Morgana Build Guide by angrycodman
Not Updated For Current Season
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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.
Morgana is an ap carry with a lot of cc and excels at nuking single targets with her spell combo. She also has a great support spell to make her near ungankable and to help out allies.
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.
For masteries I take 9/9/11 I take the obvious 9 in offence to gain magic pen, with the 11 in utility mostly to gain extra mana regen. I take 9 in defence for the strength of spirit strengthening her already potent lane game with high health regen after you get the tear.
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.
Overall morgana is a great choice for many teams, easy to play a bit harder to master she provides overall everything you would want a ap carry to do.
Pros / Cons
-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.
- 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.
In ranked play morgana is viable pick if played well, and can be one of the best mid and solo laners in the game. She also near cancel out in team the ap carry of the other team and any cc on that one target, this is invaluable ate game as your shield will be able to block 1000 damage +