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Fallen Morgan (M)

Analysis by Chibi_Chu
Fallen Morgan (M) - Fated Darkness

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
165
HP 38
ATK 37
SPD 17
DEF 35
RES 38

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 10 3 6 7
Middle 19 11 4 7 8
High 20 12 5 8 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 34 13 32 35
Middle 38 37 17 35 38
High 42 40 20 38 42

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

What happy ending? (Superunit)

Build by Chibi_Chu
Recommended
Tome of Despair A Close Foil
Alternate: Close Counter
Positional Assist B Null Follow-Up 3
Alternate: Special Spiral 3
Noontime
Alternate: Sol
C Pulse Smoke 3
Alternate: Joint Drive Atk
IVs

+ATK or +DEF or +RES / -SPD

SAtk/Def Solo 3
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Tome of Despair 

Assist: Positional Assist 

Special: Noontime / Sol 

Passive A: Close Foil / Close Counter 

Passive B: Null Follow-Up / Special Spiral 

Passive C: Pulse Smoke / Joint Drive Atk / Atk Smoke

Sacred Seal: Atk/Def Solo / Mystic Boost

  • With high Attack, high bulk, and Tome of Despair, Morgan can become an excellent superunit in Aether Raids Offense. Tome of Despair has the following effects:
    • It grants Morgan a flat +3 Attack, effectively making the weapon have 17 Might.
    • If Morgan’s HP is ≥ 25% at the start of combat, it inflicts -6 Atk/Res on the enemy during combat. The following effects are also granted based on the sum of Morgan’s visible buffs and the enemy’s visible debuffs:
      • If the sum is ≥ 5, the enemy cannot perform a follow-up attack. This allows Morgan to make the most of his high bulk without worrying about his low Speed.
      • If the sum is ≥ 10, Morgan also makes a guaranteed follow-up attack. Morgan greatly appreciates a follow-up attack that is independent of his Speed stat since his base 17 Speed is terrible.
      • If the sum is ≥ 15, the enemy is also inflicted with -1 Special charge per attack during combat. While perhaps the least beneficial of the 3 effects, if Morgan faces an enemy with Null Follow-Up, he can stymie their Special charge to lower the chances of being hit by Specials such as Moonbow and Luna.
  • When activated, Noontime heals Morgan for 30% of the damage he deals, giving him some sustainability via healing. Sol heals for 50%, but has 3 cooldown rather than 2. Generally, Noontime is preferred for more consistent activations; it is especially preferred if New Year Velouria is Morgan’s support partner, as her Renewed Fang grants +1 Special charge per attack to her support partner if she is within 2 spaces of them. Alternatively, Morgan can use Special Spiral in his B slot and use Sol for his Special; when he activates Sol, its cooldown will be decreased by 2 after combat, allowing Morgan to activate it on his next counterattack if no Guard effect is affecting him.
  • Being able to counterattack against melee units is vital for Morgan, as there is little point to surviving attacks if he cannot deal damage in return (since he is using a healing Special, he is also reliant on counterattacking for sustainability). As such, Close Foil is a fantastic option for his A slot, granting him the ability to counterattack and +5 Atk/Def if a physical melee unit initiates against him. Close Counter also allows him to counterattack against Dragons, but he does not receive the +5 Atk/Def; given that Dragons are not very common in Aether Raids Defense and the ones that are (Sothis and Duma) typically aren’t that threatening, Close Foil is the go-to.
  • Because skills that have follow-up prevention (such as Blazing Durandal and Impact skills) are prevalent in Aether Raids Defense, Null Follow-Up is likely Morgan’s best option if using Noontime, as he can neutralize those skills that can decrease his damage output. Skills that guarantee follow-up attacks (such as Bramimond’s Void Tome) are also quite common, making Null Follow-Up even more valuable.
  • Infantry Pulse Aether Raids Defense teams are infamous for their ability to overwhelm even some of the toughest superunits by bombarding them with Special activations; however, Pulse Smoke can shut them down, as it inflicts +1 Special cooldown on the target and enemies within 2 spaces after combat. Alternatively, Joint Drive Atk or Atk Smoke can be used to increase Morgan’s damage output or survivability respectively.
  • Due to the prevalence of 2-range threats in Aether Raids Defense, it is generally unsafe for support units to be adjacent to their superunits, making Atk/Def Solo’s condition of not being adjacent to an ally relatively easy to achieve. +6 Atk/Def is more than capable of scoring some close KOs or surviving some close calls, making it very beneficial for Morgan. Alternatively, Morgan can opt to use Mystic Boost to nullify Wrathful Staff (an effect that allows Staff units to deal normal rather than halved damage) and heal 6 HP after every combat.
  • Something to note with this set is that it does require support to some extent. Conveniently, Peony’s Gentle Dream and Plumeria’s Sweet Dream both grant the target +3 to all stats during combat, which contributes 12 to the sum for Tome of Despair. Debuffing skills such as Temari and Sabotages further contribute to Tome of Despair, so it should be somewhat easy to fulfill the weapon’s conditions for at least its first 2 effects.

