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This article covers information about Morgana as a party member, including uses and strategies, in Persona 5 and its spinoffs.

Overview[]

Persona 5[]

Morgana first becomes playable on 4/11, soon after the protagonist's awakening, and starts at Level 2. He specializes in Wind skills, healing, and downing enemies through Critical hits.

Morgana is able to heal the group with special skills. Unique to him as a party member, he is also able to revive fainted allies, which can serve as an efficient counter against any miscalculations as well as luck-based kills, such as those caused by Critical hits or instant-death attacks. Morgana's Recarm and Samarecarm ensures the party is in shape. Because of Morgana's high agility stat, he can very often act first, which also lets him heal and act in emergencies, enemy ambushes included.

Morgana can also use Me Patra to cure the ailments Dizzy, Forget, Sleep and Hunger at once for the whole party. The ailments don't follow a common theme compared to others, but Dizzy and Sleep guarantee Technical damage from all directions. Although Forget and Hunger cannot be exploited with Technical, Forget prevents the party members from playing their roles via exploiting their skills, and Hunger halves their attack power, only leaving them with the option of support, which can be detrimental to their offense.

Morgana has the highest Luck stat out of all Phantom Thieves, although very close to Ann Takamaki. This makes him more evasive against Critical hits, ailments and instant-death skills, which make it more difficult for him to be knocked down, have his movement disabled or even be outright defeated. This is especially useful when compared to other party members, as Morgana can cover for their low Luck should they be taken down, and he can back them up with his healing and revival, although on ailments, his options are limited.

Morgana's Luck can also be used offensively, as it helps stack damage over time through critical hits and One Mores. In addition, this stat can also enhance Lucky Punch, a Physical skill that has minuscule damage, but also a high chance of performing critical hits on enemies, downing them and leaving them vulnerable to the party's attack in the process. Morgana can later learn Miracle Punch, which delivers medium damage, and more importantly, has the highest Critical hit ratio out of any skill. Both of these skills can help with swiftly toppling enemies and having them receive increased damage, and are especially useful for initiating Hold Ups and All-Out Attacks when there are very few enemies on the field. Otherwise, by giving away his turn, he can quickly start Baton Passes with his allies without the need to exploit an enemy weakness.

Morgana has the second highest agility stat from the group, only slightly behind Makoto Niijima. This allows him to usually act early before other allies. Being able to heal early can be an useful perk, especially when it comes to avoiding an ally getting knocked out by an enemy before he can act. This healing can further be used in succession with the Lucky Punch set of skills, which consume HP upon usage.

In addition, at the same time, this stat can sharpen his attack accuracy and evasion. His available armor options also grant a substantial boost to evasion compared to the available equivalent for other party members. He can also use Masukunda, a skill which debuffs enemies' accuracy and evasion for 3 turns, making the whole party more untouchable. This is especially useful against large hordes of enemies and against multi-target skills, and it also brings several useful properties in battle:

  • On evasion, compared to its sister buff Rakukaja, the ability prevents enemies from exploiting 1 Mores as often (especially against weaknesses,) and indirectly reduces the odds of the enemy landing Critical hits on the team. Additionally, even if the enemy were to land a Critical, the 1 More can still be disabled anyway if the enemy misses.
    • Masukunda is also an efficient alternative to Samarecarm should there be no need for revival, as it also reduces the odds of any party members fainting.
  • Higher accuracy helps ensure success for Baton Pass chains, which can easily be broken down if someone misses midway.
  • The party's multi-target magic skills are supported via accuracy too, as it's much more likely for those to miss an enemy or two.
  • This debuff in general also helps enhance the success of Lucky Punch, as those have a reduced accuracy, aside from the critical rate.

Masukunda is a useful technique to keep in mind in scenarios where the party's HP is nigh or completely full and the offensive is entirely handled by the rest of the party, and can reduce any surprise turnabouts from the enemy faction.

However, Morgana's the most fragile member of the group, having the lowest Endurance stat and HP total. Although evasiveness and luck can help avoid trouble from attacks, status ailments and instant-death skills, it is easier for Morgana to faint upon getting hit compared to other members. It's important to give him proper care in battle in order for him to support the rest of the group and make the most out of his abilities.

Morgana has the second weakest physical attack stat, and although he has the second highest magic stat, he's the only party member that doesn't learn a Severe or stronger attack by leveling up late in the game, with his skills only being able to inflict Heavy damage at most. In its place, on Level 75, Morgana can learn Salvation, which can fully heal the entire party and cure any non-special ailments.

Morgana is naturally resistant to Wind skills, and is vulnerable to Electric skills. Morgana's Wind skills are slightly cheaper in SP when compared to other elemental attacks, making it possible to save up in the process. More importantly, his Wind skills are able to inflict Technical damage on enemies that have been burned from Fire skills.

If Morgana's Persona Zorro evolves into Mercurius, he'll be able to learn Evade Elec, tripling the chance of evading Electric attacks. In addition, he now can completely block Wind, and gains resistance to Bless. Unlike other party members, Morgana's Persona is only able to evolve on December 23rd, as his Confidant is automatic, meaning these perks can only be used while exploring the Depths of Mementos and anything after.

Morgana's strongest melee weapon is Claiomh Solais which is created by performing an Electric Chair Execution on Mother Harlot. His strongest ranged weapon is Utopia and can be bought from Untouchable on 12/22. It has the chance to inflict Forget on an enemy when used, and is the only weapon in the game with 100 accuracy. However, damage-wise, Dreamstone II has the highest attack power out of any of his weapons, although it doesn't have the remaining benefits the Utopia has. The weapon can be received by customizing a regular Dreamstone at Untouchable.

Morgana's strongest armor is the Nekomata Coat+, which, although evasive already, also lets him evade Psy attacks, which can be handy for emergencies when he gets afflicted with mental ailments, all of which block his movement, as well as prevent him from being exploited with Technical damage.

Persona 5 Royal[]

In Persona 5 Royal, Morgana can learn Pulinpa on Level 19, a skill with a high chance of Confusing a foe. His high Luck makes it much more likely to inflict, and can generally be used for stalling and grinding items and money. If the protagonist reads "Knowing the Heart," Morgana will also be able to use his Wind skills in succession to perform Technical damage on the afflicted foe.

Morgana can initiate Showtime with Ann Takamaki and Haru Okumura. His Showtime with Ann can be unlocked as early as June 21st, and Haru's on September 20th.

Morgana's special Persona Trait is Proud Presence, which helps increase the effect of allies' healing skills when he's on the field.

