Please verify that you are not a bot to cast your vote.
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
Very easy lane. Fizz struggles against champions that have good push and harass, since that way he will lose experience if he roams. Not to mention a well timed E will not even stick the fizz ult onto you, let alone apply the CC effect.
Ahri
Ahri has somewhat decent waveclear and can escape your ult if not rooted beforehand. Although this might seem problematic, she will almost never win against you in lane thanks to your sustain and E that can block her charms.
Diana
Another melee mage that relies on the level 6 powerspike. Thankfully, your level 6 is a huge counter to hers, since you can just ult her if she jumps you. Push the lane and force her to play under her turret. This will cause her to use abilities to farm, which have very high mana costs in early-mid game. Without a blue, she stands no chance in lane.
Akali
Similar to Diana, Akali struggles against Morgana since her all out damage is melee range, and her powerspike is at level 6. Again, this can be easily countered with your own ult. Push her into her turret, and deny her any chance of roaming.
Katarina
Very easy lane. Against Katarina, if you apply pressure she will crack. Since she cannot get any good farm under her turret, she will try to roam. Good co-ordination with pings will result her not getting any kills and ultimately falling behind in experience.
Twisted Fate
Much like Ahri, Twisted Fate relies on hitting his Gold card for lane harass and kills. This can be denied by your E. Since he has a pretty decent clear with his Red card and Wild Cards, you might want to freeze the lane and make use of your passive if you are pushed back.
Annie
Annie is where things start getting a little tricky. Even though with the new patch you can clearly tell when Annie has her passive up, the real problem lies within her waveclear and easy-mode farming thanks to her Q. She will outburst you, and if you do not respect her damage you might end up dying. Annie players tend to also buy a Rod of Ages early, so your burst is pretty much irrelevant along with her new Molten Shield. Farm up in this lane, and you will become more problematic to her team later on.
Brand
Even though his rework gave his passive some insane damage, Brand has always been a skill match-up. He out-ranges you and you cannot answer his harass with much. He also has very decent waveclear. Brand will probably be very bursty in the lategame, and can cause a lot of problems for your team. Take advantage of his high mana costs and lack of mobility. Call for a gank from your jungler, and you should be good.
Lissandra
Lissandra is not really a problem since her kit is very predictable. You go near her for your ult, she snares you. Your ult is about to pop the stun, she ults herself. Although these things might sound problematic, they really aren't. Since you can easily counter her stun or snare with your E, she will almost never try to all-in you. Her Glacial Path's indicator is also a very good target to aim your Qs. What's important to note is that Lissandra's kit is very versatile and she is not a good target to fully commit or turret-dive if your jungler comes along. Be wary of this, and you will be more troublesome than her eventually.
Azir
Azir is somewhat of a problem. You cannot answer his harass, and a good Azir player will never get locked in with your binding due to his slippery E-Q combo. If you leave to roam, he will take your tower. And if you try to freeze, he will harass you to your turret. Communicate with your jungler for ganks, and do your best to farm for mid-late game.
Anivia
Since she relies on stunning or slowing her enemies to deal bonus damage with her E, you counter her with your own E's CC immunity. The real problem with Anivia is her waveclear. She will clear out the lane faster than you, and will probably go for an early Catalyst to grow her mana pool. Take advantage of her lack of mobility and communicate with your jungler for ganks.
Cassiopeia
Cassiopeia is a troubling matchup. Although not extremely difficult, you will probably end up having some difficulty in lane if you get harassed. She can answer your waveclear but at the expense of a lot of mana. Use this to your advantage and if you feel you have the upper hand, engage on her and force her to make mistakes. Cassiopeia should be a priority for your jungler, since a fed Cassio can get out of hand.
Kassadin
Kassadin is not a problem. Much like other melee midlaners, Kassadin struggles against champions that push a lot since he has no real waveclear mechanic pre 6. Kassadin is tricky to gank, so do not bother with it. He might try to roam, but if you push him enough, he will end up losing experience and falling off.
