
Champion guide
Patch 26.16Morgana
Fallen Angel
- Mage
- Support
- Mid
- Mana
A root that crosses the lane and a shield that flatly deletes the ability the enemy team was counting on. Morgana doesn't just protect, she makes whole kits pointless.
Where these numbers come from
They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 489+86
- HP regen (per 5s)
- 5.3+0.6
- Mana
- 300+60
- Mana regen (per 5s)
- 7.45+0.65
- Attack damage
- 55.08+3.5
- Attack speed
- 0.579+1.53 %
- Armor
- 22.8+3.8
- Magic resist
- 30+0
- Attack range
- 425
- Move speed
- 335
Abilities
Passive
Soul Siphon
Morgana has Spell Vamp, healing herself whenever she deals damage with her spells.
QDark Binding
5 ranks- Cooldown
- 11 s
- Cost
- 50/60/70/80/90 Mana
- Range
- 1,175
- Damage
- 80/135/190/245/300 (+90 % AP)
Fires a bolt of dark energy, Rooting the first enemy hit for 2/2.25/2.5/2.75/3 seconds, and dealing 80/135/190/245/300 (+90 % AP) magic damage.
WTormented Soil
5 ranks- Cooldown
- 10 s
- Cost
- 70/85/100/115/130 Mana
- Range
- 900
- Damage
- 25/40/55/70/85 (+20 % AP)
Curses an area for 5 seconds. Enemies on the cursed ground take 25/40/55/70/85 (+20 % AP) magic damage and have their Magic Resist reduced by -4/-5/-6/-7/-8 every second.
EBlack Shield
5 ranks- Cooldown
- 23/21/19/17/15 s
- Cost
- 50 Mana
- Range
- 750
- Shield
- 95/160/225/290/355 (+70 % AP)
Shields an allied Champion for 5 seconds. The shield absorbs 95/160/225/290/355 (+70 % AP) magic damage and prevents Disables until it breaks.
RSoul Shackles
3 ranks- Cooldown
- 120/110/100 s
- Cost
- 100 Mana
- Range
- 625
- Damage
- 175/250/325 (+70 % AP)× 2
Dark chains latch onto nearby enemy Champions dealing 175/250/325 (+70 % AP) magic damage and Slowing them by 20% for 3 seconds. After 3 seconds, they are dealt an additional 175/250/325 (+70 % AP) magic damage and are stunned for 1.5 seconds. Enemy Champions can break the chains by moving away from Morgana.
In short
Morgana rests on two buttons that decide games. Dark Binding travels a long way and pins a target in place long enough for your whole team to arrive. Black Shield absorbs magic damage and blocks crowd control for as long as it holds: dropped at the right moment it cancels a hook, a root, a suppression, and leaves the enemy with no plan at all.
Around those two, Tormented Soil lays sustained damage over an area, which makes it a wave control and zoning tool rather than a burst spell, and Soul Shackles forces a decision: stay near her and take the stun, or leave immediately. Soul Siphon returns health on the damage she deals, so she holds a lane far more independently than a standard mage. In exchange she's slow, has no escape, and a missed binding leaves her completely exposed.
Strengths and weaknesses
Black Shield is a counterplay tool in itself: it doesn't reduce an effect, it removes it. Against a composition built on a hook or a targeted engage, an attentive Morgana steals the fight before it starts. Add a very long range root, passive spell vamp that lets her hold a lane without leaning on potions, and an ultimate that punishes any team that decides to stand on top of her.
Her weaknesses are structural. She moves slowly, has no dash and nothing to escape a dive. Her binding travels slowly, so anyone moving laterally sidesteps it, and it costs a lot of mana at low ranks. And her ultimate requires her to stay in contact with several enemies to be worth anything: without Zhonya's Hourglass or a genuinely good reason to be there, it kills you as often as it kills them.
Laning phase
As a support, your work starts before the trade: you drop Tormented Soil on the path the enemy support has to walk to place vision or grab a minion, and you punish the tempo they lose. Don't throw the binding on cooldown, it's your only defensive argument, and a wasted one is an open invitation for them to engage.
The effective combo is the reverse of your instinct: soil first, on the ground they'll retreat toward, then the binding while they walk across it. Save the shield for the ability that matters, not for a bit of poke. Against a hook support you can pre-shield your carry before the cast even happens. That is the difference between a decent Morgana and one who is miserable to play against.
Power spikes
The first spike is rank two of Black Shield: at rank one it pops on a single poke spell, higher up it eats a real sequence. The second is her ultimate level, which changes the nature of skirmishes, since two enemies glued to your carry can now end up stunned, flipping a fight that was already committed.
The third spike isn't an item at all, it's cooldown reduction. A Morgana with her shield available in every skirmish is worth more than the same Morgana with more damage, because her value is denial, not the scoreboard. In midlane, ability power changes the role of Tormented Soil entirely, turning a pressure tool into genuine wave clear.
Teamfights and positioning
Stand on your carry's line, never in front of it, and watch the enemy team instead of your own health bar: the shield only works if you see the cast coming. Against targeted engage, the right habit is to keep a finger on the shield for the entire fight, even if it means casting nothing else. One cancelled hook is worth more than any damage you could have contributed.
The binding you want is the one that stops an entry, not the one that finishes a runner. On a diver who has just jumped your carry, it's worth the whole fight. As for Soul Shackles, accept the price: you have to walk in to use it, so cast it when the enemy is already busy and you have a way to survive the following seconds. Without that, you're handing over a free kill.