Why is morgana not played anymore




















Conflicted between her celestial and mortal natures, Morgana bound her wings to embrace humanity, and inflicts her pain and bitterness upon the dishonest and the corrupt. She rejects laws and traditions she believes are unjust, and fights for truth from See More. Morgana drains spirit from her enemies, healing as she deals damage to champions, large minions, and medium and larger jungler monsters.

Morgana binds an enemy in place with dark magic, forcing them to feel the pain they've caused and dealing magic damage. Morg jungle is weak, pickable in draft for fun or on low elo, but if you fall behind once or have bad clear patterns you will be useless.

The buffs just made people realise it worked. Shes just in a bad spot right now because the jungle meta doesnt favour immobile ranged champs and because of targeted jungle nerfs like what happened to hecarim. Hecarim is still a jungler. Morgana was not a good jungler prior to the buffs just because Broxah played her a few times lmao.

She was a great jungler for all of three patches because she had enough damage to have the most insane clear speeds in the game, bar none. GL with that. She might literally be the only jungler that straight up runs out of mana in the jungle, even with how broken the mana regen is from the jungle items.

Her ganks are not bad because she is still ranged with red buff, and can just hold her Q with blue smite. And you need to get them off the map as soon as possible, because the only reliable thing you can do to carry a game is to get so ahead you can make up for the nerfs and eat as many camps as possible. Morgana before nerfs?

Jungle has never favored immobile ranged champs, it has favored fast clears and carry potential sometimes; and karthus is literally just doing what she wishes she could do with perma clears.

In v If you play it a lot you can win with it, but I'd recommend something else. If you should choose to keep playing it then the runes are dark harvest with sorcery or inspiration secondary. It's a strong catcher because throwing out binding from fog of war is very difficult to react to, but your team will have to be in position to follow up. I agree with people who say its weak atm. However I'd still recommend her to a sup main learning the jungle role especially if you already have experience on the champ.

Just make sure you are taking blue and gromp at the same time. Its so simple but if you don't do it your clear speed goes from average to terrible. Jungle main here: Morgana is a decent jungler. She is not the greatest invader, but she does have good objective control, ganks and tf.

She plays a bit like fiddlesticks or karthus jungle. Ganks can be very effective due to the high amounta of cc in kit q 3 secomd stun, r slows on first cast and stuns again after few sec. Everfrost is a very viable option for even more cc abuse if you want to lean that way. Everfrost as mentioned before is another good option. Would steer clear of redemption builds and such the like as it will mess with your clear. Lack of early kill threat especially in 1v1s.

If the enemy jungler has a braincell they will invade you straight away and look to kill you. Best you can hope is to land q and walk away. Potential to be outplayed and have your game fucked from the get-go is high here. However if they dont and you can get to one item it evens out a bit more still need to hit q tho to stand a chance.

Potential for failed ganks unless you are confident in hitting the q but i would argue that champions like nidalee can also be dependant on skillshots for ganking and are pretty meta. Come on, he asked why not take her mid if she wasn't taken support or banned. Kajel, I need your maths! User Info: TerminusEdge. Doesn't Morgana's W at rank 3 basically delete minion waves with a bit of AP? Switch ID: SW More topics from this board Why does Morgana's Dark Binding feel like it lasts so long?

Tech Support 1 Answer Main menu screen to big? Side Quest 1 Answer How long does it take for riot to see support ticket? General 3 Answers. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? User Info: manhoodg manhoodg 6 years ago 1 I know she is used as support and often banned but why not take her mid when she slips through?

Boom Goes the Dynamite! User Info: dkgerbil2 dkgerbil2 6 years ago 4 There are typically better choices in the mid lane, but there's absolutely nothing wrong with taking her there if your support doesn't want her. User Info: audriuska12 audriuska12 6 years ago 5 Citing a low Diamond friend added him after an Black Shield E E.

Soul Shackles R R. Extreme Major Even Minor Tiny. Show All. None Low Ok Strong Ideal. Extreme Threats. Ideal Synergies. Ideal Strong Ok Low None. Morgana counters well. Morgana gets countered. Recent Updates. Patch For one, I think that the nerf of sustain in the form of Goredrinker and Ravenous Hunter is a good thing for us.

Even better though are the buffs to Ingenious Hunter. I will test this rune more in the next few weeks. Table of Contents. About Me. Hello and welcome to my guide to Morgana , The Fallen, in the Midlane!

