Soraka Build Guide by Krin
Champion Build: Soraka
| Health | 2645.44 |
| Health Regen | 14.4 |
| Mana | 2070 |
| Mana Regen | 15.4 |
| Armor | 97.67 |
| Magic Resist | 75 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 411.075 |
| Gold Bonus | 4 |
| Attack Damage | 102.8 |
| Attack Speed | 0.852 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 620 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 50% |
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Mastery Tree Is Outdated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
Important Upfront Notes
Please try the build first before you negatively comment & vote.
At Full stack, actual AP is at 600~. Your Magic resistance is at 46, not 30, due to your passive ability.
Your max HP is roughly 2500, from the growth on
Rod of Ages.
Also this is a slightly old guide before season 2, updated to the best I can. So please forgive any old choices I missed.
Welcome! I want to start off by saying this will be my first guide.
Here is what the guide will focus on.
- Support Role
- Do's & Don'ts
- Explanations
Outside of that, I will not focus on Lane compositions, farming, game stages, etc.
I don't want to waste too much time creating a build. Short and simple works.
Most guides do not focus on Ability Power, which I think is a large mistake on
It is not utilizing
My guide focuses on AP for two reasons.
First is healing. Second is damage, from both abilities and
Arguably building ability power is much more supportive with
This guide is meant to be slightly flexible with item choice. Leaving the last item choice to you, for situational purposes. I rarely get over 11k gold unless the game drags on. You shouldn't be stealing minion kills from allies, they will need the gold. This will mostly be explained in the items section. Adapt to your situational needs, build armor or magic resistance if you have to.
That said, lets get started!
Pros & Cons
Pros
+Lots of damage output from
Starcall and
Infuse. Especially late game with stacked ability power.
+Decent to great healing ability. Stacking ability power will let you heal much more, keeping you and your teammates alive.
+Decent HP late game. Still have to be careful on building your own armor or magic resistance.
+High damage output with
Deathfire Grasp. If you have over 600 AP, it will deal 51% damage of your enemies current HP. Always open up an attack with
Deathfire Grasp first if your enemy has full hp. It does more damage that way.
Cons
-Focused during fights. Enemies will try to kill you early, not allowing you to heal. Do not get singled out, you will most likely die. If your teammates are doing their job, they can get whoever is focusing you off your back, possibly killing them. Use
Astral Blessing on yourself, which might negate most damage caused to you.
-Squishy during Early-game. You can probably counter this by getting any of your health item choices early.
-Over Extending. You will most likely die from being squishy, focused, or ganked. Unless of course you know what you are doing.
-Risky item build. This build mostly assumes you will be able to survive most fights, and get the stacks when you need them. If you don't feel confident enough, play it safe and take an alternative item choice instead of
Mejai's Soulstealer.
One of the differences between this
Soraka build and others, is use of two gold generating items. They do this because of playing a support role while buying wards. You need the additional gold income to compensate for not stealing minions or kills.
My build uses
Kage's Lucky Pick and
Greed
. This should be enough to compensate. Kage will build into
Deathfire Grasp, which will be a key item choice. You can then focus your gold into more AP items.
Runes
There may be better rune choices for Soraka, but I haven't tested them enough to say they're worthwhile. For the sake of the build I will stick with what I have here.
I want to point out that I normally take HP runes, for the purpose of putting maximum HP around 2500.
Defensive Runes
Greater Seal of VitalityGreater Glyph of VitalityGreater Quintessence of Defense
This choice of runes gives you better armor, basically for any harassment you receive. You get a decent benefit from the HP runes, which will scale nicely later on. You will still have to be careful of Magic Damage, as the item build choice does not focus on having MR. Leaving the last item choice is yours to decide, for situational purposes.
: OK so this is flat armor for your early/mid game defense. You won't be building armor to start, and there shouldn't be a reason to. If you're playing your support / defensive role properly, you won't be going ahead of your allies or minions. Plus the Armor per Level Quint's will help stack this. If you really want to, you could probably swap these for Magic Penetration
.
Greater Seal of Vitality: Vitality Seals are a really good benefit. They have very high HP gain at level 18. This will help your survival in combination with your armor. However I don't think it's enough to compensate for NOT getting
Rod of Ages or
Rylai's Crystal Scepter. You will still need some sort of item-health boost if you want to avoid being too squishy. Getting Greater Seal of Defense or
Greater Seal of Armor will help if you think you will face heavy AD enemies. I would choose armor per levels seals as they will even out at level 11 at Mid-game, matching any flat armor seals.
