Morgana Build Guide by GrimmSever
This Guide Has Expired!
WARNING: This guide has not been updated by the Author in a very long time. The information contained may no longer be valid. Depending on the guide and information contained you may prefer to find some more up to date guides on our browse guides page!
Champion Build: Morgana
| Health | 1951 |
| Health Regen | 15.5 |
| Mana | 1320 |
| Mana Regen | 18.5 |
| Armor | 90.45 |
| Magic Resist | 30 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 345.05 |
| Gold Bonus | 0 |
| Attack Damage | 114.58 |
| Attack Speed | 0.73 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 42.48 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Masteries
Read This
Hey everyone, Grimm here. This is my first guide I've built on here so far so don't be too harsh a critic. I have put a lot of time and effort into this so hopefully ya'll appreciate it as much as I enjoyed making it!
But I do welcome any and all feedback (rate it too!) and I'll try respond back with any answers, advice, comments, or maybe some questions for you. Hope this guide helps somebody and as always, GLHF!
Intro to Morgana +Gameplay Strategy
|
Pros
|
Cons
|
First off, if you're unfamiliar with casters/ranged characters, here's your first and most important lesson: RANGED = KEEP YOUR DISTANCE! Funny seeing people who are used to playing melee champs try to use range/casters.. you can usually spot them by the amount of deaths they feed the other team.. that and from your team probably yelling, "STOP FEEDING"!! Ok, that said... onto playing the game!
You are mid: Therefore, go mid, no questions asked, no need to call it, if you don't get it then your team is completely stupid. I have never seen a
But I won't go into the boring details, but basically you kill minions and harass the opposing champ. Straight forward and easy? You know it!! However, come Lvl 6, the fun begins! It IS possible to score a kill before then via early gank or the dumb opponents thinking you don't have much power early game. So feel free to test that out and show em what's up! But remember that you're an AP caster who IS mana deprived and squishy early (especially against hybrid mids like
So, in my opinion, this phase is between the Lvl 6-12 and is when the game actually starts. By now I'd hope you are death free and possibly grabbed a kill or two (depending on how aggressive you've been playing). Once you've got your ulti,
Here champs are between Lvl 12-16 and are ending the "lane phase." This means that there is at least one turret down (hopefully your opponents mid) and team fights should start to push lanes further.
I usually have their mid down and move from lane to lane to help push where I can. If they start back on my mid tower, then I slide back into lane and stall their efforts. DO NOT just chill in lane or try to push to tier 2/3 tower by yourself, especially if you're team could use the help. There are exceptions to this such as their team is all dead, you can see clearly on the map where they all are, and/or you are in no danger from possible ganks.
And finally comes late game. During the late stages of the game, both sides are fighting to get those last towers down to start in on the inhibitors/inner turrets/ and their nexus. Playing
Items - The what and why I do what I do
Recently Changed/Updated!!!
Ok. So here's what I typically build with
Morgana. I'm not going to list the items via a buy-by-buy bases for you for several reasons: 1-things are always situational, 2-you need to experiment and find what works for you, 3-there is no one right way to build your champ, and 4-I honestly don't stick to it... Lol. But I will explain my choices though.
*Note* - Yes, I only have 4 items on my "main items" list. But it's because games don't usually last long enough for me to buy more... If they do, check out some of the one's I have listed as situational items. I have yet to play a ranked match, so this comes strictly from playing non-ranked matches. (When I do get experience in ranked, I will post an alternate build)
Pretty much a staple buy with any AP caster (unless you're playing a support champ). Works really well with
This item replaced my old main items like
- Compared to
- Then to compare it to
- 1-
Chalice of Harmony is very OP early game when you choose to lane mid like I do. Very rarely do you see AD carries in mid anymore, so you normally face AP right? The Chalice offers two forms of mana regen which gets stronger the less mana you have = longer lane sustain. - 2- The second part of it,
Fiendish Codex, is also cheap, gives more mana regen, and adds cooldown reduction. - 3- The final product, although a bit more expensive than
Archangel's Staff AND has much less of a final AP value than it does, it's the magic resist and mana regen on kill/assist that has me sold. You could argue that overall mana pool by
Archangel's Staff > the mana regen on kill/assist from Athene's Holy Grail. And I could agree...but for argument sake, I won't. Lol. Try them both and see for yourself, and ultimately you'll choose what works best for you.
