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Morgana Build Guide by LunarVortex

Middle diamond

[10.21] In-Depth Midlane Morgana Guide

By LunarVortex | Updated on October 20, 2020
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Runes: DPS 1

1 2 3 4 5 6 7
Arcane Comet
Manaflow Band
Gathering Storm

Perfect Timing
Cosmic Insight

+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist


1 2 3 4
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


LeagueSpy Logo
Support Role
Ranked #22 in
Support Role
Win 50%
Get More Stats

Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Table of Contents
★ About Me ★
★ About this Guide ★
★ Pros & Cons ★
★ Runes ★
★ Summoner Spells ★
★ Abilities ★
★ Skill Sequence ★
★ Items ★
★ Laning Phase ★
★ Mid Game ★
★ Late Game ★
★ F.A.Q. ★
★ Summary ★
★ Future Plans ★
★ Credits ★
About Me Back to Top
Hello and welcome to my guide to Morgana, The Fallen, in the Midlane! I am LunarVortex, a Diamond Midlane Morgana main. I've been playing League of Legends rather casually on and off for the past 8 years. I've always been a Midlaner, but Morgana is a new addition to my champion pool. Champions I've mained previously are Fizz, Cassiopeia, Ryze and Ahri.

I randomly tried Morgana in the Midlane a few months ago for the fun of it and instantly fell in love with the champion. I love her Fallen Angel theme, her lore, her kit, her skins, basically everything. Since then, I've accumulated around 200k mastery points across various accounts and made it to Diamond with a 60% winrate on Morgana in Solo/Duo on EUW.

If you have any questions, constructive feedback, tips (both for playing Morgana and for writing guides), ideas or anything else like that, feel free to send a friend request to 'LunarVortex' on EUW. I always love just hearing from other Morgana players, especially from those that play her in unusual roles.
About this Guide Back to Top
I want to start this guide off by clarifying two things.

First, this is by no means a perfect Morgana guide and I am certainly not a perfect player. While being Diamond means that I probably know a thing or two about the game, it also means that I am still very far away from the best players. There's a lot of players out there who are much better than me - both at playing Morgana and at playing the game in general. I am not claiming that this is the Morgana bible or anything like that. I am writing this guide to provide an introduction and a starting point to Midlane Morgana for casual and average players. The point of this guide is to provide you with the necessary tools to pick up this really cool champion, get familiar with it, and act as a basis for you so you can start having fun playing this champion and get better at it on your own.

Second, I want to emphasize that I do not consider Morgana a top tier midlaner. If you are looking for a FOTM pick you can stomp Solo/Duo and climb the ranks with immediately, this might not be the right guide for you. Instead, this is a guide for all those who like to have fun with picks that might be a little rare or unusual but still playable. Picks that can definitely work, but make everyone else in the lobby go 'Huh? That's a thing?'. Morgana has some very clear and severe weaknesses as a midlaner. There's a reason why you do not see her much in sololanes at higher levels of play. That does not mean that you cannot ever play ranked matches with her, but rather, that you might have to put in more effort and practice to reach the same results with this pick than you would with a meta champion.
Pros & Cons Back to Top

+ strong AP scalings
+ good utility
+ oppressive when ahead
+ very versatile
+ can farm and break freezes safely
+ enemies won't know the match-up

Morgana is capable of dealing a surprising amount of damage when built full AP. People are so used to seeing her as a support that you will be constantly underestimated. Despite not knowing the match-up, many opponents will be extremely cocky, try to dive you, try to 1v1 you, and fail because they do not expect your damage. She can also adapt to different situations well. For instance, if your lane is not going well but you have a hypercarry that might carry the game, you can still opt into a more support oriented build with items like Ardent Censer. Finally, Morgana can also be insanely oppressive when ahead to the point where you can easily 100-0 any squishy target with Dark Binding + Tormented Shadow + Soul Shackles.

- long cooldowns
- high mana costs
- very reliant on hitting Q
- many bad match-ups
- bad early game map presence
- highest DPS ability is stationary

Morgana's biggest weakness as a midlaner is the laning phase. Her long cooldowns and high mana costs make it very hard to properly trade with many meta midlaners. You will often find yourself getting outtraded even when playing correctly and it's easy to fall behind once your enemy realizes how long your cooldowns are and punishes you accordingly. A single missed Dark Binding often results in having to burn your Black Shield for nothing, which often means surrendering any lane pressure for the next 20+ seconds. Finally, Morgana is also very vulnerable to assassins that have ways to avoid Dark Binding, such as Zed or Fizz.
Runes Back to Top
There are four main keystone runes that I alternate between, depending on the match-up and the team compositions:
Arcane Comet, Glacial Augment, Dark Harvest and Unsealed Spellbook. Each of these four serves a specific purpose, but at the end of the day, they are also a matter of personal preference. While I highly recommend certain keystones for certain situations, you also need to be comfortable using them.
If you, for example, absolutely do not like Glacial Augment and aren't comfortable with it, there's not really a point in using it regardless as your performance will be worse if you're not liking the rune at all and hate to use it.
I will explain the purpose of each keystone as well as what minor runes to take below, but the general theme of each page is the following:

Arcane Comet -> DPS
Glacial Augment -> Utility
Dark Harvest -> Snowball
Unsealed Spellbook -> Survivability

Arcane Comet Summary:
The goal of this runepage built around the keystone Arcane Comet is to achieve a high amount of consistent DPS during skirmishes and teamfights via Arcane Comet, Transcendence and Gathering Storm while also providing some utility and quality of life with Manaflow Band, Perfect Timing and Cosmic Insight. This is the rune setup that will usually generate the most damage to champions in total over the course of an entire match.

Primary page:
Arcane Comet works great together with Dark Binding for a guaranteed hit and also Tormented Shadow to consistently reduce it's cooldown. Manaflow Band is very helpful to deal with Morgana's constant mana issues. Transcendence is an all around great rune that provides you with some much needed CDR at level 10 and will later provide you with some more AP when overcapping CDR. I love picking Gathering Storm for my third minor rune choice in the Sorcery tree because of Morgana's great AP scalings, but it can be swapped out for Scorch for some more early- and midgame power.

