Table of Contents
- Default
- Attack
- Special
- Injured
| Morgan (M) - Lad from Afar |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 6 | 7 | 4 | 6 |
| Middle | 18 | 7 | 8 | 5 | 7 |
| High | 19 | 8 | 9 | 6 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boons
- +SPD: Ideal for both offensive and defensive builds, as Morgan can get enough Speed to either double a good number of enemies, or avoid being doubled himself, depending on the build.
- +ATK: Decent, as it improves upon Morgan’s offensive power. If +SPD is unavailable, then +ATK is the next best option.
Neutral
-
HP: Morgan has good enough bulk to be able to survive a single hit from a lot of enemies, but will suffer a bit depending on choice of bane. A -HP bane will result in both physical and magical bulk being lowered, which makes him more vulnerable to both types of damage instead of just one.
Banes
- -RES: Morgan has enough bulk to typically survive a single hit, and his magical bulk allows for more leeway in terms of survivability as dropping from 63 to 60 bulk won’t make a huge difference, depending on the build.
- -DEF: With 57 physical bulk at neutral, taking a bane here can be a bit dangerous; however, this can easily be mitigated via skills like Windsweep or Fury, as well as team buffs, making this a fairly safe bane as well.
Skill Sets
Levin Sword! ...Tome (Offensive Blade Tome)
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Rauðrblade+ Alternate: Rauðrblade |
A | Fury 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Glimmer | C | Spur Def/Res 2 |
| SP | 1,715 | S | Speed +3 |
- Preferred IV: +SPD / -DEF
- Weapon: Rauðrblade
- Assist: Reposition / Ardent Sacrifice
- Special: Glimmer / Draconic Aura
- Passive A: Fury / Life and Death / Swift Sparrow / Brazen Atk/Spd
- Passive B: Desperation
- Passive C: Spur Def/Res / Flexible
- Sacred Seal: Speed +3 / Heavy Blade / Flashing Blade
Standard blade tome setup. Morgan’s base 33/34 offenses lend themselves well to a purely offensive build.
Glimmer versus Draconic Aura is mostly preference; Glimmer does less consistent damage with a lower cooldown, while Draconic Aura does more consistent damage with a higher cooldown. Both work exceptionally well due to the nature of stacking damage on a Blade tome. Draconic Aura is the superior choice if running the Heavy Blade Seal due to it not wasting Special charges once in Desperation’s HP threshold.
The decision amongst Fury, Life and Death, Swift Sparrow and Brazen Atk/Spd is dependent on a combination of the level of team support available, personal preference, and IVs. For maximum offensive potential, Brazen Atk/Spd gives the most stats at +7 Attack/Speed. However, it is both the least consistent and needs the most support due to the requisite HP threshold. Life and Death has the 2nd most offenses at +5 Attack/Speed, but comes with a -5 penalty to Defense and Resistance. This penalty can be offset by team support (which Morgan needs with this build regardless, due to the Blade tome) and becomes less detrimental with merges.
Swift Sparrow gives slightly less offensive stats than Life and Death at +4 Attack and Speed, but lacks the penalty to Morgan’s defenses. However, it only functions on Player Phase; this isn’t particularly bad, since this is a heavily offensive build that functions primarily on Player Phase anyway. Finally, Fury gives the least offensive stats at +3 Attack and Speed, but also gives +3 Defense and Resistance. This increased bulk works best at lower merges, as it allows Morgan to skirt by with less support required from his team. In addition, the increased bulk makes it much less likely for Morgan to die in a single counterattack from an enemy, allowing him to get the safest possible access to Desperation range. The added recoil damage from Fury also helps in this regard.
For Seals, Speed +3 allows Morgan to stack even more Speed to double more enemies, resulting in significantly more KOs. Alternatively, Heavy Blade or Flashing Blade allows him to charge his Specials quicker, allowing him to win losing matchups more often thanks to the power of Specials.
Master Tactician (Defensive Utility)
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Grima's Truth | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Windsweep 3 Alternate: Dull Ranged 3 |
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Moonbow | C | Spur Def/Res 2 |
| SP | 1,425 | S | Phantom Spd 3 |
- Preferred IV: +SPD / -DEF
- Weapon: Grima’s Truth
- Assist: Reposition
- Special: Moonbow
- Passive A: Fury / Distant Def
- Passive B: Windsweep / Vantage / Dull Ranged
- Passive C: Spur Def/Res / Flexible
- Sacred Seal: Phantom Spd / Quick Riposte / Distant Def
The goal of this set is to maximize the supportive capabilities of Morgan’s unique tome, Grima’s Truth. This setup is functionally similar to Dark Breath/Windsweep builds; safe access to debuff on Player Phase, while retaining Enemy Phase capabilities.
