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Analysis by Chibi_Chu
Morgan (M) - Lad from Afar


Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 37
ATK 33
SPD 34
DEF 20
RES 26

Stat Variations

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

Level 40 Stat Variations
Low 34 30 31 17 23
Middle 37 33 34 20 26
High 41 36 37 23 30

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.


  • +SPD: Raising Morgan’s already solid base Speed of 34 to 37 with a Speed Asset helps him perform and avoid follow-up attacks more consistently. If using a Sweep skill, a Speed Asset is especially valuable to help him avoid counterattacks against more enemies.
  • +ATK: An Attack Asset boosts Morgan’s offensive capabilities and chip damage (if serving as a support unit).


  • HP: Morgan’s physical bulk of 56 and magical bulk of 62 can be shaky at times, sometimes leaving Morgan prone to being OHKO’d. Decreasing both by 3 increases Morgan’s vulnerability to both physical and magical attacks, making an HP Flaw less desirable.


  • -DEF: While decreasing Morgan’s physical bulk from 56 to 53 is a bit risky, his Grima’s Truth can help increase his physical bulk with its -5 Attack debuff to enemies. Morgan can also utilize skills such as Fury and Windsweep/Watersweep to increase his survivability.
  • -RES: With 62 magical bulk, Morgan can afford to decrease his Resistance by 3. The difference between 59 and 62 magical bulk is often negligible.

Skill Sets

Aggressive Amnesiac (Offensive)

Build by
Rauðrblade+ A Swift Sparrow (2 or 3)
Alternate: Bonus Doubler 3
Reposition B Desperation 3
Alternate: Moonbow
C Even Spd Wave 3
Alternate: Even Atk Wave 3
IVsSHeavy Blade 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -DEF or -RES

  • As with most offensive sets, +ATK and +SPD are the best Assets, with the former increasing raw damage and the latter increasing the chances of performing a follow-up attack. +SPD in particular is desired if utilizing a Blade tome since Morgan should be receiving plenty of visible buffs to increase his damage output. -DEF and -RES are good Flaws to pick, as Morgan can usually survive one counterattack and will usually be relying on Desperation to circumvent his mediocre bulk.

Weapon: Rauðrblade+ / Grima’s Truth 

  • With a solid 33/34 offensive statline, Morgan is more than capable of unleashing high-damage attacks with a Blade tome. Morgan will frequently ORKO or even OHKO his enemies with the help of some visible buffs. However, note that Morgan becomes extremely reliant on team support to grant him as many visible buffs as possible.

  • Alternatively, Morgan can opt to use his personal weapon, Grima’s Truth. While his damage capabilities aren’t nearly as high as it would be with a Blade tome, he becomes slightly less reliant on support due to Grima’s Truth’s buffs and debuffs. A refresher is strongly suggested to take advantage of Grima’s Truth’s debuffs.

Assist: Reposition / Flexible 

Special: Glimmer / Moonbow 

  • Since Glimmer scales with Rauðrblade’s damage, it’s by far the strongest Special if utilizing a Blade tome. Combined with Heavy Blade or Flashing Blade, Morgan can activate Glimmer (and any other 2-cooldown Special) in one combat if no Guard effect is active, the enemy counterattacks, and Morgan performs a follow-up attack.

  • Moonbow works fine as an alternative, as it has the same cooldown as Glimmer and can help Morgan KO high-Resistance foes and foes with a skill that can nullify Morgan’s visible buffs.

Passive A: Swift Sparrow (2 or 3) / Bonus Doubler / Atk/Spd Solo / Fury (3 or 4) 

  • Because this set is offensive, Morgan will be initiating for most of his combat. As such, Swift Sparrow is a fantastic choice, as it grants him +4 Attack and Speed or +6 Attack and +7 Speed on initiation.

  • Bonus Doubler is a great alternative if utilizing a Blade tome, as Morgan should be receiving visible buffs to increase the damage added by Rauðrblade’s effect. It also helps him survive counterattacks and tank Enemy Phase attacks.

  • Most Player Phase units need to separate from their allies in order to attack faraway enemies, with Morgan being no exception. Because of this, Atk/Spd Solo is a good option, as it increases Morgan’s Attack and Speed by 6 if he’s not adjacent to an ally. Atk/Spd Solo can also activate on Enemy Phase, which can be important when Morgan needs to counterattack.

  • Fury is a budget-friendly alternative that increases Morgan’s offenses as well as his defenses. Fury’s recoil damage can also help Morgan activate Desperation.

Passive B: Desperation

  • Desperation allows Morgan to perform a follow-up attack before the enemy can counterattack. This can help circumvent Morgan’s mediocre bulk that sometimes leaves him prone to being OHKO’d.

