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Runes:
Inspiration
Precision
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
3
Flash
Heal
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Morgana
Vayne
Synergies
Ideal
Strong
Ok
Low
None
Vayne
Champion Build Guide
Introduction
HI everyone im Mythical ZOE from the SEA server my primary role is mage and my main champion is Zoe and i have made a guide of Zoe if you are playing Zoe feel free to check out my Zoe guide it is entitled The Mythical guide(zoe the insanely balanced champion.My secondary role would be support and to be more specific Utility supports those champions that gives off heals and barriers.hope this Soraka guide helps you.
Runes
INSPIRATION rune path
Unsealed Spellbook
-PASSIVE: While not using Teleport and out-of-combat for 5 seconds, swap one of your equipped summoner spells to a new, single use summoner spell. You cannot select a summoner spell you have already equipped.
Your first swap becomes available at the 6 minute mark, with an initial 240 second cooldown. Selecting a summoner spell reduces the swap cooldown by 20 seconds, up to once per unique summoner spell. You must swap to 3 different summoner spells before returning to one you've already used.
Selecting a summoner spell puts it on a 5 second cooldown.
Using a selected summoner spell puts the summoner spell on the same slot on a 10 second cooldown.
Cooldown
240 − 120 (based on unique swaps) seconds
You can swap your summoners spell according to your needs in the rift,for example if your Heal or your Flash is on cooldown and your out of mana you can just simply swap any of your spells into Clarity which Restores 50% maximum mana to you and 25% maximum mana to nearby allies.Just think carefully when your swapping summoners spells
Magical Footwear
PASSIVE: At 12 minutes (-45 seconds per Takedown), you gain Slightly Magical Boots item Slightly Magical Boots for Gold free. Slightly Magical Boots are identical and can be upgraded as if they were Boots of Speed. If the inventory is full while receiving the boots, they will appear as soon as a place in the inventory is freed.
Additionally, your boots gain PASSIVE: 10 bonus Movement speed icon movement speed.
Future's Market
PASSIVE: You can enter debt to buy items, up to Gold 145 (+ Gold 5 per Minute), which is displayed as negative gold in your treasury.
A Gold 50 lending fee is added on to the amount of money you owe after leaving the store.
You cannot borrow money before 2:00.
This will help you purchase your items earlier
Cosmic Insight
PASSIVE: Gain 5% cooldown reduction and increases the cooldown reduction cap to 45%. Additionally, reduces the cooldown of summoner spells and item actives by 5%.
CDR is a must when using utility supports to fasten up the cooldown of their heals or shields
Secondary rune path
Precision
Presence of Mind
PASSIVE: Champion takedowns, after a 1-second delay, restore 20% of your maximum mana and refund 10% of your ultimate's maximum cooldown.
healer supports easily run out off mana during clashes it will help you sustain your mana during teamfights and refunds a portion of you ults cooldown and Soraka has a global ult assisting an ally on takedowns refunds 10% of your ults cooldown for every takedown and replenishes Soraka's mana for the 20% of the maximum mana which is kinda helpful for her
Legend: Tenacity
PASSIVE: Gain 5% (+ 2.5% per Legend stack) Tenacity icon tenacity, up to 30% with 10 stacks.
LEGEND: Gain Legend stacks for every 20 points earned, up to 10:
20 points for champion takedowns
20 points for epic monster takedowns
5 points for large monster kills
1 point for minion kills
TENACITY:Tenacity (or Crowd Control Reduction) is a stat that reduces the duration of incoming crowd control effects by a given percent amount, except suppression, stasis, and displacements.
BONUS
-CDR
-ADAPTIVE FORCE
-HEALTH
Unsealed Spellbook
-PASSIVE: While not using Teleport and out-of-combat for 5 seconds, swap one of your equipped summoner spells to a new, single use summoner spell. You cannot select a summoner spell you have already equipped.