I’ll Face Myself (Dual-Phase)

Build by Chibi_Chu
Recommended
Tome of Despair A Atk/Res Solo 4
Alternate: Atk/Res Push 4
Positional Assist B Null Follow-Up 3
Alternate: Lull Atk/Res 3
Glimmer
Alternate: Iceberg
C Atk/Res Menace
IVs

+ATK or +DEF or +RES / -SPD

SAtk/Def Solo 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Tome of Despair 

Assist: Positional Assist 

Special: Glimmer / Iceberg 

Passive A: Atk/Res Solo 4 / Atk/Res Push 4

Passive B: Null Follow-Up / Lull Atk/Res / Mystic Boost

Passive C: Atk/Res Menace

Sacred Seal: Atk/Def Solo / Heavy Blade

  • Morgan can become a fantastic dual-phase unit thanks to his Tome of Despair, an effectively 17-Might weapon that has the following effects if Morgan’s HP is ≥ 25% at the start of combat:
    • Inflicts -6 Atk/Res on the enemy during combat
    • Grants additional effects based on the sum of Morgan’s visible buffs and the enemy’s visible debuffs:
      • If the sum is ≥ 5, the enemy cannot perform a follow-up attack.
      • If the sum is ≥ 10, Morgan also makes a guaranteed follow-up attack.
      • If the sum is ≥ 15, the enemy is also inflicted with -1 Special charge per attack during combat.
    • Conditional follow-up prevention grants Morgan much higher survivability, as receiving two attacks usually hurts more than only receiving one. A conditional follow-up attack for Morgan significantly boosts his damage output, as performing two attacks usually does more damage than only performing one.
  • Atk/Res Menace is a conveniently stellar C slot for Morgan, as it guarantees that he will activate the first 2 effects of Tome of Despair (unless the enemy has buff neutralization or Morgan is inflicted with the Panic status) by granting him +6 Atk/Res at the start of combat. Additionally, he inflicts -6 Atk/Res on the nearest enemies within 4 spaces, making the sum of Morgan’s visible buffs and the enemy’s visible debuffs equal 24 from Atk/Res Menace alone.
  • The combination of Atk/Res Solo 4 for Morgan’s A slot and Atk/Def Solo as his Sacred Seal will grant him +13 Attack, +7 Resistance, and +6 Defense during combat if he is not adjacent to an ally, making these highly desirable choices. Atk/Res Push 4 has an arguably easier condition of Morgan’s HP being ≥ 25% (identical to his weapon) for +7 Atk/Res during combat, but deals 5 recoil damage after combat, so Mystic Boost would need to be his B slot or Sacred Seal if he wants sustainability to maintain his HP conditions.
  • Morgan can activate 2-cooldown Specials (such as Glimmer and Moonbow) on his follow-up attack if no Guard effect is affecting him and he receives a counterattack. The same can be achieved through a 3-cooldown Special (such as Iceberg) if Morgan replaces Atk/Def Solo with Heavy Blade, which grants him an additional +1 Special charge for each attack he performs if he has more Attack than the enemy. Since the chances of receiving a counterattack can be a bit inconsistent, however, a 2-cooldown Special can also be used with Heavy Blade in order to activate it on Morgan’s follow-up attack even without receiving a counterattack.
  • Null Follow-Up grants Morgan additional consistency by neutralizing effects that guarantee the enemy’s follow-up attack or prevent his follow-up attack. Because he has conditional follow-up prevention and a conditional follow-up attack, enemies will need to have Null Follow-Up themselves and be able to naturally perform a follow-up attack if they want to perform a follow-up attack against him. Lull Atk/Res is a strong alternative, inflicting -3 Atk/Res on the enemy and neutralizing their visible Atk/Res buffs during combat, increasing Morgan’s consistency for both damage output and survival.

Strengths

Strong Attack

As he is no longer baby and now wishes for power, Fallen Male Morgan boasts 4 more Attack than his good-hearted counterpart, landing at 37. While this may not seem as impressive in the context of his awful Speed, Tome of Despair’s conditional follow-up attack potentially allows Morgan to circumvent it altogether.

Great bulk

38 HP and Resistance and 35 Defense grants Morgan an impressive 72 physical bulk and an even higher 75 magical bulk, meaning he can frequently survive attacks from multiple enemies, whether they target his Defense or Resistance.

Tome of Despair

Male Morgan has been on a roll with his Grimleal studies recently, going from refining Grima’s Truth to now obtaining the Tome of Despair.

