Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
That used to be pretty fun :D
Yeah I mean if they're already on top of your booty then you might wanna have barrier, whatever works best for you <3
I just play as Jerry (the mouse from Tom and Jerry) and always roll with exhaust and flash. I make sure they never get on my booty. It's really a cat and mouse game. Kinda like being an assassin, but instead of finding opportunities/moments to execute your enemies you dip in and out of situations to help your teammates with phat heals, silences and damage reductions.
I always say, whatever works best for you, roll with that. Forcing someone to play a certain playstyle doesn't work in their favour. It's just what I found myself working the best for me.
Have fun :D
How was Mordekaiser's room like, was it messy? Filled with metal band posters and electric guitars? Jokes aside XD Good job on escaping the Death Realm! He should've just went with Morellonomicon.. or Thornmail if your team was heavy on physical dmg.
All you gotta know is that the GW items apply 40% healing reduction. Both Chemtech Putrifier and Morellonomicon applies GW by dealing magic to the enemy champions, whilst Thornmail applies GW when champions auto attack the player with Thornmail.
All three of them can also increase the effect to 60%. For Chemtech Putrifier it's healing or shielding allies. For Morellonomicon they gotta be under 50% of their max hp. For Thornmail your enemies got to be immobilized.
There's not much you can do against anti-heal, it's a counter build item. Things you can do however is dodging abilities so that GW doesn't apply on you. That way atleast you still get full benefit out of the heals from landing Q's and using your R.
EDIT: As of patch 11.18 when using R, Grievous Wounds gets removed from all targets before applying the ultimate heal.
Hope that helps!
It'd be a blast hanging out with you <3
If anyone else reads this feel free to join aswell, everyone's more than welcome :D
I have a couple of question:
1) in the alternative build you use the
2) In one of my last games, my ADC "crashed" and stayed afk for 30 minutes. At that point I didn't know what to do, building normally would have taken ages and maybe I wouldn't have been as much usefull. One of my friend auggested me to go full AP, instead I've gone a more utility build (seraph first for... rengar reasons, shadows, crucible and shurelia). Do you think it was a good idea? Should have I continued with the support build?
Thank you so much <3 That's very kind of you.
1. I don't mention Ancient Coin in the items chapter because it's an alternative I personally never use. I think Ancient Coin is okay for newer Soraka players because it's a safer pick, granting more health regen and movement speed. Spellthief's Edge is in my opinion superior in current patch, as long as you stay active in lane and proc your Tribute passive consistently you'll benefit more from Spellthief's. It is also the reason I put Mikael's as an alternative because it's the safer counterpart of Athene's, giving you more passive health regen (Mikael's) vs (Athene's) staying active with great heals to counter burst damage from opponents.
2. I would be building the same items (Frostfang, Lucidity, Ardent, Athene's, Rabadon's, Archangel) because the items synergize very well with Soraka. I do understand that if your adc is not in lane you can't take advantage of the healing power on the items, however you still have 3 other allies on your team that will take advantage of it. Which means you mainly focus on adapting the playstyle rather than the build. And yes, Rengar may be annoying to deal with but I wouldn't be rushing Archangel over Ardent and Athene's but rather focus on positioning/map control: staying near teammates/towers, being safe around bushes/checking bushes with Q, have wards around places you're sieging.
In terms of playstyle, here's what you can do: if your adc isn't connected you'll be the main player to farm cs in bottom lane. I would personally prioritize the AP pieces of the items, for example when building Ardent Censer I'd prioritize Aether Wisp over Forbidden Idol and Fiendish Codex over Chalice when building Athene's. My main focus would be the tower to take as less damage as possible, while trying to cs as best as I can, poking enemies under my own tower when they try to siege and avoid as much poke damage as possible. During that 1v2 time your team definitely has to make progress and get advantages, if they're struggling or they don't the game is simply over. If they do end up with advantages they will eventually show up bottom lane trying to flank the constantly pushed in bottom lane that you're defending. And that's when you got to make it work or else time is wasted. Winning some fights to pressure the lanes and take towers. Note: roaming is a possibility but will usually lead to no one defending bottom and can cause more losses than gains. If you notice the enemy jungler is camping bottom lane trying to bully you being alone I would definitely roam because there's nothing you can do 1v3 even with a tower.
Most games are balanced out in a way that each team is almost equally good in terms of players, especially in ranked (maybe not so much in normals). Meaning that if someone dc's or doesn't connect at all the game will heavily be in favor for the enemy team (the game does not account for players dc'ing). Not to mention that most games end in like 20-30mins. I don't know if they got back after 30mins or not but stalling for 30mins for someone to come back is not a win condition, however if they do get back catch up xp is very good, however they'll still be behind in items.
