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Morgana Build Guide by Just a Feedlord


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League of Legends Build Guide Author Just a Feedlord

[S7] Morgana Support IN DEPTH

Just a Feedlord Last updated on January 26, 2017
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Ability Sequence

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Ability Key Q
4
14
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18
Ability Key W
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Ability Key E
6
11
16
Ability Key R

Masteries

12 Ferocity

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18 Cunning

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0 Resolve

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Threats to Morgana with this build

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Threat Champion Notes
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Blitzcrank Take Black Shield second and just be ready to use it. Don't get caught while it's on cooldown. This is a very easy lane for Morgana as Blitz is near useless without his hooks and knockup.
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Leona Leona also struggles to land any meaningful crowd control in lane when facing Morgana. If you block her E with Black Shield early, Leona will then pull herself to the target who she is unable to stun and you can easily win the trade.
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About Me

Hello! This is my first guide on Mobafire, so if you have any criticism please do leave a comment. I'm also still working on formatting the text a little better, so please bear with me!

I finished last season in Platinum 5 and preseason in Platinum 4. In season six, I played 128 games with Morgana support and won 86 of them (so I lost 42), a 67% win rate. I've had a slow start to the season but now that I've adapted to the changes I am currently back in Platinum 4 and climbing.

The following is what works for me for Morgana support this season.


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Before the Game: Summoner Spells, Ruins and Masteries

Summoner Spells


Flash is pretty core for Morgana. It enables you to escape at times, but it also serves a great engagement tool when paired with her ultimate or a well aimed Dark Binding.
Exhaust is a great tool at every stage of the game, and is highly recommended since it will out-scale Ignite. Use this early in fights if either side is committing.
Ignite is also viable, but I only recommend it against enemy teams that have a lot of healing, particularly against supports like Soraka, Nami and Sona. Use Ignite extremely early in fights to help mitigate enemy healing on the target. You really want to get this off before the enemy ADC uses their Heal summoner.

Ruins



The ruins I use are pretty standard AP stuff. The flat armor seals are important because you will be taking a lot of physical damage early from enemy auto attacks and probably minions. The flat magic penetration marks are strong early as well, and help your damage a lot in lane. Because you have Black Shield, you can trade fairly well with magic damage-dealing supports early, so you can use scaling magic resistance glyphs. Ability power quints are fairly self-explanatory. I would say that a lot of these can be substituted based on your playstyle and preference, though.

Masteries



Masteries are largely a matter of preference, in my opinion. I usually opt to go 12/18/0. The 12 points in Ferocity gives me useful bonus damage, and importantly gives a 3% damage boost to your ADC whenever you land a bind (or even get a single tick with Tormented Soil). The 18 points in Cunning give you a lot of useful utility. Meditation in particular is a great tool in lane that enables you spam your Dark Binding. Thunderlord's Decree is quite strong on Morgana because it procs with three ticks of her Tormented Soil, which gives you a fair amount of extra harass. 0/18/12 is also a very good option, though, as you'll get a base increase of 50 hp and most importantly a 15% cooldown reduction on summoner spells, so you can utilize Exhaust more frequently and is less punishing to use.

I choose Thunderlord's Decree over Deathfire Touch because you won't build enough AP to make the damage from Deathfire worth it, especially early. I've also seen and tried 0/12/18 with Courage of the Colossus, but I've found that since most of your Dark Bindings are landed when you're at a distance, you'll rarely get a sizable shield. Additionally, it won't activate on the first phase of your Soul Shackles so it won't help you survive burst if you choose to engage with it.

Like ruins, though, these are very open to change, and I do tweak mine from game to game to best suit the situation.


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Leveling

While starting and maxing Dark Binding is almost always best, what you choose to level second changes game to game and requires your own judgement. Does the enemy team have a lot of crowd control? Do a large proportion of their champions deal magic damage? Max Black Shield second. Otherwise, you can focus on Tormented Soil to help poke and deal damage in lane.

If you don't plan to invade and want to play safe in lane, you can start with Tormented Soil to capitalize on the gold income from Spellthief's Edge at level 1. However, this means playing extremely cautiously until you hit level two where you will get at least some usefulness in lane. I personally do not subscribe to this playstyle.


