Morgana Build Guide by Genvissa
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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 was my very first champion I ever played in League of Legends so I felt it was only fitting that she also be the champion I build my very first guide for. After looking at some of her other guides here on Mobafire I thought I would try my hand out at building one that I feel suits her best and so far my match history in game with her should be proof of it being a very successful build. I like to Play Morgana as a mixture of AP Carry and Support. With her naturally high AP ratios on her abilities and mixed with her Black Shield she can be a very difficult champion to kill if played right. She also has the ability to potentially shut down the enemy or setup kills for your team as well as even saving teammates from untimely deaths with your Black Shield. I think the biggest benefit she brings to the team however is the ability to completely turn a team fight around as her ultimate can tear an enemy apart if used correctly.
Pros / Cons
- Can be very tough to kill if played and built correctly.
- High Damage potential with High AP ratio's on Champion Abilities.
- Can make herself and others immune to CC and shielded against magic damage.
- Very strong AOE ultimate.
- Strong Magic Resist Debuffing
- High Mana Costs on Abilities.
- Long Cooldowns on Abilities.
- Can be very squishy if focus fired.
- Ultimate requires Morgana to be in the middle of a team fight with its short range.
(Innate): Morgana is granted 15 / 25 / 35% spell vamp.
(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.
Cost: 60 / 75 / 90 / 105 / 120 mana
Cooldown: 11 seconds
Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.9 per ability power)
Duration: 2 / 2.25 / 2.5 / 2.75 / 3 seconds
(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.
Cost: 70 / 85 / 100 / 115 / 130 mana
Cooldown: 10 seconds
Magic Damage Per Second: 25 / 40 / 55 / 70 / 85 (+0.2 per ability power)
Magic Resistance Reduction: 4 / 5 / 6 / 7 / 8 per second
(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 has been depleted.
Cost: 50 mana
Cooldown: 15 seconds
Shield Strength: 95 / 160 / 225 / 290 / 355 (+0.8 per ability power)
(Active): Latches chains of energy onto nearby enemy champions, dealing initial damage to them and slowing their movement speed by 20% for up to 3 seconds. Additionally, if Morgana stays within 600 range of the targets for the full 3 seconds, they are dealt the same magic damage again and are stunned for 1.5 seconds.
Cost: 100 / 150 / 200 mana
Cooldown: 120 / 110 / 100 seconds
Magic Damage: 175 / 250 / 325 (+0.8 per ability power)
Flash- I feel this spell is crucial on Morgana because it simply offers far too much utility when compared to any other alternative. Being able to get out of ganks that would kill any other champion when using this paired with Black Shield, Soul Shackles and Dark Binding is truely epic. I also find myself using this spell to finish off enemy champions far too often. I have used it to tower dive and land a quick Dark Binding & Tormented Soil combo that finishes off most any low health champions. I have also found this a useful spell in ensuring an enemy champions doesn't escape from your team by flashing towards them giving you the range necessary to land a Dark Binding so that your team can catch up.
Ignite- Ignite is important for Morgana because it compliments her kit extremely well. One of Morgana's biggest problems is her naturally long ccoldowns on all her spells. Ignite helps add an extra damage ability you can caste when trying to down an opponent as well as helping to keep enemys from escaping with just a small sliver or bar of health. Its also great against shutting down healing champions such as Mundo and Vladimir and also works great when trying to focus down a target that has a healer healing them.
MARKS- For Mark runes on Morgana I start off by taking all Greater Mark of Magic Penetration because they will really help with damage and you get the most stat/money efficiency per rune for this. If you are unsure of Rune cost efficiency's or you’re confused by this you can look it up online as many different resources are available showing which runes give the most value for each slot.
SEALS- For Seal runes I take all Greater Seal of Vitality because they really help in the earlier laning stages of the games with a little extra HP to keep you alive as well as for tower dives and ultimately just to live long enough to ideally finish your ult. Armor per level runes work in this spot as well as a alternative but armor does not protect against magic damage and if Morgana is played correctly she shouldn't be taking a great deal of physical damage from enemy champions because of the long ranges of her spells and her ability to root melee and even ranged attackers to the ground. In late game the extra health will really help against the AOE damage in team fights which most of it is magic damage more often then physical. As an alternative for this area you could take Greater Seal of Scaling Mana Regeneration instead for increased Mana Regeneration but I prefer the health myself.
