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MORGANA BUILD GUIDE: [S3] Morgana: Queen of Mid Lane (UPDATED) by Lucis

by Lucis (last updated 10 months ago)

Featured1,410,584 Views 32 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Mana Regeneration( +3.69 mana regen / 5 sec.)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
21
9
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
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mastery 3 mastery 3 2/3
mastery 4 mastery 4 1/1
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mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
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9 Defense
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0 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

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mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
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mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 3/3
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9 Defense
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0 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

Who is Erifox?

[http://i.imgur.com/asLyA2I.png]


Hi everyone! My name is Erifox and I'm an avid League of Legends player that is particularly strong in the solo lane (esp. the mid lane). The main champions I play include Ahri, Morgana, Anivia, Orianna, Cassiopeia, Lee Sin, Annie, Renekton, Vladimir, Lux, and a few other champions that I can't name off the top of my head right now. Regardless, although I'm not a diamond division or challenger tier yet, my MMR is pretty high (as I gain 30+ LP per game) and I have roughly a 60% win ratio for my 71 ranked games played. I am currently placed in Gold 1, but my MMR is very high and I haven't played too many ranked games, so I have yet to know where my true elo is.

[http://i.imgur.com/xLloD9F.png]

[http://i.imgur.com/H5zKsEH.png]


I have multiple goals at the moment and I'll go through each one:

1. I want to get to Diamond I or Challenger in the near future
2. Getting my YouTube channel off the ground would be great!
3. Become a professional player after real-life priorities (being school and whatnot)

Anyways, that's a little bit about me. Let's into the meat and bones of the guide, shall we? :)

[http://i.imgur.com/5j9RKsq.png]

Introduction

Who is Morgana and why is she picked so often in competitive play, solo queue play, why was she previously nearly almost always perma-banned, and why am I making a guide for Morgana when there are already so many Morgana guides?

Well, going in respective order...

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Who is Morgana?
Morgana is an AP caster who typically plays in the mid lane (although she's also a great situational support). She's the sister of Kayle and she is a fallen angel.

Why is Morgana picked so often in competitive and solo queue play?

As for why she's picked so often in competitive/solo queue play, it's because she's one of the safest if not THE safest laner in the entire game of League of Legends. Her ability to always be able to farm, not get ganked due to her spell shield, gank, outsustain harassment with her passive, and be extremely useful in team fights has always made Morgana an extremely popular pick in both competitive and solo queue play. Morgana is typically my go-to champion to pick if I have to first pick an AP mid since she cannot be countered. Plus, she's one of the best champions to go with in solo queue. :D

Why was Morgana almost always permabanned?

As for why Morgana used to be pretty much permabanned is because if played correctly, Morgana cannot be beaten in lane and even her worst match-ups are still average. On top of that, Morgana has some of the most powerful ganks because of her powerful snare and stun combo as well as being able to survive nearly all ganks with her spell shield. Plus, her spellshield allows her to save allies very easily. Even if she does lose lane, Morgana always becomes extremely useful later in the game since her Soul Shackles/Zhonya's Hourglass combo will always either scatter the enemy team or AoE stun the entire enemy team. Furthermore, Morgana can't be poked or harassed out of lane since her passive spellvamp always brushes off poke/harass. Finally, Morgana is one of the best farmers in the game.

Why am I making this Morgana guide?

As for why I made this guide, I simply wanted to share all of my knowledge that I have accumulated from playing Morgana (as I have played at least 200-400 games of Morgana which is only second to Ahri which I have played at least 1000 games of Ahri alone) and helping other people out for wanting to play such an amazing champion! I've gone through many Morgana guides, but I haven't really found any that are quite in good detail or highly in-depth. Therefore, I felt like it would really be beneficial to the community and League of Legends players in general if I typed this guide to not only discuss how to play and master Morgana, but also get a better understanding of the game and other champions in general.
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Moving on, Morgana is a great example of a champion that excels at 'anti-aggression'. What this means is that even if both she and her opponent passively lane, Morgana either stays neck-to-neck to her opponent or outscales her opponent since she's simply so damn useful during all points of the game. However, the 'anti-aggression' phrase really is true when, well, people try to play aggressively against her! Often times, if her lane opponent or jungler tries to play aggressively against Morgana, she can easily turn a gank or aggression into her own kill. Attempting to camp Morgana over and over is usually a bad idea for the jungler since her passive will guarantee that she is sustained at full health and her spell shield will protect her from all forms of CC (thus, the jungler really wastes his/her time trying to gank Morgana most of the time). Even if the enemy laner is trying to play aggressively, Morgana can always simply farm with her Tormented Soil from a very large distance away and insta-clear a minion wave. Playing aggressively against a Morgana is always very dangerous as it often sets up for an easy Dark Bindings and her full combo. Usually, the lane ends up unfavorably for the opponent(s) when playing hyper-aggressively against Morgana.


Great Example of Anti-Aggression when playing Morgana:


[Note that in the video, Maokai would not have lived if I had not Black Shielded and peeled for him (which goes to show that Morgana is good not only because she's an AP, but her support abilities allows her to 'fix' her teammate's bad plays or when they get caught)]

Morgana Commentary/Gameplay Guide

Here's my Morgana Gameplay 1. Check out my YouTube channel and make sure you subscribe, like, and favorite the video!

Check out my Stream!

Unfortunately, I do not believe I have the time to stream at the moment. Please follow my YouTube channel and I'll be sure to upload videos for your entertainment as well as for you to learn! If I do stream in the future, I'll make sure I make an update on my YouTube channel.

Pros and Cons to Morgana

Pros:
  • Uncounterable in lane
  • Has extremely good sustain
  • Useful during all parts of the game
  • Great in solo queue and competitive play
  • Can intiate and disengage team fights
  • Can easily save allies with her Black Shield
  • Not blue buff dependent like many other mana using AP carries
  • Excellent pushing power/farmer
  • Extremely powerful ganks
  • Extremely hard to gank
  • One of the best 1v2 laners
  • Is a great counter against high CC teams

Cons:
  • Does not do a lot of sustained damage in team fights. Thus, if your team is lacking damage, it's better to choose someone like Ahri, Vladimir, or Cassiopeia
  • Cannot be as aggressive as many other mids in lane so often times it's a better idea to choose another champion that can take advantage of the enemy laner's weakness and play aggressively

Masteries

For masteries, I usually take a pretty standard 21/9/0 page. This will maximize her damage as well as add 4% bonus cooldown reduction which will help you farm your lane out more since your Tormented Soil will be up more often. I take these masteries 99% of the time I play Morgana.

As I said, going either 21/0/9 or 21/9/0 on Morgana is very effective:

[http://i.imgur.com/VYIyG1b.png]

This mastery page is very strong against harder match-ups or match-ups where you feel like you need more durability for the late game or in lane;remember, 21/9/0 is better for the late game, but 21/0/9 is stronger for the regeneration in lane. Personally, after experimentation, I find 21/9/0 to be the superior mastery page.

Simply put, 21/0/9 is what I find to be the best option on Morgana but 21/9/0 is also a viable/situational option that is sometimes preferable to the 21/0/9 page.

Runes

Now here's where it gets much more versatile. Based on who you're laning against, you want to take rune pages of different specializations. I would say that against most match-ups, you would take a standard rune page. Personally, my standard rune page for AP mids include flat magic pen reds, flat mana regen yellows, flat MR blues, and MS quints.


Standard Rune Page:

[http://i1156.photobucket.com/albums/p577/Scott_Li/StandardRunePage.jpg]

I take these as my standard runes because:
  • Magic pen reds are absolutely necessary on Morgana. There is no deviation from these at all since magic penetration is simply too important to not get. Although I often take hybrid penetration reds on my other AP mids, hybrid pen reds are no very useful on Morgana since her AA range is so short and you won't be able to get much AA harassment on the enemy laner
  • I take mana regen yellows because in combination with masteries, base mana regen, and double faerie charms, almost every mana using AP mid will be resourceless until their first back (where you can get either a chalice or blue buff to have infinite mana). At level 1, if you take these with the rest of my build, you gain 4 mana regen per second at level 1 which is fantastic. Other good options, however, include flat armor seals or health per level seals.
  • For blues, I pretty much always take flat MR glyphs, but it's really up to you based on playing style. Personally, I play very safe during the early levels, so I like taking MR blues to be very survivable in lane. If you take these, you start with 42 MR at level 1 from just runes. Other good options, however, include AP per level glyphs if you're aiming for a more explosive late game damage build, flat CDR glyphs, armor blues, or flat AP glyphs. In my opinion, however, I like taking flat MR blues the best.
  • As for quints, I take MS quint most of the time for Morgana. With the S3 changes to movement speed, these are now even more efficient than they were before in previous seasons. On top of that, I really like roaming with Morgana so these will not only help me pull off more ganks more quickly, but they will also help me to get back to lane faster to miss less creeps and exp. Also, MS quints help greatly against skill shot champions like Cassiopeia, Cho'Gath, Zyra, etc. MS quints are just universally good on any champion (you never can go wrong with them). Other options for quints, however include flat AP quints, spell vamp quints, MR quints, and armor quints. Each serves a different purpose which will be explained below for Morgana.


High AP Rune Page:

[http://i1156.photobucket.com/albums/p577/Scott_Li/EarlyManaRunePage.png]

This rune page here is my offensivly geared rune page. For this, I take flat magic pen reds, mana regen yellows, AP per level blues, and AP quints. This rune page will provide extra damage late game and is geared for a higher damage oriented build. The mana regeneration yellows are used to simply spam more spells in lane. I don't like taking this rune page on Morgana, however, because I typically take this on very aggressive laners like LeBlanc or Annie and Morgana is the exact opposite of aggressive. While Morgana can pick up kills in lane, you typically want to play Morgana as a champion who can farm, push, gank, and be very useful in team fights. Thus, I find going for a more defensive rune page is much better for Morgana. Also, it's typically hard for Morgana to harass or be aggressive in lane since she has no real harassment and even her Q-W combo doesn't do that much damage in terms of pure harassment. However, Morgana CAN pick up kills relatively easily in lane if she can widdle down her opponent by dropping her W on the enemy laner as she farms minions at the same time (in other words, if the enemy laner is standing next to minions, then you can farm and harass at the same time with your Tormented Soil). At level 6, Morgana can easily kill the enemy laner if he/she is around 80% HP by using her full burst on the enemy laner. Anyways, another reason I don't take these on Morgana is because I don't really find the extra bit of damage late game worth it over more survivability from MR blues and the utility from other quints. However, if you like playing Morgana more explosively late game, then by all means go ahead and use this rune page! :D


Spellvamp Rune Page:

[http://i1156.photobucket.com/albums/p577/Scott_Li/APSustainRunePage.png]

Ah, now here's a rune page I actually do use on Morgana pretty often. For this rune page, it's the exact same as my standard rune page with the exception of the quints. Instead of MS quints, I actually take spellvamp quints. Now, the reason I take these in certain matchups is because against champions like Katarina or Vladimir who have a lot of constant poke early and mid game, the extra spell vamp in combination with your passive and a Hextech Revolver gives you a womping 33% spellvamp during the early and mid game! This means that even if you get harassed down to half of your HP, you can easily gain it all back by dropping on Tormented Soil on a minion wave. Plus, the extra MR from the glyphs and the MR from a chalice will result in you taking A LOT less damage and thus basically be unpushable in lane. In fact, Morgana's sustain is so high with this rune page and build that she literally can outsustain or keep toe-to-toe Vladimir or even Yorick in terms of sustain. Plus, the seasons 3 changes to spell vamp (50% spellvamp to AoE abilities instead 33%) has helped immensely for Morgana. Although 6% spellvamp doesn't seem like much, it actually makes a huge difference during laning phase (and even after laning phase too!). Definitely take these against constant pokers (esp. Katarina and her bouncing blades).


Full MR Rune Page:

[http://i1156.photobucket.com/albums/p577/Scott_Li/FullMRRunePage.png]

With this rune page, I take flat MR runes for yellows, blues, and quints, but leave my reds with flat magic pen. Usually with Morgana, I don't take this rune page (but as a lot of other AP mids, I take this quite a bit in certain match-ups), but I guess if you were to go against someone extremely bursty like LeBlanc, these would actually be a pretty damn good option. If you take these, you start with 61 starting MR which is HUGE for the early game. Then, if you decide to go back to get a chalice of harmony, you get ~85 MR. Added on with Morgana's passive and even against LeBlanc, Morgana can stay in lane forever. As for the flat magic pen reds, I take these because the magic pen provided from these runes really are invaluable and magic pen becomes better and better as the game progresses.


Full Armor Rune Page:

[http://i1156.photobucket.com/albums/p577/Scott_Li/FullArmorRunePage.png]

This rune page is the exact same as my full MR rune page with the exception that all MR runes are replaced with flat armor instead. This rune page, however, I find much more useful than the full MR rune page on Morgana in certain situations. Against AD casters and heavy physical damage dealers in lane (like Talon, Zed, Kha'Zix, or Pantheon), if you start with cloth armor, then you start with a massive 81 armor! Any amount of burst or harassment you take early game from AD casters or physical damage will be significantly reduced and you can very easily gain back all your health with your passive. Also, armor scales with levels on Morgana and Morgana can also buy a Seeker's Armguard to build into a Zhonya's hourglass, so it's not uncommon to see Morgana with 160 armor by level 7 or 9 or so if you decide to take this rune page in combination with a seeker's armguard and even a chainvest. This rune page is so useful against AD casters, that there have been multiple times where champions like Talon would try to use their full burst on me, and only realize that I lose maybe 1/3-1/2 of my HP in which case most of the damage was from an ignite (and plus, the HP I lose, I gain back with my passive easily). When I'm against bursty AD casters in lane, I almost always take this rune page (you start with 32 bonus armor!).


I would like to make a special mention of health-per-level yellows since I feel that these runes are very strong when going against a burstier laner or when you feel like you need the surviability for mid and late game on Morgana. These runes are very strong and when combined with a 21/9/0 rune page (with points put into the health-per-level branch), you'll actually be pretty tanky for a carry. Definitely consider these as these are often better choices than mana-regen yellows in certain match-ups and team comps.