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Itemization

Early Game



Early game items for Morgana are not complex. Spellthief's Edge is by far the best starting item. Be sure to abuse its Tribute passive as much as you can. Playing aggressively early is highly recommended. On first back I normally try to get Frostfang. Investing early in it will pay off quickly. If your lane is snowballing hard and maybe you picked up a kill or two, it can be good to rush Frost Queen's Claim before Sightstone. The reason for that is that Frost Queen's Claim, when paired with Soul Shackles, can you give one or two more free kills very easily in laneing phase if used correctly. But not rushing an early Sightstone is a risk, so do so only if you're confident you can keep tabs on the enemy jungler, mid laner and Dragon. This does not excuse you from buying Control Wards, which you should always have one on the map, and hopefully at least one backup in inventory. Against certain stealth junglers like Evelynn, waiting on the Sightstone is less impactful because you wouldn't see her anyways.

Mid Game



Mid game is where you really have to judge for yourself what the weaknesses of your team are and where your strengths are. If you're up against an assassin that can burst your ADC down, rushing Locket of the Iron Solari is a good idea. It's not as good as Zhonya's Hourglass at keeping you alive during Soul Shackles, but it certainly does help at that as well. That being said, if your team has basically no engagement potential, rushing Zhonya's Hourglass is can be wise. If the enemy team is getting significantly ahead by mid game, part of your job is to help stall the game. Good items for doing this are Banner of Command and Zz'Rot Portal (although rot is much less useful as a support since its change). If you choose to buy Banner and/or Rot, Boots of Mobility compliment them greatly by allowing you to quickly roam to off lanes to set up split pushes.

If the enemy ADC is alone in lane and you have wards up, zone them off the creeps and try to maintain a freeze on your lane. This will likely draw the enemy jungler and support down very quickly so be ready to retreat.

Late Game



Late game is where you complete your build path. At this point, you should have a Ruby Sightstone since it greatly lowers the cooldowns of your items, which are core to playing Morgana support in S7. Most of the items I recommended are cheap, so it doesn't take too long to reach full build.


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How to play Morgana support

Invading



Morgana's Dark Binding is a powerful tool at level one. My team gets first blood before minions spawn in a large portion of my games. Do your best to be ready to move as soon as possible and ping to let your team know to follow you. If you land your Q on a champ it will almost always end in a kill. If your team does not follow, just be in a position where you can see the enemy team if they choose to invade and so you can keep your team mates safe. Do not simply stand at your turret if your jungler is starting bot side.

Early Game



This is a very important part of Morgana's game. Stand to the side of your minions, and force the enemy lane to move around you. A well aimed Dark Binding can travel between the melee and caster minions, which often catches the enemy by surprise. I usually abuse the lane bushes. This forces their bot lane to commit a lot of vision trinkets there rather than in river or tri bush, which sets up ganking opportunities for your jungler. This is also why I take Greenfather's Gift. Be sure to abuse the Tribute passive on your Spell Thief's Edge/Frostfang/Frost Queen's Claim. This is very easy to do with your Tormented Soil, but be mindful to not use it poorly. It has a high mana cost (130 at level 5) and can push your creeps farther than desired in lane if you cast it on the enemy creep wave, so try to avoid that and only target champions away from minions. By extension, it can also deny your ADC some creep score and disable the Tribute passive if you pick up a minion kill. Remember also to always have your Black Shield ready if you're not standing behind your creeps.

As aforementioned, if your lane gets reasonably ahead of the enemy lane, rushing Frost Queen's Claim can solidify the snowball. A good cheese tactic to use is to wait in an unwarded lane bush for the enemy. Once they are close enough, activate Frost Queen's Claim, Black Shield yourself, and walk towards them so you can activate your Soul Shackles. If necessary, use Exhaust on the enemy ADC. Only once they have used whatever dashes and Flashes (or your ultimate completes its cycle) should you use your Dark Binding, which on the slowed, immobile target will be easy. The ADC should be able to mop that up easily given the right circumstances. If you choose do this build path be sure to use your vision trinkets wisely and buy Control Wards. Get Sightstone next and begin to try and maintain vision control, so don't forget upgrade to your trinket to Oracle Alteration as soon a possible.

Mid Game



This is the part of the game where you really have to exercise your own judgement. Does the enemy team have divers or assassins that are doing well? Is your ADC fed? Then rushing a Locket of the Iron Solari is usually a good choice. Stick around your ADC and fight to maintain vision control and move up your ward lines. I usually opt for Ionian Boots of Lucidity in this case. This gives allows me to spam abilities faster and have Exhaust up more often to help peel for my carry or lock down kills. Be sure to try to punish any enemy who is caught out of position with your Dark Binding, and maxing Black Shield second is often a great way to ensure that your ADC is safer, since they will have hopefully enough damage to mop up fights without too much help from Tormented Soil.

