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The Best Morgana Guide (Speed/Wards)
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Traditional Playstyles: Straight AP, or Tanky Support. Most people get an RoA and I used to too, but the mana is really quite wasted on her since all she really needs is regen. And Catalyst is such an expensive item for what you get -- Banshee's(and tank build) is definitely a better choice if you buy catalyst.
RoA doesn't really improve her survivability all that much. She already has good HP gain and she can't be burst down early thanks to shield. She can take care of herself in the lane with just AP and mana regen thanks to her passive.
My early Morgana game focuses on movespeed, wards, and getting her AP up nice and high ASAP because it's really the only thing that makes her viable. I don't buy HP items because I substitute them with speed and wards. There are other supports that play tanky support better than Morgana (i.e. Soraka). With Morgana, you get awesome skills that don't scale all that well. She farms well, but needs the farm.
My overall playstyle focuses on out-meta'ing the other team's support, and securing victory during teamfights. This means warding them up constantly, buying oracle if my team needs to clear their wards, counter warding, etc...
Cons: Wretched movespeed, useless autoattack, item dependent, not great lategame viability unless insanely farmed up, predictable, banshee's veil presents a problem for her
Here's a brief summary:
+8.5 Magic pen: best marks for a caster
+3 % Movespeed: synergize with boots of mobility
5.75% CDR @18 : casters need CDR
+7 mp/5/18 : casters need mana regen
+9.7 AP : helps farm early game
Why take a point in Utility Mastery? Why not. You have to spend it somewhere... I also take the improved flash because I love flash. Do what you want, just make sure you max Perseverance, Meditation, Quickness, and Intelligence (duh). Don't waste points on expanded mind unless you're one of those weird mana-pool people that buy RoA........ Weirdos...
Other viable spells: Clairvoyance and Exhaust.
Waste of time: Pretty much everything else. You may END UP putting out a ****-ton of damage, but that is not your main purpose. Your purpose is to use your farm to out-meta the other team, and your skillset to win teamfights.
Boots of Mobility... This item is what defines my playstyle with Morgana. She is so brutally slow that sometimes I just want to jump off a bridge before I get them. Here is a quick reasoning for this item.
1. She doesn't really NEED the magic pen from sorc boots because: a. her shield doesn't use it, b. soil (your all-purpose farming tool and the spell you cast most) is primarily being used on creeps anyway AND already has an MR debuff. The magic pen is going to play a part when you ult and are going in for a kill. That's like 2 percent or less of the total time you're on the map. What is that magic pen doing for you the rest of the time? Nothing. We only take it in the runes and masteries page because there isn't anything better, everyone else does, and this at least levels the playing field.
2. Merc treads are a waste on her. You have shield, and yeah, it should be cast on your squishy but you should be playing it safe anyway, and if you're alone, cast it on yourself and run -- they generally won't be able to catch you if you have Mobility Boots. If you are getting focused down, play less aggressively. You are there to ensure victory, and that means getting your spells off, setting up kills, and protecting your squishies
3. CDR boots are nice, but...........
The movespeed bonus is it. There's really nothing else. Just try it. All of a sudden you are free. Free to roam around wherever you want. Free to ward...
You have got to be able to move around the map, and move around in battle. "But you lose the ms buff when you engage!" Exactly, and you should be choosing the time and place of engagement viz. warding/scouting. Look, no one can catch you really once you have these boots. You block incoming CC, you took flash like a good boy, and you never ever ever overextend anyway do you?
The movespeed bonus is about positioning, which is key for landing your snares. It's also useful for intimidation, scouting, and yes, warding. These boots are the hidden secret to playing Morgana. They will improve your snare accuracy (since you'll be able to close faster and move around creeps), increase your intimidation factor, increase your survivability, and increase your penice size.
Get Soulstealer ONLY if things are going well obv. I buy it in about 60 percent of my games. Usually works out, especially if you can get an hourglass too.
The hourglass is your other core item. You need this, especially if you got a soulstealer. Put it on a hotkey you can easily reach (I use '3') and pop it after your ult. Maybe you don't land the second part of your ult, maybe you do. Point is, you survive.