Remember that runes come down to personal preference and playstyle, so if you don't like any of my rune pages, then by all means, you can follow your own and still be successful! These are just rune pages that I found to be successful with my playstyle with Morgana. :)

Summoner Spells



Explanation:
For summoners, I always take flash and ignite. I take flash because the utility it provides to pick up kills in lane and flash to get in range for Dark Bindings makes it priceless. Not to mention, flash is absolutely necessary to go into the entire enemy team and getting your ultimate off. Furthermore, flash will help you escape ganks, engage/disengage team fights, escape bad positioning, get into good positioning, and much, much more. Me personally, I say that flash is absolutely mandatory on Morgana and should not be substituted for any other summoner spell in the game. It's simply too valuable of a summoner to not take one her.

As for ignite, the main reason why I take it is because as an AP carry, you NEED ignite to pick up kills in order to snowball hard early and mid game (where most AP mids and casters shine). While you can pick up defensive summoners like heal or barrier, the fact that getting one of these summoners will result in a weaker laning phase and loss of kill potential is just not worth it in my opinion. Not only that, but ignite will help secure kills on fleeing enemies in team fights as well as reduce healing/regeneration effects on the enemy team. Finally, ignite will maximize your burst during the early and mid game.



However, if you do not take flash and/or ignite, here are some summoners that you could consider:


This will still allow you to have more killing potential in lane and during ganks, but you often lose the ability to pick up kills yourself. Exhaust typically becomes more useful than ignite during the late game, but I still wouldn't pick it over ignite on Morgana. It's good, but I just don't prefer it over ignite.


You lose a lot of killing potential if you take this summoner instead of either exhaust or ignite, but the utility from teleport is always good later in the game if you want to split push and then teleport to a teamfight. Also, you can always teleport gank/countergank with teleport as well. Although I don't like taking this on Morgana, it's still a summoner spell to consider as an option over ignite.


While this is an okay spell on Morgana, I still find flash to be the better option as a lot of the times, you need to flash ult into a team and you can't catch the enemy off guard by simply walking quickly into the enemy team. Flash is simply the better option for Morgana over ghost.


Summoners to NOT take:


It's not worth it on the AP mid. You can do fine with wards and you lose a lot of killing potential with this.


Morgana doesn't have mana issues if you can either manage your mana well or if you take good mana regeneration. Its really not worth it (it's a waste of a summoner to be honest and I feel like it's a noob-trap spell).


You shouldn't be CCed anyways since you have your spellshield and plus, you lose tons of killing potential.


It's really not necessary. Your passive spellvamp is more than enough to sustain yourself in lane (and if not, then take spellvamp quints and/or a hextech revolver). If you're wanting to take this for teamfights, don't. Let your support take it or something. It's not worth taking this and losing so much killing potential.


Just don't. The cooldown is too long and you don't gain much benefit from this summoner.


JUNGLE MORGANA OP! Well, in all seriousness, don't take this. The only time I would take this is if my jungler said something like "I can jungle without smite". Then, I would take it to secure buffs and objectives, lol.


It's really not worth it based on the games that I've tried to use it for Morgana. Barrier typically works extremely well for hypercarry damage dealers (such as Ahri, Vlad, etc.) since they might need extra survivability in the late game. Morgana, however, is more-or-less a UTILITY mage and is a one-shot wonder. Thus, I find it better to take something such as ignite or exhaust which will help you either (a) shutdown a carry late game (b) pick up kills during the mid game to snowball

Skills

Passive: Soul Siphon

Morgana is granted 10% / 15% / 20% bonus spell vamp.

Explanation: This is by far one of the best passives to have on an AP mid. This is partially what makes Morgana such a strong laner and what practically makes her immovable in lane. Even if you take harassment/poke, you can always just heal it all back with your passive. Not to mention, the passive has fantastic synergy with spellvamp runes and items such as Hextech Revolver and Will of the Ancients. Definitely a great passive that should not be overlooked.


Q: Dark Binding

Morgana releases a sphere of dark magic. Upon contact with an enemy unit, the sphere will deal damage and force the unit to the ground, making it unable to move.

Explanation: Morgana's Dark Binding is often what seperates the good Morgana player from the great Morgana player. I honestly CANNOT emphasize just how great this ability is. Not only is the ratio extremely high (0.9 AP ratio), but the snare duration and the ability to initiate and disengage a fight with this ability is extremely powerful. Don't be afraid to use Morgana's Q for spellvamp if you need the health. The single target spellvamp provided from this ability actually helps in sustaining yourself in lane and/or suprising the enemy with immense burst healing you can receive from this in synergy with your passive. Before team fights, you want to use this ability to "fish" for snares on important targets. If you snare a priority target while fishing for Q's, you can easily win an engagement and win a game. This ability is one of Morgana's main abilities that makes her so good in solo queue (as people in solo queue are uncoordinated and thus landing bindings on carries is always pretty easy). Anyways, what I've found is that the easiest and best ways to hit Morgana's snares is one of two ways:

  • Hit the enemy out of vision. The absolute hardest bindings and skillshots to dodge in general are the ones that you can't see. Here are some common examples to shoot your bindings in lane that are out of vision and common areas to gank from using your binding:

[http://i1156.photobucket.com/albums/p577/Scott_Li/Screen10.png]

[http://i1156.photobucket.com/albums/p577/Scott_Li/Screen09.png]

[http://i1156.photobucket.com/albums/p577/Scott_Li/Screen08.png]

[http://i1156.photobucket.com/albums/p577/Scott_Li/Screen07.png]

[http://i1156.photobucket.com/albums/p577/Scott_Li/Screen06.png]

[http://i1156.photobucket.com/albums/p577/Scott_Li/Screen05.png]

[http://i1156.photobucket.com/albums/p577/Scott_Li/Screen04.png]

[http://i1156.photobucket.com/albums/p577/Scott_Li/Screen03.png]

[http://i1156.photobucket.com/albums/p577/Scott_Li/Screen02.png]

[http://i1156.photobucket.com/albums/p577/Scott_Li/Screen01.png]

  • Aim your bindings based on how the enemy is going to last hit. When the enemy lane or champions try to last hit, their movements become a lot more predictable. I cannot tell you just how easy it is to land a binding or any skillshot for that matter when people try to last hit. If you do it right, you can easily hit most of your skillshots if you shoot based on the movements people make to last hit.

Lastly, this isn't really related to only Dark Binding, but to all skillshots in general: remember that when aiming a skillshot, aim the skillshot to where you THINK the enemy is going to move, not to where the enemy is at during the time they are presently standing. While this is not easy to do, once you perfect this skill (and different skillshots require re-practicing this ability since different skillshots have different hitboxes, length, missle speed, etc.), you can land skillshots over and over and over again and amaze your friends and spectators. I honestly cannot count the number of times I've been able to land key skillshots that put games largely in my favor simply by predicting movement very well with skillshots.

W: Tormented Soil

Infects an area with desecrated soil for 5 seconds, causing enemy units who stand on the location to take magic damage and lose magic resistance every second they are standing on the area.

Explanation:
Wow. This ability is just... great. This ability allows Morgana not only to be a pushing beast and outstanding farmer, but in combination with her passive, it makes Morgana unpushable out of lane. Also, this ability is the main reason why Morgana can't lose lane: no matter how strong her opponent is, she can always at least farm from an extremely far distance and clear all minions. Typically, you won't notice the MR reduction that Tormented Soil provides though. DO NOT use Tormented Soil for the sole purpose to harass opponents with. It's honestly a waste of mana/pushing power and the damage it does when only harassing an opponent is NOT worth it. However, if you use Tormented Soil to farm AND harass (meaning if the enemy laner is standing right next to the creeps), then you not only get free harassment onto the opponent, but also clear out minions as well. Also, if you do not have mid lane warded and/or do not know where the jungler is when you're pushed out, you can either farm wraiths, farm wolves, or go gank. You do not want to be pushed out so far without wards even with your Black Shield. Tormented Soil makes Morgana great at farming the wraiths and wolves so if you use Morgana's Tormented Soil correctly, you can easily end up with ~200 CS at the 20 minute mark in the game. Other important information that I thought that I would include is that when tormented soil is level 3, it can clear out caster minions in one go. Then, at level 5, it can clear out both melee and caster minions. Finally, remember that the minions will only die if they stand on Tormented Soil for most of the full duration of the ability, so make sure that you do not drop your Tormented Soil but then have the minions simply walk over it and not die.


E: Black Shield

Places a shield around target friendly champion, absorbing magic damage and preventing disables while the shield holds. Lasts 5 seconds or until the shield is broken.

Explanation:
As if Morgana wasn't good enough, her Black Shield also makes her ungankable in lane since she cannot be CCed when it's activated. Morgana's Black Shield can also make clutch plays to save allies when they make bad plays (which is a huge reason why she's so strong in solo queue since people in solo queue make dumb plays all the time). Often times, I have even saved my teammates from fatal blitz hooks or skarner pulls that would've turned the game heavily into the enemy team's favor. Despite being a great ability, Morgana's Black Shield does require a great deal of practice before it can be used to it's fullest effect. Timing Black Shield correctly as well as Black Shielding the right targets only takes time and practice and can only be mastered after using her Black Shield countless times through trial and error. In team fights, you also want to make sure to spellshield yourself first before you go to ultimate the enemy team as I have made the unfortunate/embarrassing mistake of forgetting to Black Shield myself and then getting CC locked and killed without my ult and Zhonya's going off when I flashed in. ):

Example of saving teammates with Black Shield:



R: Soul Shackles

Morgana latches chains of energy onto nearby enemy champions, dealing initial magic damage to them after a brief delay of 0.5 seconds, and slowing their movement speed by 20% for up to 3 seconds. If the target(s) stay in range for the full duration of the slow, they are dealt the same magic damage again and are stunned.

Explanation:
What an ultimate. The total AP ratio of this ability if it hits for the full duration is 1.4 which is insane. Not only that, but Soul Shackles is incredibly game changing since it forces the enemy team to either scatter and lose team coordination (and thus leave their carries open) or force the entire enemy team to become AoE stunned. I typically like using Morgana to intiate fights by landing a good snare, and then ulting in. However, Morgana's Soul Shackles is also incredibly good as a counter-intiate. Make sure that you try to follow the enemy team as long as possible if they are not focusing you before you Zhonya's as you want to hit as many people as possible in a team fight with your ult. In lane, this can easily score you a kill if you land a Dark Binding and then use your full burst as well as your ignite.

Here's an example of the enemy team being forced to either burn all their escapes to get away from Soul Shackles or get AoE stunned. In this play, I manage to make a 3 for 0 exchange:


Skill Order

For skill order, I always max Tormented Soil first on Morgana. Your level 1 skill, however, depends on your situation. If you are guarding the jungle and you or your ally is about to get CCed to an enemy invade, then quickly putting a point into Black Shield and shielding can save you a first blood. If you're invading, then taking Dark Binding is the best option. Finally, if at level 1 the enemy laner is trying to push against you very hard or if you need the sustain, then putting your first point onto Tormented Soil is a good option.

The standard skill order for Morgana is:

-> -> ->

The only deviation I would make from this skill order is maxing my Black Shield after my Tormented Soil if I need the extra strength of the shield against very bursty magic damage. I personally, however, have never done this and I find maxing your Dark Binding after your Tormented Soil is still much more useful.

Item Builds

For items, I always rush Zhonya's Hourglass as my first major item. The synergy Morgana has between her ultimate, Black Shield, and Zhonya's is so great that it really gimps yourself if you decide to purchase any other legendary tier or higher tier item before Zhonya’s Hourglass. Seriously, I cannot emphasize just how important this item is on Morgana than on any other champion. Zhonya’s Hourglass is absolutely Morgana’s most important item in the entire game so DO NOT rush any other legendary/mythical tier item before this. Although you rush Zhonya’s Hourglass as your first MAJOR item, you still want to get certain items before you complete Zhonya’s Hourglass based on what you need based on laning.

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Laning Item Options:


If I need the extra sustain in lane, then getting this item early is actually very strong against champions like Katarina, Vladimir, or even Swain especially with your passive. In combination with a Chalice, Morgana literally does not need blue buff until around 25 minutes into the game where her mana costs start increasing significantly with levels. If you get a Hextech, however, DO NOT rush it into a Will of the Ancients unless someone else on your team is also building it for double Will of the Ancients as rushing a Will of the Ancients really isn’t worth it over your more important items.


With the season 3 changes to Doran's Rings, I’ve almost always tried to get this on my first back (since I almost always start double faerie charm and 3 health potions). Since Morgana’s mana costs are relatively low and she’s not a skill spammer (you should mostly be farming/pushing with your Tormented Soil, so you shouldn’t OOM quickly), Morgana easily can maintain her mana extremely well with just a Chalice of Harmony in the early/early-mid game. Most of the time when I play Morgana, I let my jungler have the second blue buff for the exp since when I take a Chalice of Harmony with flat mana regen yellows and 9 points into the utility tree, I basically have infinite mana until around 25 minutes into the game where Morgana’s mana costs start increasing due to leveling up. Also, Chalice of Harmony’s bonus MR is a fantastic helping-hand to laning since it will help against magic damage users. Combined with flat MR blues and you will have a total of 66 MR, and when synergized with your passive, you will be unpokable in lane. I definitely get this as early as possible.


If I really need the extra MR or if the enemy team has a lot of magic resistance, then taking this is also a pretty good idea; however, with the season 3 changes to this item and the cost increase from 740 gold to 810 gold, I would try avoiding to take this and simply stick with runes and a Chalice for the extra durability against magic damage for as long as possible. Do not, however, rush your Negatron Cloak into an Abyssal Scepter before you finish your Zhonya's because even if you do become slightly more durable against magic damage, the fact that you cannot become invulnerable for 2.5 seconds SEVERELY gimps you to be able to teamfight since it will allow the enemy team to be able to focus you before you can do anything. Thus, if you do decide to get a Negatron Cloak, finish it into an Abyssal Scepter later in the game after you’ve finished your major item purchases.

/
Another really nice item purchase. If you need extra health in lane, then getting a Ruby Crystal or Haunting Guise really helps not only to be more durable in lane, but also gives +15 magic penetration which will help greatly when ganking other lanes and increasing your damage. Plus, turning Haunting Guise into a Liandry's Torment also is very good on Morgana since the slow from her ult gives her the passive burn damage that Liandry’s provides.


