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League of Legends Build Guide Author Obamas Heart

Ultimate Support Soraka

By: Obamas Heart on December 19, 2011
Comments: 10 | Views: 8,695 |
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LoL Champion: Soraka

Health 2927.96
Health Regen 54.4
Mana 1320
Mana Regen 27.4
Armor 138.99
Magic Resist 69
Dodge 0
Tenacity 0
Movement Speed 310
Gold Bonus 5
Attack Damage 110.8
Attack Speed 20.852
Crit Chance 0%S
Crit Damage 0%
Ability Power 80
Life Steal 12%
Spell Vamp 20
Armor Penetration 0
Magic Penetration 0
Cooldown Reduction 40.77%

Recommended Runes

Purchase Order


Ability Sequence

13
14
15
17
18
Ability Key Q
1
3
5
7
9
Ability Key W
2
4
8
10
12
Ability Key E
6
11
16
Ability Key R

Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
3/
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21

Guide Top

Introduction

Hello, and welcome to my first guide!



My name is Obamas Heart, and i have been playing League of Legends a month after it was released. In my time here, i have become proficient with a number of champions. Soraka is a champion i have started playing recently, but i picked up on the Support role very fast. I have played a good number of Ranked games with alot of success, and unfortunately, seen a number of Soraka players fail.

So i decided to share my success as Support Soraka with you all by writing a guide. I hope you all enjoy it, and i look forward to hearing from you. Now on to the guide!


Guide Top

Focuses of this Build

There are 3 Major Points that this build is focused on.
  • Major Cooldown Reduction early
  • Regenerating your own Health and Mana
  • Providing Auras for your team


    Major Cooldown Reduction


    Reducing your Cooldowns early game is important to sustaining your lane. The faster you can fire Astral Blessing and Infuse, the longer you can stay in lane, and shut down your enemies. Wish is the most powerful heal in the game, and can be the difference between winning and losing a teamfight, and the game. The more times you can fire it off during a group push, the better.

    Now the limit for Cooldown Reduction as a stat is 40%. 6% comes from Intelligence in the Utility part of your mastery tree. 5.89% comes from rour Greater Glyph of Focus, and another 4.92% comes from your Greater Quintessence of Focus. This gives you 16.81% total Cooldown Reduction without buying any items. Soul Shroud gives you and all your allied champs another 10%, and your Shurelya's Reverie gives you another 15%, for a total of 41.81% Cooldown Reduction. Of course, the cap is 40%, and we accomplished this with only 2 items. If you don't have the ip for the runes you need, instead of Boots of Mobility, opt instead for Ionian Boots of Lucidity, and you will still cap your Cooldown Reduction.


    Regenerating your Health and Mana


    Especially while in lane early game, being able to sustain is key. Support always play passive, and Soraka is no exception. Buying items with health and mana regen save your from buying pots early game, and also allow you to focus your heals on your team mates. And the longer you sustain your lane, you get more expierence and gold, which could mean the difference between winning and losing a Ranked game.

    You start out with a Faerie Charm for mana, and build that into a Philosopher's Stone on your first trip home. Philosopher's Stone is a key item of Soraka, as it allows you to sustain your lane and focus your heals on your team mates, as well as giving you the extra gold you need from 0 farm. Mid Game, between your points in Meditation, Soul Shroud, and Shurelya's Reverie, you have 30 Health per 5 secs, and 30 Mana per 5 secs. With those items, and being at your Cooldown Reduction cap, you restore 63 health every time Astral Blessing is on Cooldown.

    In your late game, after Zeke's Herald and Will of the Ancients, you have 60 Health per 5 secs, plus whatever you get from Lifesteal, and Spell Vamp from using Infuse and Starcall. This means that you take little to no damage while clearing lanes, and you sustain better in teamfights. Just think, every time you Infuse an enemy, you silence them, and heal yourself. Great, right?


    Providing Auras for your Team


    This is one of the more overlooked parts of being a Support. Most of the other Supports i see build maybe 1 of these items in their core, and focus the rest on items like Rylai's Crystal Scepter and Randuin's Omen. While those items are good, they are out of place. With a decent team, the Support should be in the back, while the tanky characters take the damage. Being a Support is not about your survivability, but the survivability of your team. And a well played Support with good positioning should not need those items. Instead, use item with Auras to buff yourself, and your team. I will discuss the build order a few chapters down, but lets look at the facts. With all of those items in your inventory, you provide the following:
    • 31 Magic Resist
    • 12 Armor
    • 30 Health per 5 secs
    • 12 Mana per 5 secs
    • 30 Ability Power
    • 8 Attack Damage
    • 10% Cooldown Reduction
    • 20% Attack Speed
    • 25% Spell Vamp
    • 20% Lifesteal
    • Reduce enemies armor by 20
    • 40% increased movement speed active with Shurelya's Reverie

      Thats for just being near a teamfight. Just imagine, if there was a buff or an item that did that by itself. Now imagine that buff being applied to everybody on your team at once, without killing a neutral monster, wasting gold, or taking up an item slot. Sounds OP to me. This is on top of your heals, silences, and near infinite mana. Oh, the joys of a good Support, amirite?


