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Empuzzled.comβ€’ Feb 21, 2025β€’ Updated Jan 10, 2026

Myrtle: The Harried Herbalist Who Poisons Your Patience

Overview

Myrtle is a 4-star Nature (Green) hero from the Woodland Faun family, released in February 2025. She stands out as the first Epic hero in a family previously dominated by Legendary powerhouses. Portrayed as a "Harried Faun Herbalist," she brings a gardening toolkit to the battlefieldβ€”literally watering her enemies with pain. She operates as a fast-speed support attacker, mixing direct damage with a unique "Enhanced Defense Ailment" and adelayed, spreading poison payload. While she lacks a costume, her presence in the 4-star arena offers a taste of premium family bonuses usually reserved for the big spenders.

Myrtle

Hero Art & Visuals

Myrtle's artwork is a delightful break from the grim-dark warriors and high-fantasy gods we usually see. She’s a frantic gardener, complete with a watering can, trowel, and a slightly manic expression that suggests she's been fighting aphids for three days straight. The color palette is lush with verdant greens and earthy browns, perfectly fitting her Nature element. It’s "Battle Stardew Valley," and honestly, we’re here for it. You can almost hear her yelling, "Get off my lawn!" as she casts her special.

General Info

Hero Name

Myrtle "Harried Faun Herbalist"

Hero Stats

Base Stats (No Emblems)

Level
ATK
DEF
HP
πŸ’ͺ
4/70
7866631300727
4/75lb1
8547201413783
4/80lb2
9908351638894

Stat Analysis: Let's call a spade a spade: Myrtle's stats are showing their age. With a base Power of 727 and stats like 786 Attack and 663 Defense, she sits significantly behind the modern "Glass" and "Construct" 4-star heroes, who are pushing 800+ Power and much tankier stat lines.

  • Attack: Decent for an older Epic, but fails to impress against modern stat creep.
  • Defense: dangerously low. At 663, she is squishy. A stiff breeze or a stray slash from a Toon hero will send her back to the potting shed.
  • Health: Average. She relies heavily on her family bonus and passives to survive.

In the current meta, she is statistically underweight. You will need to limit break and emblem her heavily just to keep her alive long enough to cast her fast special.

Special Skill: A Rare Cultivar

Special Skill Icon
Special Skill

A Rare Cultivar

Mana Speed
Fast
  • Deals 280% damage to the target and minor damage to nearby enemies.
  • Enhanced Defense Ailment: The target and nearby enemies get -40% defense against Special Skills. This effect lasts until the enemy takes damage from a Special Skill once.
  • After the Enhanced Defense Ailment ends or is removed or replaced, the enemy receives 630 Poison Damage over 3 turns. This effect spreads to nearby enemies.
⚑ Tile Breakpoints Guide
8Base Tiles
15% Bonus
7Tiles

Skill Analysis: "A Rare Cultivar" is a complex, multi-stage skill that tries to do a lot at Fast speed.

  1. The Hit: 280% to the target and minor to nearby is... okay. It's not a sniper shot, and it won't one-shot anyone, but it softens the line.
  2. The Defense Down: The -40% Defense against Special Skills is the star here. It’s an "Enhanced" ailment, meaning it has a unique trigger conditionβ€”it stays until the enemy takes special skill damage. This is fantastic for setting up a 1-2 punch with another hitter.
  3. The Poison Time Bomb: This is the gimmick. After the defense down is removed (either by damage, cleansing, or replacement), the target takes 630 Poison damage over 3 turns, and it spreads. This sounds great on paperβ€”a potential team-wide poison.

The Catch: In a world full of Toons (immune/resist), Monks (resist), and the new Glass heroes (reflect), landing these ailments is a nightmare. If the initial Defense Down is resisted or reflected, the secondary Poison never triggers.

By the Numbers

  • Mana Speed: Fast. She charges in 8 tiles (7 with a high-level mana troop or family bonus stacks).
  • Damage Potential:
    • Direct: 280% x 786 Attack β‰ˆ 2200 raw damage value (before defense). It's a "softener" hit.
    • DoT: 630 damage / 3 turns = 210 damage per turn. This is fixed damage (bypasses defense) and is actually quite potent for a 4-star if it lands.
  • Family Bonus Scaling: +5% Mana per resisted ailment. Against ailment-heavy teams, she can become Very Fast effectively.

Family Bonus, Passives, Aether Power & Unique Abilities

The Woodland Faun family is premium, and Myrtle benefits greatly from being the "budget" entry into this club.

Family Bonus

Wilderness Summon - Woodland Fauns
Family Bonus

Wilderness Summon - Woodland Fauns

  • Bonus for 1 / 2 Heroes:
  • * 75% / 100% chance to resist mana reductions and mana status ailments. Each succesful resist by this family gives this character 15% mana.
  • * +50% / +100% more damage dealt against Minions and Mega Minions.

Analysis: This is top-tier. A 75% (or 100% with 2 heroes) chance to resist Mana Reductions and Ailments is incredible. It makes her a hard counter to mana controllers like Proteus or Waddles. The extra damage vs Minions is the cherry on top, making her a decent anti-minion tech choice.

Passives

Passive Icon
Inherent Abilities

Passive Skills

  • Minion Blind
    All enemies' Minions have -60% accuracy. All enemies' Mega Minions have -50% accuracy.
  • Resist Insanity
    This character is immune to Insanity.
  • Resist Attack Reduction
    This character has innate resistance against status ailments, stacks and Wither effects that affect attack.

Analysis:

  • Minion Blind: Permanent blind on enemy minions is a subtle but powerful survival tool.
  • Resist Insanity: Niche, but if Insanity mechanics are in play (e.g., specific wars or events), she is immune.
  • Resist Attack Reduction: Ensures her hit always lands with full force.