Orianna
Orianna is a decent pick into Morgana, even though she doesn't really have advantage over you. Her ult is predictable, and her waveclear can be answered by your own. Her teamfight synergy is what makes her a mid-level threat. Be sure to shield your teammate if you feel Ori is going to ult.
Lux
Lux is not really that big of an issue. Her waveclear is on-par with yours, and her entire burst depends on landing a binding. She probably won't be able to one-shot you thanks to your tanky build, but keep in mind that she can catch out allies as well as you can catch out enemies.
Syndra
Syndra is going to give you a hard time. Her waveclear is better than your in mid-game. And her burst is higher than yours. She makes up for her lack of mobility with CC, and can force you to your turret if you freeze. Ask your jungler for ganks, and block her stun with your shield. You can also outplay her ultimate with a well-timed Zhonya.
Ryze
Ryze is one of those champions that you will never be able to duel regardless of your build. His burst is INSANE, and his shields along with his ultimate will negate your damage. Be careful in this lane, and focus your CC on him in teamfights, and try to burst him down with your team before he becomes a problem. You might want to consider getting an Exhaust for his burst.
LeBlanc
I probably hate Le Blanc as much as I hate Yasuo, which is saying something. She will not let you farm with her ridiculous burst at any stage of the game. You cannot land your Q or stun her with your ult due to her dashes. She can just chain you again if you Black Shield her first chain. The only reason why she's not a high level threat is because IF you catch her, she's pretty much dead. Do your best to farm, and tell your teammates when she's off roaming.
Xerath
Xerath is more powerful than ever with the new update. His stun can, of course, be blocked by your E. However, his harass might force you to use your E prematurely, and end up getting baited into his Slow-stun combo. Do your best to push him and bring his mana down to a point where he can only cast a spell every time he regains mana with his passive. This will probably force him back to base, or to lose farm under turret.
Vel'Koz
Vel'koz is very predictable. If you get hit by his Q and you see him walk up to you, just use your E to block his E. This will negate his burst, and you can turn your attention back to pushing the lane. Since Vel'koz is squishy, do not hesitate to all-in him if you get a good binding. More often than not, this will result in a kill, or him recalling.
Veigar
Much like many other mages, Veigar depends on a combo starter which can be blocked by your E. He will focus on farming in early to mid game, as will you. Keep in mind that he will scale better than you will. Although late game might seem like his time to shine, he still lacks mobility and is squishy. Also, a well-timed Zhonya can block his ult's damage, all the while putting it on cooldown.
Yasuo
Yasuo, Yasuo, Yasuo... This guy is the epitome of annoyance. Your waveclear is nothing. Your Q is nothing. He can slip away from your ult with his dash. Your harass is but a breeze to him with his passive shield. Honestly, you shouldn't pick Morgana into a Yasuo. But if you get to pick before him, well... There's no real advice I can give other than ask for ganks and farm up. There are some tricks that you should keep in mind though. For example, if Yasuo is actively trying to dodge your Q by dashing near you and finally dashing into you when you Q, you can counter it by looking at what angle he's coming from. His dash will always go in a straight line from his starting point, and he will end up behind you along that straight line. So holding on to your Q and binding him immediately after he dashes on to you can be a good way of punishing him. Also, if there are no friendly minions around that he hasn't dashed through, you can ult him immediately if you're confident you can kill him. Good luck.
Talon
Talon is one of those champions that your E does nothing against. I mean yeah, he has a slow with his W and E, but that really is not the problem with him. He deals physical damage, and boy, he deals a lot of it. The only possible counterplay is ulting when he jumps on you and ults you. Hopefully after that you can secure a Q-W combo once your stun lands. This might even out the trade, but the problem starts when he buys a Tiamat. Once he hits level 9, and he has the cleave from the item, he will clear the wave much faster than you and bully you under your tower while he goes off to roam. You might consider getting Exhaust against him since his burst can be significantly reduced by a good exhaust.
