MORGANA BUILD GUIDE: The CC and Anti-CC Support (v2) by Arctangent

by Arctangent (last updated over a year ago)

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Greater Mark of Magic Penetration(+7.83 magic penetration)
Greater Glyph of Magic Resist(+12.06 magic resist)
Greater Quintessence of Ability Power(+14.85 ability power)
Greater Seal of Health(+48.15 health)
View Rune Details
Summoner Spells
View Summoner Details



Full Item Build

View Item Details
mastery 1 0/1
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0 Offense
mastery 1 2/2
mastery 2 2/2
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mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 3/3
mastery 4 3/3
mastery 1 0/3
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mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
16 Defense
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
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mastery 2 0/1
14 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Soul Siphon
QDark Binding
WTormented Soil
EBlack Shield
RSoul Shackles
View Skill Order Details


The introductory chapter describes how to use the guide and the concept behind Morgana as a Summoner's Rift support pick. It does not have much of the vital information one would actually expect from a guide (champion overview, builds, matchups, strategy, etc.). If you want to get to the more content heavy parts of the guide, I might suggest completely skipping this chapter.

The guide in its current state is rather lengthy and has quite a few visual aids, to the point where you could run into complications depending on the means by which you are accessing it. First off, the browser search function (e.g. Ctrl + F) or the table of contents with links to each chapter may be helpful tools. Secondly, the browser stop function (e.g. Esc) can be useful as the text will load first, followed by the more time consuming images and videos; this ability can cut off the visual parts of the guide assuming you aren't interested.

In addition, the suggested importance of each chapter is marked within parentheses:
  • General knowledge chapters include Runes (G). If you are looking to play support Morgana at all, this is likely a good resource.
  • Matchup specific chapters include Champion Matchups (S). If you are trying to find more information about Morgana with respect to your team and the enemy team's compositions, these chapters should hold helpful information. For example, if you are in game playing against a Kayle, and use (Ctrl + F) to find all instances of Kayle in this guide, you will likely be linked to one of the Matchup Specific chapters.
  • Next, extra chapters include Spell Mechanics (E). If you are trying to get as much out of this guide as you can and have time to read some more, these chapters hold information that may be able to improve your play. If you are trying to read through the entirety of the guide, these chapters are probably some of the last ones you should read.
  • Finally, reference chapters include Glossary (R). These chapters are meant to hold information in an organized and logical manner, and are not necessarily designed for a front to back read through. While I've tried to make other chapters at least somewhat easy to read by interspersing images and videos either as a supplement or (if you don't want to read) a substitute to the text, these chapters likely will not be as reader friendly. Consider them analogous to a glossary or an appendix at the end of a book; they are reference sections with lots of information, of which only a fraction will likely be what you're interested in.

Note that the Introduction is considered an Extra chapter, and thus is not recommended for a read if your time is limited (for example if you are already locked into Morgana support in champion select). If you only have time for a quick read, I would look towards whatever you are unfamiliar with out of the Runes, Masteries, Summoner Sets, and Team Synergy during champion select, or if you are already in game, Ctrl + F should help you look for quick details on specific champion matchups especially in bottom lane matchups.

Most of this guide will be focused on playing Morgana support, but information throughout the guide will often be applicable to jungle/solo lane Morgana, other supports, or really any role/champion. Details on the mechanics of Morgana's spells and how to make best use of them are applicable to whatever role Morgana is playing. Information about bottom lane trading, champion matchups, warding, deflecting ganks, and peeling are applicable to most supports and even AD carries.

If you are not playing on Summoner's Rift, feel free to read the guide at your own risk; both the objectives and several smaller details presented in this guide will not be applicable.

This guide is intended for Summoner's Rift, and should be applicable for both normals and ranked play across different tiers of play. Success is not guaranteed by this guide, though the goal is that it provides a reference for learning to play Morgana support and for improving one's play.

View of blue side base from above, emphasizing the central Nexus in addition to three inhibitors for each of the three lanes

Summoner's Rift is a League of Legends map for 5v5 play. The key feature of this map is that there are three lanes where minions push each other. To achieve success on this map, a team should strive to harvest experience and gold from each of the 3 lanes, thereby strengthening each of their 5 members. In addition, the lanes are far enough apart that there is no way for one person to efficiently harvest minions from two lanes simultaneously. The numbers thus suggest an obvious issue; 3 zones of XP/gold must be split between 5 people. The most common meta-game developed around 2 solo lanes, a jungler, and a duo ADC/support lane. This guide assumes you are roughly following this team composition, and are playing as a gold-limited support. To compensate for a relative gold deficit, a support champion will typically have abilities and passives that have effects independent of items and thus gold. By buffing their allies and CCing their enemies, a support can maintain a significant impact on the game. A support will have strong utility spells throughout the entire game, and can make or break a fight from level 1 till level 18. With heavy spell/item usage and the ability to control map vision, support can be a significant and enjoyable role in the current metagame.

Role of a support:
  • Defer gold (minions/kills) to champions that scale well (carries). You have purposefully chosen a champion that is effective without much gold, and they have purposefully chosen a hero that makes the most out of gold.
  • Protect your carries in lane, even at the cost of your own life. If they survive, they can still farm up and scale. If you survive, you farming minions is a less efficient use of gold.
  • Keep tabs on the map. Call out dragon/baron/inhibitor/ward/summoner timers. Actively ward to help your team with map control and awareness. As you are not actively last hitting, more of your attention is available for watching the map.
  • Peel, buff, and debuff in teamfights. You have high utility skills; use them on appropriate targets. With aura items, your mere presence will help out in teamfights. Buying items with active effects further add to your arsenal of utility.
  • Use your gold on items that help the entirety of your team. Wards help everyone on your team, assuming they can use the minimap. Even the hardest item scaling champion is limited by a limit of 6 item slots; by using your item slots for item auras and actives, you are essentially breaking the item limit.

[http://www.citruscollege.edu/schedule/winter2013/PublishingImages/icons/plus.png] Pros of playing support:
  • You will typically be useful regardless of how the game is going. As your utility is not gold dependent, you can always fall back on your utility even if you don't have the best game.
  • You often hold game-changing abilities or initiation. Supports can dictate game flow through both the early game and late game teamfights.
  • Supports don't have to worry about last hitting. This can be good if you simply want to sit back and relax for a game, and it gives you a better chance to observe the map and make calls and pings.
  • It's generally not a heavily contested role, and is in fact probably the least popular. Support mains usually almost always get their preferred role.

[http://cdn1.iconfinder.com/data/icons/drf/PNG/minus%20white.png] Cons of playing support:
  • As you have less guaranteed gold, it is generally more difficult for supports to contribute in terms of high DPS. It is still possible if you can get kills or objectives (or steal farm).
  • You may be somewhat helpless if your AD carry is not familiar with his role or champion, or is simply having a bad game. With a duo lane moreso than a solo lane, you do have to rely more on other people.
  • Supports typically have to be one of the most altruistic roles. The burden of warding and getting team actives and auras will generally fall on your shoulders. If you do not like playing this way, your team may take offense.

Morgana has historically been played a champion played as a mid laner. However, I believe she can be one of the most versatile supports in the game, and offers tremendous return for skill with the champion and good reaction time.

As a bonus, Black Shield looks pretty cool on both large champions and small ones

In the laning phase, you can take advantage of the fact that your Black Shield is an instant (no cast time) spell, rendering delayed CC skills ineffective with good reaction time or anticipation. By eliminating much of the opposing supports' skill set, your snare, ultimate, and ranged autos can give you an advantage over the opposing support, and thus ideally lets you gain an edge in lane.

Morgana is notorious for being one of the hardest mid-laners to gank

As a support, you bring this utility to bottom lane, with as strong an early-mid game shield as a mid Morgana. Morgana brings both CC negation and CC of her own, reducing the effectiveness of ganks and giving your ADC an advantage over the opposing carry. She synergizes fairly well with ganks as well. Her ultimate is a multi-target slow that can set up ganks for your team, and your binding with up to 3 seconds of immobilization is often a death sentence. Enemy lanes that rely upon their own CC to counteract your incoming jungler can be caught offguard by a now CC-immune jungler.

Black Shield significantly reduces your lane's vulnerability to ganks

[http://www.citruscollege.edu/schedule/winter2013/PublishingImages/icons/plus.png] Pros of Morgana support:
  • Kit offers a total of 7.5 seconds of single target CC at level 18, and 4.5 seconds of multi-target CC
  • Tankier than other ranged supports in terms of armor and HP
  • Anti-magic shield can negate a ridiculous range of enemy skills and ultimates
  • Spammable 3 second long range CC
  • Pretty good variety of skins

[http://cdn1.iconfinder.com/data/icons/drf/PNG/minus%20white.png] Cons of Morgana support:
  • Passive does nothing for teammates
  • Tormented Soil provides only base damage but no CC
  • Rather low auto-attack range (450 units) for a ranged champion
  • Somewhat high risk support; a mistimed shield or missed binding significantly reduces your threat
  • Rather reliant upon decent internet, computer visuals, and reaction time
  • Relatively mediocre laugh among supports (Lux and Lulu win here)

In terms of statistics, Morgana is somewhere in between a typical ranged and a typical melee support. Her attack range is middle of the line at 450 (compare to Taric at 125 or Annie at 625), her base AD is so-so at 51.5 + 3.5/level (compare to Alistar at 55 + 3.5/level or Sona at 47 + 3/level), while her base health is average at 403 + 86/level (compare to Blitzcrank at 468 + 100/level or Nami at 365 + 74/level).

Similarly, her kit can be described as middle of the line. Good base damage and high CC can allow her to all-in enemy lanes that rely on distance and poke. On the other hand, range and her unique anti-CC shield allow her to harass and defend against all-in enemy lanes. She plays out as a very versatile champion that can adapt to the matchup; she outputs strong aggression if possible, while she can fall back on a very defensive posture if the lane demands it.

Finally, she has the ability to really carry games from a support position. Her Dark Binding is a spammable long range pick ability that can secure a teamfight victory if it snares a high priority target or someone separated from their team. 3 seconds is more than enough time for your team to focus most targets. On the flip side, her shield is a unique ability that can effectively parry strong single-target initiation, or possibly even AOE initiation. The ability of Black Shield to completely negate a late game ultimate like Impale or Enchanted Crystal Arrow sets Morgana apart as a champion and is what really made me start seriously playing her as a support. Finally, her ultimate is a powerful peeling tool or possibly a powerful AOE initiation tool of her own with a Zhonya's.

In conclusion, I find Morgana both a very active and rewarding champion to play from the support role. Every one of her spells require careful usage, but will reward you with very good return if you take the care to use them to their greatest effect. As a fun, impactful, and engaging champion, Morgana is a support I would suggest you try out in Summoner's Rift.

Runes (G)

I would pick a rune setup like this one if the enemy lane has strong long range poke without much threatening CC. Supports who typically fill this description include Lulu, Sona, and Karma.

Magic penetration marks greatly increase the damage from your spells, which given Morgana's relatively low AA range, will likely be a rather high portion of her damage. Flat HP seals and MR glyphs are a good early game defensive combination. Flat AP Quintessences give a very powerful early game boost to Morgana's spells.

This rune page has also been chosen as the "default" set because I feel it is a good generalist rune setup. It has good all around stats for the early game. In addition, this page is not uncommon for solo lane AP mages; if you lack rune pages, a typical AP mage rune set can double for a support Morgana.

Masteries (G)

mastery 1 0/1
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mastery 1 0/1
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mastery 3 0/1
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mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 3/3
mastery 4 3/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
16 Defense
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
14 Utility
This page I would recommend against heavy trading/poke lanes. Flat armor/MR can make the early lane phase significantly easier. You still have masteries in starting gold and gold over time. In addition, I believe this works decently as a generalist support rune page, as it provides both passive gold in the utility tree along with a lot of investment into the defensive tree, which are points any support can benefit from.

Priority 1: Passive Gold
  • Greed is a decent pick up. 3 points grant you 1.5 GP10. For comparison, gold quints sum to 3 GP10, while gold seals sum up to 2.25 GP10.
  • Scavenger is also a decent pick up. Every 90 seconds, a total of 19 minions arrive in lane. Assuming perfect last hitting by the AD carry, this amounts to 2.11 GP10 for only one mastery point. The actual effectiveness of this mastery therefore depends on how well your ADC last hits and generally works better if you sit in lane for longer as opposed to roaming or rotating frequently.
  • Wealth is a decent mastery for having gone down the tree thus far. At the very least it can mean another potion; at most it opens up more starting item combinations.

Priority 2: Flat Defense
  • Block and Unyielding are great defensive masteries especially in bottom lane where you often see a great deal of auto attack trading.
  • Veteran Scars, Hardiness, and Unyielding are chosen. The three are strong early game defensive boosts to HP, armor, and MR respectively.
  • Oppression is noteworthy for Morgana in that both her Dark Binding and Soul Shackles have synergy. One drawback of both is that during the snare or the slow, targeted enemies can turn on Morgana. This mastery slightly reduces the ability of these enemies to retaliate.

Remaining Points: Defense/MS/Utility
  • Meditation is a decent boost to your early game mana.
  • Alchemist and Culinary Master slightly increase the effectiveness of potions. The Biscuit mastery is noteworthy in that for early levels, the flat HP boost can often save you from Ignite or other DOTs.
  • Juggernaut is a decent HP boost all game long. For reference (assuming no HP from runes/masteries/items besides Veteran Scars), Juggernaut provides about 16 HP at level 1 and scales linearly up to roughly 60 HP at level 18.

Summoner Sets (G)

Exhaust & Flash
I typically take these summoners in most games, especially when there are multiple other ignites on our team. Exhaust is generally used to mitigate enemy damage or possibly for its slow, while Flash has a variety of uses. Exhaust also works well as your ultimate forces you to get in close; using it to mitigate burst can ensure you survive for the delayed stun to take effect. Finally, Morgana lacks a reliable instantaneous lockdown, with her stun being delayed, and her snare being a skillshot; exhaust can cover this weakness to some extent.

  • Flash is probably the most common spell in the entire game.
  • Allows an instant 400 range distance closer, and allows you to jump both natural and artificial terrain.
  • Allows Morgana to get off a well-positioned ultimate and hit more targets.
  • Flash shield is a situational combo that can save an ally.

  • Exhaust is a 650 range 2.5 second duration single target cripple.
  • Reduces AS by 30% and damage dealt by 40%. Primarily used to mitigate burst from high damage skills or attacks, though it does a bit more against auto-attack reliant damage.
  • Reduces MS by 30%. Can be used as a targeted slow to disengage or chase.
  • Shreds MR and armor by 10 each. This can be quite effective against already low resistance enemies who get caught in a dangerous spot.
Ignite & Flash
Ignite and Flash has good kill pressure, though Exhaust is generally better than Ignite if you need a defensive summoner. Sometimes solo laners may go for a spell like Teleport or Ghost over Ignite; it can be beneficial for the team if you pack Ignite so your team isn't lacking. Against high health regeneration teams, Ignite can be very helpful especially if your team lacks Grievous Wounds in their kits. For example, Ignite cast during Mundo's ultimate or Volibear's passive would essentially negate 12.5% max HP regeneration for either skill, which is a tremendous swing in health due to a single summoner. Ignite can be very powerful in sustain lanes if you are looking for kills; ignites against a Soraka, Sona, or Janna lane can significantly cut down on their healing which effectively lowers their lane's effective HP in an all-in.

  • Flash is probably the most common spell in the entire game.
  • Allows an instant 400 range distance closer, and allows you to jump both natural and artificial terrain.
  • Allows Morgana to get off a well-positioned ultimate and hit more targets.
  • Flash shield is a situational combo that can save an ally.

  • When your ADC decides on a more defensive summoner, you can pick up ignite to put more pressure on your lane.
  • Applies Grievous Wounds for 5 seconds and thus is especially powerful in an all-in against a sustain heavy lane.
  • Targeted 600 range true damage DOT dealing 70 - 410 damage over 5 seconds.
  • Provides vision of the target enemy for 5 seconds.
  • Has the disadvantage of possibly giving yourself kills, but in the scenario where only ignite would ensure a kill, an assist for your ADC is probably better than no kill at all.
Heal & Flash
Heal and Flash is something I would rarely use but can be situationally useful. It definitely has strong defensive power in lane, but does not really add any kill pressure besides possibly being used to bait enemies. One advantage of this summoner is that when used during fights, it generally isn't too timing dependent. Ignite and Exhaust depend on timing in teamfights to be effective; if you cast ignite right after a Soraka unloads her entire healing repertoire or Exhaust just after an assassin blows all their nukes on your carry, it may be too late to be effective. On the other hand, Heal should be effective as long as your target ally is still living. As Heal restores a flat amount of health, it is more effective in terms of percent max health restored when your teammates are playing squishy champions or resistance stacking tanks, as opposed to health stacking tanks/bruisers.

  • Flash is probably the most common spell in the entire game.
  • Allows an instant 400 range distance closer, and allows you to jump both natural and artificial terrain.
  • Allows Morgana to get off a well-positioned ultimate and hit more targets.
  • Flash shield is a situational combo that can save an ally.

  • Heal is a viable alternative to exhaust, but typically can only be used defensively.
  • Heal is a 700 range heal that heals yourself and a nearby ally for 95-345 Health.
  • Provides a 30% MS buff for 2 seconds.
  • Heal is commonly used to bait enemies into an unfavorable fight.
  • Note that grievous wounds (applied by ignite among other skills) will cut the healing in half. After summoner heal has been applied, Grievous Wounds will be cleansed off.
Smite & Flash
Note: This is a rather experimental summoner set that I actually have not yet tried out. I've listed what I feel are a rather comprehensive list of pros and cons, and some of the math behind why Smite may work for Morgana (mostly centered around the spell vamp passive) over other supports. Feel free to try it out at your own risk.

Smite and Flash is a summoner spell combination I might suggest you try out if you are experienced with Morgana's kit. The obvious disadvantage of Smite is that in lane, you are in some ways losing out on a combat summoner spell. During an all-in, if the enemy supports packs Ignite or Exhaust while you have Smite, the best you can do is kill off an enemy minion for health. Throughout the rest of the game, choosing Smite over Ignite or Exhaust can hurt you in skirmishes or teamfights. If you really need an Ignite for a Dr. Mundo or an Exhaust for a Riven, choosing Smite may come back to hurt you.

There are obviously advantages to choosing Smite over a combat summoner specifically as support Morgana, or I would not have mentioned Smite. The first point is that it helps out your team's objective control. Double smite from the jungle and support allows your team to spike down objectives like Dragon and Baron much more safely. In some cases, your jungler may actually choose to not carry smite in favor of a combat summoner (though this is somewhat risky), which means overall, your team isn't losing out on combat summoners.

The second point is that it synergizes extremely well with Morgana's passive; in fact, Morgana is the only champion besides Lee Sin who has synergy with Smite in the form of spell vamp. Depending on your level, Smite heals you for anywhere from 39 HP to 200 HP, and is on a 40 second cooldown. In an all-in, with Ignite or some other DOT ticking down, the burst healing can be quite helpful; while the actual heal total pales in comparison to Summoner Heal or Barrier, the CD is much shorter. Another way to use Smite is to constantly spam it on CD. This actually gives a decent amount of sustain; 39 - 200 HP every 40 seconds comes out to be 0.975 - 5 HP a second, or if standardized to per 5 values, 4.875 - 25 HP5. With level 3 Summoner's Insight from the utility tree, the sustain is increased to 5.41 - 27.78 HP5.

A final point is that it can be used to setup unexpected snares, which essentially helps you initiate unexpectedly. Similar to timing Dark Binding to a dying creep, this method requires you to fire Dark Binding at a healthy minion, and use Smite to unexpectedly spike it down. See the Spell Mechanics section for details.

Again, this is not a summoner set I would recommend if you are new to support and Morgana's kit, but if you understand the weaknesses and strengths of Smite Morgana, it can be an interesting build to try out.

  • Flash is probably the most common spell in the entire game.
  • Allows an instant 400 range distance closer, and allows you to jump both natural and artificial terrain.
  • Allows Morgana to get off a well-positioned ultimate and hit more targets.
  • Flash shield is a situational combo that can save an ally.

  • Smite is a 750 range 390 - 1000 true damage instantaneous nuke that can target minions and monsters.
  • Smite provides more objective control.
  • Smite provides Morgana 4.875 - 25 HP5 when used on CD. For comparison, for Warmog's to provide the same bonus with its passive, it requires the user to have 487.5 - 2500 total HP.
  • Smite provides a bit of burst healing that can deny kills from DOT or ignite.
  • Smite can pave a path through minions for Dark Binding to hit.
Summoner Sets Footnotes
Note that this is not an actual viable summoner set, but rather a section to discuss the choice of summoners.

In theory all summoner spells are effective in sense that compared to the base scenario where you have no summoners or simply never use them, summoner spells simply increase the opportunity set of your champion. While some summoner spells like Revive and Teleport can be used so that it actually benefits the enemy team, summoner spells inherently do not lead to improved play or worsened play (with respect to winning the game); it's up to the player to use these spells how they choose, and it is possible for any summoner spell to be used in a way that will increase a team's chance for the win.

That being said, one can make an argument that a given summoner spell will be more useful than another, using some sort of metric or basis of reasoning. In such a case, opting for one summoner spell over another could incur an opportunity cost of forfeiting a more valuable spell, even though the lesser spell still has the potential to increase a team's chance of success. I've listed only the three summoner sets (and one experimental set) that I believe will be most generally helpful. It should be apparent that Flash is always taken, which is at the very least quite typical of the current playstyle. It's a powerful spell that allows an instantaneous burst of displacement, as opposed to Ghost's increased displacement rate over a period of time.

You may feel that other summoners work better for you, or in the case that your account is low leveled you will be limited to only a few summoner spells. Overall the summoner sets are to be taken as suggestions as a result of opinions I've formed from playing and observing; feel free to experiment with other summoner spells and find something that works for you.

Item Builds (G)

Starting Build(s)
Gold Item 2 Pot
Doran's Shield 2 Pot
I generally recommend some sort of gold item + consumable start. Note that you can easily swap out health potions with mana potions if you expect mana problems, the Spellthief's with other gold items, and the Ward Trinket for a different trinket. An alternative is going for a Doran's Shield start. The same reasons why it is a powerful top lane starting item (provides sustain, increased 100 to 0 durability, and anti-poke) apply to a support. With the release of trinkets, you can now make up for the lack of wards that accompanied a Doran's start in S3.

Gold Items

There are a few noteworthy points about season 4 gold items. You are limited to only one gold item, which means you will have to choose one of three gold item actives for late-game. You can also switch gold items without too much trouble, though if you plan on it you may not want to upgrade your starting gold item. One route for picking gold items is to pick a starting gold item for the lane matchup. When the item actives start to matter, you can transition into the late game gold item/active after the laning phase. Each gold item path has three tiers. There are a few general patterns that are worth mentioning here; details about each gold item route are listed in the Common Items section.
  • All starting gold items cost 365 gold.
  • The upgrade from 1st tier to 2nd tier gold item increases your potential passive gold.
  • The upgrade from 2nd tier to 3rd tier gold item does not increases your passive gold.
  • The gold path's active effect is only unlocked when reaching the 3rd and final tier item.


As with gold items, you can choose one trinket for the early game and switch to a different trinket for the late game. Similar mechanics apply to trinkets that apply to gold items. You are limited to one, and apart from a CD and possibly a small gold setback, you can repeatedly switch between them depending on your tastes. In general, I would recommend early game Warding Totem into late game Oracle's Lens. An exception is that if you find that the enemy team does not ward often/at all, I would go with late game Greater Totem or Vision Totem. If on the other hand the opponent has a stranglehold on vision and is setting up picks near late game objectives like Baron, the Orb trinket can be picked up to more safely scout fog of war. Each trinket path has three tiers, with the following patterns; details about each trinket route are listed in the Common Items section.
  • The 1st tier Trinket is free, and is unavailable for use until 1:30 into the game.
  • The 2nd tier Trinket is a free automatic upgrade that occurs upon reaching level 9. If you buy a tier 1 trinket after you have reached level 9, it will automatically upgrade to a tier 2 trinket.
  • The upgrade to 3rd tier Trinket must be manually conducted at the shop and costs 475 gold.
Final Build(s)
Standard Final Items
While I strongly recommend adapting both build paths and final builds to your opponents, I feel that this is a decent generalist six item build for Morgana as a support in the current game.

The Spellthief line provides an end game item that an AP based support like Morgana can take advantage of, in addition to providing potentially the most gold throughout the game. Talisman (not pictured) is the other popular choice for Morgana, and provides what could be considered a more reliable engage or disengage (ease of use). Zhonya's is an item with powerful synergy in conjunction with your ultimate. Even though it can be costly, it allows you to use your ultimate much more offensively, applying hard CC without the risk of getting blown up. You can compromise your positioning during teamfights without having to build other defensive items; Zhonya's stasis is 2.5s of invulnerability for anyone who has the item. Mikael's is a pretty good buy as it can both deny enemy CC or just be used for the heal and mana passive. While Morgana does have Black Shield, there are ways around it; some CC spells have little delay, AOE CC can lock down multiple people, or human error could occur. As you are playing the support role, you often have to fulfill a large part of your team's warding output. The Ruby Sightstone is a self-regenerating Warding item that allows you to assert some map control in addition to providing a decent chunk of HP. Morellonomicon is listed here given the recent increase in healing champions and spells, but it is probably the most situational item of the first five listed here.

Mobility boots are shown here as an always useful upgrade that improves your roaming and allows you to set up and deny picks more easily. The boot upgrade can easily be swapped depending on the team compositions. Ninja Tabi are effective against heavy AD enemy teams, Mercury's Treads are a countermeasure to plenty of enemy CC or magic damage, Sorcerer's Shoes can boost your damage especially against low MR targets, and Boots of Lucidity can provide a bit more CDR (watch out for the 40% CDR cap). I would generally recommend either Distortion or Homeguard enchantments. I consider Homeguard a more defensive purchase, which should be done when your base is getting sieged or you need to reach late game objectives like Baron sooner. On the other hand, Distortion is what I would consider a more offensive enchantment, as it allows you to have Flash available much more often for Flash Soul Shackles in teamfights.

Oracle's Lens is displayed here as the Trinket choice, as it is very effective for clearing and controlling enemy vision. No matter what your team is doing, whether it is sieging, setting up picks, teamfighting, or split-pushing, an Oracle's Lens is a very effective way to control the enemy team's vision.

Common Items (E)

Ancient Coin
This gold item path is a good default choice. The active is very versatile, being useful regardless of how your team is playing.

Ancient Coin:
  • The gold passive grants you 2 gold and 5 HP every time a nearby enemy minion dies. This item grants up to 4.22 GP10 when staying in a single lane, and 5.28 HP5.
  • This item provides 3 MP5 in lane.
  • Note that this gold item does almost nothing in a 100 to 0 lane. In other words, if the opposing lane simply jumps on you at full health and can burst you down, passive health regeneration will be very inconsequential.

Nomad's Medallion:
  • This item provides 5 HP5, 10 MS, and 5 MP5. Again, these statistics do not help in a 100 to 0 situation.
  • This item upgrades Favor to provide 3 gold for enemy minion deaths, in addition to a passive 2 GP10. The total passive gold can theoretically reach 8.33 GP10 by waiting besides all the dying minions in lane. The HP return from favor does not change.
  • Note that the 500 gold upgrade cost from Ancient Coin is similar to the old Philosopher's Stone purchase; while it increases your passive gold generation and your passive sustain, it offers no additional helpful statistics for all-ins.

Talisman of Ascension:
  • The late game active is essentially the old Shurelya's active, providing a 40% MS buff for 3 seconds in a 600 unit radius (same range as your ultimate).
  • This item provides 10 HP5, 20 MS, 15 MP5, and 10% CDR. In addition, Favor's HP regeneration is doubled, which means you now get roughly 10.56 HP5 over time from a single lane. Again, these statistics are helpful during drawn out engagements, sieging, or poking back and forth, but not if you get jumped and bursted.
  • The passive gold does not increase compared to Nomad's Medallion.
  • The active excels for engaging, disengaging, and picking people off.
Spellthief's Edge
This item path probably generates the most possible income given Morgana's spells. One of the fastest ways to use up charges is to land a Tormented Soil on an enemy champion, which can easily proc all three bonus damage and gold bonuses. Later on, the slowing active can be useful especially against diving enemies that lack gap closers like Singed or Nasus.

Spellthief's Edge:
  • Spellthief's Edge has a passive that adds up to 30 damage and 15 gold every 30 seconds, which is equivalent to 5 GP10 over time.
  • This item provides 5 AP and 2 MP5, which means it gives you the ability to do a little bit more with your magic damage kit. If you miss your skills or mistime your shield, these statistics do relatively little.
  • You gain a passive 2 GP10 in lane, which in addition to the possible 5 GP10 from auto-attacks, could give you up to 7 GP10 in lane.

  • You get 5 additional AP and 3 additional MP5 in terms of combat stats for a total of 10 AP and 5 MP5, for the upgrade cost of 500 gold.
  • The bonus damage increases by 50%, from 10 extra damage to 15.
  • The passive gold gets bumped up to 2 GP10, while the Tribute gold gets bumped up from 5 GP10 to 10 GP10. In total, the tier 2 item in this line provides 12 GP10.
  • Roughly speaking, this upgrade grants you at least double the passive gold, in addition to the ability to cast more spells and deal more damage with them.

Frost Queen's Claim:
  • The active provides an AOE MS slow for 2 seconds, in addition to some minor magic damage. This is best used to peel, disengage, or chase enemies who lack escapes or gap closers.
  • This item grants a total of 50 AP, 10 MP5, and 10% CDR. This is the only gold item that increases Morgana's damage/shield health per spell used.
  • The passive gold does not increase compared to Frostfang. However, this item does not get its Tribute passive put on cooldown when killing minions.
Relic Shield
This gold route is generally specialized for melee supports, but ranged supports can use the item. In lane it provides the best HP sustain and 100 to 0 durability. Late game, its shield can excel against enemy burst targeted at your carries.

Relic Shield:
  • Relic shield requires you to last hit with stacks available in order to get gold. Note that only melee supports can execute minions with auto-attacks.
  • This item provides 75 HP and a 40 HP heal for you and your lane partner on minion execute. Over time, this comes out to 3.33 HP5. This offers some protection against both all-ins and poke.
  • The most efficient use of the execute is to target cannon minions, or if none are available, melee minions. Every 180 seconds, you have the ability to execute 2 cannon minions and 1 melee minion. This comes out to 5.56 GP10 + 0.138 GP10/3 minutes for you and a bonus 0.83 GP10 for your lane partner, assuming that otherwise your AD carry would have last hit everything.

Targon's Brace:
  • For a 500 gold upgrade cost, this item now has 175 HP and provides 8 HP5. The healing now increases to 50 HP every 30 seconds for you and your lane partner, or 8.33 HP5.
  • This item now can hold an additional passive execution stack, and stacks now generate every 30 seconds. Ideally when you kill one cannon and 2 melees every 90 seconds, the GP10 goes up to 8.89 GP10 + 0.22 GP10/3 minutes for you, and grants your lane partner 3.33 GP10, assuming that otherwise your AD carry would last hit everything.
  • This 2nd tier gold item upgrade is notable in that it increases your survivability, the sustain you give your ally, and the passive health sustain from HP5, while still significantly increasing your GP10 assuming you make the best use of the execution passive.

Face of the Mountain:
  • This item provides 500 HP, 20 HP5, and 10% CDR, which are significant upgrades for the 1135 gold upgrade cost.
  • The late game active provides a shield worth 10% of your maximum health. Assuming you build FotM and only have your base health, Morgana can provide a 232 health shield (this number will increase with more health items like Sightstone). Compare this to 455 from a level 18 Barrier or 230 from a level 18 Locket active.
  • The passive shield can be used both on initiators to negate some of the inevitable damage they will take and do some AOE damage, or on your carries to protect them from threatening enemy burst.
Warding Totem
The Warding Totem trinket route is the only one of the three that provides static vision over a prolonged series of time, in the form of either Stealth wards or Vision wards. This trinket will generally be useful regardless of the situation, and thus is something of a default pick up. In many cases I would recommend this as a starting trinket, especially if your starting items don't include any wards. Late game this trinket path can become somewhat obsolete for a support, as consumables can replicate the effect of this trinket.

Warding Totem:
  • Early on the Warding Totem grants you a 60 second ward on a 120 second cooldown, for 50% uptime. As the AD carry also typically starts Warding Totem, your bottom lane can essentially maintain one constant vision ward.
  • The Warding Totem can either upgrade in the Greater Totem or the Greater Vision Totem.

Greater Totem:
  • Automatically upgrades from Warding Totem at level 9.
  • Provides a 120 second stealth ward on a 120 second cooldown, for 100% uptime.

Greater Stealth Totem:
  • 475 gold upgrade from the Greater Totem.
  • Provides a 180 second stealth ward on a 90 second cooldown, for 200% uptime.

Greater Vision Totem:
  • 475 gold upgrade from the Greater Totem.
  • Provides a 120 second vision ward on a 120 second cooldown, for 150% uptime.
Sweeping Lens
The Sweeping Lens trinket route is an effective counter to enemy wards, and later on can be useful against enemy stealthed champions. If the enemy chooses not to ward, and has no stealth to speak of, this trinket path may not be very useful. Note that this can also be used as a counter to enemy traps, such as Teemo shrooms.

Sweeping Lens:
  • Disables traps and wards in an area for 4 seconds, on a 120 second cooldown. Note that this is the same cooldown as the corresponding Warding trinket.

Greater Lens:
  • Automatically upgrades from Sweeping Lens at level 9.
  • Disables traps and wards in an area for 6 seconds, on a 60 second cooldown. Note that this is half the cooldown as the corresponding Warding trinket.

Oracle's Lens:
  • 475 gold upgrade from the Greater Lens.
  • Disables traps and wards in an area for 6 seconds, on a 60 second cooldown, in addition to providing true vision for 8 seconds. Note that this is half the cooldown as the corresponding Warding trinkets.
Scrying Orb
The Scrying Orb trinket route is probably the least common at the moment. It can be compared to the Warding trinket path; the Scrying Orb active provides longer range vision, but at the cost of a much shorter duration. If you find yourself being picked off trying to ward objectives like Baron later on, the Scrying Orb can provide a safer alternative to warding.

Scrying Orb:
  • Provides vision in an area up to 2500 range away for 2 seconds, on a 150s cooldown. Enemy champions in this radius are revealed for 5 seconds. Note that this is 1.25x the cooldown of the corresponding Warding trinket.

Greater Orb:
  • Automatically upgrades from Scrying Orb at level 9.
  • Provides vision in an area up to 3500 range away for 2 seconds, on a 150s cooldown. Enemy champions in this radius are revealed for 5 seconds. Note that this is 1.25x the cooldown of the corresponding Warding trinket.

Farsight Orb:
  • 475 gold upgrade from the Greater Orb.
  • Provides vision in an area up to 4000 range away for 2 seconds, on a 90s cooldown. Enemy champions in this radius are revealed for 5 seconds. Note that this is 0.75x the cooldown of the corresponding Warding trinket.
Boots of Speed
Boots are commonplace in almost every champion's final six item build. Boots have several upgrades, which allow can indicate how you expect to play out a game. For example, a shift from Berserker's Greaves Morgana to Mercury Treads Morgana tells a lot about how Morgana expects to play and be played against in a given game. With the introduction of season 3 boot enchantments, there is now even more diversity in boot builds. This section will list the different types of boot upgrades and enchantments that I would recommend for Morgana.

Boots of Mobility:
  • Provides either 25 MS or 105 MS when out of combat for a total of 800 gold. In combat, Mobility boots provide the lowest MS bonus among all upgraded boots.
  • This upgrade facilitates roaming, rotating, and fighting for map vision.
  • This is a decent default boot upgrade.

Ionian Boots of Lucidity:
  • Provides 45 MS and 15% CDR for a total of 1000 gold.
  • This upgrade lets you pump out more spells during prolonged fights, and lets you skirmish more often.
  • Be wary of the 40% CDR cap with this item. If this upgrade ends up granting you only a fraction or none of the CDR it advertises, you will likely be better off with a different upgrade.

Sorcerer's Shoes:
  • Provides 45 MS and 15 MPen for a total of 1100 gold.
  • This increases the damage of each of your offensive spells, namely your Binding, Soil, and Soul Shackles.
  • This can be extremely damage efficient if your team is heavy on AD. Magic penetration should take advantage of the enemy's lack of MR, or possibly may force them to invest in some MR when they otherwise would have preferred more armor or offensive statistics.

Mercury's Treads:
  • Provides 45 MS, 25 MR, and 35% Tenacity for a total of 1200 gold.
  • If you are very likely going to be targeted with harmful CC, this can be a great pickup. Consider that not all CC is vulnerable to Tenacity, and that you may not be a high priority target for single target CC.
  • This can also be helpful against a heavy AP team. It's not uncommon for an enemy team to have two AP damage solo lanes and possibly even a heavy magic dealing jungler.

Ninja Tabi:
  • Provides 45 MS, 25 Armor, and 10% reduction to damage from basic attacks for a total of 1000 gold.
  • This can be a very good pickup against heavy physical damage teams. In addition to the enemy AD carry, it's possible for the enemy solos and jungler to pick AD heavy champions.

Homeguard Enchantment:
  • Provides bonus healing and a 200% MS boost when reaching the fountain for a total of 475 gold.
  • This can be a decent early buy if you find your team losing map control and towers early.
  • Homeguards can allow a team to counter poke at inhibitor turrets by repeatedly returning to the fountain and healing quickly.
  • This can be an intelligent buy when you need to both heal and reach an objective like Baron quickly.

Distortion Enchantment:
  • Provides a 20% CD reduction on Ghost, Flash, and Teleport for a total of 475 gold.
  • If you find yourself using Flash offensively to setup Soul Shackles this can be a good buy.
  • Provides an extra 30% MS buff after Flash and some similar bonuses for TP and Ghost.
  • Be wary of buying this enchantment in the late stages of a game; it may never have an effect on the game if bought very late.

Alacrity Enchantment:
  • Provides a bonus 20 MS for a total of 475 gold.
  • Provides a decent all around boost that might be favored if lower summoner spell cooldowns aren't needed nor is speed coming out of base a priority.
Zeke's Herald
This section is intended for all aura items, including but not limited to Zeke's Herald.

Aura items can be a very effective purchase depending on how games are playing out. In League, every champion has to face the realities of a 6 item cap, which essentially means there's only so many stats a champion can get out of their item build. With aura items, a champion is in essence sacrificing an item slot to buy an altruistic item; aura items are usually gold and slot inefficient for the buyer, but when the aura gets applied to teammates who make use of the statistics, it can be very worthwhile. Referring back to the 6 item cap, efficient aura items can essentially turn a 6 item carry into the equivalent a 6.5 or even 7 item carry.

Abyssal Scepter:
  • Provides 70 AP and 45 MR, and costs a total of 2560 gold.
  • 700 range aura shreds MR by 20. Note that you typically have to be in relatively close range for the aura to take effect. This occurs when bruisers are diving the back line, or when you have enemies in Shackle range.
  • This synergizes well with magic damage teammates. Its aura is most noticeable when applied to low MR enemies, which typically means the enemy carries and support.

Banner of Command:
  • Provides 80 AP and 20% CDR for a total cost of 2400 gold.
  • Aura increases the damage of nearby allied minions by 15%. Active turns a siege minion into a Anti-turret cannon, on a 180s cooldown.
  • Besides minions, the aura also is effective with several champion spawned minions. For example, it increases the damage from Heimerdinger's turrets or Zyra's plants.

Frozen Heart:
  • Provides 100 armor, 400 mana, and 20% CDR for a total cost of 2600 gold.
  • 700 range aura decreases enemy AS by 15%. As with Abyssal's 700 unit aura, this usually requires you to be in striking distance of enemies for it to take effect.
  • Works well either when diving an enemy AD carry with your ultimate or when peeling and kiting against AS based bruisers like Jax or Irelia.
  • Be careful with this purchase. As you typically aren't too tanky, you may not be able to makes much use of the close/mid range aura if you bursted down quickly. A Zhonya's may be able to significantly increase the total effect of this item during teamfights.

Locket of the Iron Solari:
  • Provides 400 HP, 20 MR, and 10% CDR for a total of 2800 gold.
  • 1100 range aura provides 20 MR and 10 HP5.
  • The aura from Locket provides a decent bit of resistance specifically against magic damage poke both by providing MR and additional passive healing.
  • Provides decent all-around defensive statistics for the buyer.

Zeke's Herald:
  • Provides 250 HP and 20% CDR for a total cost of 2550 gold.
  • 1100 range aura grants 20 AD and 10% lifesteal.
  • The aura synergizes very well with heavy AD teammates. Note that lifesteal's effect scales off of AD; with more AD, lifesteal regenerates more health per hit.
Mikael's Crucible
This section is intended for all active items, including but not limited to Mikael's Crucible.

Active items can be efficient purchases in order to counter enemy skills or kits. One drawback to the active effects of these items versus the passive auras items like Frozen Heart provide is that timing the actives well is often crucial to the item effect actually being useful.

Deathfire Grasp:
  • Provides 120 AP and 10% CDR for 3100 gold.
  • 750 range active does 15% max HP magic damage and amplifies incoming magic damage within the next 4 seconds by 120%.
  • I would consider this a very situational item for a support to make use of, especially Morgana. The percent HP damage scales only with magic penetration which means a support isn't losing too much damage on the active versus an AP solo, while the magic damage amplification scales with the damage that primarily your teammates will be doing.
  • This active can be used for extra burst or ideally just prior to heavy magic damage burst from your teammates with its 20% damage increase. It can be ideal to use this with AP nukers who do not already have a DFG, such as a Ryze, Syndra, or Cassiopeia. Timing this active in this manner can be difficult in an uncoordinated game.

Locket of the Iron Solari:
  • Provides 300 HP, 20 armor, and 10% CDR for a total of 2550 gold.
  • 1100 range aura provides 20 MR and 10 HP5.
  • 600 range active provides a 60 - 230 HP shield to all allies for 5 seconds. In general this is a decent all around active when your team is grouped up. The active can be effective at the beginning of an engagement or even simply to save an ally from the tail end of damage. With its 60 second cooldown, it is usually up when you need it, so don't be too concerned with using it frequently.

