GH Boss: “We need to increase revenue, think of an idea!”
GH Peon: “Recolour Myr, make her prettier, less Lolli, and 500K MP?”
GH Boss: “What a Myraculous idea! 5 magic stone pay raise, go roll yourself a new silver egg!”
Perhaps this played out differently than my imagination, but it is akin to the trend of making an Eschamali in every colour. It has already been well established that Light Myr is one of the top tier leads and is capable of clearing any dungeon Puzzle and Dragons has to offer (you can see my Arena 3 clear/video HERE). 49x ATK may not sound that impressive; however, when paired with a 75% damage reduction shield and the ability to stack row enhances, you are capable of delivering lethal damage while benefiting from 4x HP/RCV when forming a heart cross.
Unfortuantely, Beach Myr is an 8-star Collab roll or 500,000 Monster Points and is a colour swap of the 100% farmable Light Myr. With such a steep price tag for what essentially amounts to something you can acquire through a lot of hard work and dedication, is it really worth the cost? If you wish to read more about Light Myr, feel free to check out my discussion HERE. If you wish to read my full PAD Island review, please check out my next article HERE.
Mantastic video comparison
Here is me discussing my article in my Mantastic Voice. Simply another medium to absorb the information:
Beach Myr at a glance
7 (except from Water)
Freely move orbs for 7 seconds
7 turn CD
7x ATK & 50% damage reduction when matching 5 hearts in a cross formation. Extends time to move orbs by 2 seconds.
49x ATK / 75% damage reduction
- Damage and shield carry over on a sweep and persist if no preemptive
- You can touch and hold a heart orb after using Myr’s active to cancel the change the world effect without triggering an enemy’s turn
Beach Myr has a unique playstyle and is one of the few leaders to utilize the heart-cross formation to deal damage. Furthermore, the extensive additional time to move orbs allows you to fully set up your board. Light Miru has been heavily utilized by the Japanese player base and Beach Myr is also capable of Myraculous clears.
Solo Arena 3:
Solo Arena 2:
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- 1,000 weighted stats with a healthy distribution between HP, ATK, and RCV
- 49x ATK multiplier while being able stack water rows
- 75% Damage reduction shield that carries over on a floor sweep (effectively 4x HP / 4x RCV but survives gravities). A team with 25,001 HP can survive a 100,000 attack.
- 4 additional seconds to move orbs
- Unbindable leaders
- Do not have to go through the hassle of evolving Myr
- Less Skill Up requirements
- Active guarantees a heart cross and ample time to form. Can also be used in conjunction with other orb changers
- Massive sub flexibility
- New playstyle (relatively speaking)
- One of the prettiest monsters in Puzzle and Dragons
- I am wet with excitement
- Call her Summyr?
- Fragile if unable to form a heart cross as no HP / RCV multiplier
- 49x ATK is reasonably low; however, you will be able to survive essentially any attack due to the 75% reduction shield
- Deals half damage to wood bosses. This is not a problem yet with the current meta; however, things could change in the future
- No haste on her active which prevents a system team from forming
- Challenging to control your damage as it is 49x or 1x, at least you can make a 3-match to minimize the damage
- No sub attribute means diminished damage and only 10 total damage from the team versus super high defense monsters
- Minamul uses as a sub
- Active is of lower value and is almost always used as a base for Skill Inheritance
- 500,000 Monster Points for what amounts to a farmable monster
Comparison to Light Myr
So how does Beach Myr compare to her light and farmable cousin? Is there any real need to purchase her when you have the option of farming your own without spending 500,000 Monster Points? By comparison, every other Monster Point card has cost 300,000 MP. The following chart showcases their unique pros/cons that the other one does not share along with cards that have no equivalent:
Despite the differences in their sub pool potential, the fact that water has no Wedding Akechi will hinder your output. Being able to combine a light and heart orb maker with enhancement saves a sub slot and has perfect synergy with Saria boards.
However, most players are unable to farm their own Myr, let alone skill up/evolve and being able to purchase a flexible end game leader is very appealing.
In addition, Light Myr is light and has significantly more power than fire/water/wood teams due to no type disadvantage. As such, Beach Myr will automatically be less powerful and even though there is no supreme wood boss yet (there will be in the future), it is something to consider
Finally, you also need to consider what the next wave of MP cards will be and what they hold in store, but the wait could be long and disappointing. Beach Myr is here now and is able to clear every dungeon in the game.
