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Recommended Items
Runes:
Domination
Sorcery
Spells:
Flash
Smite
Items
Ability Order
Soul Siphon (PASSIVE)
Morgana Passive Ability
Introduction
Hey! Thanks for checking out my guide! Odds are that if you are reading this, you had the same thoughts while reading patch 7.24 that I did! YUP! Rito accidentally made Morgana a jungler! Well, you know what they say, great minds think alike! On the other hand, if you think I am crazy and are approaching this guide with a healthy dose of skepticism, that is A OK too! I still like you, and I hope to make you a believer! Lets dive in!
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Why it Works
Jungle Morgana has become a viable option thanks to two changes Rito made to her. The first is they increased her base Mana Regen from 8.5 per 5 to 11.5 per 5 (while slightly lowering her Mana Regen per level). The reason this is so important is that Mana Regen items give you an additional PERCENT BASE mana regen. Hunters Talisman gives +150% mana regen while in the jungle, and once upgraded, gives +225%! This gives you the mana you need to consistently cast spells.
The second update is the more impactful, but only works because she has the extra mana regen. They reworked her passive. Now instead of a flat 10%/15%/20% spell vamp, you now get 15%/20%/25%/30%/35%/40% spell vamp vs large monsters, large minions, and champions. This is a LOT more health in the jungle while clearing. But they gave you an even BETTER tool in the passive! Whenever you trigger the spell vamp, your Tormented Soil CD is reduced by 5%! This allows your W to be cast as soon as it disappears as long as the target stayed on it for the full duration! That mana is gonna come in handy now, isn't it!
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Pros:
Great sustain in the jungle.
Strong ganks/not reliant on team mates to gank.
Provides lots of damage and CC.
VERY fun to play.
Lots of customization available via runes and items to fit your play style.
Cons:
Slowish clear at first, especially if you don't get a leash.
Not very mobile.
MUST land Q to gank well.
Can take and/or sacrifice a lot of damage in jungle if kiting monsters incorrectly.
KEY JUNGLE TIP
The most important skill for mastering Morgana in the jungle is learning how to kite monsters correctly in the jungle. You can effectively lower the attack speed of some large creeps by running away from them between your auto attacks, forcing them to chase you before they can attack again. Many ranged junglers already know this. The trick you need to practice specifically for Morgana is kiting them while KEEPING them in your Tormented Soil. Dark Binding will help give you a few free seconds of auto attacks at a safe range, but learning how to prevent 3 or more autos from a Sentinel adds up very fast! The video at the end of my guide shows this game play early on in the clears. Definitely worth a watch.
Recommended Pathing at Start of Game
Blue Side - Red Brambleback -> Raptors -> Blue Sentinel -> Scuttle **** -> Gank
Red Side - Blue Sentinel -> Raptors -> Red Brambleback -> Scuttle Crab -> Gank
We want to start bot side buff to make sure that we get a solid leash. Next we always want raptors because of the large amount of exp they give. With your W, you will not lose as much health as most junglers do here. After killing the raptors, running to your last buff will level you up and secure a timer for both. You will be fairly low health, so take advantage of your passive on a Scuttle Crab and look to start making pressure with a gank!
Gank tips and tricks
Ganking on Morgana is VERY powerful. A 2 second root almost guarantees a kill if you get follow up from your team. Be sure to apply as much pressure early as possible, this is one of your biggest strengths as a Morgana Jungle.
Look for pushed lanes. If an enemy is pushing into your teams turret, it makes it easier to get behind them and their minions allowing for easier Qs. That being said, even a neutral lane state, or one that has been pushed in by your team is still very gankable, just make sure you don't get seen coming down and line up your CC the best you can.
Be patient. You are a very immobile champ. If you get to lane, and its not an ideal lign up for a Q, wait a few seconds for the enemy to reposition. As long as you know it isn't warded, nor were you spotted headed to that lane, then you should be good to wait it out in most situations. BE SMART, DON'T STAY FOREVER IF THEY AREN"T GOING TO REPOSITION.
If you miss your Q, try to zone them with your W. Throw it in their path and they will either walk over it taking more damage than if you had put it directly on them, or, they might go around it. If they go around it, it gives your team more time to deal damage, and refresh cool downs.
