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General Guide by LaCorpse

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League of Legends Build Guide Author LaCorpse

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LaCorpse Last updated on July 1, 2013
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Hey guys, I'm jhoijhoi (Ranked Gold, Season 3), and this guide was written in collaboration with Patchness and Warlemming (the text is colour-coded so you can see three opinions throughout the guide). We just wanted to share what we have found to be the most effective way of building and playing the safest female AP carry on the Fields of Justice, Morgana.


Morgana is a classic mage type champion. Her abilities scale well with Ability Power, she has two forms of hard CC, she can push a creep wave with Tormented Soil and she can sustain herself in lane due to Soul Siphon. In addition to these attributes, she has a spell shield she can cast on allies and herself; Black Shield can protect key members of the team during a teamfight, making Morgana an invaluable ally.



This guide will cover gameplay, item choices, mastery allocations, runic affinities and more for Mid Lane, Summoner's Rift, APC Morgana. Welcome to Malevolent Morgana!


- 20/04/2013








As all champions, Morgana has her flaws/weaknesses and her strengths. If your team is in need of an AP (Ability Power) champion to go Solo Top, Solo Mid, or as a "Support" Bottom Lane, Morgana is a fantastic choice due to her skill-set. Pick her to counter a heavy melee team.

+ Great Crowd Control
+ "Ungankable"
+ In-built Sustain
- Unreliable Damage
- Low Mobility
- Unreliable CC

Morgana has particularly strong disabling power against an individual or an entire team. Her standard combo, Dark Binding, Tormented Soil and Soul Shackles can root someone for an incredible 4.5 seconds, if used correctly. She has an excellent laning phase, able to push to the enemy tower due to being impossible to gank once you have Black Shield (provided you know what you're doing), especially with the addition of Flash to escape if necessary. This CC immunity can be allied cast, meaning that if cast on an initiating champion, they won't be halted by the first wave of CC from the enemy team. Whilst Morgana is not tanky, she is still very resilient, especially due to her natural spell vamp via Soul Siphon. Morgana's main failing is her low mobility; for Morgana this means two things. One, she can't successfully gank lanes as often as other mids and two, she can't reposition herself after casting her ult - she's right smack bang in the middle of a fight. When compared to other AP carries, who have gap closers or reliable slows in their arsenal, Morgana is sometimes found lacking. Her two CC's are hard to get off if incompetent, or unlucky. Dark Binding is a skillshot, so you will need to land it for the snare, and Soul Shackles is proximity and time based, so it can be Flashed away before it activates. Lastly, due to the fact that most of her abilities can be dodged or avoided, she has inconsistent damage output.







Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18




Why ever max Black Shield before Dark Binding? Specifically if you're facing a heavy-hitting Caster mid. Having a high level of shield allows you to outright ignore any harass they can throw at you, and you can farm in peace. In addition to this, levelling up BS makes it very hard for the jungler to gank your lane.

Maxing your second ability is obviously situational. There will be games that an enemy AD will go mid, especially based on your ELO/Level. If that is the case, maxing Dark Binding before Black Shield is not only acceptable, but better in general.




S Soul Siphon (Passive): Passive allows her to stay in lane forever, even when being harassed. Pretty much all you can say about this passive, is that it is epic awesome, and champions like Swain or Veigar with this passive would be completely over-powered. S


S Dark Binding (Q): With enough AP, Dark Binding can deal a fair amount of damage as well as snaring the opponent. The projectile moves fairly slowly, though, so try to *predict* where your target is going to move. This is a VERY good snare, 2 seconds at first level and 3 seconds at final, making it one of the longest CC's in the game. S


  • Use Dark Binding to check for enemies in the brush. The projectile stops moving and makes a distinctive sound when it hits something.
  • As with all skill shots, one has to get used to the range, speed and damage of this ability. I suggest practising in a Custom Game with this skill until you are familiar with all it's attributes.
  • A good opponent will see this ability coming from a mile away and avoid it. Try to use it in conjunction with other CCs, whether that be the slow from Soul Shackles for an easy shot, or a ganking jungler such as Warwick using Infinite Duress to give you a free shot.

S Tormented Soil (W): This is Morgana's free afk farm skill. Level 1 and 2 can half kill ranged creeps, and Level 3 onwards will kill creeps in one use. Many people don't realise that Tormented Soil reduces magic resist! S

  • Tormented Soil lowers magic resistance and low health champions can even be killed outright.
  • You will be using this skill for farming most of the early game, but don't forget that it causes 1 tick of damage immediately on cast. Use it in a way that you can kill creeps and cause your opponent some damage at the same time. Every bit counts.
  • You can use this move to do some light harass early on by placing it on the ranged creeps and on the enemy hero at the same time, but by level three or four of this skill you should be trying to get as many creeps as possible.



