Fire Emblem Heroes Wiki:Build Center/Myrrh: Great Dragon

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Quick Hero Info
Type
Icon Move Flying.png Icon Class Green Breath.png
Stats
42 / 33 / 25 / 36 / 31
Exclusive skills

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
I am a Dragon!
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This build leverages the power of Great Flame in order to create a unit that has unparalleled fighting potential. Depending on the seal choice Myrrh can become a strong archer check or an unstoppable melee counter.

Overall, Myrrh is an extremely powerful defensive unit that is able to neutralize her main weakness of low speed to blow her opponents away. She full stops glass cannon builds that cannot one shot her, and is able to kill even some of the most bulky units. For support, you will want to run things that increase her defense and attack, though she uses all non-speed stats extremely well. Depending on what roll you want her to add on, as a bow counter or as a supreme melee duelist, her Sacred Seal will change.

The best boon/bane combination for this build is +Def -Spd. This is because Myrrh, for the most part, does not care about speed. Because of her weapon, it is best to simply try to boost her defense so she simply does not get doubled by anything. As such, speed becomes her least important stat.

It should be noted that if you intend to +10 Myrrh and compete in extremely high level arena, because of the ubiquity of Bold Fighter a great boon/bane choice becomes +Spd -Res. With Close Def 3.png Close Def 3 and being equal merges, Myrrh will easily be able to activate Icon Skill Weapon.png Great Flame's effect when she is attacked to break the Bold Fighter automatic followup. Then, with her +4 speed boon, she will be able to make the speed check against most armored units to not get naturally doubled, and with some support can make it against all armored units.

Icon Skill Weapon.png Great Flame becomes the obvious weapon of choice. In addition to effectively having 19 MT, it gives her a pseudo Wary Fighter if she has 5 more def than the enemy. Because of her already high defense, this effectively negates her disadvantage of having low speed against the vast majority of units. Given her great mixed bulk, she is impervious to most glass canons, especially those that rely on doubles or post initiation specials for damage.

Icon Skill Assist.png Reposition is an obvious choice for flier units, pairing unparalleled movement options with the ability to easily move units around gives any team much greater movement flexibility.

Glimmer is overall the best special for Myrrh. Because of Myrrh's ability to never get doubled, while still being able to double herself, a skill with two cooldown becomes very attractive, as it will always go off during the combat.

Alternately, her inbuilt Bonfire can also work adequately. Even though you won't get it off during the first combat, Myrrh has the attack to one round most enemies even without a special. This then allows her to activate Bonfire on the subsequent player phase, which will OHKO a large portion of the cast.

Distant Counter is the best A slot for Myrrh. Because the vast majority of ranged units uniformly have bad defense, with most of the popular ones being glass cannons, all ranged combat against Myrrh becomes a check of whether or not they will one shot Myrrh. For the most part, this is only possible with Naga, full emblem buff green blade, bows, and red magic.

Quick Riposte 3 is easily the best B skill for Myrrh, allowing her to always double up enemies during the enemy phase, negating her middling speed.

The C skill you chose for Myrrh is dependent on what time of team you run her on. If you are running her in a flier team, Hone Fliers.png Hone Fliers is the optimal C skill, allowing her to compliment her team greatly. Similarly, if running other dragons, her native Hone Dragons.png Hone Dragons becomes a valuable option, allowing her dragon allies to better ORKO enemies and not get doubled, even maybe giving them player phase capabilities.

If one isn't running her with those types of unit synergy, Guidance 3 is also a strong option for letting her move around mixed teams, or any Hone, Spur, or Drive.

The Sacred Seal Myrrh runs will be the greatest determinant of how she functions. If you are running her in Flier focused team and want her to be your bow check, Iotes Shield.png Iote's Shield is necessary. This allows Myrrh to effectively duel all bows, though Jakob with armor buffs can be a problem.

