- Default
- Attack
- Special
- Injured




Morgan (F) - Lass from Afar |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 5 | 2 | 8 |
Middle | 18 | 8 | 6 | 3 | 9 |
High | 19 | 9 | 7 | 4 | 10 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
The Obvious (Bladetome)
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Blárblade+ Alternate: Blárblade |
A | Death Blow (3 or 4) Alternate: Swift Sparrow (2 or 3) |
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Reposition | B | Chill Res 3 Alternate: Desperation 3 |
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Iceberg | C | Def/Res Oath 3 Alternate: Atk/Spd Oath 3 |
IVs | +ATK -HP | S | Swift Sparrow 2 |
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)
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Father's Tactics (+Eff) Alternate: Father's Tactics (+Res) |
A | Fury (3 or 4) Alternate: Mirror Impact |
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Reposition | B | Atk/Spd Link 3 Alternate: Chill Res 3 |
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Glacies Alternate: Iceberg |
C | Goad Fliers Alternate: Atk/Res Oath 3 |
IVs | +ATK or +RES / -HP | S | Drive Atk 2 Alternate: Drive Spd 2 |
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.
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Blárblade+ | A | Warding Blow 3 |
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Draw Back | B | Guard 3 |
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Glimmer | C | Guidance 3 |
S | Aerobatics 3 |
SS: Aerobatics
Run her on a mixed-movement team. Buff her with Tactics skills. Then watch her teleport around and destroy everything.
Part of my fun-yet-oddly-effective Chrobin Family team:
Lucina - the obligatory speedy sword lord
F!Robin - the family buffer and colorless defense
F!Morgan - terrifying teleporting blade mage. Gets buffs from Robin, then teleports herself and her family around with Guidance and Aerobatics. Also an excellent magic tank.
W!Chrom - armored distant counter tank
Works best when you keep everyone close to each other. Their bonds give them strength.
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Father's Tactics (+Eff) | A | Swift Sparrow 3 |
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Reposition | B | Desperation 3 |
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Iceberg | C | Joint Drive Spd |
S | Phantom Res 3 |
Due to years of powercreep and new skill additions, everything about the Morgan (F) page is a relic of the past (even then, I was skeptic of the info when the page was last updated, maybe it’s because I’m not a fan of Oath skills and Link skills). Now, Morgan has more skills that she can play with that can somewhat synergize with each other, like the Sabotage skills, Joint Drive skills, and Phantom Res. While options for the B slot are still limited for her (because IS hates fliers, especially ranged fliers), she still has some skills she can make use of. My build relies on making Morgan an all rounder offensive supporter with good offensive stats, even making her seemingly mediocre speed allow for fairly consistent doubles, with a good amount of res that allows her to tank against magic attacks.
Preferred IVs: +Spd or +Res / -HP
As much as +Atk is a good boon for her, it doesn’t really offer as much compared to +Res and especially +Spd.
+Spd Morgan actually changes her effectiveness as a unit more than you think. At base, Morgan might not seem to get much from having 33 speed, but with good enough investment, Morgan will transform from an enemy phase unit that deals good damage with one retaliation to a great offensive unit that can compete against the speed creep while still dealing good damage to maybe even more.
+Res is also a decent choice as it helps her meet Father’s Tactics requirements without skill support, although you kinda lose out on Morgan’s hidden offensive presence.
-HP is the obvious bane as it impacts her performance the least and -Def is a super bane that doesn’t do her much favor in arena scoring until a merge cleanses it.
Weapon: Father’s Tactics (+Eff)
Morgan’s builds on this page may have said that blade tome is better for her damage, and while that maybe true, even now, blade tomes are rarely used today since it relies on allies for buff support and it can be countered easily by stuff like Panic and Lulls.
Father’s Tactics might not have the damage or any crazy stuff, but it does give her a role that can be applicable to many teams. +4 to all stats as long as she has more res and its refine grant her Joint Drive Atk/Spd, giving her +3 to attack and speed (essentially making her have +7/+7/+4/+4 if all conditions are met with her weapon) and also give her allies the same +3 to attack and speed as long as they are 2 spaces from Morgan. While not the biggest weapon refine that changes her perception in the meta, it gives Morgan the role of a flexible support/dps unit that can work on any team.
Do not underestimate this weapon’s potential just because it makes her nothing more than a stat stick.
