Item Build
Starting Items
you start with 475gStandard. Could swap 1 health pot for mana if it's an easier lane. Could also start boots and a bunch of pots in worst case scenario.
Core Build: ORDER MAY VARY
Usually, you'll need double Doran's Ring in this version of the game. Some even go triple, but it would depend on the game state. Morello builds from Lucky Pick, which gives gold generation for a cheap cost. I find there to be a good bit of healing, so it's always good to have. However, you don't have to rush it, but the CDR and Mana Regen. is very welcomed. You can choose to buy a Lucky Pick early as it ramps up gold, or just skip it until usually last item. For the other 3, I typically recommend this order, unless there are circumstances that need to you adapt otherwise.
Last item (or even first item) is listed below.
FLEX: RoA rush, buy or skip Abyssal Scepter, and sixth item
To start, these are all options specifically to replace Abyssal Scepter from the 6 that I listed as Core Items. ONLY OTHER CASE could/would be replacing Morello with RoA if you don't need anti-heal and need the Abyssal MR. All in all, RoA is probably not going to be built a lot and might just be a "for fun" option... but it was a thing back then, and can certainly put in work.
RoA Rush: RoA is a slept on item on Morgana. People forgot this used to be built on her. You can see for yourself in old pro matches. With her 20% Spell Vamp from ALL sources, it can make her quite tanky. It also helps her stay in lane and just shove constantly with the "Contemplation" passive.
Abyssal Scepter slotting: Abyssal is just such a good item. Very cheap for decent AP, early MR, and an aura that is essentially Flat Pen. I rush this against heavy magic damage teams. (^See above where I talk about Morello being either a first or last item^) This can also slot in fine after Morello/Roa and before Hourglass depending on the game state and enemy team. To be perfectly honest, this is usually my 6th item that would be added to the "core build" above. However, there's no one good place to put it as it typically always depends. Also, just because I haven't experienced it yet doesn't mean there won't be a time where you just won't need the extra MR.
Will of the Ancients: Good last item if you're playing more of a "supporty" midlaner... which you inherently kinda are. However, I'd only build this you have other teammates that can actually benefit from the aura, or if for some reason you really think you need that extra sustain.
Liandry's Torment: Unlike today, this wasn't always an "always buy" for Morgana. In fact, you'd be hard pressed to find any old videos of a Morgana building this. However, despite it only giving 50 AP, the 2% burn DOUBLES to 4% against movement impaired enemies. Not a bad last item option at all, especially against health stackers like Mundo, Cho, etc.
Guardian Angel: A lot of the newer players that are used to seeing G.A. build from a B.F. Sword haven't experienced G.A. on Morgana. First of all, this was always the typical last item built. One of the better things about it on Morgana is that it won't cancel Soul Shackles. There are cases where you can use this intentionally as a form of hourglass for your Ultimate. When you come out, you can then Q+W, ignite if you have it, and THEN hourglass. Food for thought.
Summoner Spells
Skill Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | ||||||||||||||
| W | W | W | W | W | ||||||||||||||
| E | E | E | E | E | ||||||||||||||
| R | R | R |
Runes
Most standard of standards Runes
9× Mark of Magic Penetrationmark
9× Seal of Armorseal
9× Glyph of Magic Resistglyph
3× Quintessence of Ability Powerquint
Magic Heavy Enemy Team Runes
9× Mark of Magic Penetrationmark
9× Seal of Scaling Healthseal
9× Glyph of Magic Resistglyph
3× Quintessence of Ability Powerquint
Physical Heavy Enemy Team Runes
9× Mark of Magic Penetrationmark
9× Seal of Armorseal
9× Glyph of Ability Powerglyph
3× Quintessence of Ability Powerquint
0 Interaction, Farm Trade Lane Runes
9× Mark of Magic Penetrationmark
9× Seal of Mana Regenerationseal
9× Glyph of Scaling Ability Powerglyph
3× Quintessence of Ability Powerquint
Masteries


1/1


4/4




4/4


3/3


1/1




3/3






4/4
1/1








































1/1


3/3
1/1


3/3






1/1

















Pros & Cons
Pros
Great wave clear and pusher
Built-in sustain
Longest lockdown in the game
Typically hard to gank
Surprisingly decent scaler
To summarize, she has an extremely safe laning phase, she's incredibly strong mid game, and late game can play a number of different ways. She can look for angles to initiate with flash, peel for her ADC with Q's and E, or look for picks by sniping enemies with Q.
Cons
When kiting in a fight and being chased down, you're S.O.L. if they flash or dodge Q. You can 1v1 an ADC, but if a Vayne Tumbles your Q, or anybody has flash up and flashes it... yeah, I pray your team is nearby to help, because you will be chased down often times.
Can be mana intensive. BEG your jungler if you need to for Blue Buff. Its another reason Morello's mana regen is usually pretty necessary. Lastly, it's another reason people used to consider the Mana Regen. Seals in Runes.
Really can't 1v9. You can get super fed, hit like a truck, and hit all your spells, but if your team isn't pulling their weight... you will lose.
To summarize, HIT Q! In my opinion, a lot of Morgana's weaknesses can be dealt with. She's DEFINITELY going to be a LOT stronger of a pick if you're in comms or playing with friends. As a solo queue pick, you just have to pray your team won't run it down. Lastly, I mentioned she's a "surprisingly good scaler." While people say she falls off, it's true... but also not true. Her AP ratios are insane, 1 Q on a key enemy late game can win the game, putting Black Shield on a hyper carry is hard to deal with, and, in this version of the game where everyone is slower and there are a lot less dashes, you can initiate decently if need be.
New Chapter
NOTES ABOUT MASTERIES AND SKILL ORDERS:
Masteries: There's some issues. Either people don't remeber, didn't play back then, or don't care... but Junglers used to ONLY take the FIRST Blue Buff, as the 2nd and on were given to the midlaner. That's where "Runic Affinity" comes in... or at least used to. Honestly, and personally, I've been skipping it for Spellsword in the Offense tree. It helps with last hitting and makes your Auto Attacks not ENTIRELY useless when spells are down. Also, don't forget, your W shreds magic resist in this version. Lastly, you're usually always taking Ignite, so your kill pressure is very high and this adds to it.
Skill Order: In my opinion, it really just depends on the match up. I only like to max out W when your clear speed is even, or worse, than the enemy mid. If against Veigar for example, who has a clear speed of nothing compared to yours, 3 points W for wave clear is more than enough. Max Q after the 3 points.
Matchups
Perma ban Kassadin because... DUH.
You really don't always just want to pick Morg every game. I mean, I do WANT to, but you shouldn't. Your only defense is a shield that blocks CC and only blocks MAGIC damage. It's still Morgana, so I don't feel like I need to explain much here. Like, cmon... if you see it's a Pantheon mid, pick something else.
Comments (1)
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Please feel free to share thoughts and ask questions! All I ask is that you be respectful. I've been playing for just under 14 years, and I LOVED this meta. I followed all the Morg players, and took note of builds, runes, masteries, and have been testing it on PBE. I stand by this as of now, but feedback is welcome and I'm willing to change something and admit I was wrong.
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