Wind Legendary Comparisons and Matchups; Arena Discussion
To start, let’s take a look at Myrrh’s stats and kit.
- Myrrh is a Flying Blue Dragon with a 40/39/25/42/36 statline.
- Godly Breath, Myrrh’s personal weapon, grants -1 Special cooldown. Additionally, if Myrrh initiates combat or is within two spaces of an ally, she inflicts -5 to all stats on the enemy during combat, takes 30% reduced damage, and makes a guaranteed follow-up attack.
- Darkling Guardian, Myrrh’s personal C slot, grants follow-up prevention, Def/Res +6, and【Warp Bubble】to Myrrh.【Warp Bubble】prevents enemies from warping to spaces within four spaces of Myrrh.
Next, a brief summary of Myrrh’s strengths and weaknesses.
- With high Atk, Def, and Res, Myrrh has strong natural damage output and bulk.
- Godly Breath’s -1 Special cooldown allows for more frequent Special activations (granting sustainability or higher damage output depending on which Special is chosen), while its -5 to all infliction on the enemy, 30% damage reduction for Myrrh, and guaranteed follow-up for Myrrh significantly improves her damage and survivability.
- Darkling Guardian further improves Myrrh’s survivability through its follow-up prevention and granting Def/Res +6 to Myrrh. Additionally,【Warp Bubble】can stifle the enemy team’s mobility, making it more difficult to overwhelm Myrrh and her allies.
- Myrrh’s status as a Flying Dragon is a double-edged sword; she has access to potent skills such as Dragon’s Wrath, Dragon Wall, and Rein and Hold skills, but takes effective damage against Flier-effective and Dragon-effective weaponry.
- Null Follow-Up, a common effect, neutralizes Godly Breath’s guaranteed follow-up and Darkling Guardian’s follow-up prevention.
- Effects that ignore some/all damage reduction (such as those from Deadeye, Lethality, Valentine Líf’s Þjálfi, and Young Soren’s Adroit War Tome) limit Godly Breath’s consistency.
Myrrh competes against and will, by virtue of sharing Wind-blessed seasons with them, frequently face nine other Wind Legendaries: Lyn, Lucina, Hríd, Gunnthrá, Eliwood, Micaiah, Corrin (F), Sigurd, and Byleth (F).
Unsurprisingly, Myrrh performs admirably against Hríd, Eliwood, and Sigurd (though it should be noted that Eliwood and Sigurd have strong supportive effects that players should be careful of). In addition to having weapon triangle advantage, Eliwood and Sigurd have no follow-up prevention, ensuring that Myrrh can secure a 2HKO (if not OHKO) against them. While Hríd has follow-up prevention, his abysmal Spd allows Myrrh to perform a follow-up against him while preventing his follow-up anyway. Unfortunately, however, Myrrh’s decisively-winning matchups end here.
While Legendary Corrin has no follow-up gimmick in Primordial Breath, her Infantry status grants her access to Null Follow-Up, a popular alternative to her native Shield Pulse. As aforementioned, Null Follow-Up is one of Myrrh’s major weaknesses, and in this case, it swings the matchup in Corrin’s favor. However, if Corrin is using any other B slot, the matchup swings in Myrrh’s favor.
Lyn, Lucina, Gunnthrá, Micaiah, and Byleth (F) all pose problems for Myrrh, even with a Distant Countering A Slot. It should be noted that simply having a Far Save ally can allow Myrrh to effectively ignore these units, though they may also even threaten her Far Save ally.
- Flier-effectiveness, counterattack prevention, access to Null Follow-Up and Deadeye, weapon triangle advantage…Lyn is not only the most effective counter to Myrrh out of the Wind Legendaries, but also one of the most effective counters in the game.
- Lucina’s supportive effects alone can threaten Myrrh and her allies, with a Swap + Atk/Def Snag + self-refresh Assist in Future Vision II and a weapon that grants a guaranteed follow-up to Lucina and the ally she swaps with in Thögn. Combatively, Thögn’s potentially massive stat swing can amplify Lucina’s damage and survivability against Myrrh, threatening to 2HKO her.
- Gunnthrá’s combination of Blizzard and Chilling Seal II can OHKO much of the cast, with Myrrh being no exception. While this can be alleviated with Myrrh’s native Def/Res Unity (which reverses Myrrh’s Def/Res debuffs), Distant Counter Myrrh doesn’t have that luxury, and Unity Myrrh ideally shouldn’t be Enemy Phasing ranged enemies anyway.
- Micaiah threatens Myrrh thanks to her damage reduction and decent enough Spd to follow-up with some Spd investment. Her low Def leaves her prone to being OHKO’d by Myrrh via Godly Breath’s adaptive damage against ranged enemies, though.
- In addition to coming with Ruptured Sky in her base kit, Byleth (F)’s Goddess Bearer grants her Null Follow-Up. In combination with Watersweep, Byleth can easily 2HKO Myrrh while preventing her counterattack, though Watersweep tends to be less common than Windsweep. At the very least, Myrrh’s【Warp Bubble】stops the Orders effect from Goddess Bearer, which is nice for preventing unpredictable AI movement.