Light Myr evolution tree
What awakenings do I prioritize?
Due the relatively low 49x ATK multiplier, the best way to increase your total damage is through water rows . Beach Myr already provides 6 enhanced orb awakenings to ensure every single orb that appears comes enhanced.
Your playstyle will feel quite unique as we have had very little exposure to heart-cross leaders. They are tricky to form and will take a lot of practice to perfect as it is not an instinctive match. Thankfully, Miru provides an additional 4 seconds to move orbs which will give us plenty time to perfect our combos.
When trying to form a row, just be aware that a heart-cross occupies 3 rows on the board so you will have to ensure they do not overlap. You are able to do a Sumire x Beach Myr pairing, but will have to conciously make the effort to form a 5o1e combo for full effect and thus changes your team away from rows to enhanced orbs.
Team Building Options
Beach Myr has amazing team building potential as she can essentially use every single water sub, even those that break hearts due to the bountiful array of other cards who can reform them along with Myr spawning 7 new ones. I am not recommending any pure heart makers due to your leaders already covering that role and you are better off bringing subs who have a different kind of utility or more water orb generation.
Higher tier subs:
- Summer Urd is your best option for a full board changer as she has perfect synergy with Andromeda . She may not have the largest plethora of awakenings, but she is capable of forming a 2/3 water, 1/3 heart combo potential. By comparison, Ryune can only combo with Hatsume and Y’shtola (un-ideal subs) and Skuld with the seldom seen Fenrir . The alternative solution is inheriting Urd onto your leaders.
- Andromeda is one of the strongest water cards in the game and has perfect synergy with Urd boards and the Myr playstyle. Her amazingly high base stats combined with fantastic active makes her a dream sub and almost indispensable. Finally, the recover bind awakening can act as a pseudo bind clear in times of emergency.
- Ryune is nearly on par with Summer Urd in terms of board changer viability and at least has the combo potential with Hatsume who did receive dual killer awakenings and Y’shtola . One thing to keep in mind about Ryune is her lack of an ultimate evolution which could propel power significantly higher.
- Beach Eschamali is simply amazing even without the presence of any water rows and heart orb removal. The 7 water orb enhances add incredible damage when combined with her double-water orb changer and 4 turns of skyfalls. Just keep in mind she removes wood and heart orbs so you must bring some form of a heart maker (or Miru) to produce your 5 required orbs.
- Navi is the dark horse of the PAD Island REM as she is one of the most powerful silver cards to date. She brings triple row and enhanced heart awakenings along with the rarely seen coop bonus awakening. This brings her weighted stats to just below 1,500 when +297 and eclipses anyone else on your team. Furthermore, her active provides 3 turns of heart skyfall on a short 5-turn cooldown. This results in 60% uptime (increased with haste) and essentially guarantees you will have ample hearts for your cross or you can inherit a different active onto her for more utility.
- Sumire when used with other haste oriented subs (or more Sumires) is a powerful sub on Beach Myr teams as you are able to cycle your actives faster and continously produce your heart crosses and water orbs. If you somehow have 4 Sumire, you are able to form your own system by using a single Sumire active every turn. However, this is more of a solo placement as the haste has less value in coop.
- Awoken Isis is your best body for inheriting a new active due to her 3-turn base cooldown, high weighted stats, and synergistic awakenings. Furthermore, she can double as an emergency bind clear, but that has lower relevance on Myr teams.
- Skuld is another powerful board changer who unfortuantely has no combo potential outside of Fenrir (who is an okay sub, but somewhat mandatory if you run Skuld) and will leave you at the mercy of RNG-esus or partially corrected with a Myr/Sumire active.
- Awoken Sun Quan is an often overlooked card that is surprisingly powerful. His active grants you 2x damage for two turns along with two turns of delay. This flexibility is wonderful and can be used at your discretion. Furthermore, he also provides a single row, orb enhance, and three TPA awakenings. He feels superior to I&I due to the built in delay and ability to circumnavigate certain mechanics.
- Gabriel seems to be a card no one truly loves (myself included as he was my very first REM god, discreditting the swarm of 3/4 stars) as Andromeda is largely superior in every way. However, his 2,000 auto heal is quite impactful when forming heart crosses as it will effectively feel like 8,000 health restored.
