Main
▾
Traits
Current



Alt Build 1



Alt Build 2



Fire 5/5/7 missiles at random enemies that deal 50/75/225 (
) magic damage. Each cast fires 1 more missile than the last.
Current



Alt Build 1



Jump to a nearby hex and web all enemies within 2 hexes, Stunning them for 2/2/8 seconds and dealing 120/180/1200 (
) magic damage. Heal 400/450/2000 (
).
Current



Alt Build 1



Summon a gate in a 5-hex line across target. Enemies hit take 100/150/1000 (
) magic damage and are 20% Shredded for 4 seconds. Malzahar spreads 5 stacks of infection between enemies hit.
Infection deals 16/24/400 (
) magic damage per second for the rest of combat. This effect can stack infinitely. When an infected target dies, they spread their stacks to nearby enemies.
Shred: Reduce Magic Resist
Infection deals 16/24/400 (
Current



Curse the nearest non-cursed enemy, dealing 530/800/1500/1800 (
) magic damage over 10 seconds and reducing the effectiveness of shields used on them by 50%.
When to Play
Caretaker’s Ally
Perfect Items
Worth the Wait II
Strategy
Tips & Tricks
- Morgana is not a balanced unit if she has Blue Buff. She is your primary ticket for getting to Stage 4 with decent HP. That means the value of this line increases substantially when you can get Blue Buff Morgana by 2-5.
- While you can still go the traditional Gunblade with Archangel + Blue Buff on Heimer in Visionaries, generally you should consider playing more damage items as 6 Visionary provides a Gunblade-like effect.
- Visionary Emblem is better than Black Rose because it allows you to play Visionary Jayce which is broken.
- You can play vertical Black Rose until you hit Jayce, then swap to Jayce variations. Visionary Emblem is better on Jayce unless you have better items for Rumble. You can replace Rumble with a 6-cost if you hit one.
Openers
Sentinel Visionary





Conqueror Black Rose





Strong Conditions
Items



Augments







Item Priority

Blue Buff

Frying Pan

Tear of the Goddess

Needlessly Large Rod
Economy Strategy
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. “Stable” changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven’t 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can’t afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.