Positional Assist

Special: Galeforce

Passive A: Swift Sparrow 3 / Atk/Spd Push 4 / Fury 4 / Surge Sparrow / Flashing Blade

Passive B: Wings of Mercy / Null Follow-Up / Hit and Run

Passive C: Time's Pulse / Even Tempest

Sacred Seal: Flashing Blade / Heavy Blade / Blade Session / Swift Sparrow

  • Muarim's access to certain infantry skills as well as high overall offenses and Wild Tiger Fang's various favorable effects (especially the ability to ignore Guard) makes Galeforce a pretty potent overall choice for him. The extra action granted by this Special gives him another opportunity to close in on another kill or escape to a favorable position, making up for a lack of Canto movement on him.
  • Ideally, Muarim would want to trigger Galeforce in a single sitting. Doing so, as always, is a bit difficult with a 5 CD Special, so we account for this with the standard Galeforce build fixings:
    • Heavy or Flashing Blade accelerates cooldown charging on every hit assuming Muarim abides by their stat comparison conditions. Due to Muarim's high Spd and the fact that Atk checks are more difficult to beat on average, Flashing Blade is slightly preferred. Unless you have specialized, outsourced ways to achieve accelerated charging (like Thórr's Worldbreaker), these will be required in either the A or Sacred Seal slot.
    • Time's Pulse further reduces the amount of work needed to get Galeforce going by cutting it down by -1. With it, Muarim will never require a counterattack as long as Flashing or Heavy Blade is active in two hits. Of course, this can be substituted with external support like Infantry Pulse, and Muarim can instead consider Even Tempest to increase his threat range on transformed turns.
    • Of course, Muarim needs to hit hard and beat his Blade skill checks, so his remaining passive A or Sacred Seal should be occupied with an initiation-friendly Atk/Spd boosting skill. Notably, the recoil of Fury combined with that of Wild Tiger Fang may give allies with Wings of Mercy the opportunity to teleport to him when he is at lower HP. Otherwise, conventional choices like Swift Sparrow or Atk/Spd Push will do just as well.  
  • On typical Galeforce compositions in Aether Raids Offense, Wings of Mercy allows Muarim to teleport from long distances to a damaged ally (typically a specialized Wings of Mercy beacon) and overcome his otherwise pretty so-so movement. 
    • In other settings, Null Follow-Up and Hit-and-Run are more generalized choices, with the former preventing hiccups from enemies with follow-up prevention skills, and the latter providing an additional space of stepback after Galeforce activation. 

Within Thy Heartless Mind, Thy Heart Soars (Self-Damage Nuke)

Build by MackerelPye
Wild Tiger Fang A Fury (3 or 4)
Alternate: Atk/Spd Push 4
Positional Assist B Wrath 3
Alternate: Desperation 3
Glimmer C Time's Pulse 3
Alternate: Even Atk Wave 3
IVs

+ATK (Wrath) or +SPD (Desperation) / -RES

SFury 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Wild Tiger Fang

Assist: Positional Assist

Special: Glimmer / Moonbow

Passive A: Fury / Atk/Spd Push / Distant Storm / Other Atk-based Push 4 skills

Passive B: Wrath / Desperation

Passive C: Time's Pulse / Even Atk Wave / Even Tempest

Sacred Seal: Fury 3 / Atk/Spd Solo / Steady Breath

  • Muarim can build the recoil and +7 true damage on Special trigger from Wild Tiger Fang combined with the various Special effects from his default B passive, Wrath. Together with other recoil-building passives such as Fury, various Push skills, and/or Distant Storm, these skills make for an effective low-HP, Wrath-powered Special spamming build. Under optimal conditions, Muarim is dealing an additional +17 damage on whichever Special he chooses charged every turn.
  • Alternatively, you can run Desperation as a method of reliable general gameplay sweeping. With it, Muarim gains extra safety in attacking with his follow-up attack happening before the enemy can make their move. 
  • We've pretty much already covered the point and meat of the build. Of course, we can't have a Special spamming nuke without a Special to talk about. Hence and due to Muarim's lack of Special cooldown acceleration in his weapon — practically pushing him to run 2 CD Specials for low trigger consistency — this boils down to pretty two conventional choices: 
    • Glimmer typically has the higher damage potential, firing pretty well against the majority of enemies that don't have an obscene amount of Defense. 
    • Moonbow gets better results against higher Def enemies if those are a particularly biting concern. 
  • IF you're running the Wrath build, Time's Pulse is pretty much the one-and-only C, as it makes Muarim's chosen 2 CD Special even more ready to run at the start of every turn. Together with Wrath's cooldown charging, the Special in question should be fully charged. Outsourcing-wise, the only direct substitution to this is Ostia's Pulse. For Desperation builds, Time's Pulse is pretty optimal for quicker Specials but not entirely required. In that case, alternatively, you can lay back with Even Atk Wave as a doable budget option or Even Tempest for longer attack reach.  
  • Steady Breath is worth mentioning as the Sacred Seal option so that Muarim can trigger his Special on every counterattack if engaging multiple enemies in one enemy phase, rather than waiting each turn for his Special to charge via Wrath and Time's Pulse. Else, it should be taken up by Fury or another offense-boosting skill. 