S Black Shield (E): Black Shield is a vital ability to learn as it stops all forms of crowd control and shields them from all forms of magic damage, including spells, items, and pets. Similar to Sivir's Spell Shield or Nocturne's Shroud of Darkness, learning how to use this spell will make you OP.
S

  • Casting Black Shield on champions with channelled spells (e.g. Katarina and Fiddlesticks) will help keep their abilities from being interrupted.
  • Remember that the CC immunity is tied to the shield. If your opponent does too much spell damage and breaks the shield, you will lose your CC immunity.
  • Also, remember that it is ONLY a spell shield. All physical attacks will damage your health. This is not all bad, as it means that you will not lose the CC immunity for the duration, so effects like Frost Shot will hurt like normal, without slowing you.
  • It's important to remember that it does not block debuffs, just CC. Specifically, things like Sigil of Silence and Mark of the Assassin will be placed on Morgana even if her shield is up. However, if these get activated, Sigil of Silence will not silence Morgana if the shield is up on activation, and in both cases, the magic damage will be absorbed.

S Soul Shackles (R): This is a mind-boggling ultimate. While it does far more damage than the traditional immediate stuns/snares/taunts, such as Amumu's or Galio's, Soul Shackles requires you to be in the middle of the fight as the AP carry. This leaves you vulnerable to attack. S

  • Flash and this will take you right into the center of your enemy team for a long stun. Zhonya's Hourglass can contribute to this greatly. I'd be careful of using Zhonya's straight after using your ult though - competent enemies will run, leaving you standing by yourself, glowing gold. ForeverAlone.jpg
  • Soul Shackles can be used to detect stealthed units and opponents in the bushes, similar to Soraka's Starcall, both abilities become available for use if an enemy is nearby.
  • This move combos excellently with Dark Binding, which will pin them to the spot for potentially all of the duration to wait for the stun. 5 seconds of CC for your opponent.


C-c-c-c-combo Breaker-r-r-r




Morgana's standard combo is to initiate with her Soul Shackles, crippling your opponents move speed and allowing you to easily land Dark Binding. Once this happens, immediately use Tormented Soil and Ignite if you have it. Your Ult will then activate, maximising your damage output.

Also, make sure to put Black Shield on yourself during this. Your opponents will not be able to stop you directly, and will have to Flash to escape (if they can before they are binded). If this happens, don't worry, you used a 100 second cooldown move to make them waste their 250 second cooldown flash. Go kill them as soon as your ult is ready again.











Space
Flash: Flash is extremely useful for closing the gap on enemies if they're running away, or for jumping over walls to escape from salivating enemies vying for your blood. Flash is a must have on all squishy champions with no escape mechanism. Flash is a fail safe, as well as being a strong offensive tool. Flash is a fantastic summoner spell for almost any champion, and Morgana is no exception. Being able to combo ++ (Flash/Ult/Hourglass or Flash/Ult/Black Shield) is a great initiator for a team fight. It is great for escaping enemy heroes. There are few things more satisfying than ninja dodging Ashe's Ultimate with Flash.
Space



Space
Ignite: Ignite helps pack that extra little punch at any point in the game. It can make the difference between a Health Potion saving a life and no one getting away safely. If you choose to run with the Ignite upgrade, Summoner's Wrath , that extra armour/spell penetration could go a long way to increasing your damage.
Space



Space
Teleport: Gives you awesome map control, and being able to teleport to sight ward wards, shrooms or Heim's turrets is invaluable when you want to gank. It is also useful for stopping a creep wave pushed to an allied tower. This ability allows you to return to base whenever you need to buy items and instantly rejoin the fight. This can also allow you to make quick escapes when you don't have time to Recall (as Teleport can only be interrupted by death or a displacement/stun). As long as you can avoid being stunned for 4 seconds, that potential gank can be faltered.
Space


Space
Exhaust: If you are going Support, Exhaust is a great addition to your arsenal, giving you the ability to shut down a particular person every fight or so, in order to give your allies the upper-hand. Exhaust can also prevent early gank kills if used on the jungler or ADC.
Space





Masteries
1/5
3/1
4/5
3/1
1/1
3/1
1/1
4/
1/
^OFFENSE TREE CHOICES^





As Morgana is a champion who relies heavily on killing enemies with one spell rotation, it is necessary to grab all the magic damage amplifiers in the Offense Tree.

