Morgana Build Guide by Marcusaurelius1
Not Updated For Current Season
Not Updated For Current Season
For this guide, unlike a few other guides, we will remove the 'support first' feature. This is guide is meant for Solo Top, or Mid. It is not fully recommended that you use this guide for everything, because as everybody should know, all guides are interchangeable.
Pros of Morgana
There are no cons to this, so i have decided to remove that part, because is pretty much the perfect everything for League of Legends except she can't kill towers quickly. The pros of are that she has an amazing CC , and amazing AOE , and and amazing AP shield . She even his an AOE Stun + Slow . Her passive is a VERY strong farming technique.
For glyphs I recommend...
Marks: for the people who hope to resist you, you fight back with these glyphs.
Glyphs: Greater Seal of Knowledge, for about 200 more mana at end-game to increase spamming ability if someone else needs blue.
Seals: Greater Seal of Knowledge, for a couple hundred extra mana end-game to increase ability to spam even without blue.
Quintessence: , for that very large amount of mana to start the game off with in able to cast a good 10 more times before even worrying about mana in the beginning.
These masteries that have been set fit my personal need, in order to be playing good, you should die maybe once, and when that comes in play 10% off of 60 seconds wont be much time off, barely enough to even matter. the small trickle of 1 gold every 10 seconds means that you recieve 360 gold in 1 hour. To me- 1 hour is a long game for just a regular position. 360g really wont matter in the long run, this build will make your gold skyrocket in no time.
Personally, I love this build and it has always won me games as playing Morgana.
Start Game (1-6) :
Buying these items all in a row is necessary to beginning this build. are VERY gold worthy even if it does not seem like it. Grabbing these will save you from a gank or in top solo situation will give you good mobility. They will also give you mobility to land your stun. With these three beginner items, you will be able to dominate your lane and farm at the same time.
Mid Game (7-12) :
After the beginning, in order you want to begin to build your and your . Then you will want to buy to create your . Do not forget, whenever you want to sell your then you may, but i recommend doing it in order to buy something else and not just to get money randomly.
End Game (13-18) :
By now you should at the very least have built . This will play a very large roll in team fights and will make everything just that much more tempting to rush in. By the time your is built- you will dominate squishy champions, along with most tanky champions. This is where is gets fun for
has as a very well passive. It gives her spell vamp, which heals her for damage she deals with her spells. It goes 10%/20%/30% increased Spell Vamp. Combined with her toremented soil she will be able to leech her health to full within no time.
releases a sphere of drak magic. Upon contract with an enemy unit, the sphere will deal magic damage and force the unit to the ground for a period of time. The damage scales 80 / 135 / 190 / 245 / 300 (+90% ability power point). The stun scales 2 / 2.25 / 2.5 / 2.75 / 3 seconds. Working this with your will nuke champions to below half of their health at slow levels and sometimes high levels. This can be used in chase scenes and escape scenes due to its high range. It will high a minion in its direction so make sure if you want it to hit a champion to not shoot it through a wave.
curses a large area for 5 seconds. Enemies on the cursed ground are dealt 25 / 40 / 55 / 70 / 85 (+20% per ability power points) magic damage and have their magic resistance reduced by 4 / 5 / 6 / 7 / 8 every second. This will help you dominate tanks and adding this with and you will hurt squishies severely and pinch tanks like a proffesional in no time.
places a shield around a target friendly champion or yourself, absorbing 95 / 160 / 225 / 290 / 355 (+70% per ability power point) magic damage and preventing disables while the shield holds. It lasts 5 seconds or until the shield has been depleted. REMEMBER: THIS IS ONLY AN AP SHIELD, NOT AN AD SHIELD. This will block spells such as and
deals 175 / 262.5 / 350 (+80% per ability power points +80% per ability power points) magic damage to nearby enemy champions and slows their movement by 20% for 3 seconds. Additionally, if stays within 600 range of the targets for the full 3 seconds, they are dealt 175 / 262.5 / 350 (+80% per ability power points +80% per ability power points) magic damage and become stunned for 1.5 seconds. In order to execute this at maximum potential, make sure to visit my Team Work portion of this guide.
Now that we have looked that the skills, we will look at the different sequences for fighting as
Farming A Single Minion Wave
By now, if you hope to be useful, you better have at least the first 4 items built to initiate. If you are to initiate, you must first cast and . Flash in with , and use your . Instantly after, pop your because you are going to get focused the second you pop it if the enemy team isn't slow as molasses. If your time is good enough, they will pop everything possible and the enemy team will begin to run, or your team will die. If the enemy team runs, go for the squishiest and in the direction of their running. With practice, this will hit them and you will be able to catch up. and this will make them vunerable and heavily damage as they run through it. Your team should have caught up and killed him, if not, he is dead from your high fire power you have levled throughout this guide.
Creeping / Jungling