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Spells:
Clarity
Exhaust
Ability Order
Soul Siphon (PASSIVE)
Morgana Passive Ability
Introduction
Hello, I'm Moric Koschuken, and this guide is all about turning

I play Morgana as DPS because she is able to effectively hold enemy champions in place, and beat them into submission. Her Q holds them down while she auto-attacks away, her W can be placed on the minion wave to provide some healing (People will likely focus you, and this can save your life), her E is perfect for sustaining spells and CC while she takes down that pesky DPS or mage, and her R can be used on a fleeing champ, with the stun at the end allowing you to finish off that last bit of health. She has survivability, and very high natural attack power. With just a little attack speed and a little critical chance, she'll be a scourge on the field.
DPS Morgana is VERY aggressive, and you should make your first kill at 6, then roaming and ganking. You should always pick the middle or top lane. Do not play this build if you expect to succeed by sitting back and never throwing yourself into the fray.
Above are the runes I prefer with this build, although in practice, any rune build is viable, or even using no runes. I do have good reasons for picking the ones above though, and here they are:
- Greater Quintessence of Desolation Extra armor penetration is always good, and these runes will give your basic attacks the extra bite to be effective early game.
Greater Mark of Attack Speed Some bonus attack speed makes Morgana more of a DPS champ to begin with and makes her basic attacks more useful in the early game.
Greater Seal of Armor Extra armor makes you safer if you decide to attempt to snare and smack away at enemy ranged champs, especially during the early game.
Greater Glyph of Scaling Magic Resist Extra magic defense, especially early game, can keep DPS Morg hammering away at the enemy with her basic attacks for longer.

Clarity is a central skill to DPS Morgana. It allows you to keep her mana up while not having to devote any gold to mana regen items. Always get this.

Exhaust, along with its associated mastery, shuts down enemy DPS and can catch a fleeing foe if your abilities are on CD. You should get this if you are in a 3v3, and maybe in a 5v5, but only if you feel confident in your ability to stay up in the lane. Get something else if you think Morgana's Q, R, and the slow from Frozen Mallet is more than enough CC.

Teleport allows you to sustain your position in the lane better, and set up ganks at later levels. Get this in 5v5 only. Phantom Dancer gives you enough movement speed to justify dropping it if you are confident in 5v5, and its use in 3v3 is marginal.

Flash is always a good spell to have on hand, and if you don't like Exhaust and Teleport, it's another good pick.

Ignite is a great choice if you didn't want to pick Exhaust, and are secure in your CC/escape abilities. Also a great spell for cutting down those pesky heals.
All other summoner spells could be useful, but none have as many applications as these.
Important!: DPS Morgana is about dealing damage with basic attacks. Your spells will not be effective for killing champions and you will need to use them intelligently to catch them and ruin them.
Soul Siphon is a delicious ability, giving Morgana a sizable amount of spell vamp to start. Keeps you in the lane longer, and can save your life.
Use Dark Binding to hold enemies in place, and start hacking away at them with your basic attack until the snare ends or they're dead. It doubles as an escape mechanism, stopping enemies in their tracks as they come after you. You should have one point in it at the beginning for attempting to get first blood, and then leave it alone until you have nothing else to level.
Tormented Soil is a valuable farming tool as well as a skill that allows you to stay alive longer in a teamfight. At third level, or second if you like, depending on how soon you're planning to rush in and kill your enemy, you should take one level in this skill. Use it to farm minions primarily, and if the enemy champion is getting close to the minion wave, you can use it as a bit of minor harassment. At later levels, it should be thrown in the middle of a minion wave during a teamfight, to provide a boost in health from Morgana's passive. Drop it in a high traffic area if there isn't a minion wave stopped nearby, or if there are more than two champions, damaging them a little and healing yourself. This is the second skill you should focus.
Black shield is the skill focused by this guide. Every rank makes Morgana tougher. Champions who are heavy on CC will be unable to stop you. Mages will bash their keyboards hopelessly as their spells are absorbed. This ability allows you to keep on attacking and keep on living. Throw it up the moment you see a crowd control ability being used, or any magical ability, and start taking your shots. But beware, while the shield renders you immune to spells and magic damage, you are not defended from physical attacks! This is your most important spell.
Oh, and if you have to, you can save a teammate's life with this. Try to keep it for yourself though, so you can keep firing off at them.
Soul Shackles are to be mainly used for their slow and their stun. After you activate this one, stay near as many enemy champions as possible, and pop up your E to help make sure you stay alive until it surges again in 4 seconds. Great for teamfights or making a quick kill at 6.

