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Recommended Items
Runes: Ult Reduction (Main)
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Exhaust
Flash
Items
Threats & Synergies
Varus
Snowball matchups are the hardest as you use HP for healing. He also has a 60% healing reduction from his W which makes it even harder.
Draven
The fact that he can snowball very hard and you can keep him alive is a deadly combo.
Draven
The fact that he can snowball very hard and you can keep him alive is a deadly combo.
Champion Build Guide
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Soraka is one of the purest supports if you're looking for someone that can heal, heal, heal and only heal. She has the power to outsustain almost every DPS in the game (except bursts). If you transition from MMORPG games to League of Legends and you love to heal, Soraka is the best choice that you can find among all supports. Despite the fact that an 800g-1000g investment can lower her power drastically (damn the existence of Executioner's Calling and Bramble Vest), she can still be a viable healer/enchanter, even with 40% heal reduction.
Secondary Tree
This Keystone is your bread and butter. Your ults CD is reduced by 5% and by additional 4% for each Unique takedown. You might want to try and get assists with Wish on far targets (like a top laner that never TPs bot and doesn't help on objectives). The CD reduction on the ultimate makes you seem like a healing bot that just can't be stopped. |
Optional Tree (against snowally matchup)
Both Second Wind and Bone Plating are good in my opinion. You might want to try both and see what you're more comfortable with. Second Wind provides passive healing of 4% of your missing health over 10 sec whenever you get hit by an enemy player which will help against poke matchups. Bone Plating gives you a shield that reduces the damage of 3 attacks and spells whenever you get attacked by an enemy player which will help against burst matchups. |
A straight up buff to your heals to keep your ADC healthier throughout the Laning Phase. Revitalize increases all heals and shields that you both give and receive by 5% and are increased by an additional 10% if the target receiving has less than 40% health. |
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EFFECT RADIUS: 2500
Hitting at least one enemy champion returns the star dust toward Soraka, granting her Rejuvenation for 2.5 seconds, healing her every 0.5 seconds for a total of 50 / 60 / 70 / 80 / 90 (+30% AP) and granting her bonus 15 / 17.5 / 20 / 22.5 / 25% Movement Speed, decaying over the duration.
While Soraka is Rejuvenated she can Rejuvenate other allies with Astral Infusion, granting them the same effects for the same duration.
TARGET RANGE: 800 | EFFECT RADIUS: 235 | COST: 45 / 50 / 55 / 60 / 65 MANA | COOLDOWN: 8 / 7 / 6 / 5 / 4
Soraka heals the target ally champion for 80 / 115 / 150 / 185 / 220 (+60% AP)
If cast while Rejuvenated, the health cost will be reduced by 60 / 70 / 80 / 90 / 100%.
Astral Infusion cannot be self-cast, nor can it be cast if Soraka is below 5% Maximum Health.
TARGET RANGE: 550 | COST: 10% MAXIMUM HEALTH + 40 / 45 / 50 / 55 / 60 MANA | COOLDOWN: 6 / 5 / 4 / 3 / 2
Soraka creates a celestial zone at the target area, dealing 70 / 95 / 120 / 145 / 170 (+40% AP) Magic Damage to enemy champions within and silencing them.
After 1.5 seconds the zone detonates, dealing the same magic damage to all enemy champions within and rooting them for 1 / 1.25 / 1.5 / 1.75 / 2
TARGET RANGE: 925 | EFFECT RADIUS: 250 | COST: 70 / 75 / 80 / 85 / 90 MANA | COOLDOWN: 20 / 19 / 18 / 17 / 16
Soraka calls upon the stars, instantly healing all allied champions, and herself, for 150 / 250 / 350 (+55% AP) which is increased by 50% on targets below 40% of their Maximum Health.
EFFECT RADIUS: GLOBAL | COST: 100 MANA | COOLDOWN: 160 / 145 / 130
Your biggest priority when you go back to base the first time will be to get Chalice of Harmony. This item provides Soraka with both MP/5 and HP/5 because Soraka relies both on mana points AND health points to keep the sustain up and Soraka comes with a 0.5 HP per second regen, which is the lowest HP regen from all champions in the game.
After Chalice of Harmony you'll be looking to build your Ardent Censer and the first part that you're going to build will be Forbidden Idol because it provides +50% Base Mana Regen, +5% CD and a +5% increase to your healings, many more useful bonuses than Aether Wisp, which only gives +30 AP and +5% Movement Speed. Depending on the matchup and the pace of the game you'll be looking to buy Boots either before or after finishing Ardent Censer.