Secondary page:
Perfect Timing provides you with a great one-time use active that can easily turn around fights or save your life when used properly. It later builds into Zhonya's Hourglass and reduces it's total cost by 250 gold. Cosmic Insight is simply a very good 'allrounder' and you can almost never go wrong picking this rune on Morgana. Each of the Inspiration runes can be replaced by Biscuit Delivery for some more sustain during the laning phase if you prefer. If the enemy team is very tanky (3 or more tanks), you can instead use Precision as your secondary page to gain access to Cut Down. I believe that Cut Down is still extremely underrated in the community in general, it's a very effective rune for champions who are able to deal consistent damage to the enemy frontline during a teamfight. When using Precision as your secondary page to get Cut Down, I recommend using either Triumph, Presence of Mind or Legend: Tenacity as your second minor rune based on your personal preference. Finally, you can also use Domination as your secondary page to get access to Ingenious Hunter if you plan on buying at least two active items, such as Hextech GLP-800 and Zhonya's Hourglass and want to use them more often. In that case, your second minor Domination rune should be Cheap Shot.

This runepage scales extremely well into the mid- and lategame and especially shines in teamfights. You will be able to deal a lot of consistent damage throughout the entire fight with your Tormented Shadow and Arcane Comet while also playing extremely far back and staying safe. Dark Binding will mostly be used to either peel for yourself or for others, to keep priority targets inside your Tormented Shadow, or to add some extra burst whenever you're sure that it will result in a kill or you won't need it otherwise for the duration of it's cooldown.

Make adjustments to the defensive stat shards depending on your lane opponent.

Glacial Augment Summary:
The goal of this runepage built around the keystone Glacial Augment is to provide you and your team with a lot of utility and catch potential by combining it with Hextech GLP-800 and Twin Shadows. It provides less damage than the Arcane Comet and Dark Harvest pages but makes up for it with utility and quality of life. It utilizes slows as a way to make Dark Binding and Soul Shackles easier to hit, which is particularly helpful for newer Morgana players as well as when playing against extremely mobile opponents such as Irelia or Yasuo. This runepage can also be used when your team composition lacks ways to initiate fights.

Primary page:
The center piece of this runepage is Glacial Augment, for the reasons described above. Keep in mind that you can also use it to slow an opponent with an autoattack first before attempting to hit them with Dark Binding. This is especially helpful during the early laning phase where you will be autoattacking a lot. Perfect Timing provides you with a great one-time use active that can easily turn around fights or save your life when used properly. It later builds into Zhonya's Hourglass and reduces it's total cost by 250 gold. Biscuit Delivery helps solving Morgana's mana issues early on as well as providing some extra sustain. Keep in mind that the biscuits from this rune restore 10% of your missing health and mana, so you will not get much value out of them when using them at near full health/mana. Keep that in mind when facing the choice between using a Health Potion and a Total Biscuit of Everlasting Will. Cosmic Insight is simply a very good 'allrounder' and you can almost never go wrong picking this rune on Morgana.

Secondary page:
Cheap Shot synergizes extremely well with Morgana's kit as well as with Glacial Augment, Hextech GLP-800 and Twin Shadows. Slows are enough to apply the debuff and it has a very low cooldown of 4 seconds, which means you will be able to use it multiple times per skirmish or teamfight. Finally, Ingenious Hunter is very valuable for this page since you will almost always build Hextech GLP-800, Twin Shadows and Zhonya's Hourglass when running Glacial Augment. Ingenious Hunter also reduces the cooldown of your vision trinkets, which is a nice side effect.

When using this runepage, your job will often be to start the fights off with your Hextech GLP-800 or Twin Shadows followed up by a Dark Binding to catch priority targets out of position. While your Tormented Shadow will still deal some decent damage, it will not be as devastating as it is with the Arcane Comet runepage. Your main job when using Glacial Augment will always be utilizing slows and roots to set your teammates up for success. Dealing damage is great, but only second on the priority list.

Make adjustments to the defensive stat shards depending on your lane opponent.

Dark Harvest Summary:
The goal of this runepage built around the keystone Dark Harvest is to provide some strong tools to snowball the game out of control quickly against very squishy and immobile enemy teams. Dark Harvest, Cheap Shot, Eyeball Collection, Ultimate Hunter and Scorch all serve this purpose and work together to create a very scary midgame powerspike, especially when combined with double flat magic penetration from Sorcerer's Shoes and Oblivion Orb (assuming the enemy team does not have a lot of Magic Resist). Mejai's Soulstealer can also work well with this build when ahead.

Primary page:
You might be wondering: "Why Dark Harvest over Electrocute? Doesn't Electrocute deal more damage on a lower cooldown?" The reason is that Dark Harvest is significantly easier to use and has a much higher range for Morgana. A single tick from Tormented Shadow against a target below the HP threshold is enough to trigger it. Electrocute on the other hand needs any combination of 3 out of Dark Binding, Tormented Shadow, Soul Shackles and autoattacks, meaning you need to get much closer to use it. Since Dark Harvest can be used with just Tormented Shadow, it can also be used when minions are in the way. On top of that, it is very easy for Morgana to get takedowns for the reset on Dark Harvest in teamfights because of Tormented Shadow and Black Shield. Cheap Shot works great here due to your easy access to crowd control and it's low cooldown. It also helps with oneshotting squishy targets. Eyeball Collection provides a bit of AP and further improves the snowball effect of this build. It can be replaced by Zombie Ward or Ghost Poro based on your personal preference. They all grant the same amount of AP when fully stacked, but Eyeball Collection will usually stack the fastest while the other two stack slower but provide bonus vision. Ultimate Hunter is a great rune for this build that will also make it easier for you to keep the stacks on Mejai's Soulstealer because your ult also acts as a tool of defense when jumped on by assassins or fighters. It can be replaced by Ravenous Hunter for more sustain or Relentless Hunter for better roaming potential if you prefer.

Secondary page:
Manaflow Band helps a lot with Morgana's mana issues while Scorch adds a nice bit of extra damage during the early- and midgame. You can replace Scorch for either Transcendence or Absolute Focus based on personal preference. You can also use Precision as your secondary page for this setup instead. In that case you would want to take Presence of Mind to help with mana issues (since you won't have any other mana related rune) and Coup de Grace since it's the best rune in this tree if burst and snowballing is what you're going for. Only do this if you're feeling confident that you will get some early kills or assists to stack Presence of Mind because you will run into some mana issues otherwise. I recommend Sorcery for this reason. Manaflow Band is just much easier to stack reliably than Presence of Mind.

With this rune setup, getting a lead early is key. Since Morgana is generally a weak laner, I wouldn't count on it whenever you're playing alone against other people of your skill level. Instead, I recommend using this when you have a premade jungler or roaming support that is going to camp you and set up nasty cc chains together with you to bring you ahead. Or whenever you're feeling spicy in normal games, I guess. Try to include a Mejai's Soulstealer and an Oblivion Orb early for extra snowball potential. This is also the only build where you could replace Hextech GLP-800 with Luden's Echo if you prefer. As soon as you get ahead, you will turn into budget- Zoe. You will be able to almost oneshot enemy carries from an entire screen away by hitting them with Dark Binding and placing Tormented Shadow under them. This setup is ridiculously oppressive when ahead and can make teamfights a nightmare for squishy enemy teams because getting hit by your Dark Binding means certain death. Try to find a good angle on the enemy backline ( Oracle Lens can be very helpful in doing so) and bombard them with Dark Bindings. Or simply wait for teammates with a lot of crowd control to engage first and then disintegrate whoever they manage to cc.

