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Tier Rating

Analysis by raelet
Morgan (F) - Lass from Afar

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
150
HP 37
ATK 34
SPD 30
DEF 16
RES 33

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 5 2 8
Middle 18 8 6 3 9
High 19 9 7 4 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Skill Sets

The Obvious (Bladetome)

Build by raelet
Recommended
Blárblade+
Alternate: Blárblade
A Death Blow (3 or 4)
Alternate: Swift Sparrow (2 or 3)
Reposition B Chill Res 3
Alternate: Desperation 3
Iceberg C Def/Res Oath 3
Alternate: Atk/Spd Oath 3
IVs

+ATK -HP

SSwift Sparrow 2

Show Explanation/Analysis

Weapon: Blárblade

Assist: Reposition

Special: Iceberg / Glimmer

Passive A: Death Blow / Swift Sparrow / Mirror Impact

Passive B: Chill Res / Desperation / Chill Spd 

Passive C: Def/Res Oath / Atk/Spd Oath

Sacred Seal: Swift Sparrow

  • Unfortunately, F!Morgan's new prf weapon is still outdamaged by a bladetome build, with a Blárblade set granting her the highest damage ceiling possible.
  • If running a +SPD F!Morgan, you can try to build on her Speed by using skills like Swift Sparrow 3 and Desperation, or you can focus her raw power by utilizing a +ATK and using Death Blow.
  • Her Speed tier is fairly low however and she will have trouble doubling most speedy units in the metagame without significant investment.
  • Oath skills in her C slot drastically reduces her reliance on her team at the expense of +2 total buff points (in bladetome speak, that's -2 overall damage). Def/Res Oath is easiest to slot here due to losing less damage than Atk/Spd Oath. With Def/Res Oath, you can pair her with an ally with Hone Fliers and still get +6/+6/+5/+5 buffs at the start of a turn.

Her Father's Daughter (Offensive Support)

Build by raelet
Recommended
Father's Tactics (+Eff)
Alternate: Father's Tactics (+Res)
A Fury (3 or 4)
Alternate: Mirror Impact
Reposition B Atk/Spd Link 3
Alternate: Chill Res 3
Glacies
Alternate: Iceberg
C Goad Fliers
Alternate: Atk/Res Oath 3
IVs

+ATK or +RES / -HP

SDrive Atk 2
Alternate: Drive Spd 2

Show Explanation/Analysis

Weapon: Father's Tactics (+EFF) / Father's Tactics (+RES)

Assist: Reposition / Draw Back

Special: Glacies / Iceberg

Passive A: Fury / Mirror Impact

Passive B: Atk/Spd Link / Chill Res

Passive C: Goad Fliers / Atk/Res Oath

Sacred Seal: Drive Atk / Drive Spd / Def Tactics / Flier Formation

  • Father's Tactics allows Morgan to be flexible as a hybrid offensive Support, granting in-combat stat buffs to both herself and her allies.
  • Mirror Impact is an excellent choice of A slot. Increasing her Attack is always good as she'll generally be relying on oneshots, and denying her opponent's followup attacks helps to mitigate her poor Speed.
  • Fury is another decent option which further allows Morgan to buff all of her stats and turn her into more of a stat ball which also helps to activate her tome's effects. If trying to utilize her prf to increase her Speed so that she can double, Fury is better option than Mirror Impact.
  • Running Atk/Spd Link in her B slot allows Morgan to further buff her allies with on-field buffs, which stack with her in-combat buffs. She can also run Chill Res to further increase the chances of activating her tome effects, as well as do more damage.
  • Goad Fliers works very nicely for her in a flier team, as it increases her buff potential drastically. If not utilizing her in a flier team, she can run a Drive skill here as well. She can also run Atk/Res Oath in order to buff herself in the stats which really matter to her.
  • Her Sacred Seal slot is the most flexible of all: a Drive skill further increases her buffing potential, a Tactics skill allows her to fit into a Tactics team, and the myriad of Flier movement skills such as Flier Formation, Guidance, or Aerobatics gives her the ability to act as an anchor to any kind of team.

Strengths

Flexible Support

Thanks to Father's Tactics, Morgan is a highly flexible support with a lot of variation in build potential.

She can support allies with a buff build, or can utilize her Tome selfishly and use her allies to buff herself.

Her tome also allows her to stat stack, which works nicely with skills like Fury to give her excellent stats in all categories.

Flier Unit

Morgan offers immense value to teams by virtue of being a flier, which grants her excellent positioning to apply her buffs.

Flier buffs allow her to become a fearsome Blade tome unit and can even help to salvage her Speed.

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

Weaknesses

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, Tsubasa, 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.
Thunder
Learns by default at 1 ★
Unlocks at 1 ★
Blue Tome Users Only
50 2 4
Elthunder
Learns by default at 3 ★
Unlocks at 2 ★
Blue Tome Users Only
100 2 6
BlárserpentGrants Def/Res+6 during combat if foe initiates combat and uses bow, dagger, magic, or staff.
Learns by default at 4 ★
Unlocks at 3 ★
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 ★
Unlocks at 4 ★
Blue Tome Users Only
300 2 12
Father's TacticsAt start of combat, if unit's Res > foe's Res, grants Atk/Spd/Def/Res+4 during combat.
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
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.
50
A
Mirror Stance 1Grants Atk/Res+2 during combat if foe initiates combat.
Non-inheritable by Staff-wielding units.
120
A
Mirror Stance 2Grants Atk/Res +4 during combat if foe initiates combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
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.
50
B
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.
100
B
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 ★
200
B
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.
60
C
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.
120
C
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 ★
240
C

Other Info

Origin
Fire Emblem: Awakening

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