USE YOUR SHIELD! Don't just run in with it on yourself unless the situation calls for it. If the enemy deals AP damage and your ally is low, its better to shield them so you can both live. If the enemy team has heavy CC, save it and use it reactionary to who they target.
Additional Tips
Raptors: Stand in the middleish area of their camp so that you can land a Q on mama raptor. Remember, you don't heal off of small monsters anymore.
Wolfs: After dropping your tormented soil and binding the big wolf, throw a couple of auto attacks at each small wolf before focusing the big one again. The second wave of soil will take out the pups and you will save a lot of health this way.
Scuttle Crab: Use this little guy to gain a large amount of life while clearing. W - Q and a few autos while positioning yourself to keep him in the soil will kill him quickly, while procing your passive and your Talisman/blade.
Dragons/Heralds: While you have great sustain, and a decent clear, you are not Master Yi or Aatrox. You will need one other person at minimum to safely do these large objectives. Just a friendly reminder.
My Preferred Runes
Electrocute - Electrocute adds a LOT of burst damage to your ganks. Pre level 6, this requires you to hit your Q if you want it to proc. But it is almost guaranteed if you do land it. Electrocute deals more damage than any other keystone by the numbers and is a solid Keystone if you want more kill pressure in your ganks.
Taste of Blood - Come mid/late game you will be running into the enemy teams lines to launch your ult quite a bit. This should give you a bit more sustainability to get the best ult off possible without dying!
Eye Ball Collection - This rune is almost 100% preference based. Zombie Ward and Ghost Poro are both great, but I prefer the bit of damage over the limited and short lived vision. Once again though, all three are great options.
Ravenous Hunter - More health from your abilities! This accentuates your strengths, and lets you sustain that much more with clears.
Manaflow Band - Mana flow band is an excellent option when jungling. It's most profound effect is on your first clear on blue side. Going Red, Raptors, Blue - you will use your mana flow band at the Blue sentinel just in time to finish it off and move to Rift Scuttler to heal back up before a gank. As the game persists, more mana is always relevant. Just an overall powerful rune.
Gathering Storm - Gathering Storm is a late game approach. This final rune slot could be just about any other Sorcery Rune (aside from Absolute Focus) and is really up to your personal preferences.
Alternative Runes
It seems like one of the more common choices among other Jungle Morgana enthusiasts is Unbound Spell Book. I see the benefit in being able to transition your spells late game into traditional mage or swaping flash for teleport to have more pressure etc. But my concerns are that 1) Flash is too important to get those perfect ults, and 2) you don't want to drop smite if you are going to be getting objectives, plus it removes some of the power of your jungle item you built earlier.
Another Option is to go Dark Harvest or Meteor. These options also increase your gank damage significantly. Meteor is guaranteed to hit if you land a Q, but does less damage overall than Electrocute. Dark Harvest on the other hand is easier to proc, and has a shorter cooldown, but does less damage. It has the added bonus of doing bonus damage to structures though. I encourage you to look at your team comp before games and make a choice for how you want to play that game.
Electrocute - Electrocute adds a LOT of burst damage to your ganks. Pre level 6, this requires you to hit your Q if you want it to proc. But it is almost guaranteed if you do land it. Electrocute deals more damage than any other keystone by the numbers and is a solid Keystone if you want more kill pressure in your ganks.
Taste of Blood - Come mid/late game you will be running into the enemy teams lines to launch your ult quite a bit. This should give you a bit more sustainability to get the best ult off possible without dying!
Eye Ball Collection - This rune is almost 100% preference based. Zombie Ward and Ghost Poro are both great, but I prefer the bit of damage over the limited and short lived vision. Once again though, all three are great options.
Ravenous Hunter - More health from your abilities! This accentuates your strengths, and lets you sustain that much more with clears.
Manaflow Band - Mana flow band is an excellent option when jungling. It's most profound effect is on your first clear on blue side. Going Red, Raptors, Blue - you will use your mana flow band at the Blue sentinel just in time to finish it off and move to Rift Scuttler to heal back up before a gank. As the game persists, more mana is always relevant. Just an overall powerful rune.
