Fire Emblem Heroes Wiki:Build Center/Merric: Wind Mage

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Quick Hero Info
Type
Icon Move Infantry.png Icon Class Green Tome.png
Stats
43 / 26 / 32 / 28 / 19
Exclusive skills

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Nobody Made A Dark Excalibur Build
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Merric can use Dark Excalibur now by refining his normal Excalibur! This is a good thing (I think)!
Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Universal Crystal.png Medium investment
Flier Counter
Stats: +Atk/-Res
Passive Icon A.pngEmpty Passive Icon.png
 Flexible
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible
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Merric can use Dark Excalibur now by refining his normal Excalibur! This is a good thing (I think)!
Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Gronnraven+
Icon Skill Assist.png Flexible
Stats: Neutral
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible
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Merric makes a good user of Gronnraven+ thanks to his high Defense, letting him counter bow users. Access to IVs gives Merric an edge over his closest competition, Robin (F), letting him reach a higher Attack stat while still having similar HP and Defense, and higher Speed. With Gronnraven+ and Triangle Adept 3, Merric is a good answer to blue units like Effie, as well as colorless units like Takumi, taking little damage from them and dealing a lot back. These qualities make a good bait for bow users as well as blue mages like Reinhardt. The combination of Gronnraven and Triangle Adept is obvious, and gives Merric an edge while fighting blue and colorless units but makes him more vulnerable to red units. The assist slot is flexible, as it often is. Merric can make use of the usual mobility skills like Reposition or Swap, or a Rally skill depending on your team's composition. For the special slot, Bonfire is a good choice that makes use of Merric's high defense, but it's somewhat flexible, and options like Moonbow can work too. The B passive slot should be a breaker skill to improve Merric's matchup against a chosen unit type. B Tomebreaker 3 lets Merric actually come out on top against stronger Blárblade users like Linde. Other breaker skills like Lancebreaker 3, Axebreaker 3, Bowbreaker 3, and G Tomebreaker 3 can be used too. The C Skill is flexible, as always, but Threaten Res 3 is recommended to increase Merric's damage output. It also lets Merric ORKO Hector after a debuff, letting Merric bait him.
Orb.png Very high investment
Here it comes!
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A speed boon is more useful than a defense boon so he doesn't get doubled as often, which raises his survivability. He can survive most physical hits but he should avoid strong reds and especially red armors who dont need speed to double. Red mages can also deal with him easily but an ignis can take care of them. His defense is a base 31 and base 35 after merges. After Close Defense 3 and a defense wave skill, Merric reaches 47. If you opt for a defense boon instead you hit 50 defense. His ignis is 38 and 40 damage respectively based on the boon.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Who needs Sonya if you can have me!
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Hey guys, Trinitronity is here once again. Frustrated with a Sonya who just refuses to show up, but you have a Merric to spare? Well, worry not! Since both have similar stats and Merric is able to learn Sonya's Dark Excalibur, you can actually turn Merric into an alternative Sonya! And how? By turning him into a Player Phase damage sponge, of course!

With the Dark Excalibur weapon, he'll be able to boost the damage of his special skill. +10 may not sound much, but it does make a difference. Plus, it's still more useful than his original Excalibur.

His assist skill can be any of the popular infantry movement skills, so go nuts there.

Since Merric will be a damage sponge, his special skill should of course be Reprisal (or Vengeance if you're okay with a slightly longer cooldown, but a higher damage boost). Because the more damaged Merric is, the more damage he can shell out with his special skill. Also, remember how Dark Excalibur boosts the damage of his special skill? Well, that's why Reprisal would be the prefered choice, since a small special skill cooldown means he'll be able to use the special skill more often.

