Snarin' for Days
More Damage Core
Threats to Morgana with this build
|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.|
The Table of Knowledge
Information about author and champion
|2. Pros and Cons
What does Morgana excel at? What does she struggle with?
My masteries for Morgana
Strengths and Weaknesses
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.
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 a handful of these to raise your resistances as they can be useful against an AP heavy team.
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].
- // 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].
- // 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].
- // 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.
- // 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.
Why These Items?
|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.|
> 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.
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.
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.
|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 .|
Any other questions, let me know and I will post here!
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!