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Morgana Build Guide by undeadsoldiers

Support [8.24] Not All Angels Are Good [IN-DEPTH MORGANA GUIDE]

Support [8.24] Not All Angels Are Good [IN-DEPTH MORGANA GUIDE]

Updated on December 8, 2018
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League of Legends Build Guide Author undeadsoldiers Build Guide By undeadsoldiers 29,994 Views 2 Comments
29,994 Views 2 Comments League of Legends Build Guide Author undeadsoldiers Morgana Build Guide By undeadsoldiers Updated on December 8, 2018
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Runes:

Sorcery
Arcane Comet
Manaflow Band
Transcendence
Gathering Storm

Inspiration
Perfect Timing
Cosmic Insight
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Support Role
Ranked #28 in
Support Role
Win 51%
Get More Stats
Support Role Ranked #28 in
Support Role
Win 51%
More Morgana Runes
>

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None
























Hello ! I'm undeadsoldiers and this is my Morgana guide. In this guide I will be showing you how to build and play Morgana and most importantly how to enjoy playing her. If you're interested keep reading.
If you enjoyed this guide make sure to check out my other guides:
-In-Depth Veigar Guide
-In-Depth MF Guide
-In-Depth Ekko Guide







MORGANA

Health: 559.48(+90 per level)
Attack Damage: 55.46(+3.5 per level)
Attack Speed: 0.625(+1.53% per level)
Movement Speed: 335
Health Regen: 5.5(0.6 per level)
Armour: 25.384(+3.8 per level)
Magic Resist: 30(+0.5 per level)


Driven by vindictive obsession, Morgana is a potent mistress of suffering and the black arts. Once a being of grace and light, she was ripped from her kind during an ancient conflict that broke her soul, turning her into the cruel tormentor she is today. Comforted by a prophecy that claims she will strike the final blow and gain her revenge, Morgana lies in wait, her lust for power growing endlessly.
















+Two Forms Of Good CC
+High Damage
+Shield*
+Good Pick
+AoE Slow and Stun





-Can Be Squishy
-Relies on a Skillshot (Q)
-No Gap Closers
-High CD Early-Game
-Low Mobility







I use Arcane Comet since your Q is a definite hit with it and the damage is very good. Even though it is inconsistent during laning phase because enemies can dodge it if you use your W to poke more; it is still very good for late game.
This gives me a bit more freedom with busting out the abilities in early-game since I do find mana issues with Morgana. It grants you up to 250 mana and after it's max it grants you some damage.



I use Transcendence because I find it best of the three at least for Morgana This is the most useful option for mid to late-game. I don't take Celerity since Morgana doesn't have any speed boosts, but Absolute Focus is also good in lane.
Gathering Storm is just a universally better item than the others. However, for a support, early game is the decider, so I would always suggest taking Scorch over Gathering Storm. Before 10 mins Scorch is better, but after 10 mins Gathering Storm outshines it big time.



If you're building Zhonya's Hourglass this can really help out and save you the 600 gold. It also synergises with your ulti, and you most likely wont have Zhonya's Hourglass at level 6 so this is the best option.
This is a really strong rune for Morgana. Early-game you have high cooldowns so this help, but late game it is also crucial and will be great for support items like Redemption, but also for your Zhonya's Hourglass since the CD will be lower.










Exhaust is a standard support spell and I always teke it since I have my ADC taking Heal and this goes really well with Q.



Flash is also the standard. I blinks you a short distance towards your cursor and it is pretty helful either to run away from danger or to chase an enemy.













