Morgana Build Guide by Lenn02
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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.
Recent Changes to this guide:
- Added in Rylais Crystal Scepter to the build
- Added in game match history showing play style
- Changed Masteries from utility based to damage output based
- Added a Masteries explanation onto the guide
Morgana is a great champ as long as you know what you are doing. This guide is a basic guide on how Morgana works as well as possible ways to utilize her in team fights. Morgana has many functions and I will do my best to outline all of these is this guide. The purpose of this guide is to give you a basic lay out of Morgana in order to find your own way to play her. Your opinions and ways to use her will obviously not match this guide completely.
Pros / Cons
+ Morg is a pusher.
+ Has many escape mechanisms.
+ Can support and be built tanky.
+ Can be an ap nuke.
+ Can effectively solo lane.
- Can have a hard time getting kills if not played right.
- Has to have team support.
- High cool downs.
- Relies on skill shots to effectively land combos.
For a runes a basic set up is 9 Greater mark of insight, 9 greater seal of replenishment, 9 greater glyph of focus, and 3 greater quints of potency. The quints of potency are optional, but the rest of the runes are highly suggested. Magic penetration helps Morgana farm a lane very quickly. No champion besides maybe Mord can out CC Morgana in a lane. These are especially important if you are using Morgana as a solo lane champ to cover for a jungler. Morg is an excellent escape artist as long as she has mana. A good summoner with good mana control will find that seals of replenishment will keep them with as much mana as necessary. Morgana's cooldowns are the only annoying part of playing this champion. Without glyphs of focus you will find yourself missing a spell shield save because it is on cd. Not to mention Morgana's ulti, a wonderful team fight changer, has a very high cd. This rune setup should help you control most of your results in game.
Straight ap runes are an option, but this guides purpose is to play Morgana as a support/team nuke. This rune set up will help you keep yourself with mana and keep the cooldowns to a manageable rate.
For those of you who origonally looked at this guide I had made my masteries 9/0/21. I just finished changing this to 21/0/9. After playing a few rounds with the new masteries you gain much more from the added ap in the masteries tree than you do from the mana regin and cdr that can be obtained from different items. This will give you an early game advantage and you can focus less on ap in your runes if you would prefer. If you are having issues with mana and health regin or gold regeneration you may want to look into getting the utility masteries instead, but I found the 21/0/9 set up to be more beneficial to my play style. (You may also note that I didn't take all that spell vamp on the utility tree. This is because Morganan already has pretty good spell vamp from her passive and you gain more from the ap in the offensive than the spell vamp in the utility. This will still be up to personal preference.)
There are many different spells to take on her. I will describe spells and their uses in order of best to least effective on her.
Ignite is one of my favorite summoner spells. I take it on just about every champ. It is a good spell on Morg because if you play her aggressive, as I do, you need just a little bit more damage after you perform your entire damage combo to get that kill or double kill. When I hit lvl six it isnt uncommon for me to get a double kill even in a solo lane.
Clarityis my second favorite spell to take on Morg. Honestly, a person with good mana control will not need this spell. I take it as a safety net. I like knowing that I have it in reserve if I need just a little more mana to get that kill or to support my team. With ignite and clarity a solo lane Morg will not be forced out of her lane. If you are, you aren't doing it right.
Flashis another good spell to use on her. This spell is good on just about any champion. Personally, I would never take flash on her because you have a spell shield, a bind, and soul shakel. If your being chased and they manage to catch you after blowing all of these spells, they deserve to get you and you deserve to die. Flash is a useless slot and something else would be more useful here, but it is still a good spell if you like to play Morg with flash.
Teleportis another skill that I really like. I usually take this skill as well if I don't take clarity. Teleport and clarity are interchangeable. If you are solo laneing it is really a toss up between the two. It lets you get back to your lane quickly and lets you shop and regin health and mana. I don't like to leave my lane unless I have killed who I am laneing against, so I usually take clarity, but teleport is just as effective.
