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Morgana: The Power to Move You
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Spells:
Clarity
Teleport
Ability Order
Soul Siphon (PASSIVE)
Morgana Passive Ability
Introduction

This build has only one purpose. To melt faces. To that end items, masteries and runes are selected primarily based on their AP, magic penetration, or cooldown reduction. Sometimes +mana regen is selected. Any other stat generally comes along for the ride because the item has a good AP/GOLD ratio.
I always shoot for best end game. Morgana is usually level 18 before anybody else (unless you have feeders on your team, in which case that sucks for you). Thus Per Level runes are usually the best bet. Magic Penetration though just doesn't have a good alternative than Flat Runes.
9 x


9 x

9 x

You have two choices for the Quintessences. Either go for more cooldown or more mana regen.
If you are finding yourself constantly oom and thus useless to your teammates go with:
3 x

If you seems to be fine with mana then go for:
3 x

Masteries revolve around AP, magic penetration, cooldown reduction, or whatever is the best choice to get to the next tier.
Insight
and
Spatial Accuracy
are selected to help with your Summoner Spells.
If you bursting with too much mana late game you might wish to swap
Meditation
for
Awareness
, maybe even drop
Insight
into
Awareness
too.


If you bursting with too much mana late game you might wish to swap




First let me talk a little about other builds. Lots of builds have people buying


The items are simple:





Hopefully the pattern is apparent to you. All these items provide good base AP but also add additional AP based on other stats (or AP).
The final item is kinda up to you. I choose

A good purchase order is as follows:
















Finish off


Try to buy


From there finish off building the




If you are going for



First lets talk about











W>Q>W>E>W>R>W>Q>W>Q -> R>Q>Q>E>E>R>E>E
I get

The second summoner spell to get depends on your play style.
If you are having to go back to home base often and potions aren't cutting it, then

If you are having difficulty positioning your ult without getting spam killed before firing it off and/or you want an escape mechanism

Alternatives




I farm hard early game. The items in this build are expensive costing a total of 14190 gold for the full build. In order to get anywhere near this you either need to farm lots of creeps or MDK some champs. Your level 3 (with sufficient AP) or level 4
Tormented Shadow can kill a wave of creeps netting you all the gold. A good target is usually the back 3 caster creeps.
Unfortunately I find I don't get many champ kills till late game. You may rack up the assists well enough, but you will not usually be fed kills. Being too aggressive will usually make you a feeder instead.
I also like to harass quite a bit. Using
Tormented Shadow to both get the last hit and take some health off a champ early game can be a good way to force a champ off the lane for healing back at home base or if the enemy champ is careless enough you can swoop in for a
Dark Binding hit or your ult to get a kill. Always be on the lookout for a clean
Dark Binding hit. If you can manage a kill without dieing, using the W>Q>R combo can kill many enemy champs in the early game.
Mid game you may find yourself switching lanes quite a bit because of forced team battles. A good strategy can be to lay down your pool to kill a swath of creeps while you use
Teleport to join up for a team battle.
Mid game team battles are much the same as end game team battles, except that you may be able to step into the middle of them to use your ult
Soul Shackles earlier than is advisable for end game team battles.
At the end game, for team battles your
Dark Binding is a key spell. Especially when you are either fleeing a battle gone wrong or to shut down an enemy champ so your team can lay the smack down. Use your
Tormented Shadow judiciously but often. Psychologically enemy champs almost always scatter to get away from the pool, it has the added bonus of healing you with your 55% spell vamp (assuming you have
Will of the Ancients and are high enough level) and can help whittle down health.
Timing your ult
Soul Shackles is something you will have to learn with experience. For single or double kills the W>Q>R combo can usually take down at least one champ. Sometimes you can even get a double kill if the enemy is stupid enough and you are smart enough. For team battles you want to wait before stepping into the middle, especially after the enemy has focused on your tank or someone other than you. If you have
Zhonya's Hourglass you may be able to risk stepping in earlier. Most likely though, you will die after firing off your ult if they don't die first. So hang back, throw a
Dark Binding or two and use
Tormented Shadow to herd the cats and shave off more health, then use your ult to finish things off.

Unfortunately I find I don't get many champ kills till late game. You may rack up the assists well enough, but you will not usually be fed kills. Being too aggressive will usually make you a feeder instead.
I also like to harass quite a bit. Using



Mid game you may find yourself switching lanes quite a bit because of forced team battles. A good strategy can be to lay down your pool to kill a swath of creeps while you use

Mid game team battles are much the same as end game team battles, except that you may be able to step into the middle of them to use your ult

At the end game, for team battles your



Timing your ult




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