Morgana heals for the spell damage she deals to champions, large minions, and large monsters. This is imo not one of the best passives and that's all I have to say.
PASSIVE
ABILITY



COST: 50/55/60/65/70
RANGE: 1175
DAMAGE: 80/135/190/245/300 (+90% Ability Power)
STUN 2/2.25/2.5/2.75/3 seconds



Morgana releases a sphere of dark magic. Upon contact with an enemy unit, the sphere will deal magic damage and force the unit to the ground for a period of time. This is your signature move and you will be using it the most. In lane it is great, since it does a fair amount of damage + it stuns the enemy so it will really help out your ADC. Late-game it is great for picking.
Q



COST: 70/85/100/115/130
RANGE: 900
DAMAGE: 16/32/48/64/80 (+22% Ability Power)



Infects an area with desecrated soil, causing enemy units who stand on the location to take continual damage. It deals more damage to low-health targets. This will be used after you hit your Q, to slow enemies after. You can also use it for claeing waves.
W



COST: 80
RANGE: 800
SHIELD: 70/140/210/280/350 (+70% Ability Power)
+prevents disables



Places a protective barrier around an allied champion, absorbing magical damage and disables until penetrated or the shield dissipates. This is great for playing against champions like Lux or Malzahar since you can for example just straigh up deny both Lux's Q and E when she goes for your ADC or you, and from there she has nothing and you still have your Q and W.
E



COST: 100
RANGE: 625
DAMAGE: 150/225/300 (+70% Ability Power)
SLOW:20% for 3s
STUN:1.5s



Latches chains of energy onto nearby enemy champions, dealing initial damage to them and slowing their Movement Speed, and then echoing the pain a few seconds later and stunning them if they remain close to Morgana. If you are in a team fight try to have your Zhonya's Hourglass up so you don't just get deleted while channeling. This is the bane of all champions who are sensitive to hard CC and this will really help your team out as it deals massive damage + has a slow + has a stun and you can stun more enemies at once.
R







> > >



ABILITY
SEQUENCE
1

Q
2

W
3

E
4

Q
5

Q
6

R
7

W
8

W
9

Q
10

Q
11

R
12

W
13

W
14

E
15

E
16

R
17

E
18

E





#1. Dark Binding
1 / 4 / 5 / 9 / 10

#2. Tormented Shadow
2 / 7 / 8 / 12 / 13

#3. Soul Shackles
6 / 11 / 16

#4. Black Shield
3 / 14 / 15 / 17 / 18
You get Q first, W second and E last because Q and W are just much more useful than E all game and there is basically no reason to put more that 2 points in E before you max other abilities. E won't help you carry and the shield at 1 point is pretty okay and can do. Your E isn't about absorbing damage, it's about stopping CC which it will do just fine with one point till mid to late-game. You will max R at standard levels.








EYE OF WATCHERS

Eye of the Watchers
+200 Health
+35 Ability Power
+10% Cooldown Reduction
+2 Gold per 10 seconds
+50% Base Mana Regen

UNIQUE Passive - Tribute: Damaging spells and attacks against champions or buildings deal 18 additional magic damage and grant 20 Gold per unique spell cast. This can occur up to 3 times every 30 seconds. Before quest completion, killing minions and non-epic monsters slows Tribute and gold generation.
QUEST: Earn 500 gold using this item.
REWARD: Gain UNIQUE Active - Warding: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 150 seconds. Holds up to 4 charges which refill upon visiting the shop.

VOID STAFF

Void Staff
+70 Ability Power

UNIQUE Passive: +40% Magic Penetration.
You don't need to rush this, however have it in mind when buying your first few items especially if you're dealing with a high MR champion like Malzahar. If you have enough gold (are fed enough) try to consider getting this in between Zhonya's Hourglass and Shurelya's Battlesong..

LUDEN'S ECHO

Luden's Tempest
+90 Ability Power
+600 Mana
+10% Cooldown Reduction

UNIQUE Passive - Haste: This item gains an additional 10% Cooldown Reduction.
UNIQUE Passive - Echo: Gain charges upon moving or casting. At 100 charges, the next damaging spell hit expends all charges to deal 100 (+10% of Ability Power) bonus magic damage to up to 4 targets on hit.
This really gets Morgana going. I feel like I sometimes have mana issues in team fights so Luden's Tempest keeps me safe. Buy lost chapter first, which will give you mana, mana regeneration, ability power and cool down reduction. When finished, gives you good wave clear and can provide some AoE "pop" when skirmishing




ZHONYA'S HOURGLASS

Zhonya's Hourglass
+75 Ability Power
+45 Armor
+10% Cooldown Reduction

UNIQUE Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (120 second cooldown).
If you feel like you need it you should get it. I get this because it can really take you out of a sticky situation and turn it around. This can be used with your Ultimate: Soul Shackles since there is a chance of you getting deleted when you're channeling since you need to be in the center and catch enemies into the circle. Go in, channel ult, pop a zhonya's and you're good to go.

