Morgana Guide to the highly aggressive
Ok, so as of late I have looked through the Morgana guides and am fairly disappointed. Even the Melting Faces one, though it has some good advice and tips, still is not nearly as aggressive as I tend to play. Morgana is an interesting champion because she can fill several roles: burst mage, disabler, mage-tank, and the supporter. The favored way that I play, and will be discussed in this guide, is the burst mage/disabler.
Table of Contents:
1. Lore
2. Champion Abilities
3. Recommended Summoner Spells
4. Recommended Masteries/Runes
5. Ability Leveling/Item Progression
6. In-game strategy
7. Tactics
8. Closing Comments
1. Lore
There is a world far away where an ancient conflict still rages. Like so many wars, this war split families. One side called themselves angels, claiming to be beings of perfect order and justice. Those that fought against them believed the angels to be tyrants, creatures incapable of seeing the larger view. Morgana was one who fought against what she perceived as the tyranny of the angels, and for that she was branded ''fallen''. Morgana was not innocent, having taken to the practice of the black arts in an effort to fight against the general of her enemy's army - her sister, Kayle, who had long ago disavowed any filial connection. Then, as the two were locked in what might be their final conflict, they were suddenly summoned to Valoran. Morgana now fights in the League of Legends, but only with the goal of destroying her sister before returning home.
2. Champion Abilities:
| Soul Siphon - Morgana is healed for 5% of any magic damage she deals. |
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Dark Binding - Morgana releases a sphere of dark magic. Upon contact with an enemy unit, the sphere will force the unit to the ground and deal damage over time. Fires a bolt of dark energy towards a target location, binding the first unit hit to the ground for 2.5/2.75/3/3.25/3.5 seconds. That unit takes 90/150/245/315/440 (+1.2) magic damage over the duration. Cooldown 15 seconds Cost 80/100/120/140/160 Mana Range Global |
BTW: it IS a skill shot and WILL hit the first enemy it touches. Also, its range is about a mouse-width outside the shown bubble.
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Tormented Soil - Infects an area with desecrated soil, causing enemy units who stand on the location to take continual damage. Curses a large area of the ground. Enemies on it are dealt 30/45/60/75/85 (+0.2) magic damage each second. Lasts 5 seconds. Cooldown 12 seconds Cost 80/100/120/140/160 Mana Range 900 |
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Black Shield - Places a protective barrier around an allied champion, absorbing magical damage until penetrated or the shield dissipates. Places a shield around target friendly champion, absorbing the next 100/150/200/250/300 (+1) magic damage the unit would take. While active, Black Shield prevents the application of negative status effects. Lasts 4/5/6/7/8 seconds or until the shield has been depleted. Cooldown 15 seconds Cost 50/50/50/50/50 Mana Range 600 |
Fun Note: If you are going against teemo, you can put on the shield and run through his shrooms (typical shroom infested areas) and you will take no damage and destroy them.
Also a great thing about this shield is that even if the damage of the spell surpasses what the shield can take, the first effect is negated. Example being annie's single shot spell (cant remember the name). It would fly over to you and even though your level 1 shield cant take the damage, since it is from one source, the stun is negated.
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Soul Shackles - Latches chains of energy onto nearby enemy champions, dealing initial damage to them and slowing their move speed by 20%, and then echoing the pain 4 seconds later and stunning them if they remain close to Morgana Le. Deals 175/250/350 (+1) 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 (+1) magic damage and become stunned for 1.5/2/2.5 seconds. Cooldown 100 seconds Cost 100/150/200 Mana Range 1,000 |
-Use this ALWAYS if it means killing an escaping champion with a sliver of hp or one that you just need to kill. Don't take chances and basic attack because its slow, ur range is horrible, and doesn't do much.
3. Summoner Spells:
If you are solo queuing and want to push mid by yourself, get teleport and smite. Why smite? Because at level one you can kill a melee minion as long as it has a little damage on it, and you creeps will stack quite nicely. Later on, your tormented soil will take down the mages and smite will kill the siege machine, leaving 3 melee versus your full force.
If you are in a premade (even a partial one) or have people you trust and want to be a primary dpser, go Clarity and Teleport/flash. Clarity will keep you in lane and staying aggressive for the first twenty minutes. It, much like smite, gets very little use late game but it is still a great spell and will benefit you beyond other spells.
