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MORGANA
How does she keep her bra up?
by Chinaselance
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RUNES>
9 Greater Mark of Insight
9 Greater Seal of Replenishment
2 Greater Glyph of Insight
7 Greater Glyph of Warding
3 Greater Quintessence of Potency

MASTERIES>
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Utility (9)


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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Soul Siphon (Passive)
Dark Binding X X X X X
Tormented Soil X X X X X
Black Shield X X X X X
Soul Shackles X X X
ITEM BUILD>
Starting items: boots-of-speed+health-potion3

There really is no better starting item than boots. It grants you mobility, a good amount of potions and the ability to roam more efficiently when you hit 6. I used to go RoA on Morgana, but I realized that it isn't enough damage to be classified as an AP carry. You are forced to go Zhonyas because the way she was designed. She has to be in the middle of the entire enemy team in order to do her full damage output, and with that comes tankiness. RoA was more on the tanky side than the damage side while Zhonyas provides both with a single active. It's extremely crucial to get it because it allows her to usually always get a full ultimate off, even if the enemy team is fed. You just have to know when to use it and when to go in and you'll be golden.

Next items up: sorcerers-shoesdorans-ring+dorans-ring+health-potion2+sight-ward

Buy these items whenever you can. If you're rich enough for a needlessly-large-rod then go for it, but without 1 or 2 doran's rings your mana regen is going to be on the low side. If you have constant blue buffs it shouldn't be a problem. Doran's rings are also essential to give you health to be a little bit more tanky early game to get a full ultimate off without instadying.

Next: zhonyas-hourglass OR abyssal-scepter

Zhonyas is very standard to get as a first item, to prevent you from getting nuked down while trying to follow-up/initiate for your team with your ultimate. Abyssal is very good if you're snowballing and/or are up against a double AP setup or are using a double AP setup (morg/kennen, morg/vlad, morg/rumble) so that another hero can utilize your aura. After you get your abyssal you'd get zhonyas or deathcap depending on how the game is going, (snowballing = dcap, even/behind = hourglass)

Complete item build (late game): sorcerers-shoeszhonyas-hourglassrabadons-deathcapvoid-staffabyssal-scepterdeathfire-grasp

This is a usual 6 item setup on Morgana. You can sub out the sorc shoes for CDR boots once you get void staff, and getting DFG as your 5th or 6th item after void staff is nice because it adds a nuke to your skillset. DFG, ult, Q, W, bam. Huge burst damage. If you're up against a lot of AD you might want to pick up a frozen-heart if your team doesn't have one, since it gives her nice armor and cdr bundled with a great passive. If you're up against a lot of magic damage, (double ap setup with AD kog, for example) you might want to invest in banshees-veil for extra tankiness.

OTHER ITEMS:

deathfire-grasp
Explanation: Deathfire is an okay item on Morgana. It provides mana regen, a nice active, AP, CDR, the works. What doesn't it provide? Survivability. This item delays your ideal full item build and is generally the worse choice out of the two. It is good as a late game item, but as for rushing it, not a good idea.

guardian-angel
Explanation: This is a good item if you find yourself being focused every teamfight and die, needing the extra survivability. The passive is nice too.

hextech-revolver/will-of-the-ancients
Explanation: I find that you won't survive long enough to get use out of the spell vamp. Morgana has long cooldowns meaning she won't heal that much in teamfights since after about 1 or 2 spell rotations the teamfight is over.

mejais-soulstealer
Explanation: I don't enjoy snowball items since if you don't get stacks, you get behind which usually means you lose the game.

rylais-crystal-scepter
Explanation: You don't have any spells that benefit from the slow, only your pool, and they should be snared/stunned when you use that ability anyway.

morellos-evil-tome
Explanation: Same as Deathfire Grasp.
Introduction
[http://i239.photobucket.com/albums/ff50/100kpixeIs/morganapicture.jpg]

I'm updating this to the best of my ability. I am unR GW vaLianT (got a name change) and I am sitting at around ~2200 elo with Morgana being my second most played with a KDA of 9.3. I'd say I'm one of the best Morganas because I know when to go in and I know how to trade with her properly. I know my match-ups very well, I know what champions I counter in lane and I know what champions counter me. Morgana is good at controlling the flow of the game with her ultimate, being able to dominate team fights and split teams completely. Her ultimate is much like Gragas', where the primary use of it is to split the enemy team and to pick them off afterward. However, hers comes with much more CC and utility within itself, so by using it to its maximum potential you can easily win teamfights by yourself. Below are a few of the heroes that relate to her ability in "controlling the flow" of the game.