Mikael's Crucible:
  • Provides 40 MR, 10% CDR, and 20 MP5 for a total cost of 2450 gold.
  • Mana passive increases your MP5 by up to 100%. This item or even the Chalice will generally let you get away with spamming spells.
  • Active effect heals an ally for 150 HP + 10% Max HP, in addition to providing a slightly nerfed cleanse effect. Note that this cleanses everything a QSS does, except Suppression and Blind.
  • This active can be very useful against single target CC, such as Morgana's Dark Binding. The active can also be used to heal allies when near death.

Randuin's Omen:
  • Provides 70 armor and 500 HP for 3000 gold.
  • The passive effect makes enemies who auto you lose 10% AS for 1 second. This passive decreases the damage output and mobility of enemies who target you.
  • The active decreases enemy MS by 35% in a 500 unit radius. Note that the duration is 2 seconds base, but scales with your armor and MR. As with many debilitating auras, this requires you to be close to enemies to be effective.
  • This item can be effective when kiting bruisers or in with your ultimate's engagement. Note that as Morgana typically doesn't get too much in the way of resistances (Annie or Leona actually get free armor/MR from their kits), the active may not be as strong as it could be.

Twin Shadows:
  • Provides 80 AP, 10% CDR, and 6% MS for 2400 gold.
  • Active sends out two slowing ghosts that target champions, reducing MS by 40% and revealing them for 2 seconds. Has a cooldown of 120 seconds that can be cut down to 40 seconds if failing to reach their targets.
  • The slowing effect is best when enemy targets lack escapes or gap closers.

Zhonya's Hourglass:
  • Zhonya's provides 120 AP and 50 armor for a total of 3260 gold.
  • The active effect provides the user with 2.5 seconds of immunity. Note that this active cannot be cast when under the effect of hard CC.
  • The active has tremendous synergy with Morgana's 3 second ultimate delay, making it difficult to die during this period of time if the active gets cast.
Liandry's Torment
This section is intended for all spell-effect items, including but not limited to Liandry's Torment.

Certain items apply effects in conjunction with spell damage or other spell effects. Often times, these effects apply some sort of debuff effect independent of your offensive statistics, and thus gold income. In other words, these effects work well with a support as the item effects are not gold reliant. An important point to consider is that spell damage effects tend to synergize quite well with Morgana's Tormented Soil, as a single tick of Soil is enough to proc these item effects.

Ardent Censer:
  • This item provides 40 AP, 10 MP5, 8% MS, and 10% CDR for a total cost of 2200 gold.
  • This item provides a 25% AS bonus to shielded targets, which means it adds to the utility of Black Shield. This effect also works with Mikael's active, Locket active, and Summoner Heal. This effect cannot apply to yourself.
  • This is a situational purchase if your likely Black Shield target(s) also work well with some AS as long as they aren't already AS capped. While an AS empowering Black Shield would be great on a Jax or a Tristana, it may be less effective on someone like Amumu or Ezreal.
  • This effect can be useful on ADCs when chipping at towers. Not only does it increase the DPS of your team's primary tower destroyer, but it also makes it harder for the enemy team to engage on him.

Liandry's Torment:
  • This item provides 50 AP, 15 MPen, and 300 HP for a total cost of 2900 gold.
  • The spell damage effect is an additional 2% of current HP in magic damage dealt each second over 3 seconds.This damage is doubled against movement impaired enemies.
  • This spell has decent synergy with Morgana's kit. Both Binding and Soul Shackles apply the double Liandry's damage, whereas a single tick of Soil is enough to proc Liandry's, which significantly increases the poking potential from this spell.
  • The spell damage passive works well against low MR enemies, and can take advantage of a lack of sustain when sieging. The passive only scales with Morgana's magic penetration and to some extent, CDR (the potential for more offensive spells increases the potential damage from the passive).

  • This item provides 80 AP, 10 MP5, and 20% CDR for a total cost of 2200 gold.
  • The spell damage proc applies Grievous Wounds for 4 seconds on enemies below 40% health. Note that again, Tormented Soil is a rather reliable way to proc this passive, as long as enemies are below the health threshold.
  • The passive is very useful against enemies who gain huge amounts of health regeneration, especially when at low health. Champions who often fit this mold include but are not limited to Dr. Mundo, Swain, Aatrox, Vladimir, and Olaf.

Rylai's Crystal Scepter:
  • This item provides 80 AP and 500 HP for a total cost of 2900 gold.
  • The passive applies a 15% or 35% slow on spell damage for 1.5 seconds. The greater slow applies on single target spells, while the lesser slow procs on multi-target spells.
  • Slowing effects are very powerful against enemies who lack gap closers. Versus the dash-based mobility of a Riven or a Lee Sin, slows may be rendered ineffective.
  • [Needs Testing] I am under the impression that Rylai's does nothing for Dark Binding, as the spell damage occurs at the beginning of the snare. Therefore, the slowing effect will actually expire before the snare, which means it doesn't actually do anything.
Needlessly Large Rod
This section is intended for all AP items, including but not limited to those that build out of a Needlessly Large Rod.

Morgana can scale well with heavy AP/MPen/CDR, which is why Morgana mid as an AP caster has been seen both in solo Q and competitive games. As a support, you typically don't get too much gold income, and thus you usually try to itemize to make the best out of your gold-independent utility rather than your gold-dependent damage. However, there are cases where going damage can be effective, though if you really wanted to, you could just build damage in every game as support Morgana.

If you find yourself getting fed early on (usually through kill participation or objectives), you can overcome the typical support gold limitation and build for damage. If the enemy team isn't respecting your team's magic damage (this can often occur with physical damage solo lanes and jungles), building for damage can result in a significant boost to your damage output and/or force the enemy team to build some MR (which in turn can increase your physical damage allies' damage output).

Note that all three statistics (CDR, AP, MPen) scale off each other when dealing with AP scaling magic damage spells, as is the case for all of Morgana's offensive spells. CDR has the potential to increase damage output over time by up to 1.67x (given a 40% CDR cap). With Morgana, CDR does not reliably increase your DPS considered to other AP casters. Your ultimate will only be available once a fight, and Tormented Soil is reliant on set-up CC (Dark Binding). If you can reliably hit snares, CDR can be a fine buy. Magic penetration is most effective against enemies with low MR. Common purchases include Sorcerer's Shoes (15 MPen), Guise (15 MPen), and Abyssal (20 MR shred). Buying just a few of these can completely shred the MR of an enemy carry or support. If the enemy top lane and jungle pick low resistance champions like Jayce, Kha'zix, or Nidalee, a bit of magic penetration can be a very efficient purchase. Finally, AP can go a long way on Morgana. Morgana's full offensive combo has 3.4 - 3.95 AP scaling, depending on the health of her target, not to mention a 0.7 AP ratio on her shield. Level 18 Morgana has around a 350 AP doubling ratio on her Soil and Binding, and about a 460 AP doubling ratio on her ultimate. In other words, with around 400 AP, Morgana's spells do double the damage of her base damages. With 800 AP, her spell damage is roughly tripled.

Abyssal Scepter:
  • Provides 70 AP and 45 MR, and costs a total of 2560 gold.
  • 700 range aura shreds MR by 20. Note that you typically have to be in relatively close range for the aura to take effect. This occurs when bruisers are diving the back line, or when you have enemies in Shackle range.
  • This is a more efficient purchase when your damage is being applied to low MR enemies.

Liandry's Torment:
  • This item provides 50 AP, 15 MPen, and 300 HP for a total cost of 2900 gold.
  • The spell damage effect is an additional 2% of current HP in magic damage dealt each second over 3 seconds.This damage is doubled against movement impaired enemies.
  • In terms of total damage dealt, this item is most effective against HP stacking low resistance tanks. Tanks who often prioritize health over resistances include Shen, Dr. Mundo, and Volibear.
  • In terms of percent max HP damage dealt, the passive's effectiveness scales inverse to the enemy target's MR. In other words, the less MR an enemy has, the more the % damage passive will chunk them.

Mejai's Soulstealer:
  • Provides 20 AP for a total of 1235 gold.
  • Passive provides up to 160 AP and 15% CDR.
  • This is a snowball item that I would not recommend as a typical part of your item build. If you are confident in your ability to both participate in kills and avoid dying in a particular game, this can potentially be a very efficient buy.
  • Morgana actually has a relatively easy time getting assists for purposes of stacking this item. As long as you Black Shield someone who participates in a kill, you will get an assist and 1 Mejai stack.

Rabadon's Deathcap:
  • Provides 120 AP for 3300 gold.
  • Passive provides an additional 30% AP, making your total AP 130% of your base AP.
  • The passive effect scales with the amount of AP you have, and thus has more of an effect with more AP items. I thus might not consider this as a 1st or 2nd offensive item, and rather delay this until I have some more AP to scale off of.

Rod of Ages:
  • Provides 450 HP, 450MP, and 60 AP for 2800 gold.
  • This item can build up an additional 200 HP, 200 MP, and 10 AP over 10 minutes after being purchased.
  • The mana increases your mana pool but it does not increase MP5 unless you get Blue Buff or Baron Buff. This item does not scale with Chalice's MP5 passive.
  • This item provides a good amount of both AP and durability. This is generally better if you can buy it early so that you can get the fully stacked item sooner. Note that this can be difficult for a support, and that buying this item early delays the purchase of utility items like Talisman, Mikael's, Sightstone, and Zhonya's.

Void Staff:
  • Provides 70 AP and 35% MPen for 2295 gold.
  • The effect of this item is increased against high MR enemies. In other words, this typically shouldn't be rushed, especially as much of your early damage will be targeted against the relatively low MR enemy bottom lane.

Zhonya's Hourglass:
  • Zhonya's provides 120 AP and 50 armor for a total of 3260 gold.
  • The active effect provides the user with 2.5 seconds of immunity. Note that this active cannot be cast when under the effect of hard CC.
  • This item provides a good damage boost, defense against physical damage, and a very good active with Morgana's ultimate. If I were to build damage on support Morgana, either Zhonya's or early flat MPen would probably be the first buy.
Giant's Belt
This section is intended for all defensive items (HP/MR/Armor), including but not limited to those that build out of a Giant's Belt.

With the recent increase to gold income for supports in Season 4, it can be quite viable to build up some defenses. Durability is useful in a wide variety of cases; it mitigates the effect of enemy poke, it allows you to absorb some damage in place of your high DPS carries, and it prevents you from being a liability when faced with enemy champions that thrive on resets (Katarina, Kha'zix).

All three statistics can be useful, though you should consider which one(s) will the most helpful against each given team composition. Armor and MR are counterparts; armor reduces physical damage, while MR reduces magical damage. If you find either magical damage or physical damage threatening to you, itemize against it. The downside of itemizing either for MR or armor is that you leave yourself open to the opposing form of damage, and in both cases gain nothing to reduce the effectiveness of true damage. HP is more of a generalist defensive statistic, mitigating the effect of all three forms of damage. Note that if you are facing a large amount of percent damage from the enemy team, HP does not reduce the % HP you will lose from these spells. In other words, resistances are probably preferred over HP for dealing with magical or physical percent damage. Finally, if you find yourself up against percent true damage, you can't really do too much. To counter this (Vayne), look to either AS debuff actives/passives or try to kill them first.

Abyssal Scepter:
  • Provides 70 AP and 45 MR, and costs a total of 2560 gold.
  • 700 range aura shreds MR by 20. Note that you typically have to be in relatively close range for the aura to take effect. This occurs when bruisers are diving the back line, or when you have enemies in Shackle range.
  • This is a so-so MR item for Morgana that also happens to increase her team's magical damage output. The only statistics from this is 45 MR. This is an item that only mitigates magic damage.

Banshee's Veil:
  • Provides 450 HP and 55 MR for 2750 gold.
  • Passive shield negates one spell and all its effects, and is refreshed every 40 seconds.
  • This item is very effective against deadly 1-hit wonder spells. During sieges, it can be very effective against poke like Nidalee or Gragas. It is effective against disastrous CC like Dark Binding or Rocket Grab.
  • Banshee's shield can negate part of a mage's spell combination. It can do a lot in terms of mitigating burst from a caster like Fizz or Leblanc.
  • Banshee's provides a decent mix of both MR and HP, in addition to the spell shield. This is generally a good buy against magic damage.

Frozen Heart:
  • Provides 95 armor, 400 mana, and 20% CDR for a total cost of 2900 gold.
  • 700 range aura decreases enemy AS by 20%. As with Abyssal's 700 unit aura, this usually requires you to be in striking distance of enemies for it to take effect.
  • Provides pure armor in terms of defensive statistics. It also decreases auto-attack based DPS, by a factor of 20%. In general, this item is a good buy against auto-attack based physical damage enemies.

Randuin's Omen:
  • Provides 70 armor and 500 HP for 3000 gold.
  • The passive effect makes enemies who auto you lose 10% AS for 1 second. This passive decreases the damage output and mobility of enemies who target you.
  • This item provides a good mix of HP and armor. Like Frozen Heart, this item works well against auto-attack based physical damage enemies, though it also provides protection against true damage that Frozen Heart does not.

Spirit Visage:
  • Provides 400 HP, 55 MR, 10% CDR, and 20 HP5 for 2750 gold.
  • Passive effect increases sustain effects like your passive spell vamp by 20%.
  • This item also provides a good chunk of HP and MR, like Banshee's, making it effective against magic damage. This item has the advantage of also providing you CDR if you need it, and more sustain, whereas you lose out on the spell shield.

Zhonya's Hourglass:
  • Zhonya's provides 120 AP and 50 armor for a total of 3260 gold.
  • The active effect provides the user with 2.5 seconds of immunity. Note that this active cannot be cast when under the effect of hard CC.
  • This item only provides 50 armor, which is only effective against physical damage, in addition to the invulnerability active's effect which depends on your timing. On the plus side, it does provide a substantial damage boost that most other defensive buys lack.

Skill Order (G)

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Soul Siphon
QDark Binding
WTormented Soil
EBlack Shield
RSoul Shackles
Skill Order: >>>

This build is decent for a general skill order. Dark Binding is maxed first to increase its own damage and Soil's damage (longer CC means more Soil ticks), while Black Shield is maxed second for trading against CC or magic damage.

This is generally the build I go against low CC, heavy poke enemy lanes who still have decent magic damage trading or CC. Versus say a Sona or Lulu, I tend to favor this path. Even against a low cooldown CC bottom lane like a Taric or a Blitzcrank, I may favor this skill order if they are playing very passively or if I have heavy lane control.

Skills (G)

Soul Siphon
This passive does nothing for your allies, but grants you some passive sustain. This does ramp up later on, and grants you a noticeable sustain advantage over most other supports later on. This can be somewhat helpful when dealing with poke compositions. Note that only your binding counts as a single target spell. Both Soil and Shackles count as AOE spells and thus only get 1/3 of the spell vamp effect.
Dark Binding
Dark Binding is a very powerful single target lock-down. At 3 seconds of immobilization, it is a single target CC rivaled only by the likes of max range Ashe arrow (3.5s) and Nasus Wither (5s). In addition, it is long range (1300 units), spammable (11s cooldown), and has a rather generous hitbox. The downside is that it is an extremely slow skillshot (1200 units/s), taking over 1s to reach the end of its path. Casting it at short range drastically decreases the reaction window for an enemy to dodge the shot.

Skillshot indicator for Dark Binding

Circular ring around an enemy indicates they have been binded
Tormented Soil
This spell is generally used as waveclear or as follow-up to Morgana's CC. It does damage over time, and does more damage with more missing health, but enemies will not willingly stand in it. In game, use this skill with either Dark Binding, Soul Shackles, or your allies' CC to maximize its damage.

One advantage of this spell is that is has some synergy with certain item pickups or masteries. For example, three ticks of Tormented Soil will fully stack Blade Weaving, while a single tick of Tormented Soil can apply item effects including from Grievous Wounds (), Rylai's Slow (), and Liandry's percent damage ()

Targeting reticule for Tormented Soil

Dark puddle of AOE damage over time
Black Shield
This is one of Morgana support's bread and butter skills. This applies both a shield against magic damage (not effective against physical or true damage), and negates CC while the shield is active. It has no cast time, which allows you to counterplay enemy CC with good reaction time. With good reflexes and anticipation, this shield can be ridiculously cost and cooldown effective. It excels against single target CC initiation and when used on melee or ranged carries, adds a defensive dimension to complement their offensive skillset.

Cast range of 750 units

Sphere of hexagons indicates the champion has been Black Shielded, while Spell Immune! indicates a CC has been negated
Soul Shackles
Your ultimate is a very powerful AOE CC/nuke tool, with a weakness against mobility/Flash. As the name suggests, you shackle yourself to nearby enemy champions (slowing them), and after a 3 second delay, stun those still within 1000 range. Both the initial leash and the stun deal a decent amount of base/scaling damage. This spell has tremendous synergy with Zhonya's (the 2.5s invulnerability goes well with the 3s stun delay), which allows you to use it offensively to initiate or help engage. Without Zhonya's, I suggest being more defensive with this spell and using it to peel for your high priority carries.

600 unit cast range of Soul Shackles

Red leash(es) from Morgana to enemy champions indicate the enemy is being slowed and will soon be stunned

Bottom Lane Matchups (S)

Favors You
Note that this Aatrox section is not an actual champion matchup, but rather an introduction and example of sorts.

This chapter will discuss champion matchups, both Morgana versus other supports and Morgana versus enemy AD carries. Support matchups will tend to look at the ability to trade harass and cooldowns of their impactful spells. AD carry matchups will discuss AD carry harass, crowd control, magic damage (if any) and their ability to escape your binding/ultimate.

All matchups described here are for the laning phase; information in these sections are not written for the late game, but tidbits may be applicable. Note that all difficulty ratings are my opinion and may be subject to change, though hopefully the reasoning provided for each matchup should suggest why I consider the matchups the way they are. I would also consider Morgana support lanes to often be skill matchups. Laning revolves heavily around Dark Binding and Black Shield effectiveness which are very impactful when on point but very damaging when missed; if you land your snares and negate damage and CC efficiently, you can win almost all matchups as Morgana, but if you mistime or misplace your Shield and the enemy dodges your CC, you can lose matchups that might be considered relatively easy.

Morgana's Statistics

AD: 51.5 + 3.5/level
AS: 0.625 + 1.53%/level
Range: 450 units
Health: 403 + 86/level
Armor: 19 + 3.8/level
MR: 30 + 0/level
MS: 335 units/second

Morgana's Cooldowns

Dark Binding: 11 seconds
Tormented Soil: 10 seconds
Black Shield: 23 / 21 / 19 / 17 / 15 seconds
Soul Shackles: 120 / 110 / 100 seconds

Whenever you are considering trades in lane, keep in mind both your own cooldowns and your enemy's. Below are described two common CD interactions in lane for Morgana, her Black Shield and support ultimate cooldowns.

One of the most important cooldowns for Morgana is her Black Shield. At level one, it is on a 23 second cooldown. By level 5, its cooldown gets reduced to 15 seconds. Be wary of the time window between casts of Black Shield where your lane is vulnerable to CC. Hook skills like Blitzcrank or Thresh have around a 20 second cooldown at level one and are usually maxed later on. Other engages such as Leona/Taric/Alistar are only on a cooldown of around 13-16 seconds. Against a CC heavy support who engages everytime his engage is up, some early points into Black Shield may be necessary to survive. CDR Masteries or Runes can also be very helpful. Masteries grant up to 10% flat CDR, while glyphs can either give 10% scaling CDR or 7.5% flat CDR.

Another important timing window for Morgana is her Soul Shackles. In an all-in during the laning phase it does a very high amount of base damage (up to 350 to each champion at level 1); if you fight or are engaged upon without it you will tend to lose out. Some ultimates are on a much shorter cooldown (Taric, Leona, Blitzcrank). Others are on a longer cooldown (Sona, Janna, Thresh). Be wary of back to back engagements against short CD ultimates, and look to take advantage of a relatively short CD window between consecutive Soul Shackles against high CD ultimate lanes.

Morgana's Spells

Dark Binding: 0.25s cast time + 1.08s travel time = 1.33s total time
Tormented Soil: 0.25s cast time = 0.25s total time
Black Shield: 0.0s cast time = 0.0s total time
Soul Shackles: 0.375s cast time + 3s tether time = 3.375s total time

This section will list spell numbers, especially those of CC spells that it would be in your interest to Black Shield correctly. On your end, Black Shield does not have any sort of spell delay. Human reaction time can vary, though to provide a reference, Human Benchmark had an average 215ms response time (reaction plus click of mouse) at the time this was written. Mechanical delay refers to the time it takes to select your target and cast Black Shield, which can also vary depending on your hardware, casting method, etc. Finally, ping is dependent on your distance from the game server and your internet connection, and can also vary quite significantly.

Different factors that affect how well you can reactively cast Black Shield

For enemy spells, they are usually broken down into a cast delay plus a missile travel time. Cast delay or cast time is essentially the time between activating a spell and the spell taking effect/projectile being launched. Missile speed is how quickly the projectile moves. The maximum range divided by missile speed yields travel time, or the amount of time between when the projectile gets launched and reaches max range. Note that all missile times listed assume a max range spell; a close range spell could have significantly reduced time between cast and impact. Finally, total time is the sum of travel time and cast delay. Quantities preceded by Est. are estimated values, obtained by looking at these videos frame by frame in slow motion. Most numbers were pulled from observation of videos recorded at 30 FPS (error could be described as plus/minus 33ms or 17ms), although some were pulled off of Lolwiki's website. For more details about the timing with which spells are launched, see the Black Shield Usage section of the Spell Mechanics chapter further along in the guide. If you believe any of the numbers are incorrect, I would appreciate if you explained your results and asked me to take a closer look.

This section will also list typical skill orders for enemy AD carries and supports (I will try to link at least one credible guide as a reference to each champion). Be wary that skill orders can vary for a given champion depending on the player, champion picks, relative gold/XP, etc. Only one skill order will be listed, but it is quite possible for other build(s) to also be viable and/or popular. For the support matchups, I will suggest a level 1 skill for Morgana that is probably most helpful, in addition to what I expect will most likely be the ideal skill order for Morgana assuming the enemy support follows the listed skill order.

Aatrox vs. Morgana

The spell and cooldown section will be followed by an overview of the matchup. For example, if Aatrox were a common support, the Aatrox vs. Morgana section would detail my impression of the matchup between these two champions. The first paragraph generally provides a brief description of the champion as a whole both in lane and throughout the game (Aatrox is a support who brings a good amount of all-in power and some resourceless poke in lane, while by the late game his revive passive allows him to act as an AOE CC initiator).

The final paragraph in this section will detail how I feel the specific lane matchup goes. I'll mention details like trading, all-in power, how effective are your auto-attacks and skills, when should you ideally use your spells, and how the post-6 matchup may change. For example, I might say that: Aatrox can be poked down by you, but you need to be wary of his all in with his knockup and slow. Black Shield is very effective against his CC as he lacks magic damage before 6. Note that if he drops below half health, he can heal very quickly by spending some auto-attacks on the wave. Be wary of overextending against him because of his revive passive on a 3:45 cooldown. His level 6 all-in power is very high, and given your low range kiting his 325 range auto-attacks can be difficult.

Quick Tips

This section will list three to five tidbits of information that may be helpful. While the information generally should be distinct from the text posted in the previous matchup section X vs. Morgana, they may be related. This section is designed for people who want some quick ideas as to how the lane can be played, and do not have time to read through the X vs. Morgana paragraphs. However, the information should still be helpful if you did read through the rest of the champion's section, as it is supposed to be a supplement to prior information rather than a substitute. Be wary of only relying on this information going into a matchup; reading three to four bullet points won't mean you'll automatically be able to win a lane.

Black Shield Interactions

One of the most important interactions Morgana has with other champions is with her unique spell shield. It has to ability to negate CC and/or mitigate magic damage. Below I categorize supports, by the number of their four skills weakened (either CC negation or magic damage reduction count) by Morgana's black shield.

Disclaimers: Morgana's strength against a support is not necessarily proportional to the number of skills she can weaken/negate with black shield. Champion passives are also not taken into account:

Support with 0 skills weakened by black shield:

Support with 1 skill weakened by black shield:

Support with 2 skills weakened by black shield:

Support with 3 skills weakened by black shield:

Support with 4 skills weakened by black shield:

Below are categorized ADCs by the number of their spells (passives not included) that are weakened or negated by black shield. Disclaimer: Morgana's strength against an ADC is not necessarily proportional to the number of skills she can weaken/negate:

ADC with 0 skills weakened by black shield:

ADC with 1 skill weakened by black shield:

ADC with 2 skills weakened by black shield:

ADC with 3 skills weakened by black shield:

ADC with 4 skills weakened by black shield:

Spell Ranges and Escapes

Against both your Dark Binding (1300 range) and your Soul Shackles (600 range activation, 1000 range leash), enemy gap closers/dashes can be very effective. If an enemy would inevitably get hit by your snare, a dash can act as a free get out of jail card. If shackled by your slow, a long range jump can instantly negate the stun. Assuming a max range chain hits from your ultimate (600 units), any dash greater than 400 units cast immediately should be able to get out of shackle range (1000 units). This section compiles the set of AD carries with gap closers and lists the distances they can jump (MS steroids are not counted here, though they may circumstancially be effective).

300 Range:

400 Range:

425 Range:

475 Range:

800 Range:

900 Range:

Auto-Attack Trading

A big part of bottom lane harass and trading is the use of auto-attacks. A general rule for Morgana is that she has higher base damage (there are exceptions such as Lulu and Thresh) and effective health than other ranged supports, while possessing a range advantage over melee supports. This suggests two different ways to auto-attack trade using Morgana. Against ranged opponents, you should try to trade auto attacks one for one. Versus capable opponents who kite well and possess a range advantage, this can be quite difficult; either you can abuse brush/vision to trade or don't attempt to trade at all. Versus melees you generally can auto attack freely, though you should try to do it while either out of the enemy AD carries range or while they are busy last hitting. Be careful about overextending trying to poke melees; they typically can punish you with CC if you get carried away and don't shield properly.

Below are listed the auto-attack ranges for both AD carries and supports. Knowing how much of a range advantage or disadvantage Morgana has is pivotal for lane matchups:

125 Range (325 Advantage):

425 Range (25 Advantage):

450 Range (0 Advantage):

475 Range (25 Disadvantage):

480 Range (30 Disadvantage):

500 Range (50 Disadvantage):

525 Range (75 Disadvantage):

550 Range (100 Disadvantage):

575 Range (125 Disadvantage):

600 Range (150 Disadvantage):

625 Range (175 Disadvantage):

650 Range (200 Disadvantage):

700 - 710 Range (250 - 260 Disadvantage):

850 Range (400 Disadvantage):

*Note: These champions have a ranged steroid passive or active. Both level 1 range and level 18 range with actives activated are listed.
Favors You
Alistar's Statistics

AD: 55.03 + 3.62/level
AS: 0.625 + 2.125%/level
Range: 125 units
Health: 442 + 102/level
Armor: 18.5 + 3.5/level
MR: 30 + 1.25/level
MS: 330 units/second

Alistar's Cooldowns

Pulverize: 17 / 16 / 15 / 14 / 13 seconds
Headbutt: 14 / 13 / 12 / 11 / 10 seconds
Triumphant Roar: 12 seconds
Unbreakable Will: 120 / 100 / 80 seconds

Alistar's Spells

Pulverize: 0.25s cast time = 0.25s total time
Headbutt: 0.0s cast time + 0.19s travel time = 0.19s total time

Alistar Reference Guide: http://www.solomid.net/guide/view/29174-alistar-build-guide-by-uskelm
Alistar Skill Order: >>>
Morgana Level One Skill: / (if pushing) or (if being pushed in)
Morgana Skill Order: >>>

Alistar vs. Morgana

Alistar is a melee support pick with a kit that grant's him durability and an array of tenacity-ignoring CC. In lane he provides a good deal of kill pressure due to his CC combo, while he can fall back on his AOE healing if he needs to play defensively. His ultimate is a powerful defensive steroid and cleanse, and even significantly increases his sustained auto-attack damage if he can get in range.

A brief look over Alistar's offensive skills, CC combos, and ultimate

While Alistar's CC is generally considered uncleansable and immune to Tenacity as they are a knockup and knockback, in actuality his CC also has some cleansable parts near their tail ends. Pulverize is a 1 second knockup followed by a 0.5 second stun upon landing, for 1.5 seconds of total CC. While it has 0.25 seconds of cast time, the spell animation is rather telegraphed (his entire upper body leans back) and he has to get in melee range to use it, which should mean he cannot use it without an initial gap closing spell. Headbutt provides an estimated 650 range knockback over 0.5 seconds, in addition to a 0.5 second followup root, for 1 second of total CC. His dash speed is quite high and this spell has no cast delay, which means that it takes an estimated 0.19 seconds for Alistar to hit a max range (650 units) headbutt. Headbutt into Pulverize is the quintessential Alistar combo; if someone asks you if you can do the Alistar spell combo, this is what they mean. You have again an estimated 0.19 seconds to react to just the Pulverize, but a total time of 0.44 seconds to react to his Pulverize because of the cast time. If you are actually able to negate just the Pulverize, the target will only be knocked back, probably into safety. The disadvantage of this combination is that it decreases both the total CC time (from 2.5 seconds to about 1.5 seconds) and prevents Alistar from taking advantage of his displacement power.

This matchup can go either way, and both sides can opt to play passively or aggressively. Both his CC spells can be shielded, though as with any sort of AOE CC avoid clumping up if an engagement is imminent. Assuming you keep your distance, he will either engage with Headbutt, which is on a 14 second cooldown at level 1, or with Flash into CC. If you let Alistar walk up into melee range his CC is much more threatening and he probably can win an all-in. You generally can shield his Headbutt Pulverize combo (at least the Pulverize), while his Flash combination is much harder to react to. You should be somewhat familiar with Alistar's mechanics so that you can predict his next move when he Flashes to engage. Flash, Pulverize, Headbutt towards enemy is the usual combination but overall it's rather situational. Note that outside of his ultimate, Alistar doesn't have spells that increase his tankyness like a Leona or a Taric, whereas unlike a Thresh or Blitzcrank, he has to engage into your creeps; thus, he can actually get punished very hard for engaging and then pulling back. Another option for an Alistar lane especially if they feel they lack kill pressure is to put more early points into heal and farm for the mid and late game. In such a scenario, you can follow a more aggressive skill order and out poke them.

Quick Tips

  • Avoid applying both CC skills on Alistar at the same time after he hits 6. His ultimate cleanses all CC; instead apply CC one at a time so that he can't kill off two birds with one stone.
  • Alistar has high mana costs that you can take advantage of. His CC combo costs from 130-170 mana depending on the skill levels. At only 50 mana, your Black Shield has the ability to both completely nullify one engage and make further initiation difficult.
  • Be wary of Alistar's displacement especially near his turret. One mistake there can easily force you or your carry into turret and a needless death.
  • If you engage on an Alistar lane with your ultimate, be very wary of Alistar saving his headbutt to knock you away. Saving Black Shield for yourself rather than the AD carry will often guarantee a stun on Alistar or the enemy carry.
Favors Enemy
Annie's Statistics

AD: 48.0 + 2.625/level
AS: 0.579 + 1.36%/level
Range: 625 units
Health: 384 + 76/level
Armor: 12.4 + 4/level
MR: 30 + 0/level
MS: 335 units/second

Annie's Cooldowns

Disintegrate: 4 seconds
Incinerate: 8 seconds
Molten Shield: 10 seconds
Summon Tibbers: 120 / 100 / 80 seconds

Annie's Spells

Disintegrate: 0.25s cast time + 0.4s travel time = 0.65s total time
Incinerate: 0.25s cast time = 0.25s total time
Summon Tibbers: 0.25s cast time = 0.25s total time

Annie Reference Guide: http://www.solomid.net/guide/view/64187-annie-build-guide-support-by-jyarbz
Annie Skill Order: >>>
Morgana Level One Skill: / (if pushing) or (if being pushed in)
Morgana Skill Order: >>>

Annie vs. Morgana

This is probably one of the hardest matchups for Morgana. Historically this has been a mid lane matchup, with possibly even an edge to Morgana. There are a few reasons why I feel the support matchup is much more in Annie's favor. Morgana in mid lane has a farming advantage over Annie, but as a support you can't take advantage of your waveclearing. In addition, Annie now has two targets she can stun. In mid lane self cast Shield in an all in guarantees at least some damage mitigation and possibly negates the stun, whereas in a 2v2 lane it is harder both to pinpoint the right target and to cast it on time. Annie has a large range advantage over you with her auto attacks, whereas you have a range advantage with your admittedly slow moving Dark Binding. If you can't manage to land long range poke on an Annie lane, which does lack sustain, she can zone you with either her autos or her close/mid range burst/CC.

A look at Annie's kit and her skills' cast delays and travel times

Disintegrate is Annie's single target spell, which has an estimated 0.25 second cast time and 0.4 seconds for a max range spell to land, for 0.65 total reaction time. Be careful to distinguish between Annie's stun and auto-attack animation; her Disintegrate animation can be described as a more forceful auto-attack animation, and the projectile is comparable to a much larger ball of fire than her auto-attack. In addition, Disintegrate's arm motion is more like a sideways swing or slap. Incinerate has 0.25 seconds of total spell delay. This spell's animation is that Annie moves her arms back slightly and then leans forward and stretches her arms forward pushing a cone of fire at her targets. Tibbers' animation is probably the most subtle, in which Annie slightly crouches before raising up her left hand (with Tibbers the teddy bear) into the sky. Again, this has 0.25 seconds of total spell delay.

When looking to Black Shield Annie's CC, you have to be aware of both the status of her passive, in addition to the spell animations of all three of her damaging skills. Disintegrate is probably the easiest to shield, and behaves somewhat like a faster moving Taric Dazzle. Be wary of Annie using a Disintegrate into Molten Shield combo at 3 passive stacks. It won't appear that Annie has a stun, but a well timed Molten Shield will suddenly turn Disintegrate from a relatively harmless targeted nuke into targeted CC. Her other two offensive spells have a somewhat subtle cast animation and have 0.25 seconds of delay each, making reactive use of Black Shield quite difficult.You will often have to preemptively Shield, or react intelligently to Annie's offensive Flash.

Quick Tips

  • The range of both her auto attacks and her threatening CC spells are 600-625 units. Keep this distance in mind and generally stay out of it. Keep in mind her Flash status; it essentially extends her initiation range by 400 units.
  • Molten Shield is a low mana cost spell that is very similar to Leona's Eclipse. If you want to poke or all-in an Annie, try to do it while her spell is on cooldown. Note that she will often spam this low cost spell in order to get her stun back up.
  • Be very wary of extended all in engagements against Annie. Her damage spells are easier to hit than yours and are on shorter cooldowns, and Tibbers can put out massive AOE damage if you let him sit on top of you.
  • Annie has extremely high burst for a support. Consider saving exhaust for Annie just before she combos in an all-in.
Favors You
Ashe's Statistics

AD: 46.3 + 2.85/level
AS: 0.658 + 4%/level
Range: 600 units
Health: 395 + 79/level
Armor: 15.5 + 3.4/level
MR: 30 + 0/level
MS: 325 units/second

Ashe's Cooldowns

Frost Shot: N/A
Volley: 16 / 13 / 10 / 7 / 4 seconds
Hawkshot: 60 seconds
Enchanted Crystal Arrow: 100 / 90 / 80 seconds

Ashe's Spells

Volley: 0.25s cast time + 0.75s travel time = 1.0s total time
Enchanted Crystal Arrow: 0.25s cast time + 0.75s travel time (assumes 1200 range) = 1.0s total time

Ashe Reference Guide: http://www.solomid.net/guide/view/120848-ashe-build-guide-by-c9-sneaky
Ashe Skill Order: >>>

Ashe vs. Morgana

Ashe is generally considered something of a utility AD carry. She provides long range initiation, consistent slows, and even free vision every minute. As a trade off, she has arguably a weaker laning phase. Out of her non-ultimate skills, only Volley can be used as a nuke while trading. Slows from Frost Shot can manipulate fights for you, but they add no damage. Hawkshot can scout and provide some safety against ganks, and even gives Ashe some extra gold, but generally does not help in trades.

A look at Ashe's actives and passives

While Ashe doesn't have too threatening of a kit, it can be helpful to understand her CC and her bow's animations. First off, her stacked Focus passive can be detected by either a blue colored glow around her or by clicking on her and looking at the status bar. Early on, her passive crit can increase her burst by almost 50%. Whether Ashe uses her bow horizontally or vertically can be a big tell as to what she is casting. Normal auto-attacks require her bow to be vertical. Auto-attacks with Frost Shot active behind them (you may need Black Shield here) will make her bow be horizontal. Volley requires her bow to be horizontal (this is hard to tell with the angle in the video). Her ultimate forces her bow to be positioned vertically. Thus, Ashe using a Volley in the middle of auto-attacking (no Frost Shot) means her bow position will switch, while Ashe using Enchanted Arrow while auto-attacking (Frost Shot active) also means her bow position will switch.

Ashe does have rather high range; she can typically keep distance from Morgana. Her Volley damage can be negated by standing behind creeps, and its high early cooldown means she has generous timing windows where she can be pressured by your lane (as she lacks any sort of additional damage outside of maybe her passive). Be wary of her Focus passive especially after she returns to lane, as it adds to her burst. She has no inherent mobility and is thus rather vulnerable to well placed Bindings and your ultimate. Her slows cannot break through your Black Shield without outside help, and her Arrow isn't too hard to shield correctly. You generally will have an advantage in lane, which means her ultimate will most often be used for jungle ganks.

Quick Tips

  • If you see Ashe arrow towards one of your solo lanes, it can be very helpful if you warn your teammates. A 3.5s stun can definitely turn around an engagement in any of the solo lanes. You can also take advantage of the cooldown to engage on Ashe.
  • While Ashe does not have a high damage skillset for most of the game, be wary of her level 1 damage from Volley and her passive. She can get a guaranteed crit on her first attack which along with Volley, sums to 40 + 300% total AD physical damage.
  • If you all-in an Ashe with Soul Shackles after her level 6, note that standing in front and acting as a human shield (with Black Shield on you) is quite viable. Not only does her Volley have trouble dealing AOE damage when enemies line up in front of her, but her Enchanted Arrow can only stun you (which is what Black Shield is for).
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Blitzcrank's Statistics

AD: 55.66 + 3.5/level
AS: 0.625 + 1.13%/level
Range: 625 units
Health: 423 + 95/level
Armor: 17.5 + 3.5/level
MR: 30 + 1.25/level
MS: 325 units/second

Blitzcrank's Cooldowns

Rocket Grab: 20 / 19 / 18 / 17 / 16 seconds
Overdrive: 15 seconds
Power Fist: 9 / 8 / 7 / 6 / 5 seconds
Static Field: 30 seconds

Blitzcrank's Skills

Rocket Grab: 0.25s cast time + 0.525s travel time = 0.775s total time
Power Fist: 0.0s cast time + 0.4s swing time (assumes 0.65 AS) = 0.4s total time
Static Field: 0.25s cast time = 0.25s total time

Blitzcrank Reference Guide: http://www.solomid.net/guide/view/25089-blitzcrank-build-guide-support-by-haanswinkor
Blitzcrank Skill Order: >>>
Morgana Level One Skill: / or (if enemy lane has level 1 kill pressure)
Morgana Skill Order: >>>

Blitzcrank vs. Morgana

Blitzcrank is a support who brings a lot of kill pressure with decent burst, a knockup, and a long range (1050 units) displacement ability. In the laning phase he is very threatening against supports who cannot provide 100 to 0 kill pressure, and later on his Rocket Grab is an extremely powerful CC tool during 5v5 sieges and teamfights.

A look at Blitzcrank's offensive skill including both passive and active effects

Blitzcrank's Rocket Grab is considered his most threatening skill, which means as an anti-CC support you should be pretty familiar with how it gets telegraphed. At the start of the grab animation, Blitzcrank will turn in the direction his grab will go, wait 0.25 seconds for cast delay, and then it takes 0.525 seconds for a max range hook to hit. This brings his total spell delay up to 0.775 seconds. Note that in addition to just displacing his target, Rocket Grab also stuns the enemy hit for 1 second while in mid-air. Power Fist is Blitzcrank's secondary hard CC. It has no cast delay, as it works like an empowered auto-attack, and is also an auto-attack reset, but because of Blitzcrank's rather clunky auto-attack animation you do have some time to react; in the video it's estimated that the level 2 Blitzcrank Power Fist has roughly 0.4 seconds of swing time. In addition, it has a static-like sound when used, which can give away that you need to shield a target. Finally, Static Field's active is a 600 range AOE spell with 0.25 seconds of total spell delay. The animation can be somewhat subtle, but Blitzcrank folds his arms in before leaning backwards.

This is one of the classic reflex-type matchups for a Morgana lane. The general idea is that Blitzcrank pre-6 has two ways to engage on you. He either overdrives/Flashes and uses Power Fist, in which case you kite and/or shield, or he tries to displace you with his hook, which you can either shield or dodge. Against his Rocket grab, you have to determine who he is targeting and react accordingly. A misplaced shield can be just as fatal as a mistimed one. After level 6, the matchup changes for both players. With Soul Shackles, you can even let Blitzcrank hook you and simply initiate with your ultimate. Blitzcrank has the ability to use Static Field to silence you and then attempt a hook. From my perspective, both supports have the ability to make plays in the lane, though Morgana is probably favored. If you can trade mana efficiently early on (120 mana for hook versus 50 mana for shield) and land some early poke (Blitzcrank has no innate sustain), you can typically do well in lane. As Rocket Grab's CD does not decrease too much with levels, you may be able to get away with more points put into your Binding.

