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Morgana Build Guide by ironorange

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.


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League of Legends Build Guide Author ironorange

Saving your carry from Tibbers - A Morgana Support Guide

ironorange Last updated on March 16, 2014
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
14
15
17
18
Ability Key W
3
8
10
12
13
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 4

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 5

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Wanderer
 
 

Utility: 21


Guide Top

Introduction


Hi, I'm ironorange a support/fill whatever role my team doesn't want to play main on the NA server and this guide is about how I play support Morgana. With the rise of Annie and Fiddlesticks carry, sorry support, more and more support players are simply using mages with a lot of kill potential and CC. Also, with the new gold generation items, more double AP kill-lanes are popping up seeking all the legendary kill-streaks. I personally do play some of the kill supports however when you play against those supports, you need some way to counter or sustain their burst.
Enter Morgana, I played her initially as a mid-lane APC in season 3 and I tried to support with her and I didn't like it at all. However, with the new gold generation items I felt that Morgana support does work now. I noticed that their is no dedicated She has nice CC and her Black Shield is amazing. Please comment on this guide and give me suggestions and advice on how I can improve this guide and possibly my play style. Be warned that I like to in-depth so this will NOT be a quick read. Also, thanks to jhoijhoi for her guide on how to make a guide and I used some of her formatting in my guide. Now, lets get on to the guide.


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THE PROS BELIEVE!!!!

Proof that even the pros believe in the support Morgana:

  • Pros Play Article on lolesports.com here
  • EU LCS ROCCAT support player "VandeR" uses support Morgana. Match results here and the youtube video:
  • Wow, much love for the support Morgana in the European LCS this week (2/20-21/14). I would especially like to highlight Migxa's play which several times prevented Cyanide's Vi form locking down a target. Youtube video here:
  • And then like that, Morgana becomes a standard support in the pro scene. I have taken some insights from watching them and their interviews which I will relate later in my guide. Since the pros have seen the light, I think I will not add to this unless something extraordinary happens.


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Pros and Cons

Pros

+ Dark Binding is a three second root
+ Black Shield makes you or an ally immune to CC for 5 seconds
+ Soul Shackles is great in team fights
+ Innate spell vamp with Soul Siphon.
Morgana has a great skill set with a good amount of CC. Her Black Shield has so many good uses while blocking at max rank 355 magic damage without any AP which is quite nice. And since supports actually now get to use their gold for items in season 4 instead of wards and Oracle's Elixir (goodbye old friend, I miss you), you actually get AP to take advantage of Morgana's good AP ratios.
Cons
- Dark Binding is a skillshot
- Give no sustain to your carry
- Soul Shackles requires you to be near enemies for full effect
- Black Shield only blocks magic damage
- Black Shield has a very long cooldown
As with all champions, Morgana has some downsides. The most glaring one to me is the fact that Black Shield only blocks magic damage however it will still block the CC effects of skills that have CC and deal physical damage, e.g. Ruthless Predator. Also, if the enemy can see Dark Binding coming, it is quite easy to dodge. Soul Shackles also requires you to stay close to enemy for full effect putting you in a very vulnerable position until you have Zhonya's Hourglass.


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When to Use Morgana

You Need:

  • Someone to help land skill-shot poke skills
  • More initiation/counter-initiation
  • Help in shielding magic damage
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They Have:

  • A support Annie or another AP kill support
  • A double AP kill-lane
  • A heavy AP team composition
  • Mostly single target CC
  • A heavy dive composition
They DON'T Have:

  • A heavy AD composition
  • A heavy poke comp
  • Champions who don't mind getting dove on
  • Good counter-initiation
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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Ability Power
3

+ Marks: I take 9x Greater Mark of Magic Penetration to increase the hitting power of Morgana's skills. You could also take Greater Mark of Armor for more survivability against heavy early game damage say from Draven.