The extra movement speed and magic penetration is invaluable especially during the early/mid game where you roam as Morgana and gank. I try to purchase this right after my Chalice if possible. Also, there are no boots that benefit Morgana more than these. Morgana doesn’t need Merc Treads because she shouldn’t be CCed anyways because of her Black Shield. Furthermore, the bonus MR from Merc Treads are not worth it since Morgana is like a "grenade". What do I mean by this? Since Morgana’s playstyle involves her going into the enemy team and blowing all of her abilities at once and because her cooldowns are so long (even with max CDR), you don’t need that much survivability due to being able to get everything off anyways. It doesn’t really matter if you die because after you Zhonya’s, the entire enemy team should either be dead or your team should be dead. This means that Morgana is NOT a high sustained damage dealer like Ahri or Cassiopeia, but rather like Amumu in teamfights.

Ninja Tabi are also not worth it even if the enemy team has a lot of physical damage as the armor provided by Zhonya’s is good enough. On top of that, you don’t need to be that durable anyways since you have your Zhonya’s to make you invulnerable.

Finally, do not purchase Ionian Boots of Lucidy (cooldown boots). Although the CDR may sound nice, Morgana’s cooldowns are too long anyways and even with max CDR, she’ll still be using her spells once or twice in a team fight. Thus, it’s much better to get Sorcs for the extra magic penetration to increase your burst damage! Sorc Shoes are the only boots you should even consider on Morgana (unless you want to roam a ton during the early and mid game in which case, I guess Boots of Mobility would be an okay option, but you would need to sell them later for Sorc Shoes anyways)

:
I guess if you really needed the health badly, then getting this as an early purchase is also okay. I typically like getting this on champions that synergize extremely well with Rylai's (like Ahri), but I typically don’t get this on Morgana since she’s so durable and hard to kill in lane that the bonus 400 health usually isn’t needed. However, if you find that you need a significant amount of health in lane, then by all means feel free to make this early purchase.
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Starting Item Explanations/Options:

()() or () or () or

For starting items, I almost always start with double faerie charm and 3 health pots on Morgana unless I’m against an AD caster or high physical damage dealer in lane (in which case I take cloth armor, 3 health potions, and 2 mana potions). Now, why do I start with the double faerie charms and not with a flask? Well, the thing is, if you take two faerie charms, flat mana regen yellows for runes, and put 9 points into the utility tree, then Morgana basically does not have any mana issues during the early/mid-early game (up to around the 25 minute mark assuming you also upgrade your faerie charm into a Chalice). While flask is not a bad starting item, the fact that it only generates 120 health per charge and 60 mana means that each charge gives you 30 less health that a normal health potion would and 40 less mana than a regular mana potion would. Because Morgana basically has infinite sustain with her passive, having infinite mana effectively means that she also has infinite health. Plus, buying a flask also means that you’ll have to sell it later anyways since it doesn’t build into anything. Although flask is good on some other champions as a starting item, it’s really not worth it on Morgana. For me, I almost always take two faerie charms on mana using champions that can build either an Athene's Unholy Grail or a Morellonomicon since the extra mana regeneration really is invaluable in lane.

As for the single faerie charm, 4 health potion, and 2 ward start, I take that when I either (a) expect an invasion from the enemy team and need vision for safety (b) the enemy team has a jungler or team that puts a lot of early pressure and I thus need vision (c) I need extra sustain from the health potion against the enemy laner:



[I took the single faerie charm, 4 health potion, and 2 ward start for multiple reasons in this game. Because the enemy team had both a Taric and Cho'Gath (and because we had an Amumu on our team who has a very weak early game jungle clear), I expected an invasion from the enemy and I thus started with 2 wards. I also took this starting build because my enemy laner was Zilean and the extra health potion would help immensely against his harassment. In this video, my wards not only initially deter the enemy team from invading from the mid-river, but my second ward (as I expected them to cross from the tri-bush to try again to invade) not only saves us a first blood, but Amumu also doesn't take ANY damage from the blue buff and we manage to harass Cho'Gath down significantly while they tank the blue buff damage. This not only severely cripples Cho'Gath in the jungle, but the enemy top laner also loses a lot of CS and exp. Basically, wards win games.]

As for the cloth armor start, I take it if I’m against heavy physical damage in lane. The two mana potions are there so that I can sustain my mana since I don’t start with faerie charms. On my first back, I usually try to purchase a Seeker's Armguard since it builds into a Zhonya's anyways. If you go this route, you can often see yourself with around 160 armor by level 7 or 9 in which case you can laugh at champions like Kha'Zix, Zed, or Talon when they try to burst you down in lane.

Finally, there’s the classic boots and 3 health potion start. I usually don’t take this as an item start on Morgana anymore due to the movement speed changes in season 3, but I still do occasionally take these on Morgana sometimes if I didn’t take movement speed quints and I have to dodge a lot of skillshots in lane (like if I’m against Cho'Gath or Cassiopeia).
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Early Game Item Explanations/Options:


If you’re doing okay on your farm, your build early game should look something like this after your first, second, or third back:


Standard Build:



Against an AD Caster:

(/)
(Also, if you need the extra sustain, you might need a Hextech Revolver and/or health items as well)

Against Constant Pokers or High Sustain Champions:



Against Heavy Magic Damage:



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Mid Game Item Explanations/Options:

By mid game, you should’ve finished your core items and should’ve at least killed or assisted in a million kills by now:

Standard Build:



Against an AD Caster:

[Health Item or ],

Against Constant Pokers or High Sustain Champions:



Against Heavy Magic Damage:




This isn’t really set in stone, but you get the general idea.
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Late Game Item Explanations/Options:

Ah, now by late game, you should’ve finished your build by now. At this point, you should be beast moding the enemy team and either burning the enemy team’s flashes when you ult or AoE stunning them all:


Finished Build:

[ or ] and Situational Item

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Grail vs. Morellonomicon: Which one do I get?

Now, how do you decide between an Athene's Unholy Grail or Morellonomicon? Well, the reason I include both of these items in my build is because both give good mana regeneration, CDR, and AP which is needed on Morgana to be able to function well as an AP mid (you also need at least one 15%+ CDR item on Morgana since when synergized with blue buff, this will give you max CDR in combination with masteries)! However, I would say that 90% of the time, you would take Athene’s over a Morellonomicon because although Morellonomicon gives good mana regeneration, it’s not enough to sustain yourself without blue buff as an Athene’s can (since Athene’s also gives mana refund on kills/assists and also has Chalice of Harmony's passive). Athene’s also provides a nice chunk of MR to make you more survivable. BUT, there IS a time to get Morellonomicon too! Because Morellonomicon builds out of a GP5 item (Kage's Lucky Pick), the cost efficiency of this item is HUGE! Not to mention even without the GP5, the item efficiency is still insane. Let’s compare the gold efficiency between Athene’s and Morellonomicon:



: Costs 2200g
Cost Efficiency:

75 Ability Power = 1631g
12 Mana Regen = 720g
20% CDR = 644g
Total Gold Value = 2995g

2995g/2200g = 1.361 Gold Efficiency for Morellonomicon

: Costs 2800g
Cost Efficiency:

60 Ability Power = 1305g
40 Magic Resist = 800g
15 Mana Regen = 900g
15% Cooldown Reduction = 483g
Total Gold Value = 3308g

3308g/2800g = 1.181 Gold Efficiency for Athene’s Unholy Grail




As displayed, despite both Morellonomicon and Athene’s being very cost efficient items, Morellonomicon still takes the cake in terms of raw gold efficiency. Plus, Morello’s builds out of a Kage's Lucky Pick which makes it an even more efficient item! Thus, if I were severely left behind because I lost lane, lost gold, etc. and I needed to make use of as much gold as possible while also needing to gain a lot more gold at the same time, I would definitely take Morellonomicon over an Athene’s since the cost efficiency of Morellonomicon is just so great. Morellonomicon is also very cheap for the stats it gives. However, as I said before, I do get a grail 90% of the time over Morellonomicon since the overall stats that grail gives is still better than Morellonomicon (it’s just more expensive). However, as I said before, Morellonomicon still doesn’t provide the raw mana regeneration that Athene’s Unholy Grail does. Finally, Morellonomicon is good if you're facing a team full of heals, regeneration, lifesteal, and/or spellvamp (consider this against teams with champions with Sion, Soraka, Swain, Vladimir, Volibear, Mundo, etc.)


Moving on, based on what you needed earlier in the game, your situational item can be a wide variety of items. If you needed the sustain earlier in the game, chances are, your last item is a Will of the Ancients since you got a Hextech Revolver earlier in the game. If you need more damage, then your last item should be a Liandry's Torment or Abyssal Scepter. If you got a Negatron Cloak earlier, then it should be an Abyssal. Now, what’s the difference between Liandry’s and Abyssal if you want damage anyways? Well, the main difference is that Liandry’s Torment is generally going to provide a bit more damage than Abyssal Scepter since the extra health burn, infinite magic pen range, and AP is going to provide a ton of damage. However, Abyssal Scepter is the better option when the enemy team has a lot of magic damage since the bonus MR that it gives is going to make you much more survivable. Just as a heads up, Abyssal Scepter’s MR reduction has a limited range.


Anyways, going back to the situational item, the item can also be a Frozen Heart if the enemy team has a lot of physical damage and/or autoattackers (only get this if no one on your team has it, however). Also, the bonus CDR and mana that Frozen Heart provides is very useful.


Your last situational item could even be a Shurelya's Reverie as the movement speed buff is invaluable later in the game for your team. The only time I would usually get a Shurelia’s as AP mid Morgana, however, is if by some off chance I got completely destroyed in lane and I needed the Philosopher Stone to get the extra gold to get to late game.


Your last item option could also be a Rylai's] or Rod of Ages as well if you need an item that gives both health and AP. However, personally, I prefer getting a Rylai’s over a RoA on Morgana if I really needed the extra health that this item provides because early/mid game, you should not be getting either one of these items since your other items take much higher priority over these two and thus RoA’s 10 minutes of developing is usually not finished by the time you even get this item by late game (because the game will have already be over by the time this item finishes snowballing). Thus, if I need extra health/AP, it’s a much better idea to simply get a Rylai’s and get the bonus health, AP, as well as the passive slow that synergizes a bit with your ultimate. Plus, Morgana really doesn’t need a big mana pool (thus she doesn't need RoA), but instead good mana regeneration from items like Grail/Morellonomicon which bring me to my next section…


High Mana Regeneration versus High Mana Pool:

Now what’s the difference between having big mana regeneration and a big mana pool? Basically, champions that need solely mana regeneration are the ones that have relatively low mana costs per ability, but like to spam their skills from a decent to high amount. Champions that you would build mana regeneration on would like Ahri, Cassiopeia, Ziggs, and Orianna. The reason being is because since their abilities don’t cost that much mana and they don’t use an extremely large amount of mana within a short time frame, mana regeneration will easily regain any lost mana over time (which is why you usually don’t want to build a RoA on these guys).

However, champions that need a large mana pool include Anivia, Swain, and Karthus. These champions need a very, very large mana pool because they use a large amount of mana within a short time period. This means that in a teamfight, no matter how good their mana regeneration is, they cannot regenerate their massive amount of mana used if their mana pool is not big enough. Thus, you see these champions often take items like Tear of the Goddess and Rod of Ages. However, there are cases where you need both a very large mana pool AND very high mana regeneration. Such is the case of Anivia (and sometimes Swain) since not only does she need to use a very large amount of mana in team fights (thus the large mana pool), but she also needs to be able to constantly stall minions and use a large amount of mana over time which means she also needs very high mana regeneration.

The Doran’s Dilemma

Finally, some of you may have noticed, but I didn’t include Doran's Rings in my item builds in this guide thus far and the reason being is because from what I’ve found, they’re much more situational than they used to be in season 2. Prior to Season 3, Doran’s Rings gave a very nice chunk of mana regeneration for the early game (8 mana regeneration per 5 seconds) and they were basically standard for all mana using AP casters to purchase during the early game. Now, the Doran’s Rings only give 3 mana regeneration per 5 seconds and give 5 mana refunded per kill. The problem with this, however, is that Doran’s items are used as an item for an early game advantage/disadvantage since they provide everything you need for the early game (80 health and 15 AP is actually a lot for the early game). Beforehand, if you were behind in lane or wanted to snowball hard in lane, you would usually pick up 1-2 Doran’s Rings on your first back; however, now if you’re behind in lane, it’s usually much harder to get back in lane by buying Doran’s Rings since you’ll be zoned anyways and won’t be able to CS to get the mana refund that the Doran’s Rings provide. Thus, I find it a better idea to simply rush a Chalice for the infinite mana that it gives as well as the extra durability it provides from the MR. However, this isn’t to say that Doran’s item are not a good purchase (because that’s certainly not the case). Doran’s items are still a great purchase if you wish to press on an extremely early advantage and dominate your lane early or if you need some really quick health in lane; However, I would NOT purchase Doran’s Rings if the lane is passively even (since you do need to still invest the gold into buying the Doran’s Rings) or if your play-style is pretty passive.


Items to NOT get on Morgana:

While it's not the worst thing you can get, it's really not that great on Morgana. Morgana doesn't need a big mana pool and the amount of time it takes for an Archangel's to fully stack is way too long. Also, Morgana isn't a skill spammer like Karthus or Ryze, so it'll take a really long time before you finally have your Tear of the Goddess completed in comparison to other very skill-spammy AP mids.


It's way to risky. Even if you do manage to get all the stacks, it's way to easy to lose the stacks since Morgana's playstyle revolves around her getting into the entire enemy team in team fights. I guess if you were smurfing and/or noob-stomping in a game you could get this item.


I've actually seen some Morgana players build this before, and it's not worth it at all. You don't benefit from the lifesteal or AD that gunblade gives. Plus, the item is so expensive that by the time you finish a gunblade, you probably could've finished up to 2 of your other core items. While it does has good synergy with your passive, it's much, much better to just get a Will of the Ancients


Although I included this in the "situational items" in the item build, I actually never build this on Morgana. The fact that Morgana doesn't need a big mana pool kind of makes the mana portion of RoA not really all that useful on her. Plus, the item takes a full 10 minutes for the item to snowball together. If you want health in combination with AP, then I would just get a Rylai's and just skip the whole 10 minutes of waiting. Plus, a Rylai's would go relatively well with your slow on your ultimate. As a final note, Morgana usually doesn't need a RoA or a Rylai's since she really doesn't need to be all that survivable in team fights since she's a one-hit-wonder in team fights anyways (meaning she's going to just explode everything she's got in the middle of the enemy team anyways and will result in either her team completely murdering the enemy team or vise-versa).


