80 Mythra

First appearance :
Xenoblade Chronicles 2 (2017 - Switch)

Pyra and Mythra form a unique duo who combines speed and power. Knowing when to swap from one to another at the best moment will be the key of victory and will make the difference between a bad and good player. Mythra, as for her, won’t give any break to her opponent thanks to her mobility and the speed of her moves, which will always force the opponent to make mistakes.




  • Versatility and adaptability
  • Quickly rise %
  • Humongous mobility
  • Really good combos
  • Fast and safe moves


  • Exploitable recovery
  • Lightweight
  • Bad kill power
  • Limited edgeguard
  • Lacks range



  • icône de dr-mario
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Not enough tools
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Slow zoner


  • icône de pikachu
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Good in edgeguard
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Whiff punish  



  • Good platforms to combo
  • Up B can be used as a combo finisher


  • Central platforms that can bother combos
  • Slopes that bother the ledgetrap

Pro Tips


coup spécial de Mythra coup spécial de Mythra

You can switch between the 2 characters anytime by pressing Down B. . Where Pyra is all power and slowness, Mythra is all weak but fast attacks. Switching from one to the other in a match offers great versatility to the character, allowing her to adapt effectively to each situation encountered. Generally, you'll choose Mythra to choke your opponent and inflict damage before finishing him off with Pyra. Finally, each character has different stats and their own particularity. Mythra has Prescience, a technique that activates when you make a dodge when the opponent hits you, allowing you to slow down your opponent.


Best moves


    The first attack isn't really an attack, since it's the Foresight, which is certainly the character's most explosive move. If you dodge at the right moment on an opponent's attack, you can slow him down and just afterwards perform a big Forward Smash. The reward is just disproportionate considering the risk that is taken. An excellent move that you must master at any cost !


    The Back Air is certainly her best aerial attack. It is thus a good combo starter if you land with it, an attack that can also extend a combo, on itself. The Neutral Air on the other hand serves as a Swiss Army knife because the move lasts a long time, allows you to initiate quite a few combos and drags the opponent to the ground, while suffering from little lag. Finally, the Up Air, which goes well with the Back Air, is a move not to be forgotten despite its low kill power.

  • SIDE B

    The Side B is also a good option for Mythra, as a read or a tech chase tool, a bit like Lucina's Side B, knowing that the hitbox of the move is quite generous and that this Side B still deals 23% damage ! It is also an option that can be used to get back on stage.


    The Neutral B is also good, it doesn't kill as easily as Pyra's, but it can be reversed, meaning you can suddenly turn around to throw it. What is interesting with this Neutral B is that the charge animation itself does multi-hit damage and the charged hit can kill, knowing that when uncharged, it is also a good finisher combo. An attack that could still reveal a lot of surprises and that could be interesting in edgeguard.


    The Down Tilt is also terribly strong. To tell you the truth, this Down Tilt is very safe, it allows you to launch a combo on any of Mythra's moves including a Smash. In short, it is a must-have move in Mythra's arsenal and certainly one of her best neutral tools.


    The Up Tilt is also a good option to cover an enemy's approach from the air because of the attack's range, while having little lag and allowing you to initiate or to continue combos. Be careful though, the attack has a blind spot on Mythra's back, so it's best to face your enemy to use it.

  • Contextual Options

    Quick Moves

    Safe on Shield

    OOS Options


    Down Tilt

    Up Tilt

    Up Air

    Neutral Air, Down Air, Forward Air, Back Air

    Down Tilt

    Up Smash

    Up B

    Forward Air, Neutral Air


    Before leaving

    Last tips


    You should not limit yourself to one character and learn to master both Pyra and Mythra. Even if both characters are usable and viable in solo play, not switching from one to the other means using half of the character's potential and losing adaptability. Plus, the character is designed for you to do combos and to raise the percentages with Mythra and then to switch to Pyra to kill and survive.

    Aux Champs Elysium

    Be careful not to feel like you have wings. Of course, Mythra has an exceptional mobility which can allow her to do a lot of crazy things like in juggle or in edgeguard, but be careful not to be too greedy, it is the best way to find yourself in a disadvantage situation because you went too far. Sometimes, it is better to stop in order to reposition yourself and to properly continue the advantage phase.


    Along the same lines, learn to vary your play with Mythra and don't be too aggressive. Even if it's tempting because you gain stage control quickly, don't overuse the Side B, it can be quite punishing. In general, take advantage of the mobility of the character to vary your attack’s timings and to use all of Mythra's arsenal because once again, all of her moves are interesting.

    In a nutshell

    For Pyra and Mythra, the pleasure will come from their easy handling and their complexity. Indeed, although they are easy to learn, especially for players who are used to control swordsmen and/or fast characters, the character reveals all her complexity as you master her and as you master switching from one to the other. Mythra offers the comfort of a character who is free to move around and to perform combos, while Pyra inflicts a lot of damage and psychological pressure, which contributes to make the character very pleasant to play. To sum up, you may have understood that Pyra and Mythra are very interesting because of the freedom they can offer to the player who controls them and because of the richness and the complexity they will reveal as time goes by.

    Going furhter

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