+ Seals: I take 9x Greater Seal of Armor, and I would not recommend changing these with anything else as the armor they give is just so good.

+ Glyphs: I take 9x Greater Glyph of Scaling Magic Resist for more protection from magic damage, as a personal preference. You could also take Greater Glyph of Magic Resist if you feel you need more early game defenses. Also, if you feel really confident in your abilities you could take Greater Glyph of Scaling Ability Power for more damage.

+ Quintessence: I take 3x Greater Quintessence of Ability Power for more early burst. You could also take Greater Quintessence of Movement Speed for the utility they provide.


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Masteries

Masteries
4/1
2/5
2/5
1/1
3/5
3/1
3/1
1/5
3/1
1/5
1/5
1/1
1/
3/
1/

I use a 4/5/21 mastery setup to take advantage of the utility mastery tree tier 6 mastery Wanderer . I will start with the offense tree for my reasoning behind this set-up.

Offense

I take four points into Sorcery for the cool-down reduction. Morgana has quite long cool-downs especially on Black Shield and you will want to have your skills up as much as possible. I do not delve further into this tree because I feel that the points are best spent in other trees.

Defense

I put two points into Block to help reduce the damage taken from the enemy auto-attack harass. I place two more points into Recovery for more lane sustain and to grant access to the tier 2 defense masteries. The fifth point goes into Unyielding which works quite well with Morgana as proper use of your Soul Shackles requires being up close and personal with the enemy team and you don't want to explode the instance they start focusing you.

Utility

+ Tier 1: I place three points into Fleet of Foot for the extra movement speed. I put three more points into Meditation for a small mana regeneration engine so that I don't go OOM as quickly.

+ Tier 2: Three points into Summoner's Insight reduces the cool-downs of Flash and whatever second summoner spell you take. Morgana uses Flash in many ways both defensively and offensively so you want it up as much as possible. I put another point in Alchemist to increase the effectiveness of potions and also to grant access to Culinary Master .

+ Tier 3: I put one point into Culinary Master because I love me some biscuits and an instant 20 health and 10 mana is very nice. Even with more gold generation in season 4, I still take the three points in Greed for more gold generation because as a support you should not be farming if your carry is with you in lane.

+ Tier 4: One point in Wealth allows you to have a more flexible start. A point in Scavenger is a really good source of gold generation for one mastery point and also works well with the Ancient Coin gold generation item path.

+ Tier 5 and 6: Three points into Intelligence gives 10% cool-down reduction total from this set-up and also decreases item active's cool-downs by 10%. One point into Bandit gives you gold for auto-attack harassment, and the final point in Wanderer gives you a very nice speed boost out of combat to dodge skill shots, chase down enemies, etc.


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Summoner Spells

FLASH


Repeat after me, I will take Flash any time I play Morgana (I will take Flash when I play Morgana). The only time you should not take Flash on her is if you haven't unlocked it yet because you are not level 12 or higher. This is your get-out-of-ganks-alive spell, an initiation tool, etc. Always take Flash whenever you can.

Second Summoner Spell



* Exhaust is the spell I take most often with Flash. It helps with chasing and reduces all damage dealt by the enemy you use it on. It also really helps to shut down hyper-carries like Tristana or Vayne.

* Ignite is another viable choice if you are not facing a hyper-carry and you feel you need to secure kills. It also works well if you are facing an enemy with a lot of sustain like Swain.

* Heal is a decent spell which gives you some sustain for you and your lane partner. I wouldn't recommend this but it could work.

* Clairvoyance can also work as a nice bush check or for checking dragon or baron nashor. However, I think that this is not the best spell to take over Ignite or Exhaust.

If you take any other spells:

Liam Neeson has spoken.


