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Spells:
Flash
Ignite
Ability Order
Soul Siphon (PASSIVE)
Morgana Passive Ability
Introduction


PRO's
- Can be very tough to kill if played and built correctly.
- High Damage potential with High AP ratio's on Champion Abilities.
- Can make herself and others immune to CC and shielded against magic damage.
- Very strong AOE ultimate.
- Strong Magic Resist Debuffing
CON's
- High Mana Costs on Abilities.
- Long Cooldowns on Abilities.
- Can be very squishy if focus fired.
- Ultimate requires Morgana to be in the middle of a team fight with its short range.
Innate

(Innate): Morgana is granted 15 / 25 / 35% spell vamp.
Q

(Active): Morgana releases a sphere of dark magic. Upon contact with an enemy unit, the sphere will deal damage and force the unit to the ground.
Cost: 60 / 75 / 90 / 105 / 120 mana
Cooldown: 11 seconds
Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.9 per ability power)
Duration: 2 / 2.25 / 2.5 / 2.75 / 3 seconds
W

(Active): Infects an area with desecrated soil for 5 seconds, causing enemy units who stand on the location to take magic damage and lose magic resistance every second they are standing on the area.
Cost: 70 / 85 / 100 / 115 / 130 mana
Cooldown: 10 seconds
Magic Damage Per Second: 25 / 40 / 55 / 70 / 85 (+0.2 per ability power)
Magic Resistance Reduction: 4 / 5 / 6 / 7 / 8 per second
E

(Active): Places a shield around target friendly champion, absorbing magic damage and preventing disables while the shield holds.
Lasts 5 seconds or until the shield has been depleted.
Cost: 50 mana
Cooldown: 15 seconds
Shield Strength: 95 / 160 / 225 / 290 / 355 (+0.8 per ability power)
R

(Active): Latches chains of energy onto nearby enemy champions, dealing initial damage to them and slowing their movement speed by 20% for up to 3 seconds. Additionally, if Morgana stays within 600 range of the targets for the full 3 seconds, they are dealt the same magic damage again and are stunned for 1.5 seconds.
Cost: 100 / 150 / 200 mana
Cooldown: 120 / 110 / 100 seconds
Magic Damage: 175 / 250 / 325 (+0.8 per ability power)

Flash
- I feel this spell is crucial on Morgana because it simply offers far too much utility when compared to any other alternative. Being able to get out of ganks that would kill any other champion when using this paired with






Ignite
- Ignite is important for Morgana because it compliments her kit extremely well. One of Morgana's biggest problems is her naturally long ccoldowns on all her spells. Ignite helps add an extra damage ability you can caste when trying to down an opponent as well as helping to keep enemys from escaping with just a small sliver or bar of health. Its also great against shutting down healing champions such as Mundo and Vladimir and also works great when trying to focus down a target that has a healer healing them.MARKS
- For Mark runes on Morgana I start off by taking all
SEALS
- For Seal runes I take all Greater Seal of Vitality because they really help in the earlier laning stages of the games with a little extra HP to keep you alive as well as for tower dives and ultimately just to live long enough to ideally finish your ult. Armor per level runes work in this spot as well as a alternative but armor does not protect against magic damage and if Morgana is played correctly she shouldn't be taking a great deal of physical damage from enemy champions because of the long ranges of her spells and her ability to root melee and even ranged attackers to the ground. In late game the extra health will really help against the AOE damage in team fights which most of it is magic damage more often then physical. As an alternative for this area you could take
GLYPHS
- For Glyph runes I take all
QUINTESSENCES
- For Quintessence runes I take all
For Masteries I end up going with 9/0/21. I take the standard points in Offense for the Ability Power, Cooldown Reduction and Magic Penetration. The benefits in the utility tree are just too good for almost any caster. I take 3 points in the Health/Mana Regeneration because it can be rather helpful along with the 1 point in the reduced death time since it’s the best place to put the last point required to go the next tier down in the tree. I max out the experience mastery because being able to level up fast is crucial on almost any caster and with Morgana the sooner you get your third rank in your Tormented Soil the faster you will be able to farm for even more gold to build your character up.
Other Crucial Masteries are the Increased cooldown reduction as well as the base movement speed. The Masteries I've chosen above are my personal preference and I feel are the absolute best for this build. However some of the Utility Mastery points can be changed up slightly and still be effective.
Other Crucial Masteries are the Increased cooldown reduction as well as the base movement speed. The Masteries I've chosen above are my personal preference and I feel are the absolute best for this build. However some of the Utility Mastery points can be changed up slightly and still be effective.

Ideally you should be able to stay in lane until you have collected 1100 gold or so and you can then purchase a Saphire Crystal and



After


At this point for gear I usually begin building items based upon the needs I have for the game. If I'm having lots of problems with magic damage from the enemy champions at this point which is usually the case I build an


Other Viable gearing options












I just wanted to say that I appreciate everyone who has taken the time to read this over and even more so to those who have left feedback good or bad regarding this build. This Guide is a living document and I will be continually adding more information and putting additional work into it to keep it up to date.
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