Soul Siphon is a delicious ability, giving Morgana a sizable amount of spell vamp to start. Keeps you in the lane longer, and can save your life.

Use Dark Binding to hold enemies in place, and start hacking away at them with your basic attack until the snare ends or they're dead. It doubles as an escape mechanism, stopping enemies in their tracks as they come after you. You should have one point in it at the beginning for attempting to get first blood, and then leave it alone until you have nothing else to level.

Tormented Soil is a valuable farming tool as well as a skill that allows you to stay alive longer in a teamfight. At third level, or second if you like, depending on how soon you're planning to rush in and kill your enemy, you should take one level in this skill. Use it to farm minions primarily, and if the enemy champion is getting close to the minion wave, you can use it as a bit of minor harassment. At later levels, it should be thrown in the middle of a minion wave during a teamfight, to provide a boost in health from Morgana's passive. Drop it in a high traffic area if there isn't a minion wave stopped nearby, or if there are more than two champions, damaging them a little and healing yourself. This is the second skill you should focus.

Black shield is the skill focused by this guide. Every rank makes Morgana tougher. Champions who are heavy on CC will be unable to stop you. Mages will bash their keyboards hopelessly as their spells are absorbed. This ability allows you to keep on attacking and keep on living. Throw it up the moment you see a crowd control ability being used, or any magical ability, and start taking your shots. But beware, while the shield renders you immune to spells and magic damage, you are not defended from physical attacks! This is your most important spell.
Oh, and if you have to, you can save a teammate's life with this. Try to keep it for yourself though, so you can keep firing off at them.

Soul Shackles are to be mainly used for their slow and their stun. After you activate this one, stay near as many enemy champions as possible, and pop up your E to help make sure you stay alive until it surges again in 4 seconds. Great for teamfights or making a quick kill at 6.
Core Items

Berserker's Greaves are the boots to get for a DPS champion, and give Morgana some needed early attack speed. Always get these first.

Phantom Dancer gives Morgana a useful boost in movement speed, plenty of attack speed, and some critical chance. Always get this. It should be your second item.

The Frozen Mallet is very important. Not only does it give Morgana a much-needed boost in health, but gives her basic attacks a slow, for chasing your victims. This item by itself gives a huge survivability boost to Morgana. She gains a large amount of health, making her harder to take down, and the slow gives her an easier escape if a rush or a gank turns out badly. Always get this. It should be your third item, but if you find yourself being killed too quickly you should get it before Phantom.
Auxiliary Items

Infinity Edge is a great damaging item, giving you huge attack damage, critical chance, and a unique passive that improves your damage output like no other. This item should almost always be bought. Get it after Frozen Mallet if you're earning a lot of gold. If you aren't, you might want to wait until very late game. Rush for it if you feel you're lacking in damage output late game.

The Bloodthirster is a great item for life steal and adds a very large amount of attack damage. This or Infinity Edge should usually be item number four. If you need more regeneration during fights because your health is falling too quickly, get this first. This item should usually be included in your build. Don't forget to soak up some minion kills to maximize its effect.

Madred's Bloodrazors are great for shredding tanks. Get them fourth if the enemy is building a lot of health and you are having trouble taking them down. The boost in attack speed and damage is welcome and you should be able to take out the tanks pretty easily now. Otherwise, it's an excellent 6th item, because by the time the game get to that point, many champions have very high health. Great, but can be replaced with whatever else you need/want.

