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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Most Common
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Spells:
Flash
Ignite
Items
Ability Order Ability Leveling Order
Soul Siphon (PASSIVE)
Morgana Passive Ability
Threats & Synergies
Katarina
Katarina is my hardest matchup. With so much mobility in her kit even with glacial augment slows she can be the hardest counter to you.
Graves
Early game junglers like Olaf, Lee Sin and Graves benefit off of playing aggressive. The support you can give your jungler with snares and black shield, make them an unstoppable early game carry.
Graves
Early game junglers like Olaf, Lee Sin and Graves benefit off of playing aggressive. The support you can give your jungler with snares and black shield, make them an unstoppable early game carry.
Champion Build Guide

I stream Monday-Thursday from 7am to 11am est and Friday-Saturday from 4pm to Midnight est on Twitch.
Pro/Cons
Morgana's Advantages
Strong early game wave clear and shove capability
Able to snipe snare targets from a good range with Dark Binding(Q).
Black Shield(E) blocks all CC until it falls off.
Soul Shackles(R) disrupts the enemy team. If they do not respect it they can be locked up easily for further CC whether its into Dark Binding(Q) or other teammates CC.
Morgana's Disadvantages
If you fall behind, it will be hard to use Soul Shackles(R) aggressively.
Overall damage is low-medium compared to other mages.
Max range Dark Bindings(Q) are harder to land.
Susceptible to ganks due to lack of escapes.
Phase Rush is the secondary rune that I utilize for safety and keeping up with high mobile team comps.
Lane Levels 1-4 is Morgana's weakest state. Play safe and try and control the lane and farm until you can reach Lv 5. Shoving the first three waves can help your JG with scuttle or early invades. Your main goal is to push and safely poke while your waves are pushing. Try not to take heavy trades as you do not have great sustain despite your passive. Try to outlast with your mana against mage opponents so you can push the cannon wave in and get a free back. If you can back with a lost chapter then great, if not 2 amp tomb is fine.
After Lv 6 most champions that falls below 80% hp you can kill with 1 rotation. Rotation=The combination of max Lv Tormented Soil(W) after hitting a Dark Binding(Q) and Soul Shackles(R). Once the stun pops off your Q is off cooldown(CD) and can land the finishing blow if you do not have ignite. Try and save your Black Shield(E) for enemy ganks or heavy mage trades as it is a long CD and you are vulnerable while it is unavailable.
Twin Shadows is a versatile item that can used as a scouting and engaging tool. Depending on the enemy team comp you can hold off on rushing Zhonya's in terms of more damage based items such as Liandry's or Void Staff. The mid game is your strongest point in the game and you can heavily influence every fight you go into. You catch one of the carries with Q, land a 2-4 man ultimate, or black shielding your 10/0 tryndamere and letting go him off.
At this point nobody is tanky enough and any Q W you hit is at least 30-50% of target's maximum health. At this point in the game(20-30min) looking to group and skirmish 2v2, 3v3 or 4v4. Look toward drake/herald or T2 towers.
You must be logged in to comment. Please login or register.