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Skills and Skill Sequence



Passive

Soul Siphon


Grants 10/15/20% spellvamp. Increases at level 6 and 12. A very nice passive giving you innate spell-vamp which is basically life-steal for spells. This also acts as a reward system for landing your skills so land those skill-shots.
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Skill 1 (Q):

Dark Binding


Launches a bolt in a line dealing 80/135/190/245/300 (+.9 AP) magic damage and rooting the first enemy hit for 2/2.25/2.5/2.75/3 seconds. A very good skill-shot single target nuke and root. It is one of the few skills in the game which has a 3 second CC effect. However, the projectile is relativity slow so if the enemy isn't asleep or brain dead they can easily dodge it if they see it coming. Using this from the fog of war will greatly increase your chances of landing this.

Tricks:
+ Always try to lead a moving enemy to land this more frequently.
+ You can use this as a bush-check even though it doesn't reveal enemies. If you throw it into a bush and it hits an enemy the animation will end revealing that the enemy team may be planning a "suddenly, a team" surprise or other nasty things.
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Skill 2 (W):

Tormented Soil


Deals 24/38/52/66/80 (+.22 AP) magic damage every second in an area for 5 seconds. Deals more damage based on the enemy's missing health. This skill used to reduce magic resist, but since Riot changed it this skill is only good for wave clear and helping to finish enemies off. If you do have some free farm time try to place this skill so that it hits most of the enemy creep wave.
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Skill 3 (E):

Black Shield


Shields target ally for the next 90/160/225/290/355 (+.7 AP) magic damage and PREVENTS THE APPLICATION OF ALL DISABLES. Lasts for 5 seconds or until the shield is broken. One of the most unique skills in the game, this allows you to make one teammate or yourself immune to all CC. The good and bad uses of this skill are quite extensive, so I will describe them in the next chapter. One note to mention is that it only blocks magic damage, so the shielded target will NOT be shielded from physical or true damage.
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Ultimate Skill (R):

Soul Shackles


Deals 175/250/325 (+ .7 AP) magic damage to nearby enemy champions. If Morgana remains within 600 range of enemy champions hit for 3 seconds they are dealt 175/250/325 (+ .7 AP) magic damage and stunned for 1.5 seconds A very good team-fight ultimate that has the potential to lock down the entire enemy team for 1.5 seconds. The only downside to these skill is that it requires you to stay up close and personal to the enemy team placing you in a very vulnerable position, which is why Zhonya's Hourglass is a must.

Tricks:
+Because you can only use this skill when enemy champions are within range, you can use this as a detection tool against stealth champions as even though you cannot see them, your ultimate will become available to be used.

Skill Sequence


Path 1: Passive-aggressive
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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Path 2: Aggresive-passive
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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Path 3: Manly
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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In each skill path I take Dark Binding at level 1 because a 2 second root at level 1 is really good for invades or counter-invades. Also, you could get a first blood at level 1 in lane with it. Also take Soul Shackles at levels 6, 11, and 16.

The first path is the safe path where you focus on keeping you and your carry alive from early game burst and/or CC. Take Black Shield at level 2 and max it first for increased lane safety. Max Dark Binding next for increase damage and CC duration and finally take your first point in Tormented Soil at level 8 for more presence in teamfights and max it last.

The second path is a more aggresive in which you max Dark Binding first for more kill potential and Black Shield second. Taking points into Tormented Soil remains the same. The third path is tailored to prove your and your carry's manliness by taking a point into Tormented Soil at level 2, a point into Black Shield at level 3 and level 8 and maxing Dark Binding first. Use this path if you feel extremely confident that you can beat the enemy lane and going Spellthief's Edge at the start.


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Use of the Black Shield

Simply put, your use of this skill will either make the enemy team rage in all-chat or severely limit your team. This skill can help you come back from early game loses or tie or maybe beat unfavorable match-ups. I remember one game where it was a Lucian and Annie vs our Miss Fortune and myself as Morgana. Typically, if you see a Lucian+ Annie facing your bot lane you merely hope that they don't feed too much at any elo. However, not only did we managed to survive the lane, we had the kill advantage once the laning phase ended mostly because of Black Shield. Unfortunately, I do not have video or pictures from this match. If someone could suggest a free program that would easily accomplish this I would be very grateful :).

