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Choose Champion Build:
Spells:
Fortify
Heal
Ability Order
Salvation (PASSIVE)
Soraka Passive Ability
Intro: Just who is this unicorn demon?
DISCLAIMER:
THIS IS NOT A BEGINNER'S GUIDE. THIS IS A NOVICE TO ADVANCED PLAYER'S GUIDE. YOU WILL NEED TO HAVE AT LEAST A BASIC UNDERSTANDING OF MITIGATING DAMAGE, TEAM COMPOSITION, ENEMY TEAM COMPOSITION, POSITIONING, TEAMWORK, MAP AWARENESS, AND HOW TO AVOID GANKS. DO NOT DOWNVOTE BECAUSE YOU DO NOT KNOW HOW TO PLAY OR ADOPT A DIFFERENT STYLE OF PLAY.
Hello fellow guide readers. Welcome to my first and ONLY guide (with the gap between updates, you can probably figure that I don't have enough time to keep up with these things).
So who is this unicorn-like biped? Well, from what I know... Soraka was originally a sorceress who, instead of tapping into the magics of the Valoran, tapped into the magics of the cosmos. One day, she hears about this epic dude called Warwick. Great alchemist, great guy. Anyways, she gets mad when she hears of all the trolling this Warwick dude is doing to her people and starts nerdraging and telling the stars to curse this Warwick. Well, it works, but it also curses her. So she ends up as some unicorn-like biped - which totally confuses me because Warwick gets this really cool wolf-like form and she gets a horn that she can't even impale people with - but with some of her prior abilities still intact.
Some of you already have a biased opinion formed of Soraka. I know I did prior to learning her and how she works. But with one guide read and a few tinkering shots of my own, I have revamped Soraka to be one annoying champion that the other team will HAVE to target and hate.
What to expect:
- A surrender around the 31 minute mark if you pull it off correctly and the other team gets aced.
- Your team to work with and protect you (however, if you're an ******* to your team or you don't watch your own back, I can't be held liable).
- Fun time silencing/healing mana, reducing magic resists, healing single and all teammates.
- The enemy team hopping on your **** as soon as you show up on the Fields of Justice. It's alright, just watch where you are, where you can run. Take note of "safe zones" and stay within them, coming out only to save teammates, and you should be fine.
What NOT to expect:
- Yourself to carry the team to a victory.
- Yourself to be able to hold a lane.
- Yourself to be at the front of the line trying to reduce magic resists or initiating.
- A positive score. Soraka is very squishy and often targetted. On top of that she lacks the higher firepower needed to get kills.
There's also a few other things I'd like to mention for this guide:
One, even if you follow everything I mention in the guide, you might not win the game. Soraka is heavily team dependent; if your team cannot hold in a team fight, don't expect to win. You will need to explain to your teammates what a "HP bar buffer" is and how it works (that means you and how much you can heal vs how much damage they can take. If they take more damage than you can heal or take fatal damage before you can even get to them to heal them, it kind of makes you worthless.)
Two, Soraka's ability to be fun is made by the player and his/her team, not by the spells, items, or the masteries. If your team doesn't like to gank or do any aggressive moves, you're not going to get anywhere in a game. I can only show you the door; you have to be the one who slams it in the opposing team's face.
Three, while this is a high risk AP stacking guide (the survivability build is a derivative for those who are unfamiliar with Soraka and need the extra HP, MR, or Armor), this is not the only way to play Soraka, but I find that if played this way and played correctly, the other team gives up rather quickly at the 31 minute mark. Your results may differ. This is an offset way to play her because instead of survivability, you're switching that out with the ability to heal your teammates (and yourself) for massive amounts of HP. This tradeoff may seem absurd, but it's better in the long run.
Four, solid supports such as Soraka are not good in 3v3s. This guide only covers 5v5 gameplay strategy. If you are looking into doing a 3v3 with her, I don't have very much advice to offer, other than follow what I've already mentioned, silence as often as you can instead of working around mana, and keep your teammates alive.
Recent Changes and what they mean to Soraka:
Will resume this section in the future updates. I think we all have moved past the past few updates.
Recent Changes:
-Working on the survivability section I'll publish what I have now, but expect updates throughout the night and tomorrow (07/30/11).
There will be gaps or things that don't make sense because of scrapping, adding, and incomplete editing. If you find any, please leave a comment in the comments section below!
Future updates:
-Will update on next patch.
-Am working on a hybrid build to find a meeting point between these two. I will update as soon as I find a stable build. This is being done over ranked games (yes, Soraka is THAT versatile). If you run into a Soraka that has little regard to your last hits, is packing heal/fortify, and just has a IDGAF attitude, chances are you've run into me. :D
Offtopic Rant:
Happy ****ing Birthday to ME (07/30). No one else wanted to say it so I'll make you all read it instead :>.
- Can hole up in a lane for a long period of time without having to shop.
- Is, what some people call, a 2nd carry. She can keep a carry alive long enough for them to do terminal damage (and usually escape).
- Turns teammates into temporary tanks with her armor boost from
- Can drastically turn the tables of a team fight. AP Nuking build is more established in this role, whereas the Survivability build is for those who don't like to die or extend for teammates who need the heal.
Cons:
- Needs a lane partner. Smarter enemy champs will simply ignore you and push the tower.
- Is super squishy early game.
- Is going to be squishy mid game.
- Is still going to be squishy late game.
- Actually, if you want to sacrifice the AP for survivability, that's fine too. 300 heals aren't very much, but can still mitigate some damage for tanks. You're not going to find her as game changing as you would with the AP nuking build though. Enemies will still target you though.
- Lacks an escape mechanism. You either have to pack one in summoner spells, build a
, or watch the minimap and anticipate ganks.
- HIGHLY susceptible to disables (stuns, taunts, fears, etc.).
Those are just a few of the pros and cons of this champion with this build. However, the mentions of being squishy on the cons list are not really a problem; by the time you hit midgame, you'll be doing about 400 heal per





