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All Guides Morgana Guides [Season 7 Updated] We'll bring them pain
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Morgana Statistics for Hexadecimal

Author's performance with Morgana compared to the ranked average.

Value
Average
Games Played
8
Win %
45
Kills
3.2
Assists
12.6
Deaths
6.0
KA:D Ratio
2.6
Gold Earned
10.5K
Creep Score
60.0
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash

Standard on most mid laners. It helps you escape, gap close, jump walls, re-position - it's simply too good to pass up. There's simply no other spell that's as versatile as Flash. The fact that you can use it to escape, dodge spells, or go aggressive is what makes it such a strong spell.

14.png Ignite

Ignite is taken to increase your damage. This helps you with 1v1 fights in lane, but can also secure kills in team fights. The healing reduction is very strong against champions that rely on spell vamp such as Swain or helps reduce the AD carries life steal such as Caitlyn. Don't be too afraid of using ignite as there's nothing worse than an enemy escaping with 50 hp because you didn't ignite them. It has a relatively low cooldown so even if it was "wasted" on a kill it will be back soon enough.
 
If you're planning on all-ining someone you should ignite near the start of your combo. This is because you want to reduce their healing in half. A lot of the time people will consume health pots while you're fighting. By igniting early on when we're trying to kill someone we reduce their natural regeneration they receive from base stats as well as the healing from their health pots. 


12.png Teleport

Teleport can be taken as well to make up for your lack of mobility. This means you can just farm up and then teleport down to bot lane once a fight breaks out. This way you can focus on farming, but still have some map control.

New Runes Back to Top

Masteries Back to Top

12/18/0

Ferocity - 12 points

  • Sorcery is taken for increase in damage
  • Feast is taken for the additional sustain in lane
  • Natural Talent is taken to maximize our damage as much as possible.
  • Battle Trance is the safe choice to increase your damage
  • Take Double Edged Sword into easier matchups where you aren't under threat of being killed
  • Bounty Hunter doesn't give us any bonuses early on when we need them the most - for that reason I don't recommend it


Cunning - 18 Points

  • Savagery is taken to make last hitting easier
  • Assassin is taken as Morgana typically doesn't have issues with sustain. However, Secret Stash is a viable alternative.
  • Merciless is taken for the damage increase
  • Meditation is taken as one point in it is worth the tradeoff of 1 point from Merciless
  • Dangerous game is taken as it will often save you in close fights.
  • Precision is taken to increase damage
  • Thunderlord's is taken to increase your burst and will be activated extremely fast from your W(pool)

Abilities Back to Top

W
Q
W
E
W
R
W
Q
W
Q
R
Q
Q
E
E
R
E
E
Passive
Q
2
8
10
12
13
W
1
3
5
7
9
E
4
14
15
17
18
R
6
11
16

Skill Order


Soul_Shackles.jpg > Tormented_Soil.jpg > Dark_Binding.jpg > Black_Shield.jpg

Note: Take your Q first if you're invading or defending level 1. Always make sure to wait before you use your first skill point in case an invade happens.


Soul_Siphon.jpg Soul Siphon

  • Your passive gives a lot of innate sustain and makes it difficult for enemies to bully you out of lane

Dark_Binding.jpg Dark Binding

  • A great form of crowd control
  • You can use this at level 1 for strong invades
  • A trick you can do is hide in the fog of war and then throw your Q out - it makes it hard for enemies to dodge it

Tormented_Soil.jpg Tormented Soil

  • This is your main form of wave clear and damage early on
  • Once you have 3 points in this skill you can 100-0 the enemy caster minions
  • It's important to land your Q or else this skill will do very little damage since the enemy will walk out of it

Black_Shield.jpg Black Shield

  • Your black shield makes you extremely safe against jungle ganks
  • You want to play more cautious when it's on cooldown since it's your escape mechanism
  • It also helps trading with AP mids
  • You can use it to save your teammates from forms of crowd control mid-late game

