(Innate): Morgana is granted 10 / 15 / 20% spell vamp.
Tips :
An excellent passive because it adds enormous sustain in the lane. You will not need a Hextech revolver, for example, and will make it really interesting to hold your lane.
Consider that it is a percentage ratio so the more AP you have the more life you will recover.
(Active): Morgana releases a sphere of dark magic. Upon contact with an enemy unit, the sphere will deal damage and force the unit to the ground, making it unable to move.
Tips :
It's Morgana's famous cage. This skillshot has quite a big range which can snare all targets who ross your path during the 2 seconds. Your cage touches ALL the enemy units, sbires and neutral monsters included. So take all the parameters into account if you want to catch an enemy champion.
We don't usually use it very much in the lane phase, or only to harass your opponent followed by the W. If you call a gank, make sure that the cooldown for Dark Binding is intact. It's an almost certain kill if you use your cage correctly.
In teamfight, it is usually a well placed cage that ends the game. Immobilising your opponent is synonymous with certain death, so do your best!
I strongly advice you to invade with Morgana because her cage is one of the best spells in the early to make a kill. Unless faced with a horrible combo (a Blitz for example) you can do it. Dark Binding remains a good way to escape by imprisoning an opponent who is chasing you.
Note, if you cast your cage in a bush without having vision and the animation stop early its because an ambush is being prepared!
Cost: 60 / 75 / 90 / 105 / 120 mana
Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.9 per ability power)
Duration: 2 / 2.25 / 2.5 / 2.75 / 3 seconds
(Active): Infects an area with desecrated soil for 5 seconds, causing enemy units who stand on the location to take magic damage and lose magic resistance every second they are standing on the area.
Tips :
This ability will mainly be used to farm in the lane phase by quickly killing the mage sbires. Given that it lasts 5 seconds, you should manage to hold out against your enemies in this zone.
Tormented Soil lowers the magic resistance of all players within it every second. If you want to increase the synergie, an Abyssal Scepter will really help with this. We generally use the cage first to stabilise a champion in your damage zone, it's a basic combo for Morgana.
If you have a lot of controls in your team, try to place your cage in the middle of your enemies and when everyone is immobilised you can do all your damage.
Cost: 70 / 85 / 100 / 115 / 130 mana
Magic Damage Per Second: 25 / 40 / 55 / 70 / 85 (+0.2 per ability power)
Maximum Magic Damage: 125 / 200 / 275 / 350 / 425 (+1.0 per ability power)
Magic Resistance Reduction: 4 / 5 / 6 / 7 / 8 per second
Maximum Magic Resistance Reduction: 20 / 25 / 30 / 35 / 40
(Active): Places a shield around target friendly champion, absorbing magic damage and preventing disables while the shield holds.
Lasts 5 seconds or until the shield is broken.
Tips :
The spell to make the enemy jungler crazy. The black shield makes you totally immune to ALL controls when you activate it. It is horrible for you ganker since you won't suffer any harmful effects while the shield is active.
It's a very good spell in 1 v 1 seeing as you wont be effected by your opponent's abilities, or very rarely. This is why Morgana is considered to be a very safe champion in the lane who is difficult to take in 1 v 1.
The strength of the black shield comes from the fact that it can be put on any ally. In a teamfight, if you don't think you will be targeted for a control and you don't yet have your Zhonya, you can put it on an exposed teammate. It is great for protecting an AD carry against any controls to leave him with max movement. Although it is rare, you can also use it on a champion who needs to channel ultimate to prevent him being interrupted.
To sum up, use your shield to the max when in fights to avoid controls.
Cooldown: 23 / 21 / 19 / 17 / 15 seconds
Shield Strength: 95 / 160 / 225 / 290 / 355 (+0.7 per ability power)
(Active): Morgana latches chains of energy onto nearby enemy champions, dealing initial magic damage to them after a brief delay of 0.5 seconds, and slowing their movement speed by 20% for up to 3 seconds. If the target(s) stay in range for the full duration of the slow, they are dealt the same magic damage again and are stunned.
Tips :
A very powerful ultimate that gives you a lot of control in teamfight and goes very well with the other ultimates like those of Kennen, Amumu etc.
This ultimate has 2 phases. The first is when you activate it by touching all the enemy champions around you and slowing them. The second is more difficult because because it requires you to keep as many opponents as possible in your chains. After 3 seconds, all enemies still latched to Morgana will take the same damage as they did when it was cast and will also be stunned.
This is devastating in teamfights, especially if you have a Zhonya because you can "go in" quickly, cast the ultimate and Zhonya to surprise your opponents who will be running around like headless chickens! Also, even if you don't have your Zhonya yet, the black shield will protect you while you position yourself.
It is also a good way to escape if you are not safe, which seems to be difficult with Morgana, for example in 1 v 2.
It is generally excellent for many situations and will often force opponents to flash or gap closer.
Cost: 100 / 150 / 200 mana
Cooldown: 120 / 110 / 100 seconds
Magic Damage: 175 / 250 / 325 (+0.7 per ability power)
Maximum Magic Damage (per target) : 350 / 500 / 650 (+1.4 per ability power)
Pros
Morgana has an easy time in lane when it comes to farming. Points into the Tormented soil make it effortless to farm waves by simply dropping it upon them.
Her Passive means she can sustain in lane. Although not as strong as it used to be it isn't something to be taken lightly and in fact Morgana's spellvamp is very nice.
She has a safe time in lane due to her Shield that avoids stuns and CC so that she is hard to catch and kill.
In team fights Morgana has high AoE damage and CC. Her ultimate is strong even when it doesn't hit 5 people. If you land it in the middle of their team it will cause them to run away in different directions from each other. Splitting a team in a teamfight can make it easier to pick off opponents.
Cons
Reliant upon hitting abiltiies in team fight so often has to initiate when a Q is landed.
Late game isn't the best choice as an AP Carry and is more of a support AP.
Allows enemies to farm in lane easily also. As Morgana doesnt have the best late game leaving a champion like Karthus or Cassiopeia to farm all game is not a good idea as they will outscale Morgana.