(Bugs me that Flying Nino’s refine is essentially a better version of Father’s Tactics by 1 point for each)
(Also, when fighting against Bramimond and his Impenetrable Dark skill, Morgan will still keep the stat buffs of her Joint Drive buffs during initiation, but will not apply to the allies getting the Joint Drive buffs from her. This also applies to the Joint Drive C skill variants)
Assist: Reposition / Buff Skill / Flexible
What else are you going to put on a movement class that can move around the entire map? Reposition is the tried and true skill that saves your allies from the cursed enemy danger zone or brings your allies into the fray. There’s not much to say about this skill except it’s good on a lot of units, especially fliers.
She can also use buff skills for buffing allies or give her a higher bst in arena-scoring gamemodes, specifically ones that give +6 to 2 stats or the Rally Ups.
Otherwise, the assist skill is fairly flexible, depending on how you build your team.
Special: Iceberg / Moonbow / Glimmer / Ruptured Sky / Luna
Iceberg is in Morgan’s base kit for a reason. Res is one of her higher stat and Iceberg takes advantage of it to create a reliable nuking skill all at the cost of a decent 3 charge cooldown. Keep this skill in her kit, it will explode the enemy many times.
However, if you like 2 charge cooldown skills, Moonbow, Glimmer, and Ruptured Sky are good on her too.
Moonbow is the most reliable of the 2 charge specials and can help against more tanky opponents.
Glimmer can potentially do more damage than Moonbow as long as you don’t deal 0 damage to the enemy (which hopefully doesn’t come up often since Morgan has good attack stat).
Ruptured Sky, despite having a weird multiplier condition and being very expensive to get, can be a decent way to counter dragons and beasts and is the most reliable arena-scoring skill combat-wise (Aether, despite its availability, has a 5 charge that kinda needs to use up skill slots for certain skills that make it more reliable to use and Blue Flame is stuck on Owain, has a 3 charge cooldown, and has a more restrictive requirement with a somewhat underwhelming result).
Luna is an underrated skill that is only not picked above Moonbow because Moonbow is Moonbow and maybe because of the 3 charge cooldown. Luna can potentially do better against tanky opponents than Moonbow at times if the timing is right.
A skill: Fury 4 / Swift Sparrow 3 / Atk/Spd Catch 4 / Atk/Spd Solo 4 / Atk/Spd Push 4 / Brazen Atk/Spd 4 / Atk/Res Unity / Mirror Impact / Swift Impact / Atk/Res Solo 4 / Atk/Res Push 4 / Brazen Atk/Res 3 / B Duel Flying 4
This is where the fun begins. With offensive A skills, Morgan can surprise you with how fast she is upon initiating against an enemy.
Fury 4 is the most standard skill Morgan can get, giving a visible +4 to all stats while chipping away 8 hp. This allows Morgan to proc FT’s res check without relying on Phantom Res and synergizes with Brazens and Desperation.
Swift Sparrow 3 is a simple and effective player phase skill, giving +6 attack and +7 speed on unit initiation.
Atk/Spd Catch 4 might potentially be better than SS3 by +3 attack and +2 speed, giving +9 to both attack and speed if both conditions of the enemy being debuffed and having having full hp are met. It works on both phases and can combo with skills like Chills or Sabotages to meet the penalty requirement. If you plan on using Desperation though, you either have to rely on a Chill seal on the seal slot or outside support.
Atk/Spd Solo 4 is also a good skill, having one more point on attack compared to SS3 and being duel phased, although not activating if you’re adjacent to your allies does make it more limited in certain close quarter situations.
Atk/Spd Push 4 is similar to Atk/Spd Solo 4, but doesn’t have the positional requirement and instead a Fury-like requirement that chips health away after every initiation, allowing Brazens and Desperation to activate consistently. However, the buff disappears if Morgan has less than 25% health, making it harder to optimally combine those skills than just using Fury, so keep that in mind. (Unlike Fury, the Push skills don’t contribute to Morgan’s visible res, but I’ll get to that later.)
Brazen Atk/Spd 4 gives a big stat buff if equal or under 80% health, although getting there depends on whether Morgan can live or die upon being initiating.
If you are running +Res and/or you want to focus on Morgan’s res tanking abilities, Morgan can also run those types of skills, even with +Spd.