Laning Phase

Priorities
  • Saving Your Carry
  • Saving Yourself
  • Preventing Counter Engage
  • Chasing

If you sense the enemy may try to engage on your carry, shield him or her so that they can escape the CC. If, however, you are the one in the more dangerous position, shield yourself so that you don't feed. When you land a Dark Binding and your carry goes into poke their support Fiddlesticks shield them so that he can't fear them and potentially turn it around. Black Shield will also remove the effects of slow fields like Lucent Singularity and allow you to move normally through them. Using your Black Shield on your jungler or mid laner when they gank will allow them to stick better to the enemy bot lane better. However, resist the urge to spam this as the cool-down is quite long and you want it up in sticky situations.

Mid to Late Game

Priorities
  • Saving Your Carry
  • Saving Other Teammates
  • Saving Yourself
  • Preventing Counter Engage
  • Ensuring Good Initiation
  • Chasing

Your priorities are the mostly the same except that you will interact with your other team-mates more often and possibly have to save them. Once you get your Zhonya's Hourglass, you can mostly exclusively use Black Shield on your allies. Ensuring good initiation simply means giving your Black Shield to your initiator such as Lissandra or Malphite to make sure that they can shrug off any magical counter-initiation. Only do this if you feel that if you engage first solidly you will convincingly win the fight.
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Another side-note about the mechanics of Black Shield is that it will NOT prevent non-CC spell effects. For example, Taric's Shatter has an armor debuff that will still be applied to a shielded ally although the damage will be absorbed.


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Items - The stuff you couldn't buy in Season 3

STARTS
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This is my most common start which I use in 90% of my games with Morgana. I take Ancient Coin to eventually build into the Talisman of Ascension, two Total Biscuit of Rejuvenation for lane sustain, and the Stealth Ward and the Warding Totem because vision wins lanes and games.
dsagjlakdfgh This second start is the same as the first except that I take Doran's Ring instead of Ancient Coin for more early game burst and kill potential.
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EARLY GAME
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First Back
Upgrade the gold item you have selected at the start and buy two Stealth Wards. Otherwise, buy the Ancient Coin and the wards. Also, change your Warding Totem to a Sweeping Lens to help clear out enemy vision. If and only if you have enough gold after buying the aforementioned items should you get the Ruby Crystal to bulk you up a bit and turn it into a Sightstone or possibly Boots of Speed because everyone likes moving faster.
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Early Game Goals
Upgrade your gold item its final stage, and remember to use its active in team-fights or other good situations (something I am sometimes guilty of). Sightstone and Ruby Sightstone allow you to not worry about having to buy Stealth Wards and also give you a nice boost of health. Please remember to actually use the wards and your teammates may possibly thank you but definitely not flame you for this. Getting the Oracle's Lens will help you clear enemy vision more effectively. Buy Vision Wards to secure control around your buffs, the dragon, and baron nashor.
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BOOTS AND ENCHANTMENTS
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+ Boots of Mobility: This is my preferred boots of choice, the out of combat movement buff is really great in getting to objectives or starting fights. The only down-side to these boots is the fact that they only give movement speed and nothing else.

+ Sorcerer's Shoes: These give some magic penetration which help in making your skills hurt more. However, you do not get the nice out of combat speed boost from Boots of Mobility.

+ Mercury's Treads: Get these if the enemy team has a ton of CC and you feel that the tenacity is more important than moving faster.

+ Enchantment: Homeguard: My personal favorite, as it helps in sieges in getting back to your tower quickly and the instant heal-up is very nice.

+ Enchantment: Alacrity: A decent choice giving you more movement speed at all times.

+ Enchantment: Captain: Only get this if you are stomping the enemy team and you want to help your team pile in better.