As for scoring, while Myrrh lacks a 300 SP B slot to reach the 2400-2500 SP cost bin for maximum scoring, she still scores just as well as Sigurd and Micaiah, the two other highest scoring Wind Legendaries. Myrrh’s high scoring and strong combat performance (despite overall questionable matchups against Wind Legendaries) make her a great choice if players wish to merge up a Wind Legendary.
Relevance in Other Modes
Myrrh’s place in Aether Raids is rather difficult to pin down. Her combination of being a melee specialist (an Offense role) and having【Warp Bubble】(an effect that is much more beneficial on Defense) allows her to function well on either Offense or Defense, but she is far from the strongest or most accessible choice on both. Near Save units are generally stronger melee specialists for Offense, and there are similarly strong non-Save melee specialists that are more accessible and have been in the game for much longer. Despite being hyped as a “powercrept Gatekeeper,” Myrrh is not, in fact, a powercrept Gatekeeper, as she lacks Detailed Report’s Obstruct effects and Gatekeeper can use Canto Control in his C slot to prevent both teleportation and Canto.
Where Myrrh truly shines is Summoner Duels, where she can be an incredibly effective frontliner thanks to the real-time nature of the mode and generally lower power levels. Additionally,【Warp Bubble】is an incredibly powerful effect given the ubiquity of teleporting effects such as those from Wings of Mercy, Ash’s Opening Retainer, and Summer Tana’s Fruit of Iðunn.
Unsurprisingly, Myrrh performs well in PvE modes such as Chain Challenges, Tempest Trials, and Forging Bonds, though she may need a Distant Countering A Slot and Iote’s Shield if players simply wish to throw her into enemy lines and end their turn.
Banner Color Analysis
Extremely low value. Although Legendary Eliwood’s support can be nice, most players that want/use him already have him; generally, the most valuable thing in Red for most players is Priam’s Null Follow-Up.
Eagerly awaiting his Legendary Remix, Legendary Eliwood grants【Bonus Doubler】to the ally with the highest Atk; his base kit’s Rally Spd/Res+ and Vision of Arcadia allow him to grant +6 to all stats to said ally as well. While this support alone is usually insufficient for earning him a slot in Aether Raids Offense teams, he and Valentian Palla synergize exceedingly well in terrorizing Summoner Duels. No valuable fodder.
Neimi’s humorously-named Rapid-Crier Bow is a hybrid weapon, granting Atk/Spd +6 to the ally with the highest Atk + Spd at the start of the turn and converting those buffs into additional Atk for herself during combat if they are within three spaces. In combination with the +5 to all, Neimi can both hit deceptively hard and tank magical attacks very well; even so, however, Neimi doesn’t hit that hard, and with no Special acceleration or additional Special charge in her kit, she may struggle to activate Specials to pierce bulkier enemies with Guard effects. Neimi’s fodder is not the greatest since Spd/Res Bond 4 and Joint Drive Res are rather niche, though these are both 300 SP skills that can be used to maximize Coliseum mode scoring.
With Near Save and Far Save dominating much of the meta, the copy-paste Infantry Sword superunit set of a healing Special, Distant Counter, and damage reduction is becoming less and less preferred. Priam exemplifies this problem to its fullest, as he even has to choose between Null Follow-Up, damage reduction, and Null C-Disrupt in his B slot. As a melee specialist, his innate Distant Counter from Ancient Ragnell goes to waste, and his low Res lends himself poorly to a ranged specialist role, leading to his performance being rather middling no matter what he does. At the very least, you can fodder both Null Follow-Up and either Atk/Def Ideal 4 or Rouse Spd/Def 4.
Strong units and useful fodder for most, but nothing stellar.
The combination of Professorial Guide (-1 Special cooldown, +5 to all, and Joint Drive Tempo) and Goddess Bearer (+7 Atk/Spd, Orders effect, and Null Follow-Up) makes Legendary Byleth (F) a fantastic hybrid of support and combat. In combination with Windsweep or Watersweep, she can avoid counterattacks against physical or magical enemies respectively while still performing a follow-up that is augmented by a Ruptured Sky activation. Despite these strengths, however, Joint Drive Tempo can be quite niche, and Byleth lacks an open C slot for Time's Pulse which would allow her to ready Ruptured Sky on turn 1. With Ruptured Sky, Atk/Spd Ideal 4, and Lull Spd/Res, Byleth also has plenty to offer in terms of fodder.
Legendary Caeda takes her young alt’s Vantage gimmick to the extreme. Faithful Loyalty not only grants Vantage by default against Armored and Cavalry enemies, but also grants offensive Null Follow-Up and universal Vantage after any combat. Additionally, Caeda’s Wing-Lifted Spear has a goodie bag of effects, from【Canto (２)】to +5 to all to a “buff steal” effect similar to Summer Ashe’s Divine Sea Spear and Freyja’s Binding Necklace. Out of the gate, Caeda is a very unique and powerful dual-phase unit, though Flier-effective weapons and lacking Null C-Disrupt can make overreliance on Vantage a dangerous game. Distant Counter, Distant Storm, and Atk/Def Rein are strong skills to fodder.
