Introduction
![[http://i239.photobucket.com/albums/ff50/100kpixeIs/morganapicture.jpg]](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.
Anivia
Gragas
Morgana
Rumble
Twisted FateThese 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.
Runes
![[http://i239.photobucket.com/albums/ff50/100kpixeIs/Morganarunes.png]](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/flash.png]](guide/summoners/flash.png)
![summoners/ignite.png [summoners/ignite.png]](guide/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/flash.png]](guide/summoners/flash.png)
![summoners/exhaust.png [summoners/exhaust.png]](guide/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/flash.png]](guide/summoners/flash.png)
![summoners/ghost.png [summoners/ghost.png]](guide/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/ghost.png]](guide/summoners/ghost.png)
![summoners/ignite.png [summoners/ignite.png]](guide/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
+
. Morgana also has extremely low movespeed, so ghost gives her a bit more mobility.![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
![summoners/teleport.png [summoners/teleport.png]](guide/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 [summoners/clairvoyance.png]](guide/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
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
Passive: Soul SiphonMorgana 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
by quickly casting spells on creeps to gain health back, but now that
halves the life steal / spell vamp, this tactic doesn't work as well anymore.
Q: Dark BindingFires 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
+
.
W: Tormented SoilCurses 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
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
and
since their ultimates provide you leeway to place this spell.
E: Black ShieldPlaces 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
. 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
, or shield yourself and Flash to use your
. Always remember to keep this spell off cooldown since you will never know when an enemy jungler will come to gank you.
R: Soul ShacklesDeals 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
too early it will still give your enemies time to flash out. Try to
them before the stun goes off so they will not be able to escape it. A proper spell combo looks like this:
->
->
->
.Remember to use your
right where they are about to be stunned so you can reduce MR so your
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.
level 3 then max
and finish maxing
afterward, obviously maxing your
last and skilling
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
to farm unless you have a ward or you're low on health. Always get your
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
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
->
->
->
.
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
a few
and your
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
+
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
+
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/sorcerers-shoes.png]](guide/items/sorcerers-shoes.png)
![items/zhonyas-hourglass.png [items/zhonyas-hourglass.png]](guide/items/zhonyas-hourglass.png)
and maybe even a
. 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
to try and pick off an enemy if you see them out of position. Try not to use your
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
or
. Remember as soon as you cast your
cast your
on any leashed enemy and immediately place your
to get the maximum possible damage ouput. If you're getting focused, pop your
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
yet, wait until ALL of the CC has been blown to use your
. There's nothing worse than flashing in to cast your
and dying immediately. Trust me, I know the feeling. Use your range and poke with
+
. 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
, 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
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
,
and
. 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
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. :)
ProBuilds
Champion Select
LoLCounter























































+

+
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.

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
for extra tankiness.
/







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6 months ago
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9 months ago
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.
9 months ago
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
10 months ago