Table of Contents
- Default
- Attack
- Special
- Injured
| Morgan (F) - Lass from Afar |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 7 | 5 | 2 | 8 |
| Middle | 18 | 8 | 6 | 3 | 9 |
| High | 19 | 9 | 7 | 4 | 10 |
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
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.
Boons
- +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.
Neutral
- 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).
Banes
-
-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)
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Blárblade+ Alternate: Blárblade |
A | Death Blow 4 Alternate: Life and Death 3 |
|---|---|---|---|
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Reposition | B | Chill Res 3 Alternate: Desperation 3 |
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Iceberg | C | Odd Atk Wave 3 Alternate: Res Ploy 3 |
| SP | 2,045 | S | Attack +3 |
- 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)
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Blárserpent+ (+Def) Alternate: Blárserpent+ (+Res) |
A | Distant Def 3 Alternate: Iote's Shield |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Glacies Alternate: Iceberg |
C | Res Ploy 3 Alternate: Atk Ploy 3 |
| SP | 1,605 | S | Iote's Shield |
- 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)
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Blárowl+ (+Res) Alternate: Keen Blárwolf+ (+Eff) |
A | Fury 3 Alternate: Mirror Stance 2 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Glacies Alternate: Iceberg |
C | Res Ploy 3 |
| SP | 1,545 | S | Atk Ploy 3 |
- 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.
Introduction
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.
Strengths
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.
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, 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.
Team Options
Counters
Morgan shares flier weaknesses, as well as a weakness to greens, which are prevalent in the meta right now.
- Archers: If she’s not running Iote’s Shield, archers can rip through her low defenses easily. Units such as Bridal Cordelia, Brave Lyn, and Klein all pose a threat to her.
- Green Units: Hector will always be deadly to her, and Merric is one of the few mages who can actually scratch her due to Morgan’s double weakness to Excalibur.
- Physical Blues: Morgan’s low defenses means that if a strong blue can reach her, it’s game over. Units like L!Ephraim, Hinoka, Cordelia, and Oscar are all significant threats to her.
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Blárblade+ | A | Life and Death 3 |
|---|---|---|---|
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Reposition | B | Chill Res 3 |
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Iceberg | C | Def Tactic 3 |
| S | Fortress Res 3 | ||
A weird build I came up with. Morgan has 0 defense anyway (only reason not to take a bane in it is because it's a superbane) so dropping it further doesn't really hurt. Fortress Res patches up the resistance drop from LnD while still keeping her speed and damage intact. Blarblade is picked because blade is like the only offensive tome in the game rn, thanks IS. Chill Res the most chad skill here and cripples any possible mage tanks.
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Blárserpent+ (+Res) | A | Distant Def 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Glacies | C | Guidance 3 |
| S | Iote's Shield | ||
Quiet Observer (Range Tank/Support)
+Def/-Res
Weapon: Blárserpent+ (+Res/+Def) / Blárowl+ (+Res/+Def)
Support: Reposition / Rally
Special: Glacies / Iceberg / Moonbow
A: Distant Def 3 / Mirror Stance 3 / Brazen Atk/Spd 3
B: Quick Riposte 3 / Vantage 3 / Guard 3
C: Guidance 3 / Atk Ploy 3 / Spurs
S: Iote’s Shield / Distant Def 3 / Quick Riposte
As a fantastic Blade time user, I prefer to use Morgan as a ranged tank, utilizing her default weapon, to bait mages, archers, and dagger-users and punish with the nuke that is Morgan’s Glacies.
My Morgan in particular has a Def boon and a Res bane, which shifted her stats just enough to make her work well as a mixed range tank. The ideal boons for a ranged tank build for her would, in order from best to worst, would probably be Spd, Def/Res, Atk, then Hp. Banes for her are more flexible with this type of build; a Res bane doesn’t hurt too much, because Morgan already has a lot of it and she can easily make it back up with weapon refinements.
Blárserpent+ is essential to her effectively being a ranged tank. With built in Distant Def 3, she can take ranged hit better than many other ranged tanks utilizing this in combination with the rest of her skill set. Blárowl+ is also a great alternative weapon for a ranged build, as long as her team can effectively stay by her side while not getting in her way.
Reposition is a pretty standard support action that works well on most units and Morgan is not an exception. Unique to fliers, if Morgan’s not on a flier team, giving her Reposition allows her to transport allies across 1 tile gaps, single tile mountains, or Calvary across forest tiles.
Morgan has a few options for a special. I personally like Glacies the most out of the viable options for Morgan, because she’s really good at her job even without her special, so I gave her Glacies so that if my team was in a tight spot, I could have her use her Glacies to relieve some of all of the pressure. Iceberg is a great alternative special that utilizes her high Res while also working well in a counter active playstyle for Morgan. if she and her opponent only attack each other once, she’ll proc Iceberg the second time she counter attacks; since she has Quick Riposte, if her opponent doubles her, she will proc Iceberg the last attack of every battle she defends a ranged attacker. Moonbow is a great budget special that will proc the last hit of every battle if she only gets attacked once and attacks twice back due to Quick Riposte. The special in particular is pretty flexible, so the best choice should be the one that fits your playstyle and what works for the team that Morgan’s a part of.