AP STACKING
Defense:
Mender's Faith: Reduces the cool down of your

We use



Resistance: Increases your champion's magic resistance by 6.
Soraka is squishy. This helps combat it slightly. Also used to unlock Strength of Spirit.
Hardiness: Increases your champion's armor by 6.
Same as above except it's used to unlock Harden Skin.
Strength of Spirit: Increases your champion's health regeneration by 0.2% of your maximum mana.
Same as the above; this is used to help decrease your squishiness.
Harden Skin: Blocks 2 physical damage.
Are you seeing a trend yet? Stop being so squishy!
Veteran's Scars: Increases your champion's health by 60.
More HP = less squishy.
Ardor: Increases your Ability Power and bonus Attack Speed by 4%.
Okay, this is finally something that breaks the pattern. Ardor helps make your heal even more powerful. The attack speed is something of a bonus; you'll be doing most of your damage and farming by using spells anyways.
Fortify: Your

This is your answer to those pesky harassers that love to chase you a little too far. If there are minions that are being targeted and you are worried about that enemy champ that is venturing too close, this is your answer to chasing them away.
Tenacity: Decreases all damage dealt to your champion by 4%.
The creme of the crop of the defense tree. You'll want to pack this to be able to stay alive. Some people opt to leave 2 points out of this and ardor to put into Meditation. I prefer to get items and keep that 4% defense.
Utility:
Good Hands: Reduces the time spent dead by 3.33%.
Okay, if you want to pack


Perseverance: Increases your total health and mana regeneration by 4%.
This will help with your health regen so you're not so squishy. Also, the mana regen will help you in the long run. I've played a game without the mana regen.

Awareness: Increases the amount of experience your champion gains by 5%.
Your heals are greatly increased with each rank you put into it. You want to keep level up faster than your opponents. This skill is a must.
Meditation: Increases mana regeneration by 0.33 every second.
Okay, some people say that you need more hefty mana regen, I, on the other hand, prefer to go with the defense tree so I can better "heal bait" later on in the game. When all 5 of the other team piles on top of you and spends all their CC and Ultimates trying to kill you, you're going to wish you put that 2 points into the defense tree so you could have unlocked Tenacity. The extra mana regen is not worth the survivability.
NOTE: You can swap this out for Greed if you'd like. It helps with the income throughout the game, but you'll find that for sustained team fights and lane pushes that you MIGHT run out of mana if you're not careful about your

Offense (in the event you want to go 9/21/0):
Do the standard for casters. 3 in Archmage's Savvy, 1 in Deadliness, 4 in Sorcery, 1 in Archaic Knowledge. The boost in AP will help you out late game when you're trying to burst out heals, and the 15% will only further augment the damage you punch out with

