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Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Soul Siphon (PASSIVE)
Morgana Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Ahri
Synergies
Ideal
Strong
Ok
Low
None
Why Morgana?
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Passive: Soul Siphon
The lovely free-power passive that makes Morgana so oppressive in lane, plays into your strategy of constant wave pushing. |
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Q: Dark Binding
A devastating long range snare, hitting this lategame on a carry can single handedly win a game! |
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W: Tormented Soil
A great waveclear and AOE damage ability, the damage increase on low health targets can take your opponents by surprise. |
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E: Black Shield
One of the most broken abilities in the game, that can circumvent ANY crowd control. |
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R: Soul Shackles
An iconic ultimate that takes your pick potential to god-tier, providing a constant threat to anyone thinking of facing the fallen angel. |
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Strengths and Weaknesses
+ High Pick Potential + High crowd control + Strong waveclear & sustain + Strong teleport ganks + Can outright ignore CC + Difficult to gank + Great teamfighter + Good base stats | Her Black Shield blocks all Crowd Control in the game if you're quick enough to react to it. This makes her difficult to outright beat in lane. Landing a single Dark Binding on a carry lategame can win the game outright. Her ganking potential with Teleport is unreal. On top of all of this her base stats are strong, and free spell vamp. | |||
+ Missing Q can be devastating + W requires stationary minions + Weak to multiple dashes + Pretty squishy with this build + Often relies on team | Morgana has very few glaring weaknesses. In close combat, missing your Dark Binding can leave you vulnerable if you don't have Soul Shackles on hand, additionally, a few champions in the game can instantly kill a wave early, and many can late, which can make it hard to have the full duration of Tormented Shadow stay in effect. Additionally, your picks are only as good as your team's response to it, which can often be lackluster. |
Keystones
Thunderlord's Decree This is by far the best keystone on Morgana, it gives you some more burst to your combo, and is easy to proc with Tormented Shadow |
Deathfire Touch When you desperately need lategame damage, DFT isn't a terrible option, but it does lock you out of the extra 5% CDR, which is pretty important for Morgana. |
Strength of the Ages Strength of the Ages is a highly underrated midlane pick, use this keystone along with Swiftness , if you want to build a tankier morgana. |
Noteable Choices
Merciless vs. Meditation While Merciless 's damage works with Morgana's pick potential, she finds herself using spells to take advantage of Soul Siphon too often to pass up Meditation . |
Precision vs. Intelligence Intelligence in my experience beats out Precision, as unless you are extremely damage focussed, the magic penetration simply doesn't compare. |
Feast vs. Expose Weakness I opt for Expose Weakness as the extra damage for allies fits with your strategy of setting up stacked fights. |
S Tier Items:
(S+) Frost Queen's Claim Frost Queen's Claim is, even after the minor nerfs an extremely strong item, with powerful stability in its gold income and great playmaking potential, allowing you to set up undodgeable Qs. |
(S+) Zhonya's Hourglass Zhonya's Hourglass was previously rated quite low, however in 6.9 it made a triumphant return to S tier on Morgana, with all the stats you could ever want. |
(S+) Luden's Echo Everything about Luden's Tempest works brilliantly with Morgana, completely destroying squishy targets and aiding you in kiting tanks. |
(S-) Rabadon's Deathcap Rabadon's Deathcap isn't anything special, but with a few complete items it packs a pretty heavy punch, get it when you've completed two or three AP items. |
A Tier Items:
(A+) Athene's Unholy Grail Athene's Unholy Grail is, in 6.9 a niche item which still has a very strong usage on Morgana, if you are behind and want to support a hypercarry ADC, for instance. |
(A) Void Staff Void Staff is an extremely underrated item in the current tank meta. Unlike Last Whisper, it ignores all MR, not just bonus. |
(A-) Morellonomicon Morellonomicon post 6.9 is simply outclassed on Morgana compared to other options. |
(A-) Rod of Ages Rod of Ages is not too fantastic in its new iteration, the sustain you get is underwhelming given your inherent sustain is increased by just doing more damage. |
B Tier Items:
