Soraka Build Guide by Summoner
Champion Build: Soraka
| Health | 3705.96 |
| Health Regen | 41.4 |
| Mana | 1620 |
| Mana Regen | 40.31 |
| Armor | 175.8 |
| Magic Resist | 110 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 10 |
| Attack Damage | 102.8 |
| Attack Speed | 0.852 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 35% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hey! Welcome to my (remade) guide on playing
Soraka. This guide focuses on ranked play, giving you an insight at what is expected at Mid-High ELO play onwards.
What you should learn in this guide will help towards you understanding the game better from the supportive role of the game while giving you a huge insight into the plays and reasoning behind decisions in high level competitive play. The information here can help you in all types of games, however depending on the type, it may be more difficult to put these practices into use.
I have disabled Comment to Vote in this guide as I feel that if someone dislikes the guide or likes the guide, they can express it if they want. If this guide helps just one person to become a better support player and improve their understanding of the game, I do not really care if the score reaches 10% or 100%. The whole point of the guide is just to help you, the reader.
My old guide also had information I only added to really stop complaints from certain users, but I realized I'm not going to make my guide worse just to improve my score.
Anyway, onto the guide!
Why Soraka?
In a competitive game, you would pick
Soraka so that she can completely support a strong ranged AD carry or a strong AD champion through their early game, giving them high amounts of farm and letting them harass the enemies without having any consequence. Because of the nature of duo lanes,
Soraka should ideally not lane with an AP carry champion like
Anivia or
Malzahar, because although the do need farm, they are very reliant in their power coming from their levels. The slower they are to level, the slower they reach their potential.
The strongest lane match-ups competitively that include
Soraka would be (in no particular order):
These champions are strong with
If the enemy team has very strong CC champions like
In games where you don't have a jungler, you should still try to lane with some AD champion who will benefit from your sustain the most. Laning with a melee champion like
A longer list of strong match ups with
Optimal Lane Compositions
This is competitively and non-competitively, giving you an idea what champions
Soraka works best with in a Duo Lane if you have to be in one together.
I will not mention AP champions because although any AP champion is good with
Soraka there's no reason to put AP champions in a duo lane.
Ranged Carries:
Soraka &
Miss Fortune
Soraka &
Vayne
Soraka &
Kog'Maw (Helps him get through his weak early levels.)
Soraka &
Caitlyn (
Yordle Snap Trap +
Soraka = full lane control.)
Soraka &
Tristana (Allows
Tristana to dominate a duo lane with free farm.)
Soraka &
Ezreal
Soraka &
Ashe
AD Melee:
Soraka &
Pantheon (Unlimited
Spear Shot harass.)
Soraka &
Xin Zhao (Allows him to spam his combo as harass.)
Soraka &
Jax
Tanks/Bruisers:
Soraka &
Maokai (
Sapling Toss mass farm and harass/deny.)
Soraka &
Nasus (For the sole reason of allowing him to constantly keep mana up for mass
Siphoning Strike farm, nothing else.)
Even though I've listed all these, I still feel that
I didn't mention champions with good self sustain like
Objectives
Objectives are basically "Missions" that the game has set that by completing, your team gains a significant advantage over the other team, until they obtain the same objectives. These range from Monster Buffs to Dragon, Baron and Tower Pushing. As a support, it is important to make sure your team is safe while doing these objectives, this is where
Clairvoyance and Warding / Map Control come into play.
Note: I have not included kills in this as it's completely situation as to if it is first blood, killing someone on a streak, if they have a buff, if they have baron, if they are doing baron or dragon, etc.
Additional: This section is based off The Rain Man's blog post on SoloMid, however I felt that it basically explained what I'd write here so I adjusted it slightly to suit my personal opinion.
The most rewarding objectives are the Inhibitors. If you destroy an inhibitor, this pushes a lane constantly with super minions. While this is happening, your team must secure all the lower objectives, otherwise you have given a lane free gold farming without any risk. However, it makes it extremely easier to do it, and puts more pressure on the enemy trying to stop you as minions will damage nexus turrets if they leave, and kill minion waves causing other lanes to push naturally.