Morgana's Persona will automatically transform into Diego on the evening of January 10th, a few days before the full group is able to properly infiltrate Maruki's Palace and the Path of Da'at. Diego will make it possible for Morgana to learn Miracle Rush, a variation of Miracle Punch, which now targets all enemies. This can be especially useful due to its property to grant One Mores, which lets Morgana try and Down even more enemies should he be barely unlucky with his yield, as long as at least 1 enemy is downed, which becomes more unlikely the more enemies there are on the field, as long as they're standing. Like with other party members, this skill can only be used during the very end of the game. In addition, his Persona Trait will upgrade to Majestic Presence, which can also save SP.

Morgana's strongest melee weapon remains Claiomh Solais which still requires Mother Harlot to create, but if it is created during a fusion alarm, it becomes its strongest variation, Claiomh Solais R. Both weapons increase Morgana's SP by 50, giving him more room for support.

Sudarshana is instead his strongest ranged weapon in Persona 5 Royal, requiring an Electric Chair execution on Vishnu and becomes Sudarshana EX during a fusion alarm. Both slingshots have a chance to afflict the enemy with Dizzy, which allows all party members to afflict Technical damage on the target as many times until they recover, while also making it harder for them to land a hit on the party in return.

On customization in Untouchable, Morgana is the only early-game party member to be able to have his ranged weapons customized to all 3 elemental ailment camos (Burn, Freeze and Shock), at the trade-off of reducing the gun's attack power and halve its round cap per battle (from 5 to 3 for Morgana). This may only grant additional chemistry with Strength-based or Nuclear-efficient combatants through Technicals, but Morgana may also exploit the Fire Camo [F] to deal Technical damage on his own. Other party members that gain access to all camos at once are Goro Akechi and Sumire Yoshizawa.

The Fire camo is also the most common elemental ailment camo in general, which grants Morgana many opportunities for Technical chemistry with other party members.

Morgana's strongest armor is Dragon Scale Scarf, obtained from collecting Sooty Scale Armor from Fafnir through negotiation or drops and putting it for laundry. Not only is the evasion very high, the armor greatly reduces damage from Physical skills, making him a powerhouse against Physical-oriented enemies, especially as Morgana's already evasive and is less prone to taking Critical hits (although the armor doesn't affect Gun attacks.)

Persona 5 Strikers[]

Morgana's stat distribution in Persona 5 Strikers is very similar to that of Persona 5, with the exception of several minor stat raises. Hence, he plays very similarly in Strikers as well.

Morgana's battle style has him focused more as a healer with a side of offensive magic damage. Additionally, he may be able to cast Miracle Punch via Combo Attacks or Master Arts. Doing so will not cost any HP to use.

Morgana's ability to inflict Technicals is emphasized, as he can learn the skill Technical Adept, which increases damage inflicted by technical hits. This in particular can be made use of if he teams up with Ann Takamaki or the protagonist, who both have the potential to inflict their enemies with Burn.

Additionally, he is able to learn Dormin Rush, a Physical skill which has a chance of inflicting any enemy within a wide range with Sleep, essentially making them vulnerable to a Technical hit from any direction. This becomes more handy as Sleep is no longer cured when the user is attacked.

Furthermore, Dormin Rush's ability to inflict Critical hits can also be exploited. It is especially useful when going against a massive horde of normal enemies, as simply 1 Critical hit is enough to unlock an arena-wide All-Out Attack.

Dormin Rush on its own also allows Morgana to act against Shocked and Frozen targets as well, granting him decent chemistry with Electric and Ice attackers as well, albeit it won't be as strong as Wind skills via Burn, especially when Morgana gets the opportunity to enhance the damage of his Wind attacks.

On Morgana's non-skill based combo attacks, his simplest attack, P5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 T.png (C5), lets him generate a wheel of wind that he'll send forward a straight line. Obtaining the Animal Instinct Master Art will allow him to perform a Follow Up.

On combo attacks with more elaborate mechanics, P5R PS4 S.pngP5R PS4 T.png (C2) lets him perform a Wind-type close-range spin slash while he rises in the air. There's a similar variant, P5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 T.png (C4), which is more wide-range. With the Cat's Paw Master Art, it can pull regular enemies in the air.

Morgana's unique quirk is to transform into a van, which lets him use his movements to deal minuscule, but continuous damage by driving into enemies. Obtaining the final Cyclone Charge Master Art will let him perform an attack, which lets him ram into them. This attack has a Wind affinity, and causes a shockwave upon collision with the ground. Getting attacked at all makes him revert back to his regular state.

Morgana's regular gun is enhanced to deal 6 homing attacks at enemies, which cannot miss. He has 30 ammo.

Strategies[]

This section compiles various strategies and uses of Morgana in terms of more expansive circumstances.

By Palaces[]

Kamoshida's Palace[]

The first Palace is straightforward, as only a full party needs to be managed without thinking of managing party arrangement.

The party's playstyle is simplified as well, distinguishing the party only via attack types. Morgana in particular has Wind skills, but the only enemy that is weak to it is Agathion, who might also be able to counter Morgana with Zio. Morgana also has Dia on his arsenal, and as well as Patra, which is an effective counter against enemies that try to afflict Sleep.

Unique to Morgana in Kamoshida's Palace, he will very often go first in combat, mainly only being able to be outpaced by Joker depending on the circumstances. Because of this, Morgana can start combat with emergency healing should there be a need for it, especially in enemy ambushes. This can also work if Morgana fainted in a previous battle and he returns in the next with just 1 HP. Protecting the protagonist from losing his HP is key, so Morgana must be made use of in that regard.

Although Morgana has a very restricted role as a healer and would be hindered if his attacks were ineffective, none of the Shadows in Kamoshida's Palace resist Wind.

It is not mandatory to buy powerful melee weapons for Morgana from the get-go, as one locked chest contains a Ryozanpaku Sword for Morgana, which tops all swords that can be bought at that time at Untouchable.

Madarame's Palace[]

Morgana's skill pool expands to multi-target attack and healing skills (Media and Magaru). Magaru will allow for a quick way to deal damage to all enemies, especially if One More (+Down damage modifier) can be made use of. And although Media heals all allies, at that point of the game it will have weak recovery input, roughly around a third to fourth of the party's HP.

Morgana will also gain the ability to use Lucky Punch. The use is luck-dependent, but it is recommended to make use of it regardless, as it can open up back-door strategies which can both conserve the party's HP/SP as well as save the party out of emergency situations. It might be especially useful against Nue, which is a lone, but powerful encounter, as well as in battles with Apsaras, who will prioritize protecting hers or her allies' weaknesses with elemental walls (which are the signature elements of the main party members so far, which are Fire/Ice/Elec/Wind.)

If the Zodiac Charm is equipped, Lucky Punch's Critical rate will be increased. The protagonist can also use one of his Personas to enhance him with Rebellion, and Yusuke's Sukukaja can be used to increase his accuracy to ensure he doesn't miss, which in turn reduces his Critical rate. Depending on how early Yusuke's recruited, if his Level is higher, he'll be able to act before Morgana.

