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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Soul Siphon (PASSIVE)
Morgana Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
Hello everyone, my name is Silverb0lte and welcome to my guide. While my primary role is that of a midlaner and


Pros
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+ Long range for harassing from safety + Extremely useful spell shield + Tons of CC + ![]() + Free damage out of ![]() + Fairly durable for a mage support |
In my experience, Morgana is a very safe support pick because there is no lane matchup she is guaranteed to lose. ![]() |
Cons
|
- Waveclear is mediocre at best - Have to be in a dangerous position for maximal teamfight ult effectiveness - Not very useful when her abilities are on cooldown - Not a good roaming support - Low mobility and no innate escapes |
While Morgana is a strong pick, she does have her clear weaknesses. Your only form of waveclear is ![]() |






Runes





Though a bit of an odd structure, this page of runes is very effective and very efficient.
- greater mark of hybrid penetration: Allows your harass from both abilities and basic attacks to really hurt; simple as that. A common choice for supports, and a set of these is a good investment if you play a lot of support.
Greater Seal of Scaling Health: Like I said, health is a handy stat for any support and these help your survivability at all points in the game. Flat health seals are also okay but I prefer the scaling ones.
Greater Glyph of Ability Power: A little more early damage from your spells. Gives a nice amount of extra when combined with the single
Greater Quintessence of Ability Power we're running and becomes quite impactful considering
Dark Binding scales 90% with AP.
Greater Quintessence of Armor: In a lane against an ADC armor is a really handy defensive stat. Two of these quints give us nearly the same armor as a full set of flat armor seals, freeing them up to be used for health while still allowing us to have the all-important armor.
![]() |
space |
OFFENSE TREE
Tier 1 We take only ![]() Tier 2 We take the point in ![]() ![]() Tier 3 We take the point in Arcane Mastery for early harass power. (It's an extra 6 AP.) |
![]() |
space |
UTILITY TREE
Tier 1 I prefer to take the point into ![]() ![]() ![]() ![]() ![]() Tier 2 Take everything as it is all useful to us. There's never a reason to not take 10% off the cooldowns of ![]() ![]() ![]() ![]() ![]() Tier 3 Take three points in ![]() ![]() ![]() ![]() Tier 4 ![]() ![]() ![]() Tier 5 Take the point into ![]() ![]() ![]() Tier 6 Get the point in ![]() |
There is little deviation from this set of summoners for support Morgana. Flash is always necessary because she has no other form of escape and useful because of her ability to flash-ult or flash-Q to great effect. Exhaust is a typical support choice and really the only viable one on Morg, as it allows her to secure kills without stealing them or save someone being cheesed. Any potential applications of other summoners spells don't eclipse the versatility and power of these two.
Your Core
Noticeable immediately is that you don't build Morgana like any old support. In fact, this set of core items doesn't look much like a support at all. Items that provide defense and utility are the name of the game; Morgana can do a whole heck of a lot with these three items alone, and I don't play her without getting them all. In the early game, you want to rush a




![]() |
A classic support pickup when you need to defend against one or more dangerous sources of magic damage, and a good fit for our lady in purple. It comes with loads of health, a team-wide MR and health regen buff, an AoE shield and a bit of CDR. The important component of this item is of course ![]() ![]() |
![]() |
I often do not complete this item (and even sell its component to make room for something else) simply because you can sit on ![]() ![]() |
So what about the other typical support items?
There are a number of perfectly good support items that just aren't the right choices for Morgana for a variety of reasons and I haven't neglected to consider them.








Don't forget to buy and use wards. Wards save lives!
Morgana synergizes particularly well with:
![]() |
Although Sivir is one of the matchups Morgana has a little trouble with, supporting one is a recipe for success. With Sivir in your lane she has not one but two strong spell-shields at her disposal, meaning that she is very well protected to make up for her short-for-an-ADC range. Using ![]() |
![]() |
Another difficult opponent that becomes a frightening ally. Kalista has a pretty safe laning phase due to her ability to avoid skillshots with ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Laning Phase
You begin the game with








Regarding warding, I like to place a trinket ward here at around 3:00 and keep it refreshed as long as I'm in lane to defend against ganks. (I place Sightstone wards in that spot once I pick it up). After I pick up Sightstone, I usually go ward dragon pit for knowledge of any early attempts or to set up one of our own. The map below shows good places to ward: pink denotes spots for



Mid-Game and Teamfighting
Once you have bot tower down, or if your tower goes down, focus on getting ward coverage all around the map and help your other teammates take down their first-tier towers. If you're in a convenient position to help push do it. Lots of mid-game fights will happen either due to a mass gank or around dragon pit. Your role in a teamfight can be either an initiator or a defender, however the initiator role is usually the one we go with. You can do this one of two ways: try and find a target to Bind so that your team can lay down follow-up damage (and hopefully get a kill) or jump right in and ult the lot of them. Be very careful about doing this without

In general, try to telegraph your Bindings as little as possible. With practice you can get good at casting them while walking in a totally different direction. Try not to just walk directly at someone and cast it in a place where they have space to move, and make use of angles to increase your likelihood of impact. One of my favorite places to fish for a bind early on is over the walls in the below image. Remember to chain Q and W for maximum damage.

Late Game
Late game your philosophy isn't much different than mid-game. Ward appropriately for the scenario and be on the lookout for potential assists. When death timers get to 1+ minutes, dying becomes a huge disadvantage and you are good at ensuring people do die by locking them in place for huge amounts of time. If you are going for dragon or Baron, your contribution will be to keep


Defending
Support Morgana's wave clear is really bad, so if you have many many minions knocking on your door get someone who can deal with it to do so and go somewhere else. Trapping someone besieging you inside your tower range is a good way to stop an offensive, as is halting a quickly advancing carry. Ward so that you can see the positions of your opponents and sweep away theirs. Don't leave enemy wards inside your base, as in many cases they offer avenues for unstoppable backdoors (if you're going for a last-breath push and are down two inhibitors and a Nexus turret, a Gnar



Thanks for taking the time to read my Morgana guide. I am very fond of this champion because she is a safe support pick that is useful at all stages of the game due to her incredible amount of CC. I hope you've learned something reading this and appreciate how Morgana's unique kit makes her a fantastic support. I will be happy to answer any questions you have for me. Feedback is always accepted and greatly appreciated - whether you liked it or not, please tell me why!
Also a big thanks to jhoijhoi's Making a Guide guide, this is my first guide ever and her tips and code templates really helped me make it look professional. Comes highly recommended! :D
Happy climbing,
Silverb0lte // 2015
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