- Y’shtola is a 5-star pull from the Final Fantasy Collab REM and has a powerful dark to water, fire to heal orb changer along with haste. Unfortunately, they suffer from poor awakenings and low base stats. One interesting pairing is using Typhon’s active into Y’shtola for a 1/2 water, 1/2 heart board.
- Blue Sonia has amazing base stats and awakenings. However, her active does not produce heart orbs, but can be corrected with Gabriel.
- Sarasvati will gain more viability as a sub with the additional awakenings. However, her active is risky to use because you could override your previous heart orbs, but the three turns of skyfall could be worth the risk.
- Nut has dual TPA along with 4 enhanced orbs and the ability to form 5 water orbs on the left-most column. Just be careful you do not override your heart orbs and become unable to trigger your heart cross.
- Orochi is everyone’s favourite multi-headed dragon and can be used as a sub on Beach Myr teams. Granted the delay is not as impactful due to the 75% damage reduction shield; however, it is worth noting as it can save you under the right situations and does not need to be inherited.
- Hatsume is a viable 5-turn orb changer who has perfect synergy with Ryune actives; however, despite the additional Healer and Dragon Killer awakenings, remains less viable unless you run Ryune on your team.
Subs that break heart orbs
These subs remove your crucial heart orbs. You are still able to use them; however, you must be careful to have a secondary active ready to produce at least 5 heart orbs to form your cross. Beach Eschamali is the strongest option available as she provides the most value from her active.
- Scheat has the most powerful active alongside of Beach Eschamali. However, the 5 TPA go somewhat to waste when you are trying to form rows. Yes, her burst will be high on herself, but the overall damage on rows will be significantly lower.
- Hermes can be used due to his powerful active that has great synergy with their enhanced water orb awakenings. Futhermore, the mixture of TPA and rows allow him to provide wonderful passive damage with the skyfall buff assisting in your damage output and overriding various boss debuffs.
- Alrecha is starting to see more time in the spotlight due to their future ultimate evolution that should hopefully follow suit with the rest of her pantheon. However, excluding that future buff, Alrecha brings the beneficial enhanced water and heart orb awakenings. This provides an extra source of damage along with the haste allowing you to cycle your actives faster and removal of poison/jammer orbs. Finally, she can also be used as a base for skill inheritance due to their 7-turn cooldown.
One nice benefit of running Miru is the flexibility she has in choosing subs. This is partially due to the inherit tankiness you have through the 75% reduction shield.
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Miru has an okay active; however, she can be significantly upgraded through Skill Inheritance to provide both heart and water orb generation. Even if you only get to use the new active once, it is worth the effort along with protecting yourself against skill delays. Skill Inheritance is not mandatory, it is simply a tool used to make your life easier and to expand your utility. With that being said, the most popular inherit is Urd for her perfect synergy with Andromeda .
|Myr||7 (except from Water)
Freely move orbs for 7 seconds
7 turn CD
|True Damage /
What you choose to use will depend on the cards you have at your disposal along with the requirements of the dungeon. I highly recommend you read my Skill Inheritance: Advanced Strategies article as it will provide you with a wealth of information on how to make the most of your actives.
Latent Awakening set-up
Beach Myr teams will have small benefit from damage reduction outside of one card having a rainbow resist (as a means to survive 100% gravities by having 1% of each colour) should your shield not be up. Afterwards, you are free to do as you please.
The viability of skill delay resists latents has diminished through skill inheritance as you are able to protect yourself by using the additional cooldown timer as a “shield” against delays. However, many players may still find the need to protect their inherited skill and could benefit from the now farmable skill delay latents. The fact that Myr teams are not reliant on damage reduction makes the delays all the more appealing.
If you are doing coop, your survivability dramatically increases as you benefit from the health of your partner’s subs. This also allows you to bring more actives and acts as a pseudo protection against skill delay as bosses can only delay one team at a time.
Beach Myr is an incredibly powerful card that is capable of clearing any dungeon in the game. However, her price tag of 500,000 Monster Points will be off putting for many players when you are able to farm your very own Light Myr. In addition, there is no Wedding Akechi equivalent and less synergy with board changers.
With that being said, most players do not own a Wedding Akechi nor are able to farm/evolve/skill up their own Light Myr and being able to purchase your very own sexy Myr ready to use is very appealing. You are also able to build an endgame team right away without needing as constricting subs as Ra Dragon and Xiang Mei.
Let me know if you are planning on purchasing Beach Myr and what you are going to run?