Clairvoyance is also a useful spell. If you decide that you want to play Morg as a more supportive type of champ or tanky Morg, that would be when you take this spell. If you are more aggressive or enjoy getting kills I would take a more useful skill such as ignite.
Heal is a skill that isn't very effective period in my opinion. If you like heal, I suppose it is viable when wanting to get out of a sticky situation. That is the only reason why it isnt in the least effective section. I wouldn't take it, but hey, whatever floats your boat. If you are playing Morg as a support I suppose this might turn a team fight, maybe not. It would be better just to get Will of the Ancients if you were wanting to play her this way.
Ghostgoes under the same idea as flash. Take it if you want, she is slow, but there are more effective skills to use. If you cant get away using her built in escape mechanisms you deserve to die.
Cleanseis a good back up plan, but she has a spell shield. If you can't see a champ and shield yourself before you are CCed I would walk away from Morg.
Do Not Take These Skills
Smiteis for jungleres. That is its main use. I sit in the camp that says if you aren't jungleing what the hell are you doing with smite. Dont take it. Her soil farms minions like a boss. If you really need that gold from smite in the lane walk away from Morg and do not look back. If you just thought about jungling Morg smack yourself in the face and give me ten hail Marys and five push ups.
Exhaustis a great spell, just not on Morg. You have binding and soul shackles. If you have to exhaust and enemy to kill them at this point there is something wrong. This is a skill for AD champs to rape face.
Reviveis a useless skill all together. I personally dislike this skill except for on dominion and as Rammus. You are entitled to use it, but I wouldn't take it on Morg. She has no way to get back to a lane or team fight quickly.
Skills and Skill Sequence
In this section I am going to give you a quick review of Morgana's skills and their uses.
(Innate): Morgana is granted 10 / 20 / 30% spell vamp.
Morgana's passive gives her spell vamp. This is effective and vital to her game play. This is what lets Morgana stay in the lane as long as you need her to and makes her an effective solo lanner. As long as you have mana regin and mana control your spell vamp will do the rest, especially in late game. It is extremely easy to keep pushing a lane and be back to full health just by vamping life from enemy minions.
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.
Cooldown: 11 seconds
Cost: 60 / 75 / 90 / 105 / 120 mana
Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.9 per ability power)
Duration: 2 / 2.25 / 2.5 / 2.75 / 3 seconds
Dark Binding is Morgana's Q skill and an important part of her combo that I will explain later. This is a skill shot, so you have to aim as well as lead with it to make sure that you land it. Not only that, but it is blocked by minions, so you have to have a clear shot of the enemy champ. Early game it doesn't do too much damage, but by late game you can nuke enemies to under half health with this skill (Tristana is my favorite champ to hit with this skill and watch her health shrink to nothing).
(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.
Cooldown: 10 seconds
Range to Center of AoE: 900
Radius of AoE: 350
Cost: 70 / 85 / 100 / 115 / 130 mana
Magic Damage Per Second: 25 / 40 / 55 / 70 / 85 (+0.2 per ability power)
Magic Resistance Reduction: 4 / 5 / 6 / 7 / 8 per second
Her W is Tormented Soil. This is my favorite skill. This lays an aoe effect on the ground and deals DOT to any enemy champ or minion that stands in it. This skill should be leveled when ever possible when you cannot level up soul shackle.
(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 (+0.7 per ability power)
Dark Shield is Morgana's E. This skill will defend against one negative enemy effect. It doesn't not defend against auto attacks. A good time to use this skill is when Karthus is going to ult. It will absorb so much of that damage. Another time to use this skill would be when Morgana is in a lane with an ally that is attacking an enemy turret. The ally will be able to get a few more hits on the turret if Morg can effectively put spell shield on that ally and absorb an enemy spell such as Sion's stun.
(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.