Make adjustments to the defensive stat shards depending on your lane opponent.

Unsealed Spellbook Summary:
The goal of this runepage built around the keystone Unsealed Spellbook is to improve your survivability by cycling through defensive summoner spells like Barrier, Heal, Exhaust or Flash while also benefiting from minor runes in the Resolve tree to increase survivability further. This runepage will result in significantly less damage than the pages centered around Arcane Comet or Dark Harvest and will also not net you the same amount of utility as the Glacial Augment page. It should be used as a last resort when laning against some extremely dangerous champion that generally has no problem killing you whenever they wish to. I mainly recommend using it against Fizz and Zed since you have very little ways to outplay these two if they play correctly until you get your Zhonya's Hourglass. It can also be used against Qiyana, Katarina or Talon if you find yourself struggling in these match-ups, or when the enemy team has a high number of assassins (3 or more) on their team in general.

Primary page:
Unsealed Spellbook is an interesting rune that doesn't see much play outside of the highest level of play. While it allows you to swap between summoner spells depending on the situation you find yourself in, it requires a lot of active thinking and foresight to make good use of. This rune takes some time getting used to and you should practice it a bit first before using it in high stakes matches. Perfect Timing provides you with a great one-time use active that can easily turn around fights or save your life when used properly. It later builds into Zhonya's Hourglass and reduces it's total cost by 250 gold. Biscuit Delivery helps solving Morgana's mana issues early on as well as providing some extra sustain. Keep in mind that the biscuits from this rune restore 10% of your missing health and mana, so you will not get much value out of them when using them at near full health/mana. Keep that in mind when facing the choice between using a Health Potion and a Total Biscuit of Everlasting Will. Cosmic Insight is simply a very good 'allrounder' and you can almost never go wrong picking this rune on Morgana.

Secondary page:
Since the goal of this setup is to help you survive hard match-ups, Resolve secondary is a great fit. Bone Plating is an amazing rune against assassins. Be aware though, that at higher levels of play, people will realize that you're using Bone Plating and try to trigger it before going all-in. Always be aware of whether your Bone Plating is ready or not. Overgrowth provides a bit of extra tankiness. You can replace it with either Revitalize (against magic damage assassins), Unflinching or Font of Life.

When using this rune setup, keep in mind that your damage will be lower than it would be with any of the other pages. Think about that before greeding for kills. Especially if you're already used to playing with Arcane Comet or Dark Harvest, you might overestimate your own damage a lot. Utilize this rune setup to survive the laning phase and early skirmishes. Try to think ahead when picking your next summoner spell. What is going to happen next? What objectives are about to come up? Is a fight going to happen soon? Keep in mind that you cannot swap summoner spells in the middle of the fight, so switch in advance.

Make adjustments to the defensive stat shards depending on your lane opponent.
Summoner Spells Back to Top
Flash When to pick:
Flash is absolutely mandatory for Midlane Morgana in every possible situation. It's also easily the strongest summoner spell in the game. Take Flash every match.

How to use:
Flash is extremely versatile and can be used in a variety of different situations. It can be used to chase or escape enemies. It can be used to traverse terrain in creative ways, like blinking through walls. It can also be used in combination with Morgana's abilities, as explained below.

Flash and Soul Siphon:
Flash will very rarely be used together with your passive ability, Soul Siphon. The only case where this would make sense is flashing into range of some neutral or enemy unit to damage it with your abilities if a harmful damage-over-time effect would otherwise kill you, like flashing towards a jungle camp and placing your Tormented Shadow on it shortly before you would otherwise die to a DoT. This is an extremely rare case and will almost never happen to you in an actual match, but I'm including it here for completeness sake.

Flash and Dark Binding:
Flash can reposition yourself before throwing out your Dark Binding to reach an enemy that is otherwise out of range or hidden behind other units. When trying to bind a very mobile enemy, instead of throwing out Dark Binding from far away and giving them plenty of time to dodge, you can also close the distance with Flash and attempt to bind them from close up to surprise them and reduce the time they have to react to it. However, keep in mind that you cannot combo Dark Binding + Flash in the same way Ahri for example can Charm + Flash. When using Dark Binding and then flashing right after, the binding will simply be cast from your original position.

Flash and Tormented Shadow:
You can however combo Tormented Shadow and Flash like that, meaning you can buffer Tormented Shadow to be cast at a position out of range and then flash into range for it to cast. This is rarely useful but can sometimes be used to finish off an escaping enemy with a single tick of Tormented Shadow and Luden's Echo or any damage dealing runes.

Flash and Black Shield:
Black Shield can also be buffered, meaning you can combo Black Shield + Flash to come in clutch and safe an ally's life.

Flash and Soul Shackles:
Flash can also be used to reposition yourself for Soul Shackles, either before casting it, or after the cast to stay within tether range of escaping enemies to ensure the application of the ability's second part.
Teleport When to pick:
Teleport is an amazing and versatile summoner spell that can be used almost every match. You can almost never go wrong picking Teleport, however, there are certain cases and match-ups where Ignite, Barrier or Exhaust might be more useful (see below). Generally speaking, if you're not sure what to pick or you do not need any of the other options, go with Teleport (alongside Flash of course).

How to use:
As Morgana, early on in the game, you will often use your Teleport to get back to lane after taking bad trades, which can happen a lot against some of the meta midlaners. Having Teleport available can make it easier for you to find good recall timings, especially before dragon or herald fights, which can prevent you from giving up even more early game map pressure than you already do by picking Morgana in the midlane. With that beind said, don't hesitate to use your Teleport to counter enemy towerdives in sidelanes. Morgana is an extremely hard champion to towerdive due to her crowd control and her ability to slow down and stall out fights, so your presence can easily turn around a four man towerdive from the enemy team in the botlane.

During the later stages of the game, having Teleport ready can allow you to splitpush on the opposite of the map while an objective is up. That said, keep in mind that Morgana is usually not a very strong 1v1 champion unless you're extremely far ahead, so try to avoid confrontations with typical splitpush champions such as Irelia or Fiora. Don't "live" in the sidelane, only do this to quickly pick up big waves.

