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Morgana Build Guide by Void Phaser

Not Updated For Current Season

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League of Legends Build Guide Author Void Phaser

How to Bring Them Pain

Void Phaser Last updated on August 21, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 21

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This is basically an indepth guide to how I play Morgana. I have been playing her as a burst caster for many months, and feel that it is time for me to pass on my contribution to the community. But before you pick up Morgana, do note, you must land her Dark Binding for your combo to be effective. Good players will not just stand in your pool while you laugh at them! If you're looking for the guide that can help your K/D ratio as Morgana tremendously, this is the one for you.

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Greater Mark Of Insight - that extra magic pen that gives you a bit more damage early game, a lot of damage later game.

Greater Seal of Clarity - I find that using Morgana's skills is pretty hard on her mana pool, and spamming them can cause you to run out of mana within minutes. You still shouldn't spam, but this should help your mana problems for most of the game.

Greater Glyph of Potency - Most people would go for cooldown reduction here, with her longer cooldowns, but I feel that Morgana just needs that little damage boost early game.

Greater Quintessence of Potency - Another chunk of 15 AP to add to your starting stats. Makes Morgana shine early game, so she doesn't just get nuked down by the mid casters like Annie, Brand, and LeBlanc.

Feel free to change these as you see fit, I just run them this way because I always have success with them.

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I run Morgana 9-0-21, just like any other caster. Nothing too special here. Ensure you put the point in the Flash mastery as well, since it lowers the cooldown by a whopping 15 seconds.

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Doran's Ring - I tend to start out with doran's ring, as it gives a slight AP boost, and Morgana has natural spell vamp to help her lane sustainability.

Sorcerer' Shoes - These give you a bit of extra Magic Penetration, causing your spells to penetrate more of the enemies magic resistance, thus dealing more magic damage.

Hextech Revolver - I grab this specifically because it adds to your spell vamp, keeping you in solo top, or mid forever. As long as you don't get overly aggressive at the wrong times, this should cause your Tormented Soil to heal you up off of a wave of minions or two.

Rabadon's Deathcap - I grab this as soon as possible, because it causes your spells to hurt. And I mean they really hurt! people should be worrying about your pool after you get this, and your ultimate should be devestating to the enemy team.

Will of the Ancients - This late in the game, you should get this item. It gives you and any other casters a nice amount of spell vamp, which you will need if you leap into the middle of the enemy team to ult. Your health should be very easy to restore at this point, with your passive stacking on.

Morello's Evil Tome - If you are finding that your cooldowns are too long for your style, this item will give your abilities a significant damage boost while lowering their cooldowns a bit. also some Mana Regen. This is a fairly good item for it's price.

Frozen Heart - I tend to grab this to deal with the melee carries that get in my face when I charge into the enemy team. The armor and mana from this item are amazing for it's price, and it is definitely good for a more AD-based enemy team. This item is very situational, so if you don't see the need to build tanky, you can just skip it.

Abyssal Scepter - this item just makes you that much more deadly. It lowers enemy magic resist, and raises yours, causing you to be tankier, and your abilities to leave the enemies in tears. If you make it to the point where you get this item, I'm sure some people will be complaining about your power.

Void Staff - This item is only for late game when the enemies are beginning to stack magic resist. If you see people building Banshee's Veil or Force of Nature that would be a good time to consider this item. The magic penetration you get off of it is amazing, but only worthwhile if they are stacking magic resistance items.

That is the list of items I use. They have served me well, and I cannot remember a game I lost as Morgana. Feel free to change them up as you see fit, as they are not set in stone, and a few of them are situational items.

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Skill Sequence

The list of priorities for your skills is in this order:

1. Soul Shackles - your ultimate, which chains, slows, and deals damage to all enemy champs around you. Also stuns for a short duration if target/s remain chained. very, very good ultimate ability. However, make sure to chase at least 1 or 2 targets once chained, as when this ability does do significant damage, enemies will use summoner spells and run opposite directions to escape it.

2. Tormented Soil - this is your main damage-dealing ability. You must snare the enemy champion first with Dark Binding, then put this pool in the spot where they will have to walk through most of it, and it will lower their resistance to magic damage and deal more damage the longer they are standing on it.

3. Dark Binding - this ability is used mostly for snaring people. It does significant damage, but, unlike Lux and her Light Binding, can only snare one target. It can give you a good chunk of health back if you have a bunch of spell vamp. Do note that this ability is only a snare, and enemies can still attack and cast, but are stuck in one position. (Although I have seen Shen taunt to move during this ability before). This ability takes time and practice with skill shots, along with a bit of prediction to master.

4. Black Shield - this is technically a support ability, and I tend to take 1 point in it before 6, since you can end up laning against stunners and the such. Basically, this ability gives you or an ally a small shield that can absorb magic damage only, and will prevent all forms of disables while it remains on. It only lasts a few seconds, but is one of the most versatile abilities in the game. This skill takes very precise timing to prevent being stunned and killed by Annie in mid lane.

Those are Morgana's skills. They take a while to master, but when you do get them down, they work quite well in conjunction.

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Summoner Spells



For Summoner Spells, I tend to take Flash/Ignite, or Clarity/Ignite. In normal play, either one is fine, but in ranked play, I reccommend the Flash, as everyone needs an escape mechanism, which Morgana is lacking. Ignite basically gives you that extra bit of damage to ensure the kill from your combo. Clarity is really a spell that I try not to use, as it becomes somewhat useless late game and leaves you with no escape tactics, or proper ways to initiate your Soul Shackles As long as you land Dark Binding, instantly throw Tormented Soil under them, and Ignite them, it should send them back to base promptly.

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Basically, To play Morgana, you have to practice landing her Dark Binding, positioning of her Tormented Soil, and using her Black Shield to protect yourself and allies. always use Tormented Soil on the back row of mage minions and the tank, as it will restore the most HP. Do not be afraid to charge into the enemy team once the fight has started, just put a Black Shield on yourself and use your ultimate. Most people will run from the fight once you do so. With proper timing of these abilities, and good aim with a skillshot, you have the potential to be the most powerful member of your team, and still be semi-tanky while you are at it. If you have any comments or suggestions for this guide, please feel free to comment!