Young Merric Builds and Best IVs | Fire Emblem Heroes

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This is a ranking page for the hero Merric - Changing Winds from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Young Merric.

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Merric - Changing Winds Icon Young Merric

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Young Merric Rating and Basic Information

FEH Young Merric Banner

Overall Rating 9.0/10
Reroll Ranking (excluding Inherit Skill) S
(▶Reroll Ranking)
Ranking (including Inherit Skill) S
(▶FEH Tier List)

Merric - Changing Winds: Basic Information

Color / Weapon Type / Move Type
Rarity
What Kind of Character Are They? ・Exclusive weapon that prevents follow-up attacks
・Special skill that heals unit and allies
・Prevents physical enemies from counterattacking

Young Merric Skills at 5★

Skill Name Might Range Effect
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.
-
Cooldown = 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.)
-
If unit initiates combat, grants Atk+6, Spd+7 during combat.
-
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow or dagger, if unit’s Spd ≥ foes’s Spd +1, foe cannot counterattack.
-
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +4 during combat."

Young Merric Best IVs and Stats at Lv. 40

Stats

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+10 Merges W/ Skill Bonuses 46 53 46 25 29 199
Lv.40 +10 46 39 46 25 29 185

See Lv 40 +10 Stats With IVs
HP Atk Spd Def Res Total
+HP
Lv.40 +10
48 38 45 25 29 185
+Atk
Lv.40 +10
45 41 45 25 29 185
+Spd
Lv.40 +10
45 38 49 25 29 186
+Def
Lv.40 +10
45 38 45 28 29 185
+Res
Lv.40 +10
45 38 45 25 32 185

Stats at Lv 40

HP Atk Spd Def Res Total
5★- Adjusted for Skills 41 48 41 21 25 176
5★ Lv.40 41 34 41 21 25 162

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 19 22 11 6 3 61

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (19) HP Superbane ★★★☆☆
Atk (22) No Attack IV ★★★★☆
Spd (11) Spd Boon ★★★★★
Def (6) No Def IV ★★☆☆☆
Res (3) Res Bane ★★★☆☆

◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws

+Spd/-Res

The best IVs for Young Merric are +Spd and -Res. A higher Spd stat allows Merric to get a ton of follow-up attacks on his foes. Additionally, his Spd is a superboon so you should take advantage of that as he can reach an amazing 45 Spd stat with it. With his low defensive stats, no bane would be best, but a -Res IV will make his Def and Res balanced.

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
40 38 38 18 28 162
Young Merric Icon Young Merric
41 34 41 21 25 162
37 35 39 19 31 161
37 35 36 17 31 156
37 32 36 16 30 151
38 34 37 17 25 151
36 35 34 21 24 150
34 36 34 18 25 147
33 33 36 19 26 147

Note: Stats bonuses from skills are not taken into account.

Young Merric Best Builds

Budget Young Merric

See Explanation and Source Heroes

Pulse Young MerricHOT

+
Spd
-
Def

Source Heroes for All Skills

Young Merric Best Weapon Refine

Young Merric's Weapon Cannot Be Refined!

Young Merric's weapon cannot currently be refined. This section will be updated if it becomes refineable in the future!

About the Weapon Refinery

Young Merric Roles, Strengths, and Weaknesses

Young Merric Roles

Merric - Changing Winds Roles
Close Physical AttackClose-Physical Ranged Physical AttackRanged-Physical Close Magic AttackClose-Magic Ranged Magic ImageRanged-Magic
Physical Wall ImagePhysical Wall Magic WallMagic Wall Effective ImageEffective Weapon Movement Assist ImageMovement Assist
Exclusive Skill ImageExclusive Skill No All Range Counterattack ImageAll-Range Counterattack RecoveryRecovery No Refresher ImageRefresher
No Legendary Hero ImageLegendary No Mythic Hero ImageMythic No Duo and Harmonized ImageDuo/Harmonized No Resplendent ImageResplendent

Young Merric is a ranged magic attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Res stat.