Teleport and Black Shield:
Teleporting takes 4 seconds and Black Shield lasts 5 seconds, meaning you can use Black Shield on yourself right before teleporting to protect yourself during the channel time and for up to one additional second after arrival. This can be very useful when teleporting into proximity of a champion like Ahri who might be looking to Charm you upon arrival.
Ignite When to pick:
Whenever you want that extra bit of damage for increased kill potential against vulnerable opponents. I would generally not pick it just for the anti-healing part, there's items for that and Morgana usually doesn't benefit much from Ignite in most match-ups. If you're worried about an enemy Vladimir or Dr. Mundo, ask your teammates to buy healing reduction items or buy a Morellonomicon yourself instead of picking Ignite just for that.
Barrier When to pick:
Whenever you need a bit of extra survival. This is often the case against assassins or other champions with a lot of burst. Good examples would be Fizz or Talon. The cool thing about Barrier is that you can use it in advance and you don't have to target the enemy with it, unlike with Exhaust. It also has a very low cooldown (in comparison to other summoner spells) of 3 minutes, making it an amazing tool against champions who will be looking to kill you with their burst frequently.

Barrier and Black Shield:
Unfortunately, the shield provided by Barrier never takes priority over the shield provided by Black Shield, even when casted after, meaning you cannot use Barrier to prevent your Black Shield from breaking. If this was a thing, I'd probably run Barrier all the time. Riot pls.
Exhaust When to pick:
Whenever you need a bit of extra safety against champions who are capable of dealing a lot of damage over a few seconds. Bonus points if they're also very mobile. Good examples are Yasuo or Akali. Unlike Barrier, Exhaust is usually not mandatory for the match-ups where you would use it and you can use Teleport or Ignite instead if you prefer that.

How to use:
Use it on an enemy champion trying to kill you, ideally right before they will deal a lot of damage to you. Yasuo when he is looking to ult you, Zed when he ults you, et cetera. The movement speed slow will also make it easier for you to fight back and hit them with your Dark Binding and Soul Shackles.

You can also use it to make sure a critical Dark Binding lands, or to keep a priority target inside your Soul Shackles in an important fight.
Abilities Back to Top
Soul Siphon
Ability: Morgana Heals for 20% of the damage dealt by her abilities to champions and large minions and jungle monsters.

How to use: There's really not much to be said about this ability. It's a little bit of passive healing. It's nice to have. You will very rarely make conscious decisions based around this ability. It's just kinda there and it's nice. It does have a special interaction with Tormented Shadow though, that I will talk about when we get to that ability.
Dark Binding
Ability: Morgana hurls a blast of starfire that Roots the first enemy hit for [2 / 2.25 / 2.5 / 2.75 / 3] seconds and deals [80 / 135 / 190 / 245 / 300] (+0.9 AP) magic damage.

Cooldown: 10 seconds
Cost: 50 / 55 / 60 / 65 / 70 mana

How to use: Morgana's most iconic ability, which can be used in a variety of different ways:

1. For safety. Dark Binding is a great tool to keep enemies away from you and your vulnerable allies and prevent them from closing the distance and dealing damage, whether you're being chased across the map, or an enemy tries to jump on you during a skirmish.

2. To catch a single enemy out of position. Taking down an important enemy right before an objective comes up can often decide the game during it's later stages. This goes hand in hand with building good vision and denying enemy vision. The more vision you have, the easier it is to make those picks, and if the enemies do not have vision, they are more likely to walk into your Dark Binding.

3. To start a fight. Sometimes it can be hard to initiate fights when your team lacks the necessary tools to do so. Hitting a Dark Binding, even on a low priority target, can change that.

4. To help your kiteable allies get in range. Sometimes, for some champs, especially juggernauts or bruisers, getting in range and laying down the damage they're capable of can be a pain. Your Dark Binding can change that easily.

5. To keep enemies inside your Tormented Shadow. Tormented Shadow is your highest damage dealing ability, so you want enemies to stand in it as much as possible. If they're not standing still on their own, you gotta make them.

6. To set up for Soul Shackles. Hitting a Dark Binding is useful for both getting into position to use Soul Shackles initially, and also to stay in position while using Soul Shackles for the second instance of damage and the cc.

7. To prevent the enemy jungler from reaching a neutral objective. Rooting the enemy jungler outside of Smite range while a dragon or baron is going down is an easy way to secure the objective for your team.

8. To deal damage. Sometimes, damage is the best kind of cc. Especially if it leads to death. Dark Binding can provide a nice bit of burst damage, especially when using the Cheap Shot rune.

9. To lasthit minions. In some match-ups, you might have to resort to lasthitting from afar. While your Tormented Shadow can easily take care of the smaller minions most of the time, you might need to throw a Dark Binding to secure a cannon minion sometimes.

10. To disrupt enemy movement. Many abilities that include some form of movement can be interrupted by Dark Binding. A Lissandra won't be able to re-activate her Glacial Path while rooted. Ekko and Yasuo won't be able to ult. You get the idea.

11. To disrupt enemy playpatterns. Some champions need to move to a certain location to make use of their abilities. Ekko needs to move into his Parallel Convergence to gain the shield. Draven needs to catch his axes to deal maximum damage. Taliyah needs to move away from worked ground to get the most out of her Threaded Volley. Et cetera. Your Dark Binding can stop them from doing so.
Tormented Shadow
Ability: Morgana ignites the ground for 5 seconds, dealing [12 / 24 / 36 / 48 / 60] (+0.14 AP) magic damage per second, increased by up to 170% based on the targets' percentage missing health. This ability's cooldown is reduced by 5% every time Morgana is healed by Soul Siphon. This ability deals 150% damage to non-epic jungle monsters.

Cooldown: 12 seconds
Cost: 70 / 85 / 100 / 115 / 130 mana

How to use: This is Morgana's main damage dealing ability. While the damage on the tooltip might not look like much at first, keep in mind that this goes up based on the target's missing health. A target at 50% health will alrady take 85% more damage from this ability. It is also her main ability for clearing minion waves and jungle camps. As a midlaner building a bunch of AP items, a lot of your playstyle will ideally revolve around this ability. If you're a Support Morgana player trying her out in the midlane for the first time, this might need you some time to adjust to.

Since this ability costs a crazy amount of mana, you absolutely don't want to waste it. Using it just for one or two ticks is rarely worth it unless you're getting a kill with that. Ideally, you want to make sure that your enemies are forced to stay inside it for at least half of the duration. This is where your Dark Binding and Soul Shackles come into play. In the middle of a messy teamfight, you can often put it on the ground without rooting someone inside it because there will be lots of potential targets and many people won't even notice it among all the other flashy effects around them.

