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Spells:
Flash
Ignite
Ability Order
Soul Siphon (PASSIVE)
Morgana Passive Ability
Chapter 1
For runes i take magic pentration marks, mana regen per 5 seals (per level and magic resist per level glyphs. I take magic pentration quints. These runes along with socercers shoes allow you to bybass any squishly targets magic resist. I take mana regen per 5 seal due to the fact that with her passive spells allow you to stay in lane and farm more effectively. The magic resist increases your resistance against magic carries who a lot of the time you will be going against in mid lane.
I start off with a doran ring, which give you good overall stats for level 1. I then take boots of speed and a tear of the goddess. At this point to make sure I can stay in lane longer and gain the gold advantage over my opponent. I then build a hextech revolver, which adds to the spell vamp you get from your passive, I then start on the big items. I first take a needlessly large rod this adds substantially to your nuking ability compared to before it. After upgrade your tear into an archangels staff. By now having around 250ap. Then make your deathcap. This is pretty much self explantory on any ap carry. I then upgrade the revolver in the will of the ancients again increasing spell vamp. Lastly if your in the late game an abyssal specter if your having trouble against casters. Or if your being focused physiclly take a Zhoyna hourglass. Lich bane adds to your nuke potential late game adding around 600 to your basic attack before armour.
If your having a level 1 fight take dark binding first, however if your not take tormented soil from then on take 1 points at level 2 in dark binding and max it first one level in spell shield and max it last and levels in soul shackles whenever possible. Keep getting levels in tormented soil until level 4 because after that it will still kill all minions if placed correctly. If your up against a really squishly target or have a ganker you can level up dark binding quicker for the increased damage and longer bind.
For summoner spells I take Flash and ignite
Flash can be used as an initiator so you can pop your ult or as a defensive tool. Ignite is a great finisher on morgana, with her spell combos at around level 7 it will help you get a late first blood or kill or at least push them out of lane.
Flash can be used as an initiator so you can pop your ult or as a defensive tool. Ignite is a great finisher on morgana, with her spell combos at around level 7 it will help you get a late first blood or kill or at least push them out of lane.
Pros
-1vs1 fight Q-W-R- ignite should kill almost anyone
- ultimate even when not fed make teams focus her, teams can take advantage by dealing tons of damage
- Great farmer
- Good anti caster against ap mid characters
-Bind at level 5 is technically 3 second stun against melee champs.
Cons
- Long cooldowns on all spells means when you se your combo you cannot contribute much more to the fight
- is vunlerable to high movement speed physical damage champs such as ashe, udyr and trundle.
-1vs1 fight Q-W-R- ignite should kill almost anyone
- ultimate even when not fed make teams focus her, teams can take advantage by dealing tons of damage
- Great farmer
- Good anti caster against ap mid characters
-Bind at level 5 is technically 3 second stun against melee champs.
Cons
- Long cooldowns on all spells means when you se your combo you cannot contribute much more to the fight
- is vunlerable to high movement speed physical damage champs such as ashe, udyr and trundle.
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