With Party Members[]

Morgana & Ryuji[]

If Ryuji rarely spends his SP and/or is not in a position to deal damage, he may use Tarukaja on Morgana to have him deal damage with his Wind skills, considering they're cheaper than other magic skills, letting him conserve SP in the process.

Morgana may also use Masukunda to boost the accuracy of Ryuji's Physical skills (as well as melee attacks.)

If Ryuji uses Charge, Morgana may help him increase his damage easily with Lucky Punch, furthering his multiplier with Baton Pass and likely Down. This strategy is particularly useful, as merging multipliers at once will deplete more HP in the long run, instead of depleting them separately. Furthermore, if Morgana cleans the risk of missing with Masukunda, this will very likely ensure Ryuji's attack is a clean hit.

Should there be burned targets, whether from the protagonist or Ann, Ryuji may help Morgana with Tarukaja in succession to help him do the most out of the condition before it wears off.

In Persona 5 Royal, if Ryuji grants access to his electric chair execution ranged weapons, all of which can afflict Burn, he can tag with Morgana to afflict Technical damage with his Wind skills. The only downside is that there will not be enough time for Ryuji to enhance Morgana with Tarukaja. It is also recommended to have Morgana go after Ryuji.

Morgana & Ann[]

See also: Party/Ann Takamaki#Ann & Morgana

Morgana and Ann may naturally work together with their Technical combination: as Ann deals Fire damage, her enemies may be inflicted with Burn, in which case Morgana's Wind attacks will receive a damage boost on the afflicted targets: although Morgana has the 2nd highest magic stat behind Ann, his attacks may surpass hers if they're under the status of Technical.

Ann's Tarunda also supports Morgana in terms of sustainability, and also boosts the value of his healing abilities as well, as their HP is that much more difficult to deplete. This also supports his reviving abilities, as it reduces the risk of recovered allies to faint immediately after.

In the scenario that Morgana's busy, Ann can use her own healing skills on him as backup, even if they're only single-target.

If Ann uses Concentrate, Morgana may use his Lucky Punch set of skills to accumulate damage quickly via the multipliers of Baton Pass chains and the Down condition. Morgana's Masukunda can also minimize the risk of wasting the attack and the chain since it missed.

In Persona 5, Ann can stall for Morgana with Tentarafoo, giving him time to use Lucky Punch on any enemy.

In Persona 5 Royal, as Technical hits are able to Down enemies (although the Technical Rank needs to be maximized for them to guarantee a Down), Ann's ailments can be used efficiently with Morgana: the Wind/Burn combination can now allow Morgana to make use of 1 More, or even pass the baton to another user.

Under these rules, Ann's Dormina can help extend any Baton Pass streaks for the party, as any attack will inflict the Sleeping target with Technical, although it wears off immediately after being hit. This artificial streak can be further extended with a Lucky Punch: where the first recipient of the Baton Pass will either have to target a single enemy's weakness and avoid the Sleeping target for the third recipient, or target all enemies regardless and ensure the second recipient has a target left to Down via weaknesses. That way, Morgana and Ann both artificially extend the party's Baton Pass streak by 2, with only 1 recipient left to act and exploit weaknesses. The protagonist may be used as the 2nd recipient to exploit the weakness of any standing enemy, unless the other available party member is able to Down another enemy on their own.

However, Ann herself may be the final recipient of Baton Pass, and if she were to use Concentrate before she gets called in the streak, she could be able to inflict massive damage: if her Baton Pass Rank is maximized, the damage she inflicts will be over 6 times the normal attack would inflict. As the damage on Downed enemies is increased, the damage will be near 9 times the usual: depending on the circumstances, All-out Attack may be skipped if Ann's attack is enough to shred enemies.

Another strategy Morgana and Ann can make use of is to use skill accessories to swap affinities. This particular combination works especially, as Morgana has the highest Luck stat (even if it's slightly higher than Ann's), making it much easier for him to Burn enemies, whereas Ann has the highest magic stat in the game, which can be useful when she deals Technical damage with it. Ann can swap to Nuclear attacks and Morgana can use Shock in succession, although Wind skills conserve SP.

Morgana & Yusuke[]

See also: Party/Yusuke Kitagawa#Yusuke & Morgana

Yusuke's Sukukaja may support Morgana's Lucky Punch: although the skills' Critical rate are already low, the same applies for their accuracy: by increasing his accuracy, Morgana will have higher odds of landing Lucky Punch successfully, even if the overall increase is small on its own.

Regardless, if Morgana were to strike successfully and Down the enemy, he may pass his extra turn to Yusuke, letting some of his skills deal extra damage via Baton Pass.

Additionally, Morgana's Masukunda and Yusuke's Sukukaja may greatly increase their evasiveness against enemies. This is particularly useful for low-accuracy moves.

Morgana & Makoto[]

Makoto can grant Morgana increased Defense to cover for his vulnerability. Additionally, Makoto may be able to protect Morgana against debuffs, especially Rakunda, with the use of Dekunda.

As both are efficient in healing, they can often juggle between healing and offensive depending on the situation, without the risk of leaving the party exposed without any healing.

Additionally, as both are efficient in exploiting Technical damage, particularly Burn, they may be paired up with a Fire user, particularly the protagonist and/or Ann, to deal increased damage to burned enemies.

In Persona 5 Royal, Morgana's trait "Proud Presence" can increase the effect of Makoto's healing skills. Although that doesn't do anything with Diarahan and Mediarahan, Makoto can use this opportunity to preserve at least Mediarama to conserve x2.5 the SP. Morgana's upgraded "Majestic Presence" also has a chance to conserve SP, which although works on Mediarahan, can be especially useful if it cuts Mediarama's SP cost.

Morgana & Haru[]

See also: Party/Haru Okumura#Haru & Morgana

Haru may be able to protect Morgana with her Tetrakarn and Makarakarn skills, in relation to his low defenses and if his weakness is struck.

Should Haru inflict an enemy with Rage, as their evasion is decreased, it'll make it much easier for Morgana to land a critical hit with Lucky Punch, most likely without the need of Masukunda, and will help increase the value of the party's Baton Pass, as they're tackling an enemy with decreased defenses.

Their abilities emphasize on the party's ability to exploit streaks, as although Morgana acts as a trigger (Lucky Punch) and can guarantee the streak sticks (Masukunda), Haru neutralizes beneficial effects to the enemy (Downs & 1 Mores) and nullifies anything preventing special conditions (All-out Attacks and Baton Passes) by healing status ailments. In short, Morgana and Haru teaming up ensures the party has the upper hand in accessing streaks.

Haru may also be able to use her shield skills to help pave way for Morgana's healing and help him stall, particularly on targets with much more depleted HP than the rest. If used strategically, it may allow Morgana to increase the value of his upcoming healing and conserve SP, without the risk of overdoing it and having the ally die instead.