I am LunarVortex, a Midlane Morgana main. Here's my op. On leagueofgraphs I peaked at rank 34 Morgana world when I was coming off of a 19 game winstreak on a smurf. About this Guide. I want to start this guide off by clarifying two things. First, this is by no means a perfect Morgana guide and I am certainly not a perfect player. While reaching Diamond means that I probably know a thing or two about the game, it also means that I am still very far away from the best players.

There's a lot of players out there who are much better than me - both at playing Morgana and at playing the game in general. I am not claiming that this is the Morgana bible or anything like that. I am writing this guide to provide an introduction and a starting point to Midlane Morgana for casual and average players. The point of this guide is to provide you with the necessary tools to pick up this really cool champion, get familiar with it, and act as a basis for you so you can start having fun playing this champion and get better at it on your own.

Second, I want to emphasize that I do not consider Morgana a top tier midlaner. Instead, this is a guide for all those who like to have fun with picks that might be a little rare or unusual but still playable. Picks that can definitely work, but make everyone else in the lobby go 'Huh? That's a thing? Morgana has some very clear and severe weaknesses as a midlaner.

There's a reason why you do not see her much in sololanes at higher levels of play. That does not mean that you cannot ever play ranked matches with her, but rather, that you might have to put in more effort and practice to reach the same results with this pick than you would with a meta champion. In this section, I will go over the runes you should be using.

Instead of giving you exact rune page that you can copy, I want to explain to you when you should use which rune and equip you with the necessary knowledge to build your own rune pages for midlane Morgana.

First, I will go over all keystone runes that I consider viable. Then, I will talk about minor runes. Keep in mind that runes are highly situational and also highly dependent on your personal playstyle. There is no universally 'right' rune page. The best rune page always depends on the enemy team, your team, your preferences, and your playstyle.

If you are looking for some example pages to use, check the pages at the very top of the guide and read the notes there. Keystone runes: Arcane Comet Sorcery - Arcane Comet is probably the best 'allrounder' keystone rune for midlane Morgana. It deals high base damage, has good AP scalings, doesn't require you to do anything special to make use of it just play the game as you normally would and generally works in almost all situations.

On top of that, it is located inside the Sorcery tree, which also contains many powerful minor runes. Your W will consistently reduce Arcane Comet 's cooldown, resulting in a lot of total damage dealt. It also has the upside of being able to deal AoE damage and hit multiple enemies during teamfights. On the other hand, it's main downside is that it can be dodged, especially when activated with your W instead of your Q. Summon Aery Sorcery - Summon Aery deals less damage than Arcane Comet overall and can also not deal AoE damage, but it comes with a few upsides as well.

First of all, it cannot miss. Second, and most importantly, it can be activated with your autoattacks, meaning you can use it without spending any mana. This is especially beneficial for consistent poke during the laning phase against melee opponents. It will also bolster your supportive capabilities, providing a shield to allies when you E them.

Just like Arcane Comet , it has the benefit of being on the Sorcery tree, which holds some of the strongest minor runes for Morgana. Electrocute Domination - Electrocute is a very niche rune that should only be used together with Hextech Rocketbelt.

Usually, Morgana struggles to use this rune well since she only has two basic damage dealing abilities, so she needs either her R or an autoattack to proc it. However, with the active ability of Hextech Rocketbelt , this becomes a bit easier. The snowball-heavy Rocketbelt build also benefits from minor runes such as Cheap Shot , Eyeball Collection and Relentless Hunter , making Electrocute a viable choice.

Unsealed Spellbook Inspiration - Unsealed Spellbook is a utility-heavy keystone that is much stronger than it's playrate might suggest. People tend to avoid this rune because they find it awkward to use, but it can be extremely powerful in the right hands. Due to it's pro-active nature, playing with Unsealed Spellbook requires some practice and you will probably take a while to get used to it.

It requires you to think ahead in time and figure out which summoner spells you will need, in advance. When done right, you will often have access to the exact summoner spells you need in any given situation, making you very hard to fight for your opponents.

Even at higher levels of play, enemies will often lose track of which summoner spells you have available, making you very unpredictable for them and allowing you to bait them into towerdives or unfavorable fights. Glacial Augment Inspiration - Glacial Augment lost a lot of it's former power with the removal of Twin Shadows during the season 11 preseason. However, it's still playable as long as you combine it with Everfrost. Due to Everfrost 's very low cooldown, especially when combined with Cosmic Insight and Ingenious Hunter , you will be able to activate this quite often, allowing you to control large areas of space during teamfights.