Strengths

Wild Tiger Fang

Par the course of Fallen Grand Heroes and modern beast units in general, Muarim is gifted with a unique PRF with a load of potent and interesting effects. In a comprehensible list, Wild Tiger Fang grants:

  • A simple and always-appreciated Atk +3 flat boost.
  • The ability to apply a spectrum debuff of Atk/Spd/Def/Res -6 on ALL foes within 4 spaces at the start of a turn — this is notably inspired yet removed from the Menace skill line, which applies bonus stats to its holder while debuffing the closest enemy units instead. This notably benefits ally units who gain increased power or advantages versus penalized enemies, such as Hilda, Brave Micaiah, Hríd, YlgrThrasir, and many others with similar weapons. 
  • If Muarim fighting a relatively healthy enemy unit (over 75% HP):
    • A sizeable offensive boost with Atk/Spd +6.
    • Enemy bonus negation, which puts stat matchups generally in Maurim's favor.
  • Finally, most of the additional transformation effects that come with 2022-released Infantry beasts, including
    •  +2 additional Atk
    • +7 true damage when Muarim triggers his Special
    • The Tempo effect — that is, becoming immune to Special delay effects like Guard and ensuring Muarim's cooldown charges without fail.

Notably unlike other beasts, Muarim's transformation requirements are not tied to positioning or parking near specific allies. Rather, as long as the Turn count is not 1 or 3, he will always transform without fail. Additionally, Wild Tiger Fang also has a unique recoil effect, which can be beneficial for skills requiring a low-enough HP, including Wrath and other allies' Wings of Mercy.

Relaxed Teambuilding and Positioning Requirements (Beast Transformation)

As mentioned, Wild Tiger Fang differentiates Muarum from the rest of the beast pack by tying his transformation conditions to the current turn count rather than being positioned away or near certain allies. Under normal circumstances, you would need to go out of your way to optimize a beast unit's combat by either pairing them specifically with other beast or dragon allies whenever possible. Alternatively, you'd need to take positioning pains to separate them from human units on the map.  

In Muarim's case, as long as the turn count isn't 1 or 3, transformation effects are essentially otherwise permanent on him. Thus, this relieves the worry of deciding which teammates to pair him with or where he parks on the map. In many cases, the temporary turn inconsistency is a fair trade-off, as Turn 1 is typically used to approach and set up. At the end of the day, in pressing situations, Muarim can also mostly do without the transformation conditions on these specific turns, as his base weapon effects are mostly great on their own.

Solid Stat Spread

As with all newer infantry units, Muarim takes advantage of his high base stat total with the efficient distribution. His obvious standouts are his 43 Atk (basically becoming 48 after the flat +3 and +2 Atk boosts from Wild Tiger Fang) and 40 Spd (44 with a super Asset), securing a great amount of damage dealt and follow-ups across the board.

Muarim's defensive prowess comes out rather satisfactorily after this, with a very respectable 45 HP backed by 31 Def and 23 Res. After the various stat, damage, and Special supplements from Wild Tiger Fang and other skill passives, we're looking at an absolute freebie unit. 

Free-to-Play / Narrowed-Down Inheritance Choices

With Muarim's access to a PRF weapon, the base 185 BST bin, and relative flexibility with human teammates, he becomes a very solid choice as a max merge, high-scoring project for modes with Colisseum scoring. Additional merges are perfectly achievable without lifting a single Orb as Muarim is a free Grand Hero unit.