In Persona 5 Royal, Morgana may use Pulinpa to Confuse an enemy: if "Knowing the Heart" has been read, both Morgana and Haru may single out that enemy with their Gun or Wind skills. Otherwise, Morgana may keep it up with Confusing foes and let Haru deal damage. On another hand, Haru may use Tentarafoo instead, and have Morgana take the offense with multi-target Wind skills instead.

Morgana & Akechi[]

Although only available rarely, Akechi can support Morgana by reviving him should he faint in battle. The same can go the other way.

In Person 5 Royal, Akechi's ultimate weapons, Hinokagutsuchi and Hinokagutsuchi II, can afflict Burn, giving Morgana room to afflict Technical damage. This can be handy if Akechi's cornered and cannot deal Physical skills, forcing him to rely on melee damage.

Morgana & the protagonist[]

This section covers strategies that cannot be utilized by any other party member.

Although the protagonist cannot be revived, he is usually the only other party member that may revive Morgana if he were to faint; this supports him in utilizing his own recovery abilities in return. Both can be set up in the party so to balance the time needed to revive: if Morgana is placed third in order, there will be a balanced period of time between the two party members to act, as well as to react to the enemies' attacks accordingly.

The protagonist may also join Morgana in utilizing the Lucky Punch set of skills, helping one cover for the other if it were necessary to set up a combo of multiple Criticals in a row.

The protagonist is also able to use Rebellion on Morgana to increase his Critical rate. This also applies to Revolution which increases the Critical rate of all allies, as although it's a riskier approach since it also boosts that of enemies, the difference is nearly insignificant if the party manages to pull off a fatal streak before the enemy can act.

If Morgana goes right after the protagonist, Morgana's Lucky Punch skills (and immediately passing the Baton to Joker) can be a quick way to speed up the process of afflicting enemies with Fear before finishing them off with Ghastly Wail, a process which would otherwise take two turns to wrap up.

Morgana, Ryuji & Ann[]

With Ann's ability to afflict Burn and Ryuji's use of Tarukaja and his ability to access Baton Passes with Critical hits, the two can make room for Morgana to exploit the enemy's Technical weakness to Burn more than 3 times before they recover from their ailment. Because of this, Morgana will have increased attack power due to multipliers caused by Technical and Tarukaja, and the effects will stack whenever he's in a Baton Pass, and even further on enemies that are Downed.

Morgana, Ryuji & Haru[]

The trio has an emphasis on Critical hits, due to Ryuji and Haru's Physical set up and having moderate Luck. That way, they can easily access Baton Passes even if they can't exploit weaknesses.

That makes Ryuji's Tarukaja much more prominent, as Baton Pass lets the party act multiple times before their 3 turns are up.

In Persona 5 Royal, the three can also make use of Technical damage to Down enemies, as Ryuji's Forget can be exploited by Psy and Shock, and Morgana and Haru's Confuse with Psy, Gun and Wind. Haru can also exploit Ryuji's ability to Shock enemies as well.

Morgana, Ann & Makoto[]

The trio excels in several areas:

  • As Ann can quickly set enemies on Fire, Morgana and Makoto can both make use of that to afflict Technical damage. Morgana can use Masukunda to help cover for any accuracy gaffes, especially with Ann.
  • Ann and Makoto can both maximize the party's defenses with both Tarunda and Rakukaja, covering up Morgana and Ann's fragile nature.
  • The two can also exploit Dekaja and Dekunda to ensure the enemy doesn't get the upper hand with their buff skills.
  • Morgana can help cover for Makoto's low Luck via his respective evasivess and revival skills, especially as getting knocked down or afflicted with an ailment can leave her to faint, and instant-kill attacks are difficult for her to avoid.
  • They are all efficient healers, allowing to juggle the responsibility easily, although Ann can only heal 1 person.

In Persona 5 Royal, these three party members can make use of their Persona traits to increase their performance: Morgana's increases the effect of the party's healing skills, Ann may decrease their magic cost, and Makoto can make it that much easier for Ann to Burn enemies.

The trio can especially make use of the other trio's abilities by integrating skill accessories with Bufu, Zio and Frei, establishing more flexibility with exploiting weaknesses and extending Baton Passes. Should the party's weaknesses be put into consideration, Ann can be given Frei for Technical exploitation, while Morgana gets Bufu and Haru Zio. To maximize opportunities for Technical exploitation, as Freeze thaws on contact, Morgana can be given Frei while Ann uses Zio, as although both the Technical output and affliction rate will be both mildly reduced, there will be more opportunities to exploit Technical damage.

The opposing party: Ryuji, Yusuke and Makoto can be given skill accessories on their part as well, allowing for seamless switching between the two for conserving SP, although the accessories will have to be double-checked every time in case a different arrangement is established.

Morgana, Ann & Haru[]

The unique thing about Haru is that in late game, she can learn Heat Riser, a buff that combines Tarukaja, Rakukaja and Sukukaja. This specific set-up consists of the party that doesn't have these skills in their arsenal otherwise, giving them room to a versatile amount of support. The only trade-off is that the buff can be given to 1 party member only. Morgana and Ann can still use Masukunda and Matarunda to enhance the party's accuracy and defense. Haru can cure ailments and rely on shields to protect against weaknesses, while Ann can also use Dekaja to prevent the enemy from buffing themselves. Only Makoto's Dekunda is unavailable for this set-up.

Haru works similarly to Ryuji in the set-up with him, Morgana and Ann, as she can hunt down Critical hits with her Gun attacks and support Baton Passes. Should Ann Burn the enemy, Haru can pass the Baton to Morgana for Technical damage, and if he's buffed with Heat Riser, those three multipliers can increase his damage output. Additionally, the increased accuracy prevents the Baton from being cancelled out, and his defense makes it more difficult for him to be taken down while Heat Riser is in effect.

In Persona 5 Royal, this formation unlocks both of Morgana's Showtimes.

With Equipment[]

The Venture Saber is a gimmicky weapon that barely deals damage, but has a high Critical rate. The weapon puts priority on exploiting Critical hits and Downing enemies, rather than dealing damage. This can be an useful alternative to the Lucky Punch skills, as melee attacks don't cost any HP.

With Skill Accessories (P5R)[]

Morgana's generally a perfect fit for inducing ailments due to his Luck. Particularly, he can rely on mental ailments, such as Fear or Brainwash to team up with Haru to deal Technical damage. In the scenario of Fear, if the Spirit Camera (Ghastly Wail) has been bought, that can be equipped by another party member instead to instantly kill any enemy under Fear. Additionally, Dark Spirit Mirror (Stagnant Air) can also be bought, which increases everyone's susceptibility to ailments.