+ Enchantment: Distortion: If you find yourself the main initiator for your team, which shouldn't happen ideally, take this to reduce the cool-down on your flash.
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THE DAMAGES (AP stuff)
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+ Zhonya's Hourglass: After you finish your support core, you MUST build Zhonya's Hourglass. I don't care what elo you are at, this item works so well with Soul Shackles as you have to wait 3 seconds for the second proc of damage and the stun and becoming invulnerable for 2.5 seconds of it that down time is amazing. Oh, and it also gives a ton of AP and a good chunk of armor. The only down side to this is the fact that the active roots you in place so its great to have someone else on your team holding the enemy team in place during the 3 seconds of waiting.

+ Liandry's Torment: A great item on Morgana giving magic penetration, health, AP, and percent health burn on your skills which doubles if the enemy's movement is impaired. I get this typically after I finished Zhonya's Hourglass.

+ Abyssal Scepter: A good item if you feel you need both MR and AP. The aura is not waste on you as you need to get close to the enemy team for an effective Soul Shackles. Don't get this if another teammate already has this item.

+ Rylai's Crystal Scepter: A good item that becomes even better when combined with Liandry's Torment as it gives all of your offensive spells a small slow. The health and AP are also quite nice.

+ Deathfire Grasp: A great item if you have an AP heavy team as the active increases ALL magic damage the target enemy takes by 20% for 4 seconds. Also the 120 AP and 10% cool-down reduction never hurts.

+ Void Staff: If the enemy team is stacking MR like mad, get this item to actually deal damage.

+ Morellonomicon: If the enemy team is heavily dependent on health regen to survive fights, ahem Dr. Mundo, get this to help counter it.

+ Ohmwrecker: If your team is allergic to destroying enemy towers and prefer any and all team-fights to be tower dives, get this item and try to cure them of this allergy.

+ Twin Shadows: If you need MR and AP and someone else has an Abyssal Scepter get this item. Also if the enemy team is quite slippery, the active and bonus movement speed will help you run them to the ground.
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SUPPORT AND TANKY STUFF
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+ Mikael's Crucible: If the enemy has a single CC skill like Enchanted Crystal Arrow that you want to remove its effects immediately get this item.

+ Aegis of the Legion and Locket of the Iron Solari: If your jungler did not build this item and the enemy team has a lot of magical AOE damage get this.

+ Randuin's Omen: A very good item if the enemy team is very slippery and/or they like to focus you when you go in. The active works very well with your Soul Shackles helping to keep them near your for the full three seconds.


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AD Carry Synergy

Personally I feel that Morgana works well with all typical ADC's with heavy poke or all-in potential especially early on. The sheer range on Dark Binding will help poke ADC's land their skill-shots from a safe distance and your CC will help burst down enemies in all-ins. However, the following are some ADCs that work very well with a support Morgana.
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Lucian



This is a very strong combination from the early game to late game teamfights. Landing a Dark Binding will help him chunk down enemies with his abilities and Lightslinger. Also, your CC makes it very easy for him to land most of The Culling. I highly recommend taking Ignite in this lane to secure kills.
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Sivir



The anti-CC lane which laughs at double-AP bot lanes while destroying them at the same time. A good Dark Binding will allow her to land an easy Boomerang Blade. Both of your 3rd abilities pretty much make you ungankable unless the whole enemy team comes. And On The Hunt allows you to stick to enemies better when using Soul Shackles.
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Jinx



Dark Binding into Flame Chompers! into a few rocket AAs and Zap! means dead enemy. Also your CC will help even the most blind Jinx player land a Super Mega Death Rocket!. Ignite would also be nice to secure kills.
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Varus



I love this pairing and I think this the most ideal lane for a support Morgana. The range on both of your first abilities is insane and allows you to poke quite safely. Also his Chain of Corruption sets up your Soul Shackles very well into the CC train of death.