Aether Power

Attack Up
Aether Power

Attack Up

At the start of each battle, this Hero gets 20% attack for 6 turns

In battles with multiple waves, the effect is refreshed at the beginning of each wave.

Analysis: Attack Up is simple and effective. It boosts her direct damage and helps her DoT (if the DoT scaled with attack, but fixed damage usually doesn't, though the initial hit does). It's not the best power (Damage Reduction would help her survive), but it fits her role as a fast poker.

Legacy & Modern Relevance

  • Historical Context: Upon release, Myrtle was seen as a "fun" but slightly confusing hero. Players appreciated a 4-star Faun but struggled to find a consistent use for her delayed damage mechanic.
  • Power Creep Analysis: She has been power-crept hard. With 4-star stats now rivaling old 5-stars, Myrtle feels fragile. Her damage multipliers haven't kept pace with the insane defensive stats of modern 4-stars.
  • Modern Viability Verdict: Niche / Bench. She is not a daily driver. She struggles immensely against the pervasive "Toon" passives that resist ailments, rendering her kit 50% useless. However, in specific Bloody Battle tournaments or against older defensive teams without ailment immunity, she can still be a menace.

Emblem Path Analysis

As a Monk, she has a chance to resist ailments, stacking with her family bonus.

  • Path: Defense > Health > Attack
  • Pros: Keeps her alive. Her base defense is paper-thin; she needs every point of armor she can get to survive slash attacks.
  • Cons: Lowers her initial hit damage.

The Weed Whacker

  • Path: Attack > Defense > Health
  • Pros: Maximizes the 280% hit and tile damage.
  • Cons: She dies. Quickly.

Final Recommendation

For most players, the Survivor (Defense/Health) path is recommended. Her utility comes from the Defense Down and Poison spread, not her initial hit. If she’s dead, she can’t poison anyone.

Strengths

  • Anti-Mana Control: 75-100% resist to mana cuts is elite utility.
  • Spreading Poison: If it triggers, it provides massive total damage output across the enemy team.
  • Fast Speed: Can punish bad boards quickly.
  • Minion Hate: Family bonus and passive make her strong against minion spammers.

Summary: She is a specialized tool for disrupting mana controllers and punishing teams that lack cleansing or immunity.

Weaknesses

  • Fragile Stats: Low defense and health make her a liability.
  • Reliant on Ailments: Hard countered by Toons, Monks, Clerics, and Cleansers.
  • Delayed Gratification: The poison requires a second step to activate. In fast wars, you might be dead before it spreads.
  • Reflect Risk: The "Glass" meta destroys her. Reflecting her defense down or poison is suicide.

Summary: Too many "ifs" need to align for her to reach her maximum potential in the modern game.

Best Game Modes

  • Buff Booster Tournaments: No.
  • Bloody Battle Tournaments: Yes. The poison damage is excellent here since it can't be healed, and she is fast.
  • Rush Attack: Viable. Her mana resist helps against controllers, and she can fire repeatedly.
  • Events: Good for the Epic tier to handle mob waves with spreading poison.

Advanced Strategy & Team Compositions

Sample Team Ideas

  • The "Double Tap" (Green 4-star Stack):
    • Team: Almur (Elemental Def Down) -> Myrtle (Special Def Down) -> Caedmon (Dispeller/Hitter).
    • Why: Almur softens them to Green. Myrtle applies -40% Special Defense. Caedmon hits like a truck, triggering Myrtle's poison instantly on the target.
  • The Anti-Minion Epic Team:
    • Team: Myrtle + Gobo + Captain of Diamonds.
    • Why: Stack minion hate to obliterate Summoner-heavy teams in tournaments.

Counters & Anti-Synergies

  • Counters: Toon 4-stars (Cyprian, Boldtusk, etc.) resist her ailments constantly. Rigard cleanses her defense down before you can capitalize. Glass Heroes reflect her ailments.
  • Anti-Synergy: Don't pair her with other Defense Down heroes that might overwrite her specific "Special Defense Down" if not careful (though they usually stack, regular def down + special def down is a good combo).

Advice for New Players

If you pull Myrtle, she is a solid 4-star for your early game. Her fast speed teaches you the value of timing and debuffs. Level her, but don't go crazy with Limit Breaks until you have your core healers and snipers done.

Advice for Veterans

She is a luxury toy. Unless you are competing for top 100 in Challenge Events (Epic Tier) or need a very specific counter for a Mana-Control war defense, she is likely safe to leave at 3/60 or 4/70 without emblems. Her stats just don't hold up in high-level Alliance Wars.

Community Corner: Hot Takes & History

The community reaction to Myrtle was... mixed.

  • One player bluntly stated, "To me she is dead on arrival. As everyone uses toons and glass in her weight class. Her damage is poor."
  • Another added, "I just picked her up and I can’t find a reason to keep her... The entire 4-star meta is toons."
  • However, optimists noted, "So if any DD then it basically has to be this new one... absolutely best combo you can have with C2 Caedmon."

The consensus? Great kit, wrong era.

Final Thoughts

Myrtle is a classic example of a hero with a fun, creative design that got mugged by the meta in a dark alley. Her "Special Defense Down into Poison" mechanic is clever, but in an era defined by Immunity (Toons) and Reflection (Glass), she often feels like she's bringing a flower pot to a gunfight.

She’s worth keeping for the art and the occasional Bloody Battle hilarity, but don't expect her to carry your war team.

Verdict: Compost... with a chance of flowering.


Note: This review is based on the hero's state as of January 2026. Game balance changes may affect viability.

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