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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





Masteries
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.
So i decided to share my success as Support
Focuses of this Build
- 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?
Runes Explained
Now your
The
Depending on what runes you already have, you can use
Masteries Explained
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.
- 1/1
Skill Sequence Explained
W -> E -> R -> Q
We start off with our W,
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.
Items and Build Order Explained
Starting Items
Faerie Charm: Helps to regenerate Mana to keep your heals flowing, even in a crunch. Builds into
Philosopher's Stone, which we get on our first trip B.- 1
Health Potion: Heals you if you take some damage, so you can focus your heals on your teammates. - 4
Sight Ward: Wards are a must! They prevent ganks in your lane, watch for buffs, and can help counter jungle.
First and Second Trip Back
or
Philosopher's Stone: One of
Sorakas core items. It does everything you need early game, for really cheap. Even better, it builds into
Shurelya's Reverie.
Boots of Speed: A must have on any champ.
Kage's Lucky Pick or
Heart of Gold: Both generate 5 gold per 10 secs, and both offer you something you need early game. I prefer
Kage's Lucky Pick for the AP, and your health makes no difference if your positioning is good. But depending on your level of skill and play style, either or is fine.- At least 4
Sight Wards: Even if you divide them up, no matter what, Always grab at least 2 wards every time you go B.
Third and Fourth Trip Back
or
Boots of Mobility: These help you to get around the map to where your needed.
Kindlegem: Build this before
Mana Manipulator.
Soul Shroud: This helps with you and your allies cooldowns, as well as your mana regen. One of the core items.
Kindlegem: Build another and get ready to lost your
Philosopher's Stone.
Shurelya's Reverie: Massive Health and Mana regen, as well as Cooldown reduction and an awesome Active.
Heart of Gold or
Kage's Lucky Pick: Whichever one you didn't buy earlier, buy the other one.- At least 4
Sight Wards: At this point, the lane phase should be over. Put your wards on Dragon and Baron, and also in defensive spots. Placing wards in the enemy jungle is also good, if you have
Clairvoyance, or an escort.
Aura Items
At this point, build into what you need. The regular build is
Zeke's Herald,
Aegis of the Legion, and
Will of the Ancients. If your team consists on mainly AP casters, or your AD carry is feeding, opt for
Abyssal Scepter instead of
Zeke's Herald.
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.
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!
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?!?!?
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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