Morgana Build Guide by SnugglePuggle94

League of Legends Build Guide Author SnugglePuggle94

(S7) Support to Your Best Ability

SnugglePuggle94 Last updated on December 23, 2016
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R


Natural Talent
Battering Blows
Piercing Thoughts

Ferocity: 12


Cunning: 18

Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

Threats to Morgana with this build

Show all
Threat Champion Notes
Soraka Damage wise, Soraka poses no threat to you. Her poke might be annoying but it is easy to dodge. Her heal is her biggest factor, so focus her in lane fights.
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The Table of Knowledge

Table of Contents

1. Introduction
Information about author and champion
2. Pros and Cons
What does Morgana excel at? What does she struggle with?
3. Masteries
My masteries for Morgana

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Champion Introduction

Hello everyone. My name is Lauren and I main support mostly in Silver. I worked hard on this build and hope you like it. I hope you will be able to have a better understanding of Morgana and be able to support your team well with my guide.

is a great support champion with amazing CC and decent damage. Her snare is great for ADCs to all in on those that are caught in her traps and to stop enemy chasers. Her shield combined with her Q and her ult is an amazing combo for team fights as if placed well with a Zhonya's active, she can turn the tides for the win.

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Strengths and Weaknesses


+ Prevents disables
+ Long range poke
+ Brush reveal
+ Missing health damage
+ Three forms of CC
Morgana is one of the top supports in League of Legends. Her Dark Binding allows her to snare enemies for her team mates to kill or to stop chasing enemies from picking at their carry. Her shield blocks disables and damage, although it is limited to magic damage. Come teamfights when she has a Zhonya's built she can turn the tides with a well positioned and her Zhonya's active.

+ Slow movement speed
+ High Cooldowns early game
+ Enemies can escape her ult
+ Weak vs AD champs
While a strong pick, Morgana has her limits. She can counter most supports but some outclass her simply by having sustain ( )or ( ). High mobility champions can give her fits especially if she misses a . Enemies can flash out or simply walk out of her ult if she doesn't place it well. If teammates don't finish off a enemy quick, her can take the kill due to the missing health damage. Lastly, she is a weak pick against an AD heavy team as her shield only blocks magic damage.

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This can be switched around, but I like to take 3 points in to help give her more SV and the 2 pts in to give a little more damage. If you feel like you can get away with 5 points in Vampirism go ahead, or go full damage in Natural Talent. Same goes for Merciless/Meditation and DG/Precision. I just like to have a little bit of both.

The craze these days is with Thunderlord's Decree, but as a support I have a philosophy if I can save my carry or teammate that is being chased, even if I have to sacrifice myself, I do it. So along with that I take whatever I can to support them, hence Windspeaker's. This keystone works great with Morgana's shield as it makes it 10% stronger and gives resistances. That can be a "key" (wink) in saving someone.

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Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Glyph of Ability Power

Greater Quintessence of Ability Power

These will help penetrate champions as they sit in your cursed ground, unable to move. HAHAHAHAHA!
Take these to protect yourself from your enemies as majority bot laners are AD.
Take a handful of these to raise your resistances as they can be useful against an AP heavy team.

I run a few of these just to add to my power but switch out for CDR or more MR if you prefer it.

These are the standard quints for Morgana as they help her burst and damage potential. If you feel on the slow side switch one out for MS.

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Summoner Spells

There are many summoner spell combinations to use, but the common ones to take are Exhaust and Flash. The former will help reduce movement speed and attack speed by 30%, armor and magic resistance by 10, and reduce the damage they deal by 40% for 2.5 seconds. This spell can be extremely handy in ganks and the one lonely straggler trying to escape a team fight.

The latter, Flash, will teleport you a short distance along the location of your cursor. This will help you decide whether you are dead meat or saved by the grace of a mere few seconds, and in some cases get you out of a situation that you see coming. You can use it over walls to disengage, and can use it offensively with your ult for a nice wambo combo.