Keep in mind that it also allows you to slow with autoattacks, making your Q and Ult easier to use. It can be used against teams with a lot of magic damage burst from champions with high mobility, such as Fizz or LeBlanc.

Since it's on the same row as Manaflow Band , you should only pick it if absolutely necessary. Manaflow Band Sorcery - Manaflow Band is a nice little rune that helps with midlane Morgana 's mana issues. It's also very easy to activate with your W. Simply place your W in a way that it will also hit the enemy champion when using it for waveclear, if possible. Trans-cendence Sorcery - There isn't much to be said about Transcendence , other than that it's a very decent allrounder rune.

You can almost never go wrong picking this. Reduced cooldowns on your Q and E especially are always good. In that case, this rune can net you a lot of damage due to Morgana 's high AP scalings. However, since it shares a spot with Transcendence , you should only use it if you're sure that you will achieve a high uptime on it throughout the match.

Sorch Sorcery - Scorch is a nice rune that will add quite a bit of damage during the early- and midgame. It's also very easy to active for you, thanks to your W. It does share a spot with Gathering Storm , which can be used for more lategame power instead.

It shares a spot with Scorch , which can be used for more early- to midgame power instead. Magical Footwear Inspiration - Magical Footwear is a simple rune. It provides you free rank 1 boots that are worth gold and also increases your movement speed by 10, which is worth another gold. So, effectively, this rune saves you gold, allowing you to reach your item powerspikes quicker.

However, it takes some time to become active and before that, you are not able to buy any kind of boots. This can hurt you a lot in matchups where you need to dodge a lot of skillshots and usualy want to buy boots early, such as Xerath or Vel'Koz. Avoid picking it in those matchups. Perfect Timing Inspiration - Perfect Timing is similar to Magical Footwear in the way that it saves you some gold since it gives you a free component that then builds into one of your most common items, Zhonya's Hourglass.

Do note however, that it only contributes gold towards Zhonya's Hourglass , even though a Stopwatch normally costs gold.

Because of this, it gives you less free gold than Magical Footwear , but it also gives you a one-time-use Stopwatch that can save your life when used correctly. Future's Market Inspiration - Future's Market is a very interesting rune that can be used to reach item powerspikes quicker than usual.

When starting with a Sapphire Crystal instead of a Doran's Ring , with Future's Market , Lost Chapter only costs around gold and can be bought around the 4 minute mark. This can be huge for midlane Morgana since her ability to gain lane priority and help her jungler heavily depends on it.

Minion Dematerial-izer Inspiration - Minion Dematerializer is a rather complicated minor rune that requires some thinking on your part to be useful. Each individual Minion Dematerializer can either be used to empower your waveclear against a certain type of minion for the rest of the game, OR to quickly shove a cannon wave when necessary, for example when the enemy midlaner has just recalled and you want to crash your cannon wave into their tower to make them miss the cannon.

With the Using one Minion Dematerializer on a caster minion early on will "revert" this nerf in terms of waveclear. However, even in other matchups, you can pretty much never go wrong picking this rune. Cosmic Insight Inspiration - Cosmic Insight is a simple rune that's almost always nice to have, because reduced summoner spell cooldown is always good. Reduced item cooldown is also great, if you buy any items that have some form of cooldown, obviously. Do note that with season 11, item haste now also reduces the cooldown of passive items, not just active items.

Luden's Tempest and Everfrost both benefit from this rune, whereas Liandry's Anguish does not. Cheap Shot Domination - Cheap Shot is a rune that synergizes well with Morgana 's kit and adds a nice bit of damage. It is especially useful when you are using Everfrost. Taste of Blood Domination - Taste of Blood is a niche rune can be used for extra sustain in poke- or trade-heavy matchups. Most of the time, you won't need this. Ghost Poro Domination - Ghost Poro can provide a nice bit of extra vision and ability power, as long as you place a lot of wards which you should.

If you struggle with warding, it will take too long to stack and won't be worth taking. Eyeball Collection Domination - Eyeball Collection can provide some extra ability power. Unless there's absolutely nothing going on, it usually stacks faster than Ghost Poro which it shares a slot with.

