Build Guide by Slinger O Guns
Not Updated For Current Season
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
This build works best while playing with other people, it's almost solely support. A good game for you should be something like 0 kills/ 0-10 deaths/ 0 to infinity assists. You pretty much help the team push and keep them from taking heavy damage from spells. If your a lone wolf this is defiantly not for you <--DISCLAIMER (Since this is a TEAM GAME this is a very TEAM oriented build)
Mainly you'll use this skill to setup ganks and kills. Or to stop runaways so your team and destroy them. (This can be built up to be incredibly deadly in a full out AP build, you're less useful in team fights, but more deadly)
This will be your main farming skill helps to level it up early to farm mobs and get more money. Also if you can catch someone with a Dark Binding that's in one of your puddles they take a decent amount of damage.
What can I say about this little diamond in the rough? This is an amazing little ability given to Morgana. It practically makes you a mage killer, seeing that it can almost completely stop any spell and blocks stuns and slows and almost all magic damage is saves teammates and saves you. If you use this on teammates more than yourself then you're playing Morana right. Mainly throw this on your teammate that is initiating a team fight, it helps them get their stun/slow/attack in first so that the rest of the team can then start bringing down the team.
Morgana's ultimate is another very useful move in stopping runners and letting your team mates finish off that person's last half of health. It nukes them and slows them, then on the second burst stuns them. It's very useful if you see your team starting to win a team fight. If something like that starts to happen run in and pop your soul shackle (use your shield on yourself if you need to) if the enemy team starts to run keep chasing you'll eventually stun them and your team can finish them off.
The combos I would recommend are...
Teleport + Clarity
Clairty + Ghost
Ignite + Clarity
So no matter how you cut it, you'll need CLARITY. It helps keep you in your lane longer and with your +15% spell vamp passive if you have mana you can get your health back up in no time. GHOST helps you chase down runners better and make escapes or chase down that stun for the soul shackle. TELEPORT is very useful if you need to catch up with your team or need to help save a 1 on 2 fight (not in your favor) This is a great spell to help you turn the tide of a fight. Finally IGNITE, not normally recommended for support types but it helps to get those last bit of health kills. If you're a more offensive player I would take this spell. But in the end you can take what suits you best, that's how you will play best.
Your core items are:
These items help with mana, mana regen, buff your health and defense and significantly reduce the cooldowns of your spells which help you support your team better. If you use Black Shield right you really shouldn't need magic resist. The boots are left up to you, I would say sorc boots for the spell penetration and AP, but the Merc Boots work equally as well too. Then finally I pick Zhonya's Ring for survivability and the huge AP boost which (if the game even gets as far as Zhonya's) helps you hit rather hard end game.
The masteries are just 0/9/21. The utility is to help with spells while the defense is for survivability somewhat.
Anyways, that's my support build. Feel free to comment and if you thumbs down or thumbs up please leave a brief comment why and how I can improve this build as a support type build.