Quick Tips

  • Be very careful about overchasing a Blitzcrank lane due to his 1050 range displacement skill. When he gets on the losing end of an engagement, hook does very little, but if you chase him down to his turret, he will almost definitely be looking for a hook.
  • Be aware of Blitzcrank's passive granting him a possibly substantial defensive boost during all-ins. If you can force out Blitzcrank's mana early on while avoiding damage, you can severely decrease his durability.
  • Be wary of melee range brawling against Blitzcrank. His Overdrive and Static Field passive are both tools that substantially increase his sustained damage if you let him get in range.
  • Note that Blitzcrank's Static Field passive has 450 range, the same as your auto-attack range. Trying to poke with auto-attacks may be harder after his level 6.
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Note: Braum is as of this posting not selectable using the guide editor. Therefore, this section is not actually describing the Morgana vs. Brand lane, but rather versus Braum. The portrait and section name should be updated when possible, as long as other images when possible.

Braum's Statistics

AD: 50 + 3.2/level
AS: 0.644 + 2.25%/level
Range: 125 units
Health: 430 + 87/level
Armor: 20 + 4/level
MR: 30 + 1.25/level
MS: 335 units/second

Braum's Cooldowns

Winter's Bite: 10 / 9 / 8 / 7 / 6 seconds
Stand Behind Me: 14 / 13 / 12 / 11 / 10 seconds
Unbreakable: 18 / 16 / 14 / 12 / 10 seconds
Glacial Fissure: 140 / 120 / 100 seconds

Braum Reference Guide:
Braum Skill Order: R > Q > W > E
Morgana Level One Skill: / or (if enemy lane has lvl 1 kill pressure)
Morgana Skill Order: >>>

Braum vs. Morgana

Braum plays out as a tanky melee support with both a good deal of CC and plenty of defensive tools. His defensive kit allows him to block skillshots with good timing, provide him and an ally with free resistances, and decrease incoming damage by a percentage. He is also notable in having one of the few gap closers available to supports, though it is restricted to ally jumping only. While his potential CC output is significant, it is also rather dependent on the ADC in laning phase and his team's composition elsewhere; having an AD carry with both high range and the potential to quickly output auto-attacks greatly increases the effectiveness of his passive.

Morgana generally can lane fairly well against Braum, though this may vary given Concussive Blow's dependence on his ADC's auto-attacks. Pre-6 Braum can have trouble engaging on a Morgana lane considering his range disadvantage. To apply passive stacks, he must either land his Winter's Bite or melee auto-attacks; be mindful that Black Shield only denies the 4 stack stun, but not the primary or subsequent passive stacks landing. You generally should be maintaining a respectable distance from melee supports such that the latter is not possible without extenuating circumstances, while Black Shield can be used to nullify Winter's Bite entirely or even after a stack or two have been applied. In other words, Black Shield timing isn't very difficult here. There are ways for Braum to attempt to engage in this lane, in ways somewhat akin to a Leona support. First off, his Winter's Bite cooldown is around 40% of that of your Black Shield; he has the opportunity to feign an engagement and then re-initiate when his cooldowns are available before yours. Unlike a Leona poking around with his ranged slow does not force him in much danger as opposed to Leona's forward displacement, which means there isn't much of a cost to this besides mana and a relatively short cooldown. He can also attempt to switch targets, though you should keep in mind that to switch targets he has to land a melee auto-attack. Keep your distance well and be wary of enemy minions, as his Stand Behind Me can be used offensively to gap close and land an attack. Finally, he may use Flash to try to catch you offguard. Post-6 Braum's ultimate allows him another CC tool which can make denying him harder. If he attempts to engage from range leading with his ultimate, be careful not to line up for him and rely on your reflexive Black Shielding. Although Braum does have defensive tools, you still have ways to poke at him. Braum will often look to block your Dark Binding; as his shield nullifies the first instance of damage, and Tormented Soil is near instantaneous, you can throw out your snare and simply use Tormented Soil early to prevent his shield from nullifying the more important spell. Soul Shackles can be a powerful all-in tool in this lane, especially if you can force Braum to use his jump to land next to his ADC.

Quick Tips

  • Be very careful about maintaining range from Braum. Not only does this prevent him from getting free passive stacks, but it also prevents him from getting more CC out of his ultimate (it provides a longer knockup to nearby targets).
  • Take enemy minions into consideration when positioning against Braum. While you normally shouldn't have much trouble maintaining distance against melee supports, Braum's gap closer can allow him to get off a free passive stack in this matchup.
  • While Braum's shield provides counterplay to your snare, your Tormented Soil provides you a counter measure to his shield. If he raises his shield too soon, apply the 1st damage tick of your DOT to break it.
  • Braum's gap closer not only allows him to dodge projectiles, but also is often used to jump towards allies. It may be easier to try initiating on his ADC than him.
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Caitlyn's Statistics

AD: 47 + 3/level
AS: 0.625 + 4%/level
Range: 650 units
Health: 390 + 80/level
Armor: 17 + 3.5/level
MR: 30 + 0/level
MS: 325 units/second

Caitlyn's Cooldowns

Piltover Peacemaker: 10 / 9 / 8 / 7 / 6 seconds
Yordle Snap Trap: 20 / 17 / 14 / 11 / 8 seconds
90 Caliber Net: 18 / 16 / 14 / 12 / 10 seconds
Ace in the Hole: 90 / 75 / 60 seconds

Caitlyn's Spells

Piltover Peacemaker: 0.6s cast time + 0.56s travel time = 1.16s total time
90 Caliber Net: 0.15s cast time + 0.5s travel time = 0.65s total time
Ace in the Hole: 0.4s cast time + 1.0s channel time + 0.625s travel time = 2.025s total time

Caitlyn Reference Guide: http://www.solomid.net/guide/view/42659-caitlyn-build-guide-adc-by-majorawesomed
Caitlyn Skill Order: >>>

Caitlyn vs. Morgana

Caitlyn is considered a relatively strong early laning AD carry, with the highest level 1 range (650 units), a few defensive spells (Net and Trap), and long range poke (Peacemaker and ultimate). Her weaknesses generally lie in not having that many steroids or damage boosts later on, though her passive does scale well, and lacking reliable mid and close range burst.

An overview of Caitlyn's passive and skills

Caitlyn's Peacemaker is her primary poking and trading spell, and it has an estimated 0.6 second cast delay and an estimated 0.56 second total travel time to max range, for 1.16 seconds total to react. Note that the cast animation is rather noticeable, and she turns and points her gun in the direction she will fire. Her net has an estimated 0.15 second cast delay and roughly 0.5 seconds of travel time for a max range hit. This spell's cast animation has Caitlyn lowering her gun to around her hip and then firing the net, which subsequently makes her character dash backwards. Net into Peacemaker is a decent way for Caitlyn to trade, as it's easier to land her spell on a slowed enemy. In addition, Peacemaker's cast animation is less obvious.

Caitlyn is able to poke Morgana fairly easily given the range discrepancy (200 units). Both her net and trap are magic damage CC, and thus Morgana can shield both spells. If Caitlyn does lay down a series of traps in lane, you can easily shield yourself and walk through them thus increasing the risk of potential ganks and at the very least trading mana favorably. Morgana is relatively good at actually engaging on a Caitlyn lane. Assuming Binding can hit or Soul Shackles is used to initiate, Black Shield does well to negate traps/nets/support CC. Much of the lane will likely depend on who your AD carry is and whether or not you can initiate onto Caitlyn. An alternative is to simply play passively and try to avoid taking too much poke. While Caitlyn may be able to deny other AD carries rather well, she often does not have the greatest kill pressure with her kit.

Quick Tips

  • Be wary of Caitlyn's passive early on. Depicted as an orange sparkle around Caitlyn's hands, her next Headshot auto-attack deals 1.5x damage which allows her to increase her burst during poke. Try to stay back and force her to use it on CS instead.
  • You can mitigate damage from Caitlyn's Peacemaker in lane by either standing behind minions, or simply dodging the skillshot. There is an estimated 0.6 second cast time, and Caitlyn will face the direction that her shot will fly.
  • If you are able to shackle onto Caitlyn with your ultimate, she will very likely Net you for two reasons: slowing you will make it easier for her to escape, and by flying directly away from you she gets the greatest amount of distance from you. Keep that in consideration when deciding how to use Black Shield.
  • Caitlyn's ultimate is a targeted physical damage nuke that can be intercepted. Do not attempt to use Black Shield here, as it does nothing. You can however body block the projectile, hopefully so that no one has to die. Later on if you get a Zhonya's you can activate it while the shot is in mid air to prevent it from hitting you.
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Corki's Statistics

AD: 48.2 + 3/level
AS: 0.625 + 2.3%/level
Range: 550 units
Health: 375 + 82/level
Armor: 17.5 + 3.5/level
MR: 30 + 0/level
MS: 325 units/second

Corki's Cooldowns

Phosphorus Bomb: 8 seconds
Valkyrie: 26 / 23 / 20 / 17 / 14 seconds
Gatling Gun: 16 seconds
Missile Barrage: 2 seconds

Corki Reference Guide: http://www.solomid.net/guide/view/32915-corki-build-guide-adc-by-mewtedly
Corki Skill Order: >>>

Corki vs. Morgana

Corki is rather unique for an AD carry in that he outputs a very high percentage of magic damage, which is why Sorcerer's Shoes are rather viable on him. He is considered something of a caster AD carry, with his spells adding significantly both to his burst and sustained damage. Before 6 he has the weakness of only possessing mid range burst, but his ultimate adds long range poke to his kit.

Corki has significant strengths and weaknesses versus Morgana. As he outputs a large amount of magic damage, you can decrease much of his burst in trades with well placed shields. It may even be helpful to put in an earlier point or two into Black Shield than you would otherwise. His Valkyrie is a very long range engage or disengage. Used defensively, it can be very powerful against your Binding or Soul Shackles. If you want to be aggressive against Corki you may have to play around the high level 1 cooldown of Valkyrie (26 seconds). Be careful about his high mixed damage burst when he uses his Valkyrie offensively.

Quick Tips

  • If you engage on a Corki lane, it may be necessary to chain together your CC against Corki when he still has his Valkyrie up. In other words, try to engage with Binding and activate your ultimate's slow so that the stun will proc just as the snare wears off. See the General Tips and Tricks section for a more detailed description.
  • Corki can have deceptively high melee/close range burst. Both his Valkyrie burn and Gatling shred do extremely high total base damage, and the Gatling shred will increase damage you take from other sources. Exhaust can be a decent countermeasure to Corki's offensive Valkyrie.
  • Corki's passive allows him to deal a decent chunk of true damage along with his kit's magical/physical damage mix. If you want to rune/itemize defensively, flat health may be the best option.
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Draven's Statistics

AD: 46.5 + 3.5/level
AS: 0.679 + 2.7%/level
Range: 550 units
Health: 420 + 82/level
Armor: 20 + 3.3/level
MR: 30 + 0/level
MS: 330 units/second

Draven's Cooldowns

Spinning Axe: 12 / 11 / 10 / 9 / 8 seconds
Blood Rush: 12 seconds
Stand Aside: 18 / 17 / 16 / 15 / 14 seconds
Whirling Death: 110 / 100 / 90 seconds

Draven Reference Guide: http://www.solomid.net/guide/view/121720-draven-build-guide-adc-by-c9-sneaky
Draven Skill Order: >>>

Draven vs. Morgana

Before 6 Draven has only one spell that could be considered a nuke, but two spells that greatly increase his sustained damage via increasing MS, AS, and applying bonus percentage AD damage to his auto-attacks. His passive allows him to snowball easily if he starts getting kills, but can be rendered ineffective if he falls behind in lane either by dying or being denied in lane. His ultimate is a powerful nuke in lane that can be very effective in all ins.

Draven can be an issue for Morgana depending on how the lane plays out. Your Black Shield is rather ineffective against Draven's kit, and neither your delayed stun nor snare reliably denies Draven's early damage output. One of your best options is to be the aggressor in lane. The spinning axe mechanic and Draven's lack of a dash can make it easier for your snares to hit, which can allow your AD carry to poke Draven with either high range autos or long range spells given that Draven does not have the best range on his spells. If Draven gets poked enough, or your AD carry has a powerful all-in you snare can instead set up a 100 to 0 engagement.

Quick Tips

  • If Draven initiates on you consider using Exhaust to reduce his early damage output and then turn around the fight with your spells. Your kit's ability to prevent his sustained damage is unreliable, which is where a targeted spell like Exhaust comes in handy.
  • Draven's ultimate is a global that can turn around fights for the enemy team in other lanes. It can be very helpful if you warn your teammates if Draven's ultimate is incoming. In addition, if he uses his ultimate elsewhere you have a timing window in lane where Draven is lacking a good part of his kit's burst.
  • The spot where Draven's axes will land are very obvious. You can time your skillshot with his axe pick up and either snare him or force him to lose out on a decent chunk of his DPS.
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Elise's Statistics

AD: 47.5 + 3/level
AS: 0.625 + 1.75%/level
Range: 125 (Spider) or 550 (Human) units
Health: 395 + 80/level
Armor: 16.5 + 3.35/level
MR: 30 + 0/level
MS: 335 (Human) or 345 (Spider) units/second

Elise's Cooldowns

Neurotoxin: 6 seconds
Volatile Spiderling: 12 seconds
Cocoon: 14 / 13 / 12 / 11 / 10 seconds
Spider Form: 4 seconds

Venomous Bite: 6 seconds
Skittering Frenzy: 12 seconds
Rappel: 26 / 24 / 22 / 20 / 18 seconds
Human Form: 4 seconds

Elise Reference Guide: http://www.solomid.net/guide/view/55163-elise-build-guide-support-by-heartbeat
Elise Skill Order: >>>
Morgana Level One Skill: / (if pushing) or (if being pushed in)
Morgana Skill Order: >>>

Elise vs. Morgana

Lane Elise in my opinion tends to snowball quite heavily. It can win hard or lose hard, and the same would apply to support Elise. She has very consistent poke that can snowball out of control if she gets some items to back it up. She possesses threatening ranged CC, and her execution spell is very powerful in all ins. One weakness of Elise is that she does not truly have a level 6 power spike, but she does start with all 6 spells available to level up from the start of the game.

This lane can sway heavily depending on how you use your shield. Using it to deny poke can be difficult given its relatively fast missile speed, and the fact that it will open you up to her cocoon. Black Shield max may be viable in this lane, especially if you find yourself falling behind. Her rappel grants her a good amount of mobility and allows her to dodge your Binding without too much trouble, while her spiderlings are good meatshields against your snare. Try to engage on her with Binding while she is in human form, or you could simply opt to play defensively and farm.

Quick Tips

  • Elise has an extremely high amount of burst that she can deal in a short period of time. It may be better to save exhaust for her depending on how the engagements are going.
  • Carefully decide what spells to shield and what spells to ignore. Her Volatile Spiderling is the easiest to shield, while her Q poke is probably the hardest. However, her Cocoon will most likely be the most deadly; be aware that she may simply be using her other magic damage spells as Shield Bait for an all-in.
  • Given Elise's defensive capabilities it may be easier to engage on the enemy AD carry. If you can lock down the AD you mostly have to worry about Elise's stun.
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Ezreal's Statistics

AD: 47.2 + 3/level
AS: 0.625 + 2.8%/level
Range: 550 units
Health: 350 + 80/level
Armor: 16 + 3.5/level
MR: 30 + 0/level
MS: 325 units/second

Ezreal's Cooldowns

Mystic Shot: 6 / 5.5 / 5 / 4.5 / 4 seconds
Essence Flux: 9 seconds
Arcane Shift: 19 / 17 / 15 / 13 / 11 seconds
Trueshot Barrage: 80 seconds

Ezreal's Spells

Mystic Shot: 0.25s cast time + 0.56s travel time = 0.81s total time
Essence Flux: 0.25s cast time + 0.56s travel time = 0.81s total time
Arcane Shift: 0.25s cast time + 0.36s travel time = 0.61s total time
Trueshot Barrage: 1.0s cast time + 0.6s travel time (assumes 1200 range) = 1.6s total time

Ezreal Reference Guide: http://www.solomid.net/guide/view/45112-ezreal-build-guide-adc-by-warcraft3player
Ezreal Skill Order: >>>

Ezreal vs. Morgana

Ezreal is an AD carry who is commonly considered an AD caster type of carry. His Q is extremely spammable, long range (1100 units), and applies on-hit effects ranging from Sheen procs to red buff. His Arcane Shift functions like a slightly delayed Flash, and overall he deals a good mix of magic and physical damage, though Ezreal does do a greater portion of physical damage than someone like Corki. His W and E are usually not too reliable for burst, as they have no AD scaling and are either maxed last or unreliable, respectively. After 6 his ultimate provides a global magic damage nuke that adds a lot of burst to his kit.

Ezreal's is very skillshot reliant, which means that you can take measures to avoid much of his damage output. Rising Spell Force is an AS passive that does not scale with levels, somewhat like Lee Sin's Flurry. Thus, it can be surprisingly powerful early on, as it adds over 0.31 extra attacks per second to Ezreal's auto-attack DPS. Mystic Shot is his bread and butter skill, deals physical damage, and is Ezreal's first skill maxed. It has roughly a 0.81s travel time, similar to Essence Flux. Note that though you can only Black Shield the latter, the cast animations are very similar. Arcane Shift is a unique escape in that it has a cast delay (not a channel), which means Ezreal can get hit by a Rocket Grab or a Dark Binding and only get CCed upon teleporting to his destination. Trueshot Barrage does a large amount of nuke damage, but the 1 second cast animation (not a channel so it cannot be interrupted) gives you plenty of room and time to counterplay.

Morgana should be wary of being chunked by Mystic Shot in the laning phase. While Arcane Shift does allow Ezreal to deal with Dark Binding, it does not grant him too much distance if he gets Soul Shackled. If you do manage to get a Dark Binding onto Ezreal he is usually not difficult to all-in against. Another option against Ezreal is to simply farm up and typically your AD carry will do more sustained auto-attack damage than Ezreal later on.

Quick Tips

  • Ezreal's ultimate is often used to turn fights around elsewhere or pick off low health recalling targets. This decreases his burst in lane for a short period, and can be a good time for you to engage. If you see his ultimate being casted towards your teammates, they may appreciate a warning call.
  • Ezreal's ultimate cannot be interrupted, but has a fairly long cast time. When he uses it in lane he faces the eventual projectile path, and thus it isn't too hard to dodge or even shield. Doing so significantly decreases in all-in engagements.
  • If you can manage it, try to engage on Ezreal when his passive has no stacks or very few stacks. Even from level 1, it grants up to 50% AS.
  • Mystic Shot is a single target spell that makes up much of Ezreal's damage. Lining up with your AD carry against an Ezreal (after his ultimate has been expended) allows you to control who takes his Q damage and can turn all-in fights.
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Fiddlestick's Statistics

AD: 45.95 + 2.625/level
AS: 0.625 + 2.11%/level
Range: 480 units
Health: 390 + 80/level
Armor: 15 + 3.5/level
MR: 30 + 0/level
MS: 335 units/second

Fiddlestick's Cooldowns

Terrify: 15 / 14 / 13 / 12 / 11 seconds
Drain: 10 / 9 / 8 / 7 / 6 seconds
Dark Wind: 15 / 14 / 13 / 12 / 11 seconds
Crowstorm: 150 / 140 / 130 seconds

Fiddlestick's Spells
Terrify: 0.25s cast time = 0.25s total time
Drain: 0.25s cast time = 0.25s total time
Crowstorm: 0.25s cast time + 1.5s channel time = 1.75s total time

Fiddlesticks Reference Guide: http://www.solomid.net/guide/view/56010-fiddlesticks-build-guide-support-by-donald
Fiddlesticks Skill Order: >>>
Morgana Level One Skill:
Morgana Skill Order: >>>

Fiddlesticks vs. Morgana

Fiddlesticks outputs a very high amount of magic damage in lane, and relies mostly on surprise Crowstorms and Terrify later on in the game. His fear is an extremely potent CC that usually targets the AD carry. His Drain has high base damage but is susceptible to interrupts. His Dark Wind can be decent poke in lane and the Silence can mess up skill combinations. After level 6 there is a need to keep vision in the fog of war and lane brushes, as Fiddlesticks is renowned for abusing vision in order to cast his ultimate.

A look at Fiddlestick's skillset, emphasizing his quick cast times and lots of channelling

All three of Fiddlesticks' non-ultimate abilities have 0.25 seconds of cast delay. His cast animation for Dark Wind is to throw his projectile at you with his right hand (the one not carrying the Scythe), whereas the cast animations (but not the channel animation) for Terrify and Drain are actually the same, which can make things a bit difficult. You should generally be able to predict when Fiddlesticks would use Terrify vs. Drain; for one thing, Drain on an enemy champion who isn't CCed is similar to casting Tormented Soil on an enemy with no setup CC. His Crowstorm ultimate has a 0.25 second cast time followed by a 1.5 seconds channel; the channel animation should be extremely obvious if you have vision of him.

Morgana matches up with Fiddlesticks in an interesting way. On one hand she lacks a reliable hard CC in order to counter either Fiddlestick's Drain or Crowstorm channel. A delayed stun from your ultimate will not work in time against Crowstorm (unless Fiddlesticks times his ultimate poorly), and is too late to cancel most of Drain's 5s effect. Fiddlestick's Terrify also has a very short cast delay, which makes reactively shielding it difficult or impossible. On the other hand, Morgana engages relatively well against Fiddlesticks. After casting your initial lock-down skills, Fiddlesticks will usually Fear the AD carry, which can be preemptively countered with Black Shield. There is still the danger of Fiddlesticks using his ultimate to counter-engage if you happen to engage on the enemy AD carry instead.

Quick Tips

  • Fiddlestick's Crowstorm does a high amount of base damage over a rather short amount of time. Exhaust can be saved for him to significantly reduce its damage.
  • Dark Wind is targeted and its bounces are randomized, but you can take steps to make sure the odds are in your favor. The worst thing to do is usually to clump up with your AD carry away from your minions. Either separate from your lane partner or head towards your minions so that it is more likely the crows bounce to minions rather than champions.
  • Fear will almost always be used on the AD carry, unless they are trying to pick you off during a favorable engagement or a gank. In general you should favor shielding the AD carry preemptively.
Favors Enemy
Gangplank's Statistics

AD: 54 + 3/level
AS: 0.651 + 2.75%/level
Range: 125 units
Health: 495 + 81/level
Armor: 20.5 + 3.3/level
MR: 30 + 1.25/level
MS: 345 units/second

Gangplank's Cooldowns

Parrrley: 5 seconds
Remove Scurvy: 22 / 21 / 20 / 19 / 18 seconds
Raise Morale: 20 seconds
Cannon Barrage: 120 / 115 / 110 seconds

Gangplank Reference Guide:
Gangplank Skill Order: >>>
Morgana Level One Skill: /
Morgana Skill Order: >>>

Gangplank vs. Morgana

Gangplank is a rather uncommon support in my experience, but he does bring decent physical damage and utility in the form of a cleanse, aura, and a global area of effect slow. He can poke decently in lane with his targeted Parrrley, though it can be mana hungry when he doesn't use it for last hits. His oranges are a powerful countermeasure to CC, and the MS/AD buff are great both for him and every AD carry. Finally, his ultimate gives him some global pressure.

In my opinion this is one of the hardest support matchups for Morgana. His Q poke (625 range) makes it very hard for you to abuse your auto attack range. Not only is it longer ranged, but it slows, applies some magic damage, and typically does at least the damage of two of your auto-attacks. His Remove Scurvy actually allows him to body block your snare for his AD carry if it can't be dodged and makes it hard for you to punish enemy positioning. Its healing scales better than Binding's base damage, and the mana trade goes in Gangplank's favor, more so if you attempt a Tormented Soil follow-up. His Raise Morale grants an aura that your kit doesn't really counteract too well. His ultimate is a consistent area slow with inconsistent magic damage. This is the one spell where Black Shield typically is effective; it's not that efficient against Parrrley's low on-hit magic damage. If you want to engage on this lane try to engage on the AD carry, as he lacks cleanse. Otherwise, you can play passively though Gangplank's poke may deny your AD carry some farm.

Quick Tips

  • The only times Black Shield will be effective will be if Gangplank tries to all-in and/or if he uses his ultimate in lane. The magic damage of Parrrley early on starts a 12 base damage and goes up by 3 each level (not counting in MR), and often isn't worth shielding.
  • If Gangplank does use his ultimate elsewhere you can try to engage on him in lane. It provides a timing where he is lacking a good portion of his sustained damage and CC.
  • If you do attempt to apply CC to Gangplank post-6 avoid stacking your CC on him. Don't let him brush off two spells (including an ultimate) with only one of his own.
  • Armor may be a very good itemization or rune choice in this lane to mitigate poke. In addition to the enemy AD carry's physical damage, GP will be packing a lot of physical poke of his own.
Favors Enemy
Graves' Statistics

AD: 51 + 3.1/level
AS: 0.625 + 2.9%/level
Range: 525 units
Health: 410 + 84/level
Armor: 19 + 3.2/level
MR: 30 + 0/level
MS: 330 units/second

Graves' Cooldowns

Buckshot: 12 / 11 / 10 / 9 / 8 seconds
Smoke Screen: 20 / 19 / 18 / 17 / 16 seconds
Quickdraw: 22 / 20 / 18 / 16 / 14 seconds
Collateral Damage: 100 / 90 / 80 seconds

Graves Reference Guide: http://www.solomid.net/guide/view/45561-graves-build-guide-by-sylreverie
Graves Skill Order: >>>

Graves vs. Morgana

Graves as a champion packs very high physical damage burst. His Buckshot into Collateral Damage combination is his go to burst combination in lane. Quickdraw serves both an escape/gap closer and as an AS steroid. Finally, his Smoke Screen provides a very unique but powerful utility spell. For an uncoordinated solo queue game, his vision denial can make the difference in engagements.

Morgana can have some issues with Graves as an AD carry. On the plus side, his relatively low attack range gives you a better chance of poking him or the support. He outputs a very high amount of burst damage and decent or average sustained damage with Quickdraw. Almost all of it is physical, which means Morgana doesn't have much counterplay against it besides getting out of range or dodging. Even the vision denial by Smoke Screen can't be cancelled by Black Shield. Another issue is that Graves' dash makes hitting your snare difficult when his escape in off cooldown. On the plus side it does have relatively low range, so it usually can't fully get out of your ultimate's range.

Quick Tips

  • Graves will usually look to initiate his burst with Quickdraw both to get the AS boost and also to apply the bonus close range damage from Buckshot. Be prepared to Exhaust Graves in anticipation of his burst.
  • Graves' passive helps make him noticeably tankier than other AD carries. Even from level 1, 10 armor/MR is rather significant (for reference armor seals and MR glyphs give 9.0 armor and 12.06 MR. Try to engage when his passive is down.
  • Graves is somewhat weak against long ranged poke, as his Quickdraw does reduced damage at long range and he has little other burst from his spells (assuming he doesn't ult at long range). If you can land mid/long range Bindings your AD carry should likely be able to punish him.
Favors You
Janna's Statistics

AD: 49 + 2.95/level
AS: 0.625 + 2.61%/level
Range: 475 units
Health: 356 + 78/level
Armor: 13 + 3.8/level
MR: 30 + 0/level
MS: 335 units/second

Janna's Cooldowns

Howling Gale: 14 / 13 / 12 / 11 / 10 seconds
Zephyr: 12 / 11 / 10 / 9 / 8 seconds
Eye of the Storm: 10 seconds
Monsoon: 150 / 135 / 120 seconds

Janna Reference Guide: http://www.solomid.net/guide/view/34009-janna-build-guide-support-by-feyvern
Janna Skill Order: >>>
Morgana Level One Skill: /
Morgana Skill Order: >>>

Janna vs. Morgana

Janna is a versatile utility style support who has powerful disengage. She has a wide range of utility, including passive MS, shields and heals, bonus AD, slows, and CC that ignores tenacity (knockback and knockup). Her CC is typically defensive in nature and is difficult to engage with, while her shield provides both AD and barrier against all forms of damage, which is rather good during brief trades.

Morgana generally does decently against Janna in a comparison of base damage and CC. The advantage of a Morgana is that she can rather easily engage on Janna compared to most other supports. Black Shield can nullify all of her threatening CC for one person, while both Binding and Soul Shackles are decent catch tools that can significantly punish Janna. There are some situations where Janna can do decently. In a heavy poke lane dominated by long range AD carries, poke typically will favor Janna's Shield over Morgana's Shield, unless you are actually able to catch the enemy lane with CC. As long as the enemy AD carry has both good poke and decent escapes, and Janna stays safe a Janna lane has the ability to win out the laning phase.

Quick Tips

  • Janna's shield is powerful but does have counterplay. You can either try to wait out the 5 seconds and then engage promptly after, or simply burst down the shield quickly. The shield only provides AD while it's still up; as soon as it's destroyed, the bonus AD is lost.
  • When Janna charges her tornado be ready to dodge or shield it. It is generally obvious that it will be cast, you should be able to predict where it's going, and it is rather slow moving. Her quick activation tornadoes are harder to react to but travel a shorter distance.
  • If you engage on a Janna lane with your ultimate it should be very likely that Janna will use her ultimate to knock you back. Carefully consider whether shielding yourself or the AD carry is better, keeping in mind the position of Janna relative to both of you and thus the trajectory each person would take.
  • Janna grants a large amount of passive MS with both her passive and Zephyr. You may have to aim your Binding accordingly, or cast it from closer range.
Favors You
Jinx's Statistics

AD: 50 + 3/level
AS: 0.625 + 1%/level
Range: 525 units
Health: 380 + 82/level
Armor: 17 + 3.5/level
MR: 30 + 0/level
MS: 325 units/second

Jinx's Cooldowns

Switcheroo!: 0.9 seconds
Zap!: 10 / 9 / 8 / 7 / 6 seconds
Flame Chompers!: 24 / 22 / 20 / 18 / 16 seconds
Super Mega Death Rocket!: 90 / 75 / 60 seconds

Jinx Reference Guide: http://www.solomid.net/guide/view/119432-jinx-build-guide-adc-by-xwildturtle
Jinx Skill Order: >>>

Jinx vs. Morgana

Jinx behaves somewhat like a Tristana or Kog'maw in lane. She steadily gains attack range over the course of the game in the same way as Kog'maw, by increasing the level of a range increasing spell. In lane her gun choice provides either decent AOE poke or a strong AS steroid. Her nukes are somewhat unreliable, but do deal a decent amount of damage and more importantly increase the total CC length when chained with support CC. Her ultimate grants her a very powerful execution skill in lane, and can also be used to try to snipe people in other lanes. Be wary of her reset passive; it can make a big difference in lane or late game teamfights if she doesn't get immobilized.

Morgana does decently against Jinx. Her early laning power isn't too high, and both her pre-6 nukes can be counteracted by Black Shield. Zap! has a reasonable cast time and telegraphs the direction of the shot, while her Chompers are usually used as follow up CC rather than initiation of their own, which makes it easy to shield. Even if Chompers is the start of a CC chain, it is only a snare rather than a stun, and thus still lets you get off Black Shield to negate follow up CC. If Jinx does start getting levels her long range poke can be an issue. She does have low base range while in Minigun form, which you can try to abuse early on when she doesn't have enough levels for her AS steroid. Unfortunately you don't have much counterplay to her ultimate besides using mobility/Flash.

Quick Tips

  • Both her ultimate and her Zap can be body blocked. Note that her ultimate does have a decent explosion radius, and thus don't get too close to the ally you are trying to save if you plan on doing this.
  • Be wary of trading 1 for 1 in an all-in. Her reset passive grants her an enormous amount of MS, which allows her to dodge skillshots, abuse her range, an overall get a great advantage in the fight's clean-up phase.
  • When Jinx uses her ult for other lanes, warn your teammates if you can, and try to take advantage of the cooldown if you want to engage.
Favors Enemy
Karma's Statistics

AD: 50 + 3.3/level
AS: 0.625 + 2.3%/level
Range: 525 units
Health: 383 + 83/level
Armor: 14 + 3.8/level
MR: 30 + 0/level
MS: 335 units/second

Karma's Cooldowns

Inner Flame: 7 / 6.5 / 6 / 5.5 / 5 seconds
Focused Resolve: 16 / 15 / 14 / 13 / 12 seconds
Inspire: 10 seconds
Mantra: 45 / 42 / 39 / 36 seconds

Karma's Spells

Inner Flame: 0.25s cast time + 0.48s travel time = 0.73s total time
Focused Resolve: 0.25s cast time + 2.25s tether time = 2.5s total time

Karma Reference Guide: http://www.solomid.net/guide/view/60695-karma-build-guide-support-by-jyarbz
Karma Skill Order: >>>
Morgana Level One Skill: / (if pushing) or (if being pushed in)
Morgana Skill Order: >>>

Karma vs. Morgana

Karma is generally considered a high magic damage poke support who does well in the laning phase. She does not have a traditional ultimate, and thus doesn't have as much of a level 6 power spike, but instead her 4th ability empowers each of her three other abilities in three unique ways. She possesses long ranged poke, a single target root, and a MS boost/shield. She is even able to give herself some sustain with her Mantra tether.

An overview of Karma's three spells and their empowered effects from Mantra

Karma's Inner Flame is her primary poking tool, with roughly a 0.25s cast delay, 0.48s travel time, and 0.73s total time from cast to max range impact. Note that her Mantra adds extra AOE damage, which can be shielded quite easily if need be. Her Focused Resolve is her most threatening skill, which provides by my estimate 0.25s of cast time and 2.25s (this differed from the value at Lolwiki) of leash time, for 2.5s to react. I tried to make it abundantly clear that even if you fail to Black Shield before the start of the tether, you can shield just before the snare. Be wary of getting baited by her Mantra W's high healing. Finally, her Inspire provides an instant Shield and MS buff, which increases in power and in the case of the MS buff, it becomes an aura.

Karma can do very well against Morgana, especially early on. The base damage on her Q is comparable to yours, and is even higher when she uses her Mantra. It's also lower cost, and is on a very short cooldown, which means your Black Shield is not an adequate measure if you face tank her poke. Her Focused Resolve behaves very similarly to your ultimate, though it is instead single target. As the snare is delayed, it's not too difficult timing your shield to negate the immobilization. Finally, her shield also grants a good amount of MS. You should you try to avoid applying burst until it times out (4 seconds) not only due to the shield but also as the MS will make hitting your own CC harder. Later on you can try to take advantage of either your level 6 timing window or when you have enough levels in Shield and Snare to engage more easily on a Karma lane.

Quick Tips

  • Be careful how you spend your Black Shield in this lane. While it can counteract the poke from Inner Flame and trade mana evenly or efficiently, it may open your lane up to her snare if you can't CC her during the tether.
  • Be very careful about engaging Karma at low health due to her Mantra heal. The base healing grants at least 20% of her missing health, and possibly up to 40% if she gets the snare off.
  • Karma only has sustain for herself. If you want to apply lasting poke damage, try to target the AD carry before they have significant lifesteal, and while Karma's shield is down or unavailable.
  • Take advantage of your ultimate if you can. Mantra's 6 adds roughly 100 extra damage to one of her empowered spells. Your level 6 grants you much higher AOE base damage, a mix of both soft and hard CC, and even some AP scaling magic damage.
Favors You
Kayle's Statistics

AD: 53.3 + 2.8/level
AS: 0.638 + 2.5%/level
Range: 125 (melee) or 525 (Righteous Fury) units
Health: 418 + 93/level
Armor: 21 + 3.5/level
MR: 30 + 0/level
MS: 335 units/second

Kayle's Cooldowns

Reckoning: 8 seconds
Divine Blessing: 15 seconds
Righteous Fury: 16 seconds
Intervention: 90 / 75 / 60 seconds

Kayle Reference Guide:
Kayle Skill Order: >>>
Morgana Level One Skill: / or (if enemy lane has level 1 kill pressure)
Morgana Skill Order: >>>

Kayle vs. Morgana

Kayle is rather uncommon as a support but does have a good mix of utility. She has a slow, MS boost, and even an invulnerability shield. In lane she has decent healing, possesses targeted poke, and can trade quite well if her Righteous Fury is up. Her late game shield can be extremely potent against pick and burst compositions, though she is somewhat lacking in terms of CC.

Morgana versus Kayle can be an issue when Kayle has all her spells up, but if you trade efficiently in terms of mana you can come out ahead. When she is melee you can generally auto-attack poke with impunity. When she pops her Righteous Fury try to wait it out; the bonus magic damage and the splash make her autos both longer ranged and more punishing than yours. When you pull back as she pops her Righteous Fury, she can either try to slow you and/or speed herself up to make the most out of her ranged attacks. Your shield should be able to deny the slow and possibly any magic damage that she applies. In general, you should be able to trade mana favorably when she engages on you. You also have the option of engaging on a Kayle lane. She lacks hard CC to counteract aggression, and you should be able to counter her slow with your shield. Her ultimate can turn fights; try to either shift your burst to the other person in lane, or space your damage out so that the invulnerability negates as little damage as possible.

Quick Tips

  • Be wary of the short cooldown on Kayle's ultimate. It can make repeat all-ins during the laning phase difficult, and may surprise you late game.
  • Try to avoid sustained ranged trading against Kayle. Her passive can significantly reduce your resistances over time, not to mention her ranged attacks will deal more base damage than yours.
  • Kayle's ultimate cannot be cast if she gets stunned. One option during an all-in in lane is to burst down the enemy while your stun procs on Kayle.
Favors You
Kog'Maw's Statistics

AD: 46 + 3/level
AS: 0.665 + 2.65%/level
Range: 500 units
Health: 400 + 87/level
Armor: 14 + 3.5/level
MR: 30 + 0/level
MS: 325 units/second

Kog'Maw's Cooldowns

Caustic Spittle: 8 seconds
Bio-Arcane Barrage: 17 seconds
Void Ooze: 12 seconds
Living Artillery: 2 / 1.5 / 1 seconds

Kog'maw Reference Guide: http://www.solomid.net/guide/view/39880-kogmaw-build-guide-adc-by-midgey
Kog'Maw Skill Order: >>>

Kog'Maw vs. Morgana

Kog'Maw is considered an immobile late game carry. His late game strengths include over 700 range and percent max HP magic damage on top of his auto-attacks as long as his Bio-Arcane Barrage is activated. Early on, he doesn't have the strongest laning phase. His range takes levels to ramp up, and his pre-6 nukes only have AP ratios (much like Tristana). At level 6 he gains low cooldown, long range poke similar to Corki.

Morgana can generally do well against Kog'Maw. His range steroid is an 8 second buff on a 17 second cooldown, which gives you a decent amount of time to abuse his low base range of 500 units. All of his spells deal magic damage, which can be good or bad for you. On one hand your shield offers a lot of defensive ability in a Kog'Maw lane, and some extra points in shield can be helpful. On the other hand, Kog'Maw might be one of the AD carries who can burn through your shield for his support's CC to hit. Overall your skill order against a Kog'Maw lane may be situational; consider his support's kit carefully.

Quick Tips

  • Kog'Maw's ultimate can be used for additional sustained damage or to pick off low health allies. Black shield can be great at saving your teammates from his long range poke.
  • Kog'Maw may use his magic damage spells to bait out your Black Shield. Be careful about using your shield against damage if CC can be soon to follow.
  • Kog'maw has no MS steroids nor escapes. It's generally very easy to engage and lock him down.
Favors You
Leona's Statistics

AD: 55 + 3/level
AS: 0.625 + 2.9%/level
Range: 125 units
Health: 430 + 87/level
Armor: 22 + 3.1/level
MR: 30 + 1.25/level
MS: 335 units/second

Leona's Cooldowns

Shield of Daybreak: 11 / 10 / 9 / 8 / 7 seconds
Eclipse: 14 seconds
Zenith Blade: 13 / 12 / 11 / 10 / 9 seconds
Solar Flare: 90 / 75 / 60 seconds

Leona's Spells

Shield of Daybreak: 0.0s cast time + 0.25s spell delay = 0.25s total time
Zenith Blade: 0.25s cast time + 0.37s travel time = 0.62s total time
Solar Flare: 0.25s cast time + 0.625s travel time = 0.875s total time

Leona Reference Guide: http://www.solomid.net/guide/view/42851-leona-build-guide-support-by-menohaxor
Leona Skill Order: >>>
Morgana Level One Skill: / (if pushing) or (if being pushed in)
Morgana Skill Order: >>>

Leona vs. Morgana

Leona as a support tends to add a lot of kill pressure in lane due to decent base magic damage and heavy CC. She has an array of 3 CC skills, with her Zenith Blade immobilizing an enemy, her Shield stunning a single target, and her ultimate stunning/slowing an area of effect. Her Eclipse complements her kit by granting her some armor/MR so that she can survive when she engages.

An overview of Leona's CC

Leona is a CC support who relies on chaining her CC for extended lockdown. None of her CC skills are all that fast though. Zenith Blade is her primary initiation before 6, but it has both a 0.25s cast delay and an estimated 0.37s of travel time. The cast animation is also very obvious, as it is unlike anything else in her kit. Shield of Daybreak requires Leona to be in melee range, which translates to the fact that it is mostly used as followup CC. While it is an auto-attack reset, it does take a 0.25s cast or animation delay to proc the stun. Finally, her ultimate has both a 0.25s cast delay, 0.625s spell delay, and the cast animation is somewhat easy to spot (she raises her sword in the air). Note that if Leona's spells are absorbed by your Black Shield, no Sunlight is applied to the target, which significantly decreases her damage output.

Your CC can work well against Leona in this lane. Binding sets up poke or forces Leona to counter-initiate herself. Soul Shackles tends to split up the enemy lane, which prevents the AD carry from taking full advantage of Leona's passive. On the other hand, Leona's CC tends to be rather forgiving for Morgana to shield correctly. Before 6 she engages with Zenith into Shield of Daybreak; Daybreak is only a root, and thus even if you get engaged on you can still shield yourself against the follow up CC. After 6 she has the option to now engage from afar with her ultimate, but given its 0.65 second delay, you should hopefully not be clumped and thus negate it effectively. There are options for Leona to counterplay your shield that are worth mentioning. Flash can set up unexpected initiation, which may require you to burn a Flash in turn. Another option is for Leona to start initiating on one person, and after the shield has been used, focus the remaining CC on the second person. The final way Leona can work around Black Shield is probably the most common way in an uncoordinated solo queue game; Leona can abuse the early CD of Black Shield and simply engage as soon as her spells are off cooldown. You can try to get around this by either chunking Leona's lane hard when the initial initiation gets kited out, or by simply playing a bit passively until your Shield is back off cooldown. CDR runes and masteries can also help significantly. Hopefully you can win a war of attrition either in terms of HP or MP, and gain lane control from there. If Leona isn't winning the lane and engaging she tends not to be as useful as many other CC supports.