I don't know if you've ever practiced champions in custom mode (alone) vs 5 intermediate bots but it's a fun way to learn new champions (especially melee damage dealing champions), especially when choosing legit comps like Darius/Shen/Lux/Tristana/Alistar (very heavy cc, enough damage to get killed by, engage and disengage). It will test your limits and decision making with that specific champion. You will quickly notice that the game actually becomes unwinnable the longer it goes on.
You really need to be stomping your opponents from the beginning as a team. Every death and/or mistake made where you get chunked and have to reset, stalls the game out longer. You always wanna be hard focusing towers to get to inhibs as fast as you can, usually you have to win some fights before starting to siege. Pushing lanes/outrotating is very important in 4v5's.
I think that's enough for a reply for now :P time to head to bed! Hope that helps you out!
~SwelteringMuffin
Unfortunately we had a rough matchup, a
About archangel I noticed too late that it was useless since by the time I had stacked it rengo could eat through my shield and life. About sticking with my team, well... that cat wanted my life and nothing else, he was just ulting me and then dying. He was a strange rengo.
About the custom game, I never thought about it, thank you for the tip!
In 4v5's trading 1 for 1 is usually not good even if it's a damage dealer for support (just stalls the game longer). I would try to avoid Rengar and let your allies get jumped on so you can save them instead because you can heal your allies, your allies cannot heal you (or they have to cc/instant kill the Rengar which usually doesn't happen). If your teammate gets jumped on and you cannot save them it usually means that they disrespected Rengar ult and weren't grouping up/being near a tower or misplayed.
Either way, 4v5's are not easy, you need atleast 1-2 hardcarries and no one can be doing bad.
Yeah, true, I couldn't understand why rengar was just diving me over and over, the game lasted like 45 minutes (I could get you the screen of the game, buuuut... it would be embarassing for me and you would pass out if you looked at my KDA). Unfortunately we hadn't any reliable hard CC (the best we had was gnar) and even if we had some fed people (vladimir first of all, I think he was 3:1, then xin/gnar 1,5:1) the damage was really too much. Maybe we didn't group up enough, it happened really few times that all of us were together and we fought too many times as 3v4 or even 3v5, and maybe I should have played a bit more defensive. I'm still learning when/how to use
Oh, two more question regarding runes (yes, I know I'm annoying, I'm sorry :<):
1) Instead of
2) I have never decided which rune use for the last row. For you, is
Gnar and Xin have some decent amount of cc. Usually what you want to do is push lanes and rotate and push other lanes and create scenario's where enemies rotate slower aka you either get free tower damage in or they come to the lane 1 by 1. That's where your team immediately should engage on the person before the rest of the enemy team even shows up. Basically you outnumber your enemies in short timeframes and get free kills/assists.
Not saying 3v5 and 4v5 fights are impossible to win but it just makes it so much more difficult since everyone's gonna have to play super clean. Whereas if you outrotate you can get some free picks.
Equinox in early laning phase you can use it to poke a bit/proc Tribute, it's fine to hold it too if you're expecting a gank (from either junglers) or if you're low on mana. For example if the enemy jungler ganks depending on the situation ofcourse you could place it right in front/slightly on top of the jungler to block his pathing and get them rooted after 1.5s/prevent them from using slow abilities on your adc/you. During mid game you just want to use it on as many enemies as possible to prevent them from using abilities on your allies. In some situations you want to use Equinox on a single target if the teamfight is split in two parts for example if your ally is 10% hp and the enemy he's fighting in a 1v1 is also 10% hp.
Wish is mostly used when alot of allies are under 40% hp. If an ally engages hard by themselves and gets focused down and drops to super low hp it's best to W them first if in range and depending if they are carrying super hard or not you decide whether or not it's useful to save them with ult. I mean if it's someone that's doing really bad it's most likely better to save it for the actual teamfight.
Yay to SG Soraka :D grats.
1) Transcendence gives you 10% cdr at level 10, maxing out your cap faster for more ult's and more usage of other abilities. You get 20 AP per 10% cdr overcap, meaning at first 4 items and being level 10 you have 20 AP, Lost Chapter after Rabadon's 40 AP and 60 AP at full build. Celerity gives you slightly more movement speed and 11 AP with Lucidity/Ardent and Q movement speed, 8 AP without Q movement speed. So 20/40/60 AP vs 11 AP. I'll let you decide on that one :P
2) I enjoy taking Scorch for more harass in laning phase. However I think if teams rotate properly and take advantage of vision I would say Waterwalking is the better rune, the movement speed is nice and the AP scaling is pretty good too. I never really like taking Gathering Storm though, games end too quickly (20-30min) before it starts racking up on value. I think the scaling is a little too slow and the peaks of the scalings are infinitely high, would've loved to see a little bit less of a steep curve.
If you have any other questions feel free to ask them :P
~SwelteringMuffin