His A Skill was originally going to be HP +5 (and it's still at least an alternative) since more HP means he can receive more damage, which he can then convert into a bigger damage boost for his Reprisal. However, IS decided to introduce a nice little A skill called Green Duel Infantry. So let's just steal it from that burned Helbindi corpse over there. He doesn't need that A skill anymore anyway, so let's just give it to Merric instead! For those not in the know: Green Duel Infantry is essentially HP+5...except it also makes sure your Merric's Arena score is not less than 170 points. And hey, it has a high SP cost, and skills with high SP costs boost the unit's arena score as well! Also, use a HP+5 seal to further boost his HP, allowing him to take even MORE damage he can use to convert into an even BIGGER damage boost for his Reprisal!

His B skill is Brash Assault due to his Damage Sponge nature, which is also why this Merric is specifically a Player Phase build. With enough damage, if Merric initiates the attack, he does an immidiate follow-up. And since he's a damage sponge, he WILL have enough damage to perform the immidiate follow-up attack, and the opponent WILL be doubled...unless the unit is a close range fighter without Distant Counter and a high speed, of course (aka someone like Ayra, but why would you pit a green unit against a red unit anyway?).

His C skill needs to be a skill that can lower the opponent's Res before Merric attacks. And Threaten Res is the only good choice for that matter because his Res is way too low to make Res Ploy useful. Alternatively, you could just give him Odd Atk Wave to just directly boost his offense (as well as his arena score because of that skill's high SP cost).
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Winds, Heed Me!
Speed Plus W.png Excalibur (Spd)
Stats: +Atk/-Res

A description has not been written for this build yet.

Dueling Sword.png Optimal
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Sky Breaker This build is invalid.
Click to show/hide build description 
A powerful option to completely break the weapons triangle in front of air units, taking full advantage of Merric's excalibur
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Rage of the West Wind This build is invalid.
Stats: +Spd/-Res

A description has not been written for this build yet.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Reoborn of Merric (Update 2.0)
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This build centres itself around making Merric utilise his new gains from the 2.0 update, allowing Weapon Refinery. Notably the greatest addition to his arsenal is the formerly Sonya exclusive Dark Excalibur, essentially a Green Tome Wo Dao. Considerably less situational than his previous Excalibur, of which did bonus damage to fliers, he can now boost his moderately low Attack by an extra 10 damage output each time his special activates. Since he is also more bulky than your average mage (though still a far cry from Boey in that regard), this build aims to find a use for a spare Takumi you may have around and utilise his superior bulk to most mages.

His weapon, as stated earlier, is his newly available Dark Excalibur.

While his assist is indeed flexible, Reposition and Draw Back are the recommended ones.

His special can go one of two ways. If you wanted more damage output, Moonbow works fine and will activate every round of combat due to Quick Riposte. However if longevity is a concern, Noontime recently recieved a cooldown reduction and this can help Merric remain in Quick Riposte range. This is further aided from the Wo Dao effect of Dark Excalibur boosting his damage output and increasing HP recovered.

His A skill is Close Counter, as this lets him retaliate on Enemy Phase on all enemy units.

The B skill, though Quick Riposte is what most would take forward, is indeed flexible. Renewal can be taken forward for, again, longevity. Additionally if you wanted a wider activation range against a more likely foe, then Blue Tomebreaker or Lancebreaker both work as well. It is worth noting that Quick Riposte 2 works fine enough if Quick Riposte 3 is not available.

The C skill is recommended as Threaten Atk 3 as this aids his ability to tank via enemies dealing less damage. Though this is indeed not the only option, a spare Luke or Valter allows for Panic Ploy to be a decent option if HP is not Merric's bane. Otherwise, a simple Spur, Hone, Fortify or Drive skill does fine.

The Seal is very highly recommended to be Close Def from the Less than Heroic Tempest Trials, as this gives Merric more durability against foes Close Counter allows him to face. However if this is not possible then Defense +3 or the equal Squad Ace B works well enough.

While this build does require heavy investment, it is what can be considered a suitable way to use Merric's new capabilities.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Dark Spiral Healing This build is invalid.

A description has not been written for this build yet.