Thursday, February 23, 2017

Leader Analysis: Myr


The great meta killer. Cross leads in general were a pretty good way to increase gameplay mechanics, but the prevalence of heart cross shields drastically changed the meta to high tank builds. Newer leaders are incorporating damage resistance into their LS as a way to be comparable to heart cross, but heart cross remains a strong way to have stability built on orb matching. After taking a long time to getting used to making heart crosses, it is pretty fresh to run leads that don't need awkward match setups.

This analysis will include the normal review I usually do, plus the comparisons between light and water Myr. 

SUBPOOL: Myr can be ran with TPA or Row subs, which allows for high flexibility and variable damage control based on what subs you are bringing. Myr covers a lot of utility, such as guaranteed OE+, unbindability, four seconds of time extends, and the shielding. The subs will want to support consistency to create the heart cross while being able to support their weight on the team. Heartbreakers or board changers with no hearts are not recommended, unless you inherit over them or can fix that board.

POTENTIAL: The extra time extends and increased stability are great for lower players, and remains very strong for higher end dungeons. Although the damage multiplier slightly threw off her damage control for Sopdet and Parvati, the added boost in damage helps in the more difficult dungeons. With the proper setups and skill, Myr can power through the hardest content.

EFFICIENCY: The stronger your team is, and based on what orb match route you take, Myr varies on efficiency. While you always need a heart cross to do damage, stronger teams can often tank hits during a orb clear turn, and then recover from the next turn with a heart cross. For damage though, you will often want rows to fully increase the team's damage, or TPA and high combo for more TPA based teams.

STABILITY: Heart cross allows Myr to tank the most ridiculous of hits. While you need to match that cross to get that stability, it is well worth the damage reduction. Taking less damage and then requiring less RCV is very nice, while the unbindability of Myr means you can always heart cross provided you have the orbs. 

COMPARISON

It has probably been known that light > water due to no element weakness, but both have its strengths. 


The list of subs goes on from single orb changers, bind clears and such. Obviously you can cover a lot of skills through inheritance, but this is just a taste of base subs available. In general, light has the better bicolors and double orb subs, but water has the better utility and luxury bases. Your mileage will vary depending on what your box offers, but the larger selling point is that light Myr is farmable. Summyr is "farmable" in a sense and is only available during a collab.

My choice is light Myr simply because it is more readily available to other players and does not involve a collab exclusive leader, but Summyr has those nice utilities to tap into. Gungho is looking into methods to dethrone heart cross, so the outlook of Myr dominating the tiers may be just over the horizon, but in no way does this mean that Myr becomes weaker. This only means that more leaders can be post endgame reliable and Myr can retain her strength. 


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