Soul_Shackles.jpg Soul Shackles

  • It's important to have your flash up when team fights start so that you can flash into the middle of the enemy and use your ult
  • In lane you can pop your ult, walk forward, and then when it stuns you follow up with your Q+W to chain crowd control
  • It's very hard to land a good ult when your flash is on cooldown - try your best to save your flash for team fights mid-late game

Items Back to Top

Starting Items

    Standard
    trinket

Core Items

    Standard
    Struggling vs AP
    Core Late Game Build

Situational Items

Start With

Doran's Ring + 2 HP Pots

1056_32.png2003_32.png2003_32.png
  • Standard starting build that maximizes your damage
  • Give you a ton of combat stats to help fight early on
  • You have sustain in your passive so 2 health pots will be enough


Core

Standard Build

3020_32.png1056_32.png1056_32.png3165_32.png3157_32.png
  • Get this if you're ahead in lane or not having trouble surviving against your lane opponent.
  • You're rushing 3157_32.png because its active is extremely powerful with your ultimate
  • There are other item routes, but this is what I've found to work best with my play style

Struggling vs AP

3020_32.png1056_32.png1056_32.png3102.png

  • Get this when you're against an AP mid that's giving you trouble like Syndra
  • It will give you not only defensive stats, but also offensive stats so you do more damage

Core Late Game Build

3020_32.png3165.png3157.png3089.png3135.png3152.png

  • This is your core items you will get every game
  • The Morello gives you cooldown reduction and mana regeneration
  • The Deathcap and Voidstaff give you your damage
  • Zhonya's gives you the active, which is key to Morgana
  • Protobelt is a nice addition as it essentially acts as a whole new spell to add to your combo - not to mention the additional mobility it provides.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Medium
  • Anivia
    Medium
  • Azir
    Medium
  • Cassiopeia
    Medium
  • Cho'Gath
    Easy
  • Diana
    Hard
  • Ekko
    Easy
  • Fizz
    Easy
  • Gragas
    Medium
  • Karthus
    Easy
  • Kassadin
    Easy
  • Katarina
    Medium
  • LeBlanc
    Easy
  • Lux
    Easy
  • Orianna
    Medium
  • Ryze
    Easy
  • Twisted Fate
    Easy
  • Vladimir
    Medium
  • Yasuo
    Medium
  • Zyra
    Medium

VS

Ahri

Medium
  • Her ultimate counters your ultimate
  • She's difficult to kill in lane because of her ultimate
  • She has good wave clearing
  • She has better roaming
  • You have better team fighting

VS

Anivia

Medium
  • You're very safe before level 6
  • Should be a passive farm lane with you trying to land binds
  • Once Anivia hits level 6 she will make it difficult for you to farm with your W by shoving the lane with her ultimate
  • You have better team fighting, but it's a skill based match up and fairly equal

VS

Azir

Medium

Azir is a tough matchup against Morgana because of his high range.


Morgana has short range so he's able to harass you a lot. However, you want to use your W to farm minion waves and use your shield to block harass.

It's usually better to clear the wave and then try to roam or to coordinate jungle ganks.

VS

Cassiopeia

Medium
  • She has really annoying Q harass
  • You should be fairly safe in lane because of your spell shield
  • The you can farm from a distance with your W
  • If you land a bind you can kill her if you have your ultimate up

VS

Cho'Gath

Easy
  • Passive farm lane
  • Neither of you should be able to kill each other
  • You have better team fighting

VS

Diana

Hard
  • Easy lane before Diana's level 6
  • Once she's level 6 she has kill potential on you
  • This is a very fragile lane for Morgana. If you fall behind or Diana gets ahead then you will be forced to farm passively.
  • If you snowball or get an advantage you should be able kill Diana if your ultimate is up

VS

Ekko

Easy

Against Ekko you can harass him early on, but once he gets his ultimate he's hard to kill.


In this matchup neither of you can really kill one another easily. For this reason it's best to look to roam over trying to kill Ekko. However, fish with your Qs to try and get some harass on him as he lacks sustain and you can push and zone him.

VS

Fizz

Easy

Against Fizz you want to avoid fighting him. Farm and push him into tower as he lacks wave clear.