The next important objective is Baron. Killing Baron gives your entire team 300 gold each and gives the entire team a buff that will give you an edge over the enemy team. If you are over-farmed, this buff can mean an easy team-fight. If you're under-farmed and losing the game, this can lead to you making a comeback in the game.
Towers are our next important objective. Although there are higher objectives, these will be your main objective as these are what lead to the other objectives being able to be completed by lowering the risk involved. Taking a tower gives you global gold and more map control. The less vision their team has, and the more vision you have, the easier it becomes to take the above objectives. Pushing towers also mean that it becomes easier to push other lanes as more pressure is applied onto those lanes.
The lower objectives are Dragon and Monster Buffs. Dragon provides more global gold than a tower, however doing dragon does not give you an advantage in map control. It is also risky to do it depending on if the enemy has it warded, how pushed bottom and middle lane are and how far into the game it is. The earlier you do dragon, the riskier it is. You should not fight over dragon under any circumstance - if you have a risk of getting ganked or if you see people leave lanes, leave dragon immediately. Only do it when you're 100% sure you won't lose a turret and you have no risk of dying during it.
Monster Buffs can mean the difference between losing and winning a lane or team-fight. However, there is not much risk involved in taking them early on. As the game goes on, buffs become more important, especially if you hold map control and can take the enemies buffs from them. The more buffs your team has, especially your carries, the more advantage you have in a team-fight. Because the risk of fighting over them is low, they are a lower priority objective as you can ecure them as long as you have map control.
Knowing the important of these objectives helps you prioritize your warding and helps increase your general understanding of the game.
Support Mentality - Do not farm!
During lane phase, supports must not take farm from their lane partner! You should only take CS if they are out of the lane or if you're defending tower from taking hits.
In this example, it is following a standard team composition of 1 AP Carry, 1 AD Ranged, 1 Tanking champion, 1 Jungler and 1 Support.
Note: I say damage potential just because for the sake of argument, they only get the one damage item to avoid confusion.
The problem rises because one of these champions will have to share a lane with Support - a champion who isn't heavily item reliant and can do a lot for their team with their skills alone. If this champion starts taking gold from their lane partner, you're delaying the items this champion needs in order to be effective. If you take 1000 golds worth of minions during the first 15 minutes, that means you've delayed your lane partner 1000 golds worth of items - potentially 1000 gold that could have put your AP Carry their
Now let's say the enemy team has a carbon copy team composition, however their support does not take their lane partners farm, and their partner has 1000 gold more than your partner. This 1000 advantage puts them at having
Basically, supports are there in the lane to help their carries get through this early stage and maximize their farm without the risk of being in middle lane - solo top lane, where their early game squishiness puts a lot of pressure on themselves and as they are alone, makes it easier for their jungler to put even more pressure on them, making them become under-farmed as a result.
If you have a high cost item build, you'll end up fighting over your partner for farm, and in the end you both will screw up your builds and farm rate because you're both trying to get as much gold from lane phase.
So know your role, and don't take farm from someone who absolutely needs it!
Mastery Choice
I take 0/9/21 Masteries on
Soraka. The utility masteries are aimed towards lowering her summoner cooldowns and getting as much regen possible from them, and the defensive masteries are there to allow her to have higher resistances for free while having 2% dodge as she has no base dodge.
My justification for taking dodge masteries over Strength of Spirit is simple - Minion Aggro and auto attacks in lane phase, and in lane game too. If you get a dodge activation, you have extra movement speed to help you get out of range faster. With Strength of Spirit, the Regen doesn't mean much as you can heal if needed and the Regen won't save you if you're getting hit for huge amounts late-game by their AD champions. Any chance you have at survival in the late game, take it.
Additionally, the regeneration from Strength of Spirit is weaker (with this build) than
Rune Choice
Runes are a tricky thing for
Soraka - there are many perfectly viable options, however it depends completely on what you want to achieve from your runes and how you feel your runes will play out in your game.
I prefer to go for defensive style runes, however I run Magic Penetration marks purely for allowing me to deal more damage with
Infuse early on - especially considering since that I don't lane with AP champions at all, I never level
Starcall until teamfights roll around.