This is just not good at all on Morgana. You usually take Lich Bane if you don't have enough burst, are an assassin, and/or are a melee ranged AP carry (champions like Fizz and Twisted Fate benefit from Lich Bane a lot). She's not an assassin and she doesn't need the extra burst that Lich Bane provides and plus, her autoattack range is pretty pathetic. Lich Bane is also pretty expensive and you have to be able to constantly spam spells in order to be able to use Lich Bane to it's fullest effectiveness (in which case, you won't be able to since Morgana's cooldowns are all pretty long).

Boots Enchantment Options:

Almost all of the enchanments (except for Furfor) can work well on Morgana. Let's go through each enchantment:



A lot of people underestimate this enchantment. Although 15 movement speed may not seem like all that much, if you factor in movement speed quints, then you easily hit over 400 movement speed (and MS is always a priceless stat). It's just an overall enchantment that's pretty good.


Now THIS enchantment is what I really like on Morgana. Because you'll be the one usually intiating and jumping into the entire enemy team, you want your teammates to be able to follow up immediately and take advantage of the scatter/stun on the enemy team. Luckily, the captain enchantment does just that and gives your entire team a movement speed boost while they run closer to you and the enemy team that's getting CC locked/scattered. I usually take these boot enchantments on Morgana.


This is also a good option since you never can go wrong with having your cooldowns of your summoners lowered. Although I like this enchantment, I usually find that there are better enchantments than these on certain champions (like the captain enchantment on Morgana)


In my opinion, this is Morgana's second best enchantment option right behind captain. This enchantment will help you (a) hurry back to lane and miss few creeps/exp (b) prevent a siege from the enemy team, or(c) rush an objective when you have to back or when you died. If my team was getting sieged and I didn't get my enchantments yet, I would definitely get these over captain boots.


This is a bad option on Morgana. She's not a kiter like Ahri, so getting these is really a waste of an enchantment. Plus, Morgana jumps INTO the entire enemy team: she doesn't stay on the outskirts of the fight and keep people at bay. Basically, furor boots are for champion that kite, and Morgana is not one of those champions.

Why can Morgana start double Faerie Charm?

So, why is it can Morgana start with two Faerie Charms and other mids cannot? Well, there are mainly 2 reasons for this:

1. Remember that because of Morgana's passive, infinite mana means infinite sustain; thus, despite only starting with 3 health potions, you still effectively have a ton of sustain

2. Although you don't have as much health as starting with a Doran's Ring or have a ward by starting with only one Faerie Charm, the fact that your blackshield blocks all forms of CC means that as long as you're smart, you SHOULD NOT be successfully ganked by any means by the enemy jungler.

So what exactly IS the advantage of starting with a double faerie charm? Well, the ultimate advantage is, again, two things:

1. You don't pump as much money into temporary items (doran's ring) or consumables (since mana = health for Morgana). T

2. You can go back extremely early for a chalice of harmony

Early Game

Early game as Morgana, you want to just play passively and farm. Don't try to harass your opponent unless they're standing next to their minions (in which case, you can push the lane [farm] while also hitting them with a tick or two of your Tormented Soil for harassment). This is where Morgana is weakest as she won't have all her abilities (levels 1-3), so be careful. At this point in the game, your spellvamp won't be enough to sustain back major poke, but it will be enough to sustain back light poke such as autoattacks and low level abilities. Remember that Morgana's autoattack range is incredibly short, so be wary of the enemy trying to make aggressive plays while you farm with your autoattacks. If you're getting pushed early, you can also use your Tormented Soil to push back even though it won't be leveled enough to clear minions from full HP. If you're laning and the enemy jungler is a heavy ganking jungler (Shaco, Maokai, Nautilus, etc.), then put your Black Shield at level 2 instead of your Tormented Soil. Remember that at level 5, Morgana's Tormented Soil (level 3) can clear caster minions out in one go. Once Tormented Soil is level 5, Morgana can clear out an entire minion wave minus the occasional cannon minion. Also, if possible and if it's not too dangerous, push your minion wave during the early game so that you hit level 6 before your opponent does as that will open up a window of time in which you have your ultimate and he/she doesn't (which can easily net you a kill especially against someone like Ahri)

Mid Game

This is where you want to start roaming. During the mid game, you should be level 6 or higher and your ganks are monstrous. Remember to take a look at what the lane comps are before you gank. For example, if my bottom lane consists of Caitlyn and Sona against a Vayne and Nunu, I know that bottom lane likely does not need help as Caitlyn is a lane dominating ADC and Sona has great poke with Caitlyn while Vayne and Nunu cannot really play aggressively (especially since Sona has sustain while Nunu doesn't). Thus, bottom lane has the natural advantage and should be able to hold it's own very easily. However, if my top lane consists of Jax versus Jayce, I would want to gank top because not only is Jax a hyper carry when he gets fed, but if he gets a small lead against anyone, Jax can very easily hold that lead (and thus secure top lane). However, ganking/camping is not just a one time thing. If you want to snowball and secure a lane, you MUST gank and snowball a lane over, and over, and over, and over again. Remember though that you MUST push your lane up before you go gank or you'll lose a lot of CS and exp and you'll likely lose your tower. Going back to further explain my previous bottom lane example, if MY team has Vayne and Nunu, I would likely camp bottom since if Vayne gets fed, by mid and late game we'll have a huge advantage due to Vayne having an insanely strong late game. Vayne will also have a relatively hard time against Caitlyn and Sona so camping bottom to relieve lane pressure will help Vayne immensely.

Here is a lane gank example as Morgana (Note that I walked through the river, but had that been warded, I would've walked the long way around so I would've not been seen).




This is an example of a gank through the enemy tri-bush. I manage to pick up a triple kill here! Also notice how I use Black Shield the instant Vayne tries to Condemn me away so I can't get knocked back and break my Soul Shackles tether.




During this part of the game, your CS should be at least 150 by 20 minutes assuming that you've been roaming like a boss (200 CS if you've been power-farming by 20 minutes) and you should've gotten a lot of kills and/or assists. If you decided to gank bottom lane and you managed to kill the bottom laners (and your team is not too low), then secure the dragon and make sure you get the timer on it so you can kill it again when it spawn 6 minutes later.

At mid game, there will usually be a tower or two lost, so make sure that you go to where the action happens during the small skirmishes during this time period as a lot of these skirmishes will determine the outcome of the game (Ex: fights at dragon, teams grouping at mid, etc.). You should also have your Zhonya's and at this point of the game and you should be dealing extremely high amounts of damage. Mid game is where Morgana shines, so be sure you take advantage of it.

Video of me 1v3ing the enemy team to stop them from taking dragon during the mid game. Although we probably would've won the game even if they had taken the dragon, it's important to not even give the enemy team a chance to bounce back from the game:


Late Game

Late game, make sure you stay with your team and ward (but not if it's dangerous to do so). Make sure you constantly have Baron warded and don't worry about dragon late game as dragon's gold and exp late game really is negligible since everyone's build is practically done and everyone's already level 18. If you and the enemy team get into a "Mexican stand-off", constantly try to fish for Dark Binding on the enemy team (remember that skillshots out of vison are easiest to hit). If you hit a priority target with it, immediately flash, ult, and if necessary, Zhonya's to kill the priority target.

Basically, Morgana's damage is still good late game, but after you blow everything, you become a support (so play like one!).

Team Fights

Typically as Morgana, you will try to fish for Dark Bindings during the stand-off period before a team fight (the calm before the storm). Once you hit a priority target, you want to flash -> ult into the enemy team and either AoE stun them or scatter them. This will initiate the team fight. After your Zhonya's wears off, try to either get out of the front line, peel for team members with your snare, black shield MVP friendlies, and/or use your abilities to the fullest to support your team (because once you blow your main nukes, you're really just a support).

Assuming that your team gets engaged on instead, you can use your ultimate/Zhonya's combo as a counter intiate to stun the entire enemy team when they try to jump you. If things are going too badly, then it's a good idea to just forget about the counter intiate and just let whoever got caught die and get away yourself.

As a final note, DO NOT go hero mode as Morgana in team fights expecting to hyper carry your team through raw damage (because Morgana doesn't have the raw DPS to carry a team through damage). Instead, carry your team through sudden burst and utility.

Match-Ups



7/10

Easy-Hard


Against Ahri, it’s really a skill match-up. Neither one counters the other, but it depends highly on just who’s the better player. If the Ahri player is bad, then the lane is extremely easy. If the Ahri player is good, then it’ll be very hard. If the Ahri player is exceptional, then it’ll be VERY hard (and the same goes for her too if the Morgana player is exceptional). If Ahri is playing against Morgana, she should be maxing her Q first since the true damage on her Orb of Deception will go through your Black Shield. When going in on a kill for her, you want to HIT YOUR Dark Binding first before you go in to ult and blow everything on her! If you don’t, then she’ll just ult or flash away from your Soul Shackles and you will have wasted your ultimate (your ultimate is on a longer cooldown than hers). Also, make sure you Black Shield when she tries to charm you or you’ll get a face full of Q and W which hurts a lot. Also, good Ahri players will always try to harass you with their Q when you’re trying to last hit, so be very careful when trying to last hit a minion. Also, Ahri is an extremely good Roamer, so make sure you follow her to countergank or gank another lane when she’s gone from mid lane. Also, when trying to hit your Q against her, either shoot it out of vision or shoot it when she tries to last it. It’s much easier that way.

Rune Page: Standard Rune Page
Mastery Page: 21/0/9
Suggested Item Path: Standard
Starting items:



4/10

Medium


You push way harder than Akali any day. Take advantage of that and just be a pushing beast and force her to her tower so she can’t roam (that’s how Akali gets fed). Be careful once she hits level 6 though as her burst is pretty high. Feel free to build a bit of health and/or magic resistance against Akali because even with your spellshield, her burst in combination with her low cooldowns can make her pretty dangerous. Remember that you don’t have to win lane against Akali (since she falls off late game anyways in terms of usefulness). All you have to do is just push her to her tower (which is easy since you’re Morgana and you have your Tormented Soil), prevent her from roaming, and go gank and/or farm your jungle while she’s pushed to her tower. However, if you do let her roam or pick up kills on you in lane, the lane snowballs heavily in her favor since Akali is a snowball champion.

Rune Page: Standard or Full MR
Mastery Page: 21/0/9
Suggested Item path: Standard or MR Oriented
Starting items:



7/10

Easy-Hard


Same deal as Ahri. It’s highly skill dependent on both players. Both Morgana and Anivia have very good pushing power and ganking potential and both become extremely useful later in the game as well (same deal with Ahri). Remember that when Articuno tries to use her Q on you to try to stun you to Black Shield so that you do not get stunned. Good Anivia players can lead you into a stun very easily by walling your dodging patterns and then slowing you with her ult. If she hits her ult or Q on you, her E will hurt a lot. Also, don’t fall for getting egg-baited with her passive. Basically, if both players are of even skill level, neither lane should win or lose without heavy jungle intervention. Also, remember to countergank, gank, or farm wolves/wraiths when Anivia is not in lane (and make sure you push your lane up too so you don’t lose CS). Finally, I would HIGHLY, HIGHLY, HIGHLY suggest trying to steal her blue buff as Anivia is one of the LAST champions you want to have a blue buff (the other is Swain). If you can take every single one of her blues, then it makes the lane much, much easier.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



3/10

Easy-Medium


Morgana has the advantage in this matchup. While Morgana doesn’t really counter Annie, the fact that Annie’s stun and gank set-ups are so predictable when she holds her stuns allows you to easily Black Shield her burst and her stun. Also, you push harder than her and can sustain all the poke she tries to do to you. Just watch out for Annie roaming as she’s a pretty good roamer with her massive burst and her stun. Also, make sure you can Black Shield her stuns or you set yourself up for a lot of pain.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Easy


Sometimes, you’ll see her in the middle for whatever case. Watch out for her early game damage as all ADCs have their autoattacks hurt a lot during the early game (thus, don’t play aggressively during the early levels). However, you easily can outpush and outscale her by the midgame since ADCs don’t scale that well with levels. Once you hit level 5 and above, you have the advantage and you roam/gank better than she does. I usually start with two Faerie charms and 3 health potions, but if you’re scared of her damage, feel free to take a full armor rune page and well as starting with cloth armor.

Rune Page: Standard or Full Armor
Mastery Page: 21/0/9
Suggested item Path: Standard or Armor Oriented
Starting items: or



4/10

Medium


Brand has a pretty good long range poke with his Flame Pillar so watch out for that. Brand can also farm pretty well and his burst is actually pretty damn high. Don’t underestimate him. Any poke he does to you, however, you should be able to easily gain back with your passive and make sure you spellshield when he tries to stun you. Try not to waste your Black Shield when he uses a non-CC ability on you as he might baiting you to use it so that the jungler can come and gank you. He’s a pretty standard match-up.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



3/10

Easy


Same deal with Ashe, but she’s worse than Ashe in terms of roaming. Her autoattacks are going to hurt early, but once you get past the early levels, you outscale her by a lot. Her ganks/roaming power is also not that great so you can easily push your lane out and get fed by ganking. Against Caitlyn, I usually start with two Faerie charms and 3 health potions, but if you’re scared of her damage, feel free to take a full armor rune page and well as starting with cloth armor.

Rune Page: Standard or Full Armor
Mastery Page: 21/0/9
Suggested item Path: Standard or Armor Oriented
Starting items: or



6.5/10

Medium-Hard


A good Cassiopeia can be hard to deal with if you don’t know what you’re doing. Cassiopeia likes to skill spam A LOT as her passive promotes her to constantly harass her opponent down. She pushes just as hard as you can and her ganks are equally as scary once she hits level 6. You might want to get a hextech revolver if you find yourself getting poked down a lot. Most of the time, however, you shouldn’t be harassed too often as you can farm out of the distance of her Q with your Tormented Soil. Once she hits level 6, be careful if she tries to flash ult you to bring you down. If she tries to do this, make sure you spellshield yourself AND turn around just in case. Also, her DPS is crazy high. This is really just a skill match-up.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Easy-Medium


Cho’Gath gives most standard AP mids a lot of trouble in the mid lane due to his insane tankiness, sustain, silence, CC, burst, and really high base damages; however, there’s one problem for him: you’re Morgana. When playing against Cho’Gath, you do not want to play aggressively against him. Whenever he tries to land a rupture on you, make sure you either dodge it or Black Shield it so that you don’t get knocked up/slowed. Also, Cho’Gath can’t zone you since you can farm very far away with your Tormented Soil. Also, you can sustain just as well as he can. Once he hits level 6, however, watch out if he tries to feast you as his feast does true damage and goes through your Black Shield. I would probably take movement speed quints because you want to be able to dodge his ruptures. Also, consider buying a bit a health against his true damage. In this match-up if you play it right, Cho’Gath shouldn’t be able to do much against you.