Grab Summoner's Wrath for the upgraded Ignite. When Ignite is on cooldown, you gain 5 extra attack and magic damage. This is useful for finishing off your enemy during your spell rotation.

Early-game advantages are heightened with Mental Force and Sorcery . Mental Force gives you 4AP; 4AP doesn't sound like much but early game that means just a little bit more damage on your Tormented Soil and thus just a tiny bit more spell vamp. Sorcery gives you some early cooldown reduction. As our build primarily focuses on increasing Morg's damage through AP items, we don't particularly buy any CDR. Any "free" CDR we can get is fantastic.

Blast and Archmage , when calculated with Rabadon's Deathcap, renders your AP pretty high, allowing you to deal a lot of damage in one spell rotation. Arcane Knowledge will ensure you deal damage through enemy magic resist. Executioner then allows you to pick off people with any of your spells. Imagine you're in a fight, and you pop your ultimate. Someone gets low. Executioner increases your damage by 5% to low health enemies! That's amazing.

Masteries
1/5
3/1
2/5
2/1
1/1
^UTILITY TREE CHOICES^


The last 9 points should go into Defense or Utility. Morgana can be a mana-hungry champion, which is why Double Doran's Rings, or a Chalice rush is common on her. To slate her lust for mana regen, it's best to grab Meditation for the early game.

Summoner's Insight is vital for upgraded [flash]]; it means your Flash will be up 15 seconds sooner, thus up more often for escapes and initiations.

Improved Recall is good for saving some time getting around the map. On average it can take up to 30 seconds to recall, buy and get back to lane. Any sort of reduction of that time can be crucial.

Lastly, Runic Affinity : this is one of the most important mastery points in the utility tree for carries. Morgana with Blue Buff means more Qs, more Ws and more Es. Not to mention the CDR on Soul Shackles. Let's not forget that extended buff duration includes other buffs like Red Buff and Baron Buff. Keeping Baron buff on you that tiny bit longer can mean the difference between taking down a tower, killing a champion or destroying a nexus.


Masteries
1/5
3/1
4/5
3/1
1/1
3/1
1/1
4/
1/
1/5
3/1
2/5
2/1
1/1

Malevolent Morgana


// There are several key masteries that Morgana should try and grab in her mastery page. She needs magic penetration ( Arcane Knowledge , increased damage ( Executioner ), extended buff duration Runic Affinity , and most importantly is the item activate cooldown mastery point Artificer so she has Zhonya's Hourglass up for all teamfights in addition to Summoner's Insight for Flash.








Runes

Greater Quintessence of Ability Power
3

Greater Quintessence of Movement Speed
3

Q
u
i
n
t
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spa spa

Q
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Runes

Greater Mark of Magic Penetration
9

M
a
r
k
s

spa
  • Greater Mark of Magic Penetration: These are the only Marks worth using, starting you with 8.5 Magic Penetration. Most heroes have 30MR throughout the game without items, so with your Sorcerer's Shoes and the MR Reduction from Masteries, you'll be hitting for true damage early game.
spa

M
a
r
k
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Runes

Greater Seal of Ability Power
3

Greater Seal of Armor
3

Greater Seal of Scaling Health
3

S
e
a
l
s

spa
  • Greater Seal of Scaling Ability Power: These are my personal preference for Seals, since I find there isn't a lot of good alternatives for other Seals for Morgana. By Level 18, they provide another 16AP.
  • Greater Seal of Scaling Health: If you skipped defense in the defense tree, these seals will help you be that little bit more tankier in lane.
  • Greater Seal of Armor: Armour is always good, a beefy Morgana surprises enemies, and often they'll attack you without realising you have high armour. These runes are especially necessary when up against an AD champion mid lane. If up against another AP Caster, armour runes aren't terribly good early game. However, Morgana has to put herself in harms way late game, to use her Soul Shackles. This is where that extra armour really shines.
spa

