LoL Champion: Morgana
| Health | 2031 |
| Health Regen | 15.5 |
| Mana | 1320 |
| Mana Regen | 27.19 |
| Armor | 133.4 |
| Magic Resist | 30 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 380 |
| Gold Bonus | 0 |
| Attack Damage | 114.58 |
| Attack Speed | 0.73 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 447.39 |
| Life Steal | 0% |
| Spell Vamp | 20 |
| Armor Penetration | 0 |
| Magic Penetration | 28.55 |
| Cooldown Reduction | 0% |
Recommended Runes
Purchase Order
Ability Sequence





Masteries
Introduction
Hi, I'm EZ Zythian and I'm the AP carry player for Team EZ. This is my first of many AP guides. One thing that's important to note about a lot of my core AP heros is that my builds are pretty static. It's very rare that I stray from the builds I'll put on my guides, not that it never happens. I simply find the builds here are typically best in virtually all scenarios.
On to
Morgana! So I find Morgana to be both one of the most fun and strongest AP's in the game. She provides massive utility, probably more than any other AP in the game since she well... does everything. She has a root, a stun, a snare, a debuff protection shield, damage shield, aoe, magic resistance reduction, and plenty of damage... that's a massive kit for one hero.
This is how I play
Morgana (to 2k+ elo with a 66% win rate as my highest played AP)
You can see my stream at http://www.twitch.tv/zythian and follow me on facebook http://www.facebook.com/Zythian and twitter @EZZythian and our entire team at http://www.teamez.com
Pros / Cons
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Pros
+ Strong Team Fight Control + Strong Farming in lane + Above average roaming + Extremely easy to gank her lane + Great pickoff champion + Strong initiation and Utility |
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Cons
- Passive Laner - Doesn't outright beat any lanes - High Risk/High Reward abilities |
Masteries
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Tier 1 // Tier 2 // Tier 3 // Tier 4 // Tier 5 // Tier 6 // |
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Tier 1 // Tier 2 // Tier 3 // |
Summoner Spells
FlashFlash is absolutely essential on Morgana. It allows you to flash in and ult for team fights which is absolutely essential to win many teamfights. Being able to position yourself perfectly, ult, and then zhonya's with no chance of escape for the enemy team is absolutely huge. It also allows you to stay in range while chasing someone who has a dash after you ult.
IgniteI choose ignite to combo mainly in lane, but also at many other times throughout the game. Without ignite it's next to impossible to solo someone down in lane in your full combo. With ignite you can 100-0 pretty much anyone in a combo.
Runes
Greater Quintessence of Potency: Flat AP is pretty standard on AP carries right now.
Greater Mark of Insight: Magic Pen is the only real option in red slots.
Greater Glyph of Force: AP per level scales great into the later game.
Greater Seal of Replenishment: Early game mana regen is extremely important to Morg to maintain her laning phase through
Soul Siphon
Skill Breakdown
Soul Siphon
// Passive Spell Vamp
// The key to Morgana's laning phase. The Spell vamp(Lifesteal) from her pool allows her to lane forever due to this passive. As long as you have mana in lane, this passive allows you to stay in lane.
Dark BindingBinds the target in place (Skillshot)
Dark Binding is Morgana's key ability most of the game. Dark binding allows for pick offs, kiting, initiation, and is typically the key to her entire kit.
Tormented SoilDrops a damage over time AoE on the ground, reducing enemy Magic Resist
Your main farming and sustain tool throughout early game. At rank 3 you can one-shot the ranged minion wave and even at level 3 you can one auto attack them down after pool. The key to Morgana's laning phase.
Black ShieldShields a target, blocking magic damage and causing them to be immune to harmful effects (slow, root, etc.)
One of the biggest parts of Morgana's toolbox. Black shield blocks stuns, slows, knockups, etc. This ability makes you virtually ungankable in lane and allows you to cast your ult in team fights without fear of being knocked back or stunned before it can be casted.
Soul ShacklesSlows all enemy heros in a short range around Morgana. If she stays within the leash range, it will stun after a couple seconds.
One of the strongest ults in the game. When used in the middle of a team it forces them to all spread out in different directions to avoid being stunned or to stay grouped and all get stunned and eat a ton of damage. It's a win/win either way.
Ability Order Reasoning
Items
Boots of Speed The reason I start off with
Doran's Ring I always get atleast 2 Doran's rings, sometimes 3 depending on game. The reason being it allows you to self-sustain forever from just mana regen. Since I don't believe RoA is a good item pickup on Morgana, this also gives you the health you need since you won't have a Catalyst.
Zhonya's Hourglass Hourglass first, 95% of games. Why? Because your ult is what you're there for in team fights. If you pop it and get bursted before the stun goes off, you are now useless. Every game I watch a Morg go RoA before Hourglass they lose midgame to the morg dying before the stun goes off. Hourglass is especially important against AoE comps.
Rabadon's Deathcap: Standard AP choice. Pump out the damage. Makes you a massive threat in team fights.
Void Staff: Typically at this point in the game the other team has picked up MR. Make their gold useless.
Will of the Ancients: Typically the strongest buy at this point, especially in double AP comps. Because [/list]
Laning
Morgana's early laning phase is extremely strong in that it's extremely hard to lose a lane as Morgana.
Between runes and masteries your mana regen is typically good enough to use
Whenever your mana is doing good and you see an opportunity to land a
Morgana's auto attacks tend to be a core part of her laning. Because she can easily spell vamp back any minion aggro she gained from auto attacking, attacking the enemy with normal right-clicking tends to really help bully your lane around.
Once you're level 5 you should have 3 levels in
Pre-6 ganks can be very effective with any Crowd control to allow you to guarantee
Once you're able to easily clear creep waves with a couple
Black Shield
Black ShieldYou typically want to shield once projectiles are already in the air on the way to a player or you risk being knocked back or silenced. Alt-E is the default keybind to black shield yourself. It's typically always safer to use this bind than attempt to click on yourself during teamfights.
This video demonstrates the potency of
Team Fighting
The moments before a team fight you typically throw
The goal for Morgana is to land
If the team turns on you or if you're in danger of being AoE'd down, knocked out from your ult, or otherwise harmed, this is why you brought along a
Once your ult has popped Morgana falls into a more passive role. You back out of the middle of the fight and just throw binding/pool combos while shielding whoever you need to (preferably your AD carry most games).
Conclusion
Basically,
As always on my guides, comments, criticism, and questions are all welcomed in the comments section below. Please +1 the guide if you found it useful!
You can see my stream at http://www.twitch.tv/zythian and follow me on facebook http://www.facebook.com/Zythian and twitter @EZZythian and our entire team at http://www.teamez.com
Credits to jhoijhoi for a lot of the formatting, which you can find here.
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