Young Merric's Strengths

Winds of Change Prevents Follow-up Attacks

Young Merric's exclusive weapon, the Winds of Change accelerates Young Merric's special cooldown by 1 everytime he attacks. If Young Merric is boosted by a skill like Rally or Hone, or if his HP is more than or equal to 50%, it grants +5 Atk/Spd and neutralizes effects that guarantee follow-up attacks against Young Merric like G Tomebreaker and Wary Fighter.

Powerful Special with Righteous Wind

Young Merric's special skill, Righteous Wind boosts Young Merric's attacks by 30% and heals him and all allies after combat. I's strength lies on its low cooldown counter of 2. Combined with Winds of Change, Young Merric is able to constantly heal allies and deal damage to foes.

Young Merric's Weaknesses

Poor defensive stats

Young Merric has a Def of 21 and Res of 24 (with no IVs). Although Windsweep will allow him to avoid physical attackers who can counterattack, if they are able to attack him, they will do a ton of damage. On top of this, he will still be counterattacked by magic attackers, and with his low Res, he likely won't survive it. Only engage in combat with magic attackers when the foe's defeat is ceratin, and keep Merric safe in the enemy phase.

Should you Unlock Potential for Young Merric?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Merric - Changing Winds Only Appears as a 5 Star Hero!

Merric - Changing Winds only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Merric - Changing Winds if a 4 Star version is released!

Unlock Potential Tier List

Young Merric - List of Skills

Weapons

Skill Name Might Range Effect Learned At
4 2 No Effect 5★
6 2 No Effect 5★
9 2 No Effect 5★
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★

Assists

This Hero has no Assist skills that can be learned.

Specials

Skill Name Effect Learned At
(Cooldown Count = 3) Boosts damage dealt by 50%. 5★
(Cooldown Count = 2) Boosts damage dealt by 50%. 5★
(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★

Passives

Skill Name Effect Learned At
If unit initiates combat, grants Spd+2 during combat. 5★
If unit initiates combat, grants Atk/Spd +2 during combat. 5★
If unit initiates combat, grants Atk/Spd +4 during combat. 5★
If unit initiates combat, grants Atk+6, Spd+7 during combat. 5★
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow or dagger, if unit’s Spd ≥ foes’s Spd +5, foe cannot counterattack. 5★
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow or dagger, if unit’s Spd ≥ foes’s Spd +3, foe cannot counterattack. 5★
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow or dagger, if unit’s Spd ≥ foes’s Spd +1, foe cannot counterattack. 5★
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +2 during combat." 5★
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +3 during combat." 5★
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +4 during combat." 5★

Young Merric as a Source Hero

Young Merric Avatar

Value of Skills ★★★★★

Inheriting Mirror Swift Sparrow 3 and Windsweep 3

Young Merric can be used to inherit the skills Swift Sparrow 3 and Windsweep 3. However, Young Merric is pretty a powerful unit. We recommend that you train and build him instead.

How to Get Young Merric / Illustrations / Voice Actor / Quotes

How to Get Young Merric

Obtained through a Special Summoning Event!

Young Merric is a limited time Hero who can be pulled from a Special Heroes Summoning Event. They do not appear in regular summons.

Event Name Focus
Double Special Heroes (October 2020) Banner
Double Special Heroes (October 2020)
Focus Summon
Merric - Changing Winds Icon Young Merric

Starts:10/13/2020
Ends:10/27/2020

▶Current Focuses and Which You Should Pull From

Voice Actor and Illustrator Information

Voice Actor
(English)
Yuri Lowenthal
Illustrator Mayo
Appears In

FEH: Related Links

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See All Green Heroes

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All Types of Green Weapons

Close-Range Ranged
AxeAxe Green TomeGreen Tome
Green BreathGreen Breath Green DaggerGreen Dagger
Green BeastGreen Beast Green BowGreen Bow

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    • >>[184]
      Congrats bro. That's really special. I'm approaching the 40th summon so yeah i probably will get her or shamir. Really wanted both tho.

    • >>[20]
      Idunn is best built as a sustain omni-tank. Sol or Aether are both good options (I would personally prefer Sol). Atk Smoke 3 and her default B skills are good. You should switch the A skill to at least Distant Ward and ideally Distant Counter. The S Seal should be a Sturdy or Mirror Stance skill, whichever you think would fill the niche better on your team.

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