[champ/anivia.png] Anivia
[champ/gragas.png] Gragas
[champ/morgana.png] Morgana
[champ/rumble.png] Rumble
[champ/twistedfate.png] Twisted Fate

These champions, to me, can easily control the flow of the game. Anivia can control her enemies positions with her wall, Gragas can manipulate the enemies position with his ultimate, Morgana can control the teamfight with her ultimate, Rumble can with his, and Twisted Fate can provide sidelane support by ganking with his ultimate. This is all called controlling the flow of the game. Why is Twisted Fate banned in ranked? Because he's the only champion (with the exception of junglers) that can provide sidelanes the best support with his ultimate. If you're playing up against a TF and you're a solo (not up against him) then you're going to be fighting a 1v2 once he hits 6. It's not fun. But, this is a Morgana guide, not an anti-TF guide.
Masteries
I've tested a lot of different mastery sets for Morgana, and it seems like 21-0-9 suits her best. I used to like the 21/9/0 HP/lvl masteries but it doesn't give you enough mana regen early game to spam W and push the wave. And with the longer blue buff, it'll allow you to go 2 dorans -> deathcap if that's your playstyle. 9 in defense just doesn't suit the problems I've been having with mana. Havoc is a useless mastery, to be honest. 1.5% damage increase is pretty much useless. Brute Force is nice for last hitting and harassing with your autos in the laning phase.
[http://i239.photobucket.com/albums/ff50/100kpixeIs/Morganarunes.png]
Morgana is extremely flexible when it comes to runes. She can run CDR, AP, MR, Armor, whatever floats your boat. I'm going to explain the ones I chose and some alternatives that are acceptable.

Reds: Magic Pen.
Explanation: Best runes for any AP carry. It gives you the most output since every champion in the game starts with 30 MR.
Alternatives: None.

Yellows: Flat Mana Regen
Explanation: Able to trade early game without having many mana problems.
Alternatives: Armor, HP/lvl, Mana regen/lvl.

Blues: 2 magic pen, rest MR.
Explanation: With 10 magic pen from runes and 20 from sorc shoes, enemies with 30 MR will be dealt true damage by your spells. This is the reasoning behind my glyphs.
Alternatives: Flat CDR, CDR/lvl, Ap/lvl, MR/lvl.

Quintessences: Flat AP.
Explanation: These give you the most damage output early/mid game and even late game if you get a Deathcap.
Alternatives: Health, Movespeed.
Summoner Spells
[summoners/flash.png][summoners/ignite.png]

Explanation:


These summoner spells are possibly the best for taking a solo lane. Flash is best when combined with your ultimate and can also catch your teammates offguard with a surprising flash+snare combo pre-level 6. Now, that doesn't mean there aren't any alternatives.

Alternatives:

[summoners/flash.png][summoners/exhaust.png]

Explanation:

Flash exhaust is decent if you want to be more a "support" role and are in a duo lane.

[summoners/flash.png][summoners/ghost.png]

Explanation:

These are the best summoner spells to take when you're in a duo lane since you're more about support than raw damage.

[summoners/ghost.png][summoners/ignite.png]

Explanation:

These summoner spells are great on Morgana for the sole purpose that no one is going to catch you without wasting a summoner spell if you [summoners/ghost.png]+[skills/morgana/e.png]. Morgana also has extremely low movespeed, so ghost gives her a bit more mobility.