Because of his high Luck, Morgana can also give his hand at instant-death skills, especially as they're almost never used by the party (aside from Akechi in Niijima's Palace). He can try Bless-type Hamaon and Mahamaon, as in during the Depths of Mementos and Maruki's Palace, he gains resistance against Bless, should the effects be repelled back at him.

Morgana can also make use of Sword Dance or One-shot Kill with the Sword Dance Belt and the Special Shot Belt respectively, as although he has a reduced Strength stat, he can still make use of it by exploiting its enhanced Critical rate.

Only available as DLC, Morgana can also go for Black Moon and Black Moon R, which grant him Apt Pupil and increases his Strength stat by 5 and 8 respectively. This can only be used on his Lucky Punch skills and potentially his melee attacks should they have a set up.

Vajra Belt can be made use of to cast the passive skill Defense Master, which gives him automatic Rakukaja for the first 3 turns of battle, letting him cover for his fragile properties and give him time to find an opening on the enemy.

Morgana could use an accessory with one of his pre-existing skills to give himself room for another skill from his pool, with the help of the confessional. The skills he cannot equip are Patra, Me Patra, Garudyne, Wind Break, Masukunda and Miracle Rush (as well as Lucky Punch and Miracle Punch as they can only be obtained randomly via accident during a fusion alarm,) so he could move any other skill out of his primary pool and use it as an accessory.

During late game in Maruki's Palace, Morgana can equip Angelic Grace (via Angel Badge, Crystal Skull or Crystal Skull R) to double his evasion against Magic attacks, which can be used in succession with his strongest armor, the Dragon Scale Scarf, which greatly reduces Physical damage. The Crystal Skulls also increase all of the wearer's stats, the original of which goes by 5, while R is by 6.

As Morgana doesn't learn any Severe skills, he can cover for it by equipping the Storm Sculpture, which lets him cast Panta Rhei, although that only targets 1 enemy.

Because of his efficiency with ailments, he can also try using Fire, Ice and Electric skills for himself for the purpose of their secondary effects, which opens Technical chemistry with other party members. Electricity in particular is a risky choice, as enemies that repel Electricity will instantly have him knocked down. Ice's Freeze effect only lasts until the enemy's hit, but it can be useful for stunning enemies (especially mid-battle, as the Sleep variant heals over time) or piercing through Physical and Gun resistances. Fire in particular lets Morgana open up an opportunity to deal Technical damage on his own.

Via Jazz Jin (P5R)[]

Morgana can learn Concentrate on September 25 to boost his Wind attacks, which can be especially useful if he's exploiting Technical damage. He can use it to prepare during the beginning of the fight before Ann acts.

Morgana can learn Masukunda early on August 28, should there be need for it.

Optionally, Morgana could also learn Masukukaja on July 31 and October 23 to use in succession with Masukunda, but that's only if Yusuke isn't active in battle, as Morgana will have to use up every 2 of 3 turns before he can act in any way.

If Morgana is not to use Masukunda, he can rely on Marakunda (August 14, November 13), an attack that makes the enemy team that much more prone to taking damage, and cannot be naturally learned by any party member. It can be used alongside Ryuji's ability to cast Tarukaja to really stack damage.

On January 29, Morgana can learn Spell Master, an attack that halves the cost of his magic attacks, which can be stacked alongside how his Wind skills already conserve SP.

Base Stats[]

Persona 5 / Royal[]

Note: These are the base stats for Level 99.

Arcana Level HP SP
Strength 61
Magic 67
Endurance 49
Agility 64
Luck 63
Magician 99 492
316
Inherit Reflects Absorbs Block Resists Weak
- - - - Wind Electric
List of Skills
Skill Cost Effect Level
Garu 3 SP Light Wind damage to 1 foe. Technical dmg: Burn. Innate
Dia 3 SP Restore slight amount of HP of 1 ally. Innate
Patra 4 SP Cure Dizzy/Forget/Sleep/Hunger of 1 ally. 5
Media 7 SP Restore slight amount of HP of party. 11
Lucky Punch 3% HP Minuscule Physical damage to 1 foe, high critical rate. 13
Magaru 8 SP Light Wind damage to all foes. Technical dmg: Burn. 16
Me Patra 8 SP Cure Dizzy/Forget/Sleep/Hunger of party. 21
Diarama 6 SP Restore Medium amount of HP of 1 ally. 24
Garula 6 SP Medium Wind damage to 1 foe. Technical dmg: Burn. 26
Recarm 8 SP Revive 1 ally with 50% HP. 28
Wind Break 15 SP Suppress innate Wind resistance of all foes for 3 turns. 32
Mediarama 12 SP Restore Medium amount of HP of party. 34
Magarula 14 SP Medium Wind damage to all foes. Technical dmg: Burn. 37
Miracle Punch 8% HP Medium Physical damage to 1 foe, high critical rate. 40
Wind Boost Auto Strengthen Wind attacks by 25%. 43
Samarecarm 18 SP Revive 1 ally with maximum HP. 45
Diarahan 18 SP Fully restore HP of 1 ally. 49
Garudyne 10 SP Heavy Wind damage to 1 foe. Technical dmg: Burn. 52
Masukunda 24 SP Debuff agility of all foes for 3 turns. 55
Mediarahan 30 SP Fully restore HP of party. 58
Magarudyne 20 SP Heavy Wind damage to all foes. Technical dmg: Burn. 62
Wind Amp Auto Strengthen Wind attacks by 50%. 69
Salvation 48 SP Fully restore HP of party and cure all non-special ailments. 75

Arcana Level HP SP
Strength 61
Magic 67
Endurance 49
Agility 64
Luck 63
Magician 99 492
316
Inherit Reflects Absorbs Block Resists Weak
- - - Wind Bless Electric
List of Skills
Skill Cost Effect Level
Garu 3 SP Light Wind damage to 1 foe. Technical dmg: Burn. Innate
Dia 3 SP Restore slight amount of HP of 1 ally. Innate
Patra 4 SP Cure Dizzy/Forget/Sleep/Hunger of 1 ally. 5
Media 7 SP Restore slight amount of HP of party. 11
Lucky Punch 3% HP Minuscule Physical damage to 1 foe, high critical rate. 13
Magaru 8 SP Light Wind damage to all foes. Technical dmg: Burn. 16
Me Patra 8 SP Cure Dizzy/Forget/Sleep/Hunger of party. 21
Diarama 6 SP Restore Medium amount of HP of 1 ally. 24
Garula 6 SP Medium Wind damage to 1 foe. Technical dmg: Burn. 26
Recarm 8 SP Revive 1 ally with 50% HP. 28
Wind Break 15 SP Suppress innate Wind resistance of all foes for 3 turns. 32
Mediarama 12 SP Restore Medium amount of HP of party. 34
Magarula 14 SP Medium Wind damage to all foes. Technical dmg: Burn. 37
Miracle Punch 8% HP Medium Physical damage to 1 foe, high critical rate. 40
Wind Boost Auto Strengthen Wind attacks by 25%. 43
Samarecarm 18 SP Revive 1 ally with maximum HP. 45
Diarahan 18 SP Fully restore HP of 1 ally. 49
Garudyne 10 SP Heavy Wind damage to 1 foe. Technical dmg: Burn. 52
Masukunda 24 SP Debuff agility of all foes for 3 turns. 55
Mediarahan 30 SP Fully restore HP of party. 58
Magarudyne 20 SP Heavy Wind damage to all foes. Technical dmg: Burn. 62
Wind Amp Auto Strengthen Wind attacks by 50%. 69
Salvation 48 SP Fully restore HP of party and cure all non-special ailments. 75
Evade Elec Auto Triple evasion chance against Electric attacks. Max Magician SL