Why we're not going 9/0/21 while AP STACKING:
So, a lot of people may look at the masteries and act skeptical about why we're using a 0/21/9 or 9/21/0 build. The answers are logical, however, not apparent. So I'll break it down to you, I've noticed:- To make up for not having Tenacity and Veteran's Scars, you have to buy armor, resists, and HP items - all which take away from your AP pool.
- When you're a man down and they're pushing towers, you're going to wish you had
, WITH the point in Reinforce. There is NOTHING quite like the satisfaction of diving into a 3 man push on your tower, and turning on
and watching the enemies scurry away. I've done it in ranked and that mistake was what lost the enemy team the game.
- Quickness will get you from point A to point B faster, but her low base movement speed still makes her slower than most heroes in the game, especially at late game. Can be countered if you bring
Greater Quintessence of Swiftness.
- Utility Mastery... You're
, you rarely get buffs. You simply don't have enough firepower to get buffs on your own; if you're lucky enough to get a buff, it's because you either sniped someone with
or your teammates felt that you could use the blue buff more than anyone else on the team (rare). Your team helps you, cool. You team doesn't, you're SOL. You can meet the MP Regen and CDR by using the build aforementioned.
- You lose Ardor. 4% Attack Speed and AP gain is still quite a loss to take.
- If you don't pack
, you lose that 9 extra damage to minion boost that you have when the skill is ready to be cast.
SURVIVABILITY
HOLY BALLS BATMAN! WASN'T THIS SUPPOSED TO BE UP MONTHS AGO?! Yes, yes, I know. I haven't been on LoL for a while. I'm sorry. Here is your much needed update.
Okay, so this one is like a mind**** all over again. You thought the 21 points in Defense was bad? Wait till you see what the survivability build entails!
9/0/21. Similar to standard caster, but off slightly in the Utility tree.
Quick breakdown:
We're going survivability, cool downs early game from the Offense and Utility trees will give you 9% off the bat. If you're using CDR runes, it'll even bring you closer. Archaic Knowledge will give you that boost you need to actually do damage.
Utility, Utility, Utility. I cannot stress it enough for survivability. There is a very, very, I repeat, very good reason we use 9/0/21 for casters and not 9/21/0 for standard casters. It offers them the mobility and mana regen for them to be able to do what they do (Soraka has

Here's the breakdown for what to pack with Soraka:
(AP Nuking)











UNDER RECONSTRUCTION
(Survivability)

Greater Seal of Vitality Greater Seal of Vitality: We'll focus heavily on survivability and Mana regen instead of AP so this only adds to our desired effect.



Consecration Consecration (Passive): 16 magic resists all around. 'Nuff said.

*Note: This skill can actually reduce Baron Nashor and dragon's magic defense below 0. Just a little thing to keep in mind when you're trying to get that extra gold. (Psst, it amplifies















Different heals and why
has the best one for what we're building

Cooldown 10 seconds | Cost 90 / 110 / 130 / 150 / 170 mana | Range 650

Cooldown 10 seconds | Cost 65 / 70 / 75 / 80 / 85 mana | Range 600

Cooldown 12 seconds | Cost 20 / 30 / 40 / 50 / 60 mana | Range 200

Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal allies in the cone for (35/55/75/95/115/135) plus 5% (+(0.2 per ability power point)%) of their missing Health.
Cooldown 6 seconds | Cost 70 / 75 / 80 / 85 / 90 / 95 mana | Range 500

Cooldown 120 seconds | Cost 200 / 275 / 350 mana | Range 828.5

Activation: Sona sends out healing melodies, healing Sona and the most wounded nearby allied champion by (35/70/105/140/175) (+(0.35 per ability power point))
Cooldown 7 seconds | Cost 75 mana | Range 1000

Cooldown 20 / 19 / 18 / 17 / 16 seconds | Cost 70 / 85 / 100 / 115 / 130 mana | Range 625

Cooldown 10 seconds | Cost 60 / 65 / 70 / 75 / 80 mana | Range 1000
The above list is a mention of the heals in the game with the exception of

Sona's heal may give them HP back and have a lower CD and give them armor and magic resist, but Soraka gives a higher amount and gives them more armor. Sorry, at rank 5 Sona's aura gives 4 more magic resist than Soraka's passive.
Kayle's heal gives movement speed, which is helpful too, but for someone who's already slowed, it may not help that much at all. Also, her AP ratio is considerably lower than Soraka's.
Taric has a similar heal in stats, and can pump them out faster if he's actually attacking minions, but his doesn't give any buff bonus.
Karma can't heal at a cyclic rate like the rest of them. She actually has to wait for a Mantra charge. This kind of puts her out of the healer race (although there are some 40% CDR junkies out there who beg to differ).
The CD on Janna's ult is just too high to be of a constant use.
Alistar's heal is halved for everyone within the tiny 200 range. It's rather ineffective for saving teammates from impending doom if the enemy team jumps on them.


