Fire Emblem Heroes (FEH)

Ascended Merric Builds and Best IVs

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This is a ranking page for the hero Merric - Wind Pontifex 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 Ascended Merric.

Heroes With the Same Name
Merric - Wind Pontifex Icon Ascended Merric

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Ascended Merric IconAscended Merric
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Arlen IconArlen
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Ascended Merric Rating and Basic Information

FEH Ascended Merric Banner

Overall Rating 9.5/10
Reroll Ranking (excluding Inherit Skill) A
(▶Reroll Ranking)
Ranking (including Inherit Skill) S
(▶FEH Tier List)

Merric - Wind Pontifex: Basic Information

Color / Weapon Type / Move Type
Rarity
What Kind of Character Are They? ・Weapon skill grants bonus stats, a Null Follow-Up effect, damage reduction on foe's first attack, and Special cooldown acceleration before unit's first attack and first follow-up attack.
・Exclusive Special pierces through damage reduction, grants Canto to unit and heals 20 HP to unit and all allies.

Ascended Merric Skills at 5★


Might: 14  Range: 2
Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 9, -3 x number of allies with HP ≤ 40%; min 0), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 30% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack and Special cooldown count-1 to unit before unit's first follow-up attack during combat.

Cooldown Count = 2
When Special triggers, boosts damage by 40% of unit's Spd and neutralizes foe's "reduces damage by X%" effects from non-Special skills.
After combat, if unit's Special triggered, restores 20 HP to unit and all allies (healing does not stack if triggered more than once per combat; HP restored to allies even if unit's HP reaches 0) and grants 【Canto (1)】 to unit for 1 turn.

If unit initiates combat, grants Atk/Spd+7 during combat and reduces damage from foe's first attack during combat by 30%.

Inflicts Spd/Res-3 on foe and additional penalty to foe's Spd/Res = 6 - current penalty on each of those stats during combat (min 0; calculates each stat penalty independently; still inflicts penalty on foe even if foe triggers an effect that neutralizes penalties during combat).
If penalty is active on foe's Spd or Res, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
After combat, inflicts Spd/Res-6 on foe through its next action.

At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Spd+6 and 【Incited】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd+3 to unit during combat.
【Incited】
If unit initiates combat, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of unit during combat (max 3; that turn only).

Ascended Merric Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (19) HP Superbane ★★★☆☆
Atk (13) Attack Boon ★★★★☆
Spd (7) Spd Boon ★★★★★
Def (4) Def Boon ★★☆☆☆
Res (5) No Res IV ★★☆☆☆

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

See the IV Checker for All Units Trait Fruits—How to Change IVs

When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.

+Spd / -Res

The best IVs for Ascended Merric are +Spd and -Res. Spd is a superboon and boosting it allows Merric to maximize his ability to create follow-up attacks, allowing him to trigger Sacred Wind multiple times in one combat.

Ascended Merric's Res is lackluster at only base 20 and can be safely taken as a bane as it won't change any of his matchups against foes that deal magic damage.

+Spd for a +10 merge

We recommend +Spd when merging Ascended Merric up to +10 to ensure he can create follow-up attacks against his foes.

Ascended Merric Best Builds

Offensive Ascended Merric

HOT
Emblem Icon: -
Attuned Skill Icon: -

How to Use, Explanation

This build loads up on offensive stats to allow Ascended Merric to burst down his foes quickly with pre-combat damage and frequent Sacred Wind triggers.

Desperation Ascended Merric

HOT
Emblem Icon: -
Attuned Skill Icon: -

How to Use, Explanation

Desperation 4 allows Ascended Merric to make his follow-up attack before his foe can counterattack. However, his foe might not even be able to counterattack after succumbing to repeated Sacred Wind triggers.

Budget Ascended Merric

Emblem Icon: -
Attuned Skill Icon: -

How to Use, Explanation

Ascended Merric's base kit already works well as an offensive unit, and can be ran right out of the box with good success.

Source Heroes for All Skills

Ascended Merric Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
173
HP
HP 41 41
Rank: 342/1171
Atk
Atk 43 43
Rank: 207/1171
Spd
Spd 46 46
Rank: 62/1171
Def
Def 23 23
Rank: 826/1171
Res
Res 20 20
Rank: 1003/1171

Stat Values

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+10 Merges W/ Skill Bonuses 46 62 51 27 24 210
Lv.40 +10 46 48 51 27 24 196

HP Atk Spd Def Res Total
+HP
Lv.40 +10
48 47 50 27 24 196
+Atk
Lv.40 +10
45 51 50 27 24 197
+Spd
Lv.40 +10
45 47 54 27 24 197
+Def
Lv.40 +10
45 47 50 31 24 197
+Res
Lv.40 +10
45 47 50 27 27 196

Stats at Lv 40

HP Atk Spd Def Res Total
5★- Adjusted for Skills 41 57 46 23 20 187
5★ Lv.40 41 43 46 23 20 173

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 19 27 7 4 5 62

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
39 47 16 26 46 174
Ascended Merric Icon Ascended Merric
41 43 46 23 20 173
39 43 30 17 40 169
40 42 46 18 22 168
38 40 16 35 34 163
38 41 40 23 20 162
39 36 40 19 23 157
42 32 35 27 16 152
39 36 34 22 20 151
36 37 37 17 23 150
37 33 21 27 28 146
34 30 35 19 27 145
34 35 30 20 26 145
37 31 33 19 25 145
36 34 34 17 23 144
36 32 25 22 29 144

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

Ascended Merric Roles, Strengths, and Weaknesses

Ascended Merric Roles

Merric - Wind Pontifex 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 Counter RecoveryRecovery No Refresher ImageRefresher
No Legendary Hero ImageLegendary No Mythic Hero ImageMythic No Duo and Harmonized ImageDuo /
Harmonized
No Resplendent ImageResplendent

Ascended 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.