Is your team losing? Did your lane get stomped or do they have a fed solo lane/jungler? Are you down multiple turrets already? Especially at lower elo, teams have trouble closing out victories when they are ahead. Take advantage of this and try to stall the game. The most important thing you can do is ward. Stock up on Control Wards and make sure you use you Sightstone to keep the jungle warded. Constantly use your Oracle Alteration to remove their vision. One of my favourite methods for stalling is setting up split pushes. With Boots of Mobility, Ruby Sightstone and Banner of Command or Zz'Rot Portal you can create an enormous amount of pressure. After the Zz'Rot Portal changes I recommend starting with a Banner of Command though. Is a Drake going to be up in a minute? Use your Banner on a cannon minion in top lane to create a pushing wave and then get ready to contest the Dragon. If the enemy team send all 5 at the objective, you will have punished them by damaging or destroying the turret in top lane. If they send someone top lane to deal with the wave, you have a better chance of winning the Dragon, or at least forcing their Teleport summoner. For Baron, apply pushing items to the bottom lane instead. It doesn't hurt to throw a Tormented Soil on the enemy wave to speed things up before returning to your team. For this split pushing, I recommend maxing W second, as you can wave clear quickly even with low AP. A well-placed W (if leveled) will clear full health caster minions in one spell.

Morgana is a very strong roamer. Don't be shy to walk up to mid lane to help your laner out, especially if you bought Boots of Mobility.

Late Game



Finish your build. If you chose the more standard teamfight route, you should almost never leave your team mates, unless to briefly ward or destroy enemy wards. If you see the enemy team grouped up, a good Flash + Soul Shackles can win the game. A nice aspect of the support changes means that you'll be a little bit hardier. Redemption, Ruby Sightstone, Locket of Iron Solari and Zhonya's Hourglass make you difficult to burst down without committing a lot of abilities. Once you pop your ultimate you'll probably have to use the Zhonya's active to avoid being all-in'd by their whole team. Doing so while dropping Redemption on your area is a good way to keep you and your frontline in the fight while dealing some bonus damage to enemies.

If you chose the split push route, this is where you have to be extremely on point with your macro decision making. With the Ruby Sightstone, you can create a pushing wave every 96 seconds with the actives from Banner of Command and Zz'Rot Portal. With Boots of Mobility, Frost Queen's Claim active, Black Shield and Dark Binding, there is virtual no good excuse for being caught out and dying alone. So keep the jungle warded and set up pushing waves as often as safely possible. That does not mean that while the enemy team is setting up in front of Baron you run bot lane and start killing creeps. You want to set these waves up early to force them to make a choice when they are finally ready to fight at Baron of Elder Dragon. Otherwise, they will likely just try and engage on your team or more safely take the objective without a proper contest. Doing properly this creates an enormous amount of pressure and can easily win you the game.

Don't forget to buy Elixirs if you're full build. Both Elixir of Iron and Elixir of Sorcery are viable.


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Who does Morgana synergize best with?

Caitlyn: the Sheriff of Piltover


A good Caitlyn/Morgana lane is incredibly oppressive. Regardless if Caitlyn chooses to max Q or W first, any Dark Binding you land will promise a heavy punishment. It's very important that Caitlyn puts a trap underneath any target you've rooted. Landing a bind on the enemy ADC at level 3 will often kill or at least burn their summoner spells.

Jhin: the Virtuoso


Jhin's kit works great with Morgana. You can stagger binds on a single target for maximum root time. Morgana can very easily set up Jhin's W by simply landing a single tick of her Tormented Soil on a target, which then opens her to follow up with her own binding. All forms of crowd control Morgana has (Dark Binding, Soul Shackles and Frost Queen's Claim) compliment Jhin's ultimate and allow him to land easy shots.

Miss Fortune: the Bounty Hunter


This one is pretty easy to see. Miss Fortune's slow helps Morgana land her Dark Binding more easily. Most importantly though, Morgana's ability to lock champions down will mean an almost guaranteed kill once Miss Fortune gets her ultimate.

Draven: the Glorious Executioner


I love playing with competent Draven players. They play highly aggressively in order to capitalize on Draven's passive, so they deal a lot of punishment to targets that Morgana lands her Dark Binding on. With the recent Draven buff, I've found that most of the time I lane with a Draven they end up getting massively fed and hard carrying the game.


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Final Words

Everything I have suggested is just that - a suggestion. This is what has helped me be successful at my level, and I continue to climb with this playstyle. But, there are other items that are viable on Morgana, and other champions that she plays well against or struggles with. So however you choose to play Morgana support, I hope my advice helped. Good luck on the rift.