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Mad Heals with Soraka






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Choose Champion Build:
Spells:
Heal
Clarity
Ability Order
Salvation (PASSIVE)
Soraka Passive Ability
Introduction
You can find the old version and its variant in team 2.
You can find them here:
Nobody Dies on Soraka's Watch!
WARNING: Use of this guide will get Soraka banned!
All of my math is in the last section. If there are any errors in there or this guide, please leave a comment and I will fix it.
CC = Crowd Control (Stun, fear, slow, snare, etc)
FB = First Blood
AP = Ability Power
AD = Attack Damage
MD = Magic Damage
AS = Attack Speed
MS = Movement Speed
MR = Magic Resistance
ArPen = Armor Penetration
MPen = Magic Penetration
LS = Life Steal
SV = Spell Vamp
DPS = Strong Auto-attacker
MDPS = Strong spells; casters
CDR = Cooldown Reduction
OOM = Out of Mana
MP = Mana
HP = Health
MP Regen = Mana Regeneration per 5 seconds
HP Regen = Health Regeneration per 5 seconds
HPS = Heals per Second
Mp5 = Mana gained per 5 seconds

''Though having fallen from grace, Soraka is nonetheless determined to once again be one with the stars.''

A very nice ultimate that could save you or a teammate from that nasty Evelynn.

Strikes nearby enemy units for 60/90/120/150/180 (+0.25) magic damage and reduces their Magic Resistance by 8 for 8 seconds. This effect stacks up to 20 times.
Cost
40/50/60/70/80 Mana
Range
630
Spam this during team fights and any AP carries or mages will love you. The stacking MR penetration helps a lot.

Restores 80/130/180/230/280 (+1) health and grants 15/20/25/30/35 bonus armor for 9 seconds.
Cost
90/110/130/150/170 Mana
Range
650
Amazing AP scaling is what makes this heal great. When combined with



On Ally Cast: Restores 25/50/75/100/125 mana to the target, and an equal amount to self. (Double gain on self cast.)
On Enemy Cast: Silences the target for 1/1.5/2/2.5/3 second(s) and deals 50/100/150/200/250 (+0.6) magic damage.
Cost
No Cost
Range
725
Free mana is great, and can also be used for harassment while saving you from that pesky Katarina's ultimate.

Instantly restores 200/320/440 (+1.3) health to all allied champions.
Cost
200/275/350 Mana
Range
25000
Pretty good ultimate and the opposite of Karthas's ultimate. A global heal that can be used for that extra healing during a team fight (recommended use) and saving yourself or an ally (only when necessary). If you want, you can also use it to get assists from across the map, but don't be selfish. Having this off CD can be a lifesaver.
Sorry if it feels like I'm ripping on other people's builds, but I just want to show you the advantages of mine.


















Try to keep


up at all times.



Archmage's Savvy: AP? Why, thank you!
Sorcery: CDR allows you to throw heals, gain mana, and do everything faster.
Perseverence: Mp5 allows you to use

Awareness: XP gain is good for you!
Meditation: Mp5 is your bread and butter for mana
Insight: Allows

Quickness: Wanna beat the Flash in a race? Take this.
Intelligence: Gets you to the CDR cap.
Presence of the Master: CDR on your summoner skills helps with mana and health.


- Use
Infuse on your allies as much as possible, they will love you for it.
- Try to click on the minimap or the icons on the side of your screen during hectic fights. It really helps to avoid misclicks.
- If an enemy in your lane has a dangerous ability or ultimate with a cast time, use
Infuse to shut them up.
- Never, ever go into the jungle alone. You never know if the enemy team is waiting for you where you can't see them.
New Spreadsheet*******
By the way, for the estimated time until you run out of mana, i assume you use it on yourself once every three cooldowns, once on an ally every three cooldowns, and once on an enemy every three cooldowns. These are arbitrary and will not always be accurate.
Like I said, feel free to post any errors in the comments and I will fix them.
*Changed to calculate the mean AP of


**Exchanged


***Realized

****Accounted for CDR cap and upgraded


*****Realized I didn't need sorcery after I took

******Changed back second


*******Added an

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