Ascended Merric Strengths

Tender Excalibur grants Null Follow-Up and Special skipping

Ascended Merric's Tender Excalibur deals effective damage against flying foes and grants Ascended Merric Atk/Spd/Def/Res+5, bonus Atk/Spd based on the number of wounded allies nearby, a Null Follow-Up effect, and 30% damage reduction on his foe's first attack.

More importantly, if Ascended Merric is equipped with a Special skill that can trigger during his attacks, Tender Excalibur grants Ascended Merric Special cooldown count -1 before his first attack and another Special cooldown count -1 before his first follow-up attack during combat.

With Tender Excalibur's accelerated Special trigger and Sacred Wind's low 2 cooldown, this combo means all of Ascended Merric's attacks will trigger Sacred Wind!

Sacred Wind pierces through damage reduction and heals all allies

Ascended Merric's exclusive Special Sacred Wind has a low 2 cooldown, neutralizes his foe's non-Special damage reduction effects, and boosts his damage by 40% of his Spd whenever it triggers.

After combat, if Ascended Merric triggered Sacred Wind, the entire team heals 20 HP (no matter where they are) and he is granted 【Canto (1)】 for one turn.

When paired with Tender Excalibur, this Special is nearly guaranteed to be triggered in every combat, making Ascended Merric a fantastic support unit capable of healing multiple allies at once.

Ascended Merric Weaknesses

Weak to Cavalry Effective Weapons

Ascended Merric takes 1.5x damage from cavalry-effective weapons like Thani or Binding Reginleif, and one blow from this type of weapon will deal significant damage. Make sure you know what weapons you are up against before hopping too far into the line of battle!

Heroes with Effective Skills

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Merric - Wind Pontifex Only Appears as a 5 Star Hero!

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

Unlock Potential Tier List

Ascended 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 unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 9, -3 x number of allies with HP ≤ 40%; min 0), neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and reduces damage from foe's first attack by 30% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack and Special cooldown count-1 to unit before unit's first follow-up attack 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) When Special triggers, boosts damage by 40% of unit's Spd and neutralizes foe's "reduces damage by X%" effects from non-Special skills.
After combat, if unit's Special triggered, restores 20 HP to unit and all allies (healing does not stack if triggered more than once per combat; HP restored to allies even if unit's HP reaches 0) and grants 【Canto (1)】 to unit for 1 turn.
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/Spd+7 during combat and reduces damage from foe's first attack during combat by 30%. 5★
Inflicts Spd -3 on foe through its next action after combat. 5★
Inflicts Spd/Res-3 on foe through its next action after combat. 5★
Inflicts Spd/Res -5 on foe through its next action after combat. 5★
Inflicts Spd/Res-3 on foe and additional penalty to foe's Spd/Res = 6 - current penalty on each of those stats during combat (min 0; calculates each stat penalty independently; still inflicts penalty on foe even if foe triggers an effect that neutralizes penalties during combat).
If penalty is active on foe's Spd or Res, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).
After combat, inflicts Spd/Res-6 on foe through its next action.
5★
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn. 5★
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn. 5★
At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 for 1 turn. 5★
At start of turn, if number of allies adjacent to unit ≤ 2, grants Atk/Spd+6 and 【Incited】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, grants Atk/Spd+3 to unit during combat.
【Incited】
If unit initiates combat, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of unit during combat (max 3; that turn only).
5★

Ascended Merric as a Source Hero

Ascended Merric Avatar

Value of Skills ★★★★★

Ascended Merric has Remote Sparrow, Seal Spd/Res 3, and Incite Atk/Spd as inheritance options.

Incite Atk/Spd should be the priority skill to acquire, followed by Remote Sparrow. Seal Spd/Res 3 is not worth inheriting onto other units.

List of Source Heroes The Best Fodder Units

Community Feedback

How would you rate Ascended Merric?

Top tier hero. Must summon. 11
Votes
Summon if you need his/her hero archetype. 3
Votes
Summon if you like this hero. 5
Votes
Summon for his/her Skill Inheritance options. 2
Votes
Pass on this hero. 1
Votes

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

How to Get Ascended Merric

Obtain Through Regular Summon

Ascended Merric is a Hero who can be pulled from any summon.

Note: Not currently a featured hero in any Summon events.

Current Focuses and Which You Should Pull From

Voice Actor and Illustrator Information

Voice Actor
(English)
Yuri Lowenthal
Illustrator Yoshiro Ambe
Appears In

Illustration

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