S
e
a
l
s

Runes

Greater Glyph of Scaling Ability Power
9

Greater Glyph of Magic Resist
9

Greater Glyph of Cooldown Reduction
9

G
l
y
p
h
s

spa
  • Greater Glyph of Scaling Ability Power: Once again, my preferred choice for runes is AP/Level. By the end game, they provide an extra 24AP, which is a nice bonus to your damage at all points in the game
  • Greater Glyph of Magic Resist: Magic Resist is perfect against early game magic damage harasser champions like Rumble or Annie.These runes are particularly good against early game Harass, but an alternative is to run Greater Glyph of Scaling Magic Resist. These provide MR/Level, so they aren't as good early game, but are much better for end game MR.
  • Greater Glyph of Cooldown Reduction: Who doesn't love faster cooldowns on their spells? You'll find that these runes will allow you to spam Tormented Soil more often to clear creep waves, and harass enemies. Flat cooldown is better than per level cooldown reduction. There's only a difference of around 3% at level 18. Early game counts the most.
spa

G
l
y
p
h
s











sight ward

SUSTAIN START
Starting Crystalline Flask + sight ward + Health Potion is a common approach by many APCs in Season Three. The Flask allows you to sustain your mana and health in lane, and the early ward can prevent ganks through the river.

WHEN TO GET THIS:
- You are new to Morgana
- You are up against heavy harass

sight wardsight ward

CHALICE RUSH
Alternatively, starting Faerie Charm + sight wards + Health Potions is effective towards sustaining your mana and health, allowing you to trade damage early game and push with Tormented Soil.


WHEN TO GET THIS:
- You want to rush
- You are against heavy AP



BALLSY START
Lastly, starting with this item is surprisingly effective. It gives you a stable boost in health and a little health regen per spell via Morgana's spell vamp. Be wary starting this, however, as laning without potions can lead to being forced off the lane.

WHEN TO GET THIS:
- Experienced with Morgana
- Enemy has low damage output




MANA REGEN + MAGIC RESIST
I find this item a really useful choice for players trying to adjust for Morgana's mana issues. The restoration of mana and health via Morgana's spell vamp is just great - grabbing Chalice allows you to push the lane heavily.



WHEN TO GET THIS:
- Need the mana regeneration
- Need the magic resist

SITUATIONAL SUSTAIN
Grab Doran's Ring x2 if you are not planning on building Athene's Unholy Grail. It can be argued that Morgana doesn't need to mana regen or MR given by Chalice, which is fine. The main reason to grab double doran's over Chalice is in order to rush Zhonya's Hourglass.

WHEN TO GET THIS:
- Not planning on buying Athene's
- Against heavy AD and need to rush Seeker's Armguard into Zhonya's




MAGIC PENETRATION
This is the cheapest magic penetration item in the game. In Season Two, it was custom to buy this item on first recall, or as soon as possible. In Season Three, upgraded boots are not as necessary, so it is acceptable to delay this purchase. Alternatively, you can run Ionian Boots of Lucidity; I like to buy IBL because we do not achieve cooldown reduction in our items, and we receive plenty of Magic Penetration from Abyssal Scepter/ Void Staff. The main reason to run Sorcerer's Shoes over Ionian Boots of Lucidity is for burst damage. You're a caster, and when going in for the kill, you want your opponents to be dead in a single spell rotation. If they don't die, they will run away before you get a second chance, even with CDR.

WHEN TO GET THIS:
- You need magic penetration

TENACITY
There are games when you are being caught out by CC, or if you're getting destroyed by ability power damage; this isn't uncommon, but it can be slightly mitigated. Grab these boots instead of Sorcerer's Shoes for the Tenacity and magic resist. These boots are particularly good for initiations; as Morgana, you are going to be getting in the middle of the fight to land your ult - these boots will allow you to tank some magic damage and lessen the CC aimed at you.






WHEN TO GET THIS:
- The enemy team is shutting you down with CC





ARMOUR + INVULNERABILITY ACTIVE
This is easily the most common item to buy when building for Morgana. One of the core items to your build thanks to firstly the massive AP it provides, secondly to the armour boost it gives and thirdly the fact you can go invulnerable for two seconds while Soul Shackles is active. Do not forget the active component! It allows you to potentially block dangerous Ultimates such as Requiem, Ace in the Hole and Hemoplague.




MASSIVE ABILITY POWER INCREASE
The biggest gain in AP in your retinue. Two notes, never buy this item first, as it benefits more by having something else first and it is okay to delay this item if you need some armour or other survivability. Called the Infinity Edge of Casters, grabbing this item early in the game allows you to deal incredible damage. Even if an early Deathcap isn't possible, you absolutely must get this item.