Max Range of Binding: 1000
Cost: 100 / 150 / 200 mana
Cooldown: 120 / 110 / 100 seconds
Magic Damage: 175 / 250 / 325 (+0.8 per ability power)
Last we have Morgana's Soul Shackle. This skill is an aoe stun that will hit enemy champs. The skill does a basic amount of damage when you first use the skill and then there is a charge time before the stun will go off. The enemy champ must still have the shackle chain on them by the time this channel is over in order to be stunned. This is where Morg can become a team nuke. When the stun goes off after the channel additional damage is dealt to the enemy team that is shackled and stunning them. The only thing about this skill is that Morgana must live through the channel time in order for it to work and stun and deal the final bit of damage. This is why she needs team support.
Now that we have reviewed all of Morgana's skills we will talk about their combination and uses. The main idea behind Morg is to disable the enemy team. Your main combination with Morg's skills will first to bind your enemy with Q. As soon as you capture your enemy with your dark binding you want to immediately lay Tormented soil underneath them so that the enemy can begin taking damage over time from your skill. This is your ultimate harassment combination. A few times of this and your enemy will be forced to leave your lane.
By taking Ignite you would be able to Q and then W your enemy down to a small amount of health. After you have them to half or less health you want to Q your enemy into place and then cast W under them. After that you want to cast your R skill and ignite the enemy. Spell shield yourself if your enemy has a disable to stop your movement and follow the enemy while your soul shackle channels. After your soul shackle stuns your enemy they should be dead, if not you will only have to auto attack the enemy a few times or dark binding will be off cool down to cast your final bit of damage and kill the enemy. Using this same combination you would be able to get a double kill if your enemies are at low enough health. You can also save ignite to the very end in order to ensure your kill. This is up to your discretion. I ignite them at the same time I am bursting them with all my damage and I still get the kill.
Morgana's items will depend on how you want to play/build her, obviously. There are a few ways that you can build her dependent on the enemy team or your teams need.
Before we get into Item builds there are multiple ways to build during the beginning of the game.
Phily Stone Approach
My favorite way to build Morgana is to take a health pendant and health pot before I enter the lane. The health pendant helps me regin the health I lose from early harassers that my spell vamp cant take care of early game. I often dont use the health pot, but it is there just in case I make a mistake and need some instant health regin. My first item I build as soon as I go back to base is Philosopher's Stone. Some people hate this item and think it is useless. I like the health, mana, and gold regin that it gives. It is a great item for a low coast. Just be aware that the gold regin is now a unique passive.
Dorian's Ring Approach
Those who don't like phily stone go the Dorians Ring
route. Some players will just grab one Dorians ring or they will stack up to three. If you want to take Dorians Ring, three might be one too many. I would take only one or two. I have tried the Dorian's Ring approach and it didn't work for me. You may just have to experiment and see what works best for you. It does give health and AP, but if you use the correct runes and take phily stone you wont have mana issues and you will have a gold boost. This will be a matter of personal preference.
Tear of the Goddess Approach
Another option you have, especially if you decide that you like using Archangles Staffis to take a meki pendant and two health pots into the lane with you. You can build Tear of the Goddess and this item will take care of all of your mana issues as well as give you more mana. Then later on you can build it into a Archangel's Staff. If you want to use Archangel's staff it is best to get ToTG early on in the game.
Credit Goes to Wayne for the addition of this section to the guide.
Ideal Morgana Build
This build gives you a good amount of cooldown reduction as well as magic pen. Not only does it do this for you but it also gives Morg a good amount of health to help her survive those team fights where a good team would focus her. The Rod of Ages helps you build AP with your Archangel's Staff and lastly Rabadons gives you an AP boost to help you deal damage and defend your team. This is an ideal item makeup, but there will be times when you wont be able to use this ideal build.
Note: It might be a better option to change out Arcangles for Rylai's Crystal Scepter. This item will give you even more CC as well as increased health and AP.
Credit to the addition of this item goes to ardizzle.
