Soraka
Build Guide by Lavender Lupa
[14.19] [Split 3 Updated!] Lupa's no-nonce-sense guide to Soraka
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
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes: scaling
1
2
3
Sorcery
Resolve
+9 Adaptive (5.4 AD or 9 AP)
+2% Movement Speed
+10-180 Bonus Health
Spells:
1
2
99% of games
Flash
Heal
Items
Ability Order
Salvation (PASSIVE)
Soraka Passive Ability
Champion Build Guide
Hi I'm Lupa
Hi, I'm Lupa and I main Soraka. I have nearly 2 million mastery points on her and I decided to write this guide as an exercise for myself. I wanted to map out all the knowledge I've gained while maining her. I hope you can learn something from it too.
Summoners & Runes
Summon Aery
You can play the Summon Aery keystone in lanes where you can walk up to poke or trade.
Summon Aery triggers on spells and auto attacks and then slowly returns to you. You can walk towards this little projectile to get it off cooldown faster to surprise the enemy with some extra damage as shown in the clip below. Also don't forget that when your ADC is missing hp and pulling the wave, you can use a "dry" Astral Infusion to get some value out of the Summon Aery shield against the minions' auto attacks. |
The banana was already flying in the air when I ran into Summon Aery.
Choice Nodes |
Nimbus Cloak and Heal both give a burst of Movement Speed which put together often surprises the enemy. When you play Nimbus Cloak you have to remember to cast your spells with a purpose or you will run out of mana. If you are playing Exhaust it can be hard to get value out of Nimbus Cloak and you might as well run Manaflow Band. |
I personally pick Celerity in 98.6% of my games. It synergises nicely with Salvation, Boots of Swiftness, Starcall, the Movement Speed stat shard and Nimbus Cloak. Some Soraka players like Transcendence but I'm not one of them. If you're looking for a good usecase for Transcendence, you could use it to try to mitigate how hard Sona and Milio outscale you. |
You can take Scorch if you have kill pressure in lane. For example when you are duo with a jungler that's playing around your lane, or if you feel like you are better than your opponent or have a favourable matchup. Enchanter vs enchanter lanes are pretty low volatility in higher elos where less mistakes are made. In these cases Gathering Storm is a great way to keep up with the scaling of enchanters like Sona or Milio. Your 50% AP ratio on Astral Infusion gets multiplied by your healing modifiers, so it's better than it seems. |
Guardian
You can play the Guardian keystone in matchups where you can't walk up to Starcall. Typically those are one of two scenarios:
The enemy can catch you if you try to go for a Starcall. Think of Pantheon and Draven. In these cases you never want to be the one getting engaged on. You have to use your ADC as a meatshield, and when he gets engaged on you will hopefully be able to keep him alive and disengage, or even turn it into an extended fight when the enemy is already out of gas. | You are turbo outranged (think of Vel'Koz and Caitlyn). You should keep in mind that you should still look to dodge forward against these long range champs to get in range to Starcall. Summon Aery is better for this if you outskill your opponent, but Guardian makes you more resilient against equal skill or better opponents. |
Choice Nodes |
Unlike Solstice Sleigh, Font of Life does get amplified by bonus healing and can apply Ardent Censer. Without this rune you definitely don't want to buy Ardent Censer since unlike shield supports, Soraka doesn't use Astral Infusion until her ally took damage. |
|
The bonus healing is pretty good, but the secondary effect has an insane impact on how strong your Wish is. That said, I don't think it's mandatory. You can totally try out different secondary runes, like the Domination, Precision or Inspiration trees. |
Secondary Trees
WIP, not done researching and formulating thoughts about these yet.
Summoner Spells
Heal is the best because it scales with bonus healing and can easily proc Nimbus Cloak. The biggest gain of all is to cast it before the enemy uses Ignite. This is a bit of a mindgame, and getting good at predicting when the enemy is committed enough to Ignite is a skill of its own. In order to get the most benefit out of Revitalize you can try to use Heal when your ally is under 40% HP. You can do this when the enemy used Ignite early and you know your ADC will survive long enough, or if their Ignite is on cooldown. You don't always need to use Heal defensively. There are times where it's perfectly fine to just pop it offensively. This is definitely a more advanced way to use the summoner and you might get some pings for it from people that don't understand why you used it. |
Exhaust can help vs Garen/ Olaf/ Hecarim. These champions don’t deal (much) true damage, telegraph when they commit to diving your backline, are easy to Exhaust, cannot meaningfully be nullified by your Equinox and can just run past your frontline. |
Itemization
Trinket Start
Stealth Ward
Against champions with long range area-of-effect abilities such as Lux/ Xerath/ Brand or hook champs you won't be able to abuse Oracle Lens. If they have Oracle Lens you can place your Stealth Ward outside of lane to spot ganks. If they don't, you can use it to deny them control over a bush during the early levels. If the enemy plays a hook champ you might want to ward the bush closest to your tower at the start of the game. While you can just walk into lane with your wave, your ADC is probably not that smart and god forbid might even leash your jungler. |
Oracle Lens
You can start Oracle Lens if you expect to be able to abuse bush control to further your dominance in lane. It's nice to take it from the very getgo in these cases because then you will have two charges which guarantees you can sweep both the enemy support and ADC's wards in lane. |
Boots
Smol Boots
Some very good enchanter players are content with just Boots. They know where plays are likely to go down and pre-move there way ahead of time. Their spacing and game-sense is impeccable and they prefer to hit their 2 item spike before upgrading boots. I personally don't buy boots at all in some games but that only really happens if we're winning very hard. |
