
World Atlas
400 doubloonsStarts support income and progresses into wards fer th' crew.
Support · SwiftplayMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Morgana has an established low-income Support course wit' useful course pressure, protection, engage or crew utility.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, Swiftplay · Support
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Starts support income and progresses into wards fer th' crew.

Turns seaworthy champion damage into extra poke after th' support quest completes.

Adds mana and burst fer repeated ranged pressure.

Adds penetration agin' targets without meaningful magic resistance.

Rewards landing long-range tricks afore th' rest o' th' spell rotation.

Arrr, adds percentage magic penetration once enemies buy resistance.

Applies anti-heal only when repeated healing be materially changing fights.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.
Arrr, best when: Banshee's spell shield can protect Lux from th' first aboard decisive hostile trick.
Arrr, runes and summoner spells
Use controlled poke and preserve th' cooldown that makes th' next aboard catch seaworthy.
Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.
Arrr, matchup notes
Arrr, Black Shield can deny a decisive crowd-control chain and punish an overcommitted engage.
Arrr, mid to lateControl and protection become clearer once teams group 'round prizes and carries need a front line.
Keep Vex visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage be seaworthy.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

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

Banshee's spell shield can protect Lux from th' first aboard decisive hostile trick.

Arrr, 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.
Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.Trick reference
Trick reference Data Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (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.
Wait fer reload (s) 10 · Cost 50/55/60/65/70 · Charted reach (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.
Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 900Morgana anoints an ally with a protective barrier of starfire, which absorbs magical damage and disabling effects until it is broken.
Wait fer reload (s) 26/23.5/21/18.5/16 · Cost 80 · Charted reach (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.
Wait fer reload (s) 120/110/100 · Cost 100 · Charted reach (units) 625Rell's Attacks and Abilities deal additional magic damage and steal Armor and Magic Resist on hit.
Rell deals magic damage to units in a line, breaking their shields and stunning them.
Aim through shielded foes to smash their shields and stun 'em.
Wait fer reload (s) 11/10.5/10/9.5/9 · Cost 50 · Charted reach (units) 600Mounted: Rell Dismounts, crashing down in her armor, Knocking enemies up and gaining a large Shield. While dismounted, she gains Armor, Magic Resist, Attack Speed, and Attack Range, but is Slowed. Dismounted: Rell forms her Mount, gaining a burst of speed and Knocking Up the next enemy she attacks.
Wait fer reload (s) 10 · Cost 40 · Charted reach (units) 450Passive: Rell gains out of combat Move Speed. Active: Rell and an ally gain ramping Move Speed, doubled toward enemies and each other. Her next Attack explodes, dealing magic damage.
Wait fer reload (s) 14/13/12/11/10 · Cost 40 · Charted reach (units) 1200Rell explodes in a magnetic fury, violently Pulling nearby enemies toward herself. Then Rell constantly Drags nearby enemies toward herself for a short while, dealing magic damage over time.
Wait fer reload (s) 120/100/80 · Cost 100 · Charted reach (units) 200Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Deny space wit' yer course partner, but keep th' carry moored to th' wave instead o' roaming at every opportunity.
Move first aboard wit' an ally, establish vision and protect th' course yer crew will use to enter.
Set sail only when crewmates can follow, then change to peel if an foe reaches th' protected carry.
Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.
Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.
Control one approach and keep enough protection fer th' foe's most likely engage.
Stay fer a crashing wave, block a dive and avoid spending th' key defensive trick on low-value poke.
Enter darkness wit' another sailor and ward th' nearest useful entrance instead o' reaching fer deep vision.
Peel first aboard and punish overextension. A blind engage rarely repairs a losing battle.
Pings, movement and prizes
Use range to earn space, then keep enough mana and cooldowns fer th' prize entrance.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.
Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.
Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.
Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.
Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.