  • Tome of Despair is effectively a 17 Might tome, as it grants Morgan an additional flat +3 Attack.
  • If Morgan’s HP is ≥ 25% at the start of combat, Morgan inflicts -6 Atk/Res on the enemy during combat. In addition, the following effects are granted based on the sum of Morgan’s visible buffs and the enemy’s visible debuffs:
    • If the sum is ≥ 5, the enemy cannot perform a follow-up attack.
    • If the sum is ≥ 10, Morgan also makes a guaranteed follow-up attack.
    • If the sum is ≥ 15, the enemy is also inflicted with -1 Special charge per attack during combat.

Everything about this weapon benefits Morgan significantly. Inflicting -6 Atk/Res on the enemy increases his damage output and survivability against a wave of enemies. Enemy follow-up prevention and a guaranteed follow-up attack effectively neutralize any problems stemming from Morgan’s low Speed. Finally, the Guard effect lessens the chances of enemies slicing through Morgan’s bulk with Specials such as Moonbow and Luna.

Infantry advantages

Infantry units receive the benefits of extremely low chances of coming across effective damage and access to skills such as Null Follow-Up, Lull Atk/Res, and Time’s Pulse, and Morgan is no exception. These benefits bolster Morgan’s consistency in both damage output and survivability, making Infantry status one of his greatest strengths despite being innate to all Infantry units.

Weaknesses

Abysmal Speed; vulnerable to Null Follow-Up

Grima’s dark powers have weighed down on Morgan both mentally and physically, as he shoulders the burden of a terrible 17 Speed. While Tome of Despair grants a conditional follow-up attack to Morgan and inflicts conditional follow-up prevention on the enemy during combat, the ubiquitous Null Follow-Up effect nullifies both of these effects, hurting Morgan’s damage output, bulk, and consistency.

Somewhat inconsistent

The aforementioned conditions for Tome of Despair are very easy to achieve on paper, but there are several effects that can rain on Morgan’s parade:

  • Panic- When Morgan is inflicted with the Panic status, his buffs are considered to be “negative buffs,” meaning they no longer contribute towards Tome of Despair. Given the prevalence of Panic Smoke and the Panic Manor structure in Aether Raids, this can be problematic for Morgan when seeking to fulfill the conditions for his weapon.
  • Buff Neutralization- Morgan’s visible buffs will not count towards Tome of Despair if they are neutralized during combat, meaning skills such as Larcei’s Edge, Grafcalibur, Lull Atk/Res, and Dull Ranged can help shut Morgan down.
  • Debuff Neutralization- The enemy’s visible debuffs will not count towards Tome of Despair if they are neutralized during combat, meaning skills such as Maltet, Blade of Shadow, Spear of Shadow, Purifying Breath, Zephyr Breath, Carrot Cudgel, Randgríðr, and Slick Fighter can make it more difficult for Morgan to make the most of his weapon.
  • Restore effects and Harsh Command- Restore effects neutralize penalties and negative status effects while Harsh Command reverses visible debuffs (Harsh Command+ even does both), meaning they too can contribute to the Fated Darkness’ downfall. Examples of skills with Restore effects include Valentine Alm’s Duo Skill, Odd Recovery, and Sara’s Kia Staff.
  • Refreshes and Seiros- When a unit with a visible debuff uses their action, that visible debuff disappears. If they receive a refresh, they will be able to act again, this time with the visible debuff gone, making it more difficult for Tome of Despair to grant Morgan its powerful effects. This is amplified by Seiros, who grants players a 7th unit deployment slot on their Anima Aether Raids Defense Keeps. The 7th unit is “locked” at the start of the phase, meaning they need to receive a refresh in order to move again. Should they receive a refresh, then any visible debuff that was inflicted before they were locked will disappear.

Weapon Skills

Weapons SP Rng. Mt.
Flux
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Ruin
Learns by default at 3 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Fenrir
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Tome of Despair

Grants Atk+3. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-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/Res+6 bonus and foe has an Atk/Res-6 penalty, the calculated total will be 24.)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling Wind

Boosts damage dealt by 50% of unit's Res.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Iceberg

Boosts damage dealt by 50% of unit's Res.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Res Solo 1

If unit is not adjacent to an ally, grants Atk/Res+2 during combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Res Solo 2

If unit is not adjacent to an ally, grants Atk/Res+4 during combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Res Solo 3

If unit is not adjacent to an ally, grants Atk/Res+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Res Solo 4

If unit is not adjacent to an ally, grants Atk/Res +7 during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Sabotage Def 1

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-3 on that foe through its next action.

Inheritable by all units.
Unlocks at 1 ★
60
B
Sabotage Def 2

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-5 on that foe through its next action.

Inheritable by all units.
Unlocks at 2 ★
120
B
Sabotage Def 3

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-7 on that foe through its next action.

Inheritable by all units.
Unlocks at 4 ★
240
B
Threaten Res 1

At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Atk/Res 1

At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Atk/Res 2

At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
200
C
Atk/Res Menace

At start of turn, inflicts Atk/Res-6 on nearest foes within 4 spaces through their next actions and grants Atk/Res+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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