“Mogall of great power. Their dark might far exceeds that of their lesser cousins.”
—In-game description from Fire Emblem: The Sacred Stones.

The Arch Mogall (アークビグル Āku biguru, lit. Arch Bigl in the Japanese version) is an enemy-only Monster class that is first introduced in TearRing Saga: Utna Heroes Saga. Stronger versions of the Mogall class, Arch Mogalls are nefarious eyeballs given life through fell magic, wielding either Thunder or Dark Magic as their weapon of choice.

History in the SeriesEdit

In its original inception in TearRing Saga, the Arch Mogall class is known as the Arch Opus (アークオープス Ākuōpusu). The promoted form of the Opus class, Arch Opuses attack by means of employing Thunder Magic. Arch Opuses in this installment are also known to be the Queens of the Opuses, residing in swamps and consuming the life energy of humans for subsistence.

In The Sacred Stones, the Arch Mogall class is the promoted form of the Mogall class. Adopting a red colour scheme to distinguish themselves from their unpromoted counterparts, Arch Mogalls are far more deadly, often armed with stronger Dark Magic spells that include the likes of Crimson Eye and Shadowshot. While performing critical attacks, the Arch Mogall's eye notably takes on a hue of black-brown instead of a combination of white and red.

Their high magic stat with the damage provided from Crimson Eye makes them extremely dangerous towards units with low resistance, although they have low health and like most monsters, have poor luck making it easy for most units to take them out.

In Echoes: Shadows of Valentia, the Arch Mogall class is called Balor and like the original incarnation of the Mogall, attacks by ramming.



TearRing Saga: Utna Heroes SagaEdit

Arch Opuses possess not only deadly Magic but also incredibly high HP and Defense, hence their uncommon appearances throughout the game. Their only weakness is being vulnerable to Bows as they are flying units.

The Sacred StonesEdit

In The Sacred Stones, Arch Mogalls are statistically similar to female Druids, possessing identical caps and marginally inferior base stats. Like generic Druids, their Magic is strong, a fact that is offset by their extremely poor Defense. If the player is willing to wait for them to come into range, Snipers, Warriors, Rangers and even well-armed Archers can consistently fell them in single attacks. If a more proactive approach is needed, Falcoknights and other promoted flying units are capable of outmanoeuvring them. Care should be taken, however, to ensure that low-Resistance flying units do not engage clusters of Arch Mogalls, as their weakness will be quickly exploited to the creatures' advantage. Thankfully, Arch Mogalls possess poor Constitution, which makes them poorly suited to handle the heavy weight of their weapons.

Arch Mogalls are uncommon enemies as compared to Mogalls, and can be found in skirmishes taking place in Melkaen Coast, Neleras Peak, Narube River, as well as Floor 7 of the Tower of Valni and Floors 6 through 9 of the Lagdou Ruins.


Base StatsEdit

HP Str Mag Skl SpdLck Def Res Mov ConWt.Wp.Rank
TS 50101005010-3--TS Thunder Magic 1
FE8 17-63303765-Dark A

Maximum StatsEdit

HP Str Mag Skl SpdLck Def Res Mov ConWt.Wp.Rank
TS 60252515203025-12--TS Thunder Magic 16
FE8 60-2926263020291520-Dark S

Growth RatesEdit

HP Str Mag Skl SpdLck Def Res Mov ConWt.Wp.Rank
FE8 45%-55%30%25%20%10%28%----


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