Hey, I’m Zathong and this guide is about Fallen Morgan (M) Build in Fire Emblem Heroes (FEH).
Best Fallen Morgan (M) build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Fallen Morgan (M) build for the meta. Learn more about Fallen Morgan (M)’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Fallen Morgan (M) Builds
: Tome of Despair | A : Atk/Res Solo 4 |
: Reposition | B : Sabotage Def 3 |
: Iceberg | C : Atk/Res Menace |
S : Phantom Res 3 |
Recommended IVs
- +Atk/-Spd
- +Atk for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 38 | Rank: 454/814 |
Atk | 37 | Rank: 133/814 |
Spd | 17 | Rank: 645/814 |
Def | 35 | Rank: 102/814 |
Res | 38 | Rank: 18/814 |
Roles
- Ranged Magic
- Physical Wall
- Magic Wall
- Exclusive Skill
Counters & Teammates
Counters
These picks are strong against Fallen Morgan (M) in game.
Teammates
These picks are good against Fallen Morgan (M) in game.
Gameplay
Skills
These are all skill for Fallen Morgan (M) : Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Res Solo 1 | If unit is not adjacent to an ally, grants Atk/Res +2 during combat. | 5★ |
Atk/Res Solo 2 | If unit is not adjacent to an ally, grants Atk/Res +4 during combat. | 5★ |
Atk/Res Solo 3 | If unit is not adjacent to an ally, grants Atk/Res +6 during combat. | 5★ |
Atk/Res Solo 4 | If unit is not adjacent to an ally, grants Atk/Res +7 during combat. | 5★ |
Sabotage Def 1 | At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Def-3 on that foe through its next action. | 5★ |
Sabotage Def 2 | At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Def-5 on that foe through its next action. | 5★ |
Sabotage Def 3 | At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Def-7 on that foe through its next action. | 5★ |
Threaten Res 1 | Inflicts Res -3 on foes within 2 spaces through their next actions at the start of each turn. | 5★ |
Threat. Atk/Res 1 | At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions. | 5★ |
Threat. Atk/Res 2 | At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions. | 5★ |
Atk/Res Menace | At start of turn, inflicts Atk/Res-6 on nearest foes within 4 spaces through their next actions and grants Atk/Res+6 to unit for 1 turn. | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Chilling Wind | (Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Res. | 5★ |
Iceberg | (Cooldown Count = 3) Boosts damage dealt by 50% of unit’s Res. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Flux | 4 | 2 | No Effect | 5★ |
Ruin | 6 | 2 | No Effect | 5★ |
Fenrir | 9 | 2 | No Effect | 5★ |
Tome of Despair | 14 | 2 | Grants Atk +3. At combat start, if unit’s HP ≥ 25%, inflicts Atk/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 5, “foe cannot make a follow-up atk”, and if ≥ 10, “unit makes a guaranteed follow-up atk”, and if ≥ 15, “inflicts Special cooldown charge -1 on foe per attack during combat.” (Ex. If unit has an Atk/Res+6 bonus and foe has an Atk/Res -6 penalty, the calculated total will be 24.) | 5★ |
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