Arcana Level HP SP
Strength 61
Magic 67
Endurance 49
Agility 64
Luck 63
Magician 99 492
316
Inherit Reflects Absorbs Block Resists Weak
- - - - Wind Electric
Persona Trait Proud Presence: Increases effect of allies' healing skills.
List of Skills
Skill Cost Effect Level
Garu 3 SP Light Wind damage to 1 foe. Innate
Dia 3 SP Slightly restore HP of 1 ally. Innate
Patra 4 SP Cure Dizzy/Forget/Sleep/Hunger of 1 ally. 5
Media 7 SP Slightly restore HP of party. 11
Lucky Punch 3% HP Minuscule Physical damage to 1 foe, high critical rate. 13
Magaru 8 SP Light Wind damage to all foes. 16
Pulinpa 3 SP Inflict Confusion (high odds) 1 foe. 19
Me Patra 8 SP Cure Dizzy/Forget/Sleep/Hunger of party. 21
Diarama 6 SP Moderately restore HP of 1 ally. 24
Garula 6 SP Medium Wind damage to 1 foe. 26
Recarm 8 SP Revive 1 ally with 50% HP recovered. 28
Wind Break 15 SP Suppress innate Wind resistances of all foes for 3 turns. 32
Mediarama 12 SP Moderately restore HP of party. 34
Magarula 14 SP Medium Wind damage to all foes. 37
Miracle Punch 8% HP Medium Physical damage to 1 foe, high critical rate. 40
Wind Boost Passive Strengthen Wind attacks by 25%. 43
Samarecarm 18 SP Revive 1 ally with all HP recovered. 45
Diarahan 18 SP Fully restore HP of 1 ally. 49
Garudyne 10 SP Heavy Wind damage to 1 foe. 52
Masukunda 24 SP Decrease Agility of all foes for 3 turns. 55
Mediarahan 30 SP Fully restore HP of party. 58
Magarudyne 20 SP Heavy Wind damage to all foes. 62
Wind Amp Passive Strengthen Wind attacks by 50%. 69
Salvation 48 SP Fully restore HP of party and cure all non-special ailments. 75

Arcana Level HP SP
Strength 61
Magic 67
Endurance 49
Agility 64
Luck 63
Magician 99 492
316
Inherit Reflects Absorbs Block Resists Weak
- - - Wind Bless Electric
Persona Trait Proud Presence: Increases effect of allies' healing skills.
List of Skills
Skill Cost Effect Level
Garu 3 SP Light Wind damage to 1 foe. Innate
Dia 3 SP Slightly restore HP of 1 ally. Innate
Patra 4 SP Cure Dizzy/Forget/Sleep/Hunger of 1 ally. 5
Media 7 SP Slightly restore HP of party. 11
Lucky Punch 3% HP Minuscule Physical damage to 1 foe, high critical rate. 13
Magaru 8 SP Light Wind damage to all foes. 16
Pulinpa 3 SP Inflict Confusion (high odds) 1 foe. 19
Me Patra 8 SP Cure Dizzy/Forget/Sleep/Hunger of party. 21
Diarama 6 SP Moderately restore HP of 1 ally. 24
Garula 6 SP Medium Wind damage to 1 foe. 26
Recarm 8 SP Revive 1 ally with 50% HP recovered. 28
Wind Break 15 SP Suppress innate Wind resistances of all foes for 3 turns. 32
Mediarama 12 SP Moderately restore HP of party. 34
Magarula 14 SP Medium Wind damage to all foes. 37
Miracle Punch 8% HP Medium Physical damage to 1 foe, high critical rate. 40
Wind Boost Passive Strengthen Wind attacks by 25%. 43
Samarecarm 18 SP Revive 1 ally with all HP recovered. 45
Diarahan 18 SP Fully restore HP of 1 ally. 49
Garudyne 10 SP Heavy Wind damage to 1 foe. 52
Masukunda 24 SP Decrease Agility of all foes for 3 turns. 55
Mediarahan 30 SP Fully restore HP of party. 58
Magarudyne 20 SP Heavy Wind damage to all foes. 62
Wind Amp Passive Strengthen Wind attacks by 50%. 69
Salvation 48 SP Fully restore HP of party and cure all non-special ailments. 75
Evade Elec Passive Triple evasion rate against Electric attacks. Max Magician SL

Arcana Level HP SP
Strength 61
Magic 67
Endurance 49
Agility 64
Luck 63
Magician 99 492
316
Inherit Reflects Absorbs Block Resists Weak
- - - Wind Bless Electric
Persona Trait Majestic Presence: Increases effect of allies' healing skills. May decrease SP cost.
List of Skills
Skill Cost Effect Level
Garu 3 SP Light Wind damage to 1 foe. Innate
Dia 3 SP Slightly restore HP of 1 ally. Innate
Patra 4 SP Cure Dizzy/Forget/Sleep/Hunger of 1 ally. 5
Media 7 SP Slightly restore HP of party. 11
Lucky Punch 3% HP Minuscule Physical damage to 1 foe, high critical rate. 13
Magaru 8 SP Light Wind damage to all foes. 16
Pulinpa 3 SP Inflict Confusion (high odds) 1 foe. 19
Me Patra 8 SP Cure Dizzy/Forget/Sleep/Hunger of party. 21
Diarama 6 SP Moderately restore HP of 1 ally. 24
Garula 6 SP Medium Wind damage to 1 foe. 26
Recarm 8 SP Revive 1 ally with 50% HP recovered. 28
Wind Break 15 SP Suppress innate Wind resistances of all foes for 3 turns. 32
Mediarama 12 SP Moderately restore HP of party. 34
Magarula 14 SP Medium Wind damage to all foes. 37
Miracle Punch 8% HP Medium Physical damage to 1 foe, high critical rate. 40
Wind Boost Passive Strengthen Wind attacks by 25%. 43
Samarecarm 18 SP Revive 1 ally with all HP recovered. 45
Diarahan 18 SP Fully restore HP of 1 ally. 49
Garudyne 10 SP Heavy Wind damage to 1 foe. 52
Masukunda 24 SP Decrease Agility of all foes for 3 turns. 55
Mediarahan 30 SP Fully restore HP of party. 58
Magarudyne 20 SP Heavy Wind damage to all foes. 62
Wind Amp Passive Strengthen Wind attacks by 50%. 69
Salvation 48 SP Fully restore HP of party and cure all non-special ailments. 75
Evade Elec Passive Triple evasion rate against Electric attacks. Max Magician SL
Miracle Rush 16% HP Medium Physical damage to all foes, high critical rate. Third Awakening Skill

Persona 5 Strikers[]

Note: These are the base stats for Level 99.