Edelgard weighs down Green’s general value, as most players either already have her and don’t want more copies or don’t have her and don’t want her at all. However, Byleth and Dagr are great, both as units and for fodder.
Like his female variant, Legendary Byleth (M) is a successful hybrid of offense and support thanks to his personal weapon, Professorial Text. With Slaying, +5 to all, and Joint Drive Null Follow-Up, in addition to his personal 2-cooldown Special Sublime Heaven, Byleth can both boost allies’ offensive and defensive consistencies and safely deal high damage (in combination with Windsweep or Watersweep). Unlike his female variant, however, he has an open C slot for his native Time’s Pulse, allowing him to ready Sublime Heaven on turn 1. Atk/Def Ideal 4, Lull Atk/Res, and Time’s Pulse are all strong skills that are greatly appreciated by a variety of units.
Dagr’s ability to enable an additional team slot for Light teams alone is incredibly useful, not to mention her utility via Skinfaxi’s【Pathfinder】and combat potency via both Skinfaxi and Sun-Twin Wing. However, she competes with Ullr and Ash, and while these three are not mutually exclusive, most teams generally only need one or two. When comparing Dagr to these two, she unfortunately doesn’t seem so appealing anymore, with Ullr’s ranged nuke capabilities being great for cleanup and breaking through Far Save and Ash’s combination of fantastic mobility support via Opening Retainer and combat via Horn of Opening; still, Dagr’s utility and combat can be uniquely beneficial. Atk/Spd Push 4 and Even Tempest serve as decent fodder, though the former in particular is rather common nowadays.
With her claim to fame being the once-popular Raging Storm + Galeforce combo, Legendary Edelgard has fallen far from grace in Aether Raids. Lacking mobility, counterplay against traps, and consistent damage output and Special activations, it can be difficult to get anything going with Edelgard, though sweeps and hit-and-run strategies are certainly effective if players do manage to get something going. No valuable fodder.
Colorless: Bramimond, Legendary Claude, Ascended Joshua
Likely the strongest color for this banner, with unit performance ranging from good (Bramimond) to fantastic (Claude and Joshua) and useful fodder for most.
Once upon a time, Bramimond was nothing less than a monster, terrorizing Light teams thanks to Impenetrable Dark and Void Tome’s Atk/Def/Res +5 and guaranteed follow-up. Nowadays, this isn’t so true due to Far Save, Spd-based damage reduction, and the ubiquity of follow-up prevention and Null Follow-Up, but he can still deal good chip damage and threaten to 2HKO with the help of Bridal Catria, one of the most common Dark team units. While Nótt, Medeus, and Triandra are generally preferred over Bramimond for Dark Mythic options, Bramimond is nonetheless a solid choice. Atk/Def Push 4 and Lull Atk/Res are decent fodder options.
Thanks to Failnaught (-1 Special cooldown, +5 to all, and Null Follow-Up) and Fallen Star’s damage reduction and Gravity effects, Legendary Claude is one of the most consistent initiators in the game. His base kit is also stacked, with Atk/Spd Catch 4 and Spd/Def Rein being ideal A and C slots for him respectively. As this is the case with many offensive Fliers, Claude’s fodder is fantastic, though players are advised to keep at least one since Claude is simply an incredible unit.
Ascended Joshua is one of Dark season’s premier ranged nukes. Blade of Jehanna’s “pick your poison” of counterattack prevention vs. true damage equal to 15% of the enemy’s Atk is dangerous regardless of which effect is active. Additionally, the specific (but feasible) combination of -1 Special cooldown, Time’s Pulse, Spd/Def Tempo, Flashing Blade, and【Triangle Attack】from Bridal Catria’s Wedding-Bell Axe guarantees a Lethality activation on Joshua’s second attack, piercing through superunits and Far Saves alike. Life and Death 4 and Null Follow-Up are great skills to fodder, and Green Feud has niche uses that will likely age well as more units get released.
Should You Pull?
Legendary Myrrh’s debut banner is strong overall, with most Blue, Green, and Colorless units either being strong in their own right or providing valuable fodder. Pulling on this banner is a generally safe choice, though keep in mind incoming banners such as Letizia and More, Double Special Heroes, and the one-per-day Three Houses banners to celebrate Three Hopes’ imminent release.
Ultimately, remember that whether you summon on any given banner is dependent on your own wants and needs. You may find some units essential, in which case summoning may be worthwhile for certain strategies. Others may find some skills essential for particular units rather than finding the units themselves essential, in which case they may summon for fodder. And of course, if you like a character, don’t feel guilty for wanting to summon them! FEH is typically most fun when you use the units and characters you like, regardless of the reason. ^^