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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Blárserpent+ | A | Defiant Def 3 |
|---|---|---|---|
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Reposition | B | Renewal 3 |
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Aether | C | Atk Ploy 3 |
| S | Distant Def 3 | ||
Anti-Mage Morgan (F)
Recommended IVs (-hp/spd / +atk/res or def)
Weapon Blarserpent+(RES) /budget Blarserpent+
Assist: anything (I run Reposition to move allies ahead)
Special: Aether/Luna/Iceberg
A: Distant Def 3 / mirror stance 2/ Iote's shield
B: Renewal 3
C: Atk ploy 3
Seal: Distant Def 3/ Iote's shield
So, lets say you have a +atk/-res Morgan with 30 base Res, with this build when she's attacked by a mage, lets say a +Atk Summer Elise with 51 atk. Morgan would survive with 19 hitpoints, assuming she gets doubled. So upon being attacked by the strongest (highest base atk) green mage and even getting doubled, a res bane Morgan would survive that attack taking it like a champ.
That is what this build does, this build is specifically designed for countering mages, although it does carry some decent anti archer/dagger benefits as well. Blarserpent and the two distant defence 3's add +6 def/res each when attacked for a grand total of +18 def/res, perfect for making Morgan into a bit more of a tank, and this is just Morgan on her own.
Recommended partner skills:
Assist: rally def/res, should be obvious, bump range def/res up to +21
C: ward fliers and fortify fliers, by comparison a combo of these two would increase def/res to +28, making a +res/-hp Morgan take 0 damage from the aforementioned Summer Elise, 0 DAMAGE, but lets take this a bit further, a lv 40+10 +atk/-hp S Elise, with death blow 3 and a +3 atk seal, does only 18 dmg to our Morgan... She is now a mage's worst nightmare.
Additional test vs Merric:
+Atk, Excalibur, Deathblow 3, vs +Res/-HP no ally buffs, SURVIVES WITH 3 HP.
Pros: Extremely defensive/resilient vs ranged units
Cons: Archers/Excalibur (sub in iote's shield), speed is poor, low max HP.
All in all, the defensive nature of this build makes her ideal for drawing out foolish ranged units without risk and holding off mages like its no big deal
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Blárblade+ | A | Death Blow 3 |
|---|---|---|---|
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Draw Back | B | Swordbreaker 3 |
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Iceberg | C | Fortify Fliers |
| S | Resistance +3 | ||
This build mainly focuses on making F!Morgan a player phase heavy hitter that can counter swords. This is built to fit with Flier Emblem rather than a standalone build.
Blarblade+ can dish out extra damage using buffs from skills like Hone/Fortify Fliers which can increase her damage output by increasing her attack or resistance for Iceberg to use which is also beefed up by Death Blow 3 and Resistance +3. Her speed doesn't have to be a major concern as well when it comes to sword units due to Swordbreaker 3. This can make way for your greens like Minerva to deal with the other units and keep the threat of speedy sword units out of the way.
Of course, Morgan is somewhat of a glass cannon when it comes to physical units (especially archers and greens) and green mages. Those kinds of units are units F!Morgan wants to avoid and Draw Back helps with that by moving both F!Morgan and her target away.
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Blárserpent+ (+Spd) | A | Life and Death 3 |
|---|---|---|---|
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Swap | B | Guard 3 |
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Moonbow | C | Fortify Res 3 |
| S | Initiate Seal Spd 3 | ||
This Morgan(f) is nore build offensive around due to an offensive Stat-Spread.
At first +SPD doesn't seem amazing, however, considering the existence of boosts and Life and Death 3 the 33 SPD can become 43 SPD very easily. Combine it with her 39 ATK from Life and Death 3 (51 ATK if added Blarrspent+) and she becomes an offensive monster.
Due to being -RES her 30 RES are worth to be dumped and her low DEF is worth dumping either way.
This set is very pricey but if ready to invest enough in Morgan(f) this stat spread can become more useful than thought.
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Blárserpent+ (+Res) | A | Mirror Stance 2 |
|---|---|---|---|
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Reposition | B | Quick Riposte 2 |
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Glacies | C | Atk Ploy 3 |
| S | Distant Def 3 | ||
This build capitalises on Morgan’s high res stat and her unique tome to become a dangerous anti mage that focuses on blowing up enemies with glacies. Because of the build’s nature, a spd bane is taken because she wants to be doubled by mages in order to return with a fully charged skill.
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Blárserpent+ (+Def) | A | Distant Def 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Iceberg | C | Goad Fliers |
| S | Iote's Shield | ||
As a ranged tank on a flier team. With some flier buffs (fortify and ward fliers), she can tank any ranged unit in the game, except for attack based +10 (or so) ninos, and she'll typically respond back with a kill.
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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