If you do not need Myrrh to be a bow counter, she can dominate the melee space with the Close Def 3.png Close Def 3 seal. This skill has immense synergy with Icon Skill Weapon.png Great Flame, allowing her to reach the +5 def threshold against many similarly bulky units, even when outmerged. With this skill, it is possible to counter even a large number of sword units, as they simply will not double her, and then die to Glimmer.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
I am a Budget!
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This build aims to leverage the strength of Great Flame in addition to Myrrh's powerful base kit in order to run a strong melee counter build. While this build misses out on being a ranged counter without access to Distant Counter, it is still extremely powerful at all non-Falchion, non-speedy Brave Fighter builds at almost no cost.

The best boon/bane combination for this build is +def -spd. This is because Myrrh, for the most part, does not care about speed. Because of her weapon, it is best to simply try to boost her defense so she simply does not get doubled by anything. As such, speed becomes her least important stat.

Icon Skill Weapon.png Great Flame becomes the obvious weapon of choice. In addition to effectively having 19 MT, it gives her a pseudo Wary Fighter if she has 5 more def than the enemy. Because of her already high defense, this effectively negates her disadvantage of having low speed against the vast majority of units. Given her great mixed bulk, she is impervious to most glass canons, especially those that rely on doubles or post initiation specials for damage.

Icon Skill Assist.png Reposition is an obvious choice for flier units, pairing unparalleled movement options with the ability to easily move units around gives any team much greater movement flexibility.

Glimmer is overall the best special for Myrrh. Because of Myrrh's ability to never get doubled, while still being able to double herself, a skill with two cooldown becomes very attractive, as it will always go off during the combat.

Alternately, her inbuilt Bonfire can also work adequately. Even though you won't get it off during the first combat, Myrrh has the attack to one round most enemies even without a special. This then allows her to activate Bonfire on the subsequent player phase, which will OHKO a large portion of the cast. Especially useful in this build because Fury 4 will probably knock her out of Quick Riposte 2.png Quick Riposte 2 range

Fury 4, Myrrh's native skill, is an excellent skill for her. Not only does it help increase her attack, but also her defense which is vital for getting her breath's ability to activate.

Quick Riposte 2.png Quick Riposte 2 is sufficient in allowing Myrrh eliminate up a single enemy at relatively cheap cost in terms of Skill Inheritance. It negates Myrrh's weakness of having low speed, allowing her to always double an attacking enemy.

Myrrh comes with Hone Dragons.png Hone Dragons, which allows her dragon allies to reach more OHKOs against squishy targets and avoid doubles from bulkier ones. If you aren't running other dragons any Hone, Spur, or Drive works, depending on what your team composition wants.

Because this build has no access to Distant Counter, Close Def 3.png Close Def 3 becomes the best seal for Myrrh. Besides simply raising her melee bulk, running Close Def 3.png Close Def 3 has the added benefit of allowing Myrrh to activate the ability of Icon Skill Weapon.png Great Flame on enemies she otherwise would not be able to due to having a similar defense stat.

Alternately, if you're running her in a mixed team, the Guidance 3.png Guidance 3 Sacred Seal can be very useful in letting her ferry units around.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying
Myrrh: Great Bonfire Flame
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Boosting Def/Res as high as possible with focus on Def to prevent Follow-up attacks from foe.

Weapon: Great Flame is the core weapon and all you need really.

Assist: Reposition is best for flying units but this is flexible.

Special: Bonfire or Ignis if you don't mind additional charge.

Passive A: Fort. Def/Res 3 for +6 to Def/ Res.

Passive B: Quick Riposte 3 is basic for follow-up attacks to cover for Myrrh's low Speed. This is flexible though.

Passive C: Pretty Flexible. Can be creative. Hone/Fortify Dragons for Dragon emblem. Hone/Fortify Fliers for Flying Emblem. Odd/Even Def Wave for additional Defense. Def Smoke or Threaten Def to reduce enemy Defense for Great Flame activation.