REDEMPTION

Redemption
+200 Health
+50% Base Health Regen
+150% Base Mana Regen
+10% Cooldown Reduction

UNIQUE Passive: +8% Heal and Shield Power
UNIQUE Active: Target an area within 5500 range. After 2.5 seconds, call down a beam of light to heal allies for 10 (+20 per level of target) Health, burn enemy champions for 10% of their maximum Health as true damage and deal 250 true damage to enemy minions (120 second cooldown). Heal and Shield Power is 3 times as effective on Redemption's heal.

Can be used while dead.

Half effect if the target has been affected by another Redemption recently.
Redemption - almost exclusively. Sure situationally you can make a case for something else, but even if you are ahead, and have Dark Seal stacks, there is only so much damage you're going to be able to do to an enemy frontline.

SORCERER'S SHOES

Sorcerer's Shoes
Limited to 1 pair of boots.
+18 Magic Penetration

UNIQUE Passive - Enhanced Movement: +45 Movement Speed
This is pretty standard on Morgana if you're not against hard CC champions. If you are take Mercury's Treads instead because they give you +25 Magic Resistance and reduce the duration of slows, stuns etc. by 30%; and if your enemy ADC is fed make sure to take Ninja Tabi to reduce the damage they do since Ninja Tabi block 12% of damage from basic attack and grant +20 armour.










I've watched many low-elo plays where players only wanted kills and they were so greedy. Don't be like that. If you just can't get a kill don't force it. Aim more for objectives, because in the end they will win you the game.






Turrets have 1095 sight range, 775 attack range and deal Attack damage icon physical damage. They grant their team true sight, allowing it to see all traps and stealth units within their vision range.

There are four kind of turrets depending on their location:

Nexus towers: Located in front of the nexus, there are two of them.
Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base.
Inner towers: Located in front of the inhibitor towers.
Outer towers: Located in front of the inner towers.
Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage. Turret shots travel at a speed of 1200.
Make sure to last-hit a turret as it will grant you 400 gold which can put you at a big advantage if you spend it right. It will also be beneficial for your team as they will gain some gold too. Getting a first turret might relieve the pressure off of your teammates, but it will transfer it to you, as you will be targeted more.
However do not pass an opportunity to get first turret blood, it is just too big of a bonus to miss !



NEW TURRET PLATING AND TURRET CHANGES 8.23



Quoted:
The gist here is that turrets won't fall over at 5 minutes when the enemy team groups up and hard-pushes your lane. Instead, as they chip your turret down, they'll get some extra gold to reward their aggression while your turret becomes increasingly harder to kill. It’s win-win: Lane bullies get more turret gold than before while late-scaling champs have a more reliable window of safety to farm under turret. This also means your lane won't be decided as heavily by the success or failure of other lanes since their own turrets are harder to take too. The falloff mechanic ensures lane phase won't be too much longer on average and makes plating gold a true advantage for early-game champs since once it's gone, it's gone.

PLATING: Outer turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.)


PLATE STRENGTH: Turret plating grants 40 armor and magic resist at game start


PLATE BREAKING: Dealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off
BULWARK For 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window.