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Matchups

I don't believe there are any ADCs out there currently that you want to avoid. You are like a support Annie, you kill things so you have no good counter although the closest thing would be Sivir. However, there are certain very powerful pairings with certain supports that I will list. As a general principle, you do not want to pick a support Morgana into a double ad "cheese" lane or into a support with a lot of poke, peel, and sustain.
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Hard but Winnable Match-ups


Janna


DON"T PICK Morgana INTO A JANNA. EVER. LIKE NEVER EVER. I now think this match-up is winnable one especially since Janna is so squishy. Yes her extra movement speed is annoying and her peel is great but she has a very weak laning phase which you can take advantage of because basically support Janna is about surviving and letting your carry farm. If you do maanage to land a Dark Binding you can easily burst her with your carry's help.
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Karma


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Soulflare HURTS in the early stages of the lane. Also her Inspire and Defiance are great shields in their own right and give a lot of extra movement speed. Fortunately, her Mantra only buffs one of her other skills so you do not have to worry about a huge ultimate when she gets six. Try to land a Dark Binding and go in on her when her abilities are on cool-down and use Black Shield on whomever she uses Focused Resolve on.
Special Pairings: Sivir: Once Sivir hits six the On The Hunt and Defiance speed combo can catch you off-guard especially if the enemy jungler is there as well. Just take extra precautions to not get caught out post-six.
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Lulu


Too much shields and poke and slow-downs and turning people into cute fluffy animals. Like Janna, her Help, Pix! shield with shut down follow damage. Also, if you do go in after landing a Dark Binding, her Glitterlance, Whimsy, and auto-attacks will probably make you regret that decision. Oh look you just caught my carry in a Soul Shackles, lets just give him or her a bunch of extra health and a slow field because why not. However, if you manage to survive early on, you will outscale Lulu so focus on making this lane a farm lane.
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Nami


A good Nami brings a lot of sustain and CC which makes her quite dangerous. An Aqua Prison from the fog of war could spell death and her Tidal Wave is a very effective way of escaping Soul Shackles range or engaging. However, if you do manage to land a Dark Binding on her, she is quite squishy and can be killed easily. Also, if you are fast enough, you can Black Shield her Aqua Prison and Tidal Wave.
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Sona


The queen of support aura's, Sona brings a lot of poke and a good bit of sustain. Also, her aura's pump up her carry making them much scarier. Also, the Flash+ Crescendo combo is very hard to dodge. However, like Nami she is quite a fragile champion and landing a Dark Binding should allow you to chunk her very easily. Just keep in mind that Power Chord does deal a lot of damage especially if that player builds a Sheen into a Lich Bane.
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Zilean


I really debated this one, but I do think that a good Zilean can make your life very annoying. His Time Bomb harass is very strong and you don't have the shields or sustain to deal with it. Also, his Chronoshift can make whomever you are trying to burst have a second life. The way to deal with him is to actually go the very aggressive route of skill sequence, path 3, and use your Dark Binding and Tormented Soil combo, which both out-range his Time Bomb, to harass him or his carry back. Save your Black Shield for potentially fatal Time Bombs or to counter his Time Warp.
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Evenish Match-ups


Annie


Simply put, if you can win against Annie support, you are well on your way to becoming a good Morgana support. This match-up gets harder the more AP your opposition gets and you have to play the first levels very cautiously. Her auto-attack is huge and if the player knows what he or she is doing, they will use it often. The Pyromania stun is the most worrying thing about her, however if you are quick enough you can absorb it with Black Shield. You must play very safely at six if you have not gone back yet as she can kill you or her carry by herself especially if she takes Ignite with her full combo. However, she also can be bursted down and your skills out-range her skills by a lot so use that to your advantage and try not to die.
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Blitzcrank


A single Blitzcrank hook can change how the lane or even the game is going. Also, his Static Field is a very good burst skill with a ridiculous 30 second cool-down especially if he builds AP. If one of your allies gets hit with Rocket Grab, immediately try to Black Shield him or her to negate the follow-up Power Fist knock up. For yourself, use your range auto-attacks for harass and always dodge Rocket Grab.
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Elise