Rune Page: Standard or Spellvamp
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items: or



5/10

Easy-Hard


Ah yes, Corki. Corki is actually on of the ADCs that actually pretty scary to lane against if you don’t know what you’re doing. Corki’s autoattacks hurt A TON due to his bonus true damage from his passive so be very careful not to let him get free autoattacks during the early game. In this match-up, I would actually suggest starting with cloth armor as well as going for a full armor rune page. Also, Corki is pretty damn bursty so be careful. However, once you get your tormented soil to level 3, you can outpush Corki and roam a lot better than he can. Also, you sustain should be enough to bring yourself back from autoattack harassment if you play carefully. Once you go back and get your chainvest, however, Corki shouldn’t really be doing much to you. Oh yeah, Corki also deals a good deal of magic damage during the early game, so watch out for that too.

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items:



1/10

Easy


There’s nothing he can do to you. He can’t pull you because of your Black Shield, he can’t outpush you, any harassment he managed to get on you is just sustained back, and because he’s always pushed, he can’t roam and get fed. Sure you might not be able to kill him since he’s tanky, but why do you need to when you can just roam and get fed anyways when he’s stuck at tower doing whatever? In this match-up, just make sure you don’t get in melee range of him and to shield pulls because otherwise, you might actually die from his insane dunking combo.

Rune Page: Standard or Full Armor
Mastery Page: 21/0/9
Suggested item Path: Standard or Armor Oriented
Starting items: or



4/10

Easy-Medium


Diana is tanky and also deals quite a bit of damage. You probably won’t be able to kill her in lane, but there’s really not much she can do to you either. Just make sure you dodge her Qs so that she can’t get easy ults onto you and also make sure that you don’t let her just freely roam and get fed/snowball your other lanes. Also, you can autoattack harass her early before she gets her ultimate at level 6.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



5/10

Easy-Hard


Same deal with Corki, except that his early level autoattacks hurt even more (because of his Q)! Be EXTREMELY careful of Draven getting free autoattacks on you as even two autoattacks can chunk you down to 60% of your HP at level 1. I highly recommend starting with cloth armor and taking a full armor rune page as well as getting a chain vest on your first back. Once you hit level 5, however, you have the advantage since Draven has pretty much no pushing power. Push against him, roam, get fed, and beast mode him once you get back to lane. Also, once you get your chainvest, any damage he does to you, you can easily sustain back with your passive.

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items:



3/10

Easy-Medium


She’s not that hard to deal with. In lane, all she really does is just harass you with her Q in human form, and that damage is easily sustained back with your passive. Elise is pretty tanky and she generally likes building a lot of magic penetration since her ratios aren’t that high. Pretty easy lane and there’s not much to it other than to dodge/spellshield her stun and to just play you usually do.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Easy-Hard


Not sure as of now since I haven’t played against her in the newest patch, but before the newest patch, she’s broken. Evelynn is a pretty weak laner, but her Q costs basically no mana and she can use it over and over again to harass and to push the minion wave. While she isn’t a strong laner (she’s actually a pretty weak laner), all Evelynn does is push her lane and go gank everyone while she’s stealthed. Once she gets a DFG, she basically can instagib anyone that comes in her way. However, in team fights, she shouldn’t be much of a threat to you (but probably to the other squishies on your team) since you go into the middle of the enemy team anyways and Zhonya’s so you can’t really get assassinated anyways. Basically, just have very good map awareness and always try to countergank this skank or keep her pushed up so she can’t roam. Also, be careful of her burst once she gets her ultimate and/or DFG.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



1/10

Easy


If he’s going AD, then just watch out for his autoattacks. If he’s going AP, watch out for his burst (because AP Ezreal’s burst is actually really high). Ezreal has no pushing power and his ganks are pretty bad, so just push him up with your Tormented Soil and outfarm/outroam him and win the game. Also, dodge his skill shots and make sure you snare him first if you’re going to in on a kill in lane because, just like Ahri, he’ll just blink away if you decide to ult him first which will be a huge waste of your ult. Therefore, make sure you snare first, then ult and use the rest of your combo.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



6/10

Medium


The scarecrow is actually pretty scary if you’ve never played against a good one. At level 6, a good Fiddlesticks will often try to go to one of the ‘blind spots’ of the middle lane and then just use his ultimate as well as his year-long fear before you even have time to react to using your blackshield. Beating Fiddlesticks in lane is also almost impossible as well since his drain allows him to be at full HP nearly all the time. HOWEVER, Fiddlesticks’s major weakness is that he has very poor pushing power. Basically, outpush him and force him to his tower, and then you can easily go roam and farm your jungle and leave him in the dust while you snowball other lane. One more thing: watch out for when he fears/silences you. Fiddlestick’s can set up really easy ganks with his jungler that way since both of his CC abilities are point-and-click.

Rune Page: Standard or Full MR
Mastery Page: 21/0/9
Suggested item Path: Standard or MR Oriented
Starting items:



3/10

Easy-Medium


Fiora’s actually not that bad in the mid lane! Watch out for her early game damage as her dash and autoattacks combined with her extremely high AD makes her hurt A LOT during the early game. I would suggest taking cloth armor as well as taking a full armor rune page against her. Fiora has poor ganks and poor pushing power as well, so make sure you push her to her tower and then just go roam or farm the jungle. Also, once you get your Zhonya’s Hourglass in lane, make sure you Zhonya’s her ultimate so that you don’t take any damage from her ult. Basically, be careful until you get a bit of armor.

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items:



1/10

Easy


There’s really nothing this little guy can do to you. He has almost no pushing power and if he wants to AoE clear a minion wave, he has to trickster onto a minion wave which means that he not only burns his escape, but he also burns a lot of mana (because trickster costs a lot of mana). Because you outpush him so hard, Fizz can’t roam and that’s how Fizz stay relevant in a game considering the fact that he’s an assassin and needs to snowball to keep relevant later in the game. When he ults you, you can easily just Black Shield his ultimate to negate almost all of the damage as well as prevent the slow and knock-up. Also, his standard form of harassment is just dashing in, then trickstering out. The harass, however, can easily be sustained back with your spellvamp.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



3/10

Easy-Medium


This is a pretty boring lane. He can’t do anything to you and you really can’t do anything to him since he’s so tanky and has so much MR. Any harass you do manage to put on him, he’ll just gain back with his Bulwark and your full burst can’t kill him anyways because he has so much MR. Both you and him have relatively the equivalent amount of pushing power, but you gank better than he does so take advantage of that and snowball your other lanes. Oh yeah, and his Qs will hurt a lot during the early game, but it quickly scales off and doesn’t hurt that much after a few levels.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



6/10

Medium-Hard


Gragas can push minions just as well as you can once he gets a little bit of AP since his Barrel Roll is on a 1 to 1 ratio (or maybe 0.9 ratio, I forgot) and his ganks are also pretty scary because of his ultimate. Make sure you take movement speed quints to dodge his Qs and watch out for his burst even prior to level 6 as he can do a lot of damage. Make sure you spellshield if he tries to knock you towards his tower with his ult because that usually means the jungler is coming in to gank you as well. In teamfights, make sure you spellshield yourself as you flash or walk into the enemy team otherwise you’ll get knocked back with his ultimate and you will have wasted your ult (his ultimate is on a lower cooldown than yours). This matchup is pretty skill dependent.



4/10

Easy-Medium


Same as the other ADCs. His early game autoattacks will hurt, but he’ll scale off mid game just like every ADC unless he gets fed. His ganks are weak, but he has pretty good pushing power with his buckshot. His passive is also useless against you since you deal magic damage. Pretty easy lane that’s pretty straightforward as well.

Rune Page: Standard or Full Armor
Mastery Page: 21/0/9
Suggested item Path: Standard or Armor Oriented
Starting items: or



1/10

Easy


There is literally nothing Heimerdinger can do to you. He can’t outpush you since you can just Tormented Soil his turrets and receive free gold from them and he can’t poke you down since you have your spellshield and your sustain. He’s also incredibly squishy, so once you get to level 6, if you can land a snare on him, he’s an easy kill. He also has pretty bad ganks. The only thing to be wary of is not to fight him without your spellshield when he’s next to his turrets as they do hurt a lot if he turns on his ultimate with two turrets next to him (which should not happen since you should be killing off his turrets anyways with your W).

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



5/10

Easy-Hard


I’ve actually played against Jax and as Jax in the middle multiple times, and he’s actually pretty scary for people who don’t know how to play against him in the mid lane. At level 3, he can take down ~70-80% of your health with his full combo assuming he has all three abilities. His ganks are also pretty good with his stun and at level 6, no one can duel him. However, he has no innate sustain and he can’t stop you from farming and he also needs to get in melee range of minions to last hit. Thus, you can harass him with your W and Q when he tries to last hit and you can sustain any damage he does to you. It’s probably a good idea to take cloth armor, but take a standard rune page since Jax does magic damage as well. To beat him, just outpush him and gank and DO NOT feed him. Jax becomes a tanky hypercarry late game and you don’t want him to reach that late game by being stupid/careless.

Rune Page: Standard or Full Armor
Mastery Page: 21/0/9
Suggested item Path: Standard or Armor Oriented
Starting items: or



5/10

Easy-Hard


This lane can either be easy or difficult based on whether you know what you’re doing and whether or not the Jayce player is good. Against a good Jayce player, watch out for his burst in his Hammer Form as the full combo does quite a chunk of damage. Also, make sure you dodge his skillshot nuke when he’s in Cannon Form since it hurts A LOT when it shoots through the Acceleration Gate. Take a full armor rune page and start with cloth armor. On your first back, get a Chain Vest and he’ll be doing almost no damage to you since you have your passive. Also, Jayce’s ganks are actually really good since he has his speed up as well as his slow/knockback. Make sure you countergank when he tries to gank other lanes.

Rune Page: Standard or Full Armor
Mastery Page: 21/0/9
Suggested item Path: Standard or Armor Oriented
Starting items: or



5/10

Easy


Karthus is broken due to the nature of his kit, but he’s a weak laner; HOWEVER, he cannot be stopped from getting fed since his can farm from a huge distance away with his Q and he can just pick up kills using his ultimate. Because of this, you DO NOT want to just passively farm against him all game as a good Karthus will just win the game by pressing “R”, getting fed to late game, and then laughing in your face. Remember what I said about how nothing really happens when the enemy laner plays passively against Morgana since she’s ‘anti-aggression’? Well, that’s what Karthus likes because he gets fed no matter what. Therefore, whenever you have the chance to push your lane up or have your minions cleared farm the jungle or GANK! You have to snowball harder than Karthus can since Karthus always gets fed (he’s a ticking time bomb). As I said before, while he doesn’t do much in lane, he’s a monster in team fights since he just does SO MUCH DAMAGE. Both you and Karthus are equally dangerous late game, but you aren’t playing to be equal. You’re playing to win. Oh yeah, one more thing: a bad Karthus player is easy to deal with because instead of farming, he’ll always just try to harass you with his Q. A good Karthus player, however, will just farm like a beast and just beast mode peeps with his ult.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



3/10

Easy-Medium


Kassadin isn’t that hard to deal with since he doesn’t have much pushing power (Force Pulse is inconsistent to farming minion waves). As an assassin, he’s not that strong since he can’t really instagib people that easily , and in lane you should be able to beat him since you have sustain while he doesn’t. Just make sure you push him up so he doesn’t roam (Kassadin is a fantastic roamer but a poor pusher. You’re way more useful than him in teamfights as well, so if you can’t pull off any ganks, you can just farm and outscale him anyways.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Easy-Medium


Some people have trouble against Katarina as Morgana, but it’s really easy dealing with her. Both you and Katarina push equally as hard and both of you like to gank a lot. The difference, however, is that Katarina is going to try to constantly poke you with her Bouncing Blades and her other abilities so the key to winning against her is getting a little bit of MR and spellvamp. If you take a hextech revolver as well as 6% spellvamp from runes, any amount of damage she does to you is VERY easily negated. Also, when Katarina tries to shunpo in and use her full burst on you (her ult), make sure you spellshield yourself to negate some of the damage. Not that hard of a lane, but if you screw up, she can snowball very easily.

Rune Page: Spellvamp
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



5/10

Medium


THE EPIC MATCH-UP! No, but seriously, Kayle is actually really good in the mid-lane (people just don’t know it yet). Be EXTREMELY careful when Kayle hits level 2 because once she does, she can instagib people with her Q, E, and autoattacks. Her early game is absolutely insane and she has pretty good pushing power with her E. Make sure you don’t feed her as once Kayle gets an advantage, it’s really hard for her to lose it. Basically, just be very, very careful early game and then just do your normal stuff thereafter. As a final note, be very careful because Kayle is very versatile, so you never know if she's going AP, AD, or Hybrid.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



3/10

Easy-Medium


Kennen is pretty easy to deal with. His burst isn’t insane and his stuns are really easy to predict and block with your Black Shield. Also, you can outpush the little guy so you can out-roam him any day. His poke also isn’t enough to really do anything to you since you have your passive. When going in for a kill on Kennen, hit your snare first because otherwise, he’ll just speed away if you use your Soul Shackles first. Late game, Kennen will try to do the same thing as you where he’ll either run or flash into the middle of your team and then ult/Zhonya’s to AoE stun and damage the enemy team.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Medium


Another AD Caster. Just take an armor rune page and start cloth armor and rush a chainvest and you should be fine. Kha’Zix is just going to try to poke you with his skillshot nuke during the early game, but the ability is really easy to dodge. As long as you have a decent amount of armor, Kha’Zix’s full burst should not be able to bring you below even half health (in which case, health potions and your passive will sustain your health back up to full HP). If you find Kha’Zix constantly trying to poke you with his skillshot nuke, let him. He’ll OOM very quickly if he does so, and he’ll be either an easy cherry-pick of a kill or pretty much harmless.

