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MORGANA BUILD GUIDE: Q + R = Baylife by Reginald

by Reginald (last updated over a year ago)

Featured1,613,667 Views 40 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Scaling Health( +9.72 health per level (174.96 at champion level 18))
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
5
4
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 1/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
4 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

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 1/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
4 Utility

Skill Order

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

Champion Matchups

Updates

Did a quick update on runes and masteries to help new players have a better understanding of season 3, will update more soon

Introduction

Morgana is one of the safest mid champs to learn and is viable in all levels of play. She has strong farm potential early, can dominate mid game, and still can stay relevant late game with her AoE stun and snares. Although she's not necessarily a champ that can 'nuke' unsuspecting champs, her sustain in lane is pretty strong and her team fight potential is good as well.

Runes

[http://i.imgur.com/GfZWc.jpg]


[http://www.solomid.net/guide/runes/mark4.png]



Greater Mark of Insight is a good choice because your opponent's MR won't be as much of an issue.


[http://www.solomid.net/guide/runes/seal2.png]



Greater Seal of Vitality is great since as Morg you want to be able to sustain and survive in team fights.

[http://www.solomid.net/guide/runes/glyph4.png]



Greater Glyph of Force helps you maximize damage output. At lvl 18 you will have +27~ AP from these Glyphs.


[http://www.solomid.net/guide/runes/quint3.png]


During early and mid game you want to have as much damage output as possible. You want to dominate the earlier portions of the game with because late game her damage won't be as notable as it was in the earlier stages of play.

Masteries

As of now I think 21/5/4 is really good on morgana because the durability of defense makes you really strong combined with the hp per level runes.

Summoner Spells

Explanation


: This is a great combo with . is your go to for a quick getaway over a wall. It can also be used offensively if you combo it with a good /. is a really strong choice at the moment because it can secure kills for you.


Only get ignited/ flash PLZ
Alternative Spells



[

Meh Spells



: sucks


: This is pretty good early but it drops off so hard late game that it's basically useless.

nah, it sucks gg

: Oh boy I got some mana! Then, ten seconds later you wish that you had because got away with 50 HP.
scuks

: Your goal is to not die. The cooldown is 5 minutes. This particular spell honestly isn't worth it.
sucks

: Your support should be taking CV if your team feels that it's necessary. Unless you're playing Supportgana, you don't really want this spell.

meh, nah im an ap player





Skills

Passive: Soul Siphon
Morgana has 10/20/30% Spell Vamp, healing herself whenever she deals damage with her spells.


Explanation:


Sustain through all the things! Combined with her passive, Morgana is especially strong with on .



Q: Dark Binding
Fires a bolt of dark energy towards a target location, binding the first unit hit to the ground for 2 / 2.25 / 2.5 / 2.75 / 3 seconds and dealing 80 / 135 / 190 / 245 / 300 (+90% of ability power) magic damage.

Cooldown 11 seconds
Cost 60 / 75 / 90 / 105 / 120 mana
Range 1300



Explanation:


This spell will make you or break you as a player. If you're successfully comboing with , you'll have your rival mid QQing in no time. If you constantly miss your team will probably want to kill you.


W: Tormented Soil
Curses a large area of the ground. Enemies on it are dealt 25 / 40 / 55 / 70 / 85 (+20% of ability power) magic damage each second and lose 4 / 5 / 6 / 7 / 8 magic resistance. Lasts 5 seconds.

Cooldown 12 seconds
Cost 70/85/100/115/130 mana
Range 900


Explanation:


You want to max first because this spell will turn you into a farming machine. Once maxed, it's really easy to clear lane and roam. A good will use to its full potential.


E: Black Shield
Places a shield around target friendly champion, absorbing the next 95/160/225/290/355 (+70% of ability power) magic damage the unit would take. While active, Black Shield prevents the application of negative status effects. Lasts 4 / 5 / 6 / 7 / 8 seconds or until the shield has been depleted.

Cooldown 15 seconds
Cost 50 mana
Range 600


Explanation:


This spell can be really, really annoying for the enemy team. If is on you, you can't be CC'd and the shield will absorb magic damage. Jungle coming at you? Np bro, just use your and walk away.


R: Soul Shackles
Deals 175 / 250 / 350 (+100% of ability power) magic damage to nearby enemy champions and slows their movement speed by 20% for 3 seconds. Additionally, if Morgana stays within 600 range of the targets for the full 3 seconds, they are dealt an additional 175 / 250 / 350 (+100% of ability power) magic damage and become stunned for 1.5 seconds.