Guide Top

Runes Explained

Runes

Greater Mark of Resilience
9

Greater Seal of Vitality
9

Greater Glyph of Focus
9

Greater Quintessence of Focus
3
These are pretty much the standard runes for any Support, with the emphasis on the Cooldown Reduction and early game survivability. The Greater Quintessence of Focus set and the Greater Glyph of Focus set are the key runes, stacking with Intelligence to provide you with 16.89% Cooldown Reduction to start, which allows you to cast Astral Blessing and Infuse much faster to sustain your lane early game. It also allows you to build better Support items, without needing that extra 15% Cooldown Reduction.

Now your Greater Seal of Vitality can be switched out for Greater Seal of Fortitude or Greater Seal of Resilience, depending on what runes you already have, and your playstyle. Greater Seal of Fortitude helps you early game, stacking with Durability and Veteran's Scars in your Defensive Mastery tree to give you over 500 health at the game start. If you have 5 bars at the start of the game, you are less likely to get jumped for an easy kill.

The Greater Seal of Resilience will give you and additional 12.69 armor, stacking with Hardiness for a total of 18.69 armor, in addition to your base. We do this because Consecration gives you and everybody else 16 magic resist in your lane, and in regular play, the Support normally goes bottom with with a ranged AD. And most junglers have a powerful AD early game, meaning 2 of the 3 champions in your lane, even during a gank, will be AD. The flat armor route is good against early game ganks, but like i said earlier, a well played Support with good wards and positioning should see the gank coming, and move accordingly. This is why i choose Greater Seal of Vitality and Greater Mark of Resilience, so i have a decent armor bump early game, and my health scales into the late game.

Depending on what runes you already have, you can use Greater Mark of Fortitude or Greater Mark of Vitality paired with the opposite seals, but the standard rune set i give offers the best of them both.


Guide Top

Masteries Explained

Masteries
1/3
3/3
4/4
1/1
1/1
3/3
3/3
1/1
4/4
2/2
2/4
1/1
3/3
1/1
We utilize the 0-9-21 Masteries here.

In the Defense Tree:

  • 1/3 Resistance: Never hurts.
  • 3/3 Hardiness: We stack this due to the 16 Magic Resist we get from Consecration.
  • 4/4 Durability: Scaling health into late game is good supplement to Greater Seal of Vitality
  • 1/1 Veteran's Scars: What we really want here. Gives us a big Health bump early game.

    In the Utility Tree:

    • 1/1 Summoner's Insight: For the additional 2 seconds of Clairvoyance, and the cooldown reduction of Flash
    • 3/3 Expanded Mind: Scaling Mana per level is good.
    • 3/3 Meditation: Helps along with Faerie Charm to keep your Mana up early game.
    • 1/1 Scout: To help with our warding vision.
    • 4/4 Greed: Helps get extra gold we need due to 0 farming.
    • 2/2 Wealth: For the extra gold to buy 1 more ward at start, for extra sustain early.
    • 2/4 Awareness: Gives us the experience bump we need for not always being at the front.
    • 1/1 Sage: More experience bump.
    • 3/3 Intelligence: Gives you much needed Cooldown reduction.
    • 1/1 Mastermind: Helps us get Clairvoyance up more often, and our escapes out more often.

      It is possible to use 0-21-9 Masteries, but i find it is much easier to use this set here. With good positioning and map awareness, you gain more from the Utility Tree.


Guide Top

Skill Sequence Explained

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

W -> E -> R -> Q

We start off with our W, Astral Blessing, and take our 2nd point in our E, Infuse. This way at level 2, you have infinite Mana, and an already powerful heal. Then in a nutshell, you max your W first, then your E, putting points in your R, Wish, whenever you can. Your Q, Starcall, is not at all necessary. In the late game, you can use it to clear lanes, but before that, you should only farm if your lane partner goes B. Not much else to say here, really.


Guide Top

Summoner Spells Explained

Viable Summoner Spells

  • Flash: The best escape in the game. I prefer this to ghost, as this can get you over walls and away from trouble, or allow you to avoid getting caught completely.
  • Ghost: Another viable escape. Can also to be used to keep up with a team fight, or to bail on a bad situation.
  • Clairvoyance: Can be used to check the bush before warding, checking Dragon or Baron, and can also be used to set up ganks or counter jungle. Its got a relatively short cooldown, and is standard for Supports.

