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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Soul Siphon (PASSIVE)
Morgana Passive Ability
When to pick Support Morgana?





You pick support




PROS
Cuz we all pro+ ![]() + Great harass + Most people don't expect her as a support + Synergizes very well with AP teams + Great split-pusher |
CONS
You thought you could get away?- No heal - ![]() - Her passive spell vamp doesn't really suit a support - Squishy - Difficult to handle her damage output |
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Your snare. It's a skillshot, but unlike ![]() ![]() |
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A debuff. ![]() |
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This is what makes ![]() ![]() |
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Throw a ![]() ![]() ![]() |
Flat armor yellows for additional early game sustain. You can also use scaling health or scaling MR, but most of the damage you're taking will come from the enemy carry. Kills early game determine late game, so we wish to discourage this as much as possible. You can also take ![]() ![]() |
Magic Pen reds to increase your harassment damage. Alternatively, you can use Greater Mark of Hybrid Penetration to increase your AA harass too or ![]() |
Scaling AP blues to increase the effectiveness of ![]() ![]() |
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Offensive Masteries
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Defensive Masteries
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Utility Masteries
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Zeke's Herald |
+20 AD and +10% lifesteal to all nearby allies! Your carry will love you, and it slightly makes up for your lack of sustain. I only recommend this on a high AD team, which you really shouldn't be using ![]() |
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20% CDR and 95 armor, which gives ![]() |
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Hey look! ![]() ![]() :D |
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This is not your typical support item; in fact, I think the only champion who goes out of his way to build it is ![]() ![]() |
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Simply put, wards enable people on your team to view targeted areas normally clouded by the Fog of War. To use a Ward or Sightstone, hit the corresponding number on your keyboard (or click it in your inventory) and then click again on your screen to place it. If the reticle turns green, you have placed it in a bush, which is the most ideal place for it.
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Free 60s ward you get from the utility mastery tree. Use it to ward river or a bush. |
Sight Ward
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180s ward you can purchase for 75g or place via ![]() ![]() |
Same as a Sight Ward, but enables you to see stealthed enemy units, such as champions, traps, and wards. Costs 125g. |
Upon placing a ward, the ward will be visible if placed in a visible area, and then stealth itself over time. Champions can attack the ward if it is visible, which is possible through the placement of a


You should always be placing wards around your map and you should have at least one



Generally, these are the best places to have wards to control paths in the jungle:










These are good places to put wards to protect yourself from ganks early game.




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Harass opponents until your carry is ready to kill them. When your lane is ready to push, start using

Do not be afraid to boost your CS while your carry is not in lane or when you deem it is time to push lane. If your carry cannot reach a minion that will die, feel free to take it. You're going to need gold due to your expensive kit (compared to other supports).
If you stay in lane...

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If you wander/gank...
I would also ward important objectives as you wander, such as Dragon (this is a good place to drop a


Here's a reference for shooting

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It's pretty far, right? Of course, one should never shoot a skill shot perpendicular to the target's path, as it has the least chance of landing. Missing means you give away your presence. Landing...means your carry can do what carries do, provided they are in a position to engage.
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Team Fights
Regarding team fights, you need to learn how the enemy team works. There are two lines of thought in team fights - target the carry (AD or AP) or target the closest (tank). It's is absolutely imperative that you learn how the enemy team works during the first team fight so you know who needs



Other than that, focus on dropping your









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The purpose of each League of Legends match is to destroy the enemy turrets, and ultimately destroy the enemy Nexus. The turrets act as defense mechanisms in each lane, dealing increasing amounts of damage to enemies who stray within their range. Turrets can only be attacked in order; that is, you cannot capture the turret behind the first turret until the first turret has been destroyed. Destroying a turret rewards every member of your team with 150 gold...making you a very happy support. Be warned - turrets will prioritize enemies who damage allied champions within their range. Stay well out of their range while harassing. Upon destroying the first three towers in each lane, the enemy inhibitor for that lane becomes vulnerable. Inhibitors have no defense mechanism other than the minions and champions. Destroying the enemy inhibitor allows your lane to spawn a ![]() ![]() ![]() ![]() Once one inhibitor is destroyed, the enemy Nexus turrets become vulnerable. These turrets have higher stats than the normal turrets. Once both are destroyed, you can attack the enemy Nexus. Destroying the enemy Nexus wins the game. As an AP support, you are not very reliable for destroying structures, though your ability to wave-clear with ![]() ![]() |

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![]() ![]() ![]() ![]() Earlier in the game, you will want AT LEAST your jungler and carry with you to take out ![]() ![]() ![]() Things to note: He's immune to the secondary effects of ![]() ![]() ![]() |

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![]() ![]() ![]() ![]() Unless your jungler is soloing ![]() ![]() Things to note: Also immune to ![]() |
I think we're winning
Okay, go on. Use


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I think we're losing
Um. Hmmm. I would say your team probably wants you defending your base from super minions. Try to


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![]() Sync: Medium. She doesn't have a strong early game presence. Her slows make it easy for you to land ![]() ![]() ![]() ![]() |
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![]() Sync: Medium. ![]() ![]() ![]() |
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![]() Sync: Medium. Has decent burst and AoE damage. Has no synergy with ![]() ![]() ![]() ![]() |
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![]() Sync: Medium. Your snares are useful for him to max out his DPS, and you cover his gigantic weakness to CC via ![]() |
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![]() Sync: Medium. You have synergy with his hybrid skillset, and the snares are great for locking down opponents for easy skillshots on his behalf. Run this lane as a poke AND burst lane. |
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![]() Sync: Medium. ![]() ![]() |
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![]() Sync: High. One of the matches made in heaven for ![]() ![]() ![]() ![]() |
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![]() Sync: Medium. If you can do it, ![]() ![]() ![]() ![]() |
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![]() Sync: Low. ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Sync: Low. She can chase, so she doesn't really need your CC; she'd rather have a damage buff, which you can't provide. |
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![]() Sync: High. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Sync: Low. Benefits well from ![]() ![]() |
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![]() Sync: High. The other match made in heaven. Both deal magic damage, have strong magic-based AoEs, snares set up for easy kills, and if that fails, ![]() |
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![]() Sync: Low. No particular synergy. ![]() ![]() ![]() |
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