After that, I usually by a codex and go from there.
If you can afford it, get a deathcap, then proceed to finish your codex.
Get a deathfire if you can handle the extra button and if they are tanky. I usually opt for Morello's evil Tome.
FYI, the codex will put your CDR at 30 percent at lvl 18. Buy blue pots to max it out, or finish you evil Tome.
1. It's a skill shot, check bushes with it. If the missile stops, something's in there.
2. It has nice range.
3. It can fire through any terrain. (you will land about half your snares this way)
Here's the thing. When you're in lane, don't try to land a snare without a set-up. If it won't net you a kill, it's a waste of mana. The damage isn't that high and the "reward" for harassment with snare is just not worth the risk of missing and/or hitting them where they can recover easily.
Once you hit lvl 6, try the old shield/blink/ult combo. If you can chase them for the second part of your ult and land the stun, landing the snare becomes pretty easy.
If you have a lane partner, wait for him to bait or stun.
Do not throw wild snares out there. It will waste your mana, diminish your lane presence, give the other team a confidence boost, and make you start to question yourself.
Stay alive! I play Morgana very aggressively but also very tight. Morgana is great at making people pay for sloppy play and careless mistakes. You will likely be faster than your tank(s) because +5 boots aren't very popular. Don't overextend if you are chasing. Yes, your speed allows you a little bit more leeway in regards to overextending, but if your teammates aren't around to help, you're just giving them an easy kill. Try to stay behind a tank before a teamfight; only come out to flank and fire snares.
Try using your other spells to cause enemy champs to behave predictably. That is how you will land snares. It's hard to land one on an enemy randomly clicking around the battlefield. What you want, is for them to click their home base (flee). Hitting someone running in a straight line is so much easier.
People have automatic reactions to things, like, for instance, popping your ult. They either converge or run -- it's always one or the other.
They also have reactions to casting soil. Tanks will often ignore it, but squishies will always try to move off of it. Use this automatic response to your advantage. You have a long cast range with soil/snare. Try flanking to a squishie's left, and cast soil to his right; many times, he'll instinctively move left and walk into your line of sight (snare).
If he gets used to this combo, switch it up. Play mind games and be a bully on the battlefield. That's what Morgana is really good at with boots of mobility. She gets such nice farm that she can buy tons of wards -- I usually end up buying about 20 in a 30 minute game.
Use your map control and speed to keep tabs on where everyone is. Follow their jungler around just to make him nervous, he can't catch you anway. Back off and then chase when they back off. Be a bully, play mindgames.
Use soil to dictate where the enemy squishies can and can't stand during teamfights. It's your battlefield. Make everyone scatter, or, make everyone converge on you and let your squishies clean up.
Playing Morgana is about decision-making. Does your carry always run away and never makes use of your shield? Try putting it on your tank or initiator, or put it on yourself and flash/ult them. Remind your teammates that just because you snare their tank, they don't have to engage. Try and lure out a squishy or have someone else initiate the fight. If you have to do it yourself, so be it -- just remember to get all your spells off and pop your hourglass after your ult.
Once a teamfight is inevitable, shield your squishy, soil their squishies, and move to the periphery to start firing snares. Once the initial burst is over, go ahead and pop your ult. The initial dmg is, quite frequently, enough to make the enemy team scatter. Isolate a squishy, wait till he starts running in a straight line, and snare his ***.
If you do have hourglass (i.e. "second man in")
You now have the ability to dictate teamfights with your flash/ult/hourglass combo. Let your team know of your intentions. If you can co-ordinate with your tank (Amumu, Malphite, Nunu, Galio), you can set up some brutal combos. You really want to be the second guy into the fight (after the tank). Soil them first, shield your squishy, flash/ult/hourglass, watch mayhem ensue. If the score is even or better (and why wouldn't it be), you will more than likely survive no problem. Once you come out of hourglass, move to one side or the other and try to land a snare on a squishy. If you can't or if they're already dead, start chasing down their tank(s).