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Very Particular Set of Skills

Soul Siphon: // Morgana is granted 10/15/20% Spell Vamp. This amount increases every 6 levels.

This is a decent passive but is lackluster compared to most. It gives her sustain but not much early game, and unless you stack it (like my SV build above), it's not that great compared to other champion's passives.

Dark Binding: // Fires a bolt of dark energy towards a target location, binding the first unit hit to the ground for 2/2.25/2.5/2.75/3 seconds and dealing 80/135/190/245/300 (+90% of ability power)magic damage.

Her major ability, this snare is her core. Without it, Morgana has no way of engaging or disengaging without having to burn an ult or a flash.

You're going to want to max out [Dark Binding] before [Black Shield] and before [Tormented Soil].

Tips and Tricks
  • // Hide in the bushes or behind the wall of the tri-bush by dragon to hit a surprise snare.
  • // Try to save your for the enemy carry if a jungler ganks, but if the jungler gets ahead of them use it on them and shield your carry.
  • // Use your long range to pick up a kill if your teammate can not or dies.

Tormented Soil: // Curses a large area of the ground. Enemies on it are dealt 8/16/24/32/40 (+11% of ability power) magic damage each half second. This damage is increased by up to 50% based on the enemies missing health. Lasts five seconds.

This is a great follow up damage source after you snare your enemy with a . As the enemy is snared, they are being cursed and lose large amounts of damage (come late game).

You're going to want to max out [Tormented Soil] after [Dark Binding] and after [Black Shield].

Tips and Tricks
  • // Used with , this is a great brush reveal if you are out of wards.
  • // Use this to heal off minions with your passive early game to save pots for emergencies.
  • // Watch out for late game as this can steal kills from the team/carry if they don't kill them quickly enough.

Black Shield: // Places a shield around target friendly champion, absorbing the next 70/140/210/280/350 (+70% of ability power) magic damage the unit would take. While active, Black Shield prevents the application of all disables. Lasts 5 seconds or until the shield has been depleted.

The other major factor that Morgana is such a great support is that her shield absorbs magic damage and prevents disables, such as Blitz's grab, Thresh's hook, slows, snares, stuns, etc. Although it only saves one champion (unlike ), it can still protect an important adversary in the game.

You're going to want to max out [Black Shield] before[Tormented Soil] and after [Dark Binding].

Tips and Tricks
  • // If against a Blitz or Thresh, keep your finger on E to have it up as you see it be cast in order to save yourself or your carry (or smart cast/bind it). If you or anyone is grabbed, shield them/you immediately and snare them with a .
  • // Shield yourself before going into the jungle brush in case of traps laid out by the enemy team. Also is great at protecting yourself/preventing disables as you walk over a Caitlyn/Nidalee/etc trap.
  • // If a teamfight breaks out, shield your carry first. If you have a high enough CDR count you can shield your engager as they start the fight then protect your carry after.

Soul Shackles: // Deals 150/220/300(+70% ability power) magic damage to nearby enemy champions and slows 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 become stunned for 1.5 seconds.

Morgana's ult is one of my favorites. It provides good damage and amazing CC, although it is easy for opponents to escape out of it. But if executed well, the outcome of it is amazing.

You're going to want to max out [Soul Shackles] at each rank it is available (6/11/18). If you accidentally miss it, level it up the next time you rank up.

Tips and Tricks
  • // If your enemy bot lane is poked down a bit, or a jungler comes to gank, walk in and snare, then shield yourself and ult. If they catch on before the fight starts, ult immediately then snare/shield (only do this if you know your team will follow you in).
  • // Use this with Zhonya's in a teamfight to protect yourself from damage while your team picks off the ones that are slowed/rooted.
  • // Use along with your ult to maximize the amount of soft CC on your opponents.

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Why These Items?