FALLOFF: Turret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible




First Turret Bonus:
FIRST BRICK: 300 gold ⇒ 150 gold (reduced to accommodate turret plating gold)

Outer Turrets:
HEALTH: 3800 ⇒ 5000
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 180 at 7:30 ⇒ 278 at 15:00

ARMOR & MAGIC RESIST: 55 ⇒ 0 (replaced by turret plating)
ARMOR & MAGIC RESIST SCALING: +1 per minute ⇒ 0 (replaced by turret plating)
GLOBAL GOLD 50 (unchanged)

Inner Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 100 ⇒ 50

Inhibitor Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 150 ⇒ 50

Nexus Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 230 at 28:00 ⇒ 285 at 18:00
GLOBAL GOLD: 75 ⇒ 50







Dragons, also known as drakes, are powerful monsters that can be found in Summoner's Rift. Their camp is located in the river alcove on the lower right side of the battlefield.

There are five types of dragons:
- Cloud Drake s are useful for both teams regardless of their gold lead or deficit; leading teams can create pressure, split push, and rotate around the map faster for positioning, while trailing teams can still use it to expand vision, respond to split pushing, and position defensively.
-Even with a single stack, Cloud Drake can be very powerful in split push comps, especially if it's denied to the enemy team.
- Infernal Drake s are highly contested and considered by many players the strongest dragon due to its raw power boost. If viable, contest the dragon at all cost.
-In the early game the percentage increased won't make a difference, but the Infernal Drake 's late game power is massive.
- Mountain Drake s are also very powerful late game as it makes objectives like Baron Nashor easier to deal with.
-Siege comps can benefit greatly from Mountain Drake as it provides additional pushing power against structures.
- Ocean Drake s are deceptively powerful during the laning phase; backing off for several seconds allows its beneficiary to extend its presence in lane and can make the difference in some even match ups.
-Another benefit of Ocean Drake s is the ability to mitigate damage against poke comps, forcing the enemy team to spend more mana and delaying or even preventing potential flanks.
-Due to their tankiness and the strength of the buff they provide, attempting to kill an Elder Dragon s usually prompts the enemy team to contest the kill. Therefore, teams wishing to slay it must take great caution when doing so while the majority of the enemy team is alive, much like Baron Nashor .

The first four types are globally known as Elemental Drakes, which, when killed, permanently grant a Dragon Slayer buff Dragon Slayer stack, granting various effect based on the dragon killed. No more than one dragon can be present at the same time in the battlefield, but several different dragons can spawn at different times throughout the game. The Elder DragonSquare Elder Dragon grants a temporary buff called Aspect of the Dragon buff Aspect of the Dragon. Elder Dragons beyond the first for the same team grant Aspect of the Dragon buff Empowered Aspect of the Dragon, which is twice as effective and lasts twice as long.

All dragons are between levels 6 to 18 and all of their attacks are ranged.

Try to get them when: a) Bot Lane has just died and your jungler is in range; b)enemy jungler has died and it's not warded so you can try to sneak it, going without ADC to help JG.






Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends. Killing Baron Nashor grants Hand of Baron to all living teammates for 210 seconds. The buff gives bonus attack damage, bonus ability power, Empowered Recall, and an aura that greatly increases the power of nearby minions.

Soloing Baron Nashor is usually impossible. It is generally only feasible very late into the game with a champion who has immense sustainability, DPS, and tankiness; and even then it is not guaranteed. Most champions who are capable of soloing the Baron are bruisers or tanks such as Udyr, Warwick, Xin Zhao, or Nasus. However, there are some exceptions; a skilled Malzahar or Yorick player, for instance, has the ability to solo Baron with relative ease.

Killing Baron Nashor with a team is fairly simple. Baron primarily attacks the target closest to him, so with proper positioning, a tank or bruiser can be made to take the brunt of the damage.

Try to get Baron once most of the enemy team is dead or when the jungler is dead, but beware of the rest of the team trying to steal it. Watch out if it is warded.








Morgana is great in teamfights because of her CC. Landing your Q is a great opportunity for your assassin to jump in after you shield him, since an immonbile target is perfect for them. You have a team wide stun + slow with your R and you can stun more enemies at once and from there they're free for your team to take.