Save your Q for when his E is on cooldown or when he tries to go aggressive on you. Use your shield to block his ultimate.

VS

Gragas

Medium
  • Neither of you should be able to kill each other
  • Should turn into a passive farm lane
  • You have slightly better team fighting
  • A very even match up

VS

Karthus

Easy
  • A passive farm lane with a slight advantage going to Morgana
  • You can kill him if you catch him in a bind and your ultimate is up
  • Make sure to dodge his Qs

VS

Kassadin

Easy
  • Your spell shield blocks his silence
  • The mobility from his ultimate makes it difficult for you to go aggressive
  • It's better to play a reactionary style where you counter attack when he goes aggressive
  • Look to push your lane using your W once it's safe to do so. Kassadin struggles to wave clear early on, especially when he doesn't have blue buff.
  • Try to save your Q for when he uses his ultimate to go aggressive. By blocking his Q, then counter attacking with your bind, you can win trades.

VS

Katarina

Medium
  • Very annoying to deal with once she has all 3 of her skills
  • You have to save your bind for when she shunpos to you
  • If Katarina snowballs you will be forced to passively farm
  • If you get an advantage you can kill her once you're level 6+

VS

LeBlanc

Easy

Use your W to push LeBlanc into tower from a safe distance as she lacks wave clear.


Save your Q to land on her when she jumps on to you and use your shield to block her damage.

VS

Lux

Easy

Lux can be annoying as she can wave clear, but out ranges you so can also land harass.


If you land a Q you can try to all-in her, but make sure you spell shield her bind.

VS

Orianna

Medium
  • Her early game poke is extremely annoying
  • You will be passively farming early on
  • Once you're level 6 you can kill her if you catch her in a bind

VS

Ryze

Easy
  • His early game Q harass can be annoying, but your spell vamp should negate some of it
  • You have kill potential on him once you're level 6, before he starts to get his major items
  • If you can't kill him, then you can shove the lane under tower and gank side lanes. Ryze has really bad wave clearing.

VS

Twisted Fate

Easy
  • You kill potential on Twisted Fate throughout the game
  • If his flash is down you can flash ult him for a guaranteed kill
  • Ward properly so you know when he's going to gank side lanes

VS

Vladimir

Medium
  • It's a skill based match up with a slight advantage going to Vladimir
  • He has annoying harass early on, but you have sustain with your passive and safe wave clearing with your W
  • You have kill potential on him once you're level 6 up until he gets his major items

VS

Yasuo

Medium

Yasuo can be difficult because your spell shield doesn't block physical damage and his windwall can block your Q.


In general, you want to just passively farm and either set up jungle ganks or roam.

VS

Zyra

Medium
  • You have kill potential if you land a bind on her when you're level 6+
  • She has insane poke early on so make sure not to dodge her skill shots
  • Look to land binds, passively farm, and dodge her skill shots

Early Game Back to Top

  • Morgana has a mediocre/weak early game
  • Focus on farming minions
  • Once you get your spell shield you can begin to clear waves with your W since you're much safer against jungle ganks
  • Try to land Qs on the enemy if they don't have sustain, but be cautious of wasting too much mana
  • Your true strength comes once you're level 6+

Middle Game Back to Top

  • Morgana has a great middle game
  • You have a lot of kill potential on squishy champions if you land a Q and follow up with your ultimate
  • You want to clear your lane, then do wraiths/steal the enemy's wraiths, and look for lanes overextending to gank
  • Once you have your 3157_32.png you are very strong in team fights. Communicate to your team that you should force a dragon fight.
  • Look to spell shield appropriate allies at the right time. Morgana isn't just about her ultimate, it's important to use her spell shield properly in team fights.

Late Game Back to Top

  • Morgana has a strong late game, but does fall off a little from a lack of damage output
  • Your lack of damage is made up for the crowd control that comes from your ultimate and Q
  • Look to catch high priority targets out of position with your bind
  • It's important to have flash up for late game team fights as it will help you position for a perfect ultimate
  • It's often a good idea to avoid fighting until your flash is up if it's a close match
  • Look to spell shield your ad carry. Late game your ad carry will be outputting the most damage and will be the main focus of the enemy team. Spell shielding them will prevent them from being stunned or snared and getting caught out of position.