Passive C: Odd/Even Spd Wave / Odd/Even Atk Wave / Res Smoke / Flexible 

  • Wave skills help Morgan become more self-sufficient, as he’ll be able to grant himself additional Blade tome damage. An Atk Wave or Spd Wave is particularly helpful, since the former increases his raw damage along with granting extra Rauðrblade damage and the latter helps Morgan perform follow-up attacks.

  • Res Smoke works well as an alternative that can help Morgan and his magical allies take down high-Resistance enemies. In combination with Grima’s Truth, Morgan will be debuffing enemies within 2 spaces of the target by -5 Attack and Speed and -7 Resistance.

  • Like with most units, Morgan’s C slot is flexible and can change depending on his allies and their skills.

Sacred Seal: Heavy Blade / Flashing Blade / Darting Blow / Sturdy Blow

  • While no special can be activated from max cooldown if in Desperation range (due to Rauðrblade’s +1 Special cooldown), accelerated Special cooldown is always appreciated to KO particularly tough enemies. If Morgan is not in Desperation range, he can also activate a 2-cooldown Special (3-cooldown with Rauðrblade) in one combat if he performs a follow-up attack, no Guard effect is active, and the enemy counterattacks.

  • Darting Blow and Sturdy Blow are both good options that synergize well with a Player Phase playstyle. The former helps secure follow-up attacks, while the latter increases Morgan’s damage output and chances of surviving a physical counterattack.

Supportive Son and Strategist (Support)

Build by
Grima's Truth A Swift Sparrow (2 or 3)
Alternate: Darting Blow (3 or 4)
Reposition B Windsweep 3
Alternate: Watersweep 3
Alternate: Aether
C Res Smoke 3
Alternate: Def Smoke 3
IVsSPoison Strike 3
Alternate: Savage Blow 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -DEF or -RES

  • If utilizing Windsweep or Watersweep, then +SPD is Morgan’s best Asset, as it helps ensure that Morgan will outspeed his enemy and won’t receive a counterattack. Otherwise, +ATK or +SPD works fine, with the former increasing Morgan’s chip damage and the latter increasing Morgan’s survivability. -DEF and -RES are good Flaws, as Morgan should be avoiding most counterattacks with Windsweep or Watersweep and he should prioritize higher chip damage over slightly higher bulk.

Weapon: Grima’s Truth 

  • For a support set, Morgan’s native Grima’s Truth is chosen to buff both himself and allies within 2 spaces for +5 Attack and Speed while debuffing the target and enemies within 2 spaces for -5 Attack and Speed. 

Assist: Reposition / Rally Up Atk+ / Rally Atk/Spd+ / Flexible 

  • Morgan’s Assist skill is flexible. However, if utilizing a Ruse skill, a Rally Assist is needed to activate it.

Special: Moonbow / Aether / Blue Flame / Ruptured Sky 

  • If Windsweep or Watersweep is being used in Morgan’s B slot, he’ll only be able to attack once per initiation. As such, Morgan wants a low-cooldown Special that can help him deal meaningful chip damage to high-Defense enemies.

  • Any 500 SP Special should be chosen if using Morgan in Arena, as a higher SP cost equates to a higher Arena score.

Passive A: Swift Sparrow (2 or 3) / Darting Blow (3 or 4) / R Duel Infantry

  • Swift Sparrow helps Morgan deal higher chip damage while maintaining a high enough Speed to activate Windsweep or Watersweep.

  • Darting Blow works well as a cheap and effective alternative, as it helps Morgan activate Windsweep or Watersweep more consistently.

  • If using Morgan as a support unit in Arena, R Duel Infantry can be run to increase Morgan’s Arena score.

Passive B: Windsweep / Watersweep / Poison Strike / Atk/Spd Ruse

  • The main gimmick of this set is to increase Morgan’s Speed to avoid counterattacks via Windsweep or Watersweep. He’ll be able to deal chip damage, raise his team’s stats, and lower the enemy’s stats while avoiding damage altogether.

  • Poison Strike is a good alternative for chip damage, although Morgan’s chip damage will usually be unsafe without a Sweep skill.

  • Atk/Spd Ruse is fantastic for increasing the bulk of Morgan’s team, as it lowers the enemy’s Attack and Speed and inflicts a Guard effect on them. Note that Morgan needs to use a Rally skill to activate Atk/Spd Ruse.

Passive C: Res Smoke / Def Smoke / Savage Blow / Flexible

  • Given that Morgan’s Grima’s Truth only debuffs the enemies’ Attack and Speed, both Res Smoke and Def Smoke can be run to stack more debuffs on the enemies.