Atk/Res Unity is a great anti-debuff skill that can bait skills like Chills and Sabotages and give her astronomical stat increases to Atk and Res depending on how big a debuff Morgan received. If she doesn’t get debuffed, she still gets +5 to attack and resistance from 2 spaces away, which is in line with Morgan’s effective range due to her weapon refine.
Mirror Impact is a decent skill for Morgan. Upon Morgan’s initiation, she gains +6 attack, a hefty +10 resistance, and the foe can’t make a follow-up attack, preventing the opponent from doubling Morgan and making her very tanky against many mages when she initiates.
If you want to trade damage for doubles while also keeping the big res buff and follow-up negation, Swift Impact is a choice too.
Atk/Res Solo 4 and Atk/Res Push 4 are similar to my explanation for the Atk/Spd variants, but for more res tanking purposes than speed checks.
Brazen Atk/Res 3 exists, but keep in mind the level 4 variant doesn’t exist, making this option quite mediocre in comparison, but still an alright choice
PLEASE NOTE: Atk/Res Unity, Mirror Impact, Swift Impact, Atk/Res Solo, Atk/Res Push, Brazen Atk/Res, and other res buffing skills that activate during combat DO NOT help activate FT’s res check, due to the res check happening at the start of combat while the res for those skills happen during combat. Basically, FT’s res check reads VISIBLE stats so stuff like Fortress Res or even the Resistance stat skill contributes more to FT’s res check than any of the skills above. Also, yes, Phantom Res does synergize with Father’s Tactics, as it compares unit’s Res with a foe’s Res and doesn’t have anything to do with only working during combat. I do not recommend to use these skills or their seal counterparts if they have any if you are trying to activate FT’s res check without Phantom Res and want to use those skills.
B Duel Flying 4 is basically just Fury 2, but with +5 HP, no taking damage after combat, and makes Morgan able to score well in arena-like gamemodes without having to find expensive skills that make her kit not go together just to score better in those modes.
B skill: Desperation 3 / Sabotage Spd / Sabotage Atk / Sabotage Res 3 / Chill Res 3 / Chill Spd 3 / Chill Spd/Res 2 / Flier Formation 3 / Aerobatics 3
Like all ranged fliers, this is about the saddest part of their entire archetype and is the reason why they feel so restrictive. Despite that, Morgan still has some options to use.
Desperation is the only skill that helps her offensive presence due to being able to attack twice as long as she has less than 75% hp and can perform follow up attacks, requirements that can be easily met with enough investment to her speed.
If you’re looking for more supportive B slots, use Sabotage and Chills.
Sabotages synergize with her kit relying on having more res and Phantom Res consistently activating the res checking effects. They do have to rely on opponents being adjacent to each other and if there is only 1 opponent left, it doesn’t do anything.
Sabotage Atk helps Morgan and her allies tank multiple opponents. It’s very universal for many units, as some units don’t benefit from the opponent having less speed or the opponent didn’t really need the speed and has ways to make follow up attacks regardless.
Sabotage Spd helps Morgan and her allies double multiple opponents or prevent getting doubled by them.
Sabotage Res is alright for Morgan so she and her magic allies can deal more damage to multiple opponents, but it is not a skill to help Morgan achieve FT’s res check, as its res check is bigger than FT’s, which kinda ruins the point of wanting to use Sabotage Res as a way to make FT hit the res check more consistently.
Chill skills are better for pinning down one opponent with a certain stat that is too high and doesn’t require a res check and needing the opponents to be adjacent.
Chill Res helps Morgan and other magic based allies to deal more damage to the affected enemy and activates FT’s res check.
Chill Spd can bring down 1 speedy opponent so Morgan and her allies can prevent enemy follow ups or follow them up.
Chill Spd/Res does a bit of both Chill Spd and Chill Res to 1 opponent, allowing to prevent enemy follow ups and/or initiating Morgan and her allies to follow them up while Morgan and magic based allies deal more damage.
Keep in mind that Sabotage/Chill skills with Atk and Res can be turned against you by both Unity skills if the enemy were to having them. However, the Spd variants don’t have any Unity skills countering them at the moment. They can all be neutered by effects that negate debuffs.
If you want Morgan to fly around the map, she can use Flier Formation and Aerobatics. Both skills work similarly, where if an ally is 2 spaces away from unit, the unit can teleport adjacent to where they’re at.
Aerobatics work for infantry, armored, and cavalry allies while Flier Formation only work for flying allies.
