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Soraka Build Guide by JenaColada

Support [10.10] [WIP] Jena Colada's In-Depth Guide to the Starchild

Support [10.10] [WIP] Jena Colada's In-Depth Guide to the Starchild

Updated on May 16, 2020
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League of Legends Build Guide Author JenaColada Build Guide By JenaColada 2,914 Views 0 Comments
2,914 Views 0 Comments League of Legends Build Guide Author JenaColada Soraka Build Guide By JenaColada Updated on May 16, 2020
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Runes: Ult Reduction (Main)

1 2
Sorcery
Summon Aery
Manaflow Band
Transcendence
Gathering Storm

Domination
Ghost Poro
Ultimate Hunter
Bonus:

+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
General
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[10.10] [WIP] Jena Colada's In-Depth Guide to the Starchild

By JenaColada
Hello, I'm Jena Colada! I have been playing League of Legends Since mid Season 1 (and since then I have switched 5 accounts). I have been playing supports for as long as I can remember, mainly Soraka, Janna and Nami. I love to help out my team to be even stronger whenever and wherever they are with my Enchanter supports. I have mainly played healers in a lot of games (World of Warcraft, Dota 1 and 2, Heroes of the Storm, etc.) and I just feel at home when I know that everyone is healthy and tip top around me. I'm here to teach you how to play Soraka like I do and I hope you'll have as much fun with her as I do. I'll hope to see you one day on Summoner's Rift with my build, summoner, for Soraka, the best support in League of Legends!

Pros

Fun to play
Easy to pick up and easy to master
Almost everyone loves her
Also almost everyone hates her from the enemy team
She's an UNICORN!

Cons

Really squishy
Low HP regen
Easily countered by 800g-1000g investment by the enemy team
Easy to dodge spells

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.
Main Tree
That's a must for supports that can shield and heal, it's way too good compared to the other Runes. Aery both shields the ally that you heal and provides bonus DMG to the target that you hit with a spell.
This Keystone helps Soraka by a lot. You get 25 Mana each time you hit a target with a spell, capping at 250 Mana. After you reach the cap you get a passive that restores 1% of your mana every 5 seconds. Late game when Soraka starts to spam heal this Keystone will be well worth it to have.

You'll often pass the 40% CDR mark and this is where this Keystone shines. When you go with a 1-10% CDR in Offense you'll automatically have 20% CDR out of nowhere. This Keystone will grant you 2 AP per 1% of CDR past the 40% mark, which scales you even more.

The scaling of this Keystone is great, especially if the game gets longer. Gathering Storm and Ultimate Hunter make for one hella op build. You scale really well thanks to Gathering Storm and Ultimate Hunter reduces your ult to 60 sec CD at 40% CDR (and that's without an Air Drake, it gets even better with it).


Secondary Tree
This keystone has an interesting and very useful effect for the support. Whenever a ward expires it leaves a Zombie Poro behind that acts as a ward for 1 more minute which can be scared by enemy players. For each Zombie Poro that has spawned you get 2 AP, stacking up to 10 times. After 10 stacks you get additional 10 AP which comes in handy as Soraka utilizes AP very well in her kit.

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.

SUMMONER SPELLS
-
FLASH: It's your go-to summoner spell in literally every match. The idea that you can blink and save yourself from almost anything in this game makes this summoner spell irreplaceable for almost every champion in the game, especially Soraka because she's so squishy and almost everything also can kill her.
EXHAUST: This spell can save both you and your ADC from sure death thanks to both it's 40% DMG reduction and 30% Movement Speed reduction for 3 seconds. It's in a sense a free "Get out of jail" card in a lot of scenarios.
IGNITE: You'll rarely take it, but when you do, you can be really aggressive with it. Ignite reduces healing on the selected target by 40% (applying grievous wounds) and burns them for 70-410 True Damage based on your champion level.
HEAL: Take this spell only if your ADC decides to pick Exhaust. Heal provides you the chance to continue healing whilst in the fires of a teamfight or skirmish, unlike Barrier which only shields you.



PASSIVE: Soraka gains 70% bonus Movement Speed when moving towards allied champions below 40% of their Maximum Health.

EFFECT RADIUS: 2500
The passive can be very useful at times like for example one of your team mates decided to back-off because they had low health and the enemies decide to chase after you. Whenever you're in range of your damaged ally you can sprint to them and leave your enemies in the dust. Also works the other way, when an ally jumps head-in to the enemies and gets low you can rush in to the fight and save the day.

Soraka calls down a star at the target area, granting Sight icon sight over it before landing after 0.25 − 1 (based on target range) seconds, dealing 75 / 110 / 145 / 180 / 215 (+35% AP) magic damage and slowing enemies hit by 30% for 2 seconds.
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
This is your main tool for both harassing and sustain. Whenever you manage to hit a Q check if the ADC needs a heal because the Rejuvenation effect almost nulifies Astral Infusion's HP cost.



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
This is your bread-and-butter spell that makes Soraka THAT character that everyone playing against her hates. You can sustain you allies whenever you're near them and make the enemies cry before you. But be careful though. Soraka sacrifices her own HP to heal an ally with this spell so you should think twice where you position yourself when you're healing an ally during a team fight, skirmish and laning phase.



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
This is your Main CC spell. It can be cast either over enemies that attack you, before enemies that chase you/you chase or over team mates if someone decides to jump over them. It can also be used as means for harass, but be cautious when you use it as it has a pretty long cooldown. Useful Tip, cast E over your ally (or you) if champions like Zed, Rengar and LeBlanc jumps on them. They won't be able to unleash their combos and one-shot your ally.



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
This is the "Get out of jail free" card for everyone on your team. With Wish you can basically defy the laws with its global range and save someone from a certain death, prolong a team fight or simply to get an assist. This is one of the most game-changing ults in the game as it can turn the tide of battle in your favor by saving a key ally in a fight, especially when you have AP in your build. Fun fact, with 40% CDR, Ultimate Hunter and 4 Cloud Drakes, Soraka can have a total of 79% CDR on her ult!
At the start of the game you'll always buy x1 Health Potion and Spellthief's Edge. Spectral Sickle, Relic Shield and Steel Shoulderguards are for AD, Tanks with AP DMG and mostly Tanks with AD Damage respectively.

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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[10.10] [WIP] Jena Colada's In-Depth Guide to the Starchild

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