Tanky Morgana Build
This build is for a time when you may not have a tank in your team and you need to serve as an off tank for the team. if you do decide to help your team by playing as an offtank, remember that you will have a hard time iniciating team fights without dieing. If you do have to initiate because your team doesnt have any other choice use dark binding to snare and enemy and lay your soil and spell shield yourself when you run in and use soul shackle immediately. You will use up your skills and deal damage while taking some of the enemy teams damage and dealing the max amount of damage before you, no doubt, die. Morg isnt really an initiater. She needs a tank to initiate for her because she will get focused due to her aoe damage. This is a last resort.
This item build focuses on cooldown reduction so that you can cast your spells more often as well as mana regin. This is my least favorite way to build Morg, but some people enjoy building her this way. It gives Morg some surviveability and keeps you alive longer so that you can support your team which would be the ideal reason to use this guild. Most of the items in this build have aoe effects that help your team as well.
This is an effective item to use against a tank for an AP champ. It also give mana regin and cooldown reduction so it is a viable item for an AP champ if you are having issues killing the enemy team.
If you are having a serious problem with your mana control then this item is an option. It also gives your champ a little bit of magic resist as well. There are better items to use on her, but if mana is an issue this is an option.
If you have magic penetration runes you probably wont need this item, but it is an option if you find yourself not dealing as much damage as you would like. This is an early game item only, and you would be better off building a void staff if you are having magic pen problems, but this is a cheaper option.
This item is a great ap item if you are having CC problems. Morg does have her spell shield, but the cool down on it is high and you may be putting it on your allys instead. If this is the case feel free to use this item to give you a little tenacity.
Do Not Take These Items
This item gives spell vamp, but it also gives life steal. Morg does not benefit at all from increased attack damage. This is not a viable item on her. You would be better of getting Will of the Ancients instead. It gives your team spell vamp, you ap, and doesn't give you useless attack damage.
This item does give increased movement speed on a relatively slow champ, but it is useless on Morg. There isn't any benefit from the increase stats that you get off the prock of sheen. Just get boots of movement speed if you have a problem with Morg being slow and get a void staff for the magic pen.
Items Used In Games
During this game I was sent mid as Morg against GP. (You can also see all my games I've been playing to practice support XD) I spent the early game farming him. The reason why my creep score is so low is because I had to change lanes and cover solo top because our Mao was feeding the Garen and Teemo. Garen was fed and their wasn't too much I could do as an AP so I was getting ready to build Frozen Heart out of my soul shroud to lower his attack speed and was going to build Deathfire Grasp after that to attack his HP. Luckily they surrendered before that point.
To solo lane Morg you will have to have map awareness and understand what you can and cannot do with her. Soloing is easy with Morg as well as miding. I have destroyed an enemy tower against two enemies with Morg before. You just have to understand how to use her skills to escape and kill your enemies. It is ideal not to extend pass the river on either side when you are soloing top. This is the rule of thumb. If you do happen to over extend and get ganked, shield yourself and snare your enemy. For added hurt you can even lay down your soil and do some damage to them. If you have soul shackle you can use it while escaping and snare your enemies while you run away. After to stuns you can turn around and snare them as well as lay your soil and then ignite them. If the enemy is low enough health you might even get a kill for the price of getting ganked.
It might not hurt to get a ward and ward your lane as well. I haven't had enough trouble getting ganked to buy one, but it is always safer than sorry. This ward should always go in the grass in river no matter what lane you are in.
This is Morgana in a nut shell. She is capable of providing an off tank, a support, or an AP nuke and pusher. This is a general guide to give you an idea on how to play her. Every person plays every champ differently so you should experience her and decide how you play her best yourself. Please feel free to post comments on this guide and I will do my best to update it and change it based on the comments I receive. This is only a tool. Just because these things work for me doesn't mean they will work for you so just use this guide as a reference and find your own way to play and enjoy Morgana. Thank you for reading my guide and please rate and comment.