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items:



5/10

Medium


AP Kog’Maw is actually pretty underrated (as AP Kog’s ratios are actually pretty good and his constant poke from his ultimate is quite beastly) as a mid laner. Don’t underestimate this little void monster as he does have decent pushing power from his Void Ooze and his ultimate. Once he hits level 6 and assuming he has good mana regeneration from either blue buff and/or items, Kog’Maw will constantly try to spam his ultimate to poke you down. Remember that AP Kog does mostly magic damage, so going for a standard rune page as well as a chalice should be able to let you stay durably in lane. Also, Kog’Maw is actually a pretty decent roamer since his void ooze sets up for really easy ganks and Kog’Maw’s damage is also pretty good despite not being very bursty. Remember that he’s still super squishy though and a binding at level 6+ will probably mean a free kill for you. Just watch out for his poke from his ultimate and you should be fine in this match-up.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Medium


LeBlanc is extremely bursty and is one of the best lane dominators in the game. It’s a good idea to build a lot of MR and/or go for a full MR rune page. Remember to Black Shield when she’s going to use her full combo on you to significantly reduce the damage on her burst. To be LeBlanc, you DO NOT want to stay in lane against her. Instead, push against her HARD with you Tormented Soil as LeBlanc has very little pushing power and is pretty bad at farming under tower. Also, you outscale her in terms of usefulness mid and late game by a long-shot, so if you push and keep her stuck at her tower, she can’t gank/snowball lanes and she basically automatically loses and becomes relatively useless by the 20 minute mark. Again, the strategy against LeBlanc is to push her to her tower, then go roam and snowball other lanes since she’ll be stuck at tower.

Rune Page: Standard or Full MR
Mastery Page: 21/0/9
Suggested item Path: Standard or MR Oriented
Starting items:



7/10

Easy-Hard


He’s highly skill dependent. Against a bad Lee Sin, you can win lane no problem. Against a good Lee Sin, it’ll be harder. Against an exceptional Lee Sin, you’ll be ripping your hair out. Basically, Lee Sin has everything. He has sustain, pushing power, damage, good ganks, EVERYTHING! Watch out for Lee Sin’s early game damage as Lee Sin is one of the strongest champions at level 3. Also, his kick does “tons of damage” so watch out for that when he is level 6. However, against Lee Sin, you can easily win lane or at least keep even by taking a full armor rune page and starting cloth armor. Even if Lee Sin maxes his E first (which deals magic damage), the vast majority of his damage still is physical and thus, taking armor will significantly reduce his damage. If you take an armor rune page, start cloth, then get a chainvest and he won’t be able to kill you in lane at all and any damage you take, you gain back with your passive. If you really feel the need for sustain, get a hextech as well. Also, it’s really hard to gank a Lee Sin if he’s good because he’ll be holding onto wards to just Safeguard back to his tower and run away. Also, he can just kick you or the jungler away.

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items:



5/10

Easy-Medium


Just like a lot of other champions, Lux is highly skill dependent. However, a good lux player will try to get good mana regeneration and just constantly spam her skills over and over again in lane against you (just like Ziggs). She can farm just as well as you can and her burst is pretty high if she lands her full combo. She’s pretty squishy though, so if you manage to hit your binding on her at level 6, you can probably kill her. Also, watch out for Lux trying to roam because if she hits her snare onto an unsuspecting target in another lane, it’s probably going to be a kill. Also, Lux’s mana costs are really high early in the game, so she’ll probably go OOM if she skill-spams during the early game. While Lux isn’t that hard to deal with, just make sure you’re not careful and you should be fine.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Easy-Hard


Oh boy, Malzahar. Malzahar pushes just as well as you can, but as long as you’re not stupid, you should be able to sustain your HP up from his poke with your passive. Be VERY careful once Malzahar hits level 6, however, because once he does, he can instagib most people from full HP with his full burst and ignite. Also, his ganks are scary as hell with his ultimate (and his ultimate is on a pretty low cooldown). The best way to counter Malzahar is to rush a QSS as your first item since pretty much all his burst can be negated from the QSS active. Also, you become much more useful than he does in team fights, so if both of you just passively farm against each other, you still turn out better than he does. Basically, just rush QSS and win the lane.

Rune Page: Standard or Full MR
Mastery Page: 21/0/9
Suggested item Path: Standard or MR Oriented
Starting items:



1/10

Easy


AP Master Yi is one of your easiest match-ups. Every time he tries to alpha strike onto you, you can just Black Shield to negate pretty much all the damage. Make sure that you don’t stand close to your minions when you have 3 or less minions next to you since Alpha Strike randomly hits up to 4 nearby targets and thus if there are 3 or less minions and you’re standing next to them, you’ll get hit by Alpha Strike. Also, Alpha Strike is on a really long cooldown, so AP Master Yi actually can’t outpush you at all. While you probably can’t beat him in lane since Meditate has a ridiculous AP Ratio (4.0 AP Ratio as well as granting a million Armor and MR), he can’t do anything to you and he becomes pretty useless in team fights. Also, if he does manage to Alpha Strike you, you can just heal the damage up with your passive sustain.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



5-7/10

Medium


Don’t underestimate her. Despite being an ADC, Miss Fortune is great at harassing her opponent with her Double Up as well has her Make-it-Rain. She’s also a pretty good roamer because of her passive (which is basically a free boots of mobility) in combination with her slow. She also can deal a pretty good amount of damage (most of it being physical), so be wary of that. Also, Miss Fortune has really good pushing power as well with her Make-it-Rain. Just lane like you normally would, and you should be fine.

Rune Page: Standard or Full Armor
Mastery Page: 21/0/9
Suggested item Path: Standard or Armor Oriented
Starting items: or



4/10

Easy-Medium


A lot of people say that Mordekaiser is the hardest possible counter to Morgana and I have to disagree. While it’s true that Morgana can’t do anything to Mordekaiser, the same is also true to Mordekaiser if Morgana isn’t stupid. Mordekaiser cannot really harass Morgana since she can basically instaclear a minion wave way outside of Mordekaiser’s attack range with her Tormented Soil. On top of that, Morgana can gain all of her health back with her passive if Mordekaiser does somehow manage to harass her a bit with her abilities. The reason I see a lot of Morgana’s get stomped by Mordekaiser is because they always try to waste their Tormented Soil to try to harass him down and then just go OOM and get out-pushed and out-harassed in lane. Basically, you want to just passively farm against Morde since he can’t really do anything to you. Also, Mordekaiser has extremely poor ganks while Morgana has extremely good ganks. When playing this match-up, do not stand too close to the minions because otherwise you’ll be asking to get harassed down with Mordekaiser’s abilities. Also, you want to go farm the jungle and especially GANK between minion waves since you want to snowball your other lanes to have an advantage since you won’t lose mid lane and since Mordekaiser can’t really gank himself. Finally, if you’re still having trouble against the Master of Metal, feel free to purchase a bit of spell vamp from a Hextech Revolver and be sure to also take a Chalice of Harmony so that you never run out of mana (and also so that you’re more durable against Mordekaiser’s damage).

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



6-7/10

Easy-Hard


AP Nidalee is very highly skill dependent. A bad AP Nidalee is basically a free win for you whereas a good one can be very hard to deal with. Most AP Nidalee player max their Javelin Toss first, but the best AP Nid players actually usually max their E/Heal first to be able to have infinite sustain in lane. Once AP Nidalee hits level 6 and has her Cougar form, her burst is VERY high and the bonus damage provided from her E gives her pretty good AoE clear as well as damage. Do not underestimate this match-up as once in a blue moon, there WILL be a good AP Nidalee player and you can’t tell me that I didn’t say “I told ya so”. Most of the time, Nidalee Players will either try to fish out Javelin Tosses or try to shoot the slow traveling skill shot in an obvious blind spot (like the midlane bushes) which are really easy to dodge; however, a good AP Nidalee Player will simply max her E first and get to level 6 and then jump on you in cougar form and force you to start running back to your tower. Then, once you start running to your tower without minions blocking the way, that will make EASY javelin tosses and she can pick up kills extremely easily this way. Also, good AP Nidalee players chuck their spears in very good blind spots, so if Nidalee is “missing” from lane, expect a spear toss from any angle! Also, don’t expect to be able to harass her down as once she gets a chalice or blue buff, she has just as much sustain as you do. To play against a good AP Nidalee, make sure that you Black Shield when you see a spear about to hit your face to reduce the damage and also be very careful when Nidalee hits level 6 and tries to jump on you to kill you. Against this match-up, I would highly recommend taking a full MR page, a chalice, and even a negatron cloak as well because Nidalee’s poke and burst is VERY deceptively high. Finally, as Morgana, you still outpush Nidalee despite her AoE clear from her Cougar form so take advantage of that to go gank (Nidalee also isn’t as good of a ganker/roamer as you are)

Rune Page: Standard or Full MR
Mastery Page: 21/0/9
Suggested item Path: Standard or MR Oriented
Starting items:



1/10

Easy


AP/lane Nunu is usually a troll pick to piss people off. Basically, Nunu is an insanely strong lane dominator against most laners since he can harass with his snowballs (they’re on a 1 to 1 AP ratio) and he doesn’t have to leave lane because of his consume. However, against Morgana, there’s really nothing he can do. Because Nunu doesn’t have any pushing power, Nunu will be left in the mid lane trying to punch minions in the face at his tower while you’re laughing at him while ganking other lanes and power farming the jungle. Even if he doesn’t manage to land a snowball to your face, your passive is more than enough to brush off his harass. Also, you can easily walk out of his ultimate since your spellshield will prevent his slows. AP Nunu also falls off extremely hard mid and late game since he doesn’t really provide any solid and consistent damage to the team as an AP carry. The only thing to be careful of is not to get baited into walking into his ultimate if he’s low on HP since usually, AP Nunu will run into a bush and empire your face and instantly score a pentakill (his ultimate is on a crazy 2.5 AP ratio if it gets fully charged).

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



7/10

Easy-Hard


Just like many of the other god tier AP mids, Orianna is extremely skill dependent. Most newbie Orianna players will max their Q first in which case, their damage and AoE clear will be extremely subpar; however, experienced Orianna players will max either their W (Command: Dissonance) or their E (Command: Protect) first. If an Orianna player is maxing her W first, then be VERY careful because Orianna’s Q->W harass and zoning power is extremely powerful (you can get chunked for a huge amount of your health if she can land this on you consistently). Also, reading the movements of the ball is not that easy since the skillshot pathing and range is very unique. If an Orianna play is maxing her shield first, this means that the Orianna player will be aiming to harass you heavily with autoattacks since Orianna’s passive grants her a ton of bonus damage for her AAs and minion agro will be negated since her shield will block the minion damage. Also, Orianna still have amazing AoE clearing even if she maxes her E first since she can still just Q and then E through a line of minions to easily clear it. Also, at max level of her E, Orianna gains 30 bonus armor AND magic resist in combination with her shield so DO NOT get baited into trying to kill her as Orianna is actually deceptively tanky. Also, be very careful of Orianna players who play very aggressively early game as even though they’ll run out of mana quickly, they will still be a pretty big threat to play against. Orianna also has just as good as a wave clear as you do and she also have equally strong utility and ganks. Once Orianna gets a Athene’s Unholy Grail, she basically can spam her skills over and over again, so be careful once she gets this item. In terms of microing, make sure you hit Orianna with your snare first if you’re going to all-in her since if she’s maxing her Command: Dissonance first, she’ll easily be able to speed away from your Soul Shackles with the large movement speed buff that her W grants. Finally, Orianna is very potent in team fights, so it’s really a skill match-up between Orianna and Morgana.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Easy-Medium


This is a pretty straight-forward match-up. In lane, Pantheon is just going to try to chuck you with spears all day to try to widdle you down. You, however, are going to take a cloth armor and a full armor rune page and pick up a chain vest on your first back and laugh as he wonders why his spear chucking is doing no damage to you while you sustain all his poke back up. If he tries to dunk you, make sure you spellshield so that his stun doesn’t go off. Also, despite having a better minion clear than Pantheon (because heartseeker strike ain’t as good as Tormented Soil for wave clear, yo!), Pantheon still does have very strong ganks, so make sure you either countergank him or force him to his turret during the laning phase. He shouldn’t be able to win lane against you when you have so much armor and sustain, so this lane should be pretty easy (just don’t be stupid and let him snowball off of you).

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items:



5/10

Easy-Hard


She’s the same deal with Lee Sin (can be easy or hard depending on how good she and and how good you are). She has good AoE clearing ability with her Q and Ki Strike and she has pretty good ganks. She also can snowball lane really hard if she gets an advantage, so be careful. Also, at level 1, Riven has the highest damage in the game if she takes her Q so don’t be stupid at level 1. Because Riven does all physical damage, start with cloth armor and take a full armor rune page. On your first back, get a Chainvest and she will do almost no damage to you.

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items:



2/10

Easy-Medium


Ryze is pretty easy to deal with since he has a pretty short range. Ryze also doesn’t have much pushing power, so just force him to his tower and go gank and/or farm the jungle while he’s stuck at his tower crying. Oh yeah, you can sustain your HP against him easily with your passive. Also, make sure you Blackshield when he tries to use his combo on you to reduce his damage. Basically, just don’t feed him and you’ll be fine (Ryze snowballs super hard btw). One more thing: if Ryze flashes towards you in lane while you’re almost at full HP, then 99% of the time, he’s trying to get in range to snare you since his jungler is coming in to gank. If he does, make sure you Black Shield yourself so you can’t get CCed.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



1/10

Easy


He’s pretty much a joke to lane against. His stun is super easy to Black Shield so he can’t harass you with his shield exploding on you. You push way harder than he does (he has no real pushing power) and he’s only good if he can roam and snowball (which is prevented since you push against him so hard). Also, he’s pretty much useless in team fights, so you still win against him if both of you are just farming all day. When he’s pushed up, just go roam and watch him cry at his tower.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Easy-Medium


Like all the ADCs, her autoattacks will hurt during the early game. Unlike the other ADCs, however, Sivir actually scales pretty well with levels and she’s actually really bursty if she can hit her auto-boomerang-ricochet-auto combo on you. A good Sivir can also spell shield your snare and your ultimate if she’s good, so be careful not to get baited into obvious spellshields (or she’ll regain a lot of free mana). When comparing her pushing power to yours, Sivir can also insta-clear a minion wave, but she can’t really gank well since she has no CC. Overall, this matchup is pretty easy, but make just be cautious of her suprising burst damage from her combo and you should be fine.