However, it obviously won't give you any extra vision. Ingenious Hunter Domination - Ingenious Hunter is a very underrated rune. Since the season 11 preseason changes, it also reduces the cooldown of passive item abilities, not just active ones. Relentless Hunter Domination - Relentless Hunter is a useful rune for the snowball reliant Hextech Rocketbelt build as it helps with roaming and catching enemies out of position.

For other builds, it's usually not worth taking over the alternatives. However, if you're a passive player and spend a lot of time with your Ult ready, this is not worth taking.

Presence of Mind Precision - Presence of Mind is nice rune that helps a bit with Morgana 's high mana costs, especially during teamfights. However, it's generally not a rune that would dictate whether you're going for Precision or not. Most of the time, this is just a "filler" rune for when you are taking Precision anyway for Coup de Grace or Cut Down.

Legend: Tenacity Precision - While Legend: Tenacity is nice to have against teams with a lot of cc, most of the time you'd be taking this as a "filler" rune for when you are taking Precision anyway for Coup de Grace or Cut Down and need a second rune to fill up the remanining slot, similar to Presence of Mind.

Coup de Grace Precision - Coup de Grace can add a nice bit of damage. It works especially well together with Dark Harvest when trying to snowball against squishy enemies. It can also be used to help executing certain enemy champions that get more dangerous at low health, such as Olaf. Cut Down Precision - Cut Down has been rather underrated for the longest time, often ignored by players in favor of Coup de Grace.

However, it will net you a good amount of damage against teams with a lot of HP. Works well together with Liandry's Anguish when playing against tanky teams. However, since it scales with your HP, and you usually won't be building a lot of that, the healing that comes from it is rather insignificant.

Most of the time, you'd be taking this rune as a "filler" rune when opting into Resolve for Bone Plating. Bone Plating Resolve - Bone Plating is a "last resort" type of rune that can be taken to ensure your survival in matchups where the general safety of your kit is not enough, most notably Fizz.

It should only be taken against champs that want to kill you in a single attempt and have no ways of activating and thus wasting your Bone Plating before going in. Overgrowth Resolve - Overgrowth is another filler rune that you usually only take when you opt into Resolve for Bone Plating and have a slot left.

It's a bit of extra HP, that's it. Summoner Spells. Flash When to pick: Flash is absolutely mandatory for Midlane Morgana in every possible situation.

It's also easily the strongest summoner spell in the game. Take Flash every match. How to use: Flash is extremely versatile and can be used in a variety of different situations. It can be used to chase or escape enemies. It can be used to traverse terrain in creative ways, like blinking through walls. It can also be used in combination with Morgana 's abilities, as explained below. Flash and Soul Siphon : Flash will very rarely be used together with your passive ability, Soul Siphon.

The only case where this would make sense is flashing into range of some neutral or enemy unit to damage it with your abilities if a harmful damage-over-time effect would otherwise kill you, like flashing towards a jungle camp and placing your Tormented Shadow on it shortly before you would otherwise die to a DoT.

This is an extremely rare case and will almost never happen to you in an actual match, but I'm including it here for completeness sake. Flash and Dark Binding : Flash can reposition yourself before throwing out your Dark Binding to reach an enemy that is otherwise out of range or hidden behind other units. When trying to bind a very mobile enemy, instead of throwing out Dark Binding from far away and giving them plenty of time to dodge, you can also close the distance with Flash and attempt to bind them from close up to surprise them and reduce the time they have to react to it.

When using Dark Binding and then flashing right after, the binding will simply be cast from your original position.

Flash and Tormented Shadow : You can however combo Tormented Shadow and Flash like that, meaning you can buffer Tormented Shadow to be cast at a position out of range and then flash into range for it to cast.

This is rarely useful but can sometimes be used to finish off an escaping enemy with a single tick of Tormented Shadow and Luden's Tempest or any damage dealing runes. Flash and Soul Shackles : Flash can also be used to reposition yourself for Soul Shackles , either before casting it, or after the cast to stay within tether range of escaping enemies to ensure the application of the ability's second part.

Teleport When to pick: Teleport is an amazing and versatile summoner spell that can be used almost every match. You can almost never go wrong picking Teleport , however, there are certain cases and match-ups where Ignite , Barrier or Exhaust might be more useful see below. Generally speaking, if you're not sure what to pick or you do not need any of the other options, go with Teleport alongside Flash of course. How to use: As Morgana , early on in the game, you will often use your Teleport to get back to lane after taking bad trades, which can happen a lot against some of the meta midlaners.