Cooldown 120/110/100 seconds
Cost 100 / 150 / 200 mana
Range 1000


Explanation:


AoE stuns. AoE stuns everywhere. Needless to say, if you manage to snag all five enemy champs with in a team fight, it's pretty safe to say that the fight is yours. Of course, you have to be careful that champions like or doesn't cut your ulti short. If the team is focusing you down, don't be afraid to use .


Skill Order

Prioritizing


[http://i.imgur.com/Nb3wn.png]


You want to prioritize your so you can farm efficiently and kill the caster minions with one W. Focus on maxing second. The snare's damage is pretty beastly once leveled and the duration of said snare also increases as you level it. Level your whenever you can. is the last thing you want to focus on leveling. You want to focus on doing damage and level 1 is enough to avoid most ganks and general CC.

THE MOST IMPORTANT THING ABOUT MORGANA

Binding is the most important ability on morgana and it can make or break a team fight and game. Dodging bindings that are obvious are really easy to do. What you want to do is be sneaky and shoot bindings that cannot be dodged.

The only type of bindings that cannot be dodged are ones that come from blind spots. Use the blind spots to your advantage and position yourself well. You usually position yourself in a blind spot and bind your opponent. Afterwards you follow up with an ultimate, w and an ignite for the kill. I'll be posting blind spots below.

[imgext=][http://i.imgur.com/gKApG.jpg]

In this image, I use my minions as vision so I can shoot more precise binds. I am positioned in a blindspot where my enemy cannot see me. It is very hard to dodge binds that your opponents cannot see coming. Make sure to not walk towards that area before your enemy loses vision, or they would be able to guess that you're standing there.

[http://i.imgur.com/4tF8V.jpg]

That is another blindspot, you want to stand there when both your minion waves are in the dead middle and your enemy is positioned towards the left more.

[http://i.imgur.com/LiB6l.jpg]

Another blind spot, LEARN TO USE THESE BLIND SPOTS, ILL MAIL U GOLD STAR GG


[http://i.imgur.com/sgqK5.jpg]

You're in the brush and be sneaky!

[http://i.imgur.com/0nD1p.jpg]

Using minions for vision and that is a blind spot because their minions dont give them vision

[http://i.imgur.com/1D0FL.jpg]
This is a blind spot, but make sure the enemy does not have wards there =D

[http://i.imgur.com/4u8QA.jpg]

Use ur minions for vision bro GG


Ideal Build





: The extra magic pen is pretty nice on . Since you have her the extra magic pen along with your spell vamp makes a particularly nice addition to your build.



: As AP Mid you want to maximize your damage output ASAP. You want to be doing tons of damage with your combos.



: The AP and armor is really great for . However, the most important part of this item is its active. Its utility is pretty ridiculous. ulti incoming? Use and you're invulnerable! Sucks for that Grag.



: With this item, your runes, and you'll have a large amount of magic pen. This will negate a bit of the opponent's MR and will keep you strong throughout the late game.



: The AP and spellvamp is a nice addition to your build. Remember that its effects only stack up to two times, so more than 2 WOTAs on one team is not useful.

Situational Items

: This is a high risk, high reward item and I don't suggest buying this unless your team (and you) are totally dominating. If you start feeding, you lose your stacks and you'll be pretty useless. I feel in most cases that it's honestly too risky of an item to use, especially in competitive play.



: You want to buy this if you're laning against a champ like or if the opposing team has a champ like . At the moment this is the only item in the game that will negate suppression, so it's strong against comps that have a lot of it.



: If you find that you're just dying hella quick in team fights then GA will definitely compel the enemy team to not want to focus you down first. In most cases you won't need it, but once in a while the opposing team will just really, really want you to die in a fire.



: It's good if the team you're up against is heavy on AP. This could replace or depending on your personal preference.



: This is good if the team you're up against is heavy on the AD. You can only take so many bullets and arrows to the knee, this will help negate some of the damage. The +500 mana and the unique passive isn't too shabby either. Overall, if you're up against heavy AD, this is a solid item to choose.

Early Game

Early game you're going to want to focus on CSing and not taking too much harass from whoever you're laning against. Your early game isn't super strong and it's easy to be ganked at this level. Try not to use to farm because you'll just push lane and miss CS since it won't clear waves at level 1 or 2. Also, if you spam your spells you will run out of mana rather quickly if you don't have blue.


Once you hit 6 you can focus on being more aggressive. Plan on using in quick succession for an easy kill. At this point in the game your opposing mid's MR probably won't exceed 30. This is the time to dominate your lane. Once you have your spells leveled you're free to push, push, push.

As far as items go you want to be focusing on getting your x2 and .