Pros and Cons Back to Top

Pros

  • A safe laning phase because of her spell shield
  • Amazing team fighting middle and late game
  • She can kill squishy champions in lane if she lands a bind when she's level 6+
  • Her spell shield helps protect her allies
  • Very safe farming because of the range of her W

Cons

  • Damage falls off late game
  • Can have difficulty farming if the enemy shoves the lane before she can W the minions
  • If she misses her bind in team fights it's difficult to do any damage with her W

Warding Locations Back to Top

Warding Locations


Ward Locations.jpg
Note: This is from the perspective of Blue Side - meaning your Nexus is South. The exact same ward spots apply if you were Red Side - meaning your Nexus is North, except that the ward spots are simply rotated 180 degrees/mirrored.


1 - This is where you want to place your 2055.png as gaining vision control of the lane brush is very important. This is because the lane brush offers the most quickest and convenient location to place 3340.png for the enemy. By placing a 2055.png it denies the enemy this convenience. At the same time, it clears the most common area we'll be moving through when we roam. Lastly, it keeps our 2055.png close to us, which makes it easier to defend and harder for the enemy to get rid of.

2 - This is the optimal location for a 3340.png as it covers all the choke points for that side of the river. Additionally, it is hidden from 2055.png that are placed in the lane brushes. Keep in mind, this is just the most optimal, that doesn't mean it's always practical. It's okay to place your 3340.png in location 1 or somewhere between location 1 and 2 if you're unable to move any further due to safety or potential missed minions.

3 - This is the aggressive version of the 2nd ward location and should only be used when you have lane control and the enemy laner is forced to playing passive. It allows you to see when the enemy mid laner rotates to take blue buffs, jungle camps, roam, or react to one of your roams. At the same time, it spots junglers that are coming from raptors/wolves.

4 - This is a very powerful ward that can easily be placed after you push the mid laner into his tower. This gives you vision on the enemy's raptor camp. This can give you a wide range of information. For example, if you place this ward early on it tells you whether the enemy jungler is invading/ganking the side he started on or if he's doing a standard clear. When you spot the enemy jungler doing his raptors it relieves pressure off of everyone else as you know exactly where the enemy jungler it is. At the same time, that opens your own jungler to adjust his play accordingly. On top of that, just knowing that the jungler ISN'T doing his raptors can give you information on where he might possibly be.

5 - This is simply a better version of the 4th warding location. However, it's more time consuming, riskier, and overall more difficult to get a ward here. The reason why it's better than the 4th warding location is that you can see if the enemy's jungler is skipping raptors and which direction he's moving towards. I like to ward here when I have a big lead and I do it after I push a wave to pin the enemy mid laner at his tower.

6 - This is known as the lane ward and you might have seen it before. This is best used against champions that are looking to roam and is typically used when you've lost lane and are behind. It's especially strong against Twisted Fate due to the manner in which he ganks. Essentially, this ward will let you see which direction the enemy mid laner moves to after he kills the minion wave. In a way this gives you the benefits of warding both sides of your lane with only one ward: you get to see if he's ganking either side lane. However, you also get to see if the enemy is recalling or just standing at his tower. Keep in mind the main downside of this ward is that it doesn't protect you against other enemies ganking your lane.

Ask Me Questions, Streaming, Coaching, and more! Back to Top

Aboutme_Lolking.jpg
My IGN is Hexadecimal and I play on the North American server. I've been challenger tier every season since its release. I can play all roles, but I main middle lane. 

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Want to ask me questions? I answer all questions I receive on my Twitter.

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Want to learn how to improve, climb the ladder, and watch me play? Follow me on Twitch and get notified when I go live.

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I also offer coaching for $25 an hour. I will teach you how to become a better player, how to climb the ladder, and much more. If you're interested you can contact me via e-mail: lolhexa@gmail.com

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