Every single time you receive healing from your passive Soul Siphon, the current cooldown of this ability will be reduced be 5% of it's maximum cooldown. Keep in mind that Soul Siphon does not heal you for dealing damage to small minions or small jungle monsters, only cannon- and superminions as well as large and epic jungle monsters. So if, for example, you want to reduce the cooldown of your Tormented Shadow while pushing a wave, hitting just the caster or melee minions is not enough, you need to hit the cannon aswell (if there is one). When hitting a target with your Q+W combo, you can put the W on the ground very shortly before the Q connects, so that the Q will reduce the W cooldown even if the Q was casted first.

This ability will usually be able to fully kill caster minions over it's full duration as soon as you have at least 3 ranks in it.
Black Shield
Ability: Morgana grants an ally champion [80 / 135 / 190 / 245 / 300] (+0.7 AP) Magic Shield for 5 seconds. The shield prevents Disabling and Immobilizing effects until it breaks.

Cooldown: 26 / 24 / 22 / 20 / 18 seconds
Cost: 80 mana

How to use: Black Shield is usually used to fullfill one of two goals. Either to prevent magic damage, or to prevent crowd control. It is rarely used with the intention of preventing both at once, since taking too much magic damage will break the shield, after which it stops preventing crowd control.

Due to it's extremely high cooldown, it is very important to get the most out of this ability and absolutely never waste it. While this goes for many other abilities aswell, this is even more important for an ability like this which has a baseline cooldown of 26 seconds at rank 1. Since you will always be maxing this ability last when playing Midlane Morgana, it's baseline cooldown will be 26 seconds for the first 13 champion levels of the game. Do not waste this. Do not use it to spellshield a bit of poke unless that would literally kill you otherwise.

During the laning phase, you will almost always keep this ready at all times to get you out of emergency situations (like for escaping ganks) or to prevent taking really bad trades by spellshielding an important crowd control ability such as Ahri's Charm. When doing so, it is very important that you don't use it too early. If you use it too early, that will allow the enemy to break it before using their cc. If you panic and press E as soon as the enemy Ahri steps out of the minion wave towards you, she will break it with her other abilities before charming you or simply wait it out and go for a trade again soon because now she knows that your shield is on a long cooldown. So try to use it as late as possible to force the enemy to commit. Don't let the enemy bluff and bait your shield if possible.

Only use it to prevent damage if preventing a tiny bit of damage is important for some reason and you know whoever you're currently fighting won't try to cc you anytime soon.

You can also use it during your ultimate. When using your ultimate, enemies will often look to cc you to gain distance. Use your Black Shield to stay in range.

During the later stages of the game, don't be selfish with your Black Shield. Use it to set your allies up for success. A well timed Black Shield can make an engage from your team's frontline even better because it can prevent the enemy team from disengaging by using tools such as Poppy's Keeper's Verdict or Janna's Howling Gale. It can also protect your allied carries from getting taken out of the fight. Finally, it can also prevent the enemies from interrupting your allies while channeling important abilities. If, for example, your team has a Jhin and the enemy team has a Bard, the Bard will sometimes look to use his ultimate to interrupt your Jhin's ultimate. Use your Black Shield to prevent the interruption.

If you have an Ardent Censer, Black Shield can also be used to boost a hypercarry's damage during key fights.
Soul Shackles
Ability: Morgana chains herself to nearby enemy Champions, dealing [150 / 225 / 300] (+0.7 AP) magic damage and Slowing them by 20%. After 3 seconds, enemies unable to break the chains take an additional [150 / 225 / 300] (+0.7 AP) magic damage and are Stunned for 1.5 seconds. While casting this ability, Morgana gains [5% / 30% / 55%] Move Speed towards enemies she has chained. Morgana gains True Sight of all enemies affected by this ability.

Cooldown: 120 / 110 / 100 seconds
Cost: 100 mana

How to use: Morgana's ultimate ability is a very powerful tool that can easily turn around duels or small skirmishes as well as large scale teamfights. Not only can it provide amazing crowd control, it also grants you movement speed for it's duriation, making it easier to dodge, chase or escape. On top of that, when building a lot of AP, it can also provide huge amounts of burst damage to single priority targets or entire teams due to it's amazing 140% AP ratio (70% per instance of damage).

While it does require some more foresight and planning, Soul Shackles can be used for many of the same things Dark Binding can be used. To catch enemies out of position, to lock down priority targets, to peel for yourself or allies, to deal damage, et cetera. However, since it affects everyone around you, it is also a powerful tool for zoning and splitting up teams. Enemies will often look to get out of your ultimate as quickly as possible, giving you the ability to spread out grouped up enemies and separate them from eachother.

Since your ultimate cannot be dodged, only outranged, it can also be used as a setup for Dark Binding against mobile enemies. For example, when trying to kill a Yasuo, opening the fight with Dark Binding is usually a bad idea since he can use both his Wind Wall and his Sweeping Blade to avoid it. Opening the fight with Soul Shackles makes it much harder. Yasuo in particular can only outrange it if there's viable dash targets outside of the tether range and he cannot windwall it either, making it nearly impossible for him to escape and outplay you. Then, after stunning him with the second instance of Soul Shackles, you can simply bind him during the stun for a long chain of cc.

Unlike when playing Support Morgana, you don't necessarily have to use Soul Shackles as an engage or zoning tool against entire teams. It is perfectly fine and often worth it to use it against a single priority target. "One man ults" are often not a bad thing on AP Morgana.
Since most players are not used to seeing AP Morgana, they will often not respect the sheer damage your ult can provide in 1v1 situations. I've won so many duels against assassins who jumped me thinking they can easily win the 1v1, just to get oneshot by my Q-R-R-Q.
You can also use it to simply finish off low HP carries after hitting them with your Q-W. I've gotten so many kills by hitting a Q on an ADC, placing a W under them and then flashing forward to nuke them with the initial damage of my R.

Finally, it also interacts amazingly well with Hextech GLP-800 and Zhonya's Hourglass. Hextech GLP-800 makes it much easier to get into and to stay in ult range while Zhonya's Hourglass provides a great way of staying safe during your ult since it's active ability will not break the chains.

Especially when paired with Zhonya's Hourglass or a Stopwatch, Soul Shackles can turn around any tower dive and turn it into a deathtrap for your enemies.
Skill Sequence Back to Top
Ability max order:

The ability max order of Midlane Morgana is pretty straight forward: Max your W - Tormented Shadow first, Q - Dark Binding second, and E - Black Shield last, while putting points into R - Soul Shackles whenever possible.
> > >

Soul Shackles should be skilled whenever possible because it is your ultimate and strongest ability and can be key in a variety of situations.

Tormented Shadow is your main damage dealing ability aswell as your main tool for waveclearing and sustain, which is why it should be maxed first. However, keep in mind that the manacost of this ability goes up significantly every time you put a point into it. Especially at higher ranks (3-5), you need to make sure to not waste this ability or use it for nothing unless you absolutely have the mana to do so.