C slots: Joint Drive Spd / Joint Drive Atk / Joint Drive Res / Spd/Res Rein 3 / Atk/Res Rein 3 / Atk/Spd Rein 3 / Ground Orders 3 / Air Orders 3 / Guidance 3 / Flier Guidance 3 / Flier buff skills / Flexible
Joint drives were made specifically for Morgan because her refine is basically those skills. Any joint drive on her is great, as it benefits both her and her allies as long as they’re 2 spaces away and it turns her support from decent to very noticeable.
If you want to help Morgan double the enemy while also making the Spd part of her refine better for her allies, Joint Drive Spd is the skill for her.
Joint Drive Atk also works well for her as it’s more universal for her allies to have and more attack is always a good thing.
Joint Drive Res makes Morgan give 3 buffs to her allies and makes Morgan tank magic a bit better.
A recently added flier exclusive skill is the Rein family, giving -4 to 2 certain stats against the enemy if they’re 2 spaces away from the unit. This also has support value for allies as the debuff still applies if they initiate an opponent as long as the opponent is 2 spaces away from the unit with the Rein skill. The support from Reins is still here, and might even be stronger than Joint drives due to affecting 2 stats, but requires more finicky positioning if you want your allies to take advantage of its supportive abilities.
Spd/Res Rein 3 helps double the enemy and deal more damage to them.
Atk/Res Rein 3 trades doubling potential for tanking enemy hits.
Atk/Spd Rein 3 trades offense for defense, reducing enemy damage and potential enemy follow ups.
Orders skills help adjacent allies catch up with each other and allow many positional shenanigans.
Ground Orders affect infantry, armored, and cavalry allies while Air Orders affect only flying allies.
The Guidance family bolsters positional movement for Morgan’s allies so they can get where they need to be as long as they are 2 spaces away.
Guidance affect infantry, armored, and cavalry allies while Flier Guidance affect only flying allies.
If Morgan is in a flier only team, she can also make do with flier buffing skills like Hone Fliers and Ward Fliers.
If you don’t have access to those skills, her C slot depend on your team and the situation, but I highly recommend Joint Drive and Rein skills for Morgan.
Seal slot: Phantom Res 3 / Chill Res / Atk/Spd Solo 3 / Spd/Res Solo 3 / Brazen Atk/Spd 3 / Brazen Atk/Res 3 / Aerobatics 3 / Flier Formation 3 / Guidance 3 / Flier Guidance 3 / Death Blow 3 / Swift Sparrow 2 / Any Drive skill
Use Phantom Res 3 seal. Period. That’s all.
In all seriousness, Phantom Res 3 is a fantastic seal for Morgan to have. Yes, you are giving up a seal slot for consistently pulling off a kinda mediocre stat boost, but it can also be combined with Sabotage skills to make it more worth using it over offensive seals or other visible res stat buffing seals that affect Morgan more like Fortress Res. This seal functions as a safety net in case Morgan couldn’t reach FT’s res requirement and the most consistent way to activate Sabotage skills if she has any. I might be over exaggerating how good this seal is on Morgan, but I believe it’s an overall safe and reliable skill for her to use in most content.
If you want a seal that actually supports Morgan’s damage output and her team support, but also want her to activate FT’s res check in case a big res tank shows up, Chill res is for you. While it does take away the consistency and Sabotage skill synergy of Phantom Res, it does give more offensive power for Morgan and her magic allies against the one affected enemy. Be aware that the res debuff only affects one opponent with the highest res and after the opponent is inflicted by the res debuff, they can still prevent FT to activate if their res is extremely high. Watch out for Atk/Res Unity as it can turn the debuff around and make the opponent more tanky against magic and effects that negate debuffs.
If you want power over consistency, are not afraid of any giant res tanks, or don’t even care about FT’s base effect at all and/or skill synergy as a whole, Morgan has a wide variety of seals she can choose from.
The solo seals have big stat buffs of +6 that work on both phases and have an easy and consistent requirement of being away from your allies. While it does mean that Morgan can get the most optimal buffs from being 2 spaces away from her allies, it’s only if she’s specifically 2 spaces away. Keep in mind that you might run into situations where Morgan has to be adjacent to her allies, in which the solo skills won’t activate.
Atk/Spd Solo can boost Morgan’s offense while Spd/Res Solo gives her some res to tank magic attacks while still having some spd to double or prevent getting doubled.