This is a favorite item of mine. The AP value is high due to that beastly
**For those non-late 80's/early 90's people, and don't get the reference, click on "Can't touch This" above and learn something!**
I really like this item on
This is one items that I have an ever changing opinion on I think... and currently it's on my "good buy" list. I'll opt into buying this when the opposing champs start to add magic res and/or I could use the extra myself. Then there's the fact that it's got a decent AP value as well. Basically, the better you play and harder you hit, the higher the chance their team will try to limit you via stacking magic resist. So with that in mind, all-in-all, you could do worse!
I don't think this needs an explanation for any AP users. If it does... you shouldn't play AP champs I'm sorry. I will explain why it's not a "main" item for me though. I'm serious when I say
This is a new addition to situational items list. I hadn't considered using it before because she's already got her stop in
I rarely used to get this, but later on in Summoner Level (20-30) people either start playing smarter or just now know what to buy or begin using magic resist runes. So I've found it useful in several games when the enemy champs are either stacking the magic resist items or I'm not satisfied in the damage I'm doing despite having a normally good amount of AP. It really just depends on how your team build is going. There's been times where I'd thought of getting it but a teammate grabbed an
I never really use
But seriously, I usually only use this on my harder-hitting, burst damage to the face kind of AP champs like
Skill Breakdown +Summoner Skills

Again, for any situation or opponent you face, treat these as situational. I'm a cautious person; meaning I refuse to get my *** kicked because I wasn't prepared properly. So what I'm really saying is that don't always build
When playing characters that like to jump on you and combo you up close, I tend to build
This is
Love this skill. It's got pretty long range, hits pretty damn hard, and stops the enemy champ! The only down side here is that it's not a true stun, it only stops their movement; they can still can attack. However, it does more than enough and is vital in getting your kills as well as being a great team fight initiator... so make sure to land it (it's an aimed skill shot)! It's also a very fun early game kill provider/scare tactic. From beginning to end game, opponents think "OH **** NO!!!" whenever it lands. As soon as you cast this and you know it's going to hit, throw a quick
Another great ability right here. It's an AoE that deals damage in a small circle. I spam this skill quite a lot when I can afford the mana. It is good at disrupting the enemies farm capabilities if they need to get up close or you can scare them back a bit if they're range too. It won't do a great deal of damage early on its own, but that little bit of damage adds up and they'll stay cautious knowing you can burn them down quick if you got
So I've been reminded the extra benefit of leveling this sooner than
Come mid/late game, you can successfully hold off a 3/4/5 v 1 push on a turret with you guarding it oh so carefully. Just set this AoE in front of your turret to start slowly reducing them, then keep your
And who said
- If you're solo and about to run in and drop your ulti (helps prevent the whole dying thing)
- If you're solo and taking heavy damage period
- If you're beginning a team fight, you drop ulti, and you are their focus!
- A good time to use this is during a team fight in which you have teammates with a cast time/focus ulti that will put them in the line-of-fire; like:
Fiddlesticks,
Galio,
Katarina,
Kennen,
Nunu, etc. (Although
Galio has his own shield and is a bit tankier, so I'd save it for yourself in that instance). Shielding them will help make sure they live through their cast time and/or give them the freedom to take full advantage of it by moving into close proximity to the enemies. - Basically, anytime you're with a teammate(s) and they are the focus, if they're running into or away from a fight in which you don't plan on fully engaging (ulti is down), or you're so OP that you don't need that stinkin' shield and feel like doing your good deed for the day and give sympathy to a teammate... Hah!
And now we talk about this awesome Ulti. So what this does is it basically puts a leash on any and all nearby champs within a 600 range (the same range as a
Here's the hard part about it. Because everyone knows how much trouble they'll be in when you use it, you either will get targeted immediately with stuns/silences/or an all out nuke of damage. Nooooo!! So what do I do, you say? Well...That's where
Find what works for you. That's all. I like
Now for the Maybe spells... I can see how
What about the rest? I'll save you the trouble and just say no. Go ahead and make a case for some of them if you wish, but again, just... NO!!! Did the extra boldness, caps, color, and exclamations help make my point? Good! Now moving on...