Dark Binding should be maxed second since the root duration gets longer with each point you put into it, giving you more utility, safety and kill potential while also making it easier to keep enemies inside your Tormented Shadow for longer periods of time.

Black Shield should be maxed last since it does not provide any damage or crowd control. Putting points into it will increase it's shield size and reduce it's cooldown, which is very useful, but simply not as useful as maxing Tormented Shadow and Dark Binding.

Generally speaking, for Midlane Morgana, putting points into it is extremely useful for each of all four abilities. There's absolutely no ability that is "useless" to max by any means. Putting extra points into them is great for every single one, it's simply a matter of which is best.

Lastly, I also want to address one more thing: I am aware that some Midlane Morgana players like to put only 3 points into Tormented Shadow and then start maxing Dark Binding. The reasoning behind this is that only 3 points are needed for Tormented Shadow to fully kill caster minions. Since it's mana cost goes up quite heavily every time you rank it up, some players consider it beneficial to max Q instead after those 3 points for better mana usage and better crowd control (since the root duration of Dark Binding goes up when you skill it). While I fully understand the reasoning behind it, I believe that fully maxing Tormented Shadow first is still better because it will result in more DPS as well as faster and stronger waveclearing, especially against melee and cannon minions. I plan to re-visit this strategy and do some more testing in a few weeks or months and try it out a little bit again, possible once pre-season hits. If I change my opinion about this, I will update the guide. For now, I recommend fully maxing out Tormented Shadow first, but you can obviously try it the other way if you prefer that.
Skill sequence during the first 3 levels:

The ideal skill sequence for the first 3 points can vary a lot depending on the midlane match-up, the junglers and whether either team is invading or not. Don't use your first skillpoint immediately, wait and see what happens so you can still skill Q quickly if there's an invade happening.

Definitely skill Q when your team plans to invade.

Starting with W, on the other hand, can be helpful to match the push of lane opponents that will be looking to shove the wave into your tower immediately, such as Ekko, Nunu, Aurelion Sol etc. In a case like that, do your best to match their push because you do not want to end up in a situation where you need to lasthit under your tower - Morgana is terrible at that. In a lane that you expect to be a complete farming fest without any sort of kill pressure, you can also skill W at level 1 and start using it to stack your Manaflow Band quickly (while also using it to match the enemy's degree of push).

Whether you want E on level 2 or 3 depends on whether there's anything important you might have to spellshield, obviously. This could be an early gank by a jungler that relies in cc to some extend, but also a lane opponent who plans to all-in you at level 2.

Basically, think about what your lane opponent will be trying to achieve during the early levels and make an informed decision on what to skill based on that. Also think about who the enemy jungler is, where they are most likely starting, whether there's any chance that they will level 2 gank you, level 3 gank you, et cetera.
Items Back to Top
Core items:

In this section, I will list items that I consider to be almost mandatory on Midlane Morgana and explain why.
Hextech GLP-800 I build Hextech GLP-800 almost every single match, regardless of what keystone I am using. Not only does it provide you with 80 AP, 600 mana and 20% CDR (which is pretty much all the stats you want out of your first item as Midlane Morgana) for just 2800 gold, it also comes with an incredible active ability. I consider the active ability to be possibly the best active ability in the game for Morgana, even better than Zhonya's Hourglass. It works so well together with her entire kit that it might aswell be her 6th ability. There's almost never any reason for me not to rush this item.

The active ability can be used to slow enemies to make hitting Dark Binding easier, it can be used to keep enemies inside your Soul Shackles, it can be used to destroy spellshields before attempting to bind a target, it can be used for additional waveclear, it can be used for peel, to escape, to chase, to check bushes, to detect stealthed enemies and even for a bit of extra damage whenever you need it. All while being on a relatively low cooldown of 40 seconds.
Sorcerer's Shoes There's not a whole lot to be said about Sorcerer's Shoes. It's a very simple item that offers a lot of damage for it's cost. I would only consider swapping these out for either Ninja Tabi or Mercury's Treads when the enemy team's damage is overwhelmingly one-sided and your own team already has plenty of magic damage.
Control Ward While vision is great on every champion and every role, I consider it to be extra helpful on Morgana because it makes hitting your Dark Bindings so much easier. You need vision on your enemies to hit them reliable, and ideally you don't want them to have vision on you while you're casting Dark Binding. Control Wards help with both of that. Buy them. Just do it. If you don't know where to place them, consider watching a warding guide for midlaners, there should be plenty of information on this topic on the internet already.
Common items:

In this section, I will list items that, while not being absolutely mandatory, will be very good picks in many of your matches and you can almost never go completely wrong buying these.
Liandry's Torment Liandry's Torment works great on AP Morgana due to her ability to deal consistent damage over the course of a fight, which makes stacking and maintaining the Madness passive very easy. The item's second passive, Torment, also synergizes well with Morgana's kit since it deals bonus damage to movement impaired enemies.
Zhonya's Hourglass Possibly the most iconic item for Morgana, and for a good reason. Not only does it provide decent stats for an acceptable price, it also grants you access to a versatile active ability that synergizes well with Soul Shackles. Since activating this item does not break Soul Shackles' chains, it is a very good option to stay safe while you're waiting for the second part of your ultimate to happen. Just be aware that you obviously cannot move while in stasis, meaning it's relatively easy for enemies to get away from you during this time.
Rabadon's Deathcap Rabadon's Deathcap is the item capable of providing the highest raw AP numbers in the game. It's a great pick on Morgana due to her high AP ratios. It also synergizes well with Gathering Storm and Mejai's Soulstealer.
Void Staff Void Staff is an item that already provides a lot of value for it's low price even against targets with low to medium MR numbers and it only gets more valuable from there. The more MR the enemy team has, the more valuable this item will be over other choices. However, since almost all champions in the game consistently gain MR as they level up, it will be a very valuable item during the later stages of the game regardless.
Situational items:

