This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Morgana: Fallen Angel






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Clarity
Ignite
Ability Order
Soul Siphon (PASSIVE)
Morgana Passive Ability
Introduction






Gives a decent amount of magic pen until you can get your

Greater Seal of Replenishment
Morgana is pretty mana hungry so the more mana regen you have until you can finish your Rod of Ages the better. This allows you to use up your clarity less so you can save it for a crucial moment.

Now, some say flat AP is better since runes are mostly just for early levels anyway. I tend to look at it this way. Most of the time I don't head back to base until I can get my Catalyst and boots. This is around level 6. At level 6 AP/lvl runes have already matched AND surpassed flat AP. This might just be personal preference and flat AP may work the same, but AP/lvl is what I use.

Pretty solid quints. Gives a great early game health boost in combination with your



Also viable:





I'll slap you if I see these.





1:

2:Catalyst the Protector On the first trip back you should've farmed up enough gold to buy a Catalyst. It's not terribly expensive and by this time you should have three points in

2.5:

3:

4:

4.5:

5:

6:

7:

8:


9:


10:

Other possible options:

Laning Phase:
Try and grab mid or a solo lane at the beginning. This will maximize your gold and level input and help you reach your incredibly expensive items fast. With your



All throughout laning phase make sure to harass with both


Mid Game:
Once team fights start to break out and towers are being pushed is when Morgana really starts to shine. In addition to the damage you've been dealing this whole time, you now have the ability to save teammates from the inevitable. Start team-fights when your team is ready and not the other by denying them their initiation with




Late Game:
You are now a very durable walking nuclear bomb. With easily 450-600 AP if a fight starts and you hit your ultimate, you've already done close to 800 damage. That's without the MR reduction of Tormented Soil. Your goal should be to keep whoever is being CC'd the hardest from being CC'd at all, snare people trying to escape, nuke down people as they enter, and most importantly stay alive. Don't be afraid to pop Zhonya's active. The majority of your damage happens instantly with tethers and DoTs so channels and aiming won't be much of an issue for two seconds.
- You will need practice. Morgana is not a pickup-and-go character. Two of her skills require perfect timing to be of any use at all, and this is not something that most people will be able to achieve instantly. If you can't quite get the hang of dropping her shield to save people from that stun on the way, just keep at it. Eventually your whole team will be able to depend on you keeping them alive while destroying the enemy.
- I repeat, do NOT underestimate the MR reduction from
Tormented Shadow. If you are good at skill shots, try to land your Dark Binding after dropping the soil. The reduction will cause your sphere of doom to do an increased amount of damage so you can laugh at their stupidity for standing still.
- Elixirs are your friends. 250 gold is enough to spare if you have the extra farm income. Those things pay for themselves.
- Getting good at selfcasting your shield will save you from many a gank. Alt+E so you don't die.
- Even though you look pretty in a big blue ball, don't be stingy with the shield. If someone is more likely to get focused than you, give it to them. You should be beefy enough to take a little bit of punishment and if you get your ultimate off before the CC hits, you don't need to worry about a large amount of your damage output. The tether will stay regardless.
- Improved Clarity is in the masteries for a reason. Share the love, Clarity works at its best if the whole team gets the benefits.
- Incredible damage output if played properly
- Great team asset to have with good Shield placement
- AoE magic resistance reduction helps more than just yourself
- Hard to kill due to passive spell vamp
- Is purple
Cons:
- Largely reliant on player skill
- Longer cooldowns than a lot of casters
- Mana hungry early on
You must be logged in to comment. Please login or register.