If you are in a premade and wish to be more of a supporter but still wail on your opponents, teleport and clairvoyance works nicely. Clairvoyance is great because it can allow you to aim your skill shot better and keep your team from getting ganked. If you are not good at keeping track of players on the map don't ever get this spell. You can still be quite the supporter without it but if you don't use it correctly, why even have it?
Why is teleport in all of em? Because you are so f***ing slow. With boots you have a 370 movespeed which is laughable. Teleport is needed to push a lane or help a teammate.
4. Masteries and Runes:
My usual mastery build is a 9/0/21. There is very little variation that can be done here because she is not a tank (and the defense tree pretty much blows atm) and the offensive tree does little to augment her ability past the first nine.
Runes:
Updated:
Ok so I did some more research and some more playing with the runes and I have fallen in love with a new and better build for the aggressive morgana.
Marks - Greater Marks of Insight
These will give you a flat +8.22 Magic Penetration
Seals - Greater Seals of Vitality
These will give you +174 HP at level 18. Seals give very little for burst mages so this is the best in my opinion.
Glyphs - Greater Glyphs of Celerity
These with give you -8.1% Cooldowns at level 18. Same with the seals, besides this there is very little in glyphs worth mentioning. The AP is nice but only when it is stacked with AP in all other parts.
Quinessence - Greater Quentessences of Insight
These will give you a flat +5.67 Magic Penetration.
All Together the magic penetration combined with the abyssal scepter (shown later) will let you hit enemies at negative magic resistance unless they get any magic resist items. Even with MR items this is superior by far for damage.
5. Ability Leveling:
1. Dark Binding
2. Tormented Soil
3. Black Shield
4. Dark Binding
5. Tormented Soil
6. Soul Shackles
7-18 keep switch off Dark Binding and Tormented soil (taking shackles at 11 and 16) then getting black shield last.
My reasoning for maxing black shield last is simple: the ap early game is not worth the points and the many many fewer kills you will get. A decent Morgana can time the shield so it is on right when a spell hits you, leaving you unscathed. This IS an aggressive build guide so it is only logical that I level her offensive spells over her defensive one.
Note: if your team is doing really well and you feel you would be better off without shield, by all means go for it however a fun stun can ruin that kill streak.
Item Progression:
If you are confident in your abilities as a Morgana player and do not thing you will take much damage nor be spamming for kills, start with an amplifying tome and a health pot. The additional ap will boost your spells and get you on your way for a soulstealer. If you are going mid against a harasser (tf, ashe, sivir) I would suggest you instead take doran's ring for the extra mp5, ap, and a small health boost.
1. Tome/Ring + health pot
2. Norm boots
3. Recipe: Sorcerer's Shoes
4. Recipe: Mejai's Soulstealer
5. Sapphire/Ruby
6. Recipe: Catalyst the Protector
7. Blasting Wand
8. Recipe: Rod of Ages
9. Negatron Cloak
10. Blasting Wand
11. Abyssal Scepter
12. Blasting Wand x2
13. Sage's Ring
14. Zhonya's Ring
15. Something Else you think you may need (another RoA, Archangel's, Guardian Angel, etc)
Please note, this is a build meant for a decent game. If you are not doing well and taking way too much damage, skip the soulstealer because you will not be getting enough kills to make it worth it. Instead go straight for RoA and then start building AP without it. It is a MUCH slower build but it will keep you alive and you are still very effective. I expect to see flames on here about the lack of survivability until Catalyst but I have reasoning for it. I am an aggressive player and a good Morgana Typically I am up 2-4 kills by the 15 minute mark and have the enemy running in terror. Though I am aggressive, I am also smart. Do NOT tower dive (until at least your first RoA :P) and don't be greedy because dying will set you back on the needed exp and cash for this build to be effective. Being smart is important because if you start dying 3 things will happen: your opponents get stronger, you get weaker, and your teammates will get frustrated. You are not a tank though later on you can take a beating pretty well.
Quick Note - When people, good players at least, figure out they are against a good morgana, they get a Banshee's Veil, planning on shutting down our rampage. The problem is the BV procs on all single shot spells. To counter this, you can easily grab yourself a Deathfire Grasp item, technically a high end item but still one of the cheapest. This will serve two purposes - for those with a shield, knock it down and proceed with your normal combo. For those without a shield, it will take down 30-40% of their hp in one shot. Great huh?
