Community Posts with Keyword Morgan (F) All

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Tier Rating

Analysis by raelet
Morgan (F) - Lass from Afar


Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 37
ATK 34
SPD 30
DEF 16
RES 33

Stat Variations

Level 1 Stat Variation
Low 17 7 5 2 8
Middle 18 8 6 3 9
High 19 9 7 4 10

Level 40 Stat Variations
Low 34 31 27 12 30
Middle 37 34 30 16 33
High 41 37 33 19 36

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.

Like Micaiah, Sanaki, and Julia, Morgan F follows the archetype of a mage with decent Attack, below-average Speed, and good Resistance.  Unlike them, she’s able to make up for some of her shortcomings through the virtue of Flier buffs.


  • +ATK: If you want to run an Player Phase/offensive Morgan, then Attack is going to be her best boon. When combined with a Blade tome, +ATK allows Morgan to hit incredibly hard, which helps as it’s unlikely she’ll be hitting more than once.
  • +RES: Resistance is the other stat that Morgan excels in and increasing this gives her a better opportunity to Ploy her opponents for crucial stat reductions.


  • SPD: Morgan’s 30 Speed is not doing her any favors; however, it can help to reduce a few doubles against her from other units in a middling Speed tier. In addition, her ability to receive Flier buffs will help her to further mitigate doubles. However, her low Speed ensures that she will have difficulty doubling even if it’s invested in, so it’s best to leave it alone.
  • DEF: While Morgan’s Defense is extremely low at 16, there are two reasons to hesitate before taking a bane in it: firstly, it’s a superbane and having -DEF will result in Morgan landing in a lower BST bin when scoring is involved (unless she has +HP superboon to balance it out). Secondly, due to her weapon’s Distant Defense ability and the availability of Fortify Fliers, she’s still able to stack on Defense well enough to tank some physical threats from dagger units and archers (given that she has Iote’s Shield).


  • -HP: An HP bane leaves Morgan with 34 HP, which, while it isn’t the highest, is plenty serviceable for what she needs to do.  All of her other stats are marginally more important.

Skill Sets

The Obvious (Bladetome)

Alternate: Blárblade
A Death Blow 4
Alternate: Life and Death 3
Reposition B Chill Res 3
Alternate: Desperation 3
Iceberg C Odd Atk Wave 3
Alternate: Res Ploy 3
SP2045SAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -HP
  • Weapon: Blárblade
  • Assist: Reposition
  • Special: Iceberg / Glimmer
  • Passive A: Death Blow / Life and Death / Darting Blow
  • Passive B: Chill Res / Desperation / Chill Spd / B Tomebreaker
  • Passive C: Odd Atk Wave / Res Ploy / Goad Fliers
  • Sacred Seal: Atk +3 / Spd +3

This is basically the standard build for most magical units without legendary weapons, and for good reason: it works, particularly in emblem-oriented teams where a unit can receive up to +24 stat buffs to cap out their potential damage with their Blade tome.

It comes as no surprise that Morgan should be run with a Flier team if she has this build equipped, and she will require Hone Fliers/Fortify Fliers to be carried by her teammates in order to give her the maximum damage potential possible for a Blade tome build.

There are two ways that you can attempt to build your Morgan: the easiest, and probably more  reliable way is to just buff her Attack. With an Attack IV, Death Blow, Atk +3 seal, and full flier buffs, Morgan will hit for a base 89 magic damage- enough to wipe many units off the map. If she lands a Res Ploy, she can increase her damage to 94, and if she procs Iceberg, that damage increases to 110.  She can choose to take Chill Res instead of Res Ploy, but has less ability to choose her target- still, the debuff will be larger and will help her in more scenarios vs opponents with high Resistance. Without flier buffs, she can still buff herself with an Atk Wave skill, either of which will help her hit for 12 more damage every other turn.

Glimmer is an attractive second choice for her Special, though the damage isn’t as guaranteed as it is with Iceberg.  Glimmer’s damage scales off of the amount of damage inflicted, so if a fully buffed Morgan does more than 33 damage, then Glimmer will proc for higher damage. This is also affected by things like Weapon Triangle Advantage and how much HP the enemy unit has left, making it all the more inconsistent, albeit still a practical choice for a higher risk/higher reward sort of build.

