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Recommended Items
Runes: PRECISION(1)
1
2
3
4
5
Sorcery
Precision
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
STANDARD
Flash
Ignite
Items
Ability Order ABILITY ORDER
Soul Siphon (PASSIVE)
Morgana Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Champion Build Guide
NOTE
Lately I do not have free time to put on the guides, so untill there will be this chapter I will not add new matchups or things like that.
I will only change something if there will be some changes about an item or the champion
(in this case
Morgana).
Introduction
Hello! It's the DoAgitt "speaking".
I always loved Morgana, but due to the fact that I am a terrible support,and I prefere playing the lane phase alone, I never really played she.
Until one day I decided to look around for a Morgana MID guide...well, there are some, but usually outdated or that just show the items without any explanatory.
So I decided to "study" a bit this champion and make my own guide* about.
Then, lets take a look!
P.S If you are interested in other guides I made, here it is the Aatrox's one.
*More than a guide this is how I play Morgana in midlane, hope that someone could benefit from that.
NOTE:
English is not my first language, so please exuse any strange sintattic form etc.
About Morgana

"Only those you love can break your heart."-

Conflicted between her celestial and mortal natures, Morgana, twin sister of


During the laning phase she is a defensive/safe pick who can prevent early snowball from enemies; most of midlaners are, or good in early game, where Morgana denys them the chance to use that advantage, or items reliant, where in this case Morgana denys them the kills/farm/roams to get them faster.
Morgana is pretty good on counter engaging, means you don't go aggressive yourself but wait for your enemy to go in, or on punish mistakes.
But it's really not needed and not your primary focus. Your focus should be to control the wave, get as much gold from waves as possible and bind your opponent to the lane.

Abilities
Maxing R > W > Q > E is the best all around ability for the ledy


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Soul Siphon: |
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Dark Binding: |
![]() 80/ 135/ 190/ 245/ 300(+ 90% AP) to the first enemy hit and rooting them for 2s/ 2.25s/ 2.5s/ 2.75s/ 3s. Cooldown: 11s Cost: 50/ 55/ 60/ 65/ 70 ![]() It is considered a projectile so it is blocked by yasuo ![]() You should max this ability SECOND for empower its damage and rooting duration. |

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|
Tormented Shadow: |
![]() Cooldown: 12s (Reduced by 5% whenever ![]() Cost: 70/ 85/ 100/ 115/ 130 ![]() This is our bread and butter ability to harras, farm and , why not, kill. It can deal a lot of damage, but have a really high cost of mana, so do not spam it until the ![]() You should max this ability FIRST for empower the damage, and your waveclear potential. |

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|
Black Shield: |
![]() Cooldown: 26s/ 24s/ 22s/ 20s/ 18s Cost: 80 ![]() A few things to know:
NOTE:
There is a shortcut to cast abilities on us, doing ALT+E you will be shielded automatecly without point your cursor on you.
|

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Soul Shackles: |
After a 0.5-second delay,![]() Additionally, Morgana gains 5%/ 30%/ 55% bonus movement speed towards tethered enemies. Targets who did not leave the tether range after 3 seconds are revealed and stunned for 1.5 seconds and dealt the same magic damage again. Cooldown: 120s/ 110s/ 100s Cost: 100 Once casted ![]() ![]() ![]() ![]() |

When to choose Morgana?
I'll probably pick

Runes

|
Summoner Spells
![]() It helps with kill pressure and can make waste an enemy flash. I usually take this if I feel confident. |
![]() I usually take this if not sure about the outcome of the lane or if I am versus a burst champion. Remember that it can be casted depsite ant any CC (except suppression), it is not affected by grievous wounds, and can be casted even at full health. |
![]() It can be good vs any non-burst champions, and it also helps to land abilities. |
Items
![]() |
![]() If you die you will lose 4 stacks, but since ![]() If I am vs an hard poke lane I will usually take 3 ![]() |
![]() |
![]() Also a nice +5 additional damage on basic attacks to minions. This is a good standard/safe item, I will usually take it if versus any burst champion. Sometimes if you are forced to back early, and you have spare gold, could be good buy a second one. |
![]() |
![]() ![]() ![]() It gives +40 AP, +300 mana and +10% cdr. Also, upon leveling, restores 20% of our maximum mana over 3 seconds, preventing us to go out of mana too soon. For this reason I will take it first in every scenarios, even if I'm in troubles with the laner; without this item you will rapidally finish your mana and forced to recall again, losing exp, cs and tower integrity. |
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![]() ![]() ![]() ![]() ![]() |
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![]() Said that, I will take those only if ahead or if there is low magic resistance in the enemy team; since for receiving its full value we have necessarily to hit with ![]() ![]() So, in those other scenario, I will usually take ![]() ![]() |
![]() |
![]() ![]() ![]() Also if you land a long range ![]() ![]() |
![]() |
![]() I will usually take it if I fall behind in a match with a lot of AP champions or if there is a fed high AP burster. |
![]() |
![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() I will usually delayed this item if they have too many healer like ![]() ![]() ![]() In those cases I will buy first a ![]() |
![]() |
![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() However it consists of 3 parts that are over 1000 gold and sometimes building it can take too much time without any powerspikes. I will usually buy it if ahead or after the 4th item. |
![]() |
![]() ![]() ![]() I will probably rush it if versus many assassins/burst champions (in this case I will had took ![]() |
![]() |
![]() ![]() |
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![]() ![]() |
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![]() ![]() ![]() ![]() Besides the good defensive stats it reduces all subsequent magic damage taken from a spell or effect by 20% for 4 seconds. |
*Items not explained are the ones that I think could be good but I haven't tested yet.
Gameplay
This part of the game will probably tire you up, you will be the


In the early levels you will try to farm and to do not spam too much

At level 4 you will be still focussed on farm, but you will also start to harras and eventually setup ganks.
If you choose

After


Remember to do not force things. Killing your opponent is not your priority, for now you just have to push and make pressure. Your focus should be to control the wave, get as much gold from waves as possible and do not let your opponent roam to other lanes.
Mid game usually starts after most people are finishing their first/second item and towers have started to drop.
From now we will probably have fun time during skirmishes and later on teamfights.

At this point, if you played correctly, the enemy midlaner will most likely be behind or at least not ahead, which most of them rely on. This makes you more effective than them and also help team mates to do not get one-shotted.
During teamfights/skirmishes will be much easier to hit Q's, people do a lot more mistakes and of course W and R can be quite devestating.
Also, even if you are not the support, you can really save the life to your adc or in general your carry thanks to a good

Late game starts when there are around 4-5 full items on champs. Here is where teamfights start to break out all the time.




Just remember that

Thanks

Thanks to Vicious Skittle and AZZAPP since I used their guide as references.
Thanks to XXFeatherPawXx/FeatherPaw (League of Legends Wiki user) that posted in the comments of morgana a really interesting point of view about how to play she.
Thanks to you that read this jumble of words and that left a comment to improve this guide.
Here I'll write what I've change in every patch so that you do not have to read all the text again.
PATCH 9.15
PATCH 9.14
PATCH 9.13
PATCH 9.12
PATCH 9.11
PATCH 9.10
PATCH 9.9
PATCH 9.8
PATCH 9.7
PATCH 9.6
PATCH 9.5
PATCH 9.4












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