Sacred Seal: Flexible again, use as needed. Iote's Shield to prevent bow effectiveness. Close / Distant Def for additional stats for bulk. Heavy Blade can be used for more offensive Special use.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Flying.png Flying
All Phase Myrrh
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An all phase Myrrh, works well with n!Azura (other dancers will do but n!Azura has Hone Fliers and can follow her where ever they go) because after 2 attacks she gains Vantage and kills any attackers with vantage afterwards, if for what ever reason you give her Lightning Breath+ then she gains distant counter to help with ranged units on enemy phase, but she will be doubled by most units if you do so. Giving her Quick Riposte 3 helps her double when she needs it
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Infantry.png Infantry
Great Dragon, Myrrh
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A build that uses the full potential of Myrrh by using her for Manakete Emblem. Myrrh,Tiki(Young),Ninian,Fae/Tiki(Adult)/Corrin(F)/Nowi/Robin(M)(Fallen Heroes)
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Infantry.png Infantry
Myrrh-der
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This build takes advantage of Myrrh’s massive defenses. With Fortress Def 3.png Fortress Def 3 and a Fortify Dragons.png Fortify Dragons from Ninian, she can take pretty much anything, and she won’t get doubled most times thanks to Icon Skill Weapon.png Great Flame’s passive. Renewal 3.png Renewal 3 makes sure she stays healthy and the Distant Def 3.png Distant Def 3 minimizes damage from ranged heroes.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Heavy Flame
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A build made to maximize Myrrh's melee combat potential. Compared to the Distant Dragon build, it gives up coverage against ranged units, but makes use of Atk Def Bond 3.png Atk/Def Bond 3, Heavy Blade 3.png Heavy Blade 3 and a stronger special. This increases close-combat attack and defense power, allowing her to contest ORKOs even against red sword users, barring those with the Falchion.

Icon Skill Special.png Bonfire is chosen as Myrrh's special, as it synergizes with Myrrh's high defense to provide a huge burst of damage when it activates.

With Atk Def Bond 3.png Atk/Def Bond 3 in her A slot, Myrrh gains +5 attack and defense when she is placed adjacent to an ally, which is easy to fulfill in enemy-phase combat. The increased defense helps to increase Myrrh's bulk and chance to activate the pseudo-Wary Fighter effect from Icon Skill Weapon.png Great Flame. The attack boost is just as crucial, as it combines with Great Flame's high weapon might and attack bonus to give Myrrh a base of 57 attack - important for activating Heavy Blade 3.png Heavy Blade 3.

Now, with Heavy Blade 3.png Heavy Blade 3 in Myrrh's skill slot, she has the capability to run Icon Skill Special.png Bonfire and activate it within the first round of combat. First, an enemy will attack Myrrh and reduce the cooldown by one. Next, Myrrh will retaliate once, fully charging up Bonfire due to Heavy Blade. Thanks to Quick Riposte 3.png Quick Riposte 3, she will double the opponent and the proc her special, almost guaranteeing a KO.

A more conservative approach is to take Close Def 3.png Close Def 3 for the seal slot instead and use Icon Skill Special.png Glimmer as the the special. It dishes out less damage, but raises Myrrh's defense so high that she may barely survive one hit from a Falchion user at full HP, especially if she receives defensive buffs from Fortify Fliers.png Fortify Fliers or similar. It is also worth consideration in endurance modes such as Chain Challenge and Tempest Trials, where survival is more important and Heavy Blade may become unreliable due to the enemy's inflated stats.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Flying Wall
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Doubling down on Fortress Defense ensures that Great Flame's affect will almost always activate. It might nerf her attack considerably, but it ensures that she can tank essentially any physical foe for several turns, long enough to charge Ignis. Even most nonred magic foes aren't too threatening as she can't be doubled and her defense is so high most archers deal damage in the single digits even with effective damage. Perfect for blocking, baiting and distracting enemies.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Indomitable Dragon
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This is an expensive build, but it is very effective. Fortress Defense 3 and Steady Defense 4 means there's virtually 0 chance an enemy will be able to double her on enemy phase thanks to Great Flame. It also makes her immune to specials thanks to Steady Stance 4's inherent guard ability. She should have no trouble tanking enough attacks to eventually build up enough charges to recover what minor damage she's sustained using Aether, especially if enemies are attacking at melee range and letting her use Quick Riposte. Even or Odd Defense Wave propel her defense even further by giving herself and allies a guaranteed defense buff every second turn. Even Falchion users will have a hard time taking her down when her defense is pushing sixty. With all these defensive measures in place, the only thing she need fear is magic.