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Fallen Morgan (F)

Analysis by StanTheWoz
Fallen Morgan (F) - Devoted Darkness

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 40
ATK 39
SPD 17
DEF 41
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 3 10 8
Middle 18 9 4 11 9
High 19 10 5 12 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 36 13 38 32
Middle 40 39 17 41 35
High 43 43 20 45 38

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Skill Sets

Wings of Ruin (Player Phase Annihilator)

Build by StanTheWoz
Recommended
Axe of Despair A Atk/Def Solo 4
Alternate: Heavy Blade 4
Reposition B Dive-Bomb 3
Bonfire
Alternate: Glimmer
C Atk/Def Menace
Alternate: Atk/Def Rein 3
IVs

+Atk / -Spd or -HP

SHeavy Blade 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Axe of Despair

Assist: Reposition / flexible

Special: Bonfire / Glimmer

IVs: +Atk / -Spd or -HP

Passive A: Atk/Def Solo 4 / Heavy Blade 4 / Swift Sparrow / flexible

Passive B: Dive-Bomb

Passive C: Atk/Def Menace / Atk/Def Rein

Sacred Seal: Heavy Blade / Atk/Def Solo / Atk/Spd Solo / flexible

  • Axe of Despair is a ruthlessly powerful weapon that allows Morgan to block follow-ups, gain a guaranteed follow-up, and inflict Guard (slow special cooldown) based on the sum total of her buffs and her foe’s debuffs. Morgan can utilize it in combination with her default Dive-Bomb in order to do high damage with two attacks on player phase, 2HKOing many units before they can even counter. 
  • By using Heavy Blade in the A or S slot, Morgan can activate Bonfire on her second attack provided her attack is greater than her foe’s, and they do not have any Special-slowing effects such as Guard. This is a huge chunk of extra damage, since Morgan’s Def is quite high. Alternatively, she can stick with her default Glimmer or use Moonbow in order to activate a Special on the second hit without Heavy Blade. 
  • Morgan’s default Atk/Def Solo 4 is a great option to boost her Atk and Def as long as she’s not adjacent to an ally. It can be swapped out for Heavy Blade, as described above. 
  • Atk/Def Menace is an incredible C skill that buffs Morgan’s Atk and Def while debuffing her nearest foe’s, so long as there is at least one foe within 4 spaces of her at the beginning of her turn. This is a great effect in general, and also makes it easy to activate the conditions of Axe of Despair, so it is generally her best C slot. In circumstances where buffs and debuffs are obtained by other means, Atk/Def Rein is a good option to debuff the Atk and Def of any foes within 2 spaces of Morgan while in combat, allowing her to do more damage and take less. 
  • While Morgan’s speed is quite bad, there are some cases where it is worth boosting. Namely, if she’s fighting a slow enemy with an effect that blocks follow-up attacks, such as Wary Fighter or Brave Hector’s Maltet (+Eff), she can cancel out that effect with the guaranteed follow-up from Axe of Despair and double if she has at least 5 more Spd than her foe. Depending on the context of the build, it may be worth using options such as Swift Sparrow, Life and Death, or Atk/Spd Solo in the A slot or seal. 
  • The ideal choice of boon is +Atk, as it allows Morgan to do more damage and KO more foes before they can counter. Her ideal bane is debatable; -Spd is a safe choice against many units since her Spd is quite poor to begin with, but there may be some cases where it is worth boosting her Spd with skills, as described above. -HP is also a good choice, since losing a few points of HP does not affect Morgan’s performance in most cases, and is preferred to losing Def or Res since her low Spd means most enemies can double her easily. 

Just Like Papa Grima (Enemy Phase Tank)

Build by StanTheWoz
Recommended
Axe of Despair A Distant Counter
Reposition B Guard Bearing 3
Alternate: Mystic Boost 3
Noontime
Alternate: Sol
C Atk/Def Rein 3
Alternate: Atk/Def Menace
IVs

+Atk or +Res or +Def / -Spd

SIote's Shield
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Axe of Despair

