Hey, I’m Zathong and this guide is about Young Merric Build in Fire Emblem Heroes (FEH).
Best Young Merric build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Young Merric build for the meta. Learn more about Young Merric’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Young Merric Builds
: Winds of Change | A : Swift Sparrow 3 |
: Reposition | B : Windsweep 3 |
: Righteous Wind | C : Distant Guard 3 |
S : Swift Sparrow 2 |
Recommended IVs
- +Spd/-Res
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 41 | Rank: 219/814 |
Atk | 34 | Rank: 339/814 |
Spd | 41 | Rank: 17/814 |
Def | 21 | Rank: 498/814 |
Res | 25 | Rank: 346/814 |
Roles
- Ranged Magic
- Effective Weapon
- Exclusive Skill
Counters & Teammates
Counters
These picks are strong against Young Merric in game.
Teammates
These picks are good against Young Merric in game.
Gameplay
Skills
These are all skill for Young Merric: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Darting Blow 1 | If unit initiates combat, grants Spd+2 during combat. | 5★ |
Swift Sparrow 1 | If unit initiates combat, grants Atk/Spd +2 during combat. | 5★ |
Swift Sparrow 2 | If unit initiates combat, grants Atk/Spd +4 during combat. | 5★ |
Swift Sparrow 3 | If unit initiates combat, grants Atk+6, Spd+7 during combat. | 5★ |
Windsweep 1 | If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, dagger, or beast damage, if unit’s Spd – foe’s Spd ≥ 5, foe can’t counterattack. | 5★ |
Windsweep 2 | If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, dagger, or beast damage, if unit’s Spd – foe’s Spd ≥ 3, foe can’t counterattack. | 5★ |
Windsweep 3 | If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, or beast damage, if unit’s Spd – foe’s Spd ≥ 1, foe can’t counterattack. | 5★ |
Distant Guard 1 | Allies within 2 spaces gain: “If foe uses bow, dagger, magic or staff, grants Def/Res +2 during combat.” | 5★ |
Distant Guard 2 | Allies within 2 spaces gain: “If foe uses bow, dagger, magic or staff, grants Def/Res +3 during combat.” | 5★ |
Distant Guard 3 | Allies within 2 spaces gain: “If foe uses bow, dagger, magic or staff, grants Def/Res +4 during combat.” | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Glimmer | (Cooldown Count = 2) Boosts damage dealt by 50%. | 5★ |
Night Sky | (Cooldown Count = 3) Boosts damage dealt by 50%. | 5★ |
Righteous Wind | (Cooldown Count = 2) Boosts damage by 30% of unit’s Spd. Restores 10 HP to unit and all allies after combat. (Healing does not stack if triggered more that once per combat. GP restored to allies even if unit’s HP reaches 0.) | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Wind | 4 | 2 | No Effect | 5★ |
Elwind | 6 | 2 | No Effect | 5★ |
Rexcalibur | 9 | 2 | No Effect | 5★ |
Winds of Change | 14 | 2 | Accelerates Special trigger (cooldown count -1). Effective against flying foes. At start of combat, if a bonus granted by a skill like Rally or Hone is active on unit or if unit’s HP ≥ 50%, grants Atk/Spd +5 and neutralizes effects that guarantee foe’s follow-up attacks and effects that prevent unit’s follow-up attacks during combat. | 5★ |
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