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Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Exhaust
Flash
Items
Ability Order
Soul Siphon (PASSIVE)
Morgana Passive Ability
Threats & Synergies
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.
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.



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Hello ! I'm undeadsoldiers and this is my ![]() ![]() |
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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 |



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+Two Forms Of Good CC
+High Damage +Shield* +Good Pick +AoE Slow and Stun |
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-Can Be Squishy
-Relies on a Skillshot (Q) -No Gap Closers -High CD Early-Game -Low Mobility |

I use
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This gives me a bit more freedom with busting out the abilities in early-game since I do find mana issues with
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I use
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If you're building
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This is a really strong rune for
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![]() 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. |
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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. |
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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. |
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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 ![]() ![]() ![]() |
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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 ![]() |
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![]() #1. ![]() 1 / 4 / 5 / 9 / 10 #2. ![]() 2 / 7 / 8 / 12 / 13 #3. ![]() 6 / 11 / 16 #4. ![]() 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. |

✦ ![]() +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. |
✦ ![]() +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 ![]() ![]() ![]() |
✦ ![]() +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 ![]() ![]() |
✦ ![]() +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: ![]() |
✦ ![]() +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. |
✦ ![]() Limited to 1 pair of boots. +18 Magic Penetration UNIQUE Passive - Enhanced Movement: +45 Movement Speed This is pretty standard on ![]() ![]() ![]() ![]() |



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 ! |
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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 |
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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:
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. |

![]() ![]() ![]() Soloing ![]() ![]() ![]() ![]() ![]() ![]() ![]() Killing ![]() 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. |
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ASHE
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JINX
I really like playing with
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DRAVEN
For this team comp you will need to be a bit more coordinated. If I play
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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)
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TRISTANA
Same as
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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.
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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.
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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)
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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.
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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.
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Morgana Is Fun She's pretty fun to play and probably see enemy bot lane rage about her Q. If you have an enemy ![]() |
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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. |
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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. |

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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


13/9/18Added a Vs. Champions
15/11/18Edited Counters
19/11/18Added Synergies
20/11/18Added New Turrets
21/11/18Added New Runes
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