Assist: Reposition / flexible

Special: Noontime / Sol / Glimmer / Bonfire

IVs: +Atk or +Res or +Def / -Spd

Passive A: Distant Counter

Passive B: Guard Bearing / Mystic Boost / Quick Riposte

Passive C: Atk/Def Rein / Atk/Def Menace / Pulse Smoke

Sacred Seal: Iote’s Shield / Mystic Boost / Atk/Def Solo

  • Morgan’s high bulk combined with Axe of Despair’s stat debuffs, guaranteed follow-up, and blocked enemy follow-ups can allow Morgan to function well as a tank, particularly if supported by teammates providing her buffs, debuffing her foes, or Drives such as Ward Fliers.  
  • The ideal choice of Special depends on the team. If Morgan is used with a support unit such as Brave Lucina that can accelerate her Specials, Sol allows her to heal for 50% of damage dealt on the counterattack after getting hit once, so long as the foe is not using a Special-slowing effect such as Guard. If no Special charge support is available, Noontime is the better choice, since it will activate on the first counterattack where Sol will not. Bonfire and Glimmer are also good options to boost Morgan’s damage to OHKO some enemies on her first counterattack, particularly if using other healing effects such as Mystic Boost
  • Distant Counter is necessary for Morgan to counterattack against all types of weapons. 
  • Iote’s Shield seal is highly useful, as it removes Morgan’s weakness to flying-effective weapons such as bows. If this is not necessary for some reason, Mystic Boost is also a good option for extra healing. A stat-boosting seal like Atk/Def Solo can also be used. 
  • The ideal choice of boon is arguably +Atk to allow Morgan to do higher damage, heal more from a Special, and KO more foes in one counterattack. However, +Res and +Def are also good choices to improve her bulk. -Spd is the best bane, unless Morgan is receiving extreme amounts of Spd from skills and support units, as her base Spd is generally too low to be useful. 
  • The choice of B slot is flexible. Guard Bearing provides a one-time 50% damage reduction in the first combat on enemy phase, once per turn. This can be highly useful in some cases, depending on the mode and the composition of the enemy team. Mystic Boost is another good option that heals 6 HP after combat while also disabling Wrathful Staff, causing healers to do much less damage and generally not threaten Morgan in any meaningful way. Quick Riposte is a decent budget option that allows Morgan to follow-up even if an enemy is using an effect like Sturdy Impact that blocks her follow-ups, or if she does not have enough buffs and debuffs to activate Axe of Despair’s guaranteed follow-up. However, it is still disabled by Null Follow-Up. A/D Near Trace does not exist at the time of this writing, but it would be a great option to improve Morgan’s bulk and damage dealt while also giving her more mobility on player phase. Wyvern Flight could be used if Morgan’s Spd is drastically improved through skills or support units, but her base Spd is generally too low to activate the effect against many relevant units.
  • The choice of C slot depends on the context of the team. Activating the first two effects of Axe of Despair is very important for Morgan’s combat performance, and Atk/Def Menace is a solid way to do so against some enemies. If Morgan is receiving buffs and the enemies are being debuffed by other means, such as a dance from Peony for buffs and Temari+ on a support unit for debuffs, then Atk/Def Rein is a great option that improves Morgan’s damage and makes her take less damage. Pulse Smoke is situationally very useful against teams with precharged Specials, but does not do much outside of those, though it can also prevent enemies from activating Galeforce. 

How do you do, fellow Awakening kids? (Galeforce)

Build by StanTheWoz
Axe of Despair A Heavy Blade 4
Alternate: Atk/Def Solo 4
Reposition
Alternate: Ardent Sacrifice
B Wings of Mercy 3
Alternate: S/D Near Trace 3
Galeforce C Atk/Def Menace
Alternate: Atk/Def Rein 3
IVs