In this section, I will list items that can be very valuable in specific scenarios but aren't necessarily a good fit in every single match.
Ardent Censer Yes, I know. I told you this was going to be an AP Morgana guide, not a support guide. But sometimes, you just need to adapt. I consider Ardent Censer to be a good buy when your team's win-condition is an autoattack-based hypercarry and you don't already have an enchanter support on your team. If you have something like a Twitch or Master Yi on your team and they're popping off to the point where they will be (one of) your win-condition(s), consider getting this item if nobody else already has one or will get one. Don't buy this if you have an enchanter support on your team already. On top of that, Ardent Censer actually gives you a surprising amount of good stats for a very low price. 60 AP, 10% CDR, 50% base mana regeneration, 8% movement speed and 10% bonus healing and shielding power for 2300 gold is actually pretty good, even for a mage.
Morellonomicon is a decent buy if there's a lot of healing on the enemy team. Other than that, don't buy it. If the flat magic penetration is what you're after, consider getting just an Oblivion Orb without upgrading it until your very last item.
Banshee's Veil Banshee's Veil is a good item for when there's a lot of magic damage and/or a lot of critical, high impact abilities on the enemy team that you absolutely do not want to get hit by, especially those that are too fast for you to react to with a Black Shield. If this is not the case, consider buying something else instead.
Mejai's Soulstealer Mejai's Soulstealer is the feast or famine item in League of Legends. It can generate insane amounts of AP, especially when you consider it's low price, but just a single death can mean losing a lot of that value again. I consider it to be a bit less risky on Morgana than on many other champions because Tormented Shadow and Black Shield make it very easy for her to get takedowns without exposing herself to too much danger. However, you still shouldn't buy it unless you're confident and the enemy team has no easy ways to take those stacks off you quickly. If you are not sure how well you will be able to stack it and protect the stacks, consider buying a Dark Seal first and only upgrading it once you've reached 9-10 stacks. This item works great in combination with items that provide extra safety, like Zhonya's Hourglass or Banshee's Veil, to make losing the stacks less likely.
Twin Shadows Twin Shadows is an interesting item that works especially well together with the Glacial Augment keystone. It's active ability allows you to catch enemies out of position. It can also be used to initiate fights and to spot the two nearest enemy champions. I recommend buying this item when you are either using Glacial Augment or in matches where you believe that finding picks on enemies who are out of position is the key to victory, for example because the enemy team composition has much better teamfight potential, making head on 5v5 fights too risky and you feel like you need to resort to picks as an alternative win condition.
Luden's Echo Luden's Echo is a very strong item that is core on many mages. The reason why I do not consider it core on Morgana is because it shares the Haste passive with Hextech GLP-800, making it ineffective to buy both. And since I consider Hextech GLP-800 to be the best item for Midlane Morgana, that simply leaves no space for Luden's Echo, despite it being a good item. However, you can buy Luden's Echo as your first item instead of Hextech GLP-800 if you value slightly more DPS over Hextech GLP-800's versatile active ability.
Laning Phase Back to Top
The early laning phase is easily Morgana's weakest point in the game. While it does get slightly better once you hit level 6, it's still not good by any means. You can look for kills whenever opportunities arise, especially when using Dark Harvest as your keystone, but most of the time, your job during this phase will be damage limitation.

Start the game with a Doran's Ring and two Health Potions.

Try to pick up as much farm and experience as you can without exposing yourself to too much risk. Try to keep the minion wave somewhere near the middle of the lane. You absolutely don't want it inside your own tower since Morgana is not great at lasthitting under tower. You also don't want it too far pushed up since she is also susceptible to ganks. Yes, even with Black Shield, due to it's extremely long cooldown. You can look for trades during this phase if the enemy laner happens to walk into your Dark Binding, but mostly you will just be farming and chilling.

You can throw a Dark Binding every now and then as long as you have the mana to try and figure out the enemy midlaner's dodge pattern. How quick are they to dodge? Do they have a preferred direction to dodge into? How scared are they of you? This information might be helpful later on, even if you don't hit any for now.

When trading with the enemy laner, weave in a lot of autoattacks when possible since you usually have nothing better to do while waiting for your cooldowns to come back up, but be mindful of the minion aggro this will cause. Also do not use your Black Shield to shield some simple poke during those trades. It's usually not worth it due to it's high cooldown. Save it for when you get ganked or to shield yourself from any dangerous cc the enemy laner might try to chunk you with, such as Ahri's Charm, Syndra's Scatter the Weak or Zoe's Sleepy Trouble Bubble. In these cases, try to use it as late as possible to make it harder for the enemy to break it before the cc lands. Don't let them bluff and bait our your shield.

If your jungler ganks your lane, make sure to chain your cc together. If they have any kind of very easy-to-use cc such as Zac's Elastic Slingshot or Rammus' Frenzying Taunt, wait for them to use it first before you attempt to hit your Dark Binding for an almost guaranteed hit. Doing so will often result in a kill. If the enemy laner has some form of cc that they can use to prevent your melee jungler from closing the distance, consider using Black Shield to prevent the disengage and enable your jungler to get in melee range. Don't overextend too far during those ganks though, as you are still susceptible to counterganks since your 2v2 capabilities are limited, especially pre level 6.

Once you hit level 6 and gain access to Soul Shackles, the game becomes a lot easier. You now have enough damage to kill most lane opponents in a 1v1 if they make a mistake, such as blowing one of their key spells for nothing. If you have trouble hitting your Dark Binding when trying to go for a kill, you can now also start the fights by walking up to your enemy and instantly using Soul Shackles as long as they don't have any dash to get out of easily and then simply chain your Dark Binding to the end of Soul Shackles' stun. When going for these aggressive plays, be very mindful of enemy jungler ganks once again. You have little to no 1v2 capabilities as Morgana, you are not Cassiopeia. Only go for 1v1 kills when you know the enemy jungler (and the enemy support, if they like to roam) won't be close enough to join the fight.
Mid Game Back to Top
The midgame is when Morgana really starts to come online. Ideally you should have your Hextech GLP-800 now, meaning you've finally gained access to your kit's last ability! Don't be afraid to join skirmishes now. Help your team to fight for dragons and towers.

If you are new to Midlane Morgana, chances are that you are stronger than you realize during this phase. She starts dealing a lot of damage with 1-2 items and Tormented Shadow maxed out. You can often take squishy enemies down to half HP with one Dark Binding + Tormented Shadow.

Don't forget to pick up cs through all of this. While Morgana is decently strong on 1-2 items, you still scale well into the lategame, so make sure to never stop farming. Pick up minion waves in sidelanes if nobody else is taking care of them. Take jungle camps whenever they're up and nobody else is taking them, you can kill most camps quickly without losing HP, thanks to Soul Siphon and Tormented Shadow.

You are extremely hard to dive for almost any enemy due to Dark Binding, Black Shield and Soul Shackles. Don't be afraid to defend towers even when slightly outnumbered, as long as your abilities are ready. Bonus points if you have a Stopwatch or Zhonya's Hourglass.

Always keep a Control Ward on the map and at least one more in your inventory during this phase of the game. As discussed in the item section, vision is extremely valuable for Morgana as it makes landing your Dark Binding significantly easier. Vision is also just great in general.