Greater Glyph of Vitality: You can add these Glyphs for slightly more HP gain. Still a good benefit.
An alternate choice could be getting MR Glyphs,
Greater Glyph of Scaling Magic Resist or
Greater Glyph of Magic Resist. I would take the MR per level over flat MR any day. You gain much more per level and it's worth more in the long run. By mid-game, it should stack on par with flat MR. Plus your passive
Consecration will give you 16 MR. This may or may not be enough to counter someone with
.
Greater Quintessence of Defense: I would get these for the Armor per Level benefit. It will help you stay on edge long enough to build most, if not all of your items. You could probably be fine with just two of these, and substitute another Quintessence of your choice.
: I often get Greater Quint of Swiftness in combination with 2 points in
Swiftness
, giving you a speed bonus of 2.5%. If you choose
Ghost as one of your abilities it will greatly aid your escape.
I don't really focus on offensive runes with
Soraka, because that's just not my play-style. Getting AP in the build will compensate for this.
Masteries
This build's mastery choices focus on Utility.
For this build in particular, I chose 9-0-21.
I want to start off by saying how absolutely, critically important it is to build Cooldown Reduction. This can be a lifesaver toward allies. I have done some phenomenal last second saves, which only would have been possible from the CDR.
- You are going to want the CDR from
Sorcery
and
Intelligence
, it will add toward a final 40% CDR. - Using Clairvoyance effectively will help you spot ganks, areas for Dragon and Baron, as well as escapes. Trust instinct and timings for ganks. Pay attention to enemy movement.
- With the final mastery of
Mastermind
, it will help Clairvoyance & Flash's cooldown. - This build will also help build more Mana by a small percent, increase overall HP and Mana regen, and a small movement-speed boost. If you choose
Greed
, it will help play a role in getting gold slightly faster, combined with
Kage's Lucky Pick you will have 2 gold generating abilities.
With this build, your item CDR will be at 30%. With all your masteries it will go up 10%, totaling at 40%. Now some of you will argue that
There have been games where I do not die at all, although uncommon. Most games you are more than likely to die 1-4 times, depending how well you play your support role. Deaths will be caused by not retreating, or being utterly focused by the enemies. This will hurt your AP stacks on
Keeping your CDR at 40% can give you that split second moment of being able to save an ally, or yourself. This can be a really good lifesaver when you get Kited by enemies, or if they decide to turret-dive you.
I will say you can probably do different builds with
Skill Sequence
I'll try to keep this section short, but informative. I have updated the skill sequence since the latest patch.
Infuse no longer gives you mana, so you will have to rely on
Fiendish Codex /
Deathfire Grasp for mana regeneration.
Rod of Ages will also help your base mana.
- Most of the time if I'm with a teammate, I get
Astral Blessing first. You need to be able to heal your teammates at the start of the game. - Getting
Infuse first is a poor choice. Never do it! What good is mana if your ally is dead. Using it to attack isn't good either because it will only silence your enemies. - If you're alone in a lane, getting
Starcall first is OK, provided you don't venture far away. Only use it to harass if enemies get close, or clear a minion wave at the turret. - If you get
Astral Blessing first, be warned there is a 20 second cooldown to start. Let your allies know this! This is so they don't get cocky because they have a support healer. You cannot heal all the time, and you need to let them know it. Also to stop them from complaining when they die. From being Stupid. - Use
Infuse on your allies. It will give them mana to continue lane dominance.
You should never be empty on mana, always save enough to dish out one
I spread out getting
During late game, you will be able to eat your enemies with the low cooldown. If you have the health, Armor & Magic Resistance enough, you will be able to heal yourself while still dishing out damage. At roughly 600 AP, you should be able to damage an enemy for 1000 HP, using
Be aware of the map!
You need to be aware of the map on occasion, not all the time. Checking too often will leave you open to attack, and standing still makes you a great target. If your ally is pushing, and your far enough behind, briefly check your allies health around the map. If their in a fight or low on HP, cast
Briefly checking the map, and Gank spots for allies with
During team fights, don't cast
On fights with enemies, I usually open with
Items
This is probably the longest section of the guide, read well if you want too.
My item choices are probably similar to other builds and guides. To be honest, I haven't looked at other guides for item choices. I did a little number crunching with Leaguecraft's builder. Having stacked AP and
Deathfire Grasp will allow you to survive, and deal damage.