Swifties
A little gold efficiency comparison: Boots give 25 MS for 300g which is 12g per MS. Boots of Swiftness give another 35 MS on top of that for 700g which is 20g per MS. If you get good benefit from the slow reduction, then you could argue you are paying 420g for the added MS and 180g for the for the slow reduction. |
Luci Boots
Only buy these after finishing your Moonstone Renewer. When you pair Ionian Boots of Lucidity, Transcendence, +8 Ability Haste, Revitalize & Manaflow Band you can do a lot of clutch healing per second and keep low-health allies hovering in that sweet Revitalize range without falling behind against the enemy's damage per second. |
Mobis
Symbiotic Soles' recall empowerment is like an infinite tempo glitch. They can feel good against Umbral Glaive users because it's so easy to recall for wards. They are also nice in lategame when your jungle is dark, an objective is spawning soon and your team won't escort you to ward. You can put out a buffer of shallow vision, recall fast and and then move up to ward a bit deeper with more safety. |
Core Items
Moonstone
Sets you up for a super strong 2 item spike and scales the best. If you bought something else as a 1st item then you should always buy this as a 2nd item. Its passive effect benefits from your bonus healing twice; once when calculating the size of the original heal it copies a portion of, and then it multiplies the copied portion by your bonus healing again. The more bonus healing you stack from additional items, the more value Moonstone Renewer generates. |
Echoes of Helia
Redemption
This item really shines in fights that aren't super bursty and also helps you sustain yourself. It doesn't increase your healing from Astral Infusion that much so you need to get good value out of the active effect. It's overall the best default 2nd item if you have no good reason to buy anything else. You can also rush it as 1st item when you expect to finish it and get dived before your tower falls, because when you get focused first you don't get any value from Moonstone Renewer. Fun fact: you can heal minions with this item when sieging towers! |
Dawncore
You usually buy it 3rd which negates the downsides of the poor buildpath since you will only have bagspace for the best component: Blasting Wand. It increases your healing as much as two Forbidden Idols while only taking up one item slot! If you're planning to build Warmog's Armor, Locket of the Iron Solari or Knight's Vow then Redemption and Staff of Flowing Water are better options. |
SOFW
SOFW is mathematically the best 2nd item when you calculate how much healing it provides after deducting the gold value of the 15 Ability Haste from the price. It's a fantastic 3rd item when you bought items that don't have mana regen for Dawncore's passive such as Warmog's Armor, Locket of the Iron Solari or Knight's Vow. |
Vigilant Wardstone
As a support it is your job to keep an item slot free for Control Wards when everyone else is full build. You should always buy this as a 6th item. |
Situational Pocket-Purchases
Locket of the Iron Solari
I like Locket against champions that deal big AOE damage and will easily consume the whole shield on all targets I apply it to, such as Kennen, Aurelion Sol, Fiddlesticks, Udyr or Brand. It can also help you with stalling a bit of time for your Redemption to land if you bought it against a team that is a bit too bursty. |
Mikael's Blessing
Good when you find yourself thinking "Geez, if that teammate didn't get shut down by [insert CC ability here] he/she could wipe out their whole team!". Or when your ADC has too much ego to pick Cleanse into Ashe or Leona... |
Verdant Barrier
It’s going to win you games when the enemy Fiddlesticks or Neeko jumpscares you when you are grouped, because you won't be CC’d along with the rest of your team and can heal them. I wouldn't really upgrade it until last, unless you happen to base with 1250g and might as well sit on the Needlessly Large Rod for a bit (uwu). |
Knight's Vow
You can buy a Knight's Vow against full AD teams, especially if the carry you are playing around has a lot of lifesteal or life drain like Nilah/ Samira/ Swain/ Hecarim/ Olaf/ Illaoi/ Vladimir. You can kinda think of the 12% damage reduction as 12% bonus healing for both your heals and their own self-healing. |
Shurelya's Battlesong
Good if you are playing with a cheese bruiser duo like Darius. In these cases you can rush it as a first item. The enemy botlane is pretty much guaranteed to die every time Darius connects with them because of how well his Crippling Strike and Apprehend pair up with your Equinox. |
Locket interacts with Moonstone, but wont copy the shield on yourself.
Calculations of Gold Efficiency
Levels in your Starcall and Astral Infusion give you all the cooldown reduction you really need for your kit to function well. The way I prefer to evaluate Ability Haste is by deducting its gold value from the price of items when I calculate their gold-per-heal.
These calculations are done under the assumption that we have rank 5 Astral Infusion and rank 3 Starcall. Our Moonstone Renewer double dipping into bonus healing is factored in.
Lower number in the gold per heal column means its better. Blue cells represent Ability Haste.
Components Tier list
This tier list is a guideline and not absolute. When you're playing against a melee support you usually want Ruby Crystal over Amplifying Tome and Refillable Potion wont help you much because you get bursted down 100-0. When you play against sustain you usually want to prioritise getting a Faerie Charm so you don't go OOM. When you play against poke you want to get Boots and a Refillable Potion ASAP.
Jack of all Trades makes it important to buy 2 stats that aren't already on World Atlas. I like a combination of Amplifying Tome/ Dark Seal, Boots and Glowing Mote for this.
Milking Rejuvenation & Powerspikes
Lvl 9 Powerspike
With rank 5 Astral Infusion the base cooldown is low enough that you can always cast it twice within the 2.5 second duration of the Rejuvenation buff that Starcall gives you. Both of those casts will copy a fresh Rejuvenation buff onto the targeted ally, and both of them will only cost mana to