Zed
Zed is problematic since like other AD midlaners, your E does nothing to him. Needless to say, his burst is much more significant than that of yours. One counterplay to keep in mind is that Zed's mobility is significantly reduced when he uses his W aggressively. This will be a good time to either all-in him, or for your jungler to gank. Be careful of his roams, and play safe until you get your Zhonya's. Also, grab an exhaust to significantly increase your chances of survival!
Ziggs
Although Ziggs' wave clear is much better than yours, he uses up a lot more mana for it. With his new satchel charge executing turrets, it might not be a good idea to leave lane without forcing him back or pushing. Other than that, he doesn't really have much on you. His Q is easy to dodge, his slow and knockback are negated by your E, and his ultimate can be countered by your Zhonya's. Ziggs is fragile and cracks if ganked repeatedly, so ask for a gank if you need one and you'll end up crushing him.
Vladimir
Reworked or not, your ult is still a counter to Vladimir. He might think he can pool away from it, but he will take the damage AND be stunned after the shackles pop. He has good waveclear now, but the obvious counterplay is retreating to a safe distance if he gets aggressive with his Q. If he overextends to harass you, punish him with your Q-W. If you can bait a pool, you can gank Vlad easily. Grab an Ignite if you get a Vlad matchup
I've been playing League since late spring of 2011.
I've hit Diamond in Season 4, and had a break after the juggernaut update was released in Season 5.
I've returned about a month ago and am Plat IV at the time of writing this guide.
I play in the EU West server, and my in-game name is 'FNC Mister Titus' (yes, I'm kind of a Fnatic fan boy)
I main Mid and Jungle, with my favorite champions being Gragas, Lee, Zed, and Brand. I also occasionally play Vayne and Jinx in Bot lane.
I've never been in the competitive scene but who knows, eh?
I've been thinking about streaming for a while now, and I'll probably do so if I can wrap my head around how the software works.
Summary of the Build
Summary of the Build
is a champion that I've recently picked up after the new changes to the mage items.
I've always leaned towards champions that can determine the outcome of teamfights with their kit. Like that one binding that catches off a carry and nets you the victory with a 4v5 teamfight. Or that 4 man ult that tears through their defenses and forces the enemy team to scatter away from your ultimate.
I have so far had pretty decent success with Morgana in mid. Due to my generally safe playstyle, I don't take a lot of kills with this build. But I do serve the purpose of a battlemage completely. Since at the end of the day, the win matters more than your perfect score.
This build in particular delivers the promise of a tanky Midlaner that excells in a teamfight environment. Think of it as an upgraded version of a Morgana support.
Morgana always excels in team compositions that have a lot of hard CC. A Bard support, a Vi jungler, a Jinx ADC and a Maokai top would be somewhat of a dreamteam for Morgana.
This build however, is not the best for the thrill-seeker in mid lane. It is more of a control gameplay type that capitalizes on punishing enemies for making mistakes, and will ultimately pay off very well in the later stages of the game for your devoted patience.
Some of my post-game results with this build:
Pros / Cons
Pros / Cons
Pros
Tanky
Good damage
Amazing team-fighter
Very good for kiting
Good for catching out enemies and starting team-fights
Good lane sustain with passive
CC immunity shield
Cons
Skillshot reliant
Somewhat long cooldowns
Mana is depleted very fast if spammed
Lacks mobility
Short auto attack range
Runes
Runes
There are two sets of runes that you should consider before starting the game:
Runes vs AD Midlaners
Runes
Precision
Fleet Footwork
Phase Rush
This is your standard build against AD mid laners. You can also go for this runepage if the enemy team has an AD top and an AD jungler. Although I wouldn't recommend giving up Magic resist in the laning phase unless you are facing an AD mid.
Runes vs AP Midlaners
Runes
Precision
Fleet Footwork
Phase Rush
This is a pretty common build for AP vs AP matchups, with the exception being the substitute of 9x for 9x . This is regarding the beefy nature of the Battlemage build. This will also help with survivability in lane past level 6.