Okay, onto business. You're wondering what the hell is going on with





Along with the first spell, we're also going to pack




Yes, yes, there are other summoner spells available. But of the others available, you lose more than you would with the aforementioned 2.
Other possible choices:

Note: Jebus McAzn felt that I did not give this skill enough credit. The US player vs the EU player's play style has always been something that's been on the back burner for the LoL strategists. The US are more willing to tower dive, sometimes to the point where it's considered reckless, whereas the EU are a lot more defensive (possibly even passive), enough to make some EU players angry to come to the US servers amidst the latency increase they have to take. Ok, with that out of the way,












Bad Ideas:







This item order mentioned is the one I usually use. The AP scaling is nothing to be scoffed at. You can swap around the sequence if you need to, for better survivability. I've found that as long as I keep an escape route open, I don't generally need to worry about survivability, but I still make the mistake of overextending often so you may want to change up the sequence to better suit your playing style.
AP Nuking
Before I go on the whole item sequence, you will need to decide when to throw in your

Okay, so the first thing we start off with is a




Okay, next item we rush is







Note: with the recent patch's reduction to CDR items and addition of Morello's Evil Tome, we are getting Mejai's which will help us boost free AP, NOT for the 15% CDR at 20 stacks. See a team fight going down? Yup, free AP right there. 10.4 per assist or 20.8 per kill with Rabadon's.
Why do we get