WHEN TO GET THIS:
- After Zhonya's Hourglass

MR, MANA REGEN & CDR
This is an overall great item on Morgana. It allows for long term sustain on your lane thanks to the mana regen that allows you to spam Tormented Soil and proc your spell vamp. Theoretically, it can give you everything you need, mana regen, survivability via MR, cooldown reduction and damage for your spells. Be aware that you don't have to follow the build exactly. Chalice of Harmony > Athene's Unholy Grail is a great choice for Morgana, but if you find you're demolishing your enemies with little risk, consider buying your spell penetration first.

WHEN TO GET THIS:
- Need MR, mana regen and CDR




PERSONAL PERCENTAGE MAGIC PENETRATION
An age-old debate that has sparked arguments since Season One... The tl;dr version is: If the enemy team has a lot of magic resist and you want more damage, buy Void Staff. If they don't have a lot of magic resist, grab Abyssal Scepter. Simple.





WHEN TO GET THIS:
- Enemy team has significant MR

TEAM ORIENTATED MAGIC PENETRATION
This item is particularly good if the enemy team has two AP-based champions, as it'll mean you take less damage when trying to land your ult. The 20% magic pierce, on top of the 15% magic pierce mastery AND Sorc Shoes, means that a large amount of your damage is restored, allowing you to continue destroying your opponents. But there are games where every one of your enemies decides to build tonnes of MR, so purchase Void Staff instead.

WHEN TO GET THIS:
- Enemy team has insignificant MR




GROWING HEALTH & MANA
Before the rework to Zhonya's, RoA used to be a core item on Morgana. Now it sort of just doesn't fit anywhere in her kit, due to the fact that it requires 10 minutes to charge up, and the game is nearly over by the time to buy Deathcap.


WHEN TO GET THIS:
- You are in a game that never ends

HUGE HEALTH BOOST
Simply put, 500HP is 500HP. You add 1% to your HP for each point of magic resist and armour you have. So for example, at the end of the game you have Rylai's + 75MR + 75AR. Your base health will be around 2700HP. With resistances, your effective health becomes around 4700HP.

WHEN TO GET THIS:
- You need to bulk up (general use)


ATTACK SPEED DEBUFF
As Morgana generally has to be in the center of the fight to produce the best results with Soul Shackles, it is wise to buy some sort of protection. The fact that you are in the middle of the fight means you are the perfect carrier of aura items like Frozen Heart.






WHEN TO GET THIS:
- You are up against a heavy AD team

SPELL SHIELD
Banshee's is an optimal survivability item for players who are pre30, or playing at low elo (below 1100). It gives a great boost to health, mana and magic resist, in addition to granting the user a spell shield that takes 45 seconds to regenerated after being popped. It's a good choice against a burst heavy enemy team. Contributes more to your survivability and gives you more chance to get your ult off. This item is a Carry's best friend, protecting you from 1 potential CC, providing MR and a bit of HP and Mana. It is an all round great item for just about any hero.

WHEN TO GET THIS:
- You are up against a heavy AP team composition




MOVEMENT SPEED BOOST TO ALLIES
You can hold off buying this enchantment until end game if you feel the need to conserve cash. As you will be initiating fights constantly as Morgana, these boots will help your allies catch up to fight with you.


WHEN TO GET THIS:
- You are often initiating fights

INSTANT HEALTH + MANA ON SPAWN PLATFORM
This enchantment is best bought if/when your base is being sieged by the enemy team. It allows you to recall and instantly regain your health and mana, in addition to give you a huge movement speed boost to help you get back into the fight.

WHEN TO GET THIS:
- You are losing and recalling often/stuck in base


spaace
Maximum Damage

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Support Morgana Build

Shurelya's Reverie

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In-Game Suggested Build

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Balanced Build


Confused?


As you can see from the diversity of items in the above builds, there are many different ways of building Morgana. We try our best to describe possible build paths, but if you find our build section lacking, please feel free to browse other Morgana guides for their explanations.

Broken Down Choices


spaceArmour spacespac

spaceM.Resist spacespa

spaceHealth spacespace

spaceAP Damage space









Morgana is a strong solo hero, able to lane against most solo heroes with ease (I've yet to find a hero that is consistently problematic for her). She can also duo lane well, able to harass both opponents and farm at the same time, as long as you have a good duo laning ally.

Farm with Tormented Soil. When people try to gank, Black Shield and walk away. Maybe even throw out a Dark Binding if you want to mock them. Don't be reckless? I mean, its the early game. If you use only one Tormented Soil a creep wave you should be able to fend them off with just a Doran's Ring. Make sure you know your safety zones.