Rune Page: Standard or Full Armor
Mastery Page: 21/0/9
Suggested item Path: Standard or Armor Oriented
Starting items: or



3/10

Easy-Medium


In my opinion, Swain is just annoying to play against as anyone. While morgana doesn’t have any issues against Swain, I still highly suggest that you try to steal his second blue buff as it’ll significantly gimp him in lane and he’ll OOM super quickly since his ultimate costs a ton of mana. If he does get his blue buff, however, he’ll be able to infinitely sustain himself in lane and you won’t be able to kill him (he can’t kill you either though). In this matchup, even if you get caught by his skills, you should be able to just spellvamp your HP back since your Tormented Soil outranges all of swains abilities. If Swain tries to snare you, try to either dodge the snare or to Black Shield it. In lane, Swain shouldn’t be able to gank you, but he has pretty scary ganks, so don’t just let him freely roam around the map killing off your friends. You’re more useful than him late game and in team fights, so take that to your advantage as well. Oh yeah, if you need the extra sustain in lane, feel free to get a hextech revolver, but still take movement speed quints (since you need to be able to dodge his Nevermove).

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Easy-Medium


Her playstyle is very similar to Cassiopeia in that she’ll try to constantly try to poke you since her abilities are on a low cooldown and relatively low mana cost. She doesn’t have that much killing potential without her ultimate, so before she hits level 6, she shouldn’t be much of a threat. At level 6 and beyond, however, be VERY careful of her burst. Once Syndra hits level 6, she can easily full-zero a target that either doesn’t have a lot of MR or health. In this matchup, I would suggest building a little bit of MR not because of her poke (her poke is negligible since you can sustain it all back) but because of her ability to instagib with her ultimate. Her ultimate is also on a very low cooldown, so don’t get in the mentality that “she just used her ultimate a minute ago so it can’t be up by now”. She’s also not as good as a roamer as you are, but she can push relatively as hard as you can. Syndra is also strong in lane, but she falls off hard in team fights since she’s really only singled target damage and can’t get to the back lines to kill squishies.

Rune Page: Standard or Full MR
Mastery Page: 21/0/9
Suggested item Path: Standard or MR Oriented
Starting items:



4/10

Easy-Medium


Another champion that people say is “the hardest counter to Morgana”; however, this is simply not the case. Sure, Talon does physical damage and his physical damage can go through your Black Shield, but the fact that you can sustain all his poke from his Rake makes you unkillable in lane if you take an armor rune page and also start with a cloth armor. You push much harder than he does as well since his rake doesn’t clear minions as well as your Tormented Soil, so you can push him to his tower and roam/farm. If you take a cloth armor, chainvest, and a full armor rune page, Talon’s full burst will be pretty laughable (it’ll only take out maybe 1/3-1/2 of your HP) in which case, your spellvamp can bring you back to full health. Just be wary once he gets a Black Cleaver (it’s a pretty broken item, to be honest) in combination with a Last Whisperer as it can penetrate through most of your armor once he gets both items. However, if he only has one or the other, it won’t be that much of a threat to you. Furthermore, in teamfights, make sure you Black Shield and Zhonya’s into the middle of the enemy team because otherwise, Talon will silence you and nuke you down before you can become invulnerable. While this isn’t a hard matchup, screwing up by not knowing what you’re doing can and will give Talon the upper hand.

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items:



1/10

Easy


This little bugger is annoying, but he’s still easy. As long as you watch out for his early game harass with his autoattacks, he should be very easy to beat as Teemo generally doesn’t do well against casters in the first place (his Blinding Dart is useless against casters). Teemo also doesn’t push as well as you do and isn’t a good roamer, so you’ll easily not only outscale him in terms of usefulness, but you’ll also be able to force him to his tower while you go gank everyone else. At level 6, you can easily kill Teemo with your full burst and any poke he does prior to level 6, you can sustain back with your spell vamp. Oh yeah, watch out for his mushrooms. They hurt (spellshield them, bruh!).

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



1/10

Easy


AP Tristana is the neutered version of AP Master Yi. Next.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



7/10

Easy

I HATE Twisted Fate because no matter how many times you beat him in lane or how badly he is losing lane, he will ALWAYS get fed with his ultimate and snowball other lanes with his ultimate as well (his ult is pretty broken, lol). As if he wasn’t annoying enough, he can spam his wild cards as many times as he wants with no consequence since he has infinite mana provided from his blue card. What makes matters even worse is that his pushing power is equivalent to yours and that late game, a good TF can actually screw people over in team fights. However, TF is a very weak laner and his burst prior to late game is very low (making laning against him easy). Thus, if you can score a kill on him at around level 6, then it’ll be great. Also, make sure you try to gank as much as possible to even out his ridiculous ganking he provides to his team with his ultimate.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



3/10

Easy-Medium


He’s annoying if he lands his Corrosive Shot on you, but even if he does, it’s not a big deal since you can spellvamp your health back. Your Black Shield doesn’t block his damage since it’s pretty much all physical, but you can the utility from your Black Shield to prevent ganks and stop Urgot’s suppress is still priceless. As long as you can dodge his corrosive shot, this should be an easy lane. If you’re afraid of laning against Urgot, starting with cloth armor and building an early Chainvest is also a viable option. You’re pushing power is also greater than his and you’re much scarier late game than Urgot is, so take advantage of that to roam. When it comes to ganking, however, Urgot has ganks just as scary as yours since he has his suppress-n’-switch. Basically, laning shouldn’t be a problem, but just don’t make any blatantly stupid mistakes.

Rune Page: Standard or Full Armor
Mastery Page: 21/0/9
Suggested item Path: Standard or Armor Oriented
Starting items: or



3/10

Easy-Medium


He’s about the same as Urgot in the sense that he has pretty good poke, but the difference is that Varus actually has some pretty good AoE. His ganks are also no back since he has his snare and his slow, but take advantage of the fact that he’s a pretty immobile ADC, so ganking him is easy. Varus also isn’t much of an “all-in” champion, so his burst is low (he can only really poke you down in lane, but he can’t kill you if you’re not careless). Any amount of poke he does to you, you should be able to sustain back. At worst, this lane becomes a farm fest.

Rune Page: Standard or Full Armor
Mastery Page: 21/0/9
Suggested item Path: Standard or Armor Oriented
Starting items: or



4/10

Easy


She’s easy in lane and should not be able to kill you during any part of the laning phase, but you can’t be aggressive against her if she plays passively as well (Morgana has a hard time being truly aggressive in lane). She wants to farm as much as you, but she has no pushing power. Thus, force her to her tower, and hope she misses a lot of creeps under the tower while you go farm your jungle and go roam. Her ganks are decent since he has her knockback, but the reason I put Vayne as a 4/10 is because against Morgana, Vayne can more-or-less free farm if she’s careful (and everyone knows that a farmed/fed Vayne is scary). While you don’t do as much single target DPS as her late game, you have more utility and AoE damage than she does, so be wary of that. Once you hit level 6 or higher, if you can land a snare, then you can kill Vayne since she’s really squishy. When shooting your snare, however, make sure you aim your snare where you think Vayne is going to tumble since she’s likely going to do that when you try to snare her.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



2/10

Easy


He’s not difficult, but you can’t really stop him from farming all that much before level 6 since you can’t really harass him. However, he shouldn’t be able to kill you during any part of laning phase (or the game for that matter) since your Black Shield can prevent him AoE stun from happening and thus can ruin his combo. However, if Veigar does manage to hit you with his stun at level 6, then there’s a very good chance that he can instagib you. Thus, if you’re afraid of Veigar’s burst, it’s a good idea to get a full MR rune page along with some MR items (Chalice, Negatron, etc.) and you can pretty much sustain his full combo if he does manage to hit it on you. At level 6, if you hit a binding, Veigar will be an easy cherry-pick of a kill since he won’t be able to stun you because of your Black Shield and because he’s super squishy. If you burned his flash, then feel free to ult him first, then snare when you go all in on him. Oh yeah, and regardless of whether or not he’s really farmed, he’s not that useful late game since his cooldowns are long and he only really does single target burst (whereas you jump in to AoE ult and damage the entire enemy team).

Rune Page: Standard or Full MR
Mastery Page: 21/0/9
Suggested item Path: Standard or MR Oriented
Starting items:



6/10

Medium


A lot of people actually underestimate Viktor. He has good AoE clear, a shield, good ganks, really high damage at level 6, and good poke. Prior to level 6, Viktor should not be able to kill you since all he can really do is poke you (which you should be able to sustain back), but at level 6, be VERY careful as Viktor’s ultimate not only does a TON of damage, but also silences you so you can’t Black Shield. Thus, I would suggest building MR against Viktor and becoming very survivable against magic damage. As I said, I cannot emphasize just how much damage Viktor can actually do since most people never see Viktor since he isn’t played that often. However, in team fights, he’s easy to kill since he lacks an escape. Basically in this matchup, just make sure you don’t get caught off guard by Viktor’s damage at level 6 and don’t let him poke you down too much.

Rune Page: Standard or Full MR
Mastery Page: 21/0/9
Suggested item Path: Standard or MR Oriented
Starting items:

Match-Ups Continued...



6/10

Easy-Hard

Vladimir is very skill dependent, but a good Vladimir can keep toe-to-toe with you in lane. While he’s not a good ganker, he’s an excellent laner and he’s also a great lane dominator. Once Vladimir hits level 9 (when his Transfusion is at level 5), Vladimir is unpushable out of lane since his sustain is so high. Luckily, you’re Morgana and you’re invincible in lane as well. During the early levels, a good Vladimir will always try to last hit using only his autoattacks (unless he needs the sustain) and use his Q to harass you since you have such a short autoattack range. Although Vladimir has fantastic pushing power, so do you. Thus, what you want to do is just make sure you keep up with Vladimir in farm, but instead of just staying in lane and in the jungle all day, you want to GANK and snowball other lanes. The reason being is because although Vladimir farms and gets fed, he really can’t help his other lanes that much since he’s such a poor ganker. Thus, you want to make sure your other lanes have an advantage while he’s the only lane that gets to farm as much as you. Against Vladimir, I suggest taking spellvamp runes and a hextech revolver. If you do, you can sustain just as well as he can.

Rune Page: Standard or Spellvamp
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Medium


Sometimes you’ll see Wukong in the middle lane since a lot of people think that Wukong counters Morgana (b/c of physical damage). However, the key to winning this lane is simply not falling for his clone and outpushing him really hard and also becoming very survivable against physical damage. I would highly recommend getting a full armor rune page as well as starting with a cloth armor and getting a chainvest on your first back (you might even want some HP items if you still feel like you’re too squishy). When Wukong tries to jump on you, make sure that you don’t get baited into using your snare and hitting his clone as his combo usually involves him dashing in, hitting you with crushing blow, and then dashing back out with his clone. You can usually prevent him from doing surprise attacks like these by dropping a pink ward in the middle of the lane. Also, at level 6, Wukong actually has pretty high burst damage, so make sure you Black Shield so he can’t knock you up with his ultimate. Finally, Wukong has almost no pushing power, so just force him to his tower, and go roam and win the game while he’s can’t go do what he wants.

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items:



6/10

Easy-Hard


He’s another champion that is highly underestimated by a lot of people. Xerath has extremely good poke and is likely to play very aggressively against you during the early levels since Morgana can’t really be aggressive during the first few levels. While you should be able to sustain most of his poke, what really makes Xerath scary is his MASSIVE burst at level 6. DO NOT let him catch you off guard by flashing towards you at full HP, E-R-Q-R-R-Ignite combo you and then freaking out why you got instagibbed. His burst seriously is just that high at level 6 if he manages to hit everything on you. Basically, if you’re fast enough, then you can spellshield the half second of time you have before he hits another spell to activate the stun on his E. In this matchup, consider building MR since Xerath not only has good poke, but great burst. He’s also a pretty good roamer and has good AoE clear. Another thing that Xerath players like to do is firing their Q’s out of your sight vision with their Locust of Power because firing it out of your vision makes it VERY easy to land (he'll use his creeps to see where you are). Also, once Xerath gets good mana regeneration either from items and/or blue buff, good Xerath players will Locust and simply fire out blind Q’s out of your vision fishing for poke damage since he has infinite mana and his abilities cost little mana. Thus, don’t walk in obvious and easy hit directions when Xerath is out of vision, but you know he’s in lane. Definitely do not underestimate him.

Rune Page: Standard or Full MR
Mastery Page: 21/0/9
Suggested item Path: Standard or MR Oriented
Starting items:



4/10

Medium


Pretty much the same deal as Wukong, but he can’t disengage like Wukong can and he goes all instead. Unlike Wukong, Xin Zhao has a much stronger early level strength, so be careful once Xin Zhao gets to level 2-3 as he does a lot of damage. Also, make sure you spellshield yourself when he tries to get you with his knock up from his Three Talon Strike. He doesn’t have good pushing power, but his ganks are pretty scary so as long as you can force him to his tower, you should be fine. If he’s playing aggressively, let him push because if he dashes towards you, he has no form of real disengagement so that sets him up for easy ganks.

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items:



2/10

Easy


He’s known to be an invincible laner since his sustain is so high and he can just harass from a mile away, but good thing you can basically do the same. Any poke he does to you, you can just brush off with your sustain and you can push the lane just as well as he can. Early game, he doesn’t be able to harass you that much since he’ll OOM fast, but once he gets his tear, he can stay in lane pretty much as long as he wants. Your ganks are better than his and you’re better than he is late game, so take advantage of that. You won’t kill him in lane, but neither will he kill you. Consider taking spellvamp quints and a hextech in lane against him if you need the sustain.

Rune Page: Standard or Spellvamp
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



4/10

Medium


He’s pretty much just like Talon. All you need to do is start cloth armor, get a chainvest, and go armor runes and you’ll be fine against him. He’s really not that scary. Just don’t be dumb and get careless and let him kill you and you should be okay.