Okay, so here comes the next big question, why are we going for the









As soon as you get enough gold, head back and purchase the








Throw in a

Usually I'll get another

Survivability
-maybe scrapping this-
Okay, couple things to keep in mind. With this build:
- You have no escape mechanism.
To break that down even further, that means, you will NOT EVER facecheck any bushes. Do not go waltzing into a bush to check if the enemy is there. When you get down to the lane you're going to spend your early levels in, hang by your tower. Let your teammate know that you did not get. However, if your teammate is stupid enough to still check a bush, stand by with your
and do not be afraid to use it. The CD for it should be off by the time you hit 4 or 5 if not sooner.
- You are squishy.
Play like one. Do not extend out. A general rule of thumb is that if someone can sneak up behind you without taking tower shots, make sure you stay back. Do not make yourself gankable early game. You will lose stacks inand you'll get frustrated and blame me for writing a ****ty guide that if used properly, you can make the other team just give up. Don't blame the writer, blame the player; this build has been tested and proven true.
- Bushes are your friends.
However much you may not like to think those leafy greens are you friends, they're more than just nutritious. They'll keep you hidden away from damage and also allow you to gain levels without taking enemy harass or crowd control (stuns, slows, taunts, fears, and other miscellaneous disables). A good laning partner will appreciate you hanging out in a bush and healing their HP and MP and reducing MR throughout a fight. This is extremely annoying to the other team who are laning against you and your partner. When they realize they aren't doing anything to your laning partner they'll have to start asking for ganks or they'll lose their tower.
Note: This doesn't mean the bush is your new home. It just means you hide in there so you can't be targeted. You still need to watch for ganks and get back when you think the risk is just too high.
- Check the map all the time.
You never know where those nasty cretins on the other team are lurking, and you most certainly do not want them to sneak up behind you and make you lose stacks from yourThat would ruin your day and give them gold. Check the minimap constantly, and even if it's not your lane, call that MIA. If the other lanes correct you, then you know where they are. If they confirm, then you just figured out they're missing and can possibly be trying to sneak up on you and steal your stacks like kids after Lucky's charms.
- Watch the positioning in a team fight; have an escape route.
Needless to say, if possible, you want to be in the middle of your team, but not in the middle of your team in the middle of a team fight. If your team is all grouped up and taking an offensive from the other team in one direction, that leaves you able to run away from the other team and heal yourself if needed while your team protects you. If you're in the middle of your team in the middle of a team fight, you have NOWHERE to run. It'll be an ugly situation for you. So do your best to watch where you are during these engagements. The escape route portion is highly critical for you to remember. Remember that with this build, we pack little to no escape mechanism. The escape method we have is to literally run, spamand
as they're coming off of cooldown (use
if you got it) and hope either your teammates or tower stop the oncoming enemies. You don't need someone cutting you short in the middle of your escape route with a disable or even more incoming damage. Keep this in mind whenever you decide to run forth from the safety of your towers.
- Look around the minimap at your teammates esp during ganks or fights that you're not present for.
The minimap doesn't update the lifebars by the portraits on the left any more. Hell, it doesn't even show a charge up for the Ultimate Ready indicator. (Oh, what? You didn't know that existed? The indicator shown by pressing TAB doesn't work. The little green dot on the top right of the portraits is the working Ultimate Ready Indicator.) So you'll need to scroll around the map for the HP bars of your teammates to update (but the ultimate indicator still updates fine, which is complete bullshi-). When you do these checks and wait for an opportunity for you to gain an assist from using your global, you'll want to be hiding in a bush or away from the enemy team. They can get really nasty when you're not paying attention to them. The last thing you'll want is for them to kill you and rob you of 1/3rd of your stacks while you're trying to gain your next one or saving a teammate.
- Defend your tower.
It's crucial to maintain the tower in your lane for a multitude of reasons.
1. You don't want to have someone sneak up behind you while you're out pushing the lane and have to run a large distance to get back to a tower. Ganks on your side of the river aren't fun and won't have to happen if you keep that tower alive.
2.is useless without towers.
3. If you lose a tower in a lane, the enemy team can push that lane past the outer tower you lost and then move off to other lanes to gank while you have to try to hold that lane against incoming creeps.
4. That outer tower, if still up, allows you to migrate to other lanes without having to worry too much about the enemy team pushing, especially if you've already pushed down the opposing team's outer tower.
5. ?????
6. PROFIT!!! - UPGRADE TO SMARTCAST!!!
This is something I've came across in another build that I read. I forgot where, otherwise I'd love to give credit to that person. I'm claiming no credit for this one. To upgrade to smartcast all you have to do is hit the ESC key and go to key bindings. Scroll down to where it says smartcast and where it says the binding is Shift + Q/W/E/R. Replace those with just Q/W/E/R respectively. This works just like how Karthus'sworks: wherever your mouse is, the spell will fire at the cursor. So in even further detail, just hover your mouse above whatever you want to heal or silence and hit the hotkey.
- Learn hotkeys and shortcuts.
Alt+W = Self heal. Use it in any bad situation where you need to shave seconds off of saving your own ***.
Alt+E = Infuse self. Hate misclicking? Me too. Don't bother misclicking a creep any more. Hit Alt+E to give yourself mana instead.
Shift+W/E = Heal/Infuse whatever is under your mouse cursor. You can use this alternatively to hitting W/E and manually clicking your teammates.
- Use those portraits!
It's useful to know that you can click portraits to heal/infuse. This can prevent misclicks. They don't have the same system of portraits for enemy champs, so sometimes I end up silencing creeps in a hasty effort to silence/kill someone who's escaping my infuse range. It's also good to memorize the location of the portrait of your lane partner. It'll save you a cooldown timer if you get the spell off right the first time.
- Heal Baiting.
This is something you may need to do to initiate a teamfight. I'm no personal fan of it, but I acknowledge its usefulness and potential (it's the same as what we do when we're running away. Duh!). Heal baiting works best when you have a lot of AP so you can undo the damage enemies deal to you. You can pretty much run out and take some damage and scurry back to the tower while Alt+W-ing yourself to keep yourself alive. The enemy team will be so engrossed with trying to kill you while you keep healing yourself that they oftentimes will disregard your teammates coming in to help you. This can offset the entire battle for the other team being that they just spent all their CC on you. If your team isn't there but you make it into tower range, make sure the enemy is still chasing you and wait until right before the 2nd shot from turret to fire off before you pop. This ensures that the enemy chasing champion will take at least 3 shots from the tower to get out (unless they pop
or
).
gives the tower 100% attack speed so you can get some extra hits in on an unsuspecting enemy champion.
-
will cut you in half. Literally.
Enemycasts on you and your team will reduce your healing effectiveness by half. This is highly crucial to take note of. If the enemy is trying to take down your lane partner and ignite them, you're going to have to try twice as hard to keep them alive. Sometimes even the
and
won't suffice to keep them alive; even at low levels,
also might not be enough. Try to remind your lane partner to watch their hp and keep it from dropping below a threshold (depending on how squishy they are) and that if they don't, there's nothing you can do to keep them alive.
Champions that hate- err... I mean that you love to silence. Here's two heroes you'll want to specifically save up an
for:













Note: Footynotes asked why couldn't you






Heroes that are worth silencing:






















Not so great to silence:





Remember you're playing a squishy yet fun hero. Do not lead the fight, instead, keep your teammates from having to "b" from a fight. Remember that she is a hero that can be "gayed", but she can recover if you start gaining stacks on

I hope you have learned a few new things here and there. Please leave me some good (or bad) feedback. Remember that my play style may differ from yours, and if you have a different suggestion, try to see if you followed my guide or if it's just based off of your already formed history with Soraka first. If it's based off of my build, leave me feedback, if it's not, you're in the wrong guide and should be off writing your own.
If you leave me feedback, I'll do my best to incorporate it into this build/guide.
Thanks to:
Adonikam for his guide on

Footyballs for his question on

Jebus McAzn for his suggestion on

Sleelan and Trojan995 for pointing out that

Have a great day and game as Soraka!
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