[summoners/flash.png][summoners/teleport.png]

Explanation:

These summoner spells are ideal if you are going to solo top. Especially in tournament play, teleport has become more popular for securing an early dragon.

[summoners/clairvoyance.png]

Explanation:

Generally, you don't want to be taking CV since you're not going to be the support (at least the way I play her). However, if you want to go support Morgana you're more than welcome to take CV. I'd take it with [summoners/flash.png] since Flash negates so many initaites it's ridiculous.

Any summoner spells not mentioned in this section should not be taken on Morgana. Period.
Skills
[skills/morgana/p.png] Passive: Soul Siphon

Morgana has Spell Vamp, healing herself whenever she deals damage with her spells.

Explanation:


An extremely useful passive in the laning phase. You can also negate [summoners/ignite.png] by quickly casting spells on creeps to gain health back, but now that [summoners/ignite.png] halves the life steal / spell vamp, this tactic doesn't work as well anymore.



[skills/morgana/q.png] Q: Dark Binding

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

Cooldown 15seconds
Cost 60 / 75 / 90 / 105 / 120mana
Range 1300


Explanation:


Morgana's key spell. Remember this spell moves pretty slow, making it very easy for the enemy team to dodge it. Try to predict their movements instead of casting where they are, since naturally they are going to outrun it always (If they have boots). This is also great in conjunction with your [skills/morgana/w.png]+[skills/morgana/r.png].



[skills/morgana/w.png] W: Tormented Soil

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

Cooldown 12seconds
Cost 70 / 90 / 110 / 130 / 150mana
Range 900


Explanation:


A good spell with decent AoE damage. You're mostly going to use this for farming and with your [skills/morgana/q.png] for early game harass. Try not to cast it when the enemy is not stunned or suppressed since they can just walk out of it. However, it does work great with certain heroes such as [champ/jarvaniv.png] and [champ/malzahar.png] since their ultimates provide you leeway to place this spell.



[skills/morgana/e.png] E: Black Shield

Places a shield around target friendly champion, absorbing the next 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage the unit would take. While active, Black Shield prevents the application of negative status effects. Lasts 4 / 5 / 6 / 7 / 8 seconds or until the shield has been depleted.

Cooldown 15seconds
Cost 50mana
Range 600


Explanation:


One of the best shields in the game. It blocks any type of CC you throw at it, just remember that it only blocks MAGIC DAMAGE, meaning it will NOT protect you against [summoners/ignite.png]. So many times I see Morganas trying to shield an ignited ally only to see them die anyway. Ignite is true damage, people. Anyway, proper uses of this would be to shield initiating tanks such as [champ/amumu.png], or shield yourself and Flash to use your [skills/morgana/r.png]. Always remember to keep this spell off cooldown since you will never know when an enemy jungler will come to gank you.



[skills/morgana/r.png] R: Soul Shackles

Deals 175 / 250 / 350 (+80% of ability power) magic damage to nearby enemy champions and slows their movement speed by 20% for 4 seconds. Additionally, if Morgana stays within 600 range of the targets for the full 4 seconds, they are dealt an additional 175 / 250 / 350 (+80% of ability power) magic damage and become stunned for 1.5 / 1.5 / 2 seconds.

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


Explanation:


A very useful ultimate since it provides two types of hard CC: AoE Slow and AoE stun. The channel time for it to stun is 3 seconds, meaning that if you [items/zhonyas-hourglass.png] too early it will still give your enemies time to flash out. Try to [skills/morgana/q.png] them before the stun goes off so they will not be able to escape it. A proper spell combo looks like this:

[skills/morgana/r.png] -> [skills/morgana/w.png] -> [skills/morgana/q.png] -> [summoners/ignite.png].

Remember to use your [skills/morgana/w.png] right where they are about to be stunned so you can reduce MR so your [skills/morgana/q.png] can do more damage.



Skill Order
After a lot of experience of playing Morgana, I find that this skill order maximizes her potential. Getting W to level 3 is to farm efficiently, as it kills ranged creeps in one placement. The Q scales incredibly well with AP and the duration of the snare also increases with level. Therefore, maxing Q after a level 3 W will make your damage output significantly greater and it is much more rewarding when you land a good snare.