Windsweep is the focus of this setup, as it allows Morgan to avoid having to worry about getting one-shot by strong physical threats while attacking them to apply the debuff from his tome (as well as buffing allies, potentially setting them up to sweep). If Windsweep is unavailable, then it’s best to go for a simple anti-ranged setup with Vantage or Morgan’s base Dull Ranged skill.
If running Windsweep, then Fury and Phantom Spd Seal are ideal to maximize Morgan’s ability to activate it. Fury can be replaced by Distant Def if Morgan has access to team support in the form of buffs or simply to trade safer debuff application for vastly superior defensive prowess. Without Windsweep, Distant Def is the superior option to go all-in on a defensive setup.
For Seals, Phantom Spd is important when running Windsweep, as it grants a massive boost to the number of targets that Morgan can safely apply his tome’s effect on. Otherwise, Quick Riposte allows him to double even against speedy mages like Nino, while Distant Def makes him extremely resilient against ranged threats (particularly when combined with Distant Def in the A slot and Dull Ranged).
All According to Keikaku (Offensive Utility)
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Grima's Truth | A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Moonbow | C | Res Smoke 3 Alternate: Spur Def/Res 2 |
| SP | 1,425 | S | Speed +3 |
- Preferred IV: +SPD / -DEF
- Weapon: Grima’s Truth
- Assist: Reposition
- Special: Moonbow
- Passive A: Swift Sparrow / Fury / Life and Death
- Passive B: Desperation
- Passive C: Res Smoke / Spur Def/Res / Varies on Team
- Sacred Seal: Speed +3 / Heavy Blade / Flashing Blade
This build aims to make the most of Morgan’s unique tome to boost his offensive prowess. It functions best when paired with a dancer to maximize the effects. While the effect from Grima’s Truth isn’t quite as spectacular as that of Peshkatz, Sothe’s unique dagger, it still allows for Morgan to become an offensive monster when active.
Since this is almost entirely an offensive build, Swift Sparrow is ideal to avoid damaging Morgan’s defenses in order to minimize the chance he gets KO’d in a single hit. Fury is still a good option for budget, and Life and Death is acceptable with the proper team support (such as defensive buffs).
Stacking Speed is very important for Morgan, since he doesn’t have enough Attack to reliably one-shot units with decent magical bulk, so the Speed +3 Seal is a good choice. Alternatively, the simultaneous Attack buff and debuff from Grima’s Truth makes Heavy Blade quite easy to activate, given that both are active. The same applies for Flashing Blade, but with Speed instead of Attack.
Introduction
Morgan (M) is a mage that has stats fairly similar to that of Tharja. However, unlike Tharja, Morgan has a unique tome: Grima’s Truth. While Morgan is marginally better than Tharja as a Blade tome mage due to his stat spread, the real difference is that he can be built to perform different roles thanks to his tome.
Unfortunately, Morgan suffers from many of the same problems as other infantry mages. Infantry movement means that he is left in the dust compared to Fliers and Cavalry, in addition to not being able to keep up with Flier, Cavalry, and Armor Blade tome mages due to not having access to powerful synergy buffs like Hone Cavalry or Fortify Armor. Thankfully, the Tactic buff skills help alleviate this somewhat.
Overall, Morgan is a decent mage that can fulfill multiple roles either as an offensive nuker or utility/support. The support and utility he can provide to his team with Grima’s Truth is quite powerful, and greatly distinguishes him from other mages.
Strengths
Good Offensive Stats
With 33/34 Attack and Speed, Morgan ever so slightly edges out Tharja and Katarina’s 32/34 offensive spread.
Grima’s Truth
Morgan’s unique tome grants him great supportive capabilities as well as versatility in terms of builds and role within a team.
Decent Bulk
While Morgan skirts the edge with his physical bulk of 57, his magical bulk of 63 makes it fairly safe to take a single hit when fighting non-blue enemies. Running a skill like Fury or providing a little bit of team support goes a long way.
Weaknesses
Team Support Dependent
While he is less dependent than other mages that rely entirely on Blade tomes, Morgan still requires a good amount of team support to maximize his capabilities. However, his unique tome Grima’s Truth can allow him to circumvent this.
Infantry
As an infantry, Morgan has to deal with a lack of access to powerful buffs that other movement types have. He also lacks the superior mobility of fliers and cavalry, making it difficult for him to keep up.
Team Options
Counters
- Strong Blues: Blue units can readily handle Morgan thanks to their color advantage; if they have even decent Attack, they can likely KO him in a single hit. Some examples include Nowi, Hardin, and Reinhardt.
- Magical Tanks: Units with high Resistance such as Micaiah, Morgan (F), and Halloween Sakura can wall Morgan’s damage output, stopping him dead in his tracks.
- Debuffers: While Morgan has decent Resistance, he is still highly vulnerable to being debuffed by enemies via skills such as Chilling Seal from Gunnthrá, or Ploys from units like Arvis, Lute, or Deirdre.
