This is a tentative rework for Morgana, Fallen Angel. At her core, Morg is extremely well-designed, offering unique and powerful utility alongside surprisingly good damage and crowd control. However, over time, these strengths have also caused her power to be stretched thin, and in order to compensate for her strength as a support her abilities have had their damage shaved down, to the detriment of her mid lane playstyle. Despite being an awesome utility mage, the sheer raw strength of her abilities has ushered her further and further into a support-only role.
To solve this, I think one way of giving her back some of her strength would be to trim off some of her less visible power, namely her spell vamp passive, whose sustain is strong yet difficult to appreciate, and has become less and less valuable to a Morgana whose damage has fallen off. Additionally, I think Morgana's damage and utility deserve to be tied in closer, since it would make sense both thematically (Morgana uses dark, pain-based magics) and in terms of gameplay (Morgana is good at pinning down and finishing off vulnerable enemies). Overall, my goal here is to modify Morg's power expression a bit so that she starts out with less initial power in fights, but escalates to tremendous amounts of damage, utility and crowd control as the people around her become increasingly wounded.
Angel of Death
Innate: The strength of Morgana'sabilities is increased by 1% for every 1% of her target's missing health.
You'd think that 20% free spell vamp would be massively powerful for any mage, but in Morgana's case, it's not actually that visible. Aside from the fact that her spell vamp only fully applies on her Q, and is instead reduced to a third of its power on her W and ultimate, the healing it provides is, at best, not that visible even when full AP Morg lands a Dark Binding, and at worst it gives her a lot of invisible staying power in lane as she out-pokes her opponent with Tormented Soil. Spell vamp in general needs a rework, I think, and I proposed to change it in another blog post so that it would feel better-adapted towards different styles of sustain and more satisfying overall.
The reason I picked an effect that is pretty much the opposite of Soraka's old passive (her healing used to be increased on targets with less health) is because, mainly, I think Morg should specialize in finishing off targets and providing clutch protection to her most wounded allies, instead of simply landing massively powerful abilities from the get-go (her Q, especially, is a death sentence in the late game, and its 3-second root duration feels a tad too long in most cases). It would also intrinsically tie her utility into her damage, encouraging her to build AP even as a support to keep up her damage and CC/utility output. Thematically, Morgana's also this character who uses corrupted and suffering-based magic, as opposed to Kayle, who is holy and (self-)righteous, so it would make sense for her spells to be most effective on targets who are suffering the most.
I don't see anything wrong with Morg's base stats, including her super-low attack range (it forces her to put herself at risk when last-hitting and trading), so the only change I'm making is a slight buff to her health regeneration in compensation for the loss of her spell vamp, with a base increase to 6.0 hp5 from 5.705, and an increase per level of 0.8 from 0.6.
COST: 14 / 12 / 10 / 8 / 6 mana
Active:Morgana fires a sphere of dark magic in the target direction, dealing magic damage to the first enemy it hits and temporarily rooting them.
For a long time, Dark Binding has been held of a very powerful, yet also very healthy ability, and for the most part I agree. There are plenty of opportunities to dodge the projectile (though its hitbox might need a bit of adjusting), so if it does land its huge damage and root feels somewhat fair, as well as hugely rewarding for Morgana. However, its root nonetheless feels pretty frustrating, especially later on when it practically guarantees a kill on any squishy due to its extremely long duration. The intent here is to make the ability less initially powerful, while still keeping its tremendous crowd control and increasing its damage against lower-health targets, for whom this would truly be a death sentence.
COST: 23 / 19 / 15 / 11 / 7 mana
Active:Morgana desecrates the target area for 5 seconds, dealing magic damage every 0.25 seconds to all enemies inside and slowing them.
Tormented Soil already has a missing-health damage amplifier, so bar some scaling differences there's no major change to its damage. However, I added a slow, mainly because this ability isn't too useful for a support Morgana besides its ability to apply Tribute stacks from support items. With the damage toned down, even full AP Morgana has trouble feeling powerful with this ability, and the massive mana cost doesn't help either, which is why I reduced it at later levels (it costs a bit more early on, though, which should curb free harass a little harder). With Morg's initiation capabilities toned down a little, I think this ability could afford to be a bit stronger, and the slow would make this effective at area denial, while also helping her pin down priority targets for the rest of her combo.
COST: 16 / 13 / 10 / 7 / 4 mana
COOLDOWN: 23 / 21 / 19 / 17 / 15
Active:Morganashields the target friendly champion for up to 5 seconds, absorbing magic damage and preventing all crowd control against them while the shield holds.
Similarly to Dark Binding, Black Shield is an extremely powerful, yet fairly healthy ability, that tends to feel a bit too strong at times due to its shield strength completely negating many different kinds of poke and initiation. A change like this would curb the ability's anti-trade and anti-harass power in lane, while providing the target with potentially far better clutch protection at critical moments. It would also likely help Morgana herself a lot when going in for her ult, since waiting for the right moment to use it would practically guarantee a successful stun on multiple targets.
COOLDOWN: 120 / 110 / 100
Active:Morgana latches magic chains onto nearby enemy champions, dealing them magic damage, revealing them and forming a tether between her and each target that lasts 3 seconds, which breaks if they move too far away.
Spell shields will block the application of the tether, but will not block the stun and damage from a tether already applied.
Two main changes here: the first is the removal of the base slow on targets, which I think would be somewhat redundant given the CC on the rest of Morgana's kit (targets who can escape at full movement speed are also likely to escape with a 20% slow), with a slight compensation in the removal of the early stun delay. The second major change, aside from the more variable damage, is the stun duration scaling with the ability's rank. While Soul Shackles is extremely powerful early on, when Morg's targets have fewer mobility and crowd control options, it tends to lose effectiveness later on, when Morgana becomes much more likely to die or break the tether with her targets while still inflicting the same amount of CC. Making its stun scale would put an emphasis on the ability's core contribution, and would allow Morg to lay down about the same amount of CC later on even against targets at full health, with the stun duration increasing to potentially huge amounts against severely wounded enemies, and therefore enabling much better cleanups.
What do you think? Do these changes fit Morgana? Would these improve her gameplay? Do you think Morgana needs changes right now, and if so, do you think this is the right direction for her kit?