[skills/morgana/w.png] level 3 then max [skills/morgana/q.png] and finish maxing [skills/morgana/w.png] afterward, obviously maxing your [skills/morgana/e.png] last and skilling [skills/morgana/r.png] whenever possible.
Early Game
Morgana has a fairly weak early game due to her being easily harassed/not enough offensive potential to harass back. Early in the laning phase try to last hit as much as possible with your auto attack, and never use your [skills/morgana/w.png] to farm unless you have a ward or you're low on health. Always get your [skills/morgana/q.png] at level 1 since it is the best for level 1 teamfights when trying to secure or sneak into the enemy jungle.

As soon as you hit 6 is where the fun begins. Now you can begin pushing your lane with [skills/morgana/w.png] if you have your lane warded and you can jump on your opponent with your spell combo if you can kill them. Remember, the order is always [skills/morgana/r.png]->[skills/morgana/w.png]->[skills/morgana/q.png]->[summoners/ignite.png].
Mid Game
This is where Morgana shines. This is about the 10-30 minute mark when you have most of your core build finished. You should have your [items/sorcerers-shoes.png] a few [items/dorans-ring.png] and your [items/zhonyas-hourglass.png] if you were farming well. Try to force team fights at this time since you are at your strong point. Go to baron or dragon and bait the enemy team and use your [summoners/flash.png]+[skills/morgana/r.png] to rape face.

If you have already killed the enemy turret in your lane, try roaming to other lanes and help them out. Morgana is a powerful ganker with her [skills/morgana/q.png]+[skills/morgana/r.png] and with your ally it should always net a kill if you land your spells.

Always remember to keep key choke points warded as well. Ward your lane, help others and ward key neutral monster buffs (blue, red) and global buffs (dragon, baron).
Late Game
This is where Morgana kind of falls from an AP carry to more of a support role. She still does great damage, just not as much since everyone is higher level and has magic resistance. By now you should have your [items/sorcerers-shoes.png][items/zhonyas-hourglass.png][items/rabadons-deathcap.png] and maybe even a [items/void-staff.png]. Morgana is a powerful teamfight champion, please force them! Go to baron, bait enemies, kill them, get baron, win the game. It's not rocket science. Morgana is a good poke champion, but she's better in outright 5v5 engages.

Remember to use your [skills/morgana/q.png] to try and pick off an enemy if you see them out of position. Try not to use your [skills/morgana/r.png] unless you can catch more than 3 enemies in it. It's a complete waste if you use it on one person and they end up flashing out, since they just stole most of your teamfight potential.
Team Fights
This is where Morgana truely shines. She is an extremely dangerous teamfighter, due to her massive AoE damage and CC. Remember not to initiate as Morgana if you have a more tankier, powerful initiator such as [champ/amumu.png] or [champ/jarvaniv.png]. Remember as soon as you cast your [skills/morgana/r.png] cast your [skills/morgana/q.png] on any leashed enemy and immediately place your [skills/morgana/w.png] to get the maximum possible damage ouput. If you're getting focused, pop your [items/zhonyas-hourglass.png] and glance at your team raping theirs while your ultimate is still being channeled.

If you're behind on farm/kills/levels, and you don't have your [items/zhonyas-hourglass.png] yet, wait until ALL of the CC has been blown to use your [skills/morgana/r.png]. There's nothing worse than flashing in to cast your [skills/morgana/r.png] and dying immediately. Trust me, I know the feeling. Use your range and poke with [skills/morgana/q.png]+[skills/morgana/w.png]. Try to delay the teamfight if you're behind and ask your team to only poke since you aren't strong enough for an outright engage. However, if you have your [items/zhonyas-hourglass.png], you're always ready for outright engages.