When skirmishing, either use your Dark Binding to stop enemy fighters, divers or assassins from reaching you and stay safe, or use it to lock down priority targets like enemy carries so your team can go and take care of them. Don't be afraid to go for one man ults during this stage of the game. While a 5 man montage worthy ult always looks great, it is often impractical during messy and chaotic midgame skirmishes and you're much better off just using Soul Shackles to burst down one or two important targets or to ensure your own safety.
Late Game Back to Top
This is the phase of the game where you can really take over games and decide them single-handedly as Morgana. While you are not dealing quite as much damage as some other mages during the late game, a single well aimed Dark Binding on a high priority target can easily decide the game when the deathtimers and stakes are high, and so can a single clutch Black Shield on your team's ADC.

Try to group with your team at all times now. You are not a splitpusher. You can catch sidelane waves if necessary if you have Teleport ready, but don't live in the sidelane like a Fiora would. Try to group with your team because, like I said above, a single good Q or E in a teamfight can decide the game.

Just like during the midgame, vision is still extremely important. Keep buying Control Wards as long as you have inventory space left and use them to build and deny vision, making your Dark Binding easier to hit.

How you want to use Soul Shackles during this phase of the game depends on the enemy team composition and on whether you have Zhonya's Hourglass. If they have a lot of burst damage and can blow up a squishy target quickly, going for huge teamfight ults can be too risky. Consider using it to ensure your and your ADC's safety against enemy assassins and divers instead. However, if the enemy team is not necessarily capable of instantly oneshotting you the second you go for a big ult, and especially if you have Zhonya's Hourglass, you can start looking for bigger ults on 3+ targets now, especially against lots of immobile champions and tanks.

Don't forget to keep your Tormented Shadow on the ground at all times since it will deal a significant amount of damage during this phase of the game. Reposition it when necessary.
F.A.Q. Back to Top
Why do you not build Rod of Ages?

I have 4 problems with Rod of Ages on Midlane Morgana.

1. It does not provide any CDR.
2. The passive is largely wasted as you won't be casting spells anywhere near as frequently as other Rod of Ages users such as Ryze.
3. It takes too long to scale. While Morgana does scale well, games are often decided in the first 20 minutes in the current meta and you want to be as powerful as you can, as quickly as you can.
4. It is not Hextech GLP-800. Like I explained in detail in the item section, I consider GLP to be Midlane Morgana's best item by far, to the point where it's active ability is basically Morgana's sixth base ability, and I will almost never not rush it.

However, if you like Rod of Ages and think it fits your playstyle, go ahead. I won't tell you what to do, I'm just here to share my experience and give recommendations.
Why do you not start maxing Dark Binding after putting 3 points into Tormented Shadow?

Like I said in the skill sequence section, I am aware that 3 points in Tormented Shadow are enough to fully kill caster minions over it's full duration, which is why some Midlane Morgana players go on to max Dark Binding afterwards for the increased cc duration and the lower mana cost. Despite that, I still believe that fully maxing out Tormented Shadow is better because it will result in more DPS as well as faster and stronger waveclearing, especially against melee and cannon minions.
How the f*** do I hit Dark Binding?

Practice, practice, practice. Unlike some players, I do not believe that you have be "naturally made" for skillshots. The more you play champions with skillshots, the better you will get at hitting them. However, there are a few tips I can think of that go beyond just practicing:

1. Use vision to your advantage. If the enemy cannot see you while you're casting Dark Binding, that leaves them with less time to react.
2. Figure out a specific enemy player's dodge pattern. Many players always dodge skillshots in the same way. They have a preferred direction to dodge in, or maybe they like to stand still and "dodge" by making you think they're going to dodge when they aren't. Try to remember these patters and use it to your advantage.
3. Enemies close to a wall have less directions to dodge in. Pretty self-explanatory. Players in the middle of a wide open space have much more options when dodging than players who are sandwiched between a tower and a wall.
4. Use other types of cc to make hitting Dark Binding easier. This can be your own Glacial Augment empowered autoattacks, Hextech GLP-800, Twin Shadows, Soul Shackles or your teammates' cc.
5. Attempt to hit enemies when they are distracted. A Xerath or a Jhin using ult and trying to snipe your far away teammates often won't have his attention focused on you and might not see you coming while he's stationary.
6. Think about what an enemy is currently trying to do to correctly predict their path of movement. Where are they going? Why? Do they know where you are? Do they know you can see them? Et cetera.
7. Use the chaos of teamfights to your advantage. It's much harder for your enemies to spot out a single Dark Binding when their entire screen is currently filled with spells.

I hope this helps. Other than that, just practice.
Where can I learn more about Midlane Morgana?

You could check out the Morgana Mains subreddit ( and the Morgana Mains Discord server ( and talk to other Morgana players there to discuss and learn from them. You can also always send me a friend request on EUW to ask me any questions that you might have and I'll do my best to answer them.
Can I replace X rune / item / summoner spell with Y?

Of course. I am just here to give recommendations. Maybe something else suits your own playstyle better. Actively thinking about what to build etc. and not just blindly following guides is always a good thing.
Should I firsttime Midlane Morgana in Ranked after reading your guide?

...... No. While Morgana is a relatively easy champion to pilot, she has significant weaknesses in sololanes and it takes some practice and also experience with match-ups to cover them.
Why did you write this guide when you're a lowly Diamond scrub? You're not even Challenger 1000 LP...

Because I wanted to! I enjoy writing these kind of things and I saw that there wasn't many in-depth or up-to-date guides for Midlane Morgana on Mobafire at the time of me writing this. My intention behind this guide was to share what I've learned with Morgana with the casual and average playerbase. If you're something like Dia1 and higher, this guide is probably not for you. Sorry!
Summary Back to Top
Thank you so much for checking out my guide! It means a lot to me. This is the first guide I've ever done. I mostly wrote it because I enjoy playing Midlane Morgana and because I was looking for a little project to work on.

I'm not a native English speaker, I hope my English wasn't too terrible!

Please let me know if you have any kind of constructive feedback, both for the content of this guide as well as for the structure of the guide itself.

I hope that you've learned something from this guide and that I've inspired you to try out Midlane Morgana!
Future Plans Back to Top
My future plans for this guide:

1. Test out the alternate skill order (3 points in W, then max Q) again and possibly re-evaluate my opinion on it. I will update the guide if my opinion changes.

2. Try out all the preseason item changes as soon as they happen and update the guide accordingly.

3. Include video examples of many things in the guide.

4. ???
Credits Back to Top
Since this was my first time doing literally anything on Mobafire, I've made use of a bunch of tutorials and code templates to make this guide happen. Almost every code in this guide is based on examples provided by jhoijhoi in her guide to making a guide, which you can find here:
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