A very rare support, as Elise is mostly used top or in the jungle, but she can be a formidable opponent. Rappel is a great way for her to dodge your Dark Binding and
possibly jump on you or your carry. However, she does all magic damage and if you are quick enough with Black Shield you can negate her Cocoon which is her only form of CC. Just take care with her burst and land Dark Binding and you should be fine.
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Fiddlesticks


Even with the nerf on Terrify's duration, Fiddlesticks still needs some respect. His Dark Wind does a surprising amount of damage in the early game and Crowstorm is still very scary. You must try your best to control the vision in the bushes of the lane so that he can't surprise you. If you do land a Dark Binding on him, and you and your carry go in to chunk him, give your Black Shield to your carry to prevent Fiddlesticks from Terrifying him or her. After Dark Binding, most of the follow-up damage comes from your carry, while you give moral support and a few measly auto-attacks so you can take the fear from Terrify.
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Lux


Sniping Contest! But really, you need to take care that you dodge her skill-shots as much as possibly. However, your Black Shield completely counters her CC skills and your Dark Binding does out=range all of her skills except for Final Spark obviously. Just try to land Dark Bindings and chunk her repeatedly so that she plays passive.
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Morgana


The blind pick mirror match, the only advice I can really give you is to try and bait out your opponent's Black Shield and land Dark Binding while its on cool-down. I have not played this match-up as support Morgana is not very common and I prefer normal draft pick over blind pick.
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Nidalee


So now with the season 4 support changes, AP Nidalee "supports" have no moral qualms about only building damage. Dodge Javelin Toss as much as you can and use Dark Binding to respond with her poke. Her Primal Surge heal and AS buff is quite substantially, especially if she builds AP. However, she has no CC at all and is quite squishy so she can be bursted down.
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Nunu


Nunu is quite annoying, but he is not a huge threat. His Ice Blast range is quite short and so you can safely poke him with Dark Binding+ Tormented Soil. His Blood Boil does make landing Dark Binding harder, but also you can negate most of the burst damage from his ult with your Black Shield. Finally, use your ranged auto-attacks for further harassment.
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Thresh


This is an interesting match-up as both of you have much of the same things, great CC and a way to save your allies from death. Dark Passage can get one of his allies out of your Soul Shackles while your Black Shield can save your ally from his CC. If you see him winding up his Death Sentence, immediately use Black Shield on the most valuable ally in range. If he does manage to hook you and jump to you, use Dark Binding to disengage. This match-up will either go back and forth or be a very tense no kill lane, but in any case you do not want to feed him or his carry kills.
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Zyra

deadly bloom
Sniping Contest Numero Duo! Both of you have very long range on your abilities and good CC. She has the advantage in the harass department with her plants however your Black Shield can negate her CC. Simply just land Dark Bindings and try to chunk her as best your can.
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Easy Match-ups


Alistar


The only problem you have with him is that his Unbreakable Will removes CC such as your Soul Shackles and Dark Binding. He does not have the mana early on to sustain through your harass and you out-range him by a lot. If he does dive you with Unbreakable Will, wait till after his activates it to use Soul Shackles to lock him down.
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Leona


The queen of stun-lock....(static)....(a few annoying high pitch beeps) WE INTERRUPT THIS DESCRIPTION FOR THE APPLICATION OF Black Shield....THANK YOU....(one final annoying high pitched beep). What stun-lock again? Really though Morgana completely counters everything Leona wants to do. Zenith Blade and Solar Flare takes time to apply which allows you to use Black Shield on whomever she is trying to lock down. Plus, you out-range her by a lot and you can use your auto-attacks for harass.
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Soraka


She has no CC and so you can afford to use Black Shield to absorb her Starcall and Infuse damage. Her heals are quite powerful, so focus more on harassment and less on actually killing her.
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Taric