Masteries
Masteries
Summoner spells
Summoner spells
FLASH:
Great tool for catching up on enemies, or getting away from sticky situations. A must have for almost every champion.
TELEPORT:
Whenever I pick Teleport, I find myself in better control over my farm and lane. I take Teleport against match-ups that do not require a specific counter-summoner spell (Such as Exhaust against a Zed). Needless to say, you also have the option to use Teleport for ganks and split-pushing.
EXHAUST:
Exhaust is a very specific pick for match-ups that rely heavily on short-term burst damage. It is also a very good tool when ganking and being ganked. Exhaust will also help you breach the frontline and take down the enemy AD Carry without taking much damage from them. An overall very good summoner spell.
IGNITE:
I usually find myself seldomly picking Ignite since this build isn't very focused on an aggressive playstyle. However, it might be a good idea to pick it against specific team compositions that rely heavily on self or ally healing. It is also a good pick against a Vladimir in mid lane.
HEAL:
I really do not recommend using Heal with Morgana when you have much better utility replacements such as Exhaust and Teleport. Also, you will already have a very large HP pool. Leave this to your AD carry.
BARRIER:
I believe Barrier is really a worse Exhaust. The idea behind both is the same, protecting you against enemy burst. However, you can significantly increase your chances of winning a skirmish with Exhaust while Barrier will only be helpful with negating a small portion of the damage taken. I do not recommend taking Barrier as Morgana
Skill Sequence
Skill Sequence
Ability Sequence
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
The ability sequence isn't concrete for this build. The only thing that you should always do, however, is putting 3 points into Tormented Shadow at level 5. Since this way, the full damage of the ability will be able to finish of the 3 caster minions in the back of the wave from full HP. This is essential for wave clearing and pushing.
If your team calls for an early invade, you should of course pick your Dark Binding at level 1.
Early game is nothing special for Morgana since your main focus will be to farm and push the enemy into their turret with your Tormented Shadow. This will be hard for melee champions and might cause most opponents to eat up their mana to clear waves.
Mid Game(Level 9-13):
Once you finish your Rod of Ages, your laning will be significantly easier and you will have no trouble pushing enemies while starting to dish out some pretty decent damage. As always, your main focus is establishing lane dominance. Since Mid Game is when objectives start to be contested and skirmishes happen, you might want to roam out and help your teammates wherever you can after you push your lane. Be careful for ganks since you will be mainly pushing and enemies will be more confident with their damage in Mid Game.
Mid-Late Game(@~min 20-30):
At this stage of the game, you are likely to have finished your Zhonya's Hourglass and have bought a Haunting Guise, and you will usually have about 6-8 stacks on your Rod of Ages. At this point, you are already more tanky than most mid laners ever will, and you have pretty decent damage. Look for skirmishes, stick with your team and contest objectives. Try to catch out mispositioned enemies with your Dark Bindings. Do your best to keep up in farm as you will want to finish your Liandry's Torment before Late Game starts.
Late Game(+30min):
Late game is when you reach your full potential and are a scary presence in your team's frontline. Catching off mispositioned enemies is more important in this stage than ever, since one Dark Binding can basically determine the outcome of a fight and ultimately, the game. Do not get over confident though, as champions like Kog'Maw and Vayne have percent health damage and can easily take you down if they focus you. Coordinate well with your teammate, and use your trinkets to spot and catch out enemies. If the enemy team ingores you simply because of your large HP pool, punish them by walking up to them and zoning their carries out with your Soul Shackles. You will likely force a Flash or even get a kill if they underestimate you.
Conclusion and Thanks
Conclusion and Thanks
Thank you guys so much for checking out my guide for Morgana.
I'm pretty new to this, and might have made a couple of formatting mistakes here and there :).
I appreciate all your feedback, be it negative or positive, and please share your results and experiences with this build!
You must be logged in to comment. Please login or register.