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Grima's Truth | A | Swift Sparrow 2 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Moonbow | C | Spur Def/Res 2 |
| S | Speed +3 | ||
Taking -Res allows Morgan to equalize his defense, with Grima's truth equipped he'll have damaged soak of 60 for both damage types, making him surprisingly bulky on top of having good speed to avoid follow-ups. Having equalized bulk also means his defenses aren't lopsided to cause an issue fighting dragons.
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Grima's Truth | A | Close Counter |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Moonbow | C | Savage Blow 3 |
| S | Close Def 3 | ||
IV's: -Atk/+Spd, +Def, -Res/+Spd, +Def
Sadistic Tactician:
With the announcement of Takumi being released, why not consider giving your Morgan Close Counter? With a nice debuff effect on his weapon and the right IV's, Morgan can *theoretically* be a force with Close Counter.
The idea for this build is to have Morgan attack an enemy unit to apply his debuff effect and then outlast and destroy them thanks to Close Counter. With Grima's Truth and Close Defense, Morgan will add a nice 9-11 to his defenses against physical units and that's without taking buffs from his teammates into consideration.
Moonbow is used for its low cooldown and to help him deal damage against units with high defenses. Quick Riposte is taken in order to ensure Morgan doubles whatever attacks him, compensating for his good but not great speed. Finally, Savage Blow is used to soften up enemies for either Morgan or his teammates to finish off; it can be replaced with anything you want, however.
The IV choices are flexible. If you want Morgan to have good bulk, an attack bane may be your best bet as he can't really afford to take banes in either Hp (will make him too frail) or Speed (does not want to be doubled). Should you want to make Morgan more offensively oriented, a -Res boon can be taken in order for him to have an even 23 for his defenses. Try to avoid taking a bane in defense, as it will make him quite frail.
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Rauðrowl+ (+Res) | A | Distant Def 3 |
|---|---|---|---|
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Swap | B | Dull Ranged 3 |
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Iceberg | C | Spd Ploy 3 |
| S | Atk Ploy 3 | ||
Semi-Expensive build for a spare +Res Morgan. Not entirely optimal, but gives him good magic tanking abilities. Unfortunately, Red is not the best defensive color, but Morgan’s balanced statline allows him to pull it off. His Res after a weapon refinement allows him to function as a Ploy user, improving his survivability with Atk/Spd Ploys, while also making up for his lack of IVs in either stat, which he would usually prefer. Overall, this build is fairly self-explanatory, and does its job well, albeit maybe not as well as other red mages
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Grima's Truth | A | Close Counter |
|---|---|---|---|
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Ardent Sacrifice | B | Vantage 3 |
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Growing Wind | C | Spur Def/Res 2 |
| S | Close Def 3 | ||
By making use of Grima's Truth and an AoE special, Morgan can become "A Takumi by Another Name" that targets Resistance and can buff his teammates reliably. Ardent Sacrifice is a reliable way to ease him into the range of Vantage while his Close Def 3 Sacred Seal as well as the Def boost from his unique tome helps him to better survive a hit. It is recommended to give him the Water Blessing in order to keep his speed at a high level for avoiding followup attacks, as Morgan can likely take one hit, but not two, from faster reds such as Ryoma.
Morgan's purpose on the team, true to the quirk of pitfall traps related to his character, is to set up a giant trap for his team to close in on the enemy. After he attacks once at a group of enemies, he can abuse Vantage as well as his amazing Attack stat to kill the already wounded enemies (thanks to his AoE special) as well as beef up teammates that can finish the job for him should he need it. Even if the strategy is not as effective as planned, Spur Def/Res 2 is put as a failsafe for squishy teammates that might need a small buff to survive.
Recommended team composition for this build is Fjorm (to supply the Water Blessing speed buff and to tank blue mages), an Infantry Pulse user (to help trigger the AoE special earlier), and a nuke that can dispatch high Res units that Morgan himself cannot kill with his trap.
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Grima's Truth | A | Darting Blow 3 |
|---|---|---|---|
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Rally Def/Res | B | Dull Ranged 3 |
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Dragon Fang | C | Spur Def/Res 2 |
| S | Drive Def 2 | ||
A low-budget build for M!Morgan. Since he’s mostly a Player Phase unit, Darting Blow 3 brings his neutral IV Spd to an effective 40, allowing him to double many enemies. Dull Ranged 3 allows him to ignore the buffed many emblem-buffed enemies at a range (mostly armor and cavalry). His Spur Def/Res 2, Drive Def 2 Seal, and Rally Def/Res allow him to do great defensive buffing for your team, regardless of movement type.
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 |
| Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
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 |
|---|---|---|
| Inheritable by all units.
|
60 | B |
| Unlocks at 4 ★ Inheritable by all units.
|
120 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | B |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem: Awakening
|
|---|

Fate Grand Order
Dragonball Legends

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