(B+) Liandry's Torment Liandry's Torment is a surprisingly strong item against a heavy tank comp, but is usually outshined by better choices such as Void Staff. |
(B) Abyssal Scepter Abyssal Mask is a defensive magic resist option that proves rather lackluster considering that your main damage outranges its passive. |
(B-) Rylai's Crystal Scepter Rylai's Crystal Scepter is a defensive CC item that doesn't really synergise with Morgana's kit, only really being useful on your Tormented Shadow. |
Boot Choices:
(S+) Ionian Boots of Lucidity - Distortion Ionian Boots of Lucidity - Distortion are your standard boots, a potent combination that allows you to make Flash and Teleport plays more often, and make them stronger. |
(S) Mercury's Treads - Distortion Mercury's Treads - Distortion a defensive option for boots, with the Tenacity being very strong against heavy CC comps. |
(S) Boots of Swiftness - Distortion Boots of Swiftness - Distortion a nice option to give you more mobility, especially against a high slow comp, but sacrifices Ionian Boots of Lucidity's passive. |
Q: Dark Binding
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Dark Binding is a potent snare that lasts between 2-3 seconds, based on level. Most players will focus on dodging this skill, so it can be used as a great zoning tool by simply positioning yourself to be able to use it if the opponent missteps. As with all skillshots, you should never simply cast it towards your enemy, consider what the enemy wants to do and where they need to be to do that. Predicting how your opponents will react, what they will do and how they will dodge will not only help you land Dark Bindings, but will allow you to zone someone or force them to sidestep in an undesirable direction, even if it doesn't land. Throwing a Dark Binding at someone who's trying to CS under tower can force them to lose 1-3CS, however only do this when you can be certain you're not about to get ganked. | ||
W: Tormented Soil
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Tormented Shadow is an AOE zone spell that deals damage over time, increasing in damage by .5% per 1% missing health on the target. This spell will be your primary tool in farming minions, and does devastating damage when combined with your Q, Dark Binding. At Rank 3, Tormented Shadow can kill the entire backline of minions pretty reliably, however if not running any magic penetration or AP, you may find it falls short. At Rank 4 and above its full duration will always kill casters. Placement of this spell is crucial. Usually you are either looking to place it so that it damages both the caster minions and some or all of the melee minions, or place it behind the caster minions, to zone your opponent away from a specific area while killing the casters. If you are confident that a Dark Binding will hit its target, you should seek to place Tormented Shadow below the champion before it hits, so that they are exposed to a higher duration, even at max rank of Q, if the W is placed after Q has landed they will be able to walk out of the zone. | ||
E: Black Shield
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Black Shield is a shield that can be put on any allied champion, including yourself. It allows you to ignore any crowd control effect in the game. Lategame it can be applied to an ADC to give a whopping magic shield as well as total immunity to crowd control for as long as it holds. Remember not to use Black Shield until you are actually about to be hit by CC, if you use it too early you run the risk of people either breaking or waiting out your shield. | ||
R: Soul Shackles
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Soul Shackles is a multi-target ultimate that damages and slows the targets, as well as placing a tether on them, if they go out of range, the tether is broken. After 2 seconds, all champions still tethered will be stunned and damaged again. This ability also reveals all (even stealthed) targets, and will target stealthed champions, and as it is only available to cast when someone is in range (Indicating that someone is stealthed near you), this can be an effective way of countering stealthed champions, such as Vayne. It seems that the detection for whether they are outside of the range or not is done in intervals, meaning if someone goes outside of the range at the very last millisecond they will still be stunned, and that if someone uses Flash to get outside, you can Flash on them and keep the tether if you are VERY QUICK. A common tactic is to chain the stun into Dark Binding, if doing so make sure the binding hits just as the stun is about to end to maximise CC time. Also remember to take note of any dashes the characters you are ulting have, and try to stay in range so that their dash will not be enough to escape! |
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