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items:



2/10

Easy-Medium


A good Ziggs will get a lot of mana regeneration and then just throw out his spells over and over again at you regardless of whether or not he misses since his cooldowns are so low and he has infinite attempts to harass you. The best way to deal with his constant poke is by getting a Chalice of Harmony and a Hextech Revolver since the infinite mana and MR will allow you to stay in lane and the sustain provided by Hextech will make it so any poke he does to you null. Ziggs also isn't a very good roamer as he doesn’t really have any hard CC (outside of the tiny knockback) and you become more useful than he does in team fights. If you can either Soul Shackles or Dark Binding him at level 6 or higher, he’s an easy kill.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



1/10

Easy


Zilean is pretty easy to deal with. Usually, he just harasses the opponent by just dropping bombs, but against Morgana, Morgana can easily Black Shield the damage from his bombs since they’re on a pretty long cooldown. Zilean’s bombs also cost A LOT of mana so if he constantly tries to put bombs on you during the early game, he’ll find himself OOM very quickly. On top of that, if he does manage to get one bomb off on you, your passive will be more than enough to sustain yourself back to full health. You’re a better roamer than he is, so take advantage of that. Once Zilean hits level 6, be very careful not to get baited into killing him but then dying yourself by going all in when he still has his ultimate up.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



5/10

Medium


Zyra is probably one of the most annoying match-ups to go against as any champion. The range of her AoE snare is ridiculous, the missle speed is fast, the hitbox is big, and the worst part is that it goes through minions too. Zyra’s pushing power is just as good as yours and she has ganks just as good as yours. She also becomes really useful in team fights too later in the game. However, Zyra is still not that bad for Morgana to deal with since you can easily farm her plants as well as the minions to get extra gold. When Zyra tries to snare you, make sure you either dodge or Black Shield her snare because otherwise, she can land the rest of her abilities very easily on you. Any poke Zyra tries to do to you you can negate with your passive. At level 6 and above, if you land a snare on her, you can easily kill her, but make sure you spellshield yourself and watch out for her passive when she dies.

Rune Page: Standard
Mastery Page: 21/0/9
Suggested item Path: Standard
Starting items:



5/10

Medium


Jarvan is pretty strong (especially in S3). However, this isn't to say that the lane isn't winnable. Watch out for his flag -> knock up combo and make sure you're very wary of Jarvan's high brust at level 6 (his ultimate is on a very high AD ratio). In this match-up, I highly suggest taking a full armor rune page as this will significantly reduce Jarvan's damage. Get an armguard very early in the game and try to only farm passively against Jarvan and push him against his tower. Furthermore, you need to gank other lanes while you're free from mid lane (meaning your mid lane is either pushed against Jarvan or there are no minions in the mid lane). Finally, I would like to mention that your Black Shield will NOT help you escape Jarvan's ultimate, so be sure you have your flash up to escape from Cataclysm.

Rune Page: Full Armor
Mastery Page: 21/0/9
Suggested item Path: Armor Oriented
Starting items: or

Champions that work well with Morgana



Amumu works VERY well with Morgana since his AoE root will allow you to go in and get your Soul Shackles onto the entire enemy team with little to no retaliation. The only thing you have to make sure though, is that the rest of your team has damage as only Amumu and Morgana actually don't have that much damage throughout a long team fight so having an ADC such as Vayne would be extremely useful and having a top like Jax would also help a lot.



The fact that Cho'Gath has his rupture which can easily set up for an easy snare and then an intiate makes Cho'Gath a good teammate. However, just like Amumu, you have to make sure that the rest of your team makes up for the lost damage as Cho'Gath and Morgana, again, don't have that much damage in a drawn out teamfight since both of their cooldowns are very long.



I REALLY like having Jax on my team when I'm Morgana because that means that the loss of DPS in a team fight is made up from the insane hypercarry damage that Jax can do. Also, he's really tanky while doing tons of damage and not to mention, if you root or stun someone, Jax can Leap Strike and nearly instagib a squishy if he gets his core build done.



I like Jayce if my team is running a poke comp because if I am to land a snare, then that makes it very easy for Jayce to shoot his shock blast (which does really high damage). Jayce's disengagement tools also makes running a poke comp with Morgana all the better.



Assuming you have Katarina on your team, it's actually really great to have her on your team since you can Black Shield her when Katarina jumps into the enemy team and ults to shred the enemy team's health bars. The synergy between these two is even better when you can go in to AoE stun the enemy team because that means Katarina has a free window of time to basically wipe the floor while the enemy team can't do anything.



If you have Kennen top lane, then their AoE ults can simply devestate the enemy team. If either you or Kennen intiate the fight, the other will follow up and just completely CC lock and wipe out the enemy team immediately. Definitely a good ally to have.



Pretty much the same reason as Jax since with Morgana, you typically lack DPS throughout a teamfight. Just make sure you can peel for this little void monster as he has no real escapes outside of flash. He also goes really well with you if you're running a poke comp since his ultimate has massive range.



The AoE stun Leona provides immensely helps the enemy team from scattering and being forced to not only be stunned by Leona, but also take Morgana's full duration of Soul Shackles. In addition, she's really tanky and can intiate fights, so you can also actually come up as a follow-up intiation instead of just intiating yourself. Basically, she's really good for AoE team comps since she'll not only AoE stun/slow people, but she'll also amplify your team's AoE by a large amount with her passive.



I LOVE a good Lulu when I'm playing Morgana since when I flash into the enemy team to ult, she can use her ultimate on me and cause the entire team to get knocked up and take a full ultimate to the face. Her glitterlance also has a really big slow range, so that'll set up for easy snares since the enemy team's front line will be slowed for easy bindings.



If you're running a poke comp, I absolutely LOVE having Lux in combination with Morgana. Their poke with just the two of them is already extremely strong and their double snares will cause massive havoc for the enemy team. Their snare range is both super long and if either one manages to snare the enemy team, then the enemy team gets set up for a Lux ult and a LOT of other poke which will usually result in the enemy team's death.

c

Same reason as Amumu. Just make sure your team has other DPS champions to make up for the lack of DPS in drawn out team fights.



She's really good if you're running an AoE team comp since her ult is so strong. If you manage to get a stun on the enemy team, then Miss Fortune's ultimate will devestate them and easily win you the game.



His ultimate is really strong, but needs the enemy team to stay rooted for a bit of time to maximize its damage. Good thing your ultimate does just that. If you manage to stun the enemy team, Rumble's ultimate will absolutely demolish the enemy team.



She goes really well with AoE team comps because of her ult. If she manage to ult the entire enemy team, be sure to immediately follow up with your own while the enemy team can't respond so they get chain AoE CCed.



Same reason as Kog'Maw. Because Morgana doesn't provide DPS to a team, Vayne will easily make up for that. Also, if you can AoE stun the enemy team, Vayne will go to town on them while they can't move. Vayne's also much more self-reliant than Kog'Maw in team fights since she has her tumble, her condemn, and her stealth.



Vladimir is one of my favorite champions to have on my team when I'm playing as Morgana since his ultimate will not only amplify your team's damage and your ult (which will make up for the lack of damage you have in team fights), but Vladimir himself does INSANE damage late game and becomes a super hypercarry. Vladimir also is great to have on the team since he builds a Will of the Ancients which means you can build one too to get the awesome double WOTA bonus. Vladimir definitely is one of the best champions to go with Morgana.



If you're running a poke comp or an AoE comp, Zyra goes really well with Morgana since her AoE snare will set up for easy Dark Bindings of your own and her ultimate synergizes really well with your own.


Relevant Patch Info to Morgana

Patch 3.5

- Dark Binding
Mana cost reduced to 50/60/70/80/90 from 60/75/90/105/120

- Soul Shackles
Mana cost reduced to 100 at all ranks from 100/150/200

Patch 3.02

- Fixed a bug that sometimes caused the Soul Shackles sound and spell effect to play even when the target wasn’t stunned.

- Athene's Unholy Grail:
Cooldown reduction increased to 20% from 15%

- Glacial Shroud:
Combine cost reduced to 230 gold from 380 (total cost reduced to 1350 from 1500)
Armor increased to 45 from 40
Cooldown Reduction reduced to 10% from 15%

- Chalice of Harmony (VERY GOOD CHANGE BACK TO BEFORE. NOW STARTING 2 FAERIE CHARMS IS VIABLE AGAIN)
Recipe Changed: Faerie Charm + Faerie Charm + Null-Magic Mantle + 120 gold = 880 gold

- Frozen Heart:
Combine cost increased to 550 gold from 400 (total cost unchanged)
Armor increased to 95 from 90

- Negatron Cloak:
Cost reduced to 720 gold from 810
Magic resist reduced to 40 from 45

- Quicksilver Sash
Combine cost reduced to 830 gold from 850 (total cost reduced 1550 gold from 1660)

- Liandry's Torment:
Ability power reduced to 50 from 60
Damage per second increased to 2% from 1.66%
Damage-over-time and multi-target spells no longer have reduced effect
Fixed damage effect not being properly reapplied on targets that already have it

- Rabadon's Deathcap
Combine cost increased to 840 gold from 740 (total cost increased to 3300 gold from 3200)
Ability power bonus increased to 30% from 25%

Change Log

- 1/18/2013: Guide posted. Not yet fully complete, but majority of guide complete and ready for posting. Likely to be many edits in the near future for grammar mistakes, pictures, videos, etc.

- 1/21/2013: Finished unfinished chapters and "Match-Ups" chapter. Guide is finished, but videos will be incoming into guide. Expect grammar and sentence edits soon to make guide sound better.

- 1/22/2013: Added videos and made some minor sentence and grammar adjustments. I'll be rereading my entire guide again soon to make sentences and paragraphs sound better as well as correcting any grammar mistakes I missed.

- 2/3/2013: Guide updated and finally approved!

- 2/7/2013: Fixed some grammar issues and also made some sentences/paragraphs sound more elegant.

- 2/13/2013: Made guide look better by getting rid of many small images. Also corrected mistakes in the guide and added a "Patch Relevance" chapter for Morgana. Updates to match-ups will come soon.

- 3/12/2013: Added a new starting item option. Explanation and video included.

- 3/21/2013: Changed Armor Runes explanation to not be an asshole.

- 4/19/2013: Added my Morgana Commentary/Gameplay Guide

- 10/28/2013: Updated guide with an extra chapter, fixed photos, and made some adjustments to item builds and explanations

Final Comments

Morgana is an extremely versatile champion that, when played correctly, is unbeatable in lane and becomes extremely useful in the mid and late game. She’s fantastic not only in solo queue, but competitive play as well due to the nature of her kit. Although she’s not an easy champion to master, she is extremely rewarding to play once you DO get the hang of her kit.

As for me, I really hope you guys enjoyed reading my first League of Legends guide on one of my personal favorite champions, Morgana, and I would greatly appreciate it if you guys would either “like” the guide and/or leave a comment below telling me what I can do to improve my guide and future guides! Feel free to make comments below the guide for any other reasons as well. Thanks and have fun playing the Fallen Angel!


"Feel my pain!"


~ Morgana

Comments

October 27, 2013 - 01:07 AM #1

just a reminder you said you would fix the images 3 months ago... please fix them soon as this is my go to guide for morgy^^ keep up the good work c:

July 25, 2013 - 06:04 AM #2

@Plutoburns: To me, you're basically saying that Viktor hard counters Morgana which is simply not the case. First of all, why would you shield Viktor's incoming laser unless it's to prevent yourself from death (you would shield his stun/slow and or his ulti). Secondly, playing aggressively is what will lead to easy ganks against Viktor considering he has no mobility. Plus, at worst Morgana can still farm against Viktor with her W. Even if my jungler was not to gank, then it'd still be incredibly easy to wave clear and farm the jungle and/or roam and engage minimally against Viktor in the first place. I'm not saying that Morgana hard counter or soft counters Viktor, but please don't make false statements or assumptions without more knowledge other than "as both a viktor and morgana player".

July 24, 2013 - 01:19 AM #3

As both a viktor and morgana player, let me just say that Viktor is the only person in the game who can bully Morgana out of lane. His laser rips right through her shield and he can approach morgana through minions and land his Q and E. After a while, morgana regains dominance in team fights. The viktor must play really aggressive to beat morgana, but its totally doable.

July 16, 2013 - 07:23 PM #4

Ah ok. Thanks for the notice. I'll fix my guide(s) right up before the end of today!

July 16, 2013 - 05:09 PM #5

Good read, however your photobucket images aren't showing. I would suggest using imgur.com or another site that doesn't limit the bandwidth of your images.

April 23, 2013 - 07:21 PM #6

I'd say at first i hated Morgana because she seems so..killable and hard and i sensed i would fail a lot with her and feed.

So after seeing your guide over and over again i was like: "ou know what you've convencided me buy her."

So i did, tried her out in some normal where i took her to solo top against akali, lil to no damage i've recieved while i pushed her every minute, shut her down and we beat the game. And at the beginning someone was like "noob, morgana top."

And today i took her to ranked, somehow was not nervous as i get with other champions..guess what, 5 out of 8 games won. And even when those were lost i was with a really low deaths, around 2-4 some kills around 6/7 and a lot of assists (up to 15) all that because of that combo with zhonya and ulti.

So thank you for making me play her <3

Oh and a fun fact i got some kills just by throwing my snare xD and i just wanted to snare them so my adc would kill :( hehe

April 20, 2013 - 05:35 AM #7

@Mosquito: Funny thing you mention that! I actually do smartcast my Black Shield, but not in the manner that you think I do! I actually set my Black Shield to "Self+Smartcast". What this allows me to do is when I press E that's not on an ally, Black Shield will automaticaly cast onto myself without any delay. This is an awesome tool because I use Black Shield mostly on myself, but it doesn't inhibit my ability to cast Black Shield onto my allies at the cost of casting it instantly on myself. I think I'll actually include that bit of info in my guide. Thanks! :D

April 20, 2013 - 04:17 AM #8

Im not sure what spells you choose to smartcast on morg if any.

I remember now that i stopped smartcasting my e because i would alt+e to cast it on myself and e then F2, F3, F4, F5, F6 for my allies as sometimes its hard to shield the right person, like when a Yordle is underneath a void monster :p

April 20, 2013 - 03:24 AM #9

Hi, great guide ty. I haven't finished reading it yet and it will take me a while. I used to spay Morgana a lot (like season 1- start season 2) and this guide is very good. In your skill section under Black Shield i didn't see anything about self casting it with (maybe Alt + E(cant remember)) and casting it on your allies by casting it on their square player icon. Using alt+e whenever i was in a situation that it would be quicker really helped me back in the day when you need a clutch shield on yourself and you have 5 other things to do at the same time with your mouse :p

March 8, 2013 - 06:49 PM #10

@Regory: Of course RoA is cost-efficient. I never said that it wasn't cost efficient; however, the same goes for Statik Shiv and Phantom Dancer. Of course if you can choose, the most optimal option is Phantom Dancer since the stats it gives is simply better (although Statik Shiv is more cost-efficient). Regardless, RoA is not superior to Rylai's in that when you want immediate AP and health, Rylai's is the better option. This is especially true by late game where 10 minutes is a luxury to find to have RoA completely snowball (in which case, Rylai's would've served much better). And even without the slow, Rylai's is still a cost efficient item.

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