Final Results:
18 With Bonuses
Health
Hit Points 2775.96 (+824.96)
Health Regen (per 1) 3.1 (+0)
Health Regen (per 5) 15.5 (+0)
Physical Damage Health 5091.11 (+1512.98)
Magical Damage Health 5191.05 (+2654.75)
Effective Health 5141.08 (+2083.86)
Mana
Mana 3545 (+2225)
Mana Regen (per 1) 7.48 (+5)
Mana Regen (per 5) 37.4 (+25)
Damage
Attack Speed 0.698 (+0)
Damage 100 (+0)
Ability Power 714.65 (+714.65)
Armor Penetration 0 (+0)
Armor Penetration 0% (+0)
Magic Penetration 34.22 (+34.22)
Magic Penetration 0% (+0)
Critical Chance 7.3% (+0)
Critical Damage 200% (+0)
Resistances
Armor 83.4 (+0)
Magic Resist 87 (+57)
Dodge 0% (+0)
Bonuses
Lifesteal 0% (+0)
Mana Burn 0.00 (+0)
Cooldown Reduction 23.1% (+23.1)
General
Range 350 (+0)
Movement Speed 370 (+70)
6. In-Game Strategy:
You will typically get more kills if you lane with someone else but your mid can be just as deadly if played right.
Playing Mid:
1-5 stay conservative and passive, though if you get the chance throw down your snare + soil and take down a good chunk of your opponents health. Early kills are great if you can manage them but don't sacrifice half your health for a meager hit on your opponent.
6 if you played correctly, your mid opponent should be sitting at 400-500 health. This is the point where you make a careful skillshot, soil, and pop your ulti all within a 1.5 second interval. That will almost always kill them and give you time to bp and grab some items.
7-11 this is when it starts getting interesting. You can start pushing lanes but I would suggest maximizing your soulstealer here because you are strongest mid-game, and getting a good amount of stacks will almost guarentee a good late game.
12-18 be careful but still kick some ass. Your burst is quite often the majority of a gank and you will get some serious gold simply off of demolishing entire creep waves so don't complain that someone took your kill. If played right, your stacks on soulstealer should be 14+ and you AP reaching the 400 mark. If the game drags on and on, your AP will reach a cap (on my build) of 714 but I have only ever fully completed my build once so don't expect to get above 400 too often.
Playing Lanes:
1-5 be a bit more aggressive than when playing mid because you have backup. Your snare + soil wrecks most early heroes and can grab you a few early kills barely breaking a sweat.
6 have fun. With a good partner, now is when you will get kills every few minutes and own wannabe gankers.
7-18 mostly follow the mid guide except gank more often than pushing because you will probably be farmed more if you are laning with someone.
-Be careful the first 20 minutes or so of the game, as you will be quite squishy, however do not underestimate yourself. At level 4 (2 snare, 1 soil) you can generally take out half of a champions hp.
-My favorite lane partner is the almighty Blitzcrank. There is nothing better than a grab + fist + snare + soil + dead. If blitz gets exhaust at the beginning (or any decent dps lane partner really) you can usually grab a first blood.
7. Tactics:
Intimidation Tactics: this is going to be your primary way of lane control early game. The intimidation factor can quickly go away if you do not play a smart game and let them get a few kills off of you. The great thing about this is that they will actually lose experience. On either top or bottom lane, what you want to do is let them see you run into the bushes and then move up. The idea here is that they know if they get close, they are snared and dead; if they do go away then our tactic worked. Most will go far away, losing the biggest exp gain (from the melee creeps up front.) I have used this countless times and it works to the point that a 2v1 lane will stay at even levels. This tactic starts becoming dangerous at around the 7-9 lvl mark because people can start to take a hit.
Baiting: Morgana is by far one of the best baiters in the game. This does NOT work with really experienced players but for most it's just fine. Anyway, you are a helpless little girl sitting out in lane, alone, helpless, and with no hope of surviving. Well, not exactly. With you sitting there, you cast a black shield on yourself as soon as they arrive and snare one of them thats closest. Your buddies then pop out and mop the floor with the 2-3 that tried to jump you. She is so great at baiting because spells won't work in disabling her, and she can snare whoever is closest for 2.5-3.5 seconds. If all else fails, she has her ulti which will slow them for 20% and then stun them.
8. Closing Comments:
I play Morgana more than any other hero and when I premake with the clan (which is most games) 4/5 games I will play her. She is by far my favorite champion and is one of the most underestimated champions in the game simply because very few people can play her correctly. I hope this guide has helped rape many faces and maybe give a tip or two to some Morgana veterans.