Mid Game

The 15-30 minute mark is where shines the most. Her damage will be most notable mid game and you'll be a killing machine. By now you'll want to get your and work on building it into a .

Push out lane as much as you can. Feel free to roam. As your ganks are really strong. As long as you can land your consistently and they don't flash away from your , a gank from you basically guarantees your team a kill or two.

Also, remember that warding is a team duty. Your support and jungler can't afford to buy a ward for every single point on the map that should be warded. Don't QQ if you keep forgetting to ward the bushes mid and keep dying to the opposing team's jung ganks. When you can, ward key points such as the entrances to your jungle or ward Baron/Dragon. Helping the team ward will keep you safe in mid lane and secure objectives. Wards aren't a waste if you're a solo lane, they're an investment.

Late Game

This is the point in game where falls off a little. She'll still do a good amount of damage, but if the enemy team isn't stupid they'll have built some MR by now. Instead, you'll be focusing on taking on more of a support role with your utility and AoE. She doesn't have super poke like an AP , but shines best in 5 on 5 team fights.

Don't forget to make use of your . While you're using try popping your . If you are killed before your ult takes full effect, you won't be able to make use of that AoE stun. Remember, with this particular champ forcing objectives is a lot easier than with some others. The enemy will be afraid of your AoE and binds. Don't be afraid to push them around a little.

By this point in the game you should have or be nearing your full build. At the very least, by now should have ,, . If you've been farming properly then you should definitely have and . Remember, depending on their team comp you'll have to adapt. If you're up against a lot of AP then consider going . If you're up against a lot of AD then consider going

CS when you can, but unless you're really behind you want to focus on destroying turrets, gaining objectives, and overall winning the game. Try to get your team to group up and plow through your enemies swiftly and without a care. Remember, if you catch an opponent off guard at this stage of the game, a will basically give you or your team a free kill. You're not an assassin, but that doesn't mean you can't be sneaky.

Team Fights

You are .

You have hella crowd control.

Your and together = baylife.

In team fights your goal is to utilize your damage and utility properly. You want to make sure you your AD Carry so they can do their pew pew without getting smacked in the face by a bunch of CC. Try to land your ulti on as many people as possible, all 5 is optimal but if you see a chance to snag their AD Carry, AP Carry, et cetera then go for it.


Remember to use your after your ulti, preferably on one of the enemy team's high damage champs. Don't forget to use your as it shreds MR and, if the enemy is stunned and has to go through the full duration, they'll be taking a lot of damage.

Comments

May 27, 2013 - 08:45 PM #1

As an optional summoner spell, perhaps you can list Teleport. It's always great to use to get back to mid lane or telegank or even port into a losing lane to help turn the tide.

January 18, 2013 - 11:34 PM #2

OMFG, This lolfan guy is right. Took me like 2 minutes to just scroll through the guide. Very very detailed and I learned a lot from it.

http://www.solomid.net/guides.php?g=45569-lucis-morgana-build-guide

January 18, 2013 - 11:28 PM #3

Hey guys,



This is a decent guide but I just found a guide that is more in depth and can ultimately give you a better idea of getting pro at morgana. Its very low on the list but its a treasure hidden in a bunch of other things.



http://www.solomid.net/guides.php?g=45569-lucis-morgana-build-guide

December 26, 2012 - 01:45 PM #4

I have a question concidering items, I noticed you don't take Liandra's torment



have you tested with it? doesn't it proc on Morg's W as well as give more magic pen and AB? Please I'd like to hear your thoughts on this

December 13, 2012 - 05:02 AM #5

Tough Skin doesn't work on minions anymore, only on monsters (jungle), so I'd rather put a point into Perseverance.

November 20, 2012 - 04:14 AM #6

just went 13/2 so this guide must have said something right :P

November 9, 2012 - 07:05 AM #7

morgana can be a support... but clearly this guide is only meant for ap mid.

July 28, 2012 - 03:01 PM #8

HAHHAHAHAHA REGI 1800 ELO HAHHAHHAHHAHA LOL.

Good guide tho.....................

July 26, 2012 - 09:06 AM #9

Firstly, the CD on Revive is 9 minutes if it was 5 it could actually be viable(flash CD is almost 5 min). And for your masteries you should really get Brute Force instead of Havoc because havoc will add around(or less than) 15 damage(assuming it does 1000 which is only mid-late game) to your whole combo -> it's useless early but the extra AD from Brute Force will aid in last hitting before level 5 and make your auto attacks hurt more early game.

July 25, 2012 - 07:06 PM #10

@Valioniukas At least Reginald knows how to spell the word condom and the word enough.

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