For a ranged tank, giving Morgan Distance Def for her A skill was a no-brainer. Even without a Distant Def Seal, she has the double Distant Def combo to drastically reduce the amount of damage she takes from ranged enemies. Alternatively, if she is just a mage tank, Mirror Stance 2 is a great option for raising her Res while also helping her hit back harder than usual.
Quick Riposte 3 is practically required for Morgan to effectively kill during the enemy phase, because she won’t take much damage overall thanks to her Distant Defs and the automatic second attack allows her to double in retaliation without worrying about raising her speed as high as it’ll go. Alternatively, giving her Guard 3 will increase her survavability by shutting down the specials of units that rely on being able to proc their specials. Morgan’s Hp can easily be held above the threshold for both Quick Riposte and Guard with minimal healing as long as she stays away from melee units.
Morgan’s C skill depends on what her team needs her to do. If she’s being transport and mobility support for an infantry or armored team, Guidance 3 is probably the best way to go. If she’s on a flier team, flier buffs and flier guidance are going to be more useful. If she’s not on a flier team and she doesn’t need to help with mobility, she can easily rock spur or drive skills effectively.
For her seal, it depends on what she’s trying to effectively counter and what role she’s trying to fill. If she’s a general ranged tank, Iote’s shield is useful in removing flier effectiveness from bow units whom she will be tanking and retaliating. If she’s a pure mage tank, or you’re just a madman and/or memelord, you can give her the Distant Def 3 deal as well to give her triple Distant Def. Triple Distant Def makes her practically unkillable by any ranged unit besides units with effectiveness against her, which means she’ll be an unstoppable mage killer, but bow units can kill her just as well.
Overall, what Morgan may be lacking when compared to Micaiah, Julius, or other ranged tanks, she definitely makes up for in versatility and a more balanced stat spread.
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Blárserpent+ (+Def) | A | Close Counter |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Iceberg | C | Atk Ploy 3 |
| S | Close Def 3 | ||
I was gifted with a +Atk/-Spd F!Morgan and I decided to make the most of it, and I came up with this beautiful monstrosity. This set aims to fix Morgan’s subpar defense and make her a very capable sword duelist. Her Speed unfortunately takes a hit with this build so she won’t be doubling most units, but she will be tanking most red hits, be it from a range or up close.
The native Blarserpent+ allows her to still function as a ranged tank but investing the refinement into her defense gives her more frontal options as well. Her resistence being ridiculously high gives Iceberg a very good chance to shine when she takes red hits as she can usually proc after a single encounter, since she’ll probably be getting doubled.
This set is mostly reliant on Close Counter as, well, she’s not going to be hitting swords up close without it. Vantage just makes it hilarious for those sword units who think they can finish her off in the next encounter to find themselves getting blasted by an iceberg. Her native Atk Ploy can also give her more survivability in situations where she may have to fight an enemy more than once, but the C slot is pretty flexible. Her Sacred Seal should be Close Defense as this will give her the best chance of tanking close hits well.
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Blárblade | A | Death Blow 3 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Moonbow | C | Goad Fliers |
While her speed is unimpressive with hone flier and goat flier she can reach 43 sp wich is enough, i guess, for doubling majority of her enemies, death blow can be switched for darting blow for securing doubles, while hone\ fortify fliers gives her enough fire power to kill her enemies.
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Blárowl+ (+Spd) | A | Distant Def 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Iceberg | C | Fortify Fliers |
| S | Distant Def 3 | ||
A specialized build for the anti-mage blue dark flier, Female Morgan! This build calls for full team support through Goad and Ward Flier buffs along with ally support buffs.
Weapon: Blarowl+ or Blarserpent+ (both Speed refined)
Assist: Swap or Resposition
Special: Iceberg or Glacies
A Slot: Distant Defense 3 or Iote's Shield
B Slot: Quick Riposte 3
C Slot: Flier Buff (or Player's Choice)
Sacred Seal: Distant Defense 3 or Iote's Shield
The sole requirement of this build is Quick Riposte 3 in the B slot. Everything else can be swapped or changed to the player's liking.
Blarserpent and Blarowl both can be interchanged, but require different team setup to replicated similar results. Blarowl is used to allow for a more offense and speed when needed against everyone both in the enemy and player phases (with the exception of archers) whereas Blarserpent (when combined with Iote's Shield) is armed for mages and one exchange with archers in the enemy phase.
Regardless if Female Morgan gets a plus Defense IV, her defense is far to low to expect her to tank a hit from an archer even with Iote's shield equipped without sustaining considerable damage.
The power behind this build lies in her Resistance stat. Adding together the support buffs, the distant defense buffs, the weapons' buffs and flier buffs (of the player's choosing), Female Morgan's resistance will surpass 60 under the right circumstances. This means Iceberg will add around 30 her special activation and Glacies would add somewhere in mid 40's to her total damage output.
Keep in the tactician's role in her team, and watch her soar to heights unseen, even by Summer Corrin's standards.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Blue Tome Users Only
|
50 | 2 | 4 |
| Blue Tome Users Only
|
100 | 2 | 6 |
| Blue Tome Users Only
|
200 | 2 | 8 |
| Learns by default at 5 ★ Blue Tome Users Only
|
300 | 2 | 12 |
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 |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
120 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | A |
| Inheritable by all units.
|
50 | B |
| Inheritable by all units.
|
100 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | B |
| Inheritable by all units.
|
60 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem: Awakening
|
|---|

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