  • Savage Blow helps Morgan’s allies defeat particularly tanky enemies via chip damage.

  • Aside from these, Morgan’s C slot can be nearly anything. Which C slot is chosen depends on Morgan’s teammates and their skills.

Sacred Seal: Poison Strike / Savage Blow / Darting Blow / Phantom Spd 

  • Poison Strike synergizes well with Sweep skills and Savage Blow, allowing Morgan to debuff and chip all enemies within 2 spaces including the original target.

  • Savage Blow is a good alternative that allows Morgan to chip more than just the original target.

  • Darting Blow and Phantom Spd can also be chosen to activate Sweep skills more consistently.

Ambush Tactics (Enemy Phase Generalist)

Build by
Grima's Truth A Close Counter
Alternate: Fierce Stance 3
Reposition B Vantage 3
Alternate: Noontime
C Pulse Smoke 3
Alternate: Res Smoke 3
IVsSFierce Stance 3
Alternate: Brazen Atk/Spd 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -DEF or -RES

  • Morgan’s IVs can be tricky for an Enemy Phase set given that every stat is valuable, both offensive and defensive. While bulk is important for an Enemy Phase set, offense is arguably more important when Vantage is utilized, as Morgan wants to make the most of every combat he’s in. It’s highly suggested to merge Morgan at least once, since every Flaw can be detrimental to his combat capabilities.

Weapon: Grima’s Truth 

  • This set focuses on Morgan’s self-buffing and enemy debuffing to stay alive and deal as much damage as possible on Enemy Phase. Morgan generally lacks the power to OHKO enemies with Vantage, so the Attack and Speed debuffs help his survivability.

Assist: Reposition / Flexible 

Special: Moonbow / Noontime / Sol / Aether

  • Even if Morgan is able to take many hits, it won’t matter if he can’t dish out damage in return. As such, Moonbow can help Morgan break through units with high Resistance.

  • If wanting to focus on Morgan’s survivability, Noontime can be a good alternative to give Morgan some sustainability.

  • Sol and Aether are less consistent, but higher-healing Specials that increase Morgan’s survivability (and for Aether, Morgan’s damage as well).

Passive A: Close Counter / Fierce Stance / Brazen Atk/Spd (3 or 4)

  • Morgan wants to apply his Grima’s Truth’s debuffs as much as possible to help secure his chances of surviving and his damage output. As such, he wants to counter against as many enemies as possible.

  • If Close Counter isn’t available, then Fierce Stance and Brazen Atk/Spd are great alternatives that still synergize well with Vantage. Both increase his Attack, with the former being more consistent and the latter being more rewarding and having an HP requirement that is very similar to Vantage’s HP requirement.

Passive B: Vantage 

  • Grima’s Truth granting +5 Attack and Speed to Morgan and -5 Attack and Speed to the target and enemies within 2 spaces of the target allows Morgan to utilize Vantage to apply debuffs and KO debuffed/weakened enemies even if his HP is low. Morgan will have the bulk and damage to survive and eventually score KOs thanks to Grima’s Truth’s buffs and debuffs.

Passive C: Pulse Smoke / Res Smoke

  • Smoke skills synergize well with Grima’s Truth, as they both debuff enemies within 2 spaces of the target. Pulse Smoke helps prevent the enemy from activating a Special to OHKO or KO Morgan when they usually wouldn’t or to heal themselves and mitigate the damage Morgan has dealt. Res Smoke increases the amount of damage Morgan deals.

Sacred Seal: Fierce Stance / Brazen Atk/Spd 

  • Given that Morgan will usually be tanking attacks rather than initiating them, Fierce Stance is the most consistent way to increase his Attack on Enemy Phase, as it will always activate on Enemy Phase.

  • Brazen Atk/Spd is another strong choice that synergizes well with Vantage’s HP requirement, helping Morgan KO enemies at a faster rate.


Making his long-awaited debut alongside his female counterpart, Morgan, Lad from Afar, joins Fire Emblem Heroes as an infantry red mage! Thanks to a solid statline and a unique weapon, Morgan has no trouble finding his niches in the meta and on most teams.

Boasting some of the highest offenses among infantry red mages at 33 Attack and 34 Speed, Morgan is a powerful offensive force that can put in great work offensively. With a Blade tome and proper support, Morgan is easily capable of wiping out the enemy team. However, Morgan sacrifices some bulk for his good offenses, as he has 56 physical bulk and 62 magical bulk. While those are usually sufficient for surviving at least one attack, he can be OHKO’d from time to time. His mediocre 26 Resistance also means he cannot utilize Ploys very efficiently, damaging his support capabilities. Thankfully, Morgan can consistently raise his bulk with his personal weapon, Grima’s Truth.