Your boots upgrade will mostly either be Ionian Boots of Lucidity for the +10% CDR and +10% CDR to Summoner Spells, which is the best choice for Soraka, or Boots of Swiftness for the +60 Movement Speed and the +25% Slow Resistance, which will allow you to position better in skirmishes, team fights and to roam a bit easier. The more situational options are Mobility Boots, Mercury's Treads and Ninja Tabi. Each pair of boots provide options that you'll rarely need or otherwise fits your playstyle better. Mobility Boots provide a +105 Movement Speed bonus when out of combat for 5 seconds, which will allow you to roam more and get to objectives faster. Mercury's Treads and Ninja Tabi are defensive boots that will provide you with beneficial defensive stats against team comps that rely on Heavy CC and Auto Attacks respectively.
Next you'll be looking to upgrade your Chalice of Harmony to Athene's Unholy Grail. After the laning phase, which will most of the time be over before you get the upgrade, you won't need that extra HP5 regen because you can heal a lot with your Starcall and Wish. Athene's Unholy Grail provides 2 great passives. The first passive gives you 35% of your premitigation damage dealt to champions as Blood Charges, up to 100-250 max. Whenever you heal an ally those charges are consumed and heals them for the amount consumed. The second passive grants +5 AP for every +25% Base Mana Regen and disables the MP5 to HP5 effect from Chalice of Harmony on every other item.
After the 2 core items, Ardent Censer and Athene's Unholy Grail, you'll be looking to build situational items that will best fit the specific game that you're in. Those items are Locket of the Iron Solari, Redemption, Mikael's Blessing, Shurelya's Battlesong, Rabadon's Deathcap and Twin Shadows. I can add in more, but they're niche items that you won't need in almost any of your games.
Locket of the Iron Solari provides you with defensive stats that will allow you to perform better in and out of team fights. It provides +30 Armor and +60 Magic resist with a special active ability. Whenever you cast the item a decaying shield is casted on you and your allies for 2.5 seconds that absorbs up to 130-300 (+20% of the caster's HP) damage and scales from levels 1-18. It's a great item to have, especially in team fights. It provides a great opportunity to turn the fight around as this small shield might be the saving grace that your team needs.
Redemption is another great item that can turn the tide of battle in your favor. The item provides +10% CDR, +200 Health, +50% Base Health Regen, +150% Base Mana Regen and a unique active. When activated you can target a big circle in a pretty long range around you, even when dead, that when activated will blast the ground after 2.5 seconds, healing allies for 30-370 (based on target's level) and deal 10% of Max Health as true DMG to enemy champions and 250 true DMG to minions. Redemption is one of the best fight turners because the effect is huge, plus it can be casted while dead, so you can have a hand in the fight even if you get picked out before it.
Mikael's Blessing will be handy mostly when playing against team comps that have Hard CC spells. Leona, Maokai and Morgana are example for hard CC. Note that Mikael's Blessing can't remove Malzahar's Nether Grasp and Skarner's Impale, they're considered suppression effects which the item can't remove. The item provides beneficial stats like +10% CDR, +40 Magic Resist, +100% Base Mana Regen and +20% Healing Power. The Harmony effect of this item will be disabled by Athene's Unholy Grail.
Shurelya's Battlesong is a support item that grants +10% CDR, +300 Health, +100% Base Health Regen, +100% Base Mana Regen and a unique active. When activated the item gives a burst of 40% Movement Speed to you and your allies for 3 seconds. This is a smaller, shop version of Sivir's On The Hunt spell. It's a bit more specific item than the others but it's very useful against team comps with a lot of escapes or a lot of movement speed in general (also a Movement Speed boost is never a bad choice in general). Kayn, Udyr and Hecarim are good examples.
Rabadon's Deathcap is an aggressive item that I advice on building semi-last if you plan to get it. It's expensive and the power that it provides spikes hard in the later stages of the game. The item provides +120 AP and a unique passive that further increases your total AP by 40%. It's a really strong item and combined with 40% CD on Soraka plus Ultimate Hunter's effect it becomes a true power to be feared. The heal that you'll be able to output increases dramatically and will make the enemies think twice before choosing who to collapse on first in team fights (mainly you if they're just a little bit smarter).
Twin Shadows is another aggressive item that provides +70 AP, +10% CDR, +7% Movement Speed and a unique active that casts two ghosts that hunt down enemy champions (no matter if you have vision of them or not) and if they contact a champion it is revealed and slowed by 40% up to 5 seconds depending of the distance the ghost traveled. This item provides a great slow that can help you chase down opponents that run away or scout the path ahead of you for potential jump scares (I'm looking at you, Rengar). It's a great idea to combine this item with Rabadon's Deathcap as it spikes your AP even further.
Elixir of Sorcery is the only elixir that you'll be buying and only after you have finished your build or expect a late game fight to be the last one. It provides +50 AP, +15 MP5 and the Sorcery Buff that makes you deal 25 True Damage whenever you damage a champion (with a 5 second cooldown on champions) and turrets.
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