Brazen seals can work in tandem with skills like Fury and Desperation. If you don’t use Fury, beware that Morgan isn’t as potent until she meets the requirements of Brazen and Desperation.
Brazen Atk/Spd boost her offense and Brazen Atk/Res trades speed for magic tanking (You can also go for Brazen Spd/Res, but I personally don’t recommend using your coins for that seal).
Aerobatics, Flier Formation, Guidance, and Flier Guidance save the B or C slot so Morgan can use more offensive or supportive skills while still either flying around the entire map or transporting her allies to farther locations.
Blow seals are kind of a hit and miss. On one hand, they are very consistent, as they come in during player phase. On the other hand, the duo stat skills like Swift Sparrow have very underwhelming numbers and the solo seals exist to make blow seals kinda irrelevant as long as you aren’t put in a situation where you have to group your units together. Nonetheless, they are still here if you already spent coins on them when they were released or you can’t stand the positional requirement of solo seals.
Death Blow aged the best out of the blow seals for having a reliable +6 attack on player phase.
Despite Swift Sparrow having underwhelming numbers, it’s still pretty decent for player phase builds.
Any drive seal can work for Morgan, as it helps her drive support for her allies a bit.
It may be better to use Drive Atk or Spd since they make her weapon refine more potent, especially with skills like Joint Drive Atk or Spd, effectively giving her allies +10 Atk or Spd depending on which Drive you choose to max out.
Drive Def and Res aren’t too bad if you’re going for something like a Joint Drive Spectrum, giving buffs to all stats to Morgan’s allies.
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Father's Tactics (+Eff) | A | Mirror Impact |
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Reposition | B | Chill Res 3 |
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Glimmer | C | Ward Fliers |
S | Swift Sparrow 2 |
【 Weapon 】
• Father's Tactics is Morgan's unique weapon, and she can use it to best effect with a high Res stat. If her Res is higher than her opponent's, she gets a +4 stat boost across the board, and an additional Atk/Spd +3 if she's within two spaces of an allied unit, for a total of Atk+7/Spd+7/Def+4/Res+4 regardless of combat phase.
【 Assist 】
• Reposition is an old standby, and works very well to help snatch allies out of danger.
• Draw Back is a good alternative if that fits your play style better, and can keep Morgan out of the range of foes she can't counterattack.
【 Special 】
• Iceberg is her native option, and it scales off her decent Res stat, allowing her to take a good chunk out of opponents. Her A skill will only increase the damage.
• Glimmer is available as a low-cooldown option, but it won't take advantage of the vastly higher damage Morgan could be doing with her Res stat.
【 A Skill 】
• Mirror Impact is definitely an expensive skill; at the time of this writing, it's only available on three units, all 5★ exclusive and none of whom are available in the normal summoning pool. That said, Morgan makes great use of it on this set. It grants Atk+6/Res+10 upon unit initiation — not only granting a boost to her raw damage output with her attack stat, but also boosting the damage of Iceberg when it fires off and increasing the likelihood of Morgan's weapon effect activating to boost her stats. It also prevents enemies from making a follow up attack, which is invaluable considering Morgan's middling-to-low Spd.
• Mirror Strike 2 is Mirror Impact's precursor. It's not nearly as good — offers Atk/Res+4 on initiation with no cancellation of foe's follow up — but it'll serve in a pinch, upping Morgan's chances of activating her spectrum stat boost and marginally increasing Iceberg's damage.
• Death Blow 3 is another cheap option, but it doesn't boost Morgan's Res (and therefore has no effect on her weapon activation/Special damage) nor does it prevent her opponent from making a follow up.
【 B Skill 】
• Chill Res 3 is a skill that partially depends on your team composition. While Morgan definitely benefits from docking points from an enemy's Res to help her inflict as much damage as possible, and a lower enemy Res helps activate her weapon, if the rest of her allies deal physical damage, then the team as a whole might be better off with a different skill.
• Sabotage Res 3, or any Sabotage skill, is a good bet given Morgan's high Res, as they depend on Morgan having higher Res than foes who are adjacent to one another to inflict a debuff. Whatever stat debuff suits your team make-up best would work well on her.
• Flier Formation 3 or Aerobatics 3 gives Morgan more movement options, allowing her to swoop in to pick off a foe that an ally might be struggling with.