There is a chance at salvaging Morgan’s speed if you manage to pull a +SPD IV, though this will likely make her less consistent, particularly in the Arena where even 45 Speed can miss doubles on faster units.  With a +SPD IV, Life and Death, and a Hone Fliers buff on her, Morgan reaches 44 Speed, which can be used to double in PvE content somewhat reliably, though it still leaves her reliant on that Hone Fliers buff to pull off doubles in Arena.  This can be further mitigated by her Seal Slot, which can raise her Speed to 47, as long as she has that buff on her.

With 47 Speed, she looks like a much more reasonable user of Desperation, and thanks to her lessened Defense and Resistance, it won’t take much to knock her into Desperation range.  Keep in mind that this harms her damage output if she can’t double- her max damage becomes 82 (98 on Iceberg proc).

Her A slot and C slot can both be manipulated to push her into a higher Speed tier while maintaining her Resistance by sacrificing more damage and using Darting Blow over Life and Death. While this further reduces her buffed damage to 77 (93 on Iceberg proc), it increases her Speed to 48 and gives her the opportunity to use her Resistance for more valuable ploys- such as Spd Ploy (effectively granting her 52 Speed), or Res Ploy (Effectively granting her 82 damage once more). The drawback here is that she has to land a ploy to maintain her effectiveness, while with Life and Death, both Attack and Speed boosts are already present at the expense of her Resistance.

The Discount (Ranged Tank)

Blárserpent+ (+Def)
Alternate: Blárserpent+ (+Res)
A Distant Def 3
Alternate: Iote's Shield
Reposition B Quick Riposte 3
Alternate: Quick Riposte 2
Alternate: Iceberg
C Res Ploy 3
Alternate: Atk Ploy 3
SP1605SIote's Shield

Show Explanation/Analysis
  • Preferred IV: +RES or +DEF / -HP or -SPD
  • Weapon: Blárserpent (+DEF) / Blárserpent (+RES)
  • Assist: Reposition
  • Special: Glacies / Iceberg
  • Passive A: Distant Defense / Iote’s Shield / Fury
  • Passive B: Quick Riposte
  • Passive C: Res Ploy / Atk Ploy / Hone Fliers / Goad Fliers
  • Sacred Seal: Iote’s Shield / Distant Defense

The introduction of Blárserpent allows us to take the infamous Distant Defense 9 build that archers have access to and apply it to mages, which can to boost Morgan’s defenses by a ridiculous amount, particularly if we assume that she also has access to a Fortify Fliers buff on her team.

This allows Morgan’s Resistance to be increased to absurd levels- she can easily hit 40 RES on her own with a boon and forge, but coupling in Distant Defense 6 from her weapon and A slot, on top of a Fortify Fliers buff, gets her to 58 Resistance.  Iote’s can be discarded for a third Distant Defense to stack if you’re really masochistic, allowing Morgan to reach an unprecedented 64 Resistance.

With Blárserpent and Distant Defense in A or C slot, Morgan can also reach a Defense of 30, which can be increased easily via IVs, Forges, or Fortify Fliers for a cap of 43 Defense (49 with Distant Defense in both A and Seal slots).  This allows Morgan to counter not only mages, but also counter archers, if she has an Iote’s shield in her A or Seal slot.

If raising her to be a mixed ranged tank, it would be better to focus more on Defense over Resistance for her IV and forge.  As she’s significantly lacking in Defense, balancing out those stats will help her tank physical ranged threats better, and maximizing her Resistance is a bit overkill anyway (since you cannot take less than 0 damage).

Glacies is still the ideal here due to the massive buff to her Resistance, making it her highest stat and her main damage-dealing stat.  Quick Riposte is the only option for B slot due to Morgan’s poor speed- focusing on her defensive stats means that she’s definitely unlikely to double anything during Player Phase.  It works to her advantage however, because stacking her defenses can help Morgan to stay over the 70% threshold for Quick Riposte to activate.

The Tactical Ploy (Generalist)

Blárowl+ (+Res)
Alternate: Keen Blárwolf+ (+Eff)
A Fury 3
Alternate: Mirror Stance 2
Reposition B Quick Riposte 3
Alternate: Iceberg
C Res Ploy 3
SP1545SAtk Ploy 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +RES / -HP
  • Weapon: Blárowl (+Res) / Keen Blárwolf (+Res) / Blárserpent (+Eff)
  • Assist: Reposition
  • Special: Glacies / Iceberg
  • Passive A: Fury / Mirror Stance
  • Passive B: Quick Riposte  / Chill Spd
  • Passive C: Res Ploy / Spd Ploy / Atk Ploy
  • Sacred Seal: Atk Ploy / Atk +3 / Res +3

As a generalist, Morgan wants to be able to use her large Resistance stat to debuff her opponents in order to manipulate combat in her favor. She does this through the use of Ploy skills in both her C and Seal slot, which makes her capable of debuffing an opponent -5/-5 in two separate stats before she engages.