ASHE

Ashe's slows and stuns go really well with yours and you can potentially land really easy Q's on enemy champions. Try to poke enemies and punish them a lot. You can't really go all-in early-game unless you have a good lead, but mid to late-game you synergise really well with her and her damage that is even better when your CC is combined.



JINX

I really like playing with Jinx and it's honestly so much fun when you get the rhythm. When enemies walk into her E or get hit by W it's basically an already landed Q and W slow for you and having an immobile target is a dream for Jinx since she can proc her passive and switch to 'Pow-Pow, The Minigun' and deal an insane amount of damage. This is a great lane.



DRAVEN

For this team comp you will need to be a bit more coordinated. If I play Morgana I'd rather not have a Draven ADC unless they're a one-trick. It is a pretty nice lane though as you will be allowed to be a bit more aggressive and really punish the enemy, because Draven deals an insane amount of damage. The only thing you need to care about is when you Q and when he uses W, because it can be pretty funny if he just saves the enemy from your Q with his W (has happened to me before, pretty tilting :D).



MISS FORTUNE

I love this matchup. You can land your Q pretty easily when she uses W and it's pretty easy from there. She deals high damage and you will be able to be aggressive. She is pretty squishy so you will need to provide peel for her and protect her as much as you can, since her only form of escape would be you and your abilities. Try not to waste Q and if you feel like the enemy jungler is coming it's better to back up if you're not sure if you can land Q.(shameless self-promo:In-Depth MF Guide)



TRISTANA

Same as Draven it has happened to me before that Tristana ults the enemy out of my Q :D but its okay, just try to let her R first or you try to Q first. For everything else it's fairly easy since you can land your Q and she can easily W or the other way round where she can W and you can just really easily Q. This is always a fun lane for me.



JHIN

You guys have a lot of CC combined which is amazing. Make him put his traps in brushes and mostly where you thing you can Q them or for instance where he can root them and then after you can which makes for a pretty long time of having an immobile target that he can just AA to death.



LUCIAN

I like this matchup in team fights especially where you can try to sync ultimates, when you stun them with Ulti he can just go on a rampage with his R and get multiple targets. In lane this is pretty standard and normal and I neither love it or hate it, it's just there imo.



VARUS

You guys together have a lot of CC. Both of you have slows and roots + you have a stun. His slow is a mark for you to Q in lane if you don't have minion block and you can W after. Your ultimates combined are amazing. If he lands it while he's doing damage you take out your ulti and just when they think theyre free from his root they will just get stunned again and probably get tilted. (hopefully not go all tyler1 tho)



VAYNE

The collision of her W and your Q could also result in a funny situation but it probably won't happen so you don't have to worry about it. You are pretty good for her as she needs to come close to hit enemies and she has no gap closer. When she builds a lot of attack speed you two will be a really good duo.



TWITCH

The slow of his W can guarrantee you a landed Q and from there it's pretty easy. There's nothing really special about this matchup and it is pretty standard and normal.







Morgana Is Fun

She's pretty fun to play and probably see enemy bot lane rage about her Q. If you have an enemy Lux she will probably get mad about you denying you Q and many other things. Morg is just cheese 666.

She Can Make Great Outplays

She can turn the situation around with her Q so don't be afraid to use it. Her shield can also be great for outplays with Mages.

Practise

If you notice you're not landing your Q a lot when you start playing her and you don't have good aim it's okay. You will get the hang of it later on. She's not easy to master and will take time to have perfect aim.







Feel Free To Ask Me Questions And Leave Reviews !

Make sure to check out my other guides:
-In-Depth Veigar Guide
-In-Depth MF Guide
-In-Depth Ekko Guide








8/9/18Published Guide
13/9/18Exchanged Scorch rune to Gathering Storm
13/9/18Added a Vs. Champions
15/11/18Edited Counters
19/11/18Added Synergies
20/11/18Added New Turrets
21/11/18Added New Runes


League of Legends Build Guide Author undeadsoldiers
undeadsoldiers Morgana Guide
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