+Atk / -HP or -Def or -Spd or -Res 

SSturdy Blow 2
Alternate: Atk/Def Bond 3

Show Explanation/Analysis

Weapon: Axe of Despair

Assist: Reposition / Ardent Sacrifice / flexible

Special: Galeforce

IVs: +Atk / -HP or -Def or -Spd or -Res 

Passive A: Heavy Blade / Atk/Def Solo / Death Blow / flexible

Passive B: Wings of Mercy / S/D Near Trace / Dive-Bomb

Passive C: Atk/Def Menace / Atk/Def Rein / Odd Tempest

Sacred Seal: Sturdy Blow / Atk/Def Bond / Heavy Blade / flexible

  • Axe of Despair’s combination of Accelerating Special trigger and guaranteeing a follow-up allow Morgan to use Galeforce effectively. 
  • Heavy Blade A or seal is highly useful to allow Morgan to galeforce in two attacks, so long as her Atk is higher than her foe’s and they do not have an effect that slows Specials such as Guard. If paired with Velouria for the -2 Special cooldown on turn 1, she can potentially activate Galeforce after a single hit. 
  • Other good choices of A skill and seal are those that improve Morgan’s power such as Atk/Def Solo if she is being used as an initiator, or Atk/Def Bond if she is a Wings of Mercy unit. Sturdy Blow and Death Blow are options that work in both cases. 
  • The ideal choice of boon is generally +Atk to improve Morgan’s damage and make Heavy Blade easier to activate. The choice of bane is not terribly important for Galeforce, and all are basically similar, being slightly better or worse in particular situations. 
  • The choice of Assist is flexible, with a movement Assist like Reposition generally being the most useful. If Morgan is used on an Astra season Raiding Party in Aether Raids, Ardent Sacrifice may be useful for her to use against teams with Duma, as after his Upheaval activates she can use Ardent Sacrifice to heal her teammates and in the process drop herself below 50% HP, allowing teammates with Wings of Mercy to teleport to her after she initiates. 
  • The ideal choice of B slot depends on Morgan’s role on the team. If she is used as the first initiator, or initiation is not a concern, S/D Near Trace is highly useful for the movement it provides after combat, which can allow Morgan to trap a unit or teammates to warp to particular tiles if she is in Wings of Mercy range, under 50% health. She can also be used as a secondary Galeforce unit paired with another initiator if she uses Wings of Mercy. Dive-Bomb is great if she is used in a team context where Wings of Mercy teleportation is not a concern, as it may allow her to activate Galeforce before her foe can counter. However, this can be a negative for modes where she wants to take damage from a counterattack to drop into Wings of Mercy range, such as Aether Raids.
  • Atk/Def Menace is a good C slot that allows Morgan to debuff the nearest foe within 4 spaces at the beginning of her turn while buffing herself, activating all conditions of Axe of Despair when fighting that enemy. In some contexts, however, she may not be able to safely start her turn within 4 spaces of a foe. In these cases, Odd Tempest is great for providing an extra tile of Mov on odd-numbered turns; Even Tempest is about equally useful. These are particularly good if using Morgan as initiator, or when using a Trace B skill. Atk/Def Rein is also a good option that improves Morgan’s damage while making it easier to make Heavy Blade checks (and since it hits all foes within 2 spaces, it can also help her teammates against those foes). Atk/Spd Rein could be good for similar reasons; while the Spd generally does not help Morgan herself, it may help her teammates double or make a Flashing Blade Spd check. 

Strengths

Axe of Despair

Axe of Despair is a fantastic weapon, providing the Slaying effect (Special cooldown -1), as well as debuffing the foe’s Atk and Def by 6 and providing a variety of effects based on the sum of Morgan’s buffs and her foe’s debuffs as long as her HP is at least 25% of her max at the start of combat. With a total of 5 buffs and debuffs, the foe cannot follow-up, with 10 she gets a guaranteed follow-up, and with 15 their Special charge is slowed. This is a relatively easy condition to activate in most circumstances, especially when using Atk/Def Menace. 

Great Attack

Morgan’s base 39 Atk is quite high and allows her to do great damage, OHKO or 2HKOing many units before they can counter. 

Great Bulk

Morgan’s great base 41 Def and good base 40 HP and 35 Res allow her to take all kinds of hits effectively. 

Axe Flier

Morgan’s status as a flying axe unit allows her to ignore terrain movement penalties and use great exclusive skills like Dive-Bomb and Atk/Def Rein. 

Weaknesses

Flying-Effective Weaponry

Flying-effective weapons such as bows deal 1.5x damage to Morgan, making her much easier to take out unless she is using an effect such as Iote’s Shield that removes this weakness. 

Terrible Speed

Morgan’s base 17 Spd is terrible. While Axe of Despair’s follow-up shenanigans allow her to get around this against many enemies, it means she is vulnerable in cases where they do not work, such as when fighting units with Null Follow-Up or units that cancel out her buffs and their debuffs. In addition, Spd-based damage reduction such as Close Call lowers her damage significantly. 

Movement

Morgan’s base 2 Mov is average, but means she has trouble initiating on units with a high threat range. She can use skills such as Odd Tempest to somewhat mitigate this, but that comes at the cost of Atk/Def Menace, which is extremely useful for Axe of Despair. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Axe of DespairAccelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 5, "foe cannot make a follow-up attack"; and if ≥ 10, "unit makes a guaranteed follow-up attack"; and if ≥ 15, "inflicts Special cooldown charge -1 on foe per attack during combat." (Example: if unit has an Atk/Def+6 bonus and foe has an Atk/Def-6 penalty, the calculated total will be 24.)
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
GlimmerBoosts damage dealt by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Atk/Def Solo 1If unit is not adjacent to an ally, grants Atk/Def+2 during combat.
Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Def Solo 2If unit is not adjacent to an ally, grants Atk/Def+4 during combat.
Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Def Solo 3If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Def Solo 4If unit is not adjacent to an ally, grants Atk/Def+7 during combat.
Inheritable by all units.
Unlocks at 5 ★
300
A
Dive-Bomb 1At start of combat, if both unit's and foe's HP = 100% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Can be Inherited by Flying Melee, Dragon & Beast units.
Unlocks at 1 ★
60
B
Dive-Bomb 2At start of combat, if both unit's and foe's HP ≥ 90% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Can be Inherited by Flying Melee, Dragon & Beast units.
Unlocks at 2 ★
120
B
Dive-Bomb 3At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Can be Inherited by Flying Melee, Dragon & Beast units.
Unlocks at 4 ★
240
B
Threaten Def 1Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn
Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Atk/Def 1At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Atk/Def 2At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 4 ★
200
C
Atk/Def MenaceAt start of turn, inflicts Atk/Def-6 on nearest foes within 4 spaces through their next actions and grants Atk/Def+6 to unit for 1 turn.
Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Awakening

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