Arcana Level
Strength 61
Magic 72
Endurance 55
Agility 78
Luck 68
Magician 99
Inherit Reflects Absorbs Block Resists Weak
Wind - - Wind Bless Electricity
List of Skills
Skill Cost Effect Level
Garu 6 SP Light Wind damage to an area of foes. Technical dmg: Burn. Innate
Dia 6 SP Restore slight amount of HP of 1 ally. 2
Media 14 SP Restore slight amount of HP of party. 6
Magaru 8 SP Light Wind damage to a wide range. Technical dmg: Burn. 10
Technical Adept Auto Increase damage inflicted by technical hits. 13
Recarm 24 SP Revive 1 ally with 50% HP. 18
Diarama 16 SP Restore Medium amount of HP of 1 ally. 22
Garula 12 SP Medium Wind damage to an area of foes. Technical dmg: Burn. 26
Dodge Elec Auto Double evasion chance against Electric attacks. 28
Dormin Rush 16% HP Medium Physical damage to a wide range. Low chance of Sleep. 32
Mediarama 32 SP Restore Medium amount of HP of party. 34
Magarula 14 SP Medium Wind damage to a wide range. Technical dmg: Burn. 37
Masukunda 24 SP Decrease agility of foes in a wide range for a certain period of time. 40
Wind Boost Auto Strengthen Wind attacks by 25%. 43
Samarecarm 48 SP Revive 1 ally with maximum HP. 45
Diarahan 40 SP Fully restore HP of 1 ally. 49
Garudyne 22 SP Heavy Wind damage to an area of foes. Technical dmg: Burn. 52
Mediarahan 68 SP Fully restore HP of party. 57
Magarudyne 24 SP Heavy Wind damage to a wide range. Technical dmg: Burn. 60
Wind Amp Auto Strengthen Wind attacks by 50%. 65
Salvation 84 SP Fully restore/revives HP and cures all non-special ailments for all allies. 71
Combo Attacks
Combo Attack Button Input Skills
C3 P5R PS4 S.pngP5R PS4 S.pngP5R PS4 T.png Miracle Punch Deals heavy physical damage to enemies within range with high critical chance.
C4 P5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 T.png Garudyne Heavy Wind damage to an area of foes. Technical dmg: Burn.


Combo Attacks[]

Button input Effect
P5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.png
(S5)
A chain of 5 sword attacks.
P5R PS4 T.png
(C1)
Transform into the Morgana Car. It is also possible to tackle enemies while driving.
P5R PS4 S.pngP5R PS4 T.png
(C2)
A rising spin slash.
P5R PS4 S.pngP5R PS4 S.pngP5R PS4 T.png
(C3)
A punch with high chance of Critical. (Miracle Punch)
P5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 T.png
(C4)
Summon Zorro to use a Wind skill.
P5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 T.png (hold to extend)
(C5)
An advancing vertical spin attack. Hold P5R PS4 T.png to extend the distance traveled.

Master Arts[]

Master Art Button Input and Effect Abbreviation
Animal Instinct Perform a follow-up after P5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 T.png. C5
Cat's Paw Enemies are pulled in during the spinning portion of P5R PS4 S.pngP5R PS4 T.png, or even with P5R PS4 S.pngP5R PS4 S.pngP5R PS4 S.pngP5R PS4 T.png. C2 / C4
Miracle Punch P5R PS4 S.pngP5R PS4 S.pngP5R PS4 T.png will have a slight chance of becoming a Miracle Punch. C3
Cyclone Charge While transformed, perform a ram attack that generates a Wind affinity shockwave. -

Equipment[]

Persona 5 / Royal[]

Melee Weapons[]

Weapon Attack Accuracy Effect Price Location
Venture Saber 10 60 +Critical Rate up (high) - Complete the request, "The Money-grubbing Uncle."
Bandit Sword 38 94 - ¥2,000 Default
Untouchable
Falchion 48 94 ¥2,800 Untouchable
Ryozanpaku Sword 68 94 - Locked chest - Kamoshida's Palace, Old Castle 3F, East Building Annex
Chest - Mementos, Qimranut
Sonic Blade 78 94 ¥9,600 Untouchable (Madarame's Palace)
Scimitar 86 96 ¥11,200
Talwar 98 94 +Confuse (low) ¥12,200 Chest - Mementos, Chemdah
Untouchable (Kaneshiro's Palace)
Sleeper Blade 118 96 +Sleep (low) ¥15,600 Untouchable (Kaneshiro's Palace)
Shamshir 126 94 - ¥16,400 Untouchable (Futaba's Palace)
Headhunter Ladle 128 90 +Critical Rate up (low) - Electric Chair Execution - Pisaca
Resting Sword 130 90 +Sleep (med) ¥21,600 Untouchable (Futaba's Palace)
Blood Scimitar 140 98 +Despair (med) - Complete the request, "Calling for Justice for Cats."
Chief's Cutlass 150 94 - ¥22,000 Untouchable (Okumura's Palace)
Cosmic Sword 160 90 +Shock (med) ¥27,200
Damascus Sword 180 94 - ¥29,400 Untouchable (Niijima's Palace)
Heavy Saber 200 96 ¥31,200
Panic Sword 224 94 +Confuse (low) ¥34,400 Untouchable (Shido's Palace)
God Saber 242 96 Ma+3 ¥38,400
Bright Sword 248 94 - ¥40,800 Untouchable (12/22)
Answerer 276 96 ¥45,600
Claiomh Solais 280 90 +50 SP - Electric Chair Execution - Mother Harlot

Ranged Weapons[]