Having Teleport available can make it easier for you to find good recall timings, especially before dragon or herald fights, which can prevent you from giving up even more early game map pressure than you already do by picking Morgana in the midlane.

With that beind said, don't hesitate to use your Teleport to counter enemy towerdives in sidelanes. Morgana is an extremely hard champion to towerdive due to her crowd control and her ability to slow down and stall out fights, so your presence can easily turn around a four man towerdive from the enemy team in the botlane. During the later stages of the game, having Teleport ready can allow you to splitpush on the opposite of the map while an objective is up. That said, keep in mind that Morgana is usually not a very strong 1v1 champion unless you're extremely far ahead, so try to avoid confrontations with typical splitpush champions such as Fiora.

Don't "live" in the sidelane, only do this to quickly pick up big waves. Teleport and Black Shield : Teleporting takes 4 seconds and Black Shield lasts 5 seconds, meaning you can use Black Shield on yourself right before teleporting to protect yourself during the channel time and for up to one additional second after arrival. This can be very useful when teleporting into proximity of a champion like Ahri who might be looking to Charm you upon arrival.

Ignite When to pick: Whenever you want that extra bit of damage for increased kill potential against vulnerable opponents. You should not pick it for the healing reduction part, simply buy an early Oblivion Orb if that's what you're going for. Barrier When to pick: Whenever you need a bit of extra survival. This is often the case against assassins or other champions with a lot of burst.

Good examples would be Fizz or Talon. The cool thing about Barrier is that you can use it in advance and you don't have to target the enemy with it, unlike with Exhaust. It also has a very low cooldown in comparison to other summoner spells of 3 minutes, making it an amazing tool against champions who will be looking to kill you with their burst frequently.

Barrier and Black Shield : Unfortunately, the shield provided by Barrier never takes priority over the shield provided by Black Shield , even when casted after, meaning you cannot use Barrier to prevent your Black Shield from breaking. If this was a thing, I'd probably run Barrier all the time. Riot pls. Exhaust When to pick: Whenever you need a bit of extra safety against champions who are capable of dealing a lot of damage over a few seconds.

Bonus points if they're also very mobile. Good examples are Yasuo , Sylas , Irelia or Akali. Unlike Barrier , Exhaust is usually not mandatory for the match-ups where you would use it and you can use Teleport or Ignite instead if you prefer that. How to use: Use it on an enemy champion trying to kill you, ideally right before they will deal a lot of damage to you. Yasuo when he is looking to ult you, Zed when he ults you, et cetera.

The movement speed slow will also make it easier for you to fight back and hit them with your Dark Binding and Soul Shackles. You can also use it to make sure a critical Dark Binding lands, or to keep a priority target inside your Soul Shackles in an important fight.

Soul Siphon. Dark Binding. Tormented Shadow. Black Shield. Soul Shackles. Skill Sequence. The only exception to this is when you are using Hextech Rocketbelt as your mythic item. Since it doesn't give any mana, in that case, you should consider putting only 4 points into W, then maxing Q, and then putting the fifth point into W after maxing Q.

Mythic items: In this section, I will cover the viable mythic items on Morgana and explain when to pick which one. The slow effect is slower and has less range and width than that of GLP, which is why Everfrost isn't nearly as good for making picks and setting up your Dark Binding. However, it's very useful to keep people inside your W and Ultimate, and for defensive purposes. It really shines when the enemy team is very mobile, or when they heavily rely on reaching you.

Note that the active ability can also be used to remove spellshields from a target. After the recent nerfs, I don't consider Everfrost the default option currently. However, it still has it's place. Liandry's Anguish After the nerfs to the item in It should mostly be bought against teams where you can fully benefit from the buff based on bonus health against at least targets. The bonus ability haste is also nice to have, but nothing groundbreaking.

Luden's Tempest After the buffs to the item in It is especially effective if the enemy team is not only squishy, but also has an immobile backline, as the flatpen will help you key targets off of a single Q.

It will rarely deal as much total damage as Liandry's Anguish over an entire teamfight, but the point of Luden's Tempest is to take out a single target at the start of a fight and create a lot of threat with your Qs. Hextech Rocketbelt Hextech Rocketbelt is a niche choice that might seem a little crazy at first. However, it makes it very easy to close the gap to squishy, high range priority targets such as Vel'Koz or Xerath.

This item heavily relies on snowballing through roams and then converting that lead into catching enemies out of position or nuking the enemy backline. It should only be used against very squishy teams that are weak to being engaged on.



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