Masteries & Rune Page Explanation
Alright. I originally wrote on here my intentions of testing and trying out going both 21/0/9 and 9/0/21 with
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Mana Regeneration 9 |
Greater Glyph of Cooldown Reduction 9 |
Greater Quintessence of Ability Power 3 |
||||||||||||
Magic penetration is a great asset to any AP champ. I use these because, if you look up at my items build, I don't typically build heavy on magic penetration. So there ya go.
greater seal of replenishment
Mana regen will only help you. With even decent mana-regen,
Here comes the critics. I have had people try to explain that these are worthless. Uhm... I disagree? With these at Lvl 18 +your items, your CR is at about 20-25%. Think about that. If an ability has an original cooldown of 10 seconds, its now only 7.5 seconds. A whole 2.5 seconds sooner on an ability is a HUGE difference! Tell me it's not...
Ability Power. Now what would I ever use that for? Hmm... Oh what the hell, lets try it and see!
I've also played with the alternate 9/0/21 build so I'll post it with some explanation as well.
I had played around with this build and used to prefer it over the 21/0/9 setup just based on how I was playing. But with a little tweak in my play style I've since switched my preferance. But I do like this build as well and would recommend it to a more passive player AP-ing mid. It definitely allows you to level up quicker. It's just hard to accurately compare these because how you play differs from game to game and your opponent. Sometimes you're more aggressive/passive because of the skill of the opponent and the extra exp would be a good compliment.
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Mana Regeneration 9 |
Greater Glyph of Ability Power 9 |
Greater Quintessence of Ability Power 3 |
||||||||||||
Part of the remodeling/remaking/testing/adjusting/whatever you want to call it... I decided to try out a more damage based rune setup than I have above. And, well, it does more damage (shocking)! Lol. However, I do prefer the cooldown reduction runes better. I think the cooldown makes a bigger difference than the damage output because you can simply cast much quicker. It may not seem like a huge difference, and I don't have statistical number evidence to prove it, but just going off of my opinion and experience.
Listen to Me
You heard me say it. I admitted that this area is my weakness. So please take that into account when you bash me for what you think is a stupid idea. Instead: post me your suggestions or comments about your theories. I'm simply doing what's worked for me thus far. Thanks!
Champion Lore

So here's whats 'cookin' with
Morgana... haha, see what I did there? ^_^
"There is a world far away populated by graceful and beautiful winged beings gifted with immortality, where an ancient conflict still rages. Like so many conflicts, this war split families. One side proclaimed themselves as beings of perfect order and justice, fighting to unite the world under their law and strong central governance. Those that fought against them saw their kin as tyrants, creatures incapable of seeing the larger view, who would sacrifice individuality and freedom for the illusion of efficiency and safety. Morgana was one who fought against what she perceived as the tyranny of her kind, and for that she was branded ''fallen.'' Morgana was not innocent, having plumbed forgotten ways to gather forbidden might to become a powerful mistress of the black arts. This goal was driven by her obsession to defeat the general of the opposition's army - her sister,
Kayle.
While the two were in fact birth-sisters, Kayle struck the first blow by disowning any filial connection when Morgana refused to join her cause. Eventually, Morgana grew in power enough to not only reach, but challenge Kayle. As the time approached when the two would meet in what could be their final conflict, Morgana was suddenly summoned to Valoran. At first, Morgana made a deal with the League's summoners to fight in exchange for greater power. With the advent of Kayle into the League, Morgana now willingly fights in the League of Legends for the privilege of being able to destroy her sister again, and again, and again. She lies in wait for the day the bonds of the Institute of War no longer hold her, and on that day she plans to destroy Kayle once and for all and return home a hero.
"There is no rest while Kayle's brand of tyranny still exists."
Morgana
Credits +Other helpful Guides
I'd like to thank and credit some for aiding me in making this guide:
- Mobafire - For allowing us to make and use guides on your site at no cost to us. It's a free and extremely helpful reference guide to all players and those aiming to better themselves and others.
- jhoijhoi - For your "Making a Guide" guide that you posted and showing us noob builders how to make a halfway decent guide ourselves!
Other Helpful Guides
- If you like playing support, try checking out my cousin's guide on Janna
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup NA May
Registration Open
|
|
Dominate Dominion #57
Finished
|
|
Dominate TT #10 (NA)
Finished
|
|
Dominate Dominion #56
Finished
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (12)