Quick Tips

  • Leona's Zenith blade acts like Maokai's root and will follow blinks, dashes, and Flashes. Baiting her engage and then Flashing into turret or into your jungler's arms can be a very effective use of your summoners.
  • Leona will usually max Eclipse first which means it provides a substantial (60/60 armor/MR) resistance boost and deals a good percentage of her base damage at level 5. Try to hold your burst until it wears off, which will either be 3 or 6 seconds depending on how Leona plays it out.
  • Take care to position well and keep some distance between you and your AD carry. After Leona engages with her root, you ideally want to be able to preemptively shield Zenith Blade's target without the possibility of Leona switching her focus when she procs her Q stun. After level 6, her ultimate provides a very good reason why you should avoid clumping.
  • Be very careful about repeatedly engaging a Leona lane. Her initiation cooldowns will be up again before your shield during the early levels, while her ultimate will be up again before Soul Shackles throughout the game.
Favors Enemy
Lucian's Statistics

AD: 49 + 3/level
AS: 0.638 + 3.3%/level
Range: 500 units
Health: 420 + 80/level
Armor: 19 + 3/level
MR: 30 + 0/level
MS: 335 units/second

Lucian's Cooldowns

Piercing Light: 9 / 8 / 7 / 6 / 5 seconds
Ardent Blaze: 14 / 13 / 12 / 11 / 10 seconds
Relentless Pursuit: 18 / 16 / 14 / 12 / 10 seconds
The Culling: 100 / 75 / 50 seconds

Lucian Reference Guide: http://www.solomid.net/guide/view/59353-lucian-build-guide-adc-by-heartbeat
Lucian Skill Order: >>>

Lucian vs. Morgana

Lucian is a champion who has good laning power and does decently going into the late game. His spells have good AD ratios, and his ultimate is rather AD friendly in that it even scales with attack speed. His passive essentially allows him to deal an extra 0.5 total AD between skills, which means it increases his burst and sustained damage significantly and scales into the late game.

Morgana really doesn't have too many answers to Lucian's kit. There is no CC to negate, and his only magic damage spell doesn't contribute much to his damage without levels or items. His main physical damage nuke only has a 0.35 second delay and no missile travel time, which makes dodging it challenging for an AD carry even with an escape and even harder for a support with no mobility like yourself. Dark Binding is rather easy to dodge for Lucian, given how responsive Relentless Pursuit is as an escape. If you do manage to hit a snare onto either him or the support you try to poke, but note that all three of Lucian's spells have the ability to deal damage at over 1000 range. You can alternatively try to all in him with your ultimate and Exhaust, though as he is not so auto-attack reliant Exhaust won't be as effective as it would against most other AD carries. Overall he has some of the same strengths as Graves that make it difficult for Morgana to deal with, but he has longer range spells, auto-attacks, and brings even more single target burst due to his passive.

Quick Tips

  • Just as you would against Caitlyn, try to wait out Lucian's Lightslinger double shot. He will likely be looking to poke with it; stay back and force him to use it on minions.
  • His ultimate can be body blocked like Caitlyn's ultimate, so if necessary, you can use yourself to absorb some of the damage if it would otherwise kill off an ally.
  • The range of Piercing Light is 1100 units, though it must be cast in the direction of an enemy within 550 units. Be mindful of where your creeps are in order to avoid being poked down.
Favors Enemy
Lulu's Statistics

AD: 44 + 2.6/level
AS: 0.625 + 2.25%/level
Range: 550 units
Health: 415 + 82/level
Armor: 13 + 3.7/level
MR: 30 + 0/level
MS: 325 units/second

Lulu's Cooldowns

Glitterlance: 7 seconds
Whimsy: 18 / 16.5 / 15 / 13.5 / 12 seconds
Help, Pix!: 10 seconds
Wild Growth: 110 / 95 / 80 seconds

Lulu's Spells

Glitterlance: 0.25s cast time + 0.62 travel time = 0.87s total time
Whimsy: 0.25s cast time + 0.43s travel time (needs another look) = 0.68s total time
Help, Pix!: 0.0s cast time = 0.0s total time

Lulu Reference Guide: http://www.solomid.net/guide/view/122176-lulu-build-guide-support-by-jyarbz
Lulu Skill Order: >>>
Morgana Level One Skill: /
Morgana Skill Order: >>>

Lulu vs. Morgana

Lulu is usually played for her ability to bully lanes and her versatile utility and CC. Her ultimate provides a lot of CC and its max health increase can save allies. Two of her non-ultimate skills have two effects depending on who they're cast on. She provides poke, CC, MS boosts, shields, and even targeted vision. Her passive adds significantly to her auto-attack poke, though she does has admittedly lower base AD to compensate.

Lulu's spells and their respective cast and missile delays

Lulu has some of the harder spells to react to. Right off the bat, Help Pix! does not actually have any sort of spell delay. Wild Growth also has no cast delay, but is generally rather predictable as it will either be used on a melee range champion for CC or a low HP ally for the heal. Glitterlance is a trading tool that has gives has both cast delay and decent travel time. Whimsy is a targeted disable that also provides some spell delay. In addition, Lulu's cast animations on Glitterlance and Whimsy can be rather subtle. Neither cast animation is too different from her auto-attack, as she uses her staff to cast a spell in all three scenarios, but she does do a bit of a jump when casting spells.

When playing versus Lulu, you should be aware that she has the ability to out-poke you. Her Glitterlance is lower cooldown than your Snare, while her Pix empowered auto attacks deal more damage than yours and are longer range. If you try to fight her back in the creep line, Pix can't help and your autos should win out, though in this case her Glitterlance is still effective while your Binding is not. Her Whimsy and Pix have very little delay and thus can't be easily shielded, which allows her to land consistent CC and harass. Note that if you can catch Lulu or the AD carry in a snare, you should be able to preemptively shield your AD carry from the inevitable CC and will likely win the trade. At level 6, both ultimates add a lot of power. Be wary of both the CC and extra 350+ health her ultimate provides; it has the ability to turn fights especially if your Shield isn't available.

Quick Tips

  • Lulu can place Pix in order to extend the range of her Glitterlance. Pay attention to where Pix is placed so you can predict her harass or initiation.
  • Whimsy has very little delay, and usually has to be preemptively shielded. Like Fiddlesticks' Terrify though, it will almost always be saved for the AD carry unless they are trying to pick you off during a favorable engagement.
  • If you get ganked by a melee jungler after level 6, Lulu will typically use her Wild Growth to turn their jungler into a knockup machine. It is very important that you either CC the jungler before he can reach you or Black Shield the jungler's target in order to counteract her CC.
Favors Enemy
Lux's Statistics

AD: 50 + 3.3/level
AS: 0.625 + 1.36%/level
Range: 550 units
Health: 345 + 79/level
Armor: 12 + 4/level
MR: 30 + 0/level
MS: 330 units/second

Lux's Cooldowns

Light Binding: 15 / 14 / 13 / 12 / 11 seconds
Prismatic Barrier: 14 / 13 / 12 / 11 / 10 seconds
Lucent Singularity: 10 seconds
Final Spark: 80 / 65 / 50 seconds

Lux Reference Guide: http://www.lolking.net/guides/143254
Lux Skill Order: >>>
Morgana Level One Skill: / (if pushing) or (if being pushed in)
Morgana Skill Order: >>>

Lux vs. Morgana

Lux, like Morgana, has historically been a mid lane pick. She is something of a long range poke and burst champion, with her strength lying in ranged CC and good magic base and scaling damage. Her kit has two CC spells, one providing an area of AOE slow, and the second being a 2 person snare. Her ultimate is a long range magic damage line nuke, while her shield provides a buffer against all forms of damage.

Lux can be an issue for Morgana in lane. She has two low cooldown magic damage CC skills, which means choosing how to use your shield can be difficult. Her ultimate will typically be used either as a follow up to her CC or to try to pick low health allies off. There is a 0.5s delay, which ideally should give you enough time to apply your shield. Her shield is generally more useful than yours unless you bring support CC into the equation, which means the pressure is on you to land your skillshots. If you are able to initiate on a Lux lane though, it's not too difficult to negate her counter-CC and win the trade. You ultimate brings initial burst and CC as soon as it's used, as opposed to her skillshot ultimate, so use that to your advantage.

Quick Tips

  • Much of Lux's spell damage and CC are applied linearly. Be careful that you don't stack up with your AD carry one behind the other.
  • Some earlier points in Black Shield can be very helpful in lane. Lux typically will try to abuse her level 6 power spike to force a kill in lane. The 300 base damage at level 6 can easily turn the lane in her favor.
  • If you do manage to get a good Soul Shackles off in the lane it is very likely Lux will use one or both skills to CC you. It is likely that Black Shielding yourself will be the better option here.
  • Lux does bring a lot of magic damage output in a short amount of time. If you can time her burst correctly, Exhaust can make the difference in an all-in.
Favors Enemy
Miss Fortune's Statistics

AD: 46.5 + 3/level
AS: 0.656 + 3.01%/level
Range: 550 units
Health: 435 + 85/level
Armor: 19 + 3/level
MR: 30 + 0/level
MS: 325 units/second

Miss Fortune's Cooldowns

Double Up: 7 / 6 / 5 / 4 / 3 seconds
Impure Shots: 16 seconds
Make it Rain: 14 / 13 / 12 / 11 / 10 seconds
Bullet Time: 120 / 110 / 100 seconds

Miss Fortune Reference Guide: http://www.lolking.net/guides/39453
Miss Fortune Skill Order: >>>

Miss Fortune vs. Morgana

Miss Fortune is typically picked as an AD carry for her laning power and her AOE ultimate. Her Double Up adds both to her harass and burst in lane. Her kit also grants passive on-hit magic damage, an AS buff, on-hit Grievous Wounds, and an AOE slow. At level 6 she gains a very powerful AOE nuke that deals physical damage over time. You can typically walk out of the spell's range, but if a support brings some CC you can easily get in trouble.

Morgana can do decently against Miss Fortune. 2 of her 3 pre-6 skills actually deal magic damage, which means you have the ability to mitigate the damage.Play around the bouncing effect of Double Up (It targets people in the semicircle behind the target), and you should be able to mitigate her physical poke damage. At level 6, be very careful about her support's CC, as Miss Fortune's ultimate does a high amount of base damage but typically requires some initial set-up. Harassing Miss Fortune with snare can be tricky, as her passive grants her up to 75 MS which increases the reaction window for her to dodge the skillshot. If you do manage to lock onto her, her passive fades, and her lack of an innate escape makes her vulnerable to all-ins. Be careful about Miss Fortune turning around fights with her ultimate though; your only interrupt for her ultimate is a delayed stun from your ultimate, which a well played Miss Fortune can plan around.

Quick Tips

  • Learn the mechanics behind Double Up. The following post on Reddit [http://www.reddit.com/r/leagueoflegends/comments/1fpzjg/] discusses the semicircle targeting algorithm. Note that the radius of the semicircle is 500 units.
  • Exhaust timed with Miss Fortune's ultimate can significantly reduce its damage output.
  • If you want to snare Miss Fortune with a Binding, try to knock off her passive first. Auto attacks can do this, or for a more costly but easier method you can simply land a tick of your Tormented Soil on her.
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Nami's Statistics

AD: 48 + 3.1/level
AS: 0.644 + 2.61%/level
Range: 550 units
Health: 365 + 74/level
Armor: 13 + 4/level
MR: 30 + 0/level
MS: 335 units/second

Nami's Cooldowns

Aqua Prison: 14 / 13 / 12 / 11 / 10 seconds
Ebb and Flow: 9 seconds
Tidecaller's Blessing: 11 seconds
Tidal Wave: 120 / 110 / 100 seconds

Nami Reference Guide: http://www.solomid.net/guide/view/58711-nami-build-guide-apc-support-by-yellojello
Nami Skill Order: >>>
Morgana Level One Skill: / (if pushing) or (if being pushed in)
Morgana Skill Order: >>>

Nami vs. Morgana

Nami is a support who provides a good mix of utility in lane and long range AOE CC skills later on in the game. She provides sustain in lane, along with a good mix of CC; in addition to her kit's AOE hard CC, she also provides a slowing effect to an allies' auto-attacks.

Against Morgana, she is relatively squishy but her ranged poke and sustain make it possible for her to win the lane. In lane she will typically look to use Aqua Prison to win trades; split apart from your AD carry and Shield whoever is targeted. Her Tidecaller's Blessing can allow her to kite or chase well, though it can be counteracted by Black Shield. Her Ebb and Flow will typically be maxed first, which is a decent trading tool in that it both heals and damages via its bounces. Note that as with many squishy ranged supports, you can greatly punish the lane if your snare connects. Black Shield is very effective against her disengage, especially considering both her auto-attack slow and bubble will have a tough time breaking through the magic shield as they are usually maxed late. Your ultimate can be effective here, but be wary of her CC being used against you. Her Tidal Wave is slow, but has a very long range and a wide AOE. The counter would be to avoid clumping, but it may not always be viable. If a Nami lane starts to go sour for her, she always has the option to simply heal up with maxed Ebb and Flow, though this does not make it much harder for you to 100 to 0 the lane.

Quick Tips

  • If you manage to initiate onto a Nami lane with your ultimate, she will very likely focus some or all of her CC at stopping you. Be mindful when choosing how to use your Black Shield.
  • If Nami uses Tidecaller's Blessing on the AD carry, you can try to wait out the 6 second/3 auto-attack limit. Eventually the AD carry generally will have to go for CS. If they do manage to engage with the skill active, Black Shield is a mana efficient counter, though it can open you up to Aqua Prison.
  • If Nami is looking to spam Ebb and Flow on both her lane partner and herself, she needs either you or your AD carry to be in range for the bounces to take effect (875 units). Note that Black Shield mitigates damage but does not prevent further bouncing; to deny healing, you have to stay back while this ability is being cast.
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Outdated information below; read at your own risk. Subject to change after testing patch 4.10 changes.

Nidalee's Statistics

AD: 49 + 3.5/level
AS: 0.67 + 3.22%/level
Range: 125 (Cougar) or 525 (Human) units
Health: 370 + 90/level
Armor: 15 + 3.5/level
MR: 30 + 0/level
MS: 335 (Human) or 355 (Cougar) units/second

Nidalee's Cooldowns

Javelin Toss: 6 seconds
Bushwack: 18 seconds
Primal Surge: 10 seconds
Aspect of the Cougar: 4 seconds

Takedown: 5 seconds
Pounce: 3.5 seconds
Swipe: 6 seconds
Aspect of the Cougar: 4 seconds

Nidalee Reference Guide:
Nidalee Skill Order: >>>
Morgana Level One Skill: /
Morgana Skill Order: >>>

Nidalee vs. Morgana

Nidalee as a support is picked for its long range poke, vision control, and mobility. In lane she provides poke that scales with distance, healing, an AS steroid, and resistance shredding traps. After level 6 she gains a whole new set of skill that grant her mobility along with high melee base damages.

As with most Nidalee lanes, much of the laning phase centers around how well you can avoid or Shield Nidalee's spears. Sustain can be an effective counter to Nidalee, but with Morgana, you typically will simply have to limit her damage and maximize yours. Before level 6 she is rather prone to CC, which means your bindings can grant a lot of kill pressure in lane. Not only can she not jump out of skillshots, but she has relatively little ability to react if her AD carry gets engaged upon besides a heal. Her AS steroid and healing is high cost, but if you can wait out the buff it's a large hit to her mana, which typically already gets stretched thin by her spear cost. Note that as with Caitlyn's traps, you can simply Shield yourself and walk over them to clear them out and deny some of Nidalee's vision control. At level 6 you gain even more CC, while Nidalee gains mobility and damage. Note that Nidalee's pounce provides 375 units of distance, which can let her get out of leash range. Try to take advantage of your CC in lane whenever you can.

Quick Tips

  • Nidalee's spears do more damage with distance. Counterplay involves either dodging the projectile, staying behind minions, or if you want to ensure it does limited damage, you can selfcast Shield and walk towards the spear to minimize its damage.
  • Nidalee's level 6 Cougar burst is around 400 base mixed damage and does bonus execution damage of around 220 base physical damage to near death enemies. A well timed Exhaust can be saved to significantly mitigate her burst damage during all-ins.
  • Be very careful about trading auto-attacks with a ranged Nidalee. She has a 75 range advantage over you, which is exacerbated when she uses her brush passive to keep her distance and kite.
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Nunu's Statistics

AD: 51.06 + 3.45/level
AS: 0.625 + 2.25%/level
Range: 125 units
Health: 437 + 96/level
Armor: 20.5 + 3.5/level
MR: 30 + 1.25/level
MS: 350 units/second

Nunu's Cooldowns

Consume: 13 / 12 / 11 / 10 / 9 seconds
Bloodboil: 15 seconds
Ice Blast: 6 seconds
Absolute Zero: 110 / 100 / 90 seconds

Nunu Reference Guide:
Nunu Skill Order: >>>
Morgana Level One Skill: /
Morgana Skill Order: >>>

Nunu vs. Morgana

Nunu is more commonly picked as a Jungler at the moment, but he can also be played in the support role. He has plenty of AS modifiers, with the ability both to buff allied AS and to decrease enemy AS with Ice Blast and Absolute Zero. His Consume doesn't play too much a role in lane, though it does give him some sustain and increases his ability to kill off neutral monsters throughout the game.

A Nunu lane can play out in a few ways. One option is for Nunu's Bloodboil to simply allow the AD carry to perma-push. In this sort of situation, an early level in Soil and perhaps even an additional level or two early in the laning phase can help your AD carry counter-push. Another option is for Nunu to try to harass you down with Snowballs and a buffed AD carry. Ice Blast is a relatively easy projectile to Shield, and given that it's much more useful against the AD carry, you can even preemptively shield your AD carry most of the time. You have a very easy time poking a Nunu due your auto-attack range and your spells. If you harass well, you hopefully can force an early point into Consume and perhaps even make Nunu spend more points in this spell. Be careful about Nunu's Absolute Zero; when detected it can typically be countered by escapes, Flash, or sometimes Black Shield. Nunu can abuse fog of war to cast hidden Absolute Zeroes that will do surprising burst if you don't react. If you notice your MS/AS are grinding to a halt especially when near brush, it is very likely Nunu is charging his ultimate.

Quick Tips

  • You have no reliable way of cancelling Nunu's ultimate while it's channeling. You can however time an Exhaust just before he casts it, which is both relatively easy to do and cuts down tremendously on the spell's damage.
  • Nunu will often lead his ultimate with Flash in order to gain better positioning. If this is the case, you will likely have to counter by spending your Flash as well.
  • While Nunu's spell damage can be avoided or shielded, be wary of his melee damage. Bloodboil applies a buff not only to his AD carry but also to himself, which means that his sustained auto-attack damage will be significantly greater than yours if you let him get in range.
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Quinn's Statistics

AD: 48 + 3/level
AS: 0.668 + 3.1%/level
Range: 525 units
Health: 390 + 85/level
Armor: 17.5 + 3.5/level
MR: 30 + 0/level
MS: 335 units/second

Quinn's Cooldowns

Blinding Assault: 11 / 10 / 9 / 8 / 7 seconds
Heightened Senses: 50 / 45 / 40 / 35 / 30 seconds
Vault: 12 / 11 / 10 / 9 / 8 seconds
Tag Team: 140 / 110 / 80 seconds

Quinn Reference Guide: http://www.solomid.net/guide/view/55525-quinn-build-guide-adc-by-heartbeat
Quinn Skill Order: >>>

Quinn vs. Morgana

Quinn is generally considered a strong laning AD carry who has some issues in late game teamfights, but can split push and roam very effectively. In lane her blind allows her to win most trades against AD carries, espeically auto-attack reliant ones. She has a bit of burst built into her kit and a conditional AS steroid to increase her sustained damage. Her level 6 allows her to gain access to an active AS steroid an even more physical damage burst, with extra execution damage.

Morgana can have some issues in this type of lane. Like a Graves or Lucian lane, there is a large amount of physical burst damage, which you can't deal too well with. You do have an answer to Quinn's blind, which should almost always be aimed at your AD carry, and her Vault's slow/knockback. Quinn does not have a traditional escape before 6, though her Vault can be a very conditional escape. In other words, it is not too difficult to land your binding. In addition, if Quinn uses her Vault while your binding is up, her final landing position should be fairly clear. She will land 525 units away from the target of Vault, in the opposite direction of her Vault jump. This gives you the opportunity to preemptively aim Binding where she will land. At level 6 her ultimate grants her a lot of burst at the cost of being melee.

Quick Tips

  • Be more careful with a missing Quinn than you would with most other AD carries. Her Tag Team lets her roam very quickly, which minimizes her losses from leaving lane and lets her join engagements much faster than would be anticipated.
  • Quinn's ultimate is high risk and high reward. A well timed Exhaust can cripple Quinn's melee burst, and result in her death.
  • Tag Team is on a very long cooldown, especially level 1. If your AD carry has a shorter CD ultimate, chances are engaging as soon as their ultimate is off cooldown will abuse a timing window.
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Sivir's Statistics

AD: 49 + 3/level
AS: 0.658 + 1.6%/level
Range: 500 units
Health: 378 + 82/level
Armor: 16.75 + 3.25/level
MR: 30 + 0/level
MS: 335 units/second

Sivir's Cooldowns

Boomerang Blade: 9 seconds
Ricochet: 9 / 8 / 7 / 6 / 5 seconds
Spell Shield: 22 / 19 / 16 / 13 / 10 seconds
On the Hunt: 120 / 100 / 80 seconds

Sivir's Cooldowns

Boomerang Blade: 0.25s cast time + 0.9s travel time = 1.15s total time

Sivir Reference Guide: http://www.solomid.net/guide/view/24223-sivir-build-guide-adc-by-rilaero
Sivir Skill Order: >>>

Sivir vs. Morgana

Sivir is generally considered a low range AD carry who brings a lot of power later on through split pushing and utility in the form of a team MS steroid. Boomerang and Ricochet allow her to push quickly and also increase her burst and sustained damage versus multiple targets. She has no gap closers, but she does have a number of MS buffs and a spell shield.

A look at Sivir's spells and their interactions with Morgana

Sivir's only nuke tool is her Boomerang Blade, which can otherwise be used to push the wave. It has a 0.25 second cast time, and it has an estimated 0.9 second travel point from Sivir to max range, and around another 0.9 seconds to return to Sivir. Note that Sivir can manipulate how long it takes for the projectile to return and the return path. Ricochet procs three times on her auto-attacks, and have infinite bounces (though each bouncing auto can hit each target once). Be careful about standing too close to the minion wave is Sivir is pushing with this skill. Spell Shield is very similar to Black Shield, in that it has 0 cast delay, and thus is very effective against Dark Binding.

In my experience, this lane does not go all too well for Morgana. You cannot effectively harass with Binding, as it's a very easy spell to shield. It generally just provides free mana for Sivir. Note that it is kept at level 1 for much of the game (22 second cooldown), which means you do have a chance to snare her if you manage consecutive Bindings. If your AD carry can threaten her spell shield with their spells, you may have a chance to CC her. She brings no magical damage or CC, but a good amount of physical burst, which means your Black Shield actually doesn't do anything against her. Her ultimate and passive MS are effective tools for her to get out of your ultimate, if her Spell Shield doesn't already get her out of it. The advantage you do have in this lane is that she does has low auto-attack range, which opens her up to a bit of harass. If your AD carry is able to deal with Sivir well, you may be better off concentrating on countering the enemy support.

Quick Tips

  • Most of Sivir's threatening poke in this lane is her Boomerang Blade, which will chunk you if you aren't careful. Dodge it, or in the worst case scenario use minions to body block it and lower its damage.
  • Stay away from the creep line if Sivir starts using Ricochet to avoid getting hit by the bounces. If she looks to push the lane heavily, an early point or two in Soil may be helpful to counter-push.
  • Be very careful with Dark Binding in lane. Spell Shield will return mana if it negates a spell, which means your snares may actually help rather than hinder Sivir's laning phase.
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Sona's Statistics

AD: 47 + 3/level
AS: 0.644 + 2.3%/level
Range: 550 units
Health: 380 + 70/level
Armor: 12 + 3.3/level
MR: 30 + 0/level
MS: 330 units/second

Sona's Cooldowns

Hymn of Valor: 7 seconds
Aria of Perseverance: 7 seconds
Song of Celerity: 7 seconds
Crescendo: 140 / 120 / 100 seconds

Sona's Spells

Hymn of Valor: 0.0s cast time + 0.5s travel time = 0.5s total time
Crescendo: 0.25s cast time + 0.47s travel time = 0.72s total time

Sona Reference Guide: http://www.solomid.net/guide/view/47394-sona-build-guide-support-by-rheingoldriver
Sona Skill Order: >>>
Morgana Level One Skill: /
Morgana Skill Order: >>>

Sona vs. Morgana

Sona is a relatively squishy ranged support who brings a decent mix of poke and sustain in lane, while also providing a very powerful AOE CC ultimate. To round out her kit, she also possesses an AOE MS steroid. It’s noteworthy to mention that each of Sona’s three non-ultimate abilities have two side-effects each. The last skill used by Sona leaves an AOE aura around Sona, with Hymn of Valor providing an AD/AP buff, Aria of Perseverance giving an armor/MR buff, and Song of Celerity projecting a flat MS buff. After 3 spell casts, Sona’s next auto-attack will be empowered, dealing bonus magic damage and with an additional effect determined by the last spell cast. Hymn of Valor doubles the damage of her empowered auto-attack, Aria of Perseverance causes her next auto-attack to reduce damage dealt by the target for a short period of time, and Song of Celerity slows the target of her empowered auto.

Sona has a versatile kit with her diverse set of spells, her auras, and her Power Chord procs

The main spells that you have to pay attention to for purposes of Black Shield are her Aria of Perseverance and ultimate. Aria has no cast time, but does have a decent travel time especially if you are running away from Sona. Sona's animation for this spell is to forcefully push her hand in your direction, which results in blue projectiles targeting you. Crescendo is the more impactful spell, and is crucial to react to properly. It has a 0.25 second estimated cast delay, and roughly half a second (very rough estimate given low FPS here) for a max range Crescendo. During the cast animation, Sona's instrument gets thrown high into the air. Power Chord provides Sona an auto-attack reset, which can substantially add to her ranged poke. See either the video or the previous paragraph for details on Sona's different auras and Power Chords.

Morgana versus Sona in lane can play out in several ways, with both sides having the ability to gain an advantage. If both supports provide little offensive impact with only the AD carries harassing each other, Sona’s sustain has the ability to win out the lane, as Black Shield’s ability to mitigate AD carry damage is situational. Morgana can definitely win the lane by initiating onto a Sona lane. Before level 6, Sona has no hard CC, and often times will delay their MS steroid and in conjunction MS slow to level 4 or 8. Again, Sona is one of the least durable ranged supports, and thus cannot typically take too much burst damage. Sona has the ability to poke back with reliable mid ranged magic damage. Both her Aria of Valor and empowered auto-attacks deal magic damage, which means both can be shielded. Sona’s offensive capabilities are on a lower cooldown than Black Shield, but if you are able to trade spell for shield, you tend to win out in terms of mana attrition. Note that Aria of Valor targets two enemies within its range, prioritizing champions, so try to prevent Sona from applying damage to both you and your lane partner with one spell. At level 6, the lane changes rather significantly. Sona now has the ability to hard engage, which can be deadly if you clump up. Black Shield can be crucial here rather than for mitigating Sona's magic damage poke. On the flip side, Soul Shackles brings even more kill pressure to the already fragile Sona lane.

Quick Tips

  • To initiate with Crescendo, Sona will often use Flash to put herself in range or cast Crescendo at closer range (which decreases the reaction window for the spell). Sona's offensive flash usage is fairly predictable, which means you should be prepared to preemptively react to her Crescendo after Sona flashes.
  • Be aware of the range at which Sona can poke you. Her spell poke range is just above her auto-attack range. If she looks to use a Power Chord plus Aria combo, it may be effective to Black Shield assuming you won't need it for any CC.
  • Sona's healing is most efficient when more than one person is wounded. In lane, it can be beneficial to focus damage on one person in order to reduce the efficiency of Sona's healing.
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Soraka's Statistics

AD: 48.8 + 3/level
AS: 0.625 + 2.14%/level
Range: 550 units
Health: 405 + 76/level
Armor: 17 + 3.8/level
MR: 30 + 0/level
MS: 340 units/second

Soraka's Cooldowns

Starcall: 2.5 seconds
Astral Blessing: 20 seconds
Infuse: 10 seconds
Wish: 160 / 145 / 130 seconds

Soraka Reference Guide: http://www.solomid.net/guide/view/20271-soraka-build-guide-apc-support-by-coxy
Soraka Skill Order: >>>
Morgana Level One Skill: /
Morgana Skill Order: >>>

Soraka vs. Morgana

Soraka is known for providing a tremendous amount of both HP and MP sustain in lane, while lacking a bit in terms of lockdown CC or high burst damage. Her Astral Blessing and Infuse restore HP and mana, respectively. Starcall can be used either for some sustained damage or to push the lane; its stacking MR shred can significantly ramp up all sources of magic damage if a fight gets drawn out. Wish is a global heal, which means she has the ability to impact other lanes directly as soon as she gets her level 6.

Soraka versus Morgana can be an interesting lane. If neither support does much offensively, Soraka tends to win out as she can provide both health and mana for her AD carry to endlessly spam poke. If both supports play offensively, Soraka typically goes to poke and sustain, while Morgana has more the ability to hard engage and 100 to 0 the lane. Starcall and Infuse are rather reliable magic damage spells that complement her auto-attacks, while Morgana has higher magic damage and CC, as long as your snare hits. Soraka cannot counter your CC with anything but her Infuse’s silence, and typically will use her heal to restore health and provide an armor buff to whoever you are focusing. Another way Soraka may try to play the lane is to put early level(s) into Starcall and hard push the lane into your turret. You can try to counter this by getting an earlier level or two into Soil in order to counterpush. Black Shield may or may not be useful in this lane, depending on how Soraka plays. If Soraka sits back and spams HP and MP healing on cooldown, Black Shield won’t be useful; if Soraka uses her silence offensively and utilizes Starcall to trade, Black Shield can be a decent defensive tool. Note that Soraka’s silence has little cast time, and thus you will typically need to predict her target and use this spell preemptively. At level 6, your ultimate adds to the burst in lane, whereas Soraka gains another defensive tool. Overall try to play out the lane intelligently; Soraka has the ability to bait your lane with her bevy of healing tools, but if you are able to force out her mana efficiently, she will have trouble providing additional HP sustain.

Quick Tips

  • Wish will often be used to influence other lanes. The only thing you can do for your teammates is to inform them of Soraka's 6. In lane, you have to option to try to abuse the long CD on Wish to engage on a Soraka lane. Without Wish, much of the lane's total HP pool will be gone.
  • Ignite provides a great deal of power when trying to get kills in a Soraka lane. Assuming a W max, Ignite will reduce at least 160 HP (Level 1 Wish and Level 3 Astral Blessing) worth of healing for a single target during a level 6 all-in.
  • While Infuse's silence is almost instantaneous, you can try to predict and counterplay it. If you manage to get off all your spells in an all-in to initiate, silence doesn't do too much against you, so you are free to preemptively Shield the AD carry.
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Taric's Statistics

AD: 52 + 3.5/level
AS: 0.625 + 2.02%/level
Range: 125 units
Health: 468 + 90/level
Armor: 20.5 + 3.2/level
MR: 30 + 1.25/level
MS: 340 units/second

Taric's Cooldowns

Imbue: 18 / 17 / 16 / 15 / 14 seconds
Shatter: 10 seconds
Dazzle: 18 / 17 / 16 / 15 / 14 seconds
Radiance: 75 seconds

Taric Reference Guide: http://www.solomid.net/guide/view/44632-taric-build-guide-support-by-badgerlad
Taric Skill Order: >>>
Morgana Level One Skill:
Morgana Skill Order: >>>

Taric vs. Morgana

Taric is a melee support who is known for his targeted stun providing CC throughout the game, and supplying his allies with an array of buffs, most notably armor in order to deal with physical damage. In lane, he has a rather powerful all-in, but it is typically dependent upon Dazzle landing. He can fall back on sustain if the lane requires it.

Morgana versus Taric is one of the more basic reflex lanes for Morgana. As long as you can Black Shield Dazzle, you will have control of the lane. Be wary of playing too close when Black Shield is down; levels in Black Shield or some flat CDR can go a long way in making the lane difficult for Taric. If Taric does manage to engage on you with either Dazzle or some other form of CC, he applies a good deal of AOE magic damage burst, in addition to shredding armor which typically makes his AD carry’s damage spike significantly. Armor can be a good stat to rune or itemize for, as Shatter's armor shred passes through Black Shield. You do have the ability to poke him with snare, and depending on how well your lane does, you can put a lot of pressure on his mana pool by forcing Infuse spam. At level 6, his Radiance is typically used as part of his Dazzle in Shatter combination; as long as you can deny Dazzle, you should be in a good spot. Your level 6 provides a very powerful all-in tool. One final point to note is that I would consider this lane good practice if you are trying to learn how to play the CC-reflex matchups as Morgana. Taric’s Dazzle is one of the easier stuns to negate; if you find yourself successful here, the same skills should generally be transferrable to other CC lanes.

Quick Tips

  • Again, a huge part of the laning phase revolves around Black Shielding Dazzle. It's a 625 range targeted stun with 1400 missile speed, which means that to give you a better chance of reacting to it, force him to cast it from near max range, and don't get too close to your AD carry (so that you can easily tell who is being targeted).
  • Taric's AOE spells have the side effect of buffing his teammates' damage and shredding enemy armor. In a prolonged engagement, these spells will significantly increase the overall damage of his AD carry and will often turn fights in his favor.
  • Like Sona's heal, Taric's Imbue is more cost efficient when used to heal both him and an ally. The best case scenario is to focus all your poke on just the AD carry. The next best option is to focus all your harass on Taric.
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Thresh's Statistics

AD: 46 + 2.2/level
AS: 0.625 + 3.5%/level
Range: 450 units
Health: 411 + 89/level
Armor: 16 + 0/level
MR: 30 + 0/level
MS: 335 units/second

Thresh's Cooldowns

Death Sentence: 20 / 18 / 16 / 14 / 12 seconds
Dark Passage: 22 / 20.5 / 19 / 17.5 / 16 seconds
Flay: 9 seconds
The Box: 150 / 140 / 130 seconds

Thresh's Spells

Death Sentence: 0.5s cast time + 0.58s travel time = 1.08s total time
Flay: 0.2s cast time + 0.2s travel time = 0.4s total time
The Box: 0.5s cast time + 0.25s arming time = 0.75s total time

Thresh Reference Guide: http://www.solomid.net/guide/view/123729-thresh-build-guide-support-by-swedish
Thresh Skill Order: >>>
Morgana Level One Skill: / (if pushing) or (if being pushed in)
Morgana Skill Order: >>>

Thresh vs. Morgana

Thresh is a ranged support who brings a very high amount of overall CC and utility both in lane and throughout the game. Death Sentence is very powerful at creating picks, his lantern gives him a tremendous amount of defensive and offensive utility through its shield and long range allied displacement, Flay is a powerful trading tool and decent CC in and of itself, and the Box adds to his damage and zone control.

This is an overview of Thresh's CC and utility skills

Thresh's hook has a 0.5 second cast time where he swings his scythe around, followed by up to an estimated 0.58 second travel time for a max range Death Sentence to hit. This spell provides two pulls of 300 units each, for 600 units of total displacement. Note that unlike Blitzcrank's hook or Caitlyn's peacemaker, Thresh does not telegraph in what direction his hook will go until his cast animation finishes and the hook is in the air. Flay has an estimated 0.2 second cast delay, followed by another 0.2 seconds for his knockback to go from one side to the opposite side. It is estimated that Flay provides 200 units of knockback. The Box has a 0.5 second cast delay, in addition to 0.25 seconds of arming time between when the walls are first visible to when the walls go up and can CC enemies, for 0.75 seconds total.

Thresh has quite a few advantages in this lane that Morgana typically isn’t accustomed to facing. While his base AD is rather low, Flay’s on-hit magic damage can make up for this. Thresh shares the same range as Morgana, which in conjunction with his Flay passive can swing auto-attack trades one way or another; sustained auto-attacking often doesn't favor Thresh unless he has done well with picking up souls, whereas delays between auto-attack trades generally favors Thresh as it allows his on-hit damage to accumulate. Both Flay and Death Sentence are threatening if not dodged or shielded, which means you have to either choose between using Shield for poke or holding onto Shield for CC negation. Note that Black Shield will completely negate the effect of Flay and denies the double drag effect from Death Sentence, but will still allow Thresh to jump to his victim. At level 6, both ultimates bring a lot of power. Thresh can use his box either defensively to zone or offensively as part of his initiation combo. Likewise, Soul Shackles can either be used to disengage, initiate along with snare, or to counter-engage. One of Thresh’s weaknesses is that he actually does not get MR/level, which means over the course of the laning phase, he will be more susceptible to your magic damage, especially as he has to be close ranged to be dealing damage with most of his offensive skills. In addition, your spells have a noticeable range advantage, which means it’s quite possible to sit back and wait for poke to turn the lane in your advantage. Finally, Thresh does not get any sustain, which means your damage in lane will often stick. Overall, this can be a challenging lane due to Thresh's auto-attack power, CC, and his lantern. Not only does he have a bevy of CC along the likes of melee supports like Leona or Blitzcrank, he also deals more base damage per auto-attack than almost any other traditional support, with the caveat of being ranged. Your Black Shield has the ability to either win harass trades or CC trades, but not both, which gives a well played Thresh a lot of room to control the lane.

Quick Tips

  • Thresh will often look to use Flay to push enemies into The Box after initiating with Death Sentence. It usually isn't too hard to predict who to Black Shield in this scenario.
  • In the case where Thresh goes level one Death Sentence, you typically have a small timing window to push the lane and or harass freely with auto-attacks and level 1 Shield. In this case, you actually have an advantage in terms of auto-attack damage, and should be fine as long as you can Shield his chain.
  • Be very careful of Thresh's Dark Passage. It will often be used to give the jungler a free gap closer; start moving back when you see Thresh throw his lantern backwards unless your vision can tell you otherwise.
  • Flay has 400 range, which means he can use it if you aren't careful about maintaining distance while trading auto-attacks
  • Note that if Thresh catches a Black Shielded target with hook, the stun is negated but he can still jump. This can be used against you to still initiate, or if you play it out well, you can bait him into tower or a gank.
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Tristana's Statistics

AD: 46.5 + 3/level
AS: 0.656 + 4%/level
Range: 550 units
Health: 415 + 82/level
Armor: 19 + 3/level
MR: 30 + 0/level
MS: 325 units/second

Tristana's Cooldowns

Rapid Fire: 20 seconds
Rocket Jump: 22 / 20 / 18 / 16 / 14 seconds
Explosive Shot: 16 seconds
Buster Shot: 60 seconds

Tristana Reference Guide: http://www.solomid.net/guide/view/46107-tristana-build-guide-adc-by-eddiemac
Tristana Skill Order: >>>

Tristana vs. Morgana

Tristana is a ranged AD carry who is known for having a decent early game power spike and a tremendous late game based off her range and AS steroids. Her level 2 and level 6 power spikes are based off high base magic damage on her jump, DOT, and Buster Shot. Later on, Rapid Fire’s AS steroid and Draw a Bead’s range buff start to kick in and increase the power of her auto-attacks. She is however noted for having a lacking midgame, especially as her nukes all have AP ratios (which is why AP Tristana has seen some 5v5 SR play).

An overview of Tristana's spells and passive

Tristana's Rocket Jump is her primary all-in or disengage spell. It is rather high risk high reward, with its reset mechanic and good base damage. It does have a 0.25s cast delay in addition to a decent travel time, which means it is possible to tag Tristana with either a snare or stun at some point during the jump. Her Buster Shot is a targeted nuke and knockback with 0.25s of cast delay plus an estimated 0.43s travel time. During all-ins, it may be quite necessary to block this spell depending on how Tristana is trying to apply the knockback.

In lane, Morgana generally does fairly well against Tristana. As her nukes are magic damage, you can easily use Black Shield to mitigate damage, as long as her support doesn’t have any threatening CC available. Explosive Shot is a prolonged DOT effect which means there’s an extremely generous time window in which Black Shield usage will actually be efficient. Her Rocket Jump has a rather long initial delay before she launches, which provides you more time to use Black Shield defensively, or in the case that it’s being used as an escape, increases the chance she will be hit regardless. Her Rocket Jump has extremely long range (900 units), so it may be difficult engaging on Tristana while the ability is still available. At level 6, Buster Shot does a very high amount of single target damage. Note that it also provides a very long range displacement, and can be used like Vayne’s condemn; try to predict her target and preemptively shield. Your ultimate makes it very risky for Tristana to use Rocket Jump to engage, as Soul Shackles will almost definitely turn the engagement into do or die.

Quick Tips

  • Tristana's offensive jump in a relatively even all-in means she has to count on getting a kill in order to get back out. Exhaust and/or Soul Shackles after Tristana jumps in can be very detrimental to her, as these skills can mitigate her burst or force a guaranteed stun.
  • Rapid Fire is a decent AS steroid, but only lasts 7 seconds on a 20 second cooldown. If you can, kite out the buff, and re-engage when it's on cooldown.
  • Explosive Shot's passive makes it very likely that Tristana will push the lane. Avoid being in range of exploding minions (the damage can add up), and if possible, you can look to try and freeze the lane and deny Tristana if you are strong enough to win trades.
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Twitch's Statistics

AD: 49 + 3/level
AS: 0.679 + 3.38%/level
Range: 550 units
Health: 389 + 81/level
Armor: 18 + 3/level
MR: 30 + 0/level
MS: 330 units/second

Twitch's Cooldowns

Ambush: 16 seconds
Venom Cask: 13 / 12 / 11 / 10 / 9 seconds
Expunge: 12 / 11 / 10 / 9 / 8 seconds
Rat-Ta-Tat-Tat: 120 / 110 / 100 seconds

Twitch Reference Guide: http://www.solomid.net/guide/view/43043-twitch-build-guide-adc-by-horsicorn
Twitch Skill Order: >>>

Twitch vs. Morgana

Twitch is an AD carry notable for his stealth and late game teamfight-crushing ultimate. While he is rather immobile, he can both assassinate enemies later on in addition to dealing high scaling AOE damage in teamfights. In lane his trading revolves around his true damage DOT passive that ramps up over time and Expunge for burst based on the number of Venom Stacks. He doesn't have too many nukes, but his kit is decently well rounded with both stealth and CC in lane.

