Introduction
- 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.
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
Y1 Y2 Y3 Y4 X1 active cell active cell active cell active cell X2 operator cell active cell active cell active cell X3 active cell active cell active cell active 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
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
- Health
- +100
- Attack Speed
- +5
“生命的短暂”
PHY-X
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.