Grima’s Truth grants Morgan +3 to his Defense and, after combat, +5 Attack and Speed to himself and all allies within 2 spaces of him along with inflicting -5 Attack and Speed to the target and enemies within 2 spaces of them. With this weapon, Morgan’s flexibility and versatility skyrockets, allowing him to fulfill many different roles (and usually more than one at the same time). It’s a solid weapon offensively, as Morgan can usually score 2 KOs per turn with a refresher and buffs (to help his first combat) thanks to his -5 debuff to enemies’ Attack and Speed. Morgan can become a fairly self-sufficient Enemy Phase tank thanks to the enemy debuff, although he likely wants Defense and Resistance buffs to ensure his survival against many enemies. Grima’s Truth is also a fantastic support weapon, as Morgan can simultaneously buff his allies and debuff the enemy team. He can even do so while avoiding counterattacks if utilizing Windsweep or Watersweep in combination with Grima’s Truth.

As an infantry unit, Morgan can receive increased mobility via skills such as Guidance and Ground Orders from his flying allies. He also rarely has to worry about effective damage, given that infantry-effective and mage-effective weapons are extremely uncommon. However, as an infantry red mage, Morgan competes with other infantry red mages such as Tharja, Katarina, Celica, and Hubert. All 4 have similar or better offensive capabilities compared to Morgan, with Tharja and Celica having particularly good refines. While Morgan does have a unique support role, players may choose to run Tharja or Celica over Morgan because their offensive ceiling/capabilities are so high.

Thanks to a solid offensive statline and Grima’s Truth, Morgan fits in comfortably with nearly any team. He’s capable of performing offensive, defensive, and supportive roles and doesn’t necessarily have to sacrifice two of them to perform one role efficiently. While his bulk is a bit worrying, he can easily patch it up with Grima’s Truth’s debuffs and support from his allies. Even if Morgan’s suffering from amnesia, he didn’t forget how to be a good and flexible unit.


Solid offenses

33 Attack and 34 Speed are some of the best offenses among infantry red mages, just barely beating out Tharja, his 3-4* competition.

Grima’s Truth

Grima’s Truth allows Morgan to play a support role if desired. He also gains a lot of versatility thanks to its -5 Attack and Speed debuffs to enemies, helping his otherwise questionable bulk.


Thanks to Grima’s Truth, Morgan is a flexible and versatile unit. He can be used purely for offense (thanks to his 33/34 offenses), purely for support (Grima’s Truth’s buffs and debuffs), or even a mix of both. Morgan also has high mobility via skills from teammates such as Guidance and Ground Orders, as he is an infantry unit.


Shaky bulk

Sitting at 56 physical bulk (59 with Grima’s Truth equipped) and 62 magical bulk, Morgan can occasionally be in danger of being OHKO’d. Thankfully, this can usually be mitigated via Grima’s Truth and minor buffs to his Defense and Resistance.


While Morgan is a fairly unique and flexible unit thanks to Grima’s Truth, he faces fierce competition for a team slot. Notable infantry red mage competitors include Tharja, Katarina, Celica, and Hubert, with the former being available in the 3-4* and all except Hubert (and debatably Katarina) having fantastic refines that allow them to perform better offensively than Morgan can, even with a Blade tome.

Weapon Skills

Weapons SP Rng. Mt.
Red Tome Users Only
50 2 4
Red Tome Users Only
100 2 6
Learns by default at 4 ★
Red Tome Users Only
200 2 9
Grima's TruthGrants Def+3. After combat, if unit attacked, inflicts Atk/Spd-5 on target and foes within 2 spaces of target through their next actions, and grants Atk/Spd+5 to unit and allies within 2 spaces for 1 turn.
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
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangBoosts Atk by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Dull Ranged 1If unit's HP = 100% at start of combat and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Inheritable by all units.
Dull Ranged 2If unit's HP ≥ 50% at start of combat and foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Inheritable by all units.
Unlocks at 4 ★
Dull Ranged 3If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Inheritable by all units.
Unlocks at 5 ★
Spur Res 1Grants adjacent allies Res+2 during combat
Inheritable by all units.
Spur Def/Res 1Grants adjacent allies Def/Res +2 during combat.
Inheritable by all units.
Spur Def/Res 2Grants adjacent allies Def/Res +3 during combat.
Inheritable by all units.
Unlocks at 4 ★

Other Info

Fire Emblem: Awakening

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