He needs to be close to you to be effective, therefore making your Soul Shackles and Dark Binding very easy to land. His Dazzle is a relatively slow projectile and so if you are quick enough with Black Shield you can absorb it. The extra armor from Shatter does not affect you as your damage is all magical. Black Shield can also be used to absorb his burst as well.
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In season 4, there has been a rise, at least in the lower elos, of using mid-lane mages in the support role. I personally have played a game, I was top, where we had a Viktor support versus I believe a Brand support. If you do find yourself in such a situation as support Morgana, go on mobafire or another champion reference site and find out what skills have CC and how their CC is activated. Those skills are the ones you would want to block with Black Shield. And as always, try not to feed.


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Gameplay

Early Game

A carry that is alive is a ambivalent carry. A carry that can farm in peace is a happy carry. A carry that gets kills in the laning phase is a very happy carry. The main goal as a support is to at minimum keep your carry alive and in a position where they can farm effectively without worrying about dying. Always be ready to use your Black Shield to save your carry or possibly yourself if you find yourself out of position. Also, please remember to ward. If you buy them and you don't use them then you are wasting gold and probably getting your teammates killed. If your jungler or another teammate comes to gank, try to hit a Dark Binding so that you can make their engagement a bit easier.

Team-fight Phase

I really think the only difference between mid and late game is how quickly you die if you get caught out or focused. Therefore, I'm going to combine them into one section. Use your wards to reveal areas that you are frequenting or the enemies use a lot. Use a Vision Ward on either one of your buffs, dragon, or baron nashor. Try not to get caught out, but try your hardest to catch the enemy out. A Flash into Soul Shackles is a great way to engage, however preferably you should be the one to follow up one of your teammates' initial initiation or be the one to peel for your carry(s). And always remember to ward.

Peeling, What is This?

The simple definition of peeling is preventing your AD carry and AP carry, if they are not an assassin, from dying. This basically means using everything in your arsenal, abilities and items, to keep the enemy team from killing them. Morgana excels at this with her 3 second root from Dark Binding keeping mobile enemies in place and Soul Shackles daring melee tanks and bruisers to stay in range and risk the lock down. And of course, Black Shield plays a minor role in negating CC.
But what happens when you don't peel for your carry? For example say you have a Renekton top, Lee Sin jungle, and LeBlanc mid. None of those picks even remotely says that they may consider peeling an option (although if they do, it's quite nice). If you go ham with they and engage, your carry is all alone ripe for the enemy Yasuo the broken to kill him or her. Don't let this happen.
Now what happens if you don't peel for your carry. Not peeling for your carry will result in them getting killed (unless you are ridiculously ahead, and/or your adc is Doublelift). And
And when your carry dies, your carry goes on tilt. And when they go on tilt, they give into the rage. And when they give into the rage, they want to troll. And when they want to troll, they become Teemo mains. And when they become Teemo mains, they try to kill the poros. Save the poros (THEY"RE SO FLUFFY!!!!!!!!!!!!!!!!), peel for your carry.


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Conclusion and Change Log

Thanks for reading my guide on support Morgana. I hope you find this helpful and maybe even consider using her a support, (I certainly do). If you upvote or downvote please tell me why and preferably be nice about it :). Thanks again.
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Changelog:

  • 1/3/14 Published Guide
  • 1/10/14 Begun expansion of Match-ups Section, Fixing Small Errors
  • 1/11/14 Finished Match-ups Section
  • 1/16/14 Create The Pros Believe section
  • 1/17/14 Added Youtube Link
  • 2/10/14 Quality of life changes, Edited Item build and Match-ups due to comments, began adding to gameplay section
  • 2/11/14 Finished addition to gameplay section
  • 2/21/14 Added to The Pros Believe section
  • 3/16/14 Added Spellthief's Edge back to item list and justification. General editing.