• Guard 3 is very useful and comes packaged with her, so there's no reason not to use it if other skills aren't working for your team.
【 C Skill 】
• Atk Ploy 3, or any Ploy skill, is a good choice with Morgan's Res, allowing her to cripple foes from a distance.
• Odd Atk Wave 3 can be obtained via Grails from 4★ Spring Bartre (or from Summer Laevatein if you're already sacrificing her for Mirror Impact) and extra attack power is always handy. If you're using Morgan on a Flier team, though, she might not need the boost if an ally is running Hone Fliers.
• Ward Fliers if Morgan is on a Flying team is equal to Hone Fliers, Fortify Fliers, or Goad Fliers — it just depends on what you need.
【 Sacred Seal 】
• Swift Sparrow 2 gives Morgan an extra boost to both Spd and Atk, increasing her doubling potential and therefore her damage output. Her base speed with this build, assuming she procs all bonuses, will go from 30 to 41 when initiating combat (assuming neutral IVs and no merges nor flowers).
• Chill Res 3 is a good option if you're not using it as her B skill, softening foes up to her attacks and boosting weapon activation. Other Chill seals can be used as well to suit the rest of the team.
• Sturdy Blow 2 boosts Morgan's Def when initiating, which can help her survive counterattacks from physical units. (I still wouldn't suggest throwing her at bows unless she OHKOs them, though.)
• Heavy Blade 3 is a decent choice, as Morgan should usually be getting a +7 Atk boost from Father's Tactics if she's positioned correctly, as well as +10/+4/+6 depending on her A skill, which (with neutral traits and no merges nor flowers) would put her at 65/59/61 Atk. Not stellar without Mirror Impact, but far from awful.
• Phantom Res 3 helps ensure that Morgan gets her +4 spectrum boost from her weapon — doubly so when combined with Mirror Impact.
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Father's Tactics (+Eff) | A | Sturdy Impact |
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Reposition | B | Flier Formation 3 |
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Moonbow | C | Drive Atk 2 |
S | Sturdy Blow 2 |
+Spd at lower merges, +def for higher merges. This build with +def and max merges pushes her bulk to 47/47, making her very bulky and fixes her terrible speed stat, which makes it even harder to kill her. Her A and seal slot are the big winners here in terms of skills, as you only need Sturdy impact and Sturdy blow to make this build very effective, adjust B and C slot to your preference.
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Father's Tactics (+Eff) | A | Fury 3 |
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Reposition | B | Desperation 3 |
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Iceberg | C | Res Ploy 3 |
S | Brazen Atk/Spd 3 |
The tried and true Fury-Desperation build, this build capitalizes on the immense buffs Morgan gets from her new tome, Father's Tatics.
First of all,either of the 2 boons are essential to this build, Res and Spd. Res boon ensures that Morgan can have an easier time proccing her weapon effect while Spd gives more consistency should her weapon effect fail to activate.
Fury gives Morgan the stat boost she needs, boosting all her stats (excluding HP) by 3. With the recoil, she can easily activate Desperation, allowing her to easily kill before the foe can retaliate.
With the Fury boost, Morgan's Res is boosted to 36 (39 with Res boon), which she can use to activate Res Ploy. Res Ploy helps Morgan in 2 ways, first it boosts Morgan's damage output. Second, it makes it easier to activate her weapon effect. If you're not running Res boon, you can swap out with either Atk/Res Oath or a support skill like Drives or Waves.
Brazen Atk/Spd is the seal of choice. Once activated, Morgan can dish out major pain and is hard to be outsped.
At full potential, this build can turn Morgan's stats into 65 Atk/ 47 Spd / 19 Def / 43 Res.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Learns by default at 1 ★ Unlocks at 1 ★ Blue Tome Users Only
|
50 | 2 | 4 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Blue Tome Users Only
|
100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Blue Tome Users Only
|
200 | 2 | 8 |
![]() Learns by default at 5 ★ Unlocks at 4 ★ Blue Tome Users Only
|
300 | 2 | 12 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Non-inheritable by Staff-wielding units.
|
50 | A |
![]() Non-inheritable by Staff-wielding units.
|
120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
|
50 | B |
![]() Inheritable by all units.
|
100 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | B |
![]() Inheritable by all units.
|
60 | C |
![]() Inheritable by all units.
|
120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Awakening
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