Go for this if there is an enemy armor tank, like


A great item to buy if you didn't want to use Clarity for some reason. Adds attack, and adds mana.

Not the usual choice, but once you get towards the end of the game, if you're making tons of gold, or if you need some extra power, just aren't getting it, and need that extra item for the last push, this can make the difference.
Optional Defensive Item
Usually I don't need to purchase a defensive item, but one defensive item could be allowed if the player so desires. If you choose to do this, I recommend you get


Doubling Up
In some cases, you may wish to double up (or triple up, in very rare cases, like if you're in an 80 minute game and start stacking triforces or something equally ridiculous) on an item in your build rather than purchase a different one. Viable options for this include but are not limited to:



Early Game
Start out the game by buying



When you get to your outer turret, try to get a look at who you are laning with. Depending on who it is, you may wish to change your starting skill. If you see a mage, start out with



When the minions first clash, utilize those boots to run circles around your enemy. He/she will be very confused to see Morgana, of all champions, charging right at them and autoattacking repeatedly.
If you don't have that irksome AD ranged champ in your lane *cough*Ihate








After you start buying your items, your opponent will be shocked to see Morgana going AD, and they will likely make mistakes now, thinking that you'll be easy to beat because you are "doing it wrong". This will work to your advantage until they realize that you are a killing machine, at which point they will focus you, but anyway..
At level 6, you should charge your opponent. By now your charge will be daunting to them and they will likely attempt to flee, so start out by letting them push a little. Rush up by the side, catch them with





Mid Game
At this point, you should have your first three items, and be roaming around, jumping out and making kills wherever possible. If you've been having trouble making kills, you can still go back to your lane and farm. Getting the Crest of the Ancient Golem will save you a lot of time and a lot of trouble by lowering your cooldowns and effectively eliminating any issue with your mana.
Try to rush




Late Game
Ah, the late game..hopefully by now you've finished or are finishing





Try to keep one or both of the neutral monster buffs on you, focusing especially on keeping the Crest of the Ancient Golem up. If an enemy is separated from the group, pick him off. Q for the snare, and attack until dead. Your slow will be keeping him from getting away and even if he sneaks just out of range, your

For teamfights, try not to initiate. Have the tank do it, then run in, drop tormented soil where the most enemy traffic is, throw up your E, and activate R around as many enemy champions as possible, and keep as close as possible over the next four seconds. At the same time, make basic attacks as often as possible. When the fight starts to break up, and the remnants of your foes are trying to flee, fling your Q and run them down. Also use your Q in the teamfight if you or a teammate needs an enemy to stay in place (for example, to keep someone in the way of


Once the game reaches this point, all you have to do is keep snaring and keep killing. Stay with your team and keep the blue buff up, and the battle will soon be yours.
- Stay away from champions with the
Thornmail if you can.
- Ranged AD is very threatening to you at the early game, but after you get
Bloodthirster, you should be able to counter the hp loss by killing them quickly.
- Try not to exhaust your mana too quickly. You need it for your Q and E. Especially E. Without it, you are not very dangerous.
- Champions with missile dodging attacks will be especially bothersome. Get them to expend their move(s) before you try to catch them with Q.
- BE AGGRESSIVE
When using this build, you are more than likely to be harassed by the enemy team and possibly your own team for using Morgana in such a way. I recommend you laugh when they do this and bring it back up later when you've made 20 kills and everyone on the map is attempting and failing to kill you.
If you liked this guide, and even if you didn't, I'd be honored if those of you reading this would do me the kindness of signing up through my referral link:
http://signup.leagueoflegends.com/?ref=4e284bb7e0a31829886968
Takes just a few games, you just have to reach level 5 for the referral to count. For a veteran player, this should take a few minutes at most.
Thank you very much,
-Moric
http://signup.leagueoflegends.com/?ref=4e284bb7e0a31829886968
Takes just a few games, you just have to reach level 5 for the referral to count. For a veteran player, this should take a few minutes at most.
Thank you very much,
-Moric
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