This rune page allows me to start with an extra 87HP right as the game starts - and it continuously goes up as the game progresses, allowing me to not appear as squishy! Additionally, the glyphs give me strong enough Mana Regen until I get higher levels of
For when I feel like causing some annoyance with
If I start with
Skill Order
Feel free to switch the order that you level
Infuse and
Astral Blessing at if your lane partner is having difficulties with health or Mana, or having very little issues with either of them.
For Level 1 Teamfighting you will need to take
Infuse no matter what. Defensively, this allows you to stop the enemy initiator using their summoners to get your team killed (for example,
Alistar initiating a level 1 fight with
Flash and
Pulverize). Offensively, this allows you to silence someone and then lets your initiator catch that player as they cannot use their summoners or skills to escape (i.e stopping
Tristana using
Rocket Jump to escape). A successful
Infuse will either save a teammates life or net you first blood, depending on the situation.
For those of you unfamiliar with the concept of level 1 fighting, it's when you initiate a teamfight in the jungle in an attempt to protect your buffs, setup for stealing their buffs or to net your team an early first blood advantage. Getting first blood before minion wave comes allows someone to come with
Boots of Speed to lane or helps your jungler get even closer to
Madred's Razors or their first item. However, if you attempt to do these type of fights, you need to completely assess the enemy team composition, their summoners and their position on the map, which is what we use
Clairvoyance for early on in the game.
I don't usually level
Summoner Spells
Flash |
Clairvoyance As |
I choose
I would not recommend taking
Item Build
This is the build I regularly use. Items I don't mention in this section - I don't mention them because (in my eyes) they are poor choices in this type of gameplay or I feel they are not good item choices in general.
Note: In normal games, it's perfectly fine to just start off with a
In competitive play, you want to take the early
As you leave base with 75 gold, that puts you 75 gold closer towards your
The two gold generation items,
Note: You want to finish these two items before you progress with the build. However, this doesn't mean you shouldn't buy wards until you finish these items.
Ionian Boots Standard boots for Soraka. These boots give her a lot of early CDR and will let you hit 21% CDR from the 700 gold upgrade. These are the only boots that add stats other than move speed that I would buy. The only other stated boots I would consider would be |
Mobility Boots Only take these if you need to dodge a lot of skill-shots that they throw pre-fight and if you are going to need to be running around the map (Split push / Push heavy team). I wouldn't recommend these but they have their uses. Taking these boots means you need to build |
After you upgrade your boots, you are going to want to buy your
Note: My games usually end after I finish these items.
You will want to start buying your
When you finish
Note: As I need the last item slot for wards, I use the remaining 2 items to buff my defenses if the game lasts this long. However, if you do NOT need the defensive items as much because they never really hurt you or pick you off, feel free to consider AP choices. I like AP defensive items.
Taking
As the game goes on, you've already paid off the gold debt from buying the GP/10 items in the first place. At this stage in the game, you want to upgrade your items so you can play a bigger role in securing objectives. You will be using all objective money for wards at this stage, so you won't be needing the GP/10.
Note: Replace
Notice how all of these items at end game provide health, resistances and buffs in some form. These help you keep yourself alive while you devote your attention to your team mates. You are not squishy so late game enemies cannot just pick you off easily, and you provide a lot of support for your team so even while your abilities are on cooldown you are still a massive asset to the teamfight.
Warding
Buy wards whenever possible, and watch for when allied wards by dragon or baron are going to expire. Make sure that dragon is warded once it has spawned, and ward baron constantly late game.
With your starting ward, laying a defensive ward outside the route that leads inside the starting camp of your jungler or outside one of your buff spawns allows you to prevent invasions and counter jungling.
This image shows the best, non-situational (i.e no lane brush wards) positions to place wards, assuming you are winning as the purple side. Mirror the positions if you are on the blue team or need defensive wards for purple.
Note: Don't try to cover all these spots at once - it's a waste of money. Just ward the most important areas depending on how the game is going.
Laying a ward ON baron when possible means that they cannot do baron. It is very difficult to kill that ward and if the enemy uses skills to take it out you can capitalise on that. Additionally, to hit the ward, they will need to hit Baron, making them take damage.
Laying wards in his "chamber" means they spend more time taking out the ward and it makes it completely obvious what position they are in.
Same reasoning as above, laying a ward in the "chamber" basically means they have to go inside to destroy it, making you more aware of their position. Early game, you can capitalize on this by catching their support trying to leave dragon and make them waste their escape spell.