Item Sequence

Ruby Sightstone

Sorcerer's Shoes

Zhonya's Hourglass


Zeke's Harbinger

Sweeping Lens

This is your mandatory support item, as it gives you AP, gold, CDR, mana regen and a handy icy ghost active. You could opt for the Dark Seal, but this is the better option.

Wards. You need them, period. For every stage of the game. The vision can turn fights and warn you if ganks are coming. Plus the active is handy if you have frost queen or other items with actives as it reduces the CD by 10%.

Use magic pen boots to increase your damage in your abilities. Opt for if against heavy AD, against heavy AP, or if the enemy team has a lot of slows.

Survivability in the game. Comes in handy in ganks and in teamfights paired with your ult .

This item is great to get not only for the great stats it gives, but the active can turn fights in your favor. It heals allies based on their level and does true damage to enemies, so it's a perfect grab.

AP, Armor, CDR, and mana. The active on your ADC or assassins/fighters that crit like will increase both yours AP and Critical Strike Chance.

But Why Not These Items?
. > Knight's Vow offers health, health regen, and armor with a couple handy passives that heals you for a percent of damage dealt by your partner, and directs damage they receive to you.
> The other passive is that you receive additional armor and movement speed when you are near your partner.
> I would not take this item as it is more for tanky supports who benefit from the stats better and also can deal with the true damage reflection onto them. As a mage, you don't need to direct damage to yourself, you will die faster and not be able to protect your teammates.
. > Locket of the Iron Solari is not the item it used to be since Riot nerfed it this past preseason patch. Instead of a nice aurora that gave teammates MR as well as giving you some handy stats of MR and health regen, and a strong AOE shield, it just gives a few stats and a small shield.
> This item could be a good pickup late game if the enemy team has a fed AD and AP champ as it offers 30 Armor and 60 MR.
> The shield can still be handy in teamfights, especially to help protect those that might have gotten away at the last second but have only a few bars of health. But in most cases I would take Redemption over Locket.

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As a support, it is not your job to farm. If you do that, it is stealing gold away from your ADC-which will disable your Frost Queen passive for a bit, and not to mention your ADC will be mad at you.

Use your to heal yourself sparingly or to get your Frost Queen procs off if the enemy bot lane won't come close for you to AA them. Come late game, it's not that big of a deal to farm, so if there are big waves in a lane you can go ahead and use your to quickly clear them off.

Team Fighting

As I already have mentioned, the handy tip of a well positioned and in a team fight is/can be the best way to deal damage while protecting yourself and letting others pick the enemies off. But that is not all you can do to help your team to its fullest potential.

If the enemy is trying to bait or are cowardly hiding behind their turrets, you can use to make them move for fear of being damaged.

Always ward both sides of the bushes mid lane, or any bushes that your team is in regardless of what lane.

If an enemy/enemies tries to sneak up on you or a friendly, you can snare them with your Q and let your team go in, then follow in with an ult combo. And remember, always keep your eyes open to shield your carry or a low health friendly.

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Frequently Asked


Q: Why should I stick with exhaust and flash? // and are your go to summoner spells for a support, as I mentioned above. Flash can come in handy for escapes and exhaust for ganks. But it can be a personal preference to take , , , ,or .

Q: Why rush Zhonya's as a support? // Rushing Zhonya's is a good thing to do because as a support, your job is not to dish out the most damage but to save your teammates, and a early Zhonya's can keep you alive longer to save your teammates. Even if you don't get the full item by level 6, a can be handy with the armor and ability power. Once you get your item, come mid game a handy ult+zhonya's can save you while your team picks the enemies off.

Any other questions, let me know and I will post here!

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I hope you have enjoyed my guide, as it's my first and I worked hard on it (I even did my own banner!) I'm not the best code person ever but I tried to arrange things in cool ways. Let me know what you think. I welcome positive feedback especially on what I can improve on, and an upvote always helps! See you on the Rift!