    Not As Viable Summoner Spells

    • Heal: A nice supplemental heal, but with a super long cooldown. With Astral Blessing and Wish, you really don't need another heal.
    • Teleport: Great for getting around to where your team needs you, but not prefered. With the right runes, Boots of Mobility and Wish should allow you to heal and move as often as you need to.
    • Cleanse: Good for teams with alot of CC, but this only focuses you. Not as good as Ghost or Flash.
    • Promote: Really isn't good, but can be used to really keep your lane at bay if your partner goes B. Clairvoyance is always a better pick.

      Not At All Viable Summoner Spells


      These spells have no use on a support at all. If you see a Soraka going to play with these spells, either A: He's Trollin' you bro, or B: He's an ultra nub, and you should dodge immediately.


Guide Top

Items and Build Order Explained

Starting Items


Guide Top

Defensive Ward Positioning

Warding Bottom During Lane Phase


This is a picture of where to ward when supporting the bottom lane. I numbered the wards in order of priority. Now keep in mind, this goes for both sides.
  • Ward 1: Used to prevent ganks from junglers, and possibly reverse ganks if your jungler is nearby.
  • Ward 2: Used in the same fashion as Ward 1. For Blue, it prevents somebody from getting behind you. For Purple, it acts as an extension of Ward 1.
  • Ward 3: If their AD or Support comes creeping in the bush, you can see them. This takes priority over the other bush because if you have Wards at 1,2, and 3, the only possible route somebody could gank you is straight through the lane, which is unlikely, if you play smart.
  • Ward 4: Is in place to watch Dragon, to keep control of it. No need to place this ward until both junglers are at least level 6. Also acts as an extension of Ward 1.
  • Ward 5: I hardly ever Ward here, but its still a viable spot to ward. The more you know, right?

    Now remember, bring back at least 2 wards EVERY TIME you go B!. The longer you keep these wards up, the better your lane will sustain, and the better your game will be.


    Warding After Lane Phase


    These are all the major places to place defensive Wards. The Blue side top tribush and the Purple side bottom tribush are not viable places for defensive Wards. Both of those places come out behind a turret. During lane phase, you will probably not get dove on from behind. The ganker takes to much damage. After the lane phase, there is little to no movement around there. I have preached throughout the guide that good Supporting requires good positioning, and once you see movement, you should already be headed to where you need to be.

    The dots are where the Wards should be placed. The lines with horribly drawn arrows (Sorry, my hand isn't that steady!) indicate places ganks can occur from. These wards can be used from either side. On your side, it helps to prevent ganks. On their side, it helps to set them up.


Guide Top

Tips and Tricks

  • Use Astral Blessing and Infuse as often as possible. The more replenished you and your teammates are, the less your gonna be waiting for those cooldowns when your in a crunch.
  • If you see an enemy going in for an attack on your teammate when your in the bush at Ward 3 or Ward 5, hit him with Infuse followed by a quick auto attack from the bush. They take damage, and you shut down their damage attempt.
  • If you see somebody going in to initiate a fight, hit em with Infuse. That next 2.5 seconds will be a pain for them, i promise.
  • Watch all your teammates to see if you can Wish any of them. F1-F5 are a great way to do this fast.
  • Stay behind your Teammates, but not so far back that you cut your own experience. Normally this can be done sitting mid way in the bush, as long as your lane isn't being pushed.
  • BUY WARDS!
  • Always have good map awareness. Ping whenever you see a gank coming, or whenever the enemy is doing Dragon or Baron. Its the fastest way to let your team know.
  • Use Clairvoyance as often as possible. Use it to check neutral buff spots when your Wards are down. Its short cooldown makes this possible.
  • Listen to your team, if they need you. You never know when Wish or Clairvoyance could save your allies, or screw over your enemies.
  • Place the ones you have, then BUY MORE WARDS!


Guide Top

Ranked Play

This guide was really made for Ranked Play. If you didn't catch that in my intro, im putting it down here for ya. Just mind your positioning, keep an eye on the map, and BUY FREAKIN WARDS, OK?!?!?


Guide Top

Summary

Thanks a ton for reading my guide! Since this is my first guide, im open to any kind of serious criticism. I just ask that if you downvote, you tell me why, so i can improve it in this guide, and any i may make in the future. If there is something i missed that is sticking out, send me a PM about it, and ill get on it. I check my messages daily. Also, this is all ORIGINAL WORK. Don't steal my stuff, yo'. If you want to use anything of mine, just ask me first. Ill probably say yes, as long as i get my credit. Just put a thank you in your summary for me. Now for my thanks:

Jhoijhoi - For her guide on how to make guides.
BreinRott - For helping me edit the pictures.

Anyways, thanks again for reading my guide, and i look forward to hearing from ya'll :)




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