Fury is one of the few A slots in the game that boosts Morgan’s out of combat Resistance, meaning that the stat increases from Fury allows her to more effectively administer her debuffs onto the opponent, in addition to all of its other benefits. With a +RES IV, Fury, and Resistance forge, Morgan reaches an out of combat Resistance stat of 42- capable of debuffing practically any unit in the game.

She can use this with the Blárowl tome to become a very balanced unit- Blárowl and Fury have a good synergy in that they both boost all stats, which helps Morgan further improve upon her generalist role. Blárowl’s buffs means that, with proper positioning and manipulation, Morgan’s opponents will have a difficult time doubling her and she’ll be able to retaliate back for significant damage- the true mark of any strategist.

Her weapon is still flexible though- Keen Blárwolf will help Morgan hard counter Blade tome cavalry compositions in the Arena and other cavalry units that may pose a threat to the rest of your team. In addition, she can keep her native Blárserpent for even further damage mitigation, though it doesn’t help her offenses much, save for an extra +4 damage from a Glacies proc.


Our first non-seasonal flier mage is none other than Morgan F, one of the most beloved child units in Fire Emblem: Awakening.  While her stat spread is less attractive than her fellow blue tome flier, Summer Corrin, it still allows her a great flexibility in builds and can be improved upon through easier access to IVs and merges.

Her Resistance is quite high for a flier mage, and her default tome and kit allows her to be a respectable magical tank right out of the box, however, her low Speed stat and poor Defense can prevent her from reaching as high of a ranking as her sister fliers.


Good Attack and Resistance

Morgan has high Attack at 34 and excellent Resistance at 33.

This helps her to effectively use Ploy skills on her opponents, enabling her to take advantage of her high Attack stat to hit them even harder.

It also allows her to run builds in which she generally only needs to strike the opponent once for a KO.

Flier Unit

With Morgan F being the first nonseasonal flier mage, she immediately offers immense value to flier teams.

The buffs allow her to become a fearsome Blade tome unit, as well as an immovable fortress of a defensive unit, and can even help to salvage her Speed.

Being a flier also allows her to have excellent mobility, and she can use her ranged attack to ‘snipe’ people from a safe position over water or lava.


Middling Speed

Having a Speed stat of 30 means that it’s technically salvageable, but will not be as effective offensively as Summer Camilla's 36 Speed.

While it’s too low to take full advantage of, it’s also high enough that it actively saps valuable points from other potential stats that could use it more- her Defense, Attack, or Resistance, for example.

She can get to a point where she can prevent doubles against her, but it is very difficult for Morgan to reliably double many of the faster units in the game.

Poor Class/Color Combination

The unfortunate truth is that Blue units are oversaturated with offensive powerhouses, and this is remarkably evident when looking at fliers.

On a flier team alone, Morgan has to compete with powerhouses such as Cordelia, Tana, and Summer Camilla for a blue slot.

This is worsened by the fact that blue is a poor color of choice for a Resistance tank, given that the most threatening mages tend to be blue or green.

Weapon Skills

Weapons SP Rng. Mt.
Blue Tome Users Only
50 2 4
Blue Tome Users Only
100 2 6
BlárserpentGrants Def/Res+6 during combat if foe initiates combat and uses bow, dagger, magic, or staff.
Blue Tome Users Only
200 2 8
Blárserpent+Grants Def/Res +6 during combat if foe initiates combat and uses bow, dagger, magic, or staff.
Learns by default at 5 ★
Blue Tome Users Only
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Warding Stance 1Grants Res+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
Mirror Stance 1Grants Atk/Res+2 during combat if foe initiates combat.
Non-inheritable by Staff-wielding units.
Mirror Stance 2Grants Atk/Res +4 during combat if foe initiates combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
Guard 1If unit's HP is ≥ 100% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
Guard 2If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
Guard 3If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
Unlocks at 5 ★
Atk Ploy 1At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-3 until the end of foe's next action.
Inheritable by all units.
Atk Ploy 2At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-4 until the end of foe's next action.
Inheritable by all units.
Atk Ploy 3At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-5 until the end of foe's next action.
Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem: Awakening

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