Morgana Build Guide by Deathkin12
Not Updated For Current Season
Not Updated For Current Season
This guide focuses on both of Morgana's Supportive and Offensive abilities. Hope you all like it :)
Pros / Cons
A great CC counter (Due to Black Shield
Very hard to kill
A big contribution to the team
Extremly Hard to Gank
Does barely damage in Late game(Unless really fed)
Usually targeted on team fights
Greater Mark of Magic Penetration Magic Penetration = More Magic Damage = More Spell Vamp
Greater Seal of Replenishment Well you cannot support if you're always missing mana and going back and forth to the respawning point is just a waste of exp.
Greater Seal of Ability Power For an early AP boost
Greater Glyph of Ability Power or Greater Glyph of Scaling Ability Power Same reason for the Greater Seal of Ability Power
For summoner spells, I recommend both Heal and Flash for beginners or those on duo lanes
Take Heal to help sustain your team mate since you're able to sustain yourself
Flash may it be to snare that running target or to rescue that dying mate, Flash really is very helpful
Ignite and Heal for those who are on solo lanes
Other Viable Spells:
Ghost Same use for Flash
Clarity Also great for sustenance but becomes a bit useless at late game
Teleport Great for getting back to a lane to defend or help an ally to escape or to kill
Cleanse Really great spell, though not as resilient as your Black Shield very dependable on helping you on those tight situations.
Revive May seem good but nah.
Smite Won't need it, Don't have it
Surge The AP boost you get isn't enough for wasting a slot of summoner spell
Promote Really why even think of taking it?
Clairvoyance This really depends on the situation, though I more likely advise not to take it
Exhaust You have tons of CC and I'm sure one or two of your AD carries has one
Grants 10%/20%/30% spell vamp.
One of the best Innates of the game. One of the reason why Morgana dominates most lanes
(Active): Morgana releases a sphere of dark magic. Upon contact with an enemy unit, the sphere will deal damage and force the unit to the ground, making it unable to move.
Cooldown: 11 seconds
Cost: 60 / 75 / 90 / 105 / 120 mana
Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.9 per ability power)
Duration: 2 / 2.25 / 2.5 / 2.75 / 3 seconds
Land this one and you're almost sure to get a kill. Though a bit hard to land because of the slow animation making it easier to dodge
(Active): Infects an area with desecrated soil for 5 seconds, causing enemy units who stand on the location to take magic damage and lose magic resistance every second they are standing on the area.
Cooldown: 10 seconds
Range to Center of AoE: 900
Radius of AoE: 350
Cost: 70 / 85 / 100 / 115 / 130 mana
Magic Damage Per Second: 25 / 40 / 55 / 70 / 85 (+0.2 per ability power)
Magic Resistance Reduction: 4 / 5 / 6 / 7 / 8 per second
Especially great for squishy opponents, though I max it last, it's still according situation if the enemy team is building magic resists early, I suggest leveling this skill to just level 2 or 3 earlier to counter them
(Active): Places a shield around target friendly champion, absorbing magic damage and preventing disables while the shield holds.
Lasts 5 seconds or until the shield is broken.
Cost: 50 mana
Cooldown: 15 seconds
Shield Strength: 95 / 160 / 225 / 290 / 355 (+0.7 per ability power)
An anti-gank, almost anti-death shield for team mates and yourself.
(Active): Morgana latches chains of energy onto nearby enemy champions, dealing initial damage to them after a brief delay of 0.5 seconds, and slowing their movement speed by 20% for up to 3 seconds. If the target(s) stay in range for the full duration of the slow, they are dealt the same magic damage again and are stunned for 1.5 seconds.
Range for activating: 600
Max range after activation: 1000
Cost: 100 / 150 / 200 mana
Cooldown: 120 / 110 / 100 seconds
Magic Damage: 175 / 250 / 325 (+0.7 per ability power)
A great Clash starter, though when cast, be sure to maximize it's potential by hitting the most(3) champions and also keeping them within range for the stun. But I should say that by doing this, you put yourself into a very vulnerable situation, so I advise to be careful.
Rod of Ages A great item, that Mana + Health boost and a very not bad boost to your AP
Rabadon's Deathcap A must have on maybe every AP mage there is
Rylai's Crystal Scepter Added health and AP is always good
Other Good Items:
Frozen Heart Nice bonuses though a non-AP item, it's still a good buy, gives you tankiness and great against AD champions
Mejai's Soulstealer If you're confident that you can keep the stacks, then go for it
Zonya's Hourglass Great against an AD heavy enemy team and also helpful to cast your ulti without dying
Thornmail Another great Anti-AD item
Deathfire Grasp Useful to bring those tank's health down
Will of the Ancients A nice AP boost and a spell vamp. The aura is not bad to. Very useful if your team has 2 or 3 other AP
On picking a lane, check which ally you would be more useful with. For example your team composition is:
and your team's Urgot was decided for Mid lane, with your remaining allies, you'll be more likely a great help to Vayne rather than the other 2 since with your Black Shield she would be able to get near your enemies while not suffering much CC and magic damage and that snare is also helpful for her to position herself to initiate a good Condemn. Greatest Ingame Tip: Know your allies and enemies, If you know their strength and weaknesses, you'll be a great help to your team.