Myrrh

Introduction

Rarity: 4 stars
Rarity: 4 stars
Regular Attack
Healing
Position
Ranged

Myrrh is a Single-target Medic with skills that let her heal two targets and an emergency on-deployment heal for everyone on the map. She’s an effective choice for her rarity, but lies in an awkward spot between more specialized single-target and multi-target medics.

Trait:Restores the HP of allies

Operator Stats

Health
1420
Attack Power
525
Defense
131
Attack Speed
2.87 sec
Arts Resistance
0%
Block
1
Redeploy Time
70 sec
DP Cost
18
Range
Y1Y2Y3Y4
X1active cellactive cellactive cellactive cell
X2operator cellactive cellactive cellactive cell
X3active cellactive cellactive cellactive cell

Strengths

  • Sizeable emergency healing on deployment; makes for a good, cheap panic button (only affects units that can be healed)
  • Capable of decent healing for two targets, useful when multiple lanes are under pressure

Weaknesses

  • Low performance ceiling and below-average single-target healing

Talents

First Aid Kit

Immediately restores the HP of all allies by 150% of Myrrh's ATK after deployment

A good chunk of initial healing, letting you withhold her until someone is dangerously low, but doesn’t do anything too significant beyond that.

Skills

Recommended Skill

Dual Healing

Per Second RecoveryAuto Trigger
Initial SP
0
SP Cost
8
Duration
0 sec

The next heal is increased to 125% of ATK and can target 1 extra ally
Can store 3 charge(s)

Her more consistent healing skill. It works better with her talent than S2; it’ll benefit you throughout the stage and shortly after deployment, which is pretty significant if you end up using her primarily when your operators fall dangerously low. It has pretty low average healing per target, so won’t let you brute force tough situations, but it’ll deal with pressure across multiple units pretty well. The lack of an HP threshold means it’ll be wasted often because she’ll use it even if only one target is damaged even slightly.

Skill Mastery

Recommended Rank
Mastery 1
Priority
Low

The multiplier is low to begin with and doesn’t become that much higher with mastery, making Mastery 1 the most significant for the SP cost reduction. It’s a pretty cheap improvement if you’ve already raised her to E2, but won’t make her perform significantly better. The low priority is due to the fact you likely won’t need the additional performance in situations where she’ll be enough anyway.

Medic Field

Per Second RecoveryManual Trigger
Initial SP
20
SP Cost
50
Duration
25 sec

ATK +65%; Can heal 1 extra ally

A burst of more intense healing for a particularly difficult wave. Its poor initial SP makes it unsuited for helidropping, restricting the usefulness of her first talent, while at the same time having a somewhat worse ceiling than other burst skills on a similar cycle.

Skill Mastery

Recommended Rank
None
Priority
--

Mastery brings linear improvements to the modifier. While significant, the skill simply won’t become good enough to recommend mastery. She will work well enough in most situations with just SL7.

Modules

Myrrh module

“生命的短暂”

PHY-X

Health
+100
Attack Speed
+5
AddedTrait
治疗生命值低于50%的友方单位时治疗量提升15%
UPDATEDTalent 1
部署后立刻恢复全体友方单位的生命值,恢复量为末药攻击力的180%

The module gives her emergency healing a good boost. This is especially true for targets under 50% HP (effectively raising it to 207% / 219% depending on the module Stage).

Recommended Stage
None
Priority
--

While the module is good for Myrrh’s niche as a panic heal, it doesn’t do enough for her kit to be worth recommending to the average player. Those who enjoy using her can get the base module to improve her talent and skills in places where they matter most.


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Last updatedJanuary 17, 2023