Additionally, as Wild Tiger Fang already provides a number of effects shared by several particular high-grade luxury skills nowadays, his inheritance choices are rather simple and narrowed down. You pretty much never have to worry about inheriting the following due to redundancy: 

  • Lull skills
  • Menace skills
  • Tempo skills
  • Smoke skills (unless the Smoke in question is Spd Smoke 4)

Weaknesses

Slight Turn Inconsistency

Beast units not being at their best untransformed is definitely nothing new in Fire Emblem Heroes. In Muarim's case, though, he takes cues from a certain young Telliusian lad (no, unfortunately, not THAT one...yet) with a weapon that actively guarantees he's locked from several possibly game-changing effects on Turn 1 and 3. This can either be no big deal at all or a huge one, depending on the map, modes, and utilities in question. 

  • In regular Summoner Duels, for example, this accounts for two-fifths of the turn limit, and units should be primed for unexpected live enemy decisions at any given moment. 
  • In Aether Raids, this does not pose nearly as much stress as Turn 1 is typically used to set up anyway, and most of the action happens on Turn 2 when Muarim is transformed.
    • On Turn 3, though, it is somewhat out of sync with Bolt Tower activation. Additionally, major combat may also occur this turn. 
  • Most other modes are fair game as the player has significantly more turns — if not an unlimited amount —  to win. Muarim would only need to pass or endure two turns out of many to permanently transform. 

At the end of the day, all this also assumes that gaining transformation perks is important at those two specific times anyway. This may very well not be the case occasionally with how useful Wild Tiger Fang's base effects are. 

Beatable Defenses 

With only pretty serviceable 45/31/23 defensive stats (approximately on par with unrefined Nailah) and Wild Tiger Fang's innate recoil effect, Maurim finds himself going down somewhat easily in extended fights or against very powerful hits. He does have a few ways of counteracting this, like specifically running healing Specials or running Spd Smoke 4 to gain damage reduction, but those, too, have their performative limits. 

Penalty Cleansing

At the start of a turn, Muarim will always apply a -6 spectrum stat penalty to foes within a four-space radius of him. While this aids in swinging the combat in Muarim and his allies' favor, there are several skills and units that take these debuffs completely in stride. For instance, Ascended Idunn and Brave Hector can completely neutralize penalties affecting them under easy conditions, and those with Unity effects in the A-slot or a weapon can gain a massive stat advantage through penalty reversion.

Unfinished Business / Damaged Enemies

Two of Muarim's key effects — Atk/Spd +6 plus enemy bonus negation activate upon entering combat against a healthy enemy with at least 75% HP. Given that every unit starts at full health at the start of the match, this is typically no big deal at all. Keep in mind, though, that unfinished business in the form of sufficiently damaged or barely-living enemies may bite back nastily as they have the chance to retaliate against a less empowered Muarim. 

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 1 ★
Unlocks at 1 ★
Beast Infantry Only
50 1 4
Yearling (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 2 ★
Unlocks at 2 ★
Beast Infantry Only
100 1 6
Adult (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 4 ★
Unlocks at 3 ★
Beast Infantry Only
200 1 9
Wild Tiger Fang

Grants Atk+3. At start of turn, inflicts Atk/Spd/Def/Res-6 on foes within 4 spaces of unit through their next actions. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit and neutralizes bonuses (from skills like Fortify, Rally, etc.) on foe during combat.  At start of turn 2, turn 4, and all later turns, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat, but after combat, if unit attacked, deals 5 damage to unit.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

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

Boosts damage by 50% of unit's Atk.

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

Passive Skills

Passive Skills SP Slot
Wrath 1

At start of turn, if unit's HP ≤ 25% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.

Melee, Infantry, and Armored Only
Unlocks at 1 ★
60
B
Wrath 2

At start of turn, if unit's HP ≤ 50% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.

Melee, Infantry, and Armored Only
Unlocks at 2 ★
120
B
Wrath 3

At start of turn, if unit's HP ≤ 75% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.

Melee, Infantry, and Armored Only
Unlocks at 4 ★
240
B
Even Atk Wave 1

At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 3 ★
60
C
Even Atk Wave 2

At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 4 ★
120
C
Even Atk Wave 3

At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Radiant Dawn

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