By the time you cast your spell combo, your skills will be on cooldown and the fight will usually be over. However, if you haven't won/lost the teamfight yet, protect your carry by using your [skills/morgana/e.png] on them. Remember you're not just an AP carry, you're also a support. Utilize your kit to its maximum potential.
Recent Morgana Buffs
Morgana

-Updated Morgana's autoattack to feel more responsive and increased its missile speed
-Base movement speed increased to 310 from 300
-Dark Binding cooldown reduced to 11 seconds from 12 seconds.
-Tormented Soil mana cost reduced to 70/85/100/115/130 from 70/90/110/130/150

Soul Shackles

-Stun duration adjusted to 1.5 at all ranks from 1/1.5/2
-Cooldown reduced to 120/110/100 seconds from 120 seconds at all ranks
-Shackle activation time reduced to 3 seconds from 4 seconds


These were extremely needed to make Morgana more of a viable pick in solo and competitive play. This makes her able to compete with the more common picks such as [champ/annie.png], [champ/brand.png] and [champ/orianna.png]. With her ultimate only needing 3 seconds to activate is crucial. Hew new autoattack animation makes it exceptionally easy to last hit, and the improved movement speed is great. With these new changes I can definitely see her shine just like she used to be able to.
Final Comments
If you follow my guide and are a good player Morgana should be able to treat you great. Remember, Morgana isn't one of the best solo queue picks in the game since she can't carry a team of 4 idiots, but in arranged 5v5s she's extremely dangerous.

Morgana is one of the safest picks in solo queue due to the fact that no one knows what to put against her. They send Cassio or Ahri mid and expect them to rape her when she ends up beating them. The key to playing against Morgana is to realize that you can put ANYTHING against her and that champion will be able to free farm. That's why Karthus is such a good pick against Morgana because Karthus's late game is completely dominant over Morgana, due to the fact that he free farmed for 30 minutes because of an easy lane. Don't send [champ/talon.png] mid or some random champion just to counter her. There really is no hard counter. Good coordination with ganks/proper farming will put her in her place. She doesn't do as much damage as Karthus or Anivia, so abuse that and farm the crap out of that lane.

Have fun! Hope you enjoyed my guide and I hope it made you a better Morgana player. :)

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Comments: 117
  • KukoCL
    7 months ago
    what about counter picks?... i wanna know what is she countering.. and what counters her.
  • LordLaser
    8 months ago
    what about lichbane? it provides ap, ms, little mr and mana + DAT passive. what do you think?
  • Raze0727
    8 months ago
    Great guide! I've read other morg guides that uses 1 or the other of the following,i'm confused on either spending 3 mastery points on ablity or 3 in havoc, please be specific thank you =)
  • SquishyBunny
    8 months ago
    @Destruben Easy. Self Adhesive Bra.
  • naaasho
    8 months ago
    OP guide
  • Destruben
    8 months ago
    Still wondering, How Does she keep her bra up?
  • SlushPsycho
    9 months ago
    @allzone
    You have made a mistake when calculating the magic pen.
    Unlike the maths we learned in the real world, in this game the flat magic pen is calculated before the 10% from mastery.
    So the correct result should come out as below:
    30-20-8.5=1.5
    1.5*(1-0.1)=1.35
    Your enemy would still have 1 magic resist.
    And believe me I looked it up on lol wiki already.
  • allzone
    9 months ago
    just want to remind u
    if u get 2 mpen runes for glyph.just bcoz u want 30mpen whenever u get a sorcerer boots.then u can not take it
    here comes the calculation:
    when enemy got 30 mr, and u have 10% mpen(ur masteries)
    30*(1-0.1)-20-8.5
    =-1.5
    so, even u dont take the mpen glyphs, u still do true dmg to enemy that have 30 mr only w/ ur sorcerer boots
  • Chinaselance
    10 months ago
    RoA is a decent item on morgana because catalyst is so good in lane, but it really doesn't provide you anything mid game. It gimps your damage by a lot, and an AP mid these days without much damage is going to be useless. Sure she'll probably get an ult off, but it don't do any damage and your enemies will just shrug the stun off. It's not like you're going to be useless, you'll just do less damage than you would if you rushed Zhonyas/sorc/rabadons.
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