Note: mid-late game, make sure you Clairvoyance objectives before you go to lay wards at them. If you get caught, you can cost your team the game or an important objective and set your team back!!
Additional: Click here for more graphical examples of ward placement.
Early Gameplay
This section covers the play-style you should be using during the first stages of the game.
Note: This paragraph assumes a level 1 teamfight has a chance of occuring.
As the game starts, you are going to want to use
Clairvoyance on their fountain. What this does is if you open the scoreboard, you can see what items they are buying, and if they leave fountain while you have vision, you can estimate where they are going to be heading. If they delay their item buying because of clairvoyance, this gives your team more time to get into position - you cover more distance before they even leave their base, allowing you to have a strategic advantage early on.
If your jungler is starting at Golem, put a ward in the brush nearest to Baron or Dragon in the river (depending on what side you're on) which will give you vision of anyone trying to invade and gives you vision partially into their jungle. If he's starting anywhere else, you may still want to lay a ward in those brush but you may want to save your ward for a more aggressive or lane defensive ward, such as warding their lizard or their jungler's entrances to your lane.
If a level 1 teamfight occurs, you're going to want to infuse any champion that can use CC on your team or any champion who you're planning to kill so they can't escape.
When you get to lane, you're going to want to keep CV on places where their jungler could be - watching their camps and buffs. Depending on the jungler, even if you never see him with CV, you can tell what level he is and what he plans to do if you see the camps killed or buffs gone.
In lane, you want to sit in the brush auto attacking the enemy champions while keeping your lane partner supported. If your partner is full health / not out of mana, feel free to throw off some offensive infuses - this could potentially make them miss CS or make them push back a little bit. Showing your dominance in lane allows your lane partner to capitalize on their defensive play - by gaining farm advantage and landing off free harass.
The ward you have left over, you're going to want to place it in the river at 3:50 or any time after. This is to make sure their jungler will not be able to gank you, as at that time he will probably have finished his route or be ready to gank.
This image shows zone control, something you need to know in order to become dominant in lane. In this example, I am laning with
The blue line shows your security ward. Because of the
The yellow line shows the point where the enemy have to be in order to be safe. This area is out of minion range and makes it very difficult for their carry to farm without being punished. If they go over this line, they are in range of
The white line shows your retreating route. If they CV brush or ward brush, you will move back into your brush in order to be completely safe, however you can still be aggressive. The white line is also where you'd go if
The orange circle is
Following this image, as long as you keep control of your lane and keep vision on the river, you can be aggressive with minimal risk, allowing you to easily win your lane.
Note: Pushing your minions to their turret means you have a strategic advantage for taking dragon, while making it harder for the enemy to last hit. Do this when needed to maximize your lane control and make it even harder for them to do anything in your lane!
Late Gameplay
There's not much to mention here. Move with your team, never get caught alone. Make sure to
Clairvoyance objectives and the enemy jungle / wherever you think they may be to make sure they aren't trying to pick you off or get in position for objectives. Make sure you keep wards on the map, even one ward helps you.
If they start laying wards around objectives, get your team to go there with you so you can take them out ASAP. Make sure you have oracles at this point of the game up 100% of the time.
In team-fights, prioritize your healing in this format:
You need to keep your carries alive so you can win team-fights. Healing them when they are taking damage also gives them a massive armor boost to reduce their AD damage. You should never really be in a position that you can be burst down by their team. Make sure you have flash up for important team-fights as if you get focused down your team is at a massive disadvantage while you have lost your
You will want to save
Additionally, if you can silence someone out of position, it makes it impossible for them to escape (depending on the champion). As a result, you can force a teamfight to start or they will have to sacrifice one player, which will make your teamfight much easier.
In Closing
I hope you've found the information useful in this guide. I will be adding more things to the guide (just including more detail, but I think this is enough to warrant a release).
If you have any questions about the content, feel free to leave a comment and I'll try answer it to the best of my ability.
Hopefully, you now understand the benefits of
Soraka on a team, the massive effect she has in team-fights and how well she can dominate the early stages of the game. I also hope that you understand what is expected at high level play, and now understand ways you can improve if you ever want to achieve that level of play.
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