Weapon Attack Accuracy Rounds Effect Price Location
Slingshot 62 90 5 - ¥1,200 Default
Untouchable
Slingbow 74 98 ¥2,600 Untouchable
Shrike 114 94 ¥8,600 Untouchable (Madarame's Palace)
Mount Liang 122 98 ¥10,600
Upsilon 128 90 3 ¥11,600 Untouchable (Kaneshiro's Palace)
Comet 3 142 94 5 ¥13,400
Catnap 168 90 +Sleep (med) - Electric Chair Execution - Neko Shogun
Spirit Sling 172 94 - ¥18,200 Untouchable (Futaba's Palace)
Northern Light 178 98 ¥21,400
Stronger 194 98 ¥23,200 Untouchable (Okumura's Palace)
Shooting Star 210 98 ¥26,600
Intercept 216 90 ¥27,200 Untouchable (Niijima's Palace)
Star Slayer 246 98 ¥32,000
Pirate Killer 254 92 ¥32,400 Untouchable (Shido's Palace)
Dreamstone 274 96 ¥32,800
Sling Cannon 298 96 ¥38,800 Untouchable (12/22)
Sudarshana 308 98 +Random Ailment (low) - Electric Chair Execution - Kohryu
Utopia 326 100 +Forget (med) ¥42,800 Untouchable (12/22)

Armor[]

Name Defense Evasion Effect For Price Location
Neckerchief 22 10 - Cats - Morgana default
Silk Scarf 24 14 Ma+2 ¥2,200 Untouchable
Cat Sweater 34 15 +Resist Freeze ¥4,200
Well-worn Scarf 42 19 Ma+3 - Wash Grimy Gear
Guard Bandana 49 20 +Resist Freeze Wash Soiled Armor
Breeze Scarf 57 15 Ag+2 ¥8,600 Chest - Mementos, Aiyatsbus
Untouchable (Madarame's Palace)
E-Collar 67 16 Ma+4 ¥11,800 Untouchable (Madarame's Palace)
Flowing Scarf 74 20 Ag+3 - Wash Acrylic-coated Gear
Camo Collar 80 16 +Evade Physical (low) ¥12,000 Locked chest - Mementos, Aiyatsbus
Untouchable (Kaneshiro's Palace)
Renoir Scarf 85 21 Ma+5 - Wash Paint-flecked Armor
Water Crown 93 17 +Resist Burn ¥16,200 Untouchable (Kaneshiro's Palace)
Fancy Collar 99 21 - - Wash Tarnished Gear
Id Collar 105 17 +Resist Brainwash ¥17,200 Chest - Mementos, Kaitul
Untouchable (Futaba's Palace)
Flexible Collar 115 22 Ag+3 - Wash Gold-tainted Armor
Sparkly Collar 118 18 +Evade Curse (low) ¥22,200 Untouchable (Futaba's Palace)
Bandage Collar 127 22 +Resist Forget - Wash Dust-crusted Gear
Frost Hood 130 20 +20 SP Electric Chair Execution - Jack Frost
Memorial Collar 132 18 +Resist Forget ¥23,000 Locked chest - Mementos, Kaitul
Untouchable (Okumura's Palace)
Magical Scarf 141 24 Ma+5 - Wash Timeworn Armor
Rubber Scarf 147 19 +Resist Shock ¥28,200 Untouchable (Okumura's Palace)
Measure Collar 161 19 Lu+5 ¥30,800 Locked chest - Mementos, Akzeriyyuth
Chest - Mementos, Adyeshach
Untouchable (Niijima's Palace)
Solar Wind Scarf 163 25 +Resist Shock - Wash Fragmented Armor
Quiet Collar 175 24 - Wash Spyware-laden Gear
Morose Collar 180 20 +Resist Rage ¥32,400 Untouchable (Niijima's Palace)
Locked chest - Niijima's Palace, House of Darkness
Scam Collar 188 25 Lu+8 - Wash Seedy Gear
Killer Collar 193 20 +Auto-Tarukaja ¥34,000 Untouchable (Shido's Palace)
Gambler Collar 210 26 Lu+5 - Wash Smokestained Armor
Insomnia Collar 211 21 +Resist Sleep ¥38,800 Untouchable (Shido's Palace)
Sublime Collar 224 22 - ¥42,400 Locked chest - Mementos, Sheriruth
Untouchable (12/22)
Revelry Collar 224 26 En+5 - Wash Corrupt Gear
Gorgeous Collar 243 27 - Wash Classified Armor
Nekomata Coat 251 23 +Evade Psy (med) ¥47,600 Untouchable (12/22)
Glorious Collar+ 258 28 - - Wash Desecrated Gear
Nekomata Coat+ 287 29 +Evade Psy (high) Wash Unholy Armor

Persona 5 Strikers[]

Weapons[]

Weapon Attack Effect Price (¥) Location
Bandit Sword 32 - Initial
Falchion 44 1,000 Sophia's Shop
Ryozanpaku Sword 52 1,800
Sonic Blade 72 3,200 Sophia's Shop (8/2)
Scimitar 80 4,200
Headhunter Ladle S 84 +Critical up (low) - Complete request, "Gusts of Punishment"
Talwar 96 +Dizzy (low) 9,200 Sophia's Shop

Complete request, "Sophia's Weapon Shop"

Sleeper Blade 114 +Sleep (low) 10,800
Shamshir 134 11,800 Sophia's Shop (Okinawa)
Resting Sword 140 +Sleep (med) 13,600
Chief's Cutlass 148 En +2 - Chest - Kyoto Jail, Path of Harmony
Damascus Sword 182 27,000 Sophia's Shop

Complete request, "Sophia's Weapon Shop Redux"

Heavy Saber 214 33,400
Bright Sword 240 35,600 Sophia's Shop (Yokohama, 8/28)
Answerer 264 41,800
God Saber 270 Ma +2 - Lock Lv 3 Chest - Okinawa Jail, Transport Area
Cosmic Sword S 296 +30 SP Defeat the Fallen Snowman in Shibuya Jail during the request, "Halt the Strutting Little Imp"
Eckesachs 330 Ag +5 / +30 SP Defeat Dire Shadow in Shibuya Jail on Merciless difficulty (NG+ only)

Armor[]

Name Defense Price (¥) Effect
Neckerchief 25 -
Silk Scarf 34 1,400 Ma +3
Cat Sweater 46 2,400 +Null Freeze
Breeze Scarf 58 2,800 Ag +3
Water Crown 70 4,200 +Null Burn
Cone Collar 84 5,400 Ma +3
Camo Collar 100 7,800 +Reduce Phys dmg (low)
Sparkly Collar 116 11,400 +Reduce Curse dmg (low)
Morose Collar 132 15,000 +Null Rage
Just Collar 154 24,000 +Auto-Tarukaja
Measuring Collar 176 27,200 Lu +5
Sublime Collar 210 31,600 +25 SP
Nekomata Coat 236 36,600 Ag +3
Sublime Collar+ 266 45,400 +50 SP


Protagonist - Morgana - Ryuji Sakamoto - Ann Takamaki - Yusuke Kitagawa - Makoto Niijima - Futaba Sakura - Haru Okumura
Goro AkechiP5/Royal - Sumire YoshizawaRoyal - SophiaStrikers - Zenkichi HasegawaStrikers
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