You will most likely turtle through the game, you just have to tread through it. Without the major AP boost from
Rabadon's Deathcap, you have to rely on any stacks you get from
Mejai's Soulstealer. You can probably get
Rabadon's Deathcap early and still be fine with getting
Mejai's Soulstealer late game.
My item build order is probably not the best, if at all. If you feel you can improvise I would be open to suggestions. Also improving on the fly for various situations helps.
Starting Items
: So this is probably an odd choice. This may help you keep your mana at safe levels, enough to use
Astral Blessing. I would only get this and some
Health Potion's if you are with an ally. You could easily swap this for
Ruby Crystal first, having that extra HP will allow you to focus your heals on your ally. This will later build into
Fiendish Codex and
Deathfire Grasp.
I want to note that you will be squishy, and enemies will probably take advantage of this. If you aren't confident enough about it, play it safe with
Ruby Crystal, or
Doran's Ring
: So Ruby crystal will give you additional starting HP. This will put your start HP above 600, if I'm not mistaken. Later this will let you build
Catalyst the Protector and
Rod of Ages early. Mainly if your getting harassed and need the additional HP gain.
: I don't normally get this first, although it is a decent choice. The additional HP you receive should keep you alive long enough to heal. The mana regen will keep your mana up, allowing you to use
Astral Blessing. The small AP boost should give you some small damage output with
Starcall or
Infuse.
I would normally take
Doran's Ring if I'm solo in a lane. It will help your survivability. The downside is that you will have to spend additional gold on other items in your build. Farming can compensate for this if done correctly. Be aware
Soraka's auto-attack is really slow. Use
Starcall to help finish off a minion wave.
Early Game Items
Cost: 1815 Gold, Level: ~6
~25 AP
~15+%CDR
Getting your CDR at 15% should be enough to hold you off until mid-game.
Mid-Game Items
Cost: 2570 Gold, Level: ~12
~25+%CDR
+290 HP, +325 Mana
Getting
Alternatively, You can get
Middle-Late Game Items
Cost: 3545 Gold, Level: ~16
~30+%CDR
+630 HP, +725 mana at full growth
If the team fights start early, I would suggest getting
If you wait until late game to get
Late Game Items
Cost: 3600 Gold
This can be gotten last, although there can be times you can get it early. If you and your team are not getting harrassed or die too often, I suggest getting
Situational Last Item Choices
You get the magic resistance bonus which is a great addition to your passive ability.
It's good in both offense and defense from boosting your ability power. You can heal for more and damage for more.
The added affect of lower enemy magic resistance is a godsend. In combination with
Your
Getting
This is a good choice if the enemy team is heavy on AD. You can put yourself in stasis for 2 seconds, although I never really pick this item. Your final Armor will be roughly 154. The total cost will be 14630 Gold.
This is also situational, and alters your build. If you get
If you want to be even more
Sheen is not a favorite choice. It will give your auto-attack a little buff toward damage. In the meantime I would continue trying to get enough gold to buy
This will be an awesome choice for
At a full Mana stack, combined with a full
Check it out for yourself, I will put this guide on LeagueCraft for anyone reading to see.
More Information Here!
At this point, I would recommend using
Alternative Item Choices
I may try to add more item builds for this guide later, depending how well it gets reviewed.
Team Work
I'll keep this section simple.
Your job is to help support and heal your allies.
You must keep them alive with
Astral Blessing, and supplied with mana using
Infuse.
If you don't need to do that, engage with your allies using
Infuse first, silencing a key enemy.
Your allies job is to focus down an enemy, or help keep you alive during retreat.
If your allies are doing their job, you will stay alive, and Vice-Versa.
Early-game and Mid-game it is partly your role to help gain map control. Using vision wards and
Clairvoyance where you can, if you can. You don't always have to spend gold on wards.
If you are forced to engage an enemy, open up with
Deathfire Grasp if you can, and silence them with
Infuse. Ping for your allies if your alone, and retreat. Most of the time you probably won't be able to finish off an enemy alone. If your near a turret, let the enemy be stupid and dive you. Heal yourself and silence them, spamm your
Starcall and watch them fall.
Summary
Overall I would just say to know your role, be helpful toward your team, and have fun!
Try new item builds that focus on some defense, while balancing other aspects.
This build isn't meant for every enemy team. You have to adapt to situational needs, as in any game.
I hope this is helpful.
Thanks, and Enjoy.
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