An overview of Twitch's abilities

Twitch's only CC comes from Venom Cask, which at 0.25 seconds of cast delay, and 0.68s for a max range projectile to land, provides 0.93 seconds for Black Shield to be useful. Expunge is another spell that works with Deadly Venom, and has 1200 range and a 0.25s cast delay. Note that Twitch's only waveclear and long range poke is Cask into Expunge. Because of the power of Twitch's ultimate, be wary of both his kiting and chasing range, in addition to lining up against a Twitch.

Morgana can have trouble with Twitch in lane. Right off the bat, Black Shield is only effective against Twitch's Cask, and even then it does not prevent Venom stacks. Twitch's true damage Venom and physical damage Expunge are both difficult for Morgana to deal with, which means a bad trade on Morgana's end can be quite fatal. Twitch does not have any mobility escapes, and thus Binding isn't too difficult to hit Twitch with. You can try to either poke after snare or all-in after snare, but note that Twitch can retaliate at long range to some extent with Cask into Expunge. At level 6, Twitch's ultimate can be very powerful in all-ins. Your ultimate is quite powerful in all-ins, and has the added utility of being able to detect if Twitch is stealthed within 600 range of you (see General Tips and Tricks chapter for details).

Quick Tips

  • Against Twitch's ultimate, the worst thing to do is to stack up one behind the other. If you want to engage him, do so in a pattern perpendicular to his auto-attack projectile path.
  • Twitch's stealth can be used as a powerful disengage. To counter this, pink wards may be a good buy, or you can use Tormented Soil to delay his stealth reliably in order to put some more damage into him and chase him more easily.
  • Be very careful about prolonged engagements against a Twitch. With his Venom Stacks, he will have both the ability to execute you at up to 1200 range and deal heavy true damage DOT if a fight drags on.
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Urgot's Statistics

AD: 48 + 3.6/level
AS: 0.644 + 2.9%/level
Range: 425 units
Health: 437 + 89/level
Armor: 19 + 3.3/level
MR: 30 + 0/level
MS: 335 units/second

Urgot's Cooldowns

Acid Hunter: 2 seconds
Terror Capacitor: 16 / 15 / 14 / 13 / 12 seconds
Noxian Corrosive Charge: 15 / 14 / 13 / 12 / 11 seconds
Hyper-Kinetic Position Reverser: 120 seconds

Urgot Reference Guide:
Urgot Skill Order: >>>

Urgot vs. Morgana

Urgot is a rather unique ranged damage dealer, as his auto-attack range is the shortest, he has a lot more durability than other ranged carries, and his ultimate actually uses his champion model as an initiation tool. In lane, he has the power to both poke with spells and all-in effectively, though he is often mana-gated.

Morgana can do decently versus Urgot, though there is a lot of variation in how the lane can play out. The biggest issue is that Urgot’s poke is un-shieldable, and simply must either be dodged or kited out. Morgana can actually abuse Urgot’s range and lack of escapes with auto-attacks to some extent, or by snaring him. Your Binding will typically be used to set-up poke and harass, as Urgot’s all-in is quite strong. Note that Terror Capacitor's slowing effect can be denied by Black Shield. At level 6, Urgot’s swap can partially be negated by Black Shield. The initial suppression effect will not be effective, but the delayed swap will still occur. Note that you have no reliable way to interrupt the channel of his ultimate.

Quick Tips

  • If Noxian Corrosive Charge is applied to you, Urgot can usually get 2 to 3 Acid Hunters off on you. Try to get out of the 1200 unit range if you can.
  • If Noxian Corrosive Charge is on cooldown, one option is to fight Urgot in the middle of the creep line. Without the ability to his Acid Hunter, his all in is severely weakened.
  • Be mindful of the range of Urgot's swap. At level 6, it's a 550 range initiation that can make winning an all-in very difficult. Note that Flash will often be used to increase the effective initiation range by 400 units.
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Varus' Statistics

AD: 46 + 3/level
AS: 0.658 + 3%/level
Range: 575 units
Health: 400 + 82/level
Armor: 17.5 + 3.4/level
MR: 30 + 0/level
MS: 330 units/second

Varus' Cooldowns

Piercing Arrow: 16 / 14 / 12 / 10 / 8 seconds
Blighted Quiver: N/A
Hail of Arrows: 18 / 16 / 14 / 12 / 10 seconds
Chain of Corruption: 120 / 105 / 90 seconds

Varus Reference Guide: http://www.solomid.net/guide/view/50150-varus-build-guide-by-heartbeat
Varus Skill Order: >>>

Varus vs. Morgana

Varus is a rather immobile AD carry who brings a lot of utility, CC, and poke through his spells. His Hail of Arrows and Chain of Corruption both provide good CC, while Piercing Arrow does a high amount of poke and burst damage. His Blight stacks allow him to both shred high HP targets and deal bonus magic damage.

In lane, Morgana has some advantages and disadvantages against a Varus lane. Piercing Arrow and Hail of Arrows are both physical damage nukes, which means Black Shield doesn’t do too much. Note that Black Shield can negate his on-hit magic damage, and mitigate damage from the detonation of Blight stacks; if Varus is in spell range of a 2 or 3 stack champion, he will very likely be looking to land a spell on them. His lack of mobility means he is rather easy to initiate on with snare or Soul Shackles at level 6, though his long range spells means he retaliates better than most snared AD carries. At level 6, his Chain of Corruption can be shielded, though it is a rather fast moving projectile. Note that if you cannot shield his primary snare target, you can Shield nearby allies in order to prevent the snare from spreading to a secondary target.

Quick Tips

  • If you are able to catch Varus with your snare, note that he can retaliate much better than most AD carries. Both his Q and E are high damage, long range, AD scaling nukes.
  • Exhaust can be crippling for a Varus' burst. His spell combinations can be predictable in an all-in, with his charged up Piercing Arrow probably resulting in the greatest return on Exhaust while also being the easiest to predict.
  • Varus' Blight stacks greatly incentivize hitting Blighted targets with spells. Try to use this knowledge to predict how Varus will use his spells during trades.
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Vayne's Statistics

AD: 50 + 3.25/level
AS: 0.658 + 4%/level
Range: 550 units
Health: 359 + 83/level
Armor: 13.3 + 3.4/level
MR: 30 + 0/level
MS: 330 units/second

Vayne's Cooldowns

Tumble: 6 / 5 / 4 / 3 / 2 seconds
Silver Bolts: N/A
Condemn: 20 / 18 / 16 / 14 / 12 seconds
Final Hour: 100 / 85 / 70 seconds

Vayne's Spells

Condemn: 0.25s cast time + 0.25s travel time + 0.25s knockback time = 0.75s total time

Vayne Reference Guide: http://www.solomid.net/guide/view/50967-vayne-build-guide-adc-by-jinsuki
Vayne Skill Order: >>>

Vayne vs. Morgana

Vayne is a short ranged AD carry whose late game damage is extremely high based on the percent health true damage of her Silver Bolt procs. She is generally considered a weak laner given her low range and lack of ranged trading nukes, though her Tumble and Condemn do grant her both mobility and CC throughout the game.

A brief overview of Vayne's skills and how she uses them to proc Silver Bolts and her stun

The most threatening skill of Vayne's for purposes of your Black Shield is Condemn, and it is situational. It has 0.25 seconds of cast time, with rough estimates of up to 0.25 seconds for the missile to hit and 0.25 seconds max for the enemy to be pushed back, for up to 0.75 seconds to react. Note that while her normal auto-attacks use her small right arm crossbow, Condemn pulls the large crossbow off her back in order to attack the target. Otherwise, Vayne generally has both low trading range and lacks nukes, which means she either all-ins or trades around her 3 proc Silver Bolt passive. Either deny her the true damage or look to force her to overextend in order to get the bonus damage in.

Morgana can generally do decently versus a Vayne lane. Her short range means it is possible to abuse her with auto-attacks and Binding, though her low cooldown tumble can make landing your snare difficult. Black Shield is not helpful except to negate her Condemn’s stun; be able to predict how she will be using terrain in order to impale someone. Tumble or even Flash into Condemn is typically used to set up a good angle for her projectile to slam an ally into a wall. Her ultimate provides a wide array of buffs, but possibly the most difficult buff is her invisibility upon tumbling. Pink wards can be a very good purchase here. With your level 6, Soul Shackles makes Vayne’s all-in trickier for her given her low range. Be wary of her using either her Condemn or Tumble to gain distance from you in order to break your ultimate’s leash.

Quick Tips

  • During an all-in, Vayne will often save their Tumble for your Dark Binding. It may be easier to lead with Exhaust or Soul Shackles for more initial lock-down CC.
  • Vayne's trading is very reliant on her third Silver Bolt proc. Try to kite her to some extent, as Silver Bolts are ineffective if she is forced to switch targets too early.
  • Soul Shackles can be used at the tail end of Vayne's invisible Tumble to detect where she ended up. See the General Tips and Tricks section for more details.
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Zilean's Statistics

AD: 48.6 + 3/level
AS: 0.625 + 2.13%/level
Range: 600 units
Health: 380 + 71/level
Armor: 10.75 + 3.8/level
MR: 30 + 0/level
MS: 335 units/second

Zilean's Cooldowns

Time Bomb: 10 seconds
Rewind: 18 / 15 / 12 / 9 / 6 seconds
Time Warp: 20 seconds
Chrono Shift: 180 seconds

Zilean Reference Guide:
Zilean Skill Order: >>>
Morgana Level One Skill: /
Morgana Skill Order: >>>

Zilean vs. Morgana

Zilean is a support chosen mostly for his late game ultimate essentially providing a free Guardian Angel, and his global passive increasing his team’s XP gains. In lane, he brings some magic damage poke and the ability to buff or debuff MS.

Morgana can typically lane against Zilean without too much trouble. Black Shield is very effective against his bombs, as they deal magic damage and have a significant delay. Note that he has two main spell combinations: Time Bomb (70 - 130 mana) and Time Bomb into Rewind into Time Bomb (190 - 310 mana). Black Shield's static 50 MP cost means it is a very easy and mana efficient for a countermeasure, not to mention that the base strength of Black Shield (which scales with the target's MR( is higher than the base damage of Time Bomb. His targeted slow can be difficult to shield given the low cast time, but you often can predict his target. On the other hand, Morgana brings a lot of kill pressure to this lane before level 6. He has rather low counterplay to both your poke and your all-in, as his MS buff is ineffective during the duration of your snare and his MS debuff typically won’t be enough against your immobilization. When the supports gain their ultimates, Morgana generally still holds an advantage. Soul Shackles lends even more kill pressure in lane, whereas Zilean’s revive has a good deal of counterplay; you can disengage, switch targets, or force the revive and in the downtime focus the other opponent in lane. One point that Zilean can abuse is his 150 auto-attack range advantage, which could possibly win him lane control if you fail to pressure the Zilean lane with you CC and kill pressure.

Quick Tips

  • If you get targeted by Zilean bombs, you can try to use them to push the lane against you or deny the enemy AD carry CS. The delay on bombs allows you quite a wide variety of counterplay.
  • Zilean's ultimate may not be as useful in the middle of the lane, but be careful about it being used to bait you into tower diving or jumping into a gank.
  • Zilean's global gives the enemy lanes some earlier timing windows. Be wary of level 6 global timings and level 3 double buff jungle ganks coming a bit earlier than you would otherwise anticipate.
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Zyra's Statistics

AD: 50 + 3.2/level
AS: 0.625 + 2.11%/level
Range: 575 units
Health: 355 + 74/level
Armor: 15 + 3/level
MR: 30 + 0/level
MS: 325 units/second

Zyra's Cooldowns

Deadly Bloom: 7 / 6.5 / 6 / 5.5 / 5 seconds
Rampant Growth: 17 / 16 / 15 / 14 / 13 seconds
Grasping Roots: 12 seconds
Stranglethorns: 130 / 120 / 110 seconds

Zyra Reference Guide: http://www.solomid.net/guide/view/38958-zyra-build-guide-support-by-danksinator
Zyra Skill Order: >>>
Morgana Level One Skill: / (if pushing) or (if being pushed in)
Morgana Skill Order: >>>

Zyra vs. Morgana

Zyra is somewhat similar to Morgana as far as supports go. She provides a snare and a circle of delayed AOE CC throughout the game, and provides poke throughout the laning phase. Her plants allow her a good deal of vision control throughout the game. The entirety of her spell damage kit is magical, though she does deal true damage upon death with her passive and physical damage with her auto-attacks.

Zyra versus Morgana can go both ways in lane. Zyra’s magic damage poke is somewhat more reliable than Morgana’s though the entirety of her kit is vulnerable to Black Shield. Her CC skills obviously take priority for Black Shield over just magic damage spells. Zyra is rather slow and vulnerable to Dark Binding, which allows you perhaps more kill pressure in lane. Note that her auto-attack range and brush control can make it difficult to trade auto-attacks, though if you can one for one, go for it; your AD is slightly higher and you are more durable than she is. At level 6 her ultimate provides a good deal of zone control and can be deadly when combined with a successful snare. Likewise, your ultimate adds a good deal of pressure in lane.

Quick Tips

  • Zyra's passive can pick up late kills after all-ins. Try to use fog of war or even Flash if you have to in order to avoid giving up free kills.
  • Be very careful about picking drawn out fights against Zyra. Her plants bring a large amount of base magic damage, and will typically give her more sustained damage than you.
  • Zyra's plant do absorb skill shots. A well played Zyra may be able to use plants or even seeds to essentially defend against your Dark Binding.

Team Synergy (S)

Champions get picked during Champion Select in many cases for synergy with a team. The same holds true for support Morgana; while she can be played just because you enjoy playing her, there are certain synergies that I feel make Morgana an excellent choice. For supports, it's ideal that they both mesh well with their lane partner and the overall team composition.

Soul Siphon:
  • Skill only affects your own sustain.
  • No synergy with teammates.

Dark Binding:
  • Sets up poke easily. Preferably with higher range skills or auto-attacks (Ezreal or Caitlyn), your ADC will likely be able to harass freely without fear of retaliation from the enemy ADC. Note that your bind is a snare, and thus the enemy ADC will be able to retaliate to some extent. It does however ensure skillshots will hit.
  • Sets up all-ins. This allows your ADC to apply high damage close range burst (Graves or Corki), or for other champions, can allow your teammate to hit high chain CC (Ashe, Varus, or Jinx).

Tormented Soil:
  • Works well with CC from your ADCs. As tormented soil applies damage over time, enemy champions will likely not stand in its radius. Some ADCs, however, have strong CC (Varus, Kog'maw) that will increase the damage enemies take from your soil by forcing them to stay in the AOE for longer.
  • A level or two can help your AD carry counterpush. Champions that may otherwise get pushed easily into tower due to their lack of pushing power may be helped here (Ezreal, Vayne)

Black Shield:
  • Works well with channeled ultimates. Champions such as Miss Fortune or Urgot will be able to get off their ultimates without the possibility of the channel being cancelled.
  • Helps position dependent AD carries move around. Champions like Vayne and Draven require specific positioning to get the most out of their kits. Black shield will ensure they can get around in the face of enemy CC.

Soul Shackles:
  • Works well with chained CC. Both the slow and the stun allow your ADC to follow up with their own CC (Ashe, Varus, Jinx).
  • Can make up for an AD carry with more single target burst. Soul Shackles will often split up the enemy support and ADC. In such a case, a single target ADC (Vayne, Draven) will be afforded the chance to focus down a single target whereas in a straight 2v2 situation AOE damage would be rewarded.

  • Long range harass:
  • Strong all-in:
  • Chain CC potential:
  • Channeled ultimates:
  • Position dependent skills:
  • Single target ADC:

High Synergy / Favorite ADCs (opinion):
  • Draven: Solid all-around lane with the ability to all-in extremely well. Your late game shield can help out his so-so range and lack of an escape later on.
  • Jinx: This lane is quite versatile, as snare sets up both poke and Jinx's chain CC quite well. Your Black Shield can help her later on when she might otherwise be abused for lacking an escape.
  • Caitlyn: Caitlyn on her own is probably one of the strongest poking AD carries, and due to her somewhat unreliable close range burst along with her squishieness, opposing bottom lanes will often look to all-in her as opposed to trading poke. Your binding synergizes very well with her already potent poke, and can follow up or be followed by her yordle traps. A well timed black shield will make all-inning a Caitlyn even harder.

Low Synergy ADCs (opinion):
  • Sivir: Double shield can be redundant.
  • Urgot: Urgot will typically build to resist damage and CC more so than other AD carries. Morgana's ability to cover those weaknesses aren't that important here.
  • Miss Fortune: Covering her ultimate's channel is somewhat counteracted by the fact that your ultimate tends to split up the opposing bottom lane during a straight 2v2 all-in. Miss Fortune probably prefers a more frontloaded AOE stun such as Leona or Alistar to make the best use of her ultimate in lane.

Soul Siphon:
  • Skill only affects your own sustain.
  • No synergy with teammates.

Dark Binding:
  • Dark Binding is very powerful with long range poke (Nidalee, Jayce, Lux). It's long range puts people in position for follow up damage, in addition to dealing damage of its own.
  • Dark Binding can set up your initiators for easier engages. Certain initiators may have trouble actually carrying out their initiation without some sort of initial lockdown (Kennen, Rumble, Zac). It's much easier to engage on an immobilized target.

Tormented Soil:
  • Soil's base damage is very high when your team has prolonged AOE lockdown (Malphite, Amumu, Jax).
  • Tormented Soil can apply spell-damage item effects easily.

Black Shield:
  • Black Shield adds another dimension to high DPS melee or ranged carries (Master Yi, Vayne, Tristana, Jinx). It makes it much harder for CC to be applied to them, and thus they are free to do their damage without worrying about getting locked down.
  • Black Shield can be very effective when applied to initiators that are prone to CC (Wukong, Amumu).
  • CC immunity can increase the power of channeled skills (Fiddlesticks, Katarina).

Soul Shackles:
  • Soul Shackles can be a decent kiting tool for poke compositions.
  • Soul Shackles can be used offensively in conjunction with AOE initiation (Malphite, Wukong, Amumu). By CCing the enemy team, it may even be possible to offensively use your ultimate without a Zhonya's.
  • Soul Shackles tends to split up an opposing team. This can be very helpful for allies who favor single target damage (Vayne, Kha'zix).

  • Long range poke:
  • Initiation:
  • Hypercarries:
  • Channeled Skills:
  • Single Target Damage:

Early Game (G)

League of Legends is often called a snowballing game. Advantages tend to build up, disadvantages often grow, and thus the beginning of a game can go a long way indeciding the final outcome. It's important to understand how to both identify and snatch opportunities early on if you want to maximize your chances in a game.

As a game starts on summoner's rift, every champion is limited both by a lack of levels and gold. It is almost impossible for global objectives to be taken (not to mention dragon and Baron have a delayed spawn time). In short, the nature of the game restricts champions to farming in the early game. However, even farming is delayed. Minions spawn at 1:30 and the first minions arrive in lane at around 1:50, while jungle buffs spawn at 1:55. Thus, the earliest part of the game will be spent fighting for map and jungle control.

Screenshot from the 2014 NA LCS Spring Promotion, showing the defensive start of covering all 4 jungle entrances with champions or wards

A team will either spread out to cover the four entrances to the jungle, or group up, either to invade the enemy jungle, or prepare for the enemy to invade their half of the jungle. Certain champions will influence whether or not they will invade or be invaded:

Static vision:
  • These champions possess level one skills that give visual control over the map with little or no constant mana expenditure.
  • By stepping on/near their vision, their team will receive warning that an invasion is coming, which gives the defending team time to react.
  • These champions tend to discourage level one invasions by enemy teams.

Strong Level One Clear:
  • These junglers possess skills that make their early jungle clear much faster.
  • Invasions to disrupt these junglers can negate their early game advantage.
  • These champions are less likely to invade, and more likely to be invaded.

Blue Reliant Junglers:
  • These jungles almost always start blue buff, as they are reliant on the mana regeneration the golem buff provides.
  • These junglers are more likely to be invaded.

Level One AOE hard CC:
  • These champions are able to get level one skills that provide strong crowd control over an area.
  • As the typical defense against level one invades involves grouping together, AOE CC is very effective for both sides.
  • These champions are less likely to be invaded, and are more likely to invade.

Level One Single Target CC:
  • These champions are able to use level one skills that provide a long duration single target CC.
  • These skills are very effective when a whole team can roam and pick off a single target.
  • A team reliant on single target CC may be caught offguard by a grouped team with better AOE CC and damage.

As a support, you are actually relatively strong here. As everyone is underfarmed and underleveled to the same extent, you aren't at the disadvantage you'll be for the rest of the game. All three of Morgana's skills are very good here, though they all have fairly high cooldowns. Note that you may want to hold on to your first skill point. Level one fights may play out differently than you might imagine, or there may not even be a level one fight. Below, I discuss scenarios where each skill may be useful:

Dark Binding:
  • Probably the most useful skill for level one teamfights. If unsure what to level in the middle of a fight, this is likely a good choice.
  • Level this skill if your team is invading, and needs long range CC to catch solitary enemies out of position.
  • Level this skill if you need to check fog of war or bushes. Further details on this appear in the General Tips and Tricks section.

Tormented Soil:
  • Probably the least used skill for level one teamfights. Has the highest base damage, in addition to being AOE, but has the disadvantage of applying the damage over 5 seconds.
  • Level this skill if your team catches the other team clumped up, and your team can AOE chain CC the enemies. An Alistar-Jax team composition offers the opportunity for tormented soil to shine.

Black Shield:
  • Possibly the best of Morgana's skills when defending against an invasion. Applies 5 seconds of CC immunity against pure CC (no damage) and physical damage CC. Nullifies at least one magic damage CC.
  • Level this skill if an ally is caught out of position by the entire enemy team. Your soil does nothing here, and your binding will stall only one enemy. Your shield will at least afford your teammate the chance to flash away at an advantageous position.

In short, try to help out your team at level 1. By being AFK before minions spawn, you may very well be giving your team a relative disadvantage if your enemy counterpart decides to be active. Follow your team, ward if necessary, and be ready to blow potions/summoners if needed.

In the case where there is no level one engagement, be prepared to help your jungler out. There are two basic jungle starts:
  • Blue buff (Spawn at 1:55)
  • Red buff (Spawn at 1:55)

If the jungler is starting out on your half of the map, help damage the big monster, and stay out of experience range (400 range). The jungler receives a limited amount of gold, and as jungle monster gold is given to the person who last hits the monster, you want to make sure the jungler can last hit each monster (especially the red/blue buff) to receive both the gold and the buff (the buff is granted to the person who last hits the monster). Your secondary concern is to ensure that you stay out of experience range of the jungle minions (unless your jungler wants you to get experience from the early jungle camps). As with gold, jungle experience is limited, and taking some of the experience from the jungler can set him back in levels, and thus delay his farming and ganks.


Blue buff Golem with two smaller Lizards, which spawn 1:55 into the game

A jungler may request a specific type of leash for his first buff. If no specification is given, assume he wants a normal leash. Help damage the red/blue buff monster until its HP is low enough. If you are aiming to provide as much help as possible, hit it until it has around 400 - 500 HP left. If you are aiming to push the lane early and not miss any minions, you can spend roughly two autos and maybe Dark Binding if you decide to get it level 1. Note that the jungle will use smite here (390 true damage at level 1) to last hit the buff.

In contrast, a jungler may request a smiteless leash or inform you that they are saving smite. The leash will be initiated the same way. The difference here is that they would like you to keep on damaging the golem/lizard until its HP is even lower (200HP is a rough benchmark). Again, if you would prefer to reach lane quickly instead, 2 or 3 auto attacks and maybe Dark Binding is all you can do.

If the jungler is starting on the half of the jungle opposite from you, guard the opposite buff region and go to lane. If you are keeping vision over a buff, if a buff isn't started as soon at is spawns, it is almost certain the enemy team isn't at the buff. 2:10 - 2:15 is the rough time at which the first minion will die, and thus is the latest time you and your ADC can reach lane without losing out on experience and gold. You can go to lane early if you are looking to push and get a faster lvl 2.

If helping the jungler is taking too long, you always have the option of letting the AD carry go to lane earlier while you stay and help the jungler, with the net result being your AD gains more XP at your cost. A final somewhat more drastic option is you can choose not to help the jungler and go straight to lane, but here I would advise you use your best judgement as to what will most likely win you the game (assuming that is your goal in the game).

In short, in the case where no level one fight occurs, your priorities should generally be in descending importance: reach lane before 2:10, help jungler with first buff, and if nothing else guard the jungle.

After helping out in your jungle, you should ideally reach the lane before any minions die (so no potential experience or gold is lost). In the early laning phase, the primary goal is to get your ADC farmed, and/or limit the enemy ADC's farm.

Morgana can be played flexibly in lane, either passively with Shield or offensively with Binding and Soul Shackles

AD carries are typically played in duo lanes to get farmed. There are two main statistics that describe how farmed or fed a champion is: experience and gold. Minion kills, champion kills, and towers all provide XP and gold. Minions are the most reliable source of farm; a large burden is placed on how the AD carry last hits (if he is poor at this you can't do too much to get him minion gold), but you can do your part by making sure your AD carry feels safe enough to farm effectively. Trade harass efficiently with the enemy lane so that they can't force your carry away from the creeps. Use your Shield in a timely manner to negate the threat of CC in lane. Kills are usually harder to come by in the laning phase. Binding and Soul Shackles will typically be your main tools for obtaining kills in lane. Harass from auto-attacks and snare shouldn't be underestimated; it's much easier to kill a lane that's already been whittled down. Finally, towers give gold and experience when killed. You can either push faster than the enemy lane to take their tower, or kill the enemy lane or force recalls.

Note that an AD carry's strength is relative. In the laning phase, your AD carry's counterpart is typically the enemy carry. Another goal of the laning phase is simply to deny the enemy carry gold and experience. To deny him minions, either chunk him so that CSing is dangerous, or kill him or force him to recall so that minions go to waste. Don't needlessly give up kills to the enemy carry; good Black Shield usage typically will prevent the enemy support from setting him up for kills. Finally, make sure you can counterpush well enough to hold your tower. Low level Tormented Soil can be an effective spell for this purpose.

General Dark Binding Usage:
  • As with aiming other skill-shots, try to predict the enemy movements. Players move around differently, but every ADC has the goal of last-hitting minions. As a minion is brought down in life, there is a brief window of time when they will have to stop and attack the minion in order to get the gold from it. This will typically be the best time for you to use your binding.
  • Make sure your ADC can follow up or back you up. If your lane is being pushed to your own tower by a huge wave of creeps, your ADC will have to cede farm in order to follow up on your CC.
  • Dark binding is a very long duration and long range snare, and to top it off has a generous hit box. As compensation, it is a relatively slow moving projectile (1300 range, 1200 projectile speed). Try to launch the binding from the bush or fog of war. By doing so, you are essentially hiding the skillshot for some duration of its travel time.

General Black Shield Usage:
  • Shielding CC takes precedence over shielding damage. CC is typically more damaging in a fight than magic damage. It lowers your sides own damage output, opens you up to skillshots, and prevents repositioning.
  • Know your cooldowns and enemy cooldowns. Black shield's cooldown decreases from 23 seconds at level 1 to 15 seconds at level 5. Blitzcrank's grab cooldown decreases from 20 seconds to 16 seconds, and is often maxed early. Other support CC such as Taric's, Alistar's, and Leona's are on roughly 14 seconds cooldown, and are kept at one point.
  • Against animated skills, use your shield reactively, rather than pre-emptively. If your intuition is incorrect, you will waste your shield. Even if your predicting power is good, the enemy has the ability to react in time and hold off their skills on the shielded target.

Use your Q and E to play out a war of attrition, with your binding catching enemies for follow up harass from your AD carry, and your shield negating enemy CC. Zone melee supports with your auto-attacks, but be careful with your auto-attack trades against ranged suports. Blow your ultimate and/or summoners if you and your ADC can win out a 2v2 engagement. Ward and pay attention to the map accordingly to ensure other lanes don't take advantage of you and your ADC.

General Trades and Engagements:
  • Note the size of the creep waves when looking to all-in. As minions will aggro you when you attack their champions, the minion damage you take is roughly proportional to the size of the enemy creep wave. In general, seek to force engagements when your creep wave is larger.
  • Use your summoner spells to their maximum effectiveness. Exhaust enemy ADCs or high burst supports when they are about to use their spells. Heal can be used to bait a fight, but ensure you get it off or you end up baiting yourself. Ignite timed before healing spells will significantly cut down on the enemy lane's durability.
  • Your attack range is very short among ranged champions at 450. You can punish melee supports, but be wary of their CC. Against ranged supports, you can trade auto-attack for auto-attack and generally win out given your higher AD and durability.

Lane swaps are a common strategy in competitive play but is not too frequent in solo Q play. It will be mentioned briefly here in case you run into this situation, or want to know when lane swaps can give you an advantage.

2v1 lane swaps are a common occurrence in competitive play

In general the duo lane of AD and support will go bottom lane. However, one or both teams may decide to instead send their duo lane elsewhere, usually top lane. As you might expect, there are advantages and disadvantages to doing so.

[http://www.citruscollege.edu/schedule/winter2013/PublishingImages/icons/plus.png] Advantages of Lane Swapping:
  • You can change the lane matchups. In many cases, the 1v1 top lane matchup or the the 2v2 duo lane matchup may be unfavorable. By swapping around the lanes, you can prevent these bad matchups from taking place and possibly snowballing the game in the enemy team's favor.
  • Pushing power can be rewarded. 2v1 lanes often revolve around who can take down towers more quickly and thus create map pressure. Teams are rewarded for good waveclear and tower damage.
  • The enemy solo laner can be setup for dives. With a 3v1 dive being possible where the jungler arrives, it is possible to both have a large numbers advantage and level advantage across the board. With good lockdown CC, it can be quite easy to dive solo laners under their turret.

[http://cdn1.iconfinder.com/data/icons/drf/PNG/minus%20white.png] Disadvantages of Lane Swapping:
  • You lose pressure bottom side. A major reason why the duo lane goes bottom is that you put more members near Dragon which allows you to take it more easily or at the very least maintain vision of it. If a team initiates a 2v1 lane swap for too long, they may lose Dragon for it.
  • Your team generally sacrifices CS for global gold. In normal lanes, CS and kills usually determine how teams are doing. The 2v1 lane swap usually requires teams to go for objectives instead of kills or CS. Creeps get hard pushed, which can deny CS to the AD carry. Solo laners are generally quite wary of getting tower dived. For some people, this may create more boring or uninteresting games.

If you do manage to perform a successful lane swap, you general have a few options. At the beginning, you generally want to deny the enemy solo laner last hits and possibly even experience. The lane typically gets slow pushed, letting your own minion wave build up, and forcing the enemy solo laner to extend into harass range if he wants to get farm. After the minion wave builds up and pushes to the enemy tower, you can either tower dive or attack the turret. If you choose to tower dive, it is very helpful if your jungler comes along. Dark Binding can either follow up on jungle CC or Exhaust; in the second case, the worst case scenario should be the enemy solo laner trading his Flash for your Exhaust and dodging snare. The 2 second CC of Dark Binding is the longest early game lockdown, which makes Morgana support a very powerful tower diver.

Morgana is only so-so at taking down turrets. Melee supports often get punished for attacking the tower, as they have to overextend further (risky against solo laners with CC or taunt). Morgana has good AD for a ranged champion, at the cost of some range. Again, Morgana's range and AD are somewhat in the middle of the road; she outranges melees significantly while she usually has a slight edge in terms of auto-attack damage.

The jungler will often look to force the solo laner away and push down the turret

After taking down the first tower, you can generally either swap back or keep pushing. If the enemy is expending resources elsewhere inefficiently, you can punish them by moving on to the Tier 2 turret. Note that if the enemy looks to take Dragon, you will often need to start looking to head them off.

The rest of the guide will assume that you are playing the laning phase out without lane swapping.

Warding For Lane (E)

One of the roles a support typically fulfills during the laning phase is ensuring ward coverage for their bottom lane. Given the relative squishy-ness of both the support and AD carry, bottom lane is enticing for both mid laners and junglers to gank. Though it has been argued that Morgana does relatively well against ganks, good ward coverage is still important.

Bottom lane gank routes and ward locations

Common routes (white) indicate paths that both blue side and purple side mid laners and junglers will take as they look to force an engagement in the bottom lane.

Blue routes (blue) indicate paths champions playing on the blue side would typically take in order to gank enemies on the purple side:

Blue route 1:
  • Commonly called the lane gank
  • Ganker uses the fog of war of the brush in order to position themselves in an advantageous location
  • Is most effective when the lane is pushing towards the blue side
  • Counteracted by wards in the lane bushes (D, E)

Blue route 2:
  • Referred to as ganking through the river
  • Ganker often waits in the river brush for a good timing to engage
  • Is most effective when the lane is pushed close to the blue tower
  • Counteracted by wards in the river and/or tri-brush (A, B, C, G)

Blue routes 3a and 3b:
  • Requires the use of some sort of blink or perhaps flash to pull off (Jarvan, Shaco, Fiddlesticks)
  • Gank usually bypasses the common ward locations.
  • Is more frequently used when the lane is pushed closer to the purple tower
  • Counteracted by wards in the river brush and the bush by purple side tower (F, G)

Purple routes (purple) indicate paths that champions playing on the purple side would take in order to gank enemies on the blue side:

Purple route 1:
  • Commonly called the lane gank
  • Ganker uses the fog of war of the brush in order to position themselves in an advantageous location
  • Is most effective when the lane is pushing towards the purple side
  • Counteracted by wards in the lane bushes (D, E)

Purple route 2:
  • Referred to as ganking through the river
  • Ganker often waits in the river brush for a good timing to engage
  • Is most effective when the lane is pushed close to the purple tower
  • Counteracted by wards in the river and/or tri-brush (A, B, C, G)

Purple route 3:
  • Referred to as ganking through the tri-brush
  • Gank can punish the lack of a ward in the tri-brush
  • Is most effective when the lane is pushed towards the purple tower
  • Counteracted by wards in the tri-brush (C)

Warding locations (green squares) indicate common areas for wards. Different ward spots are optimal based upon a variety of circumstances, such as enemy champions, enemy wards, the extent to which a lane is pushed, etc.

Ward A:
  • Benefit of covering Common Route 1 which goes straight down the river from mid lane
  • Bonus of providing vision over dragon and anyone attempting to do dragon
  • This ward does not cover blue side ganks that come from the tri-brush
  • Requires the support to extend relatively far from lane which can lead to zoning or forced engagements

Ward B:
  • Benefit of covering blue side ganks from both the tri-brush and the river
  • Does not cover Common Route 1 and does not provide vision of the river brush
  • Requires some extension by the support from lane

Ward C:
  • Completely covers all traffic coming through the tri-brush
  • Does not provide much vision of the river

Ward D and E:
  • Fend off lane ganks
  • Prevent zoning in lane by enemy supports

Ward F:
  • Covers Blue Routes 3A and 3B as effectively as possible
  • Very situational ward both in terms of the state of the lane and the champions in the given game

Ward G:
  • Covers all ganks from the river, in addition to all blue side ganks from the tri-brush
  • Requires the support to hardly move from lane
  • Only way to provide vision of the river brush in order to determine whether the enemy ganker is still waiting or has recalled
  • Offers very little time to react to fast ganks straight down the river (e.g. Rammus, Hecarim)

Above is pictured a safe way to place ward G

The small river brushes near mid lane are great places for pink wards, as it is unlikely the enemy will take the time to walk through the brush unless they expect to find a ward there.

Pink wards can be very efficient when placed in the river's dot brushes

While they generally do more to protect mid lane and your team's jungle, which is why the mid laner or jungler may often place a pink ward here first, feel free to do so yourself if you can spare the gold and the time to roam to this area.

Lane Mechanics (E)

This chapter provides an in-depth analysis of how you can look for advantages in the early laning phase, with emphasis on taking full advantage of minions. If you are looking for only a brief overview of support Morgana or are looking for specific matchups/runes/masteries, this should be one of the last chapters you look at. If you are trying to improve your mechanical play especially around the laning phase, this may be the right place for you. While the concepts here are mostly centered around laning phase, they can be applied throughout the game. This chapter is in my opinion longer and more detailed than most others in the guide, so a summary of the sections within this chapter are listed so that you can determine which section(s) hold information that may be helpful for you.

  • Minions: Farming XP and gold from minions
  • Level One: Taking an early advantage from your level one
  • Lane Position and Dynamics: Reacting to and manipulating the minion wave to your advantage

This is an introductory section on how champions interact with lane minions, which may or may not be helpful for you given your knowledge of the game. Minions are small AI-controlled creatures that like champions, have HP, resistances, and auto-attacks. Upon dying, they may grant gold and experience, the two things champions try to get as much of from laning phase. On the flip side, they have the ability to attack, and under the right circumstances, can threaten your HP bar.

Minion Types

There are three main types of minions: caster/ranged minions, melee minions, and cannon/siege minions. These are listed increasing order of gold, experience, and health; in other words cannons are the most important minions to last hit, followed by caster minions, and finally followed by melee minions. Anti-Turret minions and Super minions exist, but they generally will not be seen in the laning phase and are not mentioned here.

Melee Minion:
  • 20 Gold + 0.5 Gold / 3 minutes
  • 58.88 XP + 4.6 XP / 3 minutes
  • 445 HP + 20 HP / 3 minutes

Caster Minion:
  • 15 Gold + 0.5 Gold / 3 minutes
  • 29.44 XP + 2.76 XP / 3 minutes
  • 280 HP + 15 HP / 3 minutes

Siege Minion:
  • 40 Gold + 1 Gold / 3 minutes
  • 92 XP + 6.44 XP / 3 minutes
  • 700 HP + 27 HP / 3 minutes

Minions spawn in waves every 30 seconds. Two normal waves are followed by a cannon minion wave. A normal wave consists of three melee minions and three ranged minions. A cannon wave consists of three melee minions, three caster minions, and an additional siege minion. All minions have a MS of 325, which is comparable to the slower moving champions. Minion statistics scale linearly as a game goes one without limit, with upgrades occurring every 3 minutes. Notable exceptions include MS, AS, and range; these statistics do not increase for minions as the game goes on.

A normal minion wave, consisting of three melee minions and three ranged minions

A cannon minion wave, consisting of three melee minions, one cannon minion, and three ranged minions

Note that minions can attack champions and will focus them if the circumstances allow it, namely when champions trade auto-attacks. Their base damage isn't close to that of a champion when compared on a one to one basis, but when taking an entire minion wave or two into consideration, minion damage can be higher than a champion's auto-attack damage. For more details see the Minions section in the Lane Mechanics chapter.


Concerning gold and experience from lane minions, XP is both easier to obtain and more impactful in the earliest stages of the lane; before champions base with their minion gold, it doesn't matter how much gold is in your pocket, as it does nothing when fighting. Experience isn't too difficult to obtain from enemy minions; simply stand within 1400 units of a dying minion (for comparison your Dark Binding has 1300 range), and you will receive a portion or potentially the entirety of a minion's experience. Note that you will not receive experience from your own minions dying.

Earning minion experience is relatively easy

If you are the only champion within XP range of a dying minion, you will receive 100% of the experience. Again, enemy champions do not receive gold when enemy minions die. If on the other hand there is more than one champion in range of a dying minion, the minion's experience is first increased up to 130.4%. Afterwards, the boosted experience total is split evenly amongst all champions in range.

For example, let's assume an enemy cannon minion with 100 XP is just about to die. If you are the only champion within 1600 units, you will receive 100 XP. Let's complicate the matter by saying that your AD carry is now also in range. The minion's XP total is increased to 130.4 XP, and this new total is split in half, which means you now get 65.2 XP. It should be clear that the 30.4% XP boost is a mechanic that helps duo lane champions by preventing them from falling too far behind in experience. Finally, let's assume the jungler has arrived, and is sitting in a lane brush soaking up some experience. The cannon minion has a boosted total XP of 130.4, but it is now split three ways. You now only receive 43.5 XP from the death of the cannon minion.

In lane you should generally try to obtain as much experience as you can, and deny as much enemy experience as you can. To deny an enemy experience, you either force them out of lane by killing them or forcing a recall, or you simply stand between them and your minion line. You generally need to be in a very strong position in lane in order to deny them, which means you should be able to win both poke trades and all-ins, which forces them away from you. If the enemy is conversely much stronger than you, they may look to deny you experience. Note that most of the time, experience will be lost for reasons besides being zoned out; you could be warding the river or the jungle, you could dead or recently based, or your AD carry might have been incapacitated leaving you in a 2v1 temporarily.

Last Hitting

Compared to getting minion experience, minion gold is harder to obtain. While you can earn experience by simply existing near an enemy minion as it dies, you have to actively deal the killing blow on a minion to earn its gold. This mechanic is generally called last hitting or CSing, and generally falls on the shoulders of the AD carry.

Last hitting is harder than soaking up experience, though auto-attacks, spells, and even Smite can be used to pickup gold

While you aren't generally looking to go for last hits, you can make it easier for your AD carry to last hit and make it harder for the enemy AD to CS. An obvious method to deny last hits is simply death or forcing a recall; if an AD carry isn't in lane as minions are dying, he is missing out on potential minion gold. What you most likely will be relying on for the most part is pressuring the enemy AD carry in lane and protecting your own. This generally falls under the category of trading favorably; if you and your AD carry come out on the better end of trades, your lane partner will feel safer last hitting than the enemy counterpart. It's generally easy to get trades in while the enemy AD carry is busy last hitting; as his auto-attack animation needs to be used on creeps, it cannot be used to put damage into you. See the Dark Binding Usage section of the Spell Mechanics section for more details on how you can punish enemy AD carries when they last hit.