Gathering Storm - Gathering Storm is a late game approach. This final rune slot could be just about any other Sorcery Rune (aside from Absolute Focus) and is really up to your personal preferences.
Alternative Runes
It seems like one of the more common choices among other Jungle Morgana enthusiasts is Unbound Spell Book. I see the benefit in being able to transition your spells late game into traditional mage or swaping flash for teleport to have more pressure etc. But my concerns are that 1) Flash is too important to get those perfect ults, and 2) you don't want to drop smite if you are going to be getting objectives, plus it removes some of the power of your jungle item you built earlier.
Another Option is to go Dark Harvest or Meteor. These options also increase your gank damage significantly. Meteor is guaranteed to hit if you land a Q, but does less damage overall than Electrocute. Dark Harvest on the other hand is easier to proc, and has a shorter cooldown, but does less damage. It has the added bonus of doing bonus damage to structures though. I encourage you to look at your team comp before games and make a choice for how you want to play that game.
Core Items
Stalker's Blade Runic Echos - This item is the most important purchase for Jungle Morgana. The health and mana it gives in the jungle is INSANE when paired with her passive. After purchasing this item, you will notice you are almost always above 3/4s health and mana in the jungle. The slow/speed buff from chiling smite is great for staying in range for your Ult or a follow up secondary Q. REMEMBER: The mobility is often times worth more than the small amount of damage!
Zhonya's Hourglass - The most commonly built item on Morgana unsurprisingly makes it into our build. Getting into the middle of a team and ulting/activating Zhonya's is devastating. Even if they scatter out of your ult's CC radius, they are now split up, and spent valuable fight time running instead of dealing damage. Of course, getting the CC and extra damage off the tail end of the old is even more devesating.
Boot Options
Sorcerer's Shoes - A safe bet, go to option of boots. They give you extra damage and thats about all there is to it.
Boots of Mobility - I don't often recommend these, but if your team is heavily relying on you to be the play maker all over the map, they are a good option for your team.
Mercury Treads - If the enemy team is heavy in CC and is keeping you from getting in place to land an ult or doing too much magic damage, these are the boots for you.
Ninja Tabi - Anti-AD boots. Teams stacking AA or who are heavily reliant on AA's will have significantly reduced damage if you pick these up.
Boots of Swiftness - One of the more underrated sets of boots. The consistent bonus movement speed makes you often times faster than any of your opponents. If you want to guarantee you land those spicy ults, and you don't need the bonuses from the other boots, this is a very powerful option.
Situational Items
Banshee's Veil - I love this item on almost all mages. One free shield at the start of a fight can be a game changer, especially against a heavy engage team. Morgana gets the added synergy of an easier time landing her ult with this fancy necklace. In addition, its a great buy against teams stacking AP.
Hextech Protobelt-01 - I have yet to actually purchase this item on Morgana, but mainly because I haven't needed the jump that bad. If you want to give yourself a bit of more mobility, this is a solid choice with a good active.
Liandry's Torment - This is the best item you can buy when having to deal with tanks. Shredding % health is the quickest and easiest way to take them down. Plus, with your ult and Q you can keep them CC'd for the bonus damage fairly consistently. If you do buy this, I always recommend you also get its best friend....
Rylai's Crystal Scepter - Best friends with Liandry's Torment, this causes all of your damaging abilities to slow on top of giving you health and damage. This item can be good on its own too though! Landing a Tormented Soil with Rylai's Crystal Scepter built will keep your enemy stuck in there for a few extra ticks, and make chasing/landing Q's/full channeling your ult much easier.
Morellonomicon - One of the easiest items to go to on any mage. It gives mana, damage, and CDR, all great stats. But its important to remember its passive as well. Grievous wounds on all of your abilities is devastating against teams with lots of healing. Seeing as you get lots of W cooldown from its passive, and lots of mana from your recent buff and jungle item purchases, this item is less necessary for base stats alone, making it be less common than on other mages.
Rabadon's Deathcap - Ah good 'ol Hat. I do enjoy building this item late in my build for Morgana. The damage it provides is insane! Building it later is better than early since the % bonus AP scales better when you have more AP. It is still good early on, but I prefer to grab my utility before this item, thought I almost consider it a core item for Morgana.
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