Not every game will be ideal. Far from it, if anything. While there will be games where your opponent lets you free farm till you are insanely powerful, in other games, your opponents will recognize the danger of a freefarming Morgana and will shut you down.

Jungle Morgana?: Farming Wraiths



Morgana can be known as the "afk-farm mid, push all day" champion. This is due to her impressive minion wave clearing ability, Tormented Soil. If you don't know this, this is a tip that will change the amount of CS you are used to getting. Once you've cleared a wave, and the enemy mid is taking care of the minions at his tower, go and take their Wraiths. Now, this can be dangerous if you don't have a ward in their jungle to tell you if someone is coming. If you are not confident stealing their Wraiths, GET YOURS. It's not "the jungler's Wraiths" - anyone can take the jungler's jungle after his first clear! Practice tanking the Wraiths in a custom game before you try it in a normal game.

Early game, you should be aiming to either harass your opponent off the lane (if possible, and it isn't always), and farming up your Sorcerer's Shoes (normally). Try to stay on your lane until level 6, at which point, either:
>>> Go for the kill. Your level 6 strength is REALLY high, and with good use of your Soul Shackles as an initiate, and chasing them with your abilities, you will either force a Flash or successfully kill them, and can kill off the remaining creeps.
>>> Or, wait for a new wave of creeps to arrive, and drop Tormented Soil on them, wiping out all enemies creeps for the next 30 seconds.
Either way, recall straight afterwards. With the waves removed, you will be able to shop without the enemy wave pushing to your tower.

Gaining an Advantage: Blue Buff



As Morgana, you will want to be taking Blue Buff from your jungler (with his permission, and assistance) once he has hit level 6/no longer needs Blue Buff to help reduce his cooldowns for damage in the jungle. Blue Buff will make your laning extremely powerful, especially if the enemy jungler does not give Blue Buff to the enemy AP mid carry. If you are playing the "support role" bottom lane, Blue Buff is better on whoever is mid/the jungler early game.




By now, you should have your boots of choice, and a solid AP item to go with it ( Zhonya's Hourglass). At this point, you should start using some of your really high early game strength towards helping your other lanes (probably top lane). Remember, you have low mobility (unless you took Teleport), so you have to set up the gank with pings and comments. Your Ultimate will allow you to initiate on your opponents every time, and due to the high slow it causes, either force a Flash or get more kills. Don't forget to watch your towers, making sure that they aren't being pushed while everyone is away.

At this time of the game teamfights and ganks lurk around every corner. You want to be to reason they happen. If you see your enemies grouped up near your team, drop Tormented Soil on all their heads, and make a move. Don't be afraid to get in the fight, but ensure you use Black Shield on yourself, or an ally who will use it most. For example, an initiating tank, a threatened ADC, or even yourself.

However, as Morgana needs to get close to her enemies with her Soul Shackles and to have greater success at landing Dark Binding. Because of this, it is useful to build her with some defensive items.

Team Objectives: Dragon



You will want to be taking dragon as soon as your jungler has reached level 6 and bot lane has pushed their minion wave to the enemy tower. Push your own wave to the enemy tower with Tormented Soil and go help your team with Dragon.



















Our guide is reasonably long, so we'll end on a few short words. Morgana was a top ban at high elo in Season One and Two for a reason. She punishes grouped-up enemies, and her snare is 3 seconds long, tied for the longest in the game. She is hard to master, as you need to have some sort of skill with... skill shots :P

______I hope this guide helped you with your endeavours to maliciously murder with Malevolent Morgana... May Malevolent Morgana meander merrily onward, valiantly vexatiously vanquishing villainy! (thanks to Oh**** :P)

______Sincerely, jhoijhoi, Patchness, and Warlemming.

______PS: If you were wondering, jhoijhoi made all the banners/signatures/lines in this guide, Warlemming perfected the build/runes, and Patchness was forced to contribute against his will (kidding, he did a lot of Theory Crafting).

______Please don't hesitate with comments and/or suggestions regarding anything we have outlined above. We will happily respond to any queries.

______Here ends Malevolent Morgana. Thank you for reading Malevolent Morgana!


Hall of Fame > Successful Morgana Games with this Build!


Q: Question...


//Answer...



Q: Why isn't Lich Bane in your main build?

// Mediocre auto attack range. You should be focussed on spells, not poking attacking.This is basically it. On top of that, Morganas Cooldowns are all rather long, making it hard to proc Lich Bane effectively. You often can't space out your spells with an auto attack.

Credits/References



Many thanks to these websites that I have paraphrased information from:


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