Often times you will need to setup CS for your AD carry so that they can last hit. When the enemy minion wave is being attacked by your turret, your AD carry may need you to auto-attacks minions once to get them low enough for one of his auto-attacks. A general rule of thumb is that early on, a full HP melee minion can tank two tower hits and one of your auto-attacks, while still being alive and easy pickings for the AD carry. On the other hand, a full health ranged minion requires one tower hit and one of your auto-attacks in order to reduced to an extremely weakened by still living state. If you do not help your AD carry under tower, what often happens is that it requires two auto-attacks for the AD carry to last hit a minion, which given they lack AS in the early game, forces them to use spells or miss last hits.

One final point is that in some cases, supports can and should last hit. If the AD carry is not in lane and you are, last hit dying enemy minions. In the event that you do not, they will be killed by your minions or maybe your tower, which means that potential gold is lost. Do not however push the lane unless it is a good idea; hold onto you auto-attack until the dying minion is as low HP as possible, and do not apply extra auto-attacks or spells to healthy enemy minions. If you picked up a Relic Shield or one of its upgrades and have execution stacks, it is actually beneficial to your AD carry that you last hit some minions. Try to target cannons or melee minions to make the most out of the passive. Finally, if your AD carry cannot last hit quickly enough when multiple minions are dying at the same time, you can try to take one or two. Try not to underestimate your AD carry's last hitting ability; even if their auto-attack is spent on one minion, their spell(s) can be used to immediately after last the other(s).

Minion Aggression

It's quite important to use auto-attacks when you can in lane for harass and trading. You have some of the highest AD for a ranged support, which means trading auto attack for auto attack is generally worthwhile. Versus melee supports, you should look to abuse your range. However one often overlooked factor that influences the overall effectiveness of auto-attacks is the enemy minion line.

Minion aggression can make auto-attack harass risky

Minion aggression occurs when auto-attacking an enemy champion while near their minions. Minions close to the attacked enemy champion will switch their focus towards you, and given enough time and/or minions, they can turn trades either for or against you. Generally speaking, minion damage you take is proportional to the size of the enemy minion wave.

Spells do not draw minion aggro

Spells do not draw minion aggro, but auto-attacks do. Note that auto-attacks performed while spells that empower auto attacks are activated (Jax’s Empower, Nasus’ Siphoning Strike, Leona’s Shield) count as auto-attacks and do draw minion aggression. Finally, there are certain spells that count as auto-attacks; examples that you may see in bottom lane include Ezreal’s Mystic Shot and Gangplank’s Parley. The takeaway message is that while weaving in auto-attacks along with your offensive spells can significantly increase your harass and total burst damage, you should be mindful that creep damage may mean your auto-attack actually results in you losing more HP than you deal. Because of this game mechanic, it may be better to forego any auto-attack harass in favor of only spell harass.

If you do want to maximize your trading damage, you do need to throw in auto-attacks, but you need to be able to reduce the effect of minion aggro. It’s important to know how you can actually lose minion focus and reduce the overall damage you take from them.

Three different ways to drop minion aggression

There are three general ways that are mentioned here: you can wait out some time without harassing enemy champions with auto-attacks, you can kite back from the minion line, or you can abuse fog of war. These methods are listed in increasing order of preference; waiting for minions to lose interest is in most cases the worst choice in terms of total minion damage taken.

As with many other ventures, how you start down a path has a big impact on the overall journey. Lanes can be won or lost at level one, and therefore it is important that you can assess risks and relative strengths during the level one in bottom lane.

Level One Cheese

As most junglers start at the bottom side buff so that they can both get more help and will reach topside at level 3 with double buffs, you will usually assume that the bottom lane will be delayed getting to lane because they are occupied in the jungle. Seeing the enemy AD carry and support missing 2:05 into the game isn't something that should be setting off alarms in your head. A strategy that takes advantage of this mindset is to level 1 cheese using fog of war. A duo lane, and possibly even a solo laner if they can get back to lane quickly, will wait inside some region with fog of war and look to get a jump on the opposing duo lane and ideally force a kill and summoners.

Illustration of a level one ambush in competitive play, with the top lane packing Teleport to return to lane

This is generally done when you actually do not need to help the jungler, as he is either starting on the top side of the map or he can solo his first buff without losing too much HP. Morgana with Dark Binding is quite powerful in these situations either as the support to setup the trap or the support trying to deny the ambush.

If you are looking to perform a level 1 cheese, communicate well with your AD carry, and lead with your snare as soon as the enemy gets far enough away from the tower that running away will most likely be unsuccessful. The 2 second CC duration is quite high and generally allows you to burst a single target down, especially if it is a squishy support lacking Barrier. Certain AD carries actually possess a lot of level one burst or even CC, which greatly increases the chance of getting a kill at level 1. For example, Ashe's level one crit and Volley or Jinx's level one Chompers both add to your snare in different ways; the former provides 40 + 300% total AD worth of burst with one auto plus one spell, while the latter adds up to an additional 1.5 seconds to your CC chain. The following list details the level one burst (one auto attack plus one spell) of common AD carries assuming they get a level 1 spell I assume would be most helpful for a level 1 all-in:
  • Ashe: 40 + 300% total AD physical damage
  • Caitlyn: 20 + 230% total AD physical damage
  • Corki: 0 + 100% total AD mixed damage plus 10% total AD true damage
  • Draven: 145% total AD physical damage
  • Ezreal: 35 + 200% total AD physical damage
  • Graves: 29 + 236% total AD physical damage
  • Jinx: 10 + 240% total AD physical damage or 100 + 100% total AD mixed damage
  • Kog'maw: 60 + 100% total AD mixed damage
  • Lucian: 50 + 210% total AD
  • Miss Fortune: 25 + 175% total AD physical damage or 30 + 190% total AD physical damage
  • Quinn: 36 + 215% total AD physical damage
  • Sivir: 48 + 233% total AD physical damage
  • Tristana: 110 + 100% total AD mixed damage or 70 + 100% total AD mixed damage
  • Twitch: 100% total AD physical damage plus 36 true damage or 22 + 125% total AD physical damage plus 12 true damage
  • Urgot: 10 + 185% total AD physical damage
  • Varus: 15 + 260% total AD physical damage
  • Vayne: 37 + 200% total AD physical damage

Try to focus down a single target with auto-attacks and spells, though if your AD carry possesses AOE damage like Buckshot or Piercing Light, it doesn't hurt to hit both enemies. Exhaust can be used if you are afraid the enemy can turn and kill you or for more chasing power, while Ignite is quite useful for the true damage and Grievous Wounds.

If you are trying to fend off a level 1 cheese, you generally are looking to check brush safely and weigh the risk versus reward of facechecking certain brushes. Morgana actually has a long range brush checker in Dark Binding. By paying attention to whether the snare projectile fizzles out at the end of its 1300 range or abruptly stops, you can tell whether an enemy was in the projectile's path, even through fog of war. See the General Tips and Tricks chapter for more information. Wards can also be used to safely check brush.

The danger of level one fog of war for purple side, with Shaco being representative of an actual duo lane's CC and damage

The danger of level one fog of war for blue side, with Shaco being representative of an actual duo lane's CC and damage

An obvious concern with the method described above is that there are many brushes on the way to lane, where opponents can set up ambushes. You cannot afford to use Dark Binding on each brush or spam wards in each brush, as the former method is mana expensive, while the latter process is cost prohibitive and reduces your ability to ward more important areas during the laning phase. What you generally do is place an early ward around the bottom lane jungle entrance so that you spot out level 1 cheese performed inside your own jungle. Meanwhile, either the mid laner or jungler will generally keep an eye out or ward the mid lane entrance to bottom side jungle. This reduces the possible brushes that the opposing team could use for a trap. The remaining brush will generally be important bushes during the laning phase anyways, consisting of the two lane brushes, the river brush, and the tri-brush. You can afford to spend a Dark Binding or two if you do not need Black Shield, or if you want vision control over the brush regardless of level 1 cheese or not you can simply afford to spend a ward in an advantageous location.

If you do get caught be a level one cheese, try to react calmly and decisively. Black Shield will not usually be useful, as the enemy CC will be expended at the beginning of the trap; if you still have a skill point, try to level Dark Binding and snare the enemy who will contribute the most damage. Flash is very useful if you are the one getting engaged upon. Exhaust is a decent peeling tool, especially if you can time it just before enemy burst. Ignite isn't too helpful unless it looks like you may be able to turn the fight around.

Level Two Advantage

Mathematically speaking, the statistical gain from level one to level two is the most significant, while the relative impact of statistical gains as level increases gets lower and lower. In practical terms, the 86 extra HP a level one Morgana gets is quite significant in terms of percent max HP increase (from 489 to 575 HP), whereas the level 17 to level 18 HP increase is hardly noticeable (1865 to 1951 HP). The transition from level one to level two also unlocks your second spell, which to put it in simple terms, is twice the number of spells a level one champion will have.

In almost any lane the side that gets level 2 first gains a tremendous timing window where they have a significant advantage. The same concept applies to bottom lane, especially with both AD and support reaching level 2 at the same time. A level 2 versus level 1 bottom lane should have a significant advantage either with trading poke or going all-in (assuming you do not tower dive or tank too many creeps). Therefore, the typical level one goal of a bottom lane is to reach level two before the opposing duo lane. There are several factors that determine whether or not reaching level one is feasible.

In the above screenshot, level 2 advantage allows the Kayle Thresh lane to start zoning out the level 1 Leona Caitlyn lane

In a solo lane you should reach level 2 after getting experience from the first minion wave (3 melee and 3 caster) in addition to one more melee minion from the second wave. In a duo lane, you generally reach level 2 after getting experience from the first minion wave (3 melee and 3 caster) in addition to the three melee minions of the second wave. While experience is split in half between you and the AD carry, it is also increased by 30.4%. This timing can be thrown off if you miss experience because you are preoccupied leashing, warding, fighting, etc.

One of the easiest things you can tell as soon as a lane begins is whether or not the enemy lane arrives on time. Often times junglers start at their bottom side buff, which means they enlist the help of their duo lane. If the support and/or AD carry take too long to leash, they will miss out on some gold and possibly even experience. If they miss out early experience, they will almost certainly get level 2 later. Level One cheese is a strategy that can also get you a level 2 advantage. By killing the enemy lane or forcing recalls, they will be missing out on experience. Even if they escape with their lives, it is often rather easy to zone them and prevent them from pushing the lane back.

If both sides arrive in lane without missing any experience, try to assess each champion's relative strength at level 1. The two main factors are trading and pushing; you can reach level two either by bullying the enemy lane off of the creeps or by waveclearing more quickly. Often times melee supports will not be very strong, as they are both melee range and they do not have their full spell combination; this means that they are quite vulnerable to your poke and/or Dark Binding. While Taric's Dazzle or Blitzcrank's hook can still be quite powerful at level 1, Leona's Zenith forces her to fight in your minion wave, while Alistar will only have one CC spell up and thus can only engage with Flash. AD carries can also have varying levels of trading power, which usually depends on their range and kit. While Ashe's surprise level 1 burst is extremely high, after her Focus crit has been expended to last hit she has only average burst and below average sustained damage though she does have above average range. Caitlyn has a very powerful level 1 for zoning the enemy lane, as she has the highest auto-attack range at 650 units and can often bully other AD carries with range advantage alone. On the flip side champions like Twitch and Vayne can have a hard time level 1; Vayne cannot trade outside of her 550 unit auto-attack range, while Twitch has skills that build up off each other (Deadly Venom, Explosive Cask, Expunge) and thus generally needs additional skills to get the most out of his level 1 skill.

Pushing power is another important factor for level ones. Even if you can outtrade the opposing lane, it can be insignificant if you are losing the push war, as the opposing lane will generally have minion advantage and will get level 2 advantage. Trading with a pushing lane generally means you will have to eat more minion damage than they do, as they will have killed off more of your creeps than you of theirs. Again, the more creeps you kill, the more experience you gain, which means pushing lanes will likely get a faster level 2. It is still possible for a trading lane to get a faster level 2. You ideally want to punish the enemy for pushing, as their level 1 skill will be used on the creeps whereas you can use your skill against champions. By pushing the enemy back from the creep line, you should be able to get in more auto-attacks and thus push faster not by virtue of your skills but by virtue of your auto-attacks. Note that melee supports can push more quickly if they bought a Relic Shield, as it essentially allows two executes at level 1. AD carries also vary in how quickly they can push a lane; Sivir's Boomerang is at the high end of the spectrum, whereas Ezreal's Mystic Shot and Vayne's Tumble are some of weaker level 1 pushing skills.

Sivir is an extremely good pusher with both Boomerang and Ricochet dealing good damage to the entire minion wave

Morgana does fairly well either at pushing or trading effectively at level 1. I generally advocate going Dark Binding level 1, which is not only a decent harass tool, but is also one of the level 1 skills that actually creates a good deal of kill pressure. Against both melee and ranged supports, a 2 second snare can be enough to secure a kill or at least the least summoners if the AD carry has good follow-up. Versus melee champions you generally can kite with auto-attacks and snare at level and win out. Ranged matchups vary, though again your Dark Binding should have a lot of pressure behind it; most other ranged support level 1 skills do not provide as much CC or damage. An alternative approach is to go Tormented Soil first and look to win the pushing war. A well placed Soil can potentially hit all six minions, and deals 120 base damage not including bonus damage when minions get low on HP. Coupled with a strong pushing AD carry, this will almost guarantee you clear the first wave quicker, and get a level 2 advantage for either Binding or Shield. This method should generally be used if the opposing lane lacks threatening CC at level one and your AD can follow up on your push; using Soil on the minion line means you are open to harass, and even with your second and third rotations of Soil, its standalone trading power is relatively low. On the other hand, Tormented Soil may not be enough for a Vayne to outpush a Lucian at level 1, which means the opposing lane gets a level 2 advantage and you are left without either of your good disengage spells (Q and E).

Finally, there will be some cases where you inevitably get pushed in. You may be forced to help your jungler out more, or you may fall victim to a level one cheese. The key is that while it is a disadvantage, you need to look to minimize its effect; play safely and carefully to avoid getting destroyed in a level 2 versus level 1 all-in. For many of the support matchups, I actually advocate adapting your level one skill depending on who will get level two first (see Bottom Lane Matchups for details). Against lanes that get a huge CC power spike from level 1 to level 2 (Leona, Thresh, Alistar), I generally suggest getting Black Shield at level 1 if you get pushed in so that you can deny their level 2 engage. If on the other hand you are going to get a faster level 2, I usually suggest getting Dark Binding at level 1 for harass, and then simply picking up Black Shield at level 2 before the enemy support unlocks his threatening CC combo.

This section is a discussion on both how the positioning of a minion wave affects you, and how you can manipulate the positioning of a minion wave. Being able to take advantage of the minions and making it hard for your opponents to farm minions by repositioning the minion line can be a powerful tool that can help you win or lose lanes, including either the solo lanes or the duo lane.

The current state of any given lane can be described by the where the minion line is currently fighting, and where future creep lines will meet. This is analogous to describing an object's location and movement; a car can be said to be currently at the intersection of Road A and 1st Street, but moving due west steadily, or a person can be described as currently sitting on a bench in the local park but not moving.

A lane's position and the way its being pushed therefore determines the location where champions will be contesting each other for CS in lane. Dictating where fights take place can be extremely advantageous, as it introduces other factors into the mix like tower damage, fog of war, distance from base, and enemy roaming.

Lane Position

While knowing where the creeps are and how they will be moving is nice, this information alone does not do much; it has to be applied to the context of the game in order to be useful. As a rule of thumb, champions will go to where minions go. The reasons should be already obvious or clear from the Minions section at the beginning of this chapter; creeps offer laners an easy, reliable way to get both gold and experience. In the end being able to predict where the minions will be allows you to predict where players will go. The farther away from their half of the map a champion has to farm, the more overextended he generally is; there is more distance from the relative safety of his tower, there is likely more distance to his nearest allies, and there is probably less space between him and enemy champions.

Lane position in bottom lane, from the perspective of the blue / bottom side duo lane

The three arguments provided above (tower, allies, enemies) can be applied to the early laning stage in bottom lane. The lane turrets provide safe havens for their allied champions, and a danger zone for enemy champions. Turret auto-attack damage protects allied champions, which means that if you try to fight under the enemy tower, you will take a large amount of sustained physical damage from an unexpected source. Even more so than minion damage, turrets will in most cases win fights for their allies. When you win or lose an engagement in lane, you can either chase down the enemy to their turret, or otherwise be forced to retreat to your own. The farther you are from your turret, the farther you have to run, or in other words, the longer it takes for you to reach safety. The converse is true when chasing down enemies; the closer you are to your side of the map, the harder it is for the enemy lane to retreat from a poor engagement. These cases become exacerbated when other lanes or the jungle gank; extra time it takes to get to safety can be the difference between life and death. Ideally, you want the minion wave to be close to your side of the map.

In bottom lane, there are three general gank paths (besides just ganking through lane). Junglers and solo laners can arrive via blue side jungle, purple side jungle, or the river. The farther you away you are from your turret, the more gank paths you open up. For example, if you are playing as blue/bottom side and are holding the wave just outside your turret, it is not possible for the jungler to actually gank through the river or purple side jungle; they are essentially just walking up towards you through lane. The converse is true concerning the enemy lane. If you are actually holding the wave outside of your turret, it is quite easy for your jungler to gank through either river and purple side jungle, or even possibly blue side. In general, the further up the lane your wave is pushed, the more open you are to ganks, and the less vulnerable the opposing lane is to ganks. Again, it is typically safer to farm the closer the minion wave is to your own side of the map.

Disclaimer: As the game goes on, towers will be taken among other events, and the lane's effective length grows longer. The argument made so far is that the closer the lane is positioned to your side of the map, the safer you are. This generally holds true throughout the game, but games are not won on your side of the map. It's almost impossible to win a match if the lane is constantly pushed to your half of the map (barring a surrender or heavy backdooring); you have to take objectives and eventually the enemy Nexus. Balancing playing safe versus pushing the lane out needs to be carefully considered and will be further explored in the next parts of this section.

Lane Dynamics and Denying CS

Lanes push one way or another because when creep lines meet, one side gets wiped out before the other. How minion waves gets wiped out can be broken down into mathematics, though there is randomness involved in how minion choose to focus targets. A minion wave has a combined health value, which is made up of the individual HP values of the creeps in the wave. Therefore, a larger creep wave will tend to have more health than a smaller one, and thus, this is one reason why larger creep waves will outpush smaller creep waves. A second reason is that damage coming from a minion wave is roughly proportional to the size of the minion wave; a larger creep wave will tend to output damage per second than a smaller one, and thus, you have a second reason why larger creep waves outpush smaller creep waves.

The previous statement might suggest that one minion wave would simply snowball, turning a slight minion count lead into a larger and larger one, until a death ball of minions would easily crush each and every one of the reinforcement waves that get spawned every 30 seconds. As you experience in game however, this is not the case for a few reasons. A simple reason is the nature of reinforcement waves themselves; they spawn from base, and reach the middle of the map at the same time. When minions start winning a push war in one lane, they eventually get into the enemy side of the map. In this scenario, reinforcement waves will always join the fight first for the losing side, as the lane position is geographically closer to the losing side's base. As the minion deathball gets closer and closer to a given nexus, this matter is more and more significant, as in the most extreme case the losing minion wave can instantly get reinforced, whereas the winning minion wave has to wait for the reinforcements to traverse almost the entire length of the lane.

The other factor than can manipulate minion waves in a more significant fashion is that there are damage sources besides minions. Both towers and champions can also output damage on minion waves. Towers are stationary AI controlled structures that normally auto-attack minions, dealing significant damage. If any targets are in range, a turret will start auto-attacking. Champions on the other hand can control their auto-attack and spell output, while their killing minions actually results in gold being rewarded (turret kills do not transfer any gold or stats).

Turrets do not give gold when they kill minions, which means losing minions to a turret is rather painful for an AD carry or solo laner

A previously subtle point that will be mentioned explicitly now is that of the three possible things that can last hit a minion (champion, minion, turret), only minions killed by champions grant a team any gold (experience may be a different matter). Therefore, a gold-dependent laner will lose out significantly on gold given two conditions: they are not in lane (global skills may provide exceptions), and there are significant sources dealing heavy DPS to the enemy minion wave and killing off creeps (towers or large allied minion wave). There are thus two general scenarios where you lose out heavily on CS when not in lane: when your lane has been pushed to your tower, and when your minion wave is larger and pushing the lane towards the enemy.

Large death balls of minions can also deny large numbers of CS

The opposite holds true for the enemy lane; after forcing them to base or killing them, if your lane is either pushed into their tower or is pushing towards you (as long as it doesn't reach your tower) the opposing team will lose out on more CS and experience than you, which can be a significant advantage due solely to the dynamics of the lane. By understanding how minions wave interact with each other and turrets, you can get a good idea of when to base and when you should try to force the enemy to base.

Influencing Lane Position

Probably the most important takeaway message from understanding lane mechanics is that not only should you respond accordingly to how the lane is positioned, but you have the ability to manipulate the lane itself. There are two extremes for interacting with an enemy minion wave: hard pushing and last hitting only. Note that in any case, you still want to make sure you last hit all the minions you can.

Two methods of last hitting in lane on the opposite ends of the spectrum, resulting in two different lane positions

The fast push method basically involves spamming spells and auto-attacks as much as possible in order to kill off the enemy lane as quickly as possible. Be careful with pushing too fast, as it may be difficult to get in your last hits. While there is generally a maximum speed you can push at, it means you often cannot CS comfortably. To kill off a creep wave as slowly as possible, hold off with your auto-attacks and spells until the last possible moment, and output no additional damage. In other words, to slow push a 6 minion enemy wave, you should be using a total of 6 spells/auto-attacks. Try to wait until the auto-attack projectiles of the ranged minions that would otherwise finish off each dying creep are already in the air. This roughly simulates as if you were never in the lane, but you will still ideally get gold from each minion that dies.

These are not the only two ways to last hit. You can push at a rate in between the maximum and minimum rates, depending on how comfortable you feel last hitting and where exactly you want the lane's minion line to end up. In general, the faster you push, the harder it is to CS perfectly, but the farther up the lane the minions will meet. If you slow push and only last hit perfectly, you can make it so that the lane's position does not change at all.

The method described above is commonly referred to as freezing a lane. As the name suggests, when a lane is frozen, the position where the minion waves clash is not changing, or in other words, the lane is not dynamic. Freezing a lane is done because you want the lane to remain in a certain position. For bottom lane, it is common to freeze a lane on your side of the lane closer to your turret than theirs, and making it harder for the enemy jungler to gank than yours. This is generally done when you are in a stronger position than the enemy lane, so that if they try to break the freeze by hard pushing the lane to your tower, you will be able to outtrade them and force them back.

Being able to freeze a lane effectively is actually one of the harder concepts in Summoner's Rift. Freezing is done by balancing out lane position versus the size of the creep wave. The further the lane is pushed to one side, the sooner reinforcement waves will arrive. As described previously, this mechanic runs counter to the position of the creep wave; if the lane is pushed to purple side, purple side minions will reinforce sooner which may push the lane back to blue side, and vice versa. Thus when the wave is exactly in the middle of the lane, as occurs during level 1, reinforcement waves should arrive at the same time, which means on average (random creep aggression will eventually push the lane one way or another) the lane will freeze in the middle of the map. As long as you delay your last hits as long as you can, and slow push the wave, the minions waves should not move around much at all.

Freezing the wave early on generally depends on leaving about 3 ranged minions alive on the side of the minions that are winning the push war

Freezing the lane when the lane is not in the middle of the map is harder. You need the overextended minion wave to be larger than the underextended one, by a degree that depends on exactly how far the lane has been pushed from the middle of the map. A common rule of thumb laners use early on in the game is that the overextended minion wave should have 3 extra ranged creeps than the underextended minion wave. This extra bit of pushing power is usually enough to counter the fact that the enemy minion wave will be reinforced sooner. The more pushed up a wave is, the more significant the earlier minion wave reinforcements become, which means to counteract this successfully, the overextended minion wave needs more of a minion advantage. On the other hand, the closer the lane is to the middle ground, the lower the minion advantage is required by the winning lane. For the most extreme case, when the minion waves clash in the middle of the map, no additional creeps are required.

If the enemy lane freezes the lane in a position where either you cannot CS or you are overextended, you can also try to hard push the lane to the tower in order to reset the lane. Another option is to roam and pressure other lanes or objectives. The downside of this is that in a frozen lane, you will be roughly 6 minions worth of XP and gold every half minute. However by roaming successfully, you put pressure on the enemy lane to break the freeze and fast push the lane out.

Fast pushing results in shoved lanes, preoccupied enemies, and free time to roam or take objectives

There are also times when hard pushing the lane is quite advantageous. When you force the enemy lane to recall or kill them, you ideally should push the lane into their turret. Not only does this deny a large number of your minions from the enemy team, but this also allows you to return to base at a good time; you will still lose minions, but at a much lower rate than your lane opponent(s).

Other times when fast pushing is advantageous are when you want to harass the enemy as they CS at tower, roam to other lanes, or go for objectives. When an enemy gets pushed to tower and is forced to CS there, they do still get experience, but it will be more difficult for them to CS as they have to account for tower damage and they need to try to avoid your poke damage. This generally works out well when the opponent lacks good multi-target waveclear, as it will take longer for them to clear out a wave under turret, and when you are able to poke efficiently, which is where ranged damage, mobility, and sustain (in case you take a tower hit) generally come in handy.

Instead of looking to harass the enemy at tower, you may try to roam for kills or at the least, pressure. This method is commonly employed in the solo lanes where champions can often make impactful roam plays. One final option is to push the wave to the enemy tower in order to go for objectives. The most common target for the bottom lane is dragon. If the wave gets pushed to the enemy tower, you have free time to help take down dragon, whereas the enemy duo lane is preoccupied for some time wiping out the minion wave at their tower.

Of the two methods described above (slow push and hard push), the former ideally keeps the lane stagnant, while the latter pushes the lane towards the enemy. There are however ways force the enemy wave to push towards you, which you can then use to setup a freeze and ganks from your team. You can try to clump up the enemy minion wave with the goal of creating a large enemy wave that will eventually start pushing to your side of the map. Note that this method creates a delayed push; the initial lane position will be on the opponents' side of the map, but the dynamics of the lane will eventually shove the lane over to your side of Summoner's Rift. This is generally easiest to do at level 1, and usually requires that the enemy does not arrive early to lane, so that he cannot harass you while you are tanking creeps. It is also more commonly done in top lane; freezes are more easily broken in mid lane due to the shorter lane length, while the duo lane is generally able to push to tower given that they have more warding power.

Stalling the level one enemy wave results in the enemy wave eventually being pushed into you

Understanding how to manipulate a lane in order to cut your losses in a losing lane or further strengthen your position in a winning lane is an important tool for winning games. Influencing a minion wave can be a bit more difficult in a duo lane than a solo lane because both you and your AD carry need to be on the same page; if you try to hard push while your AD carry wants to freeze, the net result will be somewhere between the two extremes, where no one gets exactly what they wanted out of the lane. Generally the AD carry will be the one who decides how a lane will play out, as they are the ones who will be going for CS and thus they get more of a say in how they want the lane to be positioned so that they can farm comfortably. If you collectively decide you want to freeze the lane, you may need to trim a creep or two, but otherwise you should sit back and try to respond to the enemy lane's harass. If the AD carry wants to hard push after an engagement or just simply to recall and buy, use spells and auto-attacks liberally.

Spell Mechanics (E)

This chapter provides an in-depth analysis of how you can use your kit to its greatest effect. If you are looking for only a brief overview of support Morgana or are looking for specific matchups/runes/masteries, this should be one of the last chapters you look at. If you are trying to improve your mechanical play especially around the laning phase, this may be the right place for you. While the concepts here are mostly centered around laning phase, they can be applied throughout the game. This chapter is in my opinion longer and more detailed than most others in the guide, so a summary of the sections within this chapter are listed so that you can determine which section(s) hold information that may be helpful for you.

  • Dark Binding Usage: Maximizing the accuracy of Dark Binding
  • Tormented Soil Usage: Using Tormented Soil effectively
  • Black Shield Usage: Efficient placement and timing of Black Shield
  • Soul Shackles Usage: Using your ultimate in conjunction with your other skills

Dark Binding is skill with significant strengths. The base damage and scaling are quite high, and the 3 second single target lockdown is 2nd only to Ashe's Arrow. As you might expect though, the skill does have weaknesses which should be apparent when analyzing the cast animation and projectile travel speed of Dark Binding.

In-depth look at the Dark Binding's projectile behavior

Binding's projectile has a rather low missile speed to range ratio and thus a long overall flight time. The additional 0.25 second cast time forces Morgana to temporarily pause, which provides some more time for an enemy to prepare to dodge the skillshot. Both the damage and CC effect are quite powerful, though it is a skillshot that can be denied by minion blocking. To make the best use out of the skillshot, you generally need to overcome the slow speed of the skillshot.

While Binding does provide a long duration CC, it is important to understand the nature of the CC because it may catch inexperienced players off guard. Dark Binding provides a snare, otherwise known as a root or immobilization. Enemies under this effect cannot move or use blinks or dashes, but they can auto-attack and use spells that have no mobility component. For example, Lee Sin can not cast Resonating Strike or Safeguard while snared, but he could use all of his other spells. In short, Dark Binding immobilizes a target but still lets them fight back. For some champions their gap closers also provide a means to output damage; consider Diana's Lunar Rush, Malphite's Unstoppable Force, and Fizz's Urchin Strike. Dark Binding can be especially crippling to these champions if the snare lands.

Dark Binding does not cancel dashes

One of Dark Binding's mechanics that may not be that intuitive especially if you are familiar with skills like Alistar's Pulverize or Thresh's Flay is that your snare does not actually impede gap closers or escapes. Instead, the enemy tagged by snare will still travel the full distance, and get immobilized at their destination point. There are a few reasons why this is typically not desirable. First of all, part of your CC time gets wasted as the enemy is flying through the air. If you snared a target taking a trip on Thresh's lantern, potentially one second of your snare could be taken up by the enemy's travel time. Secondly, as the goal of Dark Binding is generally to immobilize a target, this mechanic allows dashes to counterplay your snare. Be cognizant of the fact that enemy blinks or dashes can do this, and play around it.

General Skillshot Usage

Skillshots by their nature are not guaranteed to land, but it should be the caster's goal that he outputs high accuracy projectiles. One simple way of increasing accuracy with a skillshot is to cast the spell from shorter range. While some spells provide diminished results when used at close range (e.g. Nidalee spear, Blitzcrank hook, Ashe Arrow, etc.), most do not, including Morgana's Dark Binding. For a level 5 Dark Binding, a max range snare still provides the same damage and three second snare as does a melee range snare. The downside to this is that it leaves you more vulnerable to enemy response, including enemy skillshots themselves. As you get closer and closer to an enemy, they can more easily attack you with spells and auto-attacks. In some cases the threat is negligible, such as if the enemy is retreating and cannot afford to pick a fight.

Morgana's Dark Binding has a very long total flight time of roughly 1.1 seconds, but if it gets cast at shorter range, the numbers don't look as grim. A mid range Dark Binding generally provides an enemy the same amount of reaction time as most other support CC, like Taric's Dazzle and Leona's Solar Flare (0.5s).

A look at how to maximize accuracy with Dark Binding or any other line projectile skillshot

Another way to maximize your accuracy with skillshots is to cast them at a target who is limited by terrain. By shooting your line nuke CC along a flat wall, you can setup high accuracy skillshots. When targets are wall hugging and you have an angle such that your shot will run nearly parallel to the surface of the wall, it is very easy to land the projectile because the target cannot move perpendicular in the direction of the wall and running forwards or backwards parallel to the wall still puts him in the spell's projectile. While this sort of positioning doesn't always happen perfectly, it is helpful to understand the principle of abusing terrain for landing skillshots and capitalizing when you get the chance. The takeaway are that skillshots in open terrain are generally lower accuracy, while those in more enclosed terrain provide a higher hit rate.

Another concept that is common to skillshots is that to land a spell on a moving target, you generally have to lead the target. Another way of putting this is that you should aim where the opponent is going, and not where they currently are. The factors that need to be considered are the spell's cast delay, the total travel time of the projectile, and the opponent's MS. While MS does not change too much when considering base MS, it can vary especially with MS buffs from spells. On the other hand, spell delay can vary quite significantly from one spell to the next. To reiterate, Dark Binding has a 0.25 second cast delay and 1300 range with 1200 missile speed (roughly 1.1s travel time for a max range snare).

This can be complicated when enemies have dashes. Instead of accounting for just MS, you have to get a feel for an opponent's jump range and how quickly they can cover that distance. One further point is that enemies may anticipate you leading them with a skillshot, and simply change direction once they've detected that your spell has been launched. As both caster and his opponent get a feel for their champions, the skillshot, and evasive abilities, there can be a lot of mental chess when it comes to landing and dodging skillshots.

Predicting AD Carry Movement

The following discussion is really applicable to any sort of skillshot, and its principles can also be applied when auto-attack trading or casting targeted spells rather than skillshots. While the AD carry role is highlighted here, the concept applies to any champion that has the privilege of getting to farm a lane. AD carry movement is generally rather sporadic; by pacing around back and forth, champions are generally harder to predict and thus harder to lock down with spells. There are patterns that occur with the one constant being that AD carries need to pause in order to last hit CS.

AD carries typically pace back and forth in lane as a defensive measure especially against skillshots

Above is an example of how a typical AD carry would last hit minions in lane. Brief pauses for auto-attack animations are interrupted by long bouts of pacing back and forth. This generally serves a defensive purpose; a randomly moving target is harder to hit will skillshots and is overall more difficult to initiate on.

Powerpoint demonstration of how a Vayne would last hit a minion

Every minion has a last-hit timer so to speak. As a minion's health starts dropping, there is a brief period in time where its HP is between the last hit damage of the AD carry and 0. At some point during this interval, the enemy AD carry must briefly stop walking in order to go through with an auto-attack or spell to last hit the creep, taking into account wind-up time on the auto-attack and missile travel speed of the auto-attack. While it can be nice knowing when an AD carry will stop moving, it's also possible to predict exactly where an AD carry will be when he stops to initiate his last hit. The last hitting range of AD carries can vary. Ezreal can endlessly Q farm if forced to, giving him an effective last hitting range of 1100 units or less. On the flip side, Vayne has to stick almost entirely with auto-attacks, giving her an effective last hitting range of 550 units or less.

Timing Dark Binding with enemy last hits (even bots have to last hit!)

Above are examples of timing your snare with an opposing AD carry going for CS. Some AD carries are very auto-attack reliant for last hitting. Examples include Vayne and Tristana; these champions are more predictable when they go for CS. Other champions may be able to fall back on long range skills or AOE clear skills to farm in different ways. If you want to predict and punish an AD carry who has fall-back skills to farm with, try to do it when their mana is constrained or their skills are on cooldown.

Abusing Minion Deaths

Against single target spells CC that only affect the 1st unit hit, like Dark Binding or Blitzcrank's hook, a common defensive tactic is simply to hide behind your minions and use them as meatshields to prevent you from getting CC-ed. A common counterplay to this tactic is to time your skillshot as one of the enemy minions die; if the enemy is not careful enough, your skillshot may be enough to surprise them and catch them off guard.

Timing Dark Binding with enemy minion deaths

As a support in lane, enemy minions will typically die as a result of your AD carry last hitting them. Taking the greatest advantage of this mechanic requires either good communication with your AD carry, which may not be possible in a solo Q setting, or being able to predict the timing your own AD carry will last hit creeps.

Using Smite on Morgana to setup Dark Binding

An experimental build I proposed in the Summoner Sets section was Smite Flash Morgana, with the general advantages being objective control, spell vamp sustain, and surprising enemies with snares (see the section for more details). The idea here is still the same as in the previous video, except that you are now using Smite to finish off wounded minions.

Abusing Fog of War

It is possible to hide the cast time and part of the travel time of Dark Binding by using fog of war or terrain. In some cases a good portion of the sound effect of Dark Binding will also be cloaked from enemy ears. Overall, this gives enemies less time to react to the projectile.

Examples of fog of war that can be used in lane

Brushes are good launching points for snares, but other unwarded regions can do just as well. By casting Dark Binding through fog or terrain, the cast time and a portion of the travel time are hidden from the enemy, which can greatly decrease the amount of time they have to react to the skillshot.

Tormented Soil is primarily used to push or deal extra damage over time. While the overall base damage is high, especially considering damage can increase by up to 50% against low health targets, the damage is applied linearly over time. If you can get a full duration Soil off, the damage output is great, but if you cannot, the actual damage dealt tends to be low.

In-Depth look at Tormented Soil's DOT application

Damage for Tormented Soil is applied over 10 ticks every 0.5 seconds, with the first tick of damage occurring right after the 0.25 second cast delay of the spell. In other words, it is almost impossible to actually miss an enemy with the first tick of a well-aimed Soil unless they preemptively Flash or use an escape. When using Tormented Soil without any setup CC, you can reliably get two ticks of damage off, or 20% of the base damage. The diameter of Soil’s AOE is 350 units, or in other words, the radius of the AOE is 175 units. Assuming you land a Tormented Soil on an enemy champion dead center, they not only will be hit by the first tick, but will almost always be affected by the second tick as well. As base MS ranges from around 325 - 350 units/s, enemy champions can only move 162 - 175 units in a half second, which means they cannot get out of the radius of the DOT. It’s possible that enemy champions could take three or more ticks of damage, but it usually relies on them having high ping and low MS. The issue with standalone usage of Soil is that for 70 - 130 mana, you are only consistently dealing 24 - 80 + 0.22AP magic damage, or 36 - 120 + 0.33AP magic damage to near death enemies. If you are able to get more than one enemy in Soil's AOE, and/or enemies are missing a good deal of health, the spell may be more worthwhile. Overall, be careful not to waste too much mana on unreliable Soil damage.

Chaining Soil with CC

To increase and stabilize the damage the damage output from Tormented Soil, it is typically chained together with CC. The basic spell combination for Morgana is Binding into Soil; if you get the concept down, it shouldn't be difficult to chain Soil with other CC such as your ultimate or Exhaust. Tormented Soil's effective damage actually scales with the duration of CC. The longer you can hold an enemy in its AOE, the more damage it does. Dark Binding snares for 2 to 3 seconds, which is good for 40% to 60% of the base damage of Tormented Soil. Soul Shackles' stun lasts for 1.5 seconds, which results in a guaranteed 30% base damage of Tormented Soil being applied.

Tormented Soil chained with Dark Binding

Soil should ideally be used right after Binding hits, or if you are confident the enemy cannot Flash or jump away, you may even be able to get away with casting Soil slightly ahead of Binding. Soil placement isn't usually a big deal, but it's worth mentioning that placing your Soil advantageously can often give you an extra tick or two of damage. If you believe the enemy will try to disengage after your snare, place Soil slightly behind them so they will have to eat more damage. If you are concerned that the snared target will engage on you after snare ends, place Soil slightly in front of them to discourage them or force them to take a bit more damage. For default scenarios where you have no idea where the enemy will move next, you can simply place Soil dead center on the enemy target.

Again, Tormented Soil can be chained to other CC including your Exhaust and Soul Shackles. CC from your teammates can also be good setup. To make the most out of Tormented Soil's execution damage, try to weave in auto-attacks and other sources of damage during your combination.

It's important that you understand the anti-CC mechanic of Black Shield thoroughly. If you do, feel free to skip the following two paragraphs; if you do not, many of the arguments made in this guide will not make much sense. The following is a run through of how Black Shield interacts with an enemy skill that lands on the given champion.

Is Black Shield still up? If not, skip the rest of these steps; no damage negation nor CC nullification can occur.
  • The only ways Black Shield can fall off are if magic damage destroys it or the 5 second duration expires.

Does the enemy spell apply CC? If so, it gets negated.
  • The HP left on Black Shield is irrelevant when determining if CC is cancelled or not. For purposes of CC negation, a 1 HP Shield is as effective as a 1000 HP one.
  • Note that the CC calculation step always comes before the damage calculation. Thus for matters of determining CC negation, it does not matter if the enemy spell applies damage, or if it does, it does not matter what type of damage is applied?

Does the enemy spell do damage? Black Shield only absorbs magic damage.
  • Against true damage or physical damage spells that have no CC, Black Shield is thus ineffective.
  • When Black Shield absorbs magic damage, the target's MR is factored in. Thus, a 100 HP Black Shield reduces more magic damage when placed on a high MR tank than a low resistance AD carry.

Let's consider an example with each of the three types of damage plus CC skills (true damage, physical damage, and magical damage). In all cases, it is assumed that the Black Shield target is a 100 armor and 100 MR Ashe (50% damage reduction to both physical and magical damage), and that Black Shield strength is 100 HP. The only form of true damage CC in the game is Red Buff. Assume a level 1 Lee Sin with Red Buff auto-attacks your Black Shielded Ashe once. This procs an 8% slow, and does 20 true damage. First, the 8% slow is negated; next the 20 true damage passes right through Black Shield and deducts 20 HP from Ashe. The next example centers around a level 1 Riven attacking your Black Shielded Ashe with Ki Burst. This spell normally provides a 0.75 second stun, and 50 base damage. Because of Black Shield, first the stun gets nullified, and secondly the physical damage again passes through Black Shield and then deals 25 damage to Ashe's HP. Our final case is a level 1 Shen attacking the Black Shielded Ashe with Shadow Dash. This spell would otherwise provide a 1.5 second taunt and 50 magic damage. With Black Shield, the taunt is cancelled, while the magic damage from Shadow Dash is absorbed. Because Black Shield HP scales off of Ashe's MR, only 25 damage is dealt to Black Shield, and Ashe is left with full HP and a 75 HP Black Shield. To further illustrate how Black Shield works, let's assume Shen reaches level 9, picked up a Blasting Wand (40 AP) and now has max level Shadow Dash. This still results in a 1.5 second taunt, but now deals 210 magic damage. Again, Black Shield ensures taunt is not effective, but now it cannot negate the entirety of the magic damage. Because of Ashe's 100 MR, 100 HP gets shaved off of Black Shield, which destroys it, and the remaining 5 damage is taken from Ashe's HP. Note that even if a magic damage spell with CC destroys Black Shield, its corresponding CC will still not be effective, as CC calculation is done before damage calculation.

