|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 and being equal merges, Myrrh will easily be able to activate 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.
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.
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 is the optimal C skill, allowing her to compliment her team greatly. Similarly, if running other dragons, her native 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, 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 seal. This skill has immense synergy with 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.