Your first swap becomes available at the 6 minute mark, with an initial 240 second cooldown. Selecting a summoner spell reduces the swap cooldown by 20 seconds, up to once per unique summoner spell. You must swap to 3 different summoner spells before returning to one you've already used.
Selecting a summoner spell puts it on a 5 second cooldown.
Using a selected summoner spell puts the summoner spell on the same slot on a 10 second cooldown.
Cooldown
240 − 120 (based on unique swaps) seconds
You can swap your summoners spell according to your needs in the rift,for example if your Heal or your Flash is on cooldown and your out of mana you can just simply swap any of your spells into Clarity which Restores 50% maximum mana to you and 25% maximum mana to nearby allies.Just think carefully when your swapping summoners spells
Magical Footwear
PASSIVE: At 12 minutes (-45 seconds per Takedown), you gain Slightly Magical Boots item Slightly Magical Boots for Gold free. Slightly Magical Boots are identical and can be upgraded as if they were Boots of Speed. If the inventory is full while receiving the boots, they will appear as soon as a place in the inventory is freed.
Additionally, your boots gain PASSIVE: 10 bonus Movement speed icon movement speed.
Future's Market
PASSIVE: You can enter debt to buy items, up to Gold 145 (+ Gold 5 per Minute), which is displayed as negative gold in your treasury.
A Gold 50 lending fee is added on to the amount of money you owe after leaving the store.
You cannot borrow money before 2:00.
This will help you purchase your items earlier
Cosmic Insight
PASSIVE: Gain 5% cooldown reduction and increases the cooldown reduction cap to 45%. Additionally, reduces the cooldown of summoner spells and item actives by 5%.
CDR is a must when using utility supports to fasten up the cooldown of their heals or shields
Secondary rune path
Precision
Presence of Mind
PASSIVE: Champion takedowns, after a 1-second delay, restore 20% of your maximum mana and refund 10% of your ultimate's maximum cooldown.
healer supports easily run out off mana during clashes it will help you sustain your mana during teamfights and refunds a portion of you ults cooldown and Soraka has a global ult assisting an ally on takedowns refunds 10% of your ults cooldown for every takedown and replenishes Soraka's mana for the 20% of the maximum mana which is kinda helpful for her
Legend: Tenacity
PASSIVE: Gain 5% (+ 2.5% per Legend stack) Tenacity icon tenacity, up to 30% with 10 stacks.
LEGEND: Gain Legend stacks for every 20 points earned, up to 10:
20 points for champion takedowns
20 points for epic monster takedowns
5 points for large monster kills
1 point for minion kills
TENACITY:Tenacity (or Crowd Control Reduction) is a stat that reduces the duration of incoming crowd control effects by a given percent amount, except suppression, stasis, and displacements.
BONUS
-CDR
-ADAPTIVE FORCE
-HEALTH
Summoners spells
SUMMONERS SPELLS
Flash
Flash is a blink summoner spell that activates instantly upon being cast, teleporting the player's champion a short distance in the direction of their cursor.
Pretty self-explanatory
Heal
Heals the caster and the allied champion nearest to the cursor (prioritizes the most wounded allied champion if no allied champions are near the cursor) for 90 − 345 (based on level) health, while also granting both targets 30% bonus movement speed for 1 second. Champions affected by Heal within 35 seconds cause subsequent Heal casts on them to be 50% less effective.
Cooldown
240 seconds
Flash
Flash is a blink summoner spell that activates instantly upon being cast, teleporting the player's champion a short distance in the direction of their cursor.
Pretty self-explanatory
Heal
Heals the caster and the allied champion nearest to the cursor (prioritizes the most wounded allied champion if no allied champions are near the cursor) for 90 − 345 (based on level) health, while also granting both targets 30% bonus movement speed for 1 second. Champions affected by Heal within 35 seconds cause subsequent Heal casts on them to be 50% less effective.
Cooldown
240 seconds
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