
World Atlas
400 goldStarts support income and progresses into wards for the team.
Support · SwiftplayMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Morgana has an established low-income Support plan with useful lane pressure, protection, engage or team utility.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Swiftplay · Support
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Starts support income and progresses into wards for the team.

Turns safe champion damage into extra poke after the support quest completes.

Adds mana and burst for repeated ranged pressure.

Adds penetration against targets without meaningful magic resistance.

Rewards landing long-range abilities before the rest of the spell rotation.

Adds percentage magic penetration once enemies buy resistance.

Applies anti-heal only when repeated healing is materially changing fights.
Complete build choices
Recommendation review pending
Best when: Zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.
Best when: Banshee's spell shield can protect Lux from the first decisive hostile ability.
Runes and summoner spells
Use controlled poke and preserve the cooldown that makes the next catch safe.
Check which defensive spell the Bot partner selected before duplicating Heal, Barrier or Exhaust.
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nearby partners.
Matchup notes
Black Shield can deny a decisive crowd-control chain and punish an overcommitted engage.
Mid to lateControl and protection become clearer once teams group around objectives and carries need a front line.
Keep Vex visible before committing. The second Bot-lane champion and nearby Jungler can change whether the same engage is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.

Banshee's spell shield can protect Lux from the first decisive hostile ability.

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
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.
Cooldown (s) 10 · Cost 50/55/60/65/70 · Listed range (units) 1250Morgana casts a cursed shadow on an area, damaging enemies who dare stand in her dark circle. They receive magic damage over time, which increases the lower health they are.
Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 900Morgana anoints an ally with a protective barrier of starfire, which absorbs magical damage and disabling effects until it is broken.
Cooldown (s) 26/23.5/21/18.5/16 · Cost 80 · Listed range (units) 800Morgana unleashes the full force of her Celestial power as she unbinds her wings and hovers above the ground. She lashes chains of dark pain onto nearby enemy champions, gaining Move Speed. The chains slow and deal initial damage and, after a delay, stun those who are unable to break them.
Cooldown (s) 120/110/100 · Cost 100 · Listed range (units) 625Skarner's Attacks, Shattered Earth, Upheaval, and Impale, apply Quaking. At max stacks of Quaking, enemies take max Health magic damage over its duration.
Skarner rips a boulder from the earth that empowers his attacks and can be thrown as a powerful projectile.
Cooldown (s) 8/6.75/5.5/4.25/3 · Cost 30 · Listed range (units) 400Skarner gains a shield and creates an earthquake whose shockwave damages and slows foes.
Cooldown (s) 10/9/8/7/6 · Cost 60/65/70/75/80 · Listed range (units) 700Skarner charges forward and passes through terrain. If he collides with a champion or large monster, he'll slam them into the next wall he hits to damage and stun them.
Cooldown (s) 22/21/20/19/18 · Cost 50/55/60/65/70 · Listed range (units) 1700Skarner's tails lash forward to suppress enemy champions. Once suppressed, the victims will be dragged along by Skarner as he moves around.
Cooldown (s) 120/105/90 · Cost 100 · Listed range (units) 625Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Deny space with your lane partner, but keep the carry connected to the wave instead of roaming at every opportunity.
Move first with an ally, establish vision and protect the route your team will use to enter.
Start only when allies can follow, then change to peel if an enemy reaches the protected carry.
Hold the ability that makes opponents respect your lane and trade when both Bot-lane partners are ready.
Recall and move on safe wave timings; an unsupported roam can cost the carry an entire wave or a dive.
Control one approach and keep enough protection for the enemy's most likely engage.
Stay for a crashing wave, block a dive and avoid spending the key defensive ability on low-value poke.
Enter darkness with another player and ward the nearest useful entrance instead of reaching for deep vision.
Peel first and punish overextension. A blind engage rarely repairs a losing game.
Pings, movement and objectives
Use range to earn space, then keep enough mana and cooldowns for the objective entrance.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.
Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.
Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.
Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.
Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.