GLYPHS- For Glyph runes I take all Greater Glyph of Scaling Cooldown Reduction These runes help with her naturally long base cooldowns on her spells but I go with the per level runes instead of the flat ones because it helps even more during late game and by level 9 they become better then the flat cooldown reduction which you should be leveling up rather fast with this build even if you are laning with a partner at bottom lane. Ideally you would want to get blue buff to help your cooldowns even more but with this build by level 18 you should have somewhere close to 18% natural cooldown without items which if you add blue buff makes it cap at around 40% without items.
QUINTESSENCES- For Quintessence runes I take all Greater Quintessence of Movement Speed. The movement speed is imperative for Morgana because she needs to be able to keep up with enemy champions when channeling her ultimate as well as being able to run in and out of combat to harass and even to escape a gank when paired with her black shield. At its core it will increase her mobility greatly which is a must especially since the most recent patch has increased her base movement speed.
For Masteries I end up going with 9/0/21. I take the standard points in Offense for the Ability Power, Cooldown Reduction and Magic Penetration. The benefits in the utility tree are just too good for almost any caster. I take 3 points in the Health/Mana Regeneration because it can be rather helpful along with the 1 point in the reduced death time since it’s the best place to put the last point required to go the next tier down in the tree. I max out the experience mastery because being able to level up fast is crucial on almost any caster and with Morgana the sooner you get your third rank in your Tormented Soil the faster you will be able to farm for even more gold to build your character up.
Other Crucial Masteries are the Increased cooldown reduction as well as the base movement speed. The Masteries I've chosen above are my personal preference and I feel are the absolute best for this build. However some of the Utility Mastery points can be changed up slightly and still be effective.
Doran's Ring I always take this to start because it offers a bit more surivability with the extra health. The Ability Power and Mana Regeneration compliment Morgana perfectly and give her a solid damage boost as well as lane sustainability.
Ideally you should be able to stay in lane until you have collected 1100 gold or so and you can then purchase a Saphire Crystal and Boots of Speed along with a Sight Ward on your first trip back. once back in lane you should be around level 6 or higher if you had your own lane. I try to look to do some ganking at this point but ultimately if possible try to get around 1350 gold or so if possible and then you can purchase your Catalyst the Protector and Blasting Wand on your next trip back to base. Obviously after this as soon as possible finish building your Rod of Ages.
After Rod of Ages is complete I try to always build a Rabadon's Deathcap next. Morgana's Ability Power ratio's are very high so every extra bit of Ability Power helps your spells not only become more powerful but your innate spell vamp benefits from the increased spell damage as well.
At this point for gear I usually begin building items based upon the needs I have for the game. If I'm having lots of problems with magic damage from the enemy champions at this point which is usually the case I build an Abyssal Scepter which also helps against enemy champions that begins tacking lots of Magic Resist especially tanks. If I'm encountering heavy physical damage dealers then I build a Zhonya's Hourglass.
Other Viable gearing options
Rylai's Crystal Scepter Added health, slow on spells with ult and Tormented soil and more Ability Power is simply fantastic on Morgana.
Frozen Heart I build this if i really need even more armor against a heavy physical damage dealing team but the cooldown reduction on it is really nice to have but becomes a waste if you have the blue buff as it puts you far above the 40% cooldown maximum.
Hextech Gunblade Is great for adding more Ability Power and increased spell vamp. The attack damage is not the most ideal but it does increase autoattack damage. The activatable ability on this adds a nice amount of extra damage when trying to burst someone down or to slow a runner so you can follow up with a Dark Binding. It is important to note that the damage dealt from the Hextech Gunblades activatable trait does apply towards Morgana's innate ability Soul Siphon.
Will of the Ancients This adds a good amount more of Ability Power and the Spell vamp is really nice as well. Since it grants an Aura bonus like the Abyssal Scepter it can add to your teamates power as well. I would typically take this if I have alot of AP champions on my team and go with the Hextech Gunblade instead if I had mostly Physical damage teamates.
Banshee's Veil I would take this if the enemy team is really AP heavy or have far too many stuns and silences and other forms of CC's that they can keep Morgana consistently locked down even with the use of her Black Shield. Typically though this is almost never needed on Morgana because of her ability to fight at long ranges and the use of her Black Shield. I feel however that ultimately something that gives added AP and even more health such as the Rylai's Crystal Scepter is a better purchase.
I just wanted to say that I appreciate everyone who has taken the time to read this over and even more so to those who have left feedback good or bad regarding this build. This Guide is a living document and I will be continually adding more information and putting additional work into it to keep it up to date.