Demonstration of Black Shield's interaction with area slows

Against area slows that last a set amount of time, like Singed's Mega Adhesive and Kog'maw's Void Ooze, Black Shield's mechanics aren't that intuitive. In actuality, every fraction of a second you stand in this area of effect, the slow refreshes for a short period. Therefore if you leave a skill's AOE like Nunu's Absolute Zero or Lux's Lucent Singularity, you will feel a lingering slow. If you Black Shield before you even enter the slowing zone, the slow is negated, as you might expect. Finally, if you enter the slowing region and then pop Black Shield, you will feel a lingering slow for a fraction of a second (I've seen mixed evidence as to exactly how the slow persists), but the slow cannot be refreshed as you are now CC immune. In other words, using Black Shield after entering an AOE slowing region works the same as if you had physically just left the slowing region.

Black Shield Delay

Black Shield is an instant spell with 0 cast delay that provides an anti-CC magic shield on an allied champion within 750 units. For purposes of denying CC, timing on the skill is everything. A late shield is essentially worthless for negating CC. The major factors you have to contend with are Reaction Time, Mechanical Delay, and Ping. Reaction Time is used here to describe the window of time between an enemy casting a spell and you realizing it's been cast; with spells that may have a subtle cast animation, this time can be extended, whereas for a more telegraphed skill, like Death Sentence, you can generally realize what's going on pretty quickly. Mechanical Delay describes the amount of time it physically takes to cast Black Shield on the correct target. This usually boils down to using your preferred casting method fluidly, though it can take longer if you have your hands off the keyboard/mouse or are not within 750 range of the target you need to Shield. Finally, Ping is the delay between you entering commands and the Riot game server acknowledging your action and making it take effect. If your ping is extremely high and you want to play Morgana with Black Shield reactively, I would not recommend it, as it can significantly increase your total Black Shield delay.

Different factors that affect how well you can reactively cast Black Shield

Whether or not you can reactively Black Shield also depends on what spell you are trying to negate. Enemy spells generally have two time-related components: Cast Delay and Travel Time. Cast delay is the period of time between when an ability is activated and the projectile appears. For example, Morgana's Dark Binding has a 0.25 second cast delay, where she has to pause before the projectile actually starts moving. Travel Time describes how long it takes for a spell to reach its destination. The travel time of projectile spells tend to be variable, as it takes less time to reach a close target than a distant one. Note that either Cast Delay or Travel Time can actually be 0 seconds. In Morgana's kit, Black Shield has zero cast delay and zero travel time, which is why reactive Black Shielding can be done. On the other hand, Tormented Soil has zero travel time but non-zero cast time, because the spell is applied as soon as the cast delay is over. Against enemy spells with low total spell delays, Black Shield can be difficult to use properly, depending on your own reflex time.

One issue that can increase your reaction time significantly is that different spells' cast animations and travel animations differ and may be subtle or obvious. A simple example here is Thresh's Death Sentence. During the substantial cast animation, Thresh swings his Scythe around in a circle for a period of time. Being able to identify that the spell is being cast prepares you to use Black Shield reflexively. This is followed by the actual projectile animation or travel animation. His hook flies in a line, and at this time you should definitely on the brink of Black Shielding whoever gets targeted. The point is that reaction time in the game is dependent not only on your own reflexes, but also your game knowledge and ability to interpret and understand enemy cast animations and spell projectiles. A detailed discussion of these animations for AD carries and supports will be listed in the Bottom Lane Matchups chapter.

Casting Black Shield

With a timing dependent skill like Black Shield, it makes sense that being able to mechanically cast the spell quickly and accurately is quite important. The video illustrates three ways Black Shield can be cast.

There are three general ways to cast Black Shield

The first method is to normal cast it; either press the spell key (Default: E) or click on the spell portrait, and then select a target champion within range. This can be used to target either yourself or an allied champion. The second method is to smart cast it. Hover your cursor over an allied champion and press the smartcast button (Default: Shift + E). This can also be used to target yourself or an allied champion. Note that if you smart cast Black Shield without your cursor over a valid target, nothing will happen (as the video tries to demonstrate). Finally, you can self cast it. Simply press the self cast button (Default: Alt + E); your mouse is not necessary for this step. Note that this will only work on yourself.

Portait and Camera Targeted Black Shield

Another method of casting Black Shield is to use the allied champion portraits on the left or the camera lock keys (by default F1 - F5) to select your Black Shield target. It has its own advantages and disadvantages over the previously mentioned methods of casting Black Shield.

Using Champion portraits and the camera lock keys with Black Shield

There are some downsides to this method that are hopefully illustrated by the video. Using champion portraits may require more mouse movement, as they are hovering on the left side of your screen while naturally, your mouse will likely be around the middle of the screen moving your character and selecting targets for auto-attacks and spells. Moving your cursor over to the left hand border may feel somewhat unnatural and could be a least a little more time consuming than targeting champion models on the screen. In addition, these methods (outside of smartcasting on a portrait) requires two clicks/keys, whereas Quick Casting only requires one button.

There are situational advantages to this Black Shield casting process or I would not have bothered mentioning it. First off, casting using portraits or the function keys makes it harder to misplace a spell due to inaccurate mouse positioning. While this is generally more an issue for buff spells that can target things like minions (Soraka's Astral Blessing, Lulu's Help, Pix!), it can be somewhat helpful for Morgana's Shield. This is also a more accurate (although probably a bit slower) way to cast spells in the midst of full scale teamfights where you actually cannot click on champions because there are so many other champion models in the way. For example, if your team gets Sona Crescendo'd and immediately after the enemy team's Jax and Shyvana leap in with the rest of the team just behind them, it can be difficult to Black Shield your counter initiator or carry. By either portrait casting or using the camera keys to target Black Shield, you can accurately target these high impact allies without having to move your mouse cursor over their champion model.

In competitive games, the teams are commonly ordered from top to bottom: Top, Jungle, Mid, ADC, and Support

Finally, you can remap the camera keys so that you can have an on-demand button combination that will target a specific ally. For example, you could determine which function key would normally target your AD carry, and remap it to T; thus, your E (normal cast Black Shield) followed by T command would cast the Shield on your carry every time (as long as you are within 750 range). You can alternatively just remap the entire function keys for every game. In competitive matches the champions are generally listed starting from Top and going to Bottom Lane. It takes some work, but you could remap the function keys so that in every one of your games, F1 could be your top laner, F2 your jungler, F3 your mid, F4 the AD carry, and F5 you (the support).

Casting Black Shield for Two

In a duo lane, you not only have to worry able yourself, but you also have to take care to shield your ally in case CC is targeted at them. This generally increases the time it takes for you to Black Shield correctly, with the additional time typically coming from physically moving your mouse cursor to the right person. The following video demonstrates what I feel to be an easy and reliable way to Black Shield in a duo lane.

In a duo lane, a combination of self-cast and quick-cast can make Black Shield usage quicker and cleaner

As soon as you detect the enemy CC animation starting, move your cursor over your ally. If the CC is targeted at you, Self cast (Default: Alt + E). If the CC is targeted at your lane partner, Quick cast (Default: Shift + E). Other methods can be used if you are comfortable with them, but in my experience this is overall a rather efficient way to quickly cast Black Shield.

Reactive and Preemptive Black Shield

I generally advocate using Black Shield reactively. In other words, wait until the enemy CC animation is up in the air, cast Black Shield, and sometime after, the enemy CC projectile should hit the shielded target and be negated. The following video demonstrates the difference between reactive and preemptive casting of Black Shield.

In order to negate CC, Black Shield can either be cast reactively or pre-emptively

The advantage of reactive casting is that the onus of making the play is on you; as Black Shield has no cast delay, your reflexes are the only thing preventing you from negating enemy CC. An issue with pre-emptive casting is that if an enemy reacts properly and does not cast their CC, Black Shield can be wasted and you will have to wait out its cooldown before you have protection against CC again. An alternative approach is to destroy Black Shield with a magic damage nuke and then follow up with the CC. In a duo, if you pre-emptively cast Black Shield on one person, enemy CC can simply be applied to the un-Shielded laner. Overall, pre-emptive casting gives the enemy room to counterplay.

The above demonstration shows the different ways a competent opponent can react to a premature Black Shield

In situations where your jungler ganks or an enemy support with CC up is at the brink of death, pre-emptive Black Shield can be fine, as there is much more pressure on the enemy lane to immediately output some sort of CC. In addition, different spells have different cast times and travel times, which mean some spells are easier to pre-emptively shield than others. In fact, some spells are almost impossible to reactively shield, which means you may need to rely on pre-emptive casting in some situations even assuming perfect ping and reflexes. Below are listed details of several bottom lane CC spells that you may be able to reactively shield:
  • Dark Binding: 1300 range, 1200 units/s, 1.08 s total projectile time
  • Enchanted Crystal Arrow (1000 range) : 1000 range, 1600 units/s, 0.625 s total projectile time
  • Rocket Grab: 1050 range, 1800 units/s, 0.58 s total projectile time
  • Solar Flare: 0.5s delay
  • Light Binding: 1175 range, 1200 units/s, 0.98 s total projectile time
  • Dazzle: 625 range, 1400 units/s, 0.45 s total projectile time
  • Chain of Corruption: 1075 range, 2000 units/s, 0.54 s total projectile time

Human Black Shield

In an uncoordinated solo Q game it can be difficult to use Black Shield on an ally when you cannot easily predict their movements. For example you could Black Shield an ally who is about to eat a Rocket Grab, and he Flashes leaving you to get grabbed instead. The person's movements that you can predict are your own; the following is a method that is effective against certain CC skills that target the first person hit by a skillshot. For example, this can be used against an enemy Morgana's Dark Binding.

By using yourself as a Human (Black) Shield, you can for the most part ensure single target skillshot CC get repulsed

Simply place yourself in between your ally and the enemy with the threatening CC, and Black Shield yourself. This generally is an effective measure against skills that are very predictable, such as Thresh's Death Sentence or Blitzcrank's Rocket Grab. This is also quite effective when disengaging against a jungle gank; there is a brief period of time where a jungle has to initiate on you before you reach your tower; by preemptively Shielding yourself and tanking single target CC from champions like Elise or a pre-6 Amumu, you ensure that their CC gets wasted. This is also a good tactic without Black Shield in many cases. Obvious examples in bottom lane include Caitlyn or Jinx ultimate; tanking it for a low health teammate may save their life. It can also be an effective tool against other skillshots in an all-in. If you are able to tank Mystic Shots or Zaps for your low HP AD carry, you can prolong their life and increase their damage output.

The downside of such a move is that it makes you prone to piercing or AOE spells. Lining up in this fashion can be brutal against Lucian's Piercing Light or Sivir's Boomerang. It is also quite ineffective against support CC that do not apply to the first target hit in a line, like Taric's Dazzle or Leona's Zenith Blade.

Defensive Positioning

Thresh is one of the best supports at providing his AD carry a reliable disengage with Dark Passage. His lantern has a 950 cast range and 1500 unit leash range, which means he can pull an ally to safety from a long distance. While he can pull an ally to safety, his lantern does very little to save himself if he gets initiated on. What this usually means is that Thresh will often sit a fair distance back from his AD carry when he sees or senses an impending gank and an engagement he cannot win. This presents the AD carry as the only viable target to be initiated onto, which means Dark Passage will in most cases secure the ADC's safe escape.

Thresh will often position a good distance back from his AD carry so that Dark Passage can be used as a long distance disengage

This method can also be applied in some ways to Morgana's Black Shield. First off, you need to be able to sense a gank coming or have vision of enemy champions roaming down to bottom lane. Next, you need to position yourself behind your lane partner, at the most 750 units from your AD carry so that he is still within Shield range. Finally, Black Shield your AD carry just as the enemy initiates on him, and assuming the enemy does not have impactful magic damage or too much chasing potential, your AD carry should ideally be able to walk away or use a dash.

There are obvious drawbacks to posturing in such a way for extended periods of time. Minion experience range is 1600 units, which means if you stay too far back you could deny yourself XP which could hurt quite a bit in the long run. This is also not optimal in a straight 2v2, as you lose all offensive pressure in lane. While there are times where it can pay off to stay back and avoid getting engaged on by the enemy lane, like if they reach an earlier level 2 or level 6, doing this frequently means the enemy carry will be able to free farm as he does not have to worry about any sort of poke or all-in pressure from you.

Ultimate abilities are generally the most impactful spells in the game, and grant their champions power spikes at each level of their ultimate (6, 11, and 16), especially at level 6. Morgana's Soul Shackles is a very powerful multi-target CC/nuke spell that is a significant benchmark spell for her CC, offensive repertoire, and even defensive tools.

Morgana's ultimate in action

After an initial 0.375 second (estimated) cast delay, Morgana shackles all enemies within 600 units of her, dealing some initial burst and slowing them. After 3 seconds, enemies still leashed to her get stunned for 3 seconds and take a second chunk of damage. If at any point during the leash an enemy gets 1000 units or more away from Morgana, their leash breaks. Each champion has his or her own leash; if one champion gets out of stun range, the leashes to the other champions still persist.

Chaining CC to Soul Shackles

While Soul Shackles is multi-target, it can complement the single target lockdown of Dark Binding quite well. Given a 2 to 3 second snare on Dark Binding, Soul Shackles adds another 1.5 second stun on top of it, for a total of 3.5 - 4.5 seconds of single target lockdown. When chaining your CC, you generally want as little overlap as possible, but you do not want any dead time between CC. If your snare and stun are not chained together, there is a brief period of time where an enemy can use their escapes. If on the other hand your stun and snare stack over each other, stun takes precedence, and essentially part of your snare duration is wasted. Ideally you want the skills to barely overlap, with as little time CC stacked time as possible.

Both failing to chain CC and overlapping too much of your CC can be sub-optimal

There are two ways to chain the stun and snare. The first method is to lead with Soul Shackles' slow, wait until the stun procs, and land Binding just as the stun wears off. The second method is to cast Soul Shackles' slow and immediately after land Dark Binding. With level 5 snare, your 3 second snare and slow will overlap; your slow should wear off first, and the stun will proc. Shortly after, the snare should wear off. This method may be a bit riskier to pull off, and is easier done with level 5 snare, but also works out quite nicely. This method may be better if you are interested in immediately locking down your target rather than leading with 3 seconds of slow. If you are only interested in longer total CC duration, the first method is better as the slow effect still takes place instead of getting overridden by the snare.

Two ways to chain snare and stun

Note that the total possible snare duration of 4.5 seconds works very well with Tormented Soil's 5 second DOT; you can chain together a full duration Soil for even more damage. Overall, it's good to know exactly how to lock down a target as long as possible. At 4.5 seconds of immobilization, I believe Morgana actually has the longest duration single target snare within a kit (Ashe and Nautilus are at 3.5s). The CC combo can be useful both offensively or defensively.

Using Zhonya's with Soul Shackles

Soul Shackles is an ultimate ability that asks a playstyle somewhat opposed to the rest of Morgana's kit. Whereas Morgana's non-ultimate skills can be used from considerable range, Soul Shackles has a 600 unit activation range and a 1000 range leash range, not to mention it is ideal that Morgana catches more than one enemy and remain even closer than 1000 units to her leashed targets. In other words, Morgana is often in close proximity to a number of enemies which can put her at considerable risk given that she is played as a gold limited ranged support. Zhonya's has therefore been a very popular pick up for both support and carry Morganas, as it provides a 2.5 second period of invulnerability that can almost completely overlap the 3 second leash slow that precedes her AOE stun.

Zhonya's active can allow more aggressive use of Morgana's Soul Shackles

Chaining together Zhonya's active and Soul Shackles isn't too difficult. As long as the order pressed is correct (Soul Shackles into Zhonya's active), the process should unfold smoothly. Note that during the 0.375s cast delay before the actual leashes come out, Zhonya's can not be activated. Just because Morgana has a Zhonya's doesn't mean you should always use it during your ultimate. While Zhonya's provides Morgana a defensive buff, it deprives her of mobility which can be crucial if opponents caught by your tether are focused on running away from you. The defense versus mobility argument generally will determine whether or not Zhonya's should be used.

Mid Game (G)

As the mid game rolls around, champions start to unlock the entirety of their kit and get enough basic items to move around and trade effectively. Map objectives start to become more and more important for teams to contest and fight over. As a support, you are often expected to pay attention to these objectives and help fight for them, as you do not have to worry about farming last hits from a lane.

It's important to understand what different objectives give each team, and how or when they can be taken. This section is an overview of the different mid-game objectives.

  • Provides by default 300 gold to the killer, though the actual amount can vary from 50 gold - 500 gold
  • An additional 50% of the kill gold is split evenly among amongst everyone who earned an assist if the kill was assisted
  • First Blood provides an additional 100 gold
  • Kills before 4 minutes do not receive the full gold bounty, but rather somewhere between 75% to 100%.
  • Provides experience both to the killer and again split amongst everyone who got an assist or are within 1600 range at the time of death

Kills are generally not considered objectives in Summoner's Rift, but it is something of a benchmark you can compare to objectives like Dragon or towers in terms of the gold and experience given. There is both bonus first blood gold and decreased kill gold for the first four minutes. In addition, gold values for a given champion are altered based on how well they are doing; shutting down someone on a kill streak grants up to 500 gold, while killing someone who has died many times in a row grants down to 50 gold. Many of these mechanics are intended to reduce snowballing in game.

[http://static3.wikia.nocookie.net/__cb20121023142133/leagueoflegends/images/thumb/e/ec/Ancient_GolemSquare.png/20px-Ancient_GolemSquare.png] Blue Buff:
  • Spawns at 1:55 and respawns 5 minutes after the camp has been destroyed
  • Lasts 2:30 or 3:00 with Runic Affinity, and is transferred upon death to the killer with the full duration refreshing
  • Provides substantial mana regeneration and 10% CDR
  • Extremely important item for mana heavy siege champions like Anivia, Ziggs, and Lux

[http://static2.wikia.nocookie.net/__cb20121025123705/leagueoflegends/images/thumb/1/1e/Lizard_ElderSquare.png/20px-Lizard_ElderSquare.png] Red Buff:
  • Spawns at 1:55 and respawns 5 minutes after the camp has been destroyed
  • Lasts 2:30 or 3:00 with Runic Affinity, and is transferred upon death to the killer with the full duration refreshing
  • Adds on-hit true damage DOT and a slowing effect from auto-attacks
  • Very powerful kit for AD carries or champion who can apply the slowing effect to catch enemy targets

Black shield will prevent the slowing effect from red buff, but not the true damage

Jungle buffs are important items throughout the entirety of the game. While the 1st blue and red buff generally goes to the jungler so that he can get an early boost to his XP and ganking power, blue buff generally is donated to a mana intensive ally from then on, whereas red buff is either taken by the jungler or physical damage solo laner in the mid game, and the AD carry or a physical damage melee carry in the late game. Whoever deals the killing blow to either buff takes it, but note that the gold and experience gained from these objectives are not that high. If you know when a buff dies, you can time the buff's respawn 5 minutes later. See the Jungle Pressure chapter for more information about warding jungle buffs and their benefits.

Blue buff (ob = our blue, tb = their blue) and red buff (or = our red, tr = their red) respawn times can help secure buff control

  • Total of 11 turrets for each team, present as soon as the game starts
  • Deal physical damage to minions or champions
  • Can be permanently destroyed and do not respawn
  • Grant at least 100 gold per person, for a total of at least 500 gold

Unlike other objectives, turrets are both permanent and non-neutral. The first statement simply means that turrets do not respawn; once killed, they give gold and experience, and can never generate any more. This stands in contrast to an objective like Dragon/Drake. If you drag out a game, you can constantly earn Dragon gold and experience every six minutes without limit. The second statement means that any given turret can only be taken by one team; purple turrets can only be killed by blue side, and vice versa, whereas an objective like Dragon or Baron comes down to whichever team lands the killing blow on the creature. Different turrets give different levels of rewards. The inner turrets are generally less rewarding, while the inhibitor turrets are the most rewarding.

[http://static2.wikia.nocookie.net/__cb20091228051724/leagueoflegends/images/thumb/c/c9/DragonSquare.png/20px-DragonSquare.png] Dragon:
  • Spawns 2:30 into the game and respawns 6:00 after its death
  • Has 3500 HP + 240 HP / minute in addition to static 21 armor and 30 MR
  • Deals physical damage auto-attacks that apply true-damage DOT and a 20% damage debuff plus bonus percent current HP physical damage
  • Gives 25 gold to the killer and 125 - 260 gold additional gold to each person on the team that killed it, for a total of 650 - 1325 gold to the team that kills dragon
  • Splits 150 - 560 experience between nearby members of the team that killed dragon, with bonuses to champions and teams that are lower leveled

Baron Nashor:
  • Spawns 15:00 into the game and respawns 7:00 after its death
  • Has 8800 + 140 HP / minute in addition to static 120 armor and 70 MR
  • Deals a mix of magic damage and physical damage, in addition to debuffing targets' resistance to magic damage and applying uncleansable CC
  • Gives 25 gold to the killer and 300 gold to each person on the team that killed it, for a total of 1525 gold to the team that kills dragon
  • Grants 900 experience to each person on the team that killed Baron, for a total of 4500 experience
  • Grants a buff to all living members of the team that last hit Baron that provides up to 40 AD and AP, in addition to 3% Max HP HP5 and 1% Max MP MP5

Baron stats are listed in the Mid Game section though it is generally considered a late game or end game objective. While it is possible to do an early Baron if your team is well farmed, it is not recommended as an every game goal. Baron is simply listed here for a comparison with other objectives that are more commonly taken during the mid game.

Objectives generally require a collective team effort to obtain, especially if the other team responds in kind. Much of the overall team strategy in League of Legends revolves around how you position yourselves for objectives. For example, blue sides' 2nd blue (7:00 - 8:00) usually requires the attention of both blue side jungler and mid laner, leaving the bottom side of the map and dragon vulnerable. On the other hand, purple sides' 2nd blue (7:00 - 8:00) also requires the attention of jungler and mid laner, but as it is almost within view of Dragon, this often is a natural transition from one objective to another.

When one team expends resources bottom to take dragon, the opposing team will often look to trade for top tower

If you lose out on an objective, try to trade instead for an objective of equal or greater value. If the enemy invades your blue buff with all five members, try to instead put down pressure on towers; it is generally considered that a tower is more worthwhile than a jungle buff. In competitive play it is very common to trade dragon for top tower, as one jungler heads to the bottom side of the map while the other heads to the top; this is a very commonplace example of trading objectives of roughly equal value.

Dragon or drake is a neutral monster located in the bottom half of the river, that offers significant gold to each member of the team that kills it. There is an additional 25 gold to the person responsible for landing the killing blow, while a large pool of experience is shared between the killer and any nearby teammates. It respawns 6 minutes after death. As it can be taken by either team and offers a substantial amount of total gold and experience, this objective is generally hotly contested.

Black Shield does not negate damage but it can deny the AS debuff of dragon for 5 seconds

Taking down Dragon isn't always a simple matter. You generally rely on high damage teammates, such as the AD carry or mid laner, in addition to some sort of last hit burst, which usually comes from your jungler's smite in addition to any other nukes in his kit. Like most supports, you will be fairly useless at damaging dragon. Note that supports like Zyra, Elise, and Nunu can actually deal a good bit of damage to dragon or can tank it well, which means you need to be a bit more careful when they wander off towards the river in case they try to rush a sneaky dragon. The dragon does physical damage, and applies a damage debuff. When your team is doing Dragon, use your spells carefully. Tormented Soil actually does a good bit of base damage as the entirety of the spell will hit Dragon. Black Shield does not reduce any damage done by Dragon, but nullifies the debuff (needs testing). If you won't need it elsewhere, consider using it if a high auto-attack DPS champion has to tank Dragon. Dark Binding can add some DPS, or you can hold onto it either for last hitting burst or in case the enemy team comes to fight. Soul Shackles cannot affect Dragon, so again, save it in case the opposing team contests it. If you have enough health to spare, you can actually tank Dragon so that your low health allies don't have to or so your high DPS allies don't get debuffed.

If you want to take Dragon, you should ideally have a numbers advantage and/or vision control with a well placed pink ward. When enemies die or recall, it is often a great time to attempt dragon. Especially if the opposing jungler is gone while yours is available, you should have the advantage if it comes to down who can last hit dragon. Shoving lanes into the enemy turret is generally a way to setup drake, as it keeps the enemy laners busy while giving you some downtime before you need to go back to lane. While top lane is generally not involved too much with Dragon control, a timely roam by your top laner can signal a 5v4 advantage and a good timing window to take dragon. Another way to take dragon is to simply deny the enemy vision of dragon. Without vision on the objective, the enemy team will have to guess when you are attempting Dragon, which will be more difficult if your jungler can solo or almost solo drake (Fiddlesticks, Nunu, Elise, Lee Sin).

Morgana's long range snare is very effective around Dragon for CCing the enemy team or possibly stealing it

When the opposing team is attempting dragon, try to keep ward coverage on the dragon so that your team can harass or go for a steal, poke their team with your snare, and possibly attempt to last hit it with Dark Binding. You generally should not attempt to suicide Flash for Dragon, as you only have a 290 base damage nuke versus at least 500 true damage from the enemy jungler not to mention other sources of enemy damage. In addition the range of Dark Binding allows you to easily hit Dragon from over the wall if you want to try a steal. If your team tries to engage, it is best to do it just before Dragon dies, as it will still be dealing damage to the enemy team, and some of the enemy champions (especially the jungler) will focus their burst and attention on Dragon. If you engage after Dragon is already taken by the enemy, you will be going in just after the enemy team gained a chunk of experience and possibly even levels, and are no longer fighting over an objective.

Timing the next respawn of Dragon increases the chance your team can prepare for it and take it

After Dragon dies, it can be helpful to time either its death or its next respawn 6 minutes later. This will allow you to both prepare for the next Dragon ahead of time, and avoid getting caught off guard by a sneaky Dragon by the enemy team.

Turrets or towers are stationary AI controlled structures that belong to either blue side or purple side, and are positioned symmetrically across the midway line of Summoner's Rift. Each side has eleven turrets, two of which defend the nexus, and nine of which are split amongst the three lanes.

The three lane turrets must be destroyed in order before the Inhibitor can be targeted

In each lane, turrets must be targeted down in a specific order, as only the outermost tower in each lane is actually vulnerable to damage. First the Tier 1/Outer turret needs to be taken down, then the Tier 2/Inner turret, next the Tier 3/Inhibitor turret, and finally the Inhibitor can be taken down. Note that this rule applies to each individual lane; if you had taken down all three bottom lane turrets, you would have to start all over from the outer turret if you now wanted to push middle lane.

Tier 1/Outer Turret:
  • Killing one grants 100 gold to everyone on the team for a total of 500 global gold
  • 150 gold is split between everyone who helped kill the turret, for a possible maximum of 650 total gold
  • No experience is given

Tier 2/Inner Turret:
  • Killing one grants 125 gold to everyone on the team for a total of 625 global gold
  • 100 gold is split between everyone who helped kill the turret, for a possible maximum of 725 total gold
  • Killing one gives 30 experience to everyone on the team for a total of 150 global XP

Tier 3/Inhibitor Turret:
  • Killing one grants 175 gold to everyone on the team for a total of 875 global gold
  • No gold is split between people who helped take down the turret
  • Killing one gives 100 experience to everyone on the team for a total of 500 global XP

To summarize, as you go from outer turret to inhibitor tower, turret bounties increase both in terms of gold and experience. However, gold tends to be split more evenly with the inner turret and inhibitor turret, as the gold given to people who actually took down the turret decreases. Another benefit of killing turrets is that it reduces the enemy team's zone of static control. Towers provide a team with both free vision and a good defensive position. By taking these safe havens away, you increase your control of the map and especially the enemies' jungle.

It isn't always a simple matter to take towers, as the opposing team will not let you get gold, experience, and map control for free. There are generally a few ways you can take towers safely. The easiest way is to simply kill the enemy lane or force them to recall, and simply hard push the wave up to their tower and destroy it. It's not difficult to take a tower in this circumstance because there is no one actually available to defend the turret. This can happen either as a result of ganks from your solo lanes or jungle, or just winning a duel in bottom lane.

In most cases there will be someone available to defend the tower. Even if the laner(s) do recall, often other lanes or the jungle will respond and defend. In this case you can either poke down the tower, or threaten the opposing players with the possibility of a tower dive. When you push a wave up to the tower you can almost always poke away at it. The members of the enemy team who are defending it generally have to also worry about clearing out the minion wave you pushed up, which allows you to get a few auto-attacks in. Another option is that you threaten a tower dive, and thus force the enemy team to abandon the turret. To tower dive you generally need both the ability to tank turret aggression and deal damage to the enemy champion(s), which means this shouldn't normally happen in a 2v2 setting. Often times the presence of a jungler or another solo laner will be enough to force the enemy to leave. If they do not, you should be able to initiate a tower dive. Support Morgana's Dark Binding can be very powerful here, as landing it almost guarantees an enemy's death. If a tankier ally can take turret aggression let them as they should be able to take it much more easily than you, but if not, tank a few shots and then pull away.

Jungle Pressure (S/E)

Bottom lane is not just a 2v2 matchup. Jungle, mid laners, and even top laners can influence the duo lane through ganks and pushes. Typically the jungle will play the largest role in influencing bottom lane. Your entire kit can be used counteract pressure from other lanes, especially Black Shield. Coupled with some knowledge of what enemy junglers can and can't do, you should be relatively safe from ganks.


Depiction of the jungle monsters found throughout Summoner's Rift

Vital Jungle Information:
  • Know what buff they start at. All buffs spawn at 1:55. Typically they will get a leash from one of their side lanes. By paying attention to which side lane reaches lane late, you should be able to predict where the jungler started. Jungle invades and/or early jungle wards can also tell you where a jungle starts.
  • Understand their typical early skill sequence and earliest gank time. After the first buff (~2:10), a jungler will reach level 2. After the second buff (2:30-3:00), a jungler will typically reach level 3. For certain junglers, early skills that are useful in ganks will be useless for clearing camps. For other junglers, their gank skills are also good farming skills. By understanding the earliest level a jungler will likely gank, you should make sure you skill accordingly and ward accordingly.
  • Understand the jungler's kit, and how your skills interact with said jungler. Some junglers focus on a plethora of CC skills, others rely upon one strong CC skill, and finally some junglers simply output large amounts of damage.

Gank Timing:
  • The level 2 gank. A jungler will start at red/blue and use smite. The jungler will thus reach level 2 at about 2:05 with their first buff. They will then head to either gank mid or the nearest side lane. If the enemy jungler starts at the buff closest to bottom lane, and is likely to level 2 gank, be ready to ward early. Note that if a jungler level 2 ganks, their second buff will often be stolen by the opposing jungler in retaliation.
  • The level 3 gank. The jungler will again start red/blue, with smite. This allows them to head over to either wolves or wraiths, and then to their second buff where smite will be up again, which leaves them at level 3 with double buffs by roughly 2:45 average. If the enemy jungler starts at the buff farthest from you, right around 3:00 is the earliest they should be able to gank you, so you can delay a ward until then.
  • Heavy clear. This jungle route essentially is a farm heavy path that allows the jungle to get consistent gold and experience out of jungle monsters rather than the possible gold from ganks. The jungler will be level 4 with double buffs by around 3:45. Junglers may look to gank whenever an opportunity arises.

Unless a jungle plans on AFK farming, they usually will have a more complex plan than just level 2 gank or level 3 gank. While this section will not attempt to list every single jungle path junglers will do, as different champions clear the jungle differently, players can be unpredictable, and lane matchups can influence jungle pathing, it will try to illustrate several rough jungle paths and the mindset behind each one. While you can remember the jungle paths that are listed, the goal is that by understanding the different motivations and limitations that junglers face, you will have the ability to predict for yourself how the junglers will move around.

First Buff

Barring an invade by either side, there are many considerations a jungle needs to take into account in order to decide which of his buffs he should start. Probably the most obvious difference between Red and Blue buff is the buff they provide. Generally speaking, Blue buff early on is valued highly by mana users who have to use lots of mana to clear, while Red buff is valued in that it provides more dueling damage (the DOT and slow typically offer more than 10% CDR and MP5), and on-hit CC. Some junglers simply cannot start at red and go to blue without burning through all their mana, which means starting blue significantly increases clear speed. Other junglers may be looking to do an early gank or try to fight the enemy jungler early on, in which case the red buff generally offers more.

The time it takes a 340 MS champion to go from a jungle buff to ganking a lane

Another consideration is spatial. Depending on where the jungler wants to go, his first buff affects his timing. For example, let's assume the blue side jungle notices a Darius versus Riven matchup in the top lane and wants to snowball it with an early gank. The first option is a level 2 gank, which means he will go from his blue to top lane (going from red buff to top lane expends a lot of time just for travelling which means a late level 2 gank). However, blue buff is not so ideal for ganking; depending on whether or not a level 2 gank with blue would likely be impactful, this may not be a good idea. The second option is the level 3 gank, which means the blue side jungle goes his red to his blue to top lane (with an additional camp or two in between). Note that if he chose to go from blue to red to top lane, it would again delay the timing of the gank. The general rule is that for ganking a side lane, a level 2 gank means you should start on the buff closest to that lane, while a level 3 gank means you want to start on the buff farther away from the lane. As mid lane is roughly equidistant from the two buffs, it doesn't matter what buff you start for a level 2 gank or a level 3 gank.

Starting bottom side means roughly double the help from your team

One final consideration that often holds a lot of weight is that you often get more help with the first buff by starting bottom-side, or right-side. For purple side this means blue buff, whereas for blue side this means their red buff. Because minions in mid lane meet earlier and start dying earlier (est. 5 - 10 seconds) than do side lane minions, the mid laner is much less inclined to help damage the first buff than are the side lanes. Bottom lane offers two people, whereas top lane offers one; the simple math behind this means junglers will generally clear faster by starting bottom side due to a faster start. Note that the guide in no way guarantees that side laners will help, as it is possible for people to be AFK, or try to pull off a level 1 cheese or ambush somewhere.

Try to predict where the enemy jungler started by seeing which side lane arrives to lane late. This can help your entire team with predicting gank timing and the enemy's jungle route. Again, it is possible for the enemy lanes to do unconventional things in the early game, which can throw off your estimation.

Lane Matchups

Another one of the considerations is the lane matchups. When trying to gank for a teammate, you generally want them to possess burst damage and/or CC. Crowd control is rather self-explanatory; by locking down the enemy, you have more time to inflict damage on the enemy lane before they are able to escape, and thus a greater chance of drawing out summoner spells or even killing him. This is one of the reasons why junglers often take Morgana heavily into account. Not only does she provide a lot of CC, but she also can nullify enemy CC effectively. In other words, it can be easy ganking for an allied Morgana, and difficult ganking an enemy Morgana lane.

Burst damage is generally also desired over sustained damage. You can often boil down a gank to the amount of time before an enemy reaches safety which is usually their tower, but can simply be after they expend their escape and possibly Flash. For an overextended target, it may take them 10 seconds to reach safety, in which case it doesn't really matter how your damage is applied as long as you keep in range. For a more realistic scenario, take a Pantheon Flash stun gank (1 second stun) that the enemy Caitlyn Flash and nets out of after the stun wears off (800 range displacement). Perhaps 0.25 seconds of time occurs between Caitlyn noticing Pantheon and the gap closer/stun combo going off. The stun takes another 1 second of time. Because you have such a limited time to apply meaningful damage (unless you have long range gap closers of your own), ideally the lane should have burst damage that can be quickly and accurately applied during the 1.25 seconds of vulnerability in order to take Caitlyn down.

In summary, against a target that isn't overextended or can only be locked down briefly before getting away (Ahri, Kennen), jungler's generally prefer either follow up CC or burst damage over sustained damage. Morgana's kit actually also provides plenty of burst, unlike maybe a support Soraka or Janna. Her entire combo can be used to both set up a long duration CC and guarantee a full duration Tormented Soil on top of that, in addition to the base damages on Binding and Soul Shackles (see the Soul Shackles section of the Spell Mechanics chapter for more).

Note that with champion levels, these factors can change. While Gragas is considered a good mid lane champion to gank for, he typically doesn't get his ultimate's displacement until level 6, or his slow at level 3. Nidalee is often considered a poor champion to gank for given that she has no CC and only pokes in lane, but after level 6, she has both good close ranged burst and chasing power.

The lane's position (see Lane Position and Dynamics section of Lane Mechanics chapter for details on controlling lane position) can also affect how likely a jungler is to gank. The most obvious answer is that the more pushed a lane is, the easier it is to gank as the laner is farther away from safety and thus it will take longer to run. The flip side is that tower diving becomes viable in a lane that is always pushed. Even though a jungler might not normally gank for a Vladimir or a Nidalee, if they push the enemy to tower and are the cusp of diving him, jungle help can secure a kill, deny farm, and possibly take a tower.


One very viable option is instead of focusing the lanes, a jungle can attack the opposing jungler and thus try to prevent the enemy jungler from helping his lanes (turning them into 1v1 or 2v2 where hopefully the counterjungling jungler has stronger lanes), or possibly drawing the enemy solo lanes away from lane to try to help the enemy jungle (which gives his lanes an advantage assuming he does not die).

The most common way to counterjungle is to do so when the enemy jungler is clearing buffs. Unless you invade, it is almost impossible to counterjungle at the enemy's first buff. Therefore, counterjungling a jungler's first clear is generally done around his second buff. It is ideal to counterjungle around buffs because not only will the enemy jungle be taking damage and focusing spells on a relatively formidable monster, but also if you have smite you can take the buff as an extra reward or a consolation prize. First off, to counterjungle at the enemy's second buff it is rather helpful to know the jungler's first buff (see the First Buff section above). It is generally easier to counterjungle at red buff than blue buff for a few reasons. Blue buff offers less dueling power most of the time, which means it is harder for the jungler to fight back. It is also easier to ambush a jungler at red buff because not only are there more bushes to abuse, but also jungle paths almost always go through the Wraith brush, which does not have a counterpart in blue buff jungle.

The wraith brush is a common counterjungling spot for strong early duelists

Once a jungler has decided on counterjungling an enemy around the second buff (the enemy jungle will be level 2), they have to decide what buffs and how much experience they will take with them into the enemy jungle. As you would expect, the more they wait before counterjungling, the stronger they will be be, but it is more likely the second buff will have been gone by then. The quickest route is to go straight across the river, taking one buff with you and being level 2 yourself. For example, if the enemy purple side jungle takes blue first and looks to go to red second, you could counterjungle him after taking your own blue and heading straight across the river. In this case, you are both the same level and have the same buff; winning a duel or possibly getting a kill depends on getting the jump on the enemy. A slight alternative is taking both your blue (with smite) and then wolves, and using smite the second time it comes up to snag red buff (which gives you level 3) and then fighting with a level and buff lead.

Another option is for the jungler to go from their farthest buff to the opponent's second buff. Again, we'll assume here that the enemy purple side jungle goes blue to red. Your jungler may want a red buff vs. blue buff dueling advantage, which means he could start at his red buff, cross through mid lane (keeping out of enemy vision or do a level 2 gank on mid), and then attack the enemy jungler at their red buff with no level advantage but typically a stronger buff for duels. Again, he could get an extra bit of XP via wolves, wraiths, or a gank mid lane, and then look to smite steal the enemy red and then fight with a level advantage. The disadvantage here is that it takes longer to reach the enemy red, which could mean you arrive too late.

The final approach is to again start at your farthest buff, but wait to invade with double buffs. Again assume the enemy jungle goes blue to red. Your jungler would go from his red, to his blue, and finally to the enemy red. If he does not do any other camp, he will only be level 2, but will have a significant buff advantage and can easily reach 3 with one more camp or stealing the buff. If he does do another camp like wolves or wraiths, he will reach level 3, and should have a buff and level advantage. Note that this is the slowest method, and relies on your jungle champion having a fast early clear and the enemy jungler having a slow clear or looking to do a greedier heavy clear route.

When your jungler is counterjungling, your approach as a support should vary. Do not enter the opponent's jungle while seen by the enemy, unless the enemy team is already aware of your jungler's presence. If you try to invade the enemy's red buff jungle while either a river or tribrush ward is present, you will look very suspicious, and the enemy jungler will be on the lookout for any sort of ambush. You could very well give away the jungler's invade. If on the other hand your jungler has already been seen, you may or may not be helpful. Your jungler could kill off the enemy jungler and steal the buff on his own. If he is unsuccessful, he may simply dash or Flash over the Baron/dragon wall to escape. He could also opt to head towards mid lane. If on the other hand the enemy jungler is counterjungling, carefully consider whether you helping is beneficial. Does your AD carry require your presence to control the lane? How far extended in your jungle is the enemy jungle? Does the opposing jungler have mobility and escapes (Shaco/Lee Sin)?


Another approach to ganking is to countergank the opposing jungler. This is generally done when you expect that in a 2v2 in a solo lane or a 3v3 when in bottom lane, your team will win out. This generally allows your jungler to play a more reactive role, which means he will often be able to farm the jungle more efficiently.

In order to predict where the enemy jungle will gank, the first big giveaway is the enemy jungle's initial clear. In other words, is he going from bottomside jungle to topside, or vice versa? In order to countergank any sort of early ganks, a jungler will generally look to mirror the opposing jungler's route. If the enemy starts blue buff (purple side), then your jungler will start red buff (blue side). Thus, when both junglers are doing the second buff, the enemy will be at red buff, and your jungle at blue buff. If the opposing jungler looks to take his double buffs either top lane or mid lane, your jungler should be relatively close for a response.

Another approach is to essentially ask yourself if you were in the shoes of the opposing jungler, where would you gank? If your jungle Lee Sin wouldn't gank for a pre-6 Nidalee, it is probably even less likely the enemy team's Zac jungle would do so. If enemy lanes are losing, it would seem likely that enemy jungle help would be imminent, which means that a well timed countergank could be disastrous for the enemy.

This section is a collection of the different enemy junglers a Morgana support may face. I will go over the Vital Jungle Criteria listed above, namely the buff they are likely to start, the earliest level you can expect a gank, and how their kit interacts with yours (this part will be much more detailed). While tower diving is a possibility in actual games, there will be discounted here which may somewhat downplay the ganking power of tankier junglers.

  • All jungle sections are based my opinion, which is in turn founded on my experience seeing or playing these junglers myself. You may disagree with some of the ratings I proposed, but I will generally consider the matter subjective and won’t change the ratings unless you provide persuasive reasoning. If on the other hand you do find errors in my reasoning or my understanding of how certain mechanics play out in game, I strongly encourage you to inform me.
  • Ratings are based knowing only the identity of the enemy jungler and that Morgana is the support. The identity of the three other members of bottom lane (enemy duo, ally ADC) are unknown, as is the identity of the allied jungler. Note that a difficult jungler for Morgana to deal with may be easier for other supports to deal with, but this guide is only concerned with Morgana support and the difficulty ratings will reflect this.
  • It is generally assumed the Morgana support will be going Dark Binding max, and thus will have level 1 Black Shield and little to no AP (for a total shield strength of 70). If the enemy jungler is frequently visiting bottom lane and more levels in Black Shield would help, feel free to change your skill order.
  • It will be assumed that when the enemy jungler ganks, it is a straight 3v2 (no one on your team is coming to help) and thus your only option is to disengage and not fight back. Details about turning a gank around are generally omitted, but can possibly be inferred from the information presented. If you are at an advantage 2v2 in game and are getting ganked, fighting a 3v2 is definitely a viable though possibly risky option.
  • Not every jungle champion is listed here. I believe that every champion can jungle with varying levels of viability, assuming they get enough help from their team and that they may have to run a specific set of runes/masteries/items. I have only listed the champions that I feel are most common in the jungle, which again is my opinion and is based off my experience seeing or testing out junglers for myself. New jungle champions may be listed as the metagame shifts or new champions are released.
  • While knowing how to fight off ganks is important and is the point of this section, do not neglect to ward. In order to react to the enemy jungler’s spells and save cooldowns for the jungler, it is very helpful to know when an enemy jungler is arriving for a gank. See the Counterjungling section later on in the chapter for details on warding the enemy jungle, and the Warding for Lane chapter for details on warding the area around bottom lane.

Morgana (Example jungler):

Difficulty: [Level 6]
  • This is the perceived overall danger of a gank from jungle Morgana, with being the least threatening, and being the most dangerous.
  • The rating to the left of [Level 6] indicates the pre-6 danger, while the rating to the right of [Level 6] indicates the post-6 danger. For jungle Morgana, I consider her level 1-5 ganks to be slightly below average in terms of deadliness, and her level 6 onwards ganks to be average in deadliness. This divide reflects the level 6 power spike that most champions go through when gaining their ultimate ability.
Snare Utility:
  • This is the perceived usefulness of support Morgana’s snare, taking into account how easy it is to land and how punishing it is to the enemy jungler’s ganks. means Dark Binding is not useful at all, while means Dark Binding is extremely useful. In this example, your Dark Binding is relatively easy for the enemy jungle Morgana to Black Shield and thus is considered not too useful.
  • There is no [Level 6] divide for this jungler, because I do not consider the utility of Dark Binding to change upon Morgana’s level 6. In other words, snare’s utility is slightly below average both pre-6 and post-6.
Shield Utility: [Level 6]
  • This is the perceived usefulness of support Morgana’s shield, taking into account how easy it is to time and place correctly and how punishing it is to the enemy jungler’s ganks. means Black Shield is not useful at all, while means Shield is extremely useful. In this example, Black Shield can be used to counter Dark Binding before jungle Morgana hits level 6, which makes it extremely useful, but typically can only negate one of jungle Morgana’s post-6 CC, which makes it considered average utility.
  • The rating to the left of [Level 6] indicates the pre-6 usefulness, while the rating to the right of [Level 6] indicates the post-6 usefulness. Against jungle Morgana, I consider Black Shield to be significantly above average in terms of utility before she hits 6, and average in terms of utility after she hits 6. This divide reflects the level 6 power spike that most champions go through when gaining their ultimate ability.
Preferred Buff: Blue
  • This is a brief description of which buff is preferred at level 1. Note that the only options here are Blue, Red, or Either.
  • An actual jungler might be 80/20 in favor of blue buff, or perhaps 70/30 in favor of blue buff. These numbers can change depending on both your tier of play and your region of play. However, given the one word rating system used here, these subtleties are not visible, and I’ve gone with a one word description based off my experience and opinion.
Earliest Gank Timing: Level 2
  • This is a safe estimate of the earliest level a jungler can gank. Note that the two options here are level 2 or level 3. For some junglers two skills may be enough to gank with; for others they generally need their entire pre-6 kit before ganking. Some junglers are what I would consider ultimate reliant gankers, but I will still either list their earliest ganking level as 2 or 3.
  • This does not take into account any sort of cheese or unexpected jungle pathing. It is possible for a jungler to even ignore his first buff and gank at level 1 if he wanted to. In short, this guide does not guarantee that a jungler will not gank before the listed level.

Morgana is a jungler who will typically start blue buff. She outputs a good deal of magic damage and CC, which is where Black Shield can be handy, while her own Black Shield makes it difficult for you to disengage with snare or your ultimate. Jungle Morgana will typically have low strength shield; try to blow it up with one of your CC spells and CC her with the other. She typically will go for a more farm heavy clear, but it is possible for her to gank as early as level 2 when she will have both of her offensive spells ready.

While this is not a jungle Morgana guide, this is a decent place to briefly mention that you can try Morgana in the jungle if you wish. You generally go either Binding or Soil max first, with the former more effective for ganking and the latter more effective for clearing the jungle. A typical skill order if you are looking for a level 3 gank is Soil into Binding into Black Shield, or if you are sure you won't need Black Shield, you can get a second point in snare. If you are instead looking to farm heavily, you can go for two points into Tormented Soil and one of both snare and Shield. While you are rather reliant on Dark Binding for CC, red buff can allow your ranged auto-attacks to set up an easy snare. At level 6, Soul Shackles can be used to initiate ganks. Morgana actually has very good sustain for an AP jungler due to her spell vamp passive, and clears quite quickly due to the high base damage of Tormented Soil.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 2
Aatrox is a resourceless jungler who can start at either buff. He primarily outputs physical damage, but also possesses two AOE CC skills (one a slow, the other a knock-up). Black Shield is useful against both, but avoid clump up with your AD carry. Your Binding also typically shuts down his ganks, but Aatrox may try to save his jump in order to dodge or reduce the effectiveness of your snare; generally try to hold onto snare until his jump is down. Aatrox has both a revive passive and bonus healing at low HP, which means he is quite adept at initiating tower dives and may be deceptively tanky if you try to turn on him. He can gank as soon as he hits level 2 with his knock-up and gap closer.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility:
Preferred Buff: Blue
Earliest Gank Timing: Level 2
Alistar is a gank heavy jungler who typically starts blue buff. He contributes mostly by way of two magic damage CC skills; one an AOE knock-up, and the second a targeted knockback. Black Shield will be effective against either, but you may need to pre-emptively Shield especially as Alistar will often lead with Flash. Dark Binding is effective against him as he has only a targeted dash, until he hits level 6. His level 6 cleanses CC and is a tremendous durability buff for several seconds, which means that he is an adept tower diver and can cleanse either of your CC skills (which is why you should not stack them both on a post-6 Alistar at the same time). He is renowned for having very deadly level 2 ganks with Pulverize and Headbutt.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Blue
Earliest Gank Timing: Level 3
Amumu is considered a late game jungler who will most likely start blue. His entire kit is magic damage and much of it requires him to be within melee range. Black Shield can negate either of his CC skills, but on the flip side Amumu is one of the junglers who can tear through your Black Shield. Before 6 your main concern is simply Black Shielding his Bandage Toss. After level 6, you will typically either be able to negate Curse of the Sad Mummy or Bandage Toss, and not both. As with any sort of AOE CC, avoid clumping up. Snare is useful against Amumu throughout the game, as it stops him in his tracks; an exception is that if he does cast Bandage Toss successfully while snared, he will still travel during this time. Amumu will typically focus on farming, and shouldn’t be able to gank until at least level 3 when he finally can get Bandage Toss.

Difficulty: [Level 6]
Snare Utility:
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 2
Cho’gath is a tanky CC jungler who generally prefers blue buff unless he gets Vorpal Spikes early. He offers AOE CC in the form of a knock-up and a silence, and deals a decent amount of burst magic damage at medium range and some sustained magic damage at auto-attack range. Dark Binding is extremely powerful against Cho’gath and is easy to land; especially with Feast Stacks, Cho’gath is a rather large, immobile target. Black Shield is effective against Cho’gath’s CC, but he does have room to counterplay it. He may lead with silence into Rupture, which prevents you from casting Shield and resulting in an almost guaranteed knock-up. If you see Cho’gath ganking you, it may be better for you to start running before your AD carry does, so that it is impossible for Cho’gath to silence you and you will get off Black Shield regardless. At level 6, Cho’gath’s tankiness greatly increases and he gains a true damage nuke at close range. Again, it is crucial that snare and Shield are on point so that he cannot gap close for his close range burst. Cho’gath can level 2 gank, especially if he starts blue and gets his two CC skills first. If however he starts red, it is much less likely he will level 2 gank, as Rupture and silence are quite mana intensive.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility: [Level 6]
Preferred Buff: Blue
Earliest Gank Timing: Level 3
Diana is an AP jungler who generally relies on her post-6 ganking power and tends to start blue. Before level 6, she is very vulnerable to Dark Binding, as she has absolutely no inherent counterplay to its CC, and has to be in melee range to apply most of her damage and her CC. She does output a lot of magic damage and has an AOE pull and slow. Neither her early magic damage nor her CC is too threatening, so shielding either the damage or CC should work out fine. All of her pre-6 damage and CC is AOE, so avoid clumping up with your AD carry. After level 6, she gains a targeted gap closer and magic damage nuke. With her double dash off her Q reset, her damage and chasing potential spike significantly. Dark Binding is still powerful here, though note that her dash gives her room to dodge your snare. Black Shield should generally be timed with her Moonfall, though it can be difficult given her increased magic damage. While Diana will most likely look to farm till 6, she can gank at level 3, as she typically delays her CC for her third level in favor of her AOE/shield spells at levels 1 and 2.

Dr. Mundo:
Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 2
Dr. Mundo is a relatively farm heavy jungler who can start at either buff. He applies a good mixed damage, with only his auto-attacks dealing physical damage. Ganking for Dr. Mundo is very reliant on landing his cleavers. They are magic dealing nukes that hit the first target along its path, slowing the target for a brief duration. Black Shield should be used to counter his cleavers; you are usually safe pre-emptively shielding as it should be fairly predictable who Dr. Mundo can actually hit with cleaver, given that the missile cannot pass through minions and has a limited range. Dark Binding is decent against Dr. Mundo, though he does have some innate CC reduction. After level 6, Dr. Mundo gains a large MS steroid and heals for a percentage of his max health over 12 seconds. This can make his ganks harder to deal with; he becomes a better tower diver, and it will be harder landing Dark Binding on him. Dr. Mundo will generally favor a farm heavy clear, but is able to gank from level 2 if he so chooses.

Snare Utility:
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 3
Elise is a powerful magic damage ganking jungler who can start at either buff. From level 1, she has access to both Spider form and Human form, which gives her additional spells but in some ways prevents her from significantly power spiking at level 6. Black Shield is good anti-CC if timed well, but Elise has both melee and ranged targeted nukes that can both destroy Black Shield in one hit. Generally her Cocoon is the deadliest spell as it guarantees her combo and allows follow-up, but if it can be dodged, feel free to use it for damage mitigation. Snare is useful if it hits, but hitting it can be a challenge against Elise. While in spider form, both Rappel and her Spiderlings allow her to avoid your snare; the takeaway is that you should generally use snare while Elise is in human form initiating her burst combination. Elise will typically not gank until level 3 as her early skill sequence is typically W into Q into E.

Difficulty: [Level 6]
Snare Utility:
Shield Utility:
Preferred Buff: Blue
Earliest Gank Timing: Level 2
Evelynn is a notorious ganking jungler who will most likely start blue. Her permanent stealth makes warding against her rather difficult, and her kit is composed almost entirely of magic damage. Before 6, she has no CC but good burst and sustained damage. Your Black Shield works here for damage reduction and possibly preventing Red Buff slow, but it will be shredded through if you Evelynn manages to stay in range. Evelynn is prone to lock-down CC, which means on-point Bindings are crucial when she ganks. She does have counterplay in that her MS buff makes it easier for her to dodge skillshots and also cleanses slows (like Soul Shackles). At level 6, Eve gains an AOE magic damage nuke and slow, which she will often use to initiate ganks. If you do manage to Black Shield it, the effectiveness of her ganks will greatly decrease; if you do not, your lane will typically be in trouble. Evelynn can gank as soon as level 2 as she will have both her DPS spells.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 2
Ezreal is a physical damage jungler with long range who can start either buff. He deals mixed damage, though he will favor physical damage given his Mystic Shot spam and that he likely will build AD. Dark Binding is not that effective against Ezreal in that Arcane Shift is extremely potent against it and he has long range (1100 on Mystic Shot) which means that an immobilized Ezreal still has the potential to output damage. Black Shield is also not as useful as against most junglers, as Ezreal lacks CC and doesn't do too much magic damage. After his level 6, he gains a global magic damage nuke. This is definitely the spell to watch out for when using Black Shield. He can be extremely efficient with red buff as both his ranged auto-attacks and Mystic Shot proc the bonus damage and slow. He can start ganking from level two with points in both Mystic Shot and Arcane Shift for damage and gap closing.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Blue
Earliest Gank Timing: Level 2
Fiddlesticks is a blue dependent jungle often considered a level 6 ganker, whose Crowstorm adds a great deal of unpredictability and damage to his ganks. His entire kit is magic damage, with his main CC being Terrify. Generally speaking, if Black Shield is used to preempt his Terrigy, Fiddlesticks’ gank should not be successful. If you cannot Black Shield for CC negation, use it to deny some of his magic damage. Dark Binding is quite effective at actually immobilizing Fiddlesticks, but it does not cancel the effect of Drain (Fiddlesticks has to stay still during Drain anyways). At level 6, his ultimate grants him a channeled blink into a mess of AOE magic damage. This will generally tear through your Black Shield if Fiddlesticks gets in range, so Black Shield timing is much harder to accomplish. Fiddlesticks will generally spam Fear as soon as he blinks with his ultimate, so if you do not see him coming, it can be almost impossible to Black Shield correctly. Dark Binding is still effective here. If you do see Fiddlesticks and try to snare him as he is channeling Crowstorm, you cannot break his channel, but you can prevent him from moving after his blink. Fiddlesticks can gank from level 2 with Drain and Terrify.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 3
Gangplank is a somewhat farm heavy jungler who can start at either buff. He outputs primarily physical damage, though both Parley and his auto-attacks apply his passive magic damage and slow. Black Shield is quite effective against his slow and passive damage, as it is very difficult for the damage to even break level 1 Shield. As soon as Gangplank gets Remove Scurvy, he can cleanse off your snare, which means Binding is not useful against him. At level 6, he gets a good deal of global pressure with his ultimate’s AOE slow and magic damage. Black Shield is again useful here. Note that GP’s oranges can cleanse off both Soul Shackles and Dark Binding; do not stack your CC on him at the same time. Gangplank will typically look to do a farm heavy route, and will typically wait until 3 or even 6 to start attempting to gank.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 3
Gragas is an AP jungler who can start either buff. His kit provides mixed damage and an array of CC, though it heavily favors magic damage over extra physical damage. Binding works well against Gragas, though his low CD Body Slam may be saved to dodge it. His hard CC before 6 is his Body Slam which you should ideally Shield; in practice though, Gragas can time the damage of Barrel and Slam very closely, and Barrel’s base damage should be enough to wipe through low level Black Shield. If Gragas does manage to CC a target with his Body Slam, his Drunken Rage increases his sustained melee physical damage. After level 6, Gragas’ Explosive Cask is a very threatening ultimate that provides an AOE knockback effect. If you are confident you have the reflexes, use Black Shield reactively, or if you are not, Black Shield the more overextended person. Gragas has plenty of room in his kit to punish preemptive an early Black Shield. Especially against Gragas’ high AOE spells, avoid grouping up too closely. Gragas typically will get Drunken Rage either at level 1 or 2. He therefore will typically wait until level 3 to gank, so that his two magic damage burst spells are both available.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 3
Hecarim is an AOE damage jungler that can both farm and gank decently, and can start at either buff. Before level 6, his only CC is a target auto-attack empowered knockback; it is typically pretty easy to predict, as Hecarim will run behind either you or your AD carry in order to push you towards the enemy lane. Black Shield can also mitigate damage from his AOE magic DOT, which is on its own relatively low damage and threat. Dark Binding is great against Hecarim when it hits, but his kit grants him a decent MS buff that ramps up over time which gives him dodging power. After level 6 he gains an AOE magic damage CC skill. Black Shield will typically have to be used to negate his ultimate (avoid clumping up), which means you are vulnerable to the rest of his kit. While casting Onslaught of Shadows, Hecarim can jump through your Dark Binding. Hecarim typically gets his two AOE skills at level 1 and 2, and if he wants to gank, he can only get his knockback at level 3 at the earliest.

Jarvan IV:
Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 2
Jarvan IV is a heavy CC physical damage jungler who can start at either buff. He has a decent bit of mixed damage burst along with a good array of CC. His typical gank combination is Demacian Standard into Dragon Strike into Golden Aegis. Spread apart from your AD carry (so that his AOE CC can only hit one target), and Black Shield the target of his flag (this is a very big tell as to who Jarvan is focusing with his CC); as long as his flag’s magic damage does not break Black Shield, both his knockup and followup AOE slow should be negated. Dark Binding is decent if it hits, but be wary that his flag combo can be used to dodge the projectile, and like Shen’s taunt, if he starts his dash animation before snare hits, he will still turn into a moving, CC-ing human projectile. At level 6 his ultimate allows him to trap you within terrain. This is an additional gap closer, which can make Dark Binding usage difficult, and generally requires an escape to get out of (most supports lack an escape as do you). Jarvan gains his flag combination at level 2 and can gank from then on.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 2
Jax is a high sustained damage jungler who can start either buff. He has a good mix of CC, gap closing, and mixed damage that he can rely on. Black Shield should be used primarily to counter his Counter Strike. Dark Binding is great against Jax, but be wary that he can use Leap Strike to dodge the snare or gap close regardless. Before level 6, it is difficult for Jax’s Empower to break through your Black Shield with one cast; this means that even if you preemptively Shield (and don’t clump up with your ADC), Jax cannot break your Shield and punish your early timing. After level 6, he gains more magic damage, and thus is more easily able to punish early Black Shield usage. Jax has the option to gank at level 2 with Leap Strike and Counter Strike, though he generally plays to farm more given Jax’s late game power.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility: [Level 6]
Preferred Buff: Blue
Earliest Gank Timing: Level 3
Karthus is an AP jungler who clears quickly, but is reliant on early blue buff. His entire kit is magic damage, and his only CC is his wall. Black Shield should generally be saved for for Karthus's wall, which will generally be used to initiate his ganks. Be wary that Karthus can punish preemptive Black Shield usage by tearing through it with well placed Lay Wastes that aren't dodged. Dark Binding is extremely effective against Karthus, given his low mobility and lack of any counterplay on his part. At level 6, Karthus gains global presence via his ultimate. Your Black Shield is quite effective if he tries to use his ultimate to execute your lane. Karthus generally goes Lay Waste into Defile for his first two levels, which means he cannot get his CC skill until level 3. Karthus as a champion will generally try to farm for the late game, and may avoid early ganking altogether.

Snare Utility:
Shield Utility:
Preferred Buff: Blue
Earliest Gank Timing: Level 2
Kayle is a high damage jungler who typically will start Blue buff. She applies good burst and sustained magic damage with items, and applies utility through her heal and ultimate. Her only CC is Reckoning, which shouldn't be too hard to Black Shield. If you can successfully block this slow, Kayle's ganks will be generally ineffective. She does have some counterplay in that she can try to auto you a few times before Reckoning in order try to bait out your Shield. Overall though, it is not difficult to shield her slow in time. Dark Binding is quite effective against Kayle as a disengage if it hits, but Divine Blessing's MS steroid can make it easier for her to dodge projectiles. Kayle typically goes Righteous Fury into Reckoning for her first two levels, which lets her gank as early as level 2.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 3
Kha’zix is an assassin jungler who can start at either buff. He deals a huge amount of damage, especially to isolated targets, with mostly physical damage and a hint of magic damage. Black Shield is situationally useful against Kha’zix as he may have the damage and mobility to gank effectively even without his CC. Dark Binding is effective against him, but if cast while he is mid-jump, he will still reach his destination point. This is one of the only junglers where I would advise that you stick somewhat close to your lane partner (after Void Spikes and possibly Leap are used) so that he cannot get off bonus isolation damage with Taste their Fear, which significantly spikes his damage. His jump and Void Spikes deal AOE damage, while his Taste Their Fear (which is maxed first) deals single target damage. His ultimate allows him stealth and the ability to proc his passive more times, which means your Black Shield can be more useful. On the flip side this can make it harder to react to his ganks and increases his overall damage, not to mention snare is harder to hit on an enemy who will blink in and out of stealth. Kha’zix will typically gank at level 3 at the earliest. His first two levels will typically be used for his Claws and Void Spikes, which means he can only get his gap closer at level 3.

Lee Sin:
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 2
Lee Sin is a powerful ganking jungler who can start at either buff. He mostly relies on his kit’s high physical damage, but does have an AOE magic damage slow. Black Shield is effective against his slow, but given his array of gap closers and his passive, he will still typically be able to keep up with a Shielded target and apply physical damage. Snare is powerful against Lee if it hits, but hitting it can be an issue; two of his skills allow him the potential to dodge your projectile or allow him to reposition even while tanking the projectile. At level 6, he gains a targeted knockback that deals high physical damage. He typically will use it to kick a target away from their tower or into a wall for essentially a stun. If you can predict his kick and react with Black Shield, much of his level 6 ganking power is reduced. Lee Sin can gank from level 2 with any two of his three pre-6 spells.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility: [Level 6]
Preferred Buff: Blue
Earliest Gank Timing: Level 2
Malphite is generally considered a level 6 ganker, and favors blue buff for his spell costs. His kit deals mostly magic damage and applies a good mix of CC. Before his level 6, Dark Binding is extremely effective against him; he has no gap closers and his MS buff generally relies on him getting rather close to you. Black Shield is very effective and easy to use; his targeted slow has a generous delay. Overall, it is very difficult for a pre-6 Malphite to get close to you. After level 6, Unstoppable Force significantly increases Malphite’s gank pressure. Dark Binding can still be effective, but Malphite can cast ultimate through your snare’s projectile. If he manages to catch you with his ultimate, the damage is generally already done, and Dark Binding is relatively ineffective. Black Shield can be hit or miss, depending on your reflexes with the spell. If you can time his Unstoppable force correctly, you will almost completely negate the threat of his gank and will have traded mana and CDs very effectively. If you mistime it, it can be fatal. Avoid clumping up against post-6 Malphite; let one target be more enticing (overextended), and thus you can anticipate Malphite’s target more easily. Malphite generally will farm heavily for his level 6, but he can level 2 gank with both Ground Slam and Seismic Shard.

Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Blue
Earliest Gank Timing: Level 3
Maokai is a CC heavy ganking jungler who will typically start at blue buff. His kit is entirely magic damage, and possesses a small AOE knockback and a targeted root/gap closer. Black Shield should generally be saved for his root; his typically CC combination of Twisted Advance into knockback is extremely ineffective especially as Maokai will typically max his knockback first and thus his level 1 root cannot break even level 1 Black Shield. Snare can be effective against Maokai, but if he times Twisted Advance correctly, he can dodge your Binding. Be careful that his sapling damage does not break your Shield. Try to ignore his Sapling Damage and only use Black Shield for the root. At level 6, his ultimate gives him a bit more room to kill off Black Shield. Again, save Black Shield for when Maokai is in the air and advancing on a target. Maokai generally will not gank until level 3 when he gets Twisted Advance, as it is rather poor at clearing the jungle.

Master Yi:
Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 2
Master Yi is a jungler who applies a good mix of physical and true damage and can start at either buff. Black Shield does nothing against his kit, though it can prevent Red Buff’s slow. Snare is effective if it lands, but Master Yi’s Alpha Strike allows him to briefly dodge all incoming spells; try to hold Binding until the spell is on cooldown. After level 6, Master Yi gains a large combat steroid that buffs his MS among other statistics. This can make landing snare even harder, and further increases his high sustained damage. Note that both Exhaust’s and your ultimate’s slow are ineffective as his ultimate negates all slowing effects. Master Yi can gank at level 2 with all his offensive pre-6 skills available, though he typically favors a farm heavy clear.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Blue
Earliest Gank Timing: Level 3
Nasus is a late game scaling champion who sometimes jungles and often starts Blue buff. He deals a mix of damage, and is reliant on Wither for CC. Black Shield can counter Wither, but note that there is no cast delay, which means you will have to predict Nasus’ target and his timing. Note that it has a 600 unit cast range, and will typically be used on the AD carry if Nasus is worried about taking return damage, or the more overextended target in any other case. Nasus is extremely vulnerable to CC, as he has no innate CC reduction, gap closers, or even MS buffs. Dark Binding can shut down his ganks. After level 6, Nasus gains an AOE magic damage shred around him, which can make timing Black Shield more difficult if Nasus tries to bait out your Black Shield. Again he is weak to CC, including your Soul Shackles. Nasus will typically look to Q farm throughout most of the game, and thus is not likely to gank you early on.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Blue
Earliest Gank Timing: Level 3
Nautilus is a powerful magic damage CC ganker who will typically start blue buff. His entire kit is magic damage, with the exception of his passive dealing bonus physical damage and snaring. His typical gank combination is Dredge Line into Shield empowered auto-attack snare, followed with his AOE slow. Given that anchor is maxed last, your Black Shield typically denies both his Dredge Line and auto-attack CC, but depending on how many ticks of his empowered auto-attacks are applied, his AOE slow may be effective. He is vulnerable to Dark Binding, but his anchor still lets him travel while snared. At level 6, his ultimate provides a targeted knock-up and stun. The CC is quite delayed, and thus can easily get Black Shielded, but the damage will typically be enough so that his follow up CC can hit you. Take care to dodge his hook and apply CC to him as needed. As Nautilus usually prefers to get his two AOE skills with his first two skill points, he cannot gank until level 3.

Difficulty: [Level 6]
Snare Utility:
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 2
Nocturne is a physical damage jungler who can start at either buff. Right off the bat, Nocturne’s spell shield will likely be saved for your Dark Binding, rendering it usually useless. You can try using it at close range and hoping Nocturne does not have the reflexes to reactively cancel it; if he casts it prematurely, simply wait out its brief duration and then snare him. If Nocturne level 2 ganks with his Nightmare, he will not have spell shield which leaves him vulnerable to Dark Binding. His only pre-6 CC is a delayed fear that is announced by a tether. This is one of the easiest spells to Shield correctly, and as Nocturne has no other magic damage, he cannot punish preemptive use of Black Shield. At level 6, his ultimate inflicts global darkness to the opposing team, and he gets a long range targeted gap close. Again, his Fear is his only CC and is easily negated, but given his MS steroids you likely need to either land Dark Binding or Soul Shackles if available. Nocturne can gank at level 2 with a combination of Duskbringer and Nightmare.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 3
Nunu is a support-style counterjungler who will typically start blue buff, though he can start at either. He has no pre-6 burst or CC outside of his Ice Ball, though Bloodboil can make him and an ally chase better. Ice Blast is easy to shield, which means Nunu will have an extremely hard time ganking your lane successfully. At level 6 his ultimate can be trickier to predict and react to, and is a powerful tool for tower diving. Overall though, Morgana is one of the better supports at dealing with Nunu ganks, though his ganks are admittedly not the best anyways. Nunu typically gets Consume at level 1, which means he usually waits for level 3 in order to unlock his combat spells before ganking.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 3
Olaf is a diving bruiser who can play out in the jungle, starting either buff. Much of his ganking power lies in his Undertow; if he can CC enemies and repeatedly pick up his axes he has a much easier time both doing high physical damage and closing the gap. If he is able to get in melee range, his AS steroids and true damage burst significantly add to his close ranged sustained damage. The key to denying Olaf’s pre-6 ganks is to prevent him from closing the distance. Keep some distance from your AD carry (so his AOE axes don’t slow both of you), and Shield the person he goes after. He is extremely vulnerable to Dark Binding before 6, as nothing in his kit provides counterplay, though he is likely to pack Ghost. After 6, his ganks become more difficult for Morgana to stop. Ragnarok makes him immune to CC, which means Binding and Soul Shackles are only good for their damage. Your Black Shield is still as effective at preventing him from slowing you down, but your own CC will be ineffective against Olaf’s ultimate. Olaf’s typical first two levels give him Vicious Strikes and Undertow, which means he usually waits until 3 to gank so that he can pack more burst.

Difficulty: [Level 6]
Snare Utility:
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 2
Pantheon is a primarily physical damage jungler who can start either buff, though Blue is probably ideal. Pantheon's only CC is a magic damage targeted stun and gap close. Black Shield is very effective against it, and given its low range, it is pretty easy to predict who Pantheon will jump on. Note that he can still gap close even if the target is Shielded, though the stun is negated. Dark Binding is effective against him, though if he jumps during the snare he will still gap close. His level 6 gives him a semi-global jump, which has significant magic damage along with it, usually enough to tear through Black Shield. Avoid getting hit by it, and save Black Shield for his targeted stun. Pantheon can level 2 gank with Aegis of Zeonia, though it delays his farming.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 3
Rammus is a fearsome ganking jungler who can start either buff, though blue is likely preferred. He generally is reliant on his Powerball to drive past wards and gap close, and his targeted Taunt for CC. His typical gank sequence is he Powerballs towards his victim, and then casts Taunt and Defensive Ball Curl. Black Shield is effective against both Powerball and Taunt, but note that a low level Black Shield may be instantly popped if Rammus has a few levels in Powerball. Generally speaking, let Powerball’s damage and CC pass through, and wait to Black Shield Taunt (as this is Rammus’ deadliest spell). Snare is very effective if it hits, but note that given Powerball’s extreme MS steroid, it can be risky trying to hit a rolling Rammus. At level 6, Rammus actually gets quite a bit of counterplay for Black Shield. His ultimate can be popped rightafter Powerball, which has the potential to cut through a premature Black Shield. After Black Shield has been negated, Taunt can be cast safely. To counter this, you need to be timely with Black Shield and CC Rammus with either Snare of maybe even your ultimate to get him out of melee range. Rammus will typically gank after level 3, as he generally gets Defensive Ball Curl at level 1, which means he has to wait until 3 to get Powerball and Taunt.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 3
Rengar in the jungle is typically played as a physical damage assassin and will start either buff. Black Shield is only effective versus his targeted magic damage slow/root and his AOE magic damage roar. Rengar will typically lead with Bola before Roar, so you can usually pre-emptively Shield whoever Rengar jumps on. Snare is useful against Rengar throughout the game as long as it hits, but if he is able to abuse brush he has a lot of room to dodge your snare. Before level 6 his ganks aren’t the strongest as he typically will have a hard time getting on top of a victim. Be extra careful with warding lane brush against Rengar. After level 6, it’s much easier for Rengar to jump on you due to his stealth. As he relies on high physical damage burst rather than CC, and usually gets a free jump on top of you, it’s difficult for Morgana to deal with him. Pay attention to how the enemy lane plays and place deeper wards to spot Rengar before he uses his ultimate. Rengar typically will gank at level 3 at the earliest, as level 1 and 2 are spent on Q and W for jungle clear.

Difficulty: [Level 6]
Snare Utility:
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 3
Jungle Riven is a physical damage jungler who can start at either buff. She relies on high base and scaling damage in addition to a bit of CC. Black Shield against Riven is very effective. Split away from your lane partner, and Shield whoever Riven goes after; as she only outputs physical damage, she cannot CC her target. Dark Binding is usually quite crucial against Riven, as her jumps allow her to chase quite well. If Riven is forced to use most of her dashes to get in melee range, there is less room for her to use her skillset to dodge your snare. After level 6, her ultimate significantly increases her damage, especially against low health targets. Riven typically waits for level 3 to gank, so that she has her entire repertoire of CC and gap closing.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 3
Sejuani is something of a level 6 ganker, who applies good AOE magic damage and CC. Dark Binding is always effective against her, though her dash can be used to dodge the projectile. Black Shield is very effective against Sejuani’s CC. Before 6, she relies on a setup skill doing damage and then casting Permafrost, so try to time Black Shield just before Permafrost. After level 6, Sejuani gets a long range magic damage AOE stun. Avoid clumping, and shield the correct target. If you trade Black Shield for her ultimate correctly, she will likely be unable to follow up on the gank. Sejuani will typically look to get a fast 6, but she can gank at level 3 if she needs to.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 2
Shaco is a notorious ganking jungler who possesses a decent bit of CC in his kit in addition to high damage. His stealth usually is used to initiate ganks, and makes warding against Shaco difficult. Dark Binding is effective against Shaco, but note that both Deceive and Jack in the Box are tools that can deny your snare. Black Shield is useful for denying the CC from Shiv and Jack in the Box, and also from any sort of execution damage from Shiv’s active. At level 6, his ultimate gives Shaco more sustained damage assuming he can get on top of a target, and in some circumstances some magic damage burst if you allow the clone to explode on top of you. Note that Shaco’s ultimate grants him a brief period of invulnerability, which means a well played Shaco can actually counterplay your snare or ultimate without too much trouble. While Shaco can get a fast level 2 and gank with it, he typically likes to use his level 1 box advantage to get double buffs and level 3 extremely quickly.

Difficulty: [Level 6]
Snare Utility:
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 2
Shen jungle is a low damage CC and counterganking jungler who can start at either buff. Black Shield is always useful against his Shadow Dash, but as it is AOE, avoid grouping up with your AD carry. Dark Binding is quite good against Shen, but note that if he is able to cast his taunt before your snare hits, he will still dash and can CC you. At level 6, he gains the ability to teleport to an allied teammate. No matter where a post-6 Shen is, he can easily turn around a bottom lane duel with his hefty shield and slightly delayed appearance. If you consistently use spells to initiate on bottom lane and Shen appears, your defensive skills will be on cooldown and Shen will have an easy time applying CC and damage. Shen can gank as soon as level 2, but generally likes to farm for a faster level 6.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 3
Shyvana is a rather farm heavy jungler who can start at either buff. She has a good deal of mixed damage, though she typically will max her magic damage spells first. Shyvana has no CC before 6, which means that your Black Shield is effective only as magic damage negation. Dark Binding is extremely effective against pre-6 Shyvana, though her MS buff can make landing snare a bit tricky. After level 6, Shyvana gets a gap closer that also drags along enemies in her flight path. Black Shield is decent against this spell, especially if she tries to use her ultimate to knock you towards her team. Dark Binding isn’t as effective after 6, as like most dashes, Dragon’s Descent will still fully complete if snare manages to hit Shyvana mid-flight. Shyvana typically will go for a very farm heavy route, but if she does decide to gank, she typically waits until 3 when she gets all of her skills.

Outdated information below; read at your own risk. Subject to change after testing patch 4.10 changes.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 2
Skarner jungle a somewhat ultimate-reliant jungle who can start either buff. Dark Binding is very effective against Skarner as his movement is predictable, his only counterplay is a MS buff, and he has no counterplay to CC. He can apply decent mixed AOE damage if he get within melee range, but this generally requires his Fracture skillshot to land. As long as you can ensure he can only target one person with his slow, and Black Shield accordingly, you can generally evade his early ganks. At level 6 his Impale is a targeted Suppression that allows him to drag a target a short distance. The success of his post-6 ganks will hinge greatly on whether you can shield his ultimate in time; if you are successful, his ultimate is wasted, but if you mistime or misplace your shield, you will be in trouble. Split up from your lane partner and pay attention to how Skarner moves or uses Flash in order to anticipate who he will suppress. Skarner gains both his slow and MS/AS steroid at level 2, and can gank from then, though he generally prefers to farm more heavily.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 3
Trundle jungle is notable for his ability to create terrain, and can start at either buff. Dark Binding is fine against Trundle, but note that his Domain grants 40% MS and that a well timed Pillar can actually push him out of your projectile's path. Black Shield can be effective against Pillar; pre-emptive Black Shield will completely negate his slow, whereas reactive Black Shield will prevent the slow from being refreshed (which essentially decreases the slow duration). At level 6, his ultimate is a resistance and health draining targeted ability. As he will typically lead with his ultimate into Pillar, and his ultimate deals magic damage, it can be more difficult to manage Black Shield effectively. Trundle typically gets pillar level 3 at the earliest, as it does not help his jungle clear, and can gank from then on.

Snare Utility:
Shield Utility:
Preferred Buff: Either
Earliest Gank Timing: Level 2
Udyr is an auto-attack reliant melee jungler who can start either buff. His kit provides a good deal of mixed damage, in addition to CC on a 6 second CD. Dark Binding is extremely effective against Udyr, with the caveat that his Bear Stance can provide a mini dash as he stuns and that Bear Stance’s active gives him bonus MS. Black Shield is decent for Udyr’s stun or his magic damage, but be aware that if you prematurely cast Black Shield in anticipation of Udyr’s stun, he can simply shred the shield over a few seconds with his magic damage. Udyr does not get a true ultimate, and thus does not experience a traditional level 6 power spike. Udyr typically goes Phoenix or Tiger at level 1. If he chooses to gank at level 2, he can pick up Bear stance with his next skill point.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 3
Vi is a powerful ganking jungler, especially with her ultimate, that can start at either buff. She applies decent physical damage burst and sustained damage, and has powerful CC in her kit. Dark Binding is decent against Vi, especially given that she slows herself when charging her dash, but note that if Vi is snared while in mid dash animation, Vi will still vault forward. Black Shield is decent against Vi’s pre-6 ganks, as it shouldn’t be too hard to predict who she will target with her dash’s CC (do not group up). At level 6, her ultimate is a targeted CC. Black Shield is extremely effective against it, but it must be cast before Vi begins her ultimate’s animation; if done properly, it is an extremely mana and cooldown efficient skill trade. Vi will generally go W and E level one and two for early clear, which means she unlocks her CC at level 3.

Difficulty: [Level 6]
Snare Utility:
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 3
Volibear is a tanky jungler who can start at either buff, though he will probably prefer blue first. He deals decent sustained damage and has CC in the form of an AOE slow and a backwards fling, but he has to be in melee range. Dark Binding is extremely effective against Volibear; his Rolling Thunder movement is rather predictable, and as the fling buff will fade over time, your snare duration may be enough to deny his hard CC altogether. Black Shield is also rather effective against Volibear. If he is able to get in range for fling, Black Shielding his target prevents his fling from taking place. Even if you cast Black Shield early on the correct target, Volibear’s Roar will often not be enough magic damage to break even level 1 Black Shield. At level 6, Volibear gains a bouncing magic damage proc on his auto-attacks, significantly increasing his sustain damage in an area around him. Note that this gives him the ability to tear through Black Shield, especially if it is cast prematurely. Dark Binding is still extremely effective at kiting him. Because of his regeneration passive and HP scaling, Volibear may be more likely to tower dive. Volibear usually gets Rolling Thunder at the earliest as his third skill, which delays his ganks until level 3.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility: [Level 6]
Preferred Buff: Blue
Earliest Gank Timing: Level 3
Warwick is generally considered a level 6 ganking jungler, and typically starts blue buff. Before 6, ganking can be quite difficult for Warwick. He deals single target mixed damage, has no gap closers, has no CC, and has an AOE AS steroid that can increase sustained damage. Dark Binding is usually enough to keep Warwick at bay; if he cannot get within close range, his pre-6 ganks are not threatening. If he does manage to close the distance, Black Shield is decent for reducing his overall damage. Black Shield used to cancel out Warwick’s Q is generally quite efficient. At level 6, he gains an instantaneous gap close and suppress targeted at an enemy champion. You must pre-emptively Black Shield a target; Shield the more overextended laner, and force Warwick to overextend himself in order to initiate. If you cannot Black Shield in time, it can still be used to reduce the magic damage Warwick will deal. Be prepared to react intelligently to Warwick’s Flash into ultimate combo. Dark Binding is still great if it hits, but note that his ultimate allows him to blink over your snare’s projectile. Warwick will generally focus on farming early on, but if he needs to gank early, he can do so at level 3.

Difficulty: [Level 6]
Snare Utility: [Level 6]
Shield Utility: [Level 6]
Preferred Buff: Either
Earliest Gank Timing: Level 3
Wukong is a jungler who can start either buff. His level 6 grants him a large power spike in terms of both CC and damage. His kit is almost entirely physical damage, with no CC until 6. Dark Binding is decent against Wukong, though his Nimbus Strike and Decoy both allow him counterplay to this skillshot. Black Shield is rather useless against the kit of a pre-6 Wukong, as he has no CC and Decoy’s damage is low and unlikely to actually affect you. After level 6, both snare and Shield are more useful and actually quite important. Black Shield is crucial to prevent Wukong’s knock-up and decrease his overall burst. Keep some distance between you and your AD carry so that he cannot easily CC both of you. While Wukong casts Cyclone, he is quite vulnerable to snare, as he cannot Decoy or Nimbus Strike without cancelling his ultimate. An immobilized Wukong typically loses a lot of ultimate damage. Wukong generally looks to farm and get a fast level 6, though if he does gank, it will generally be after level 3. Level 3 allows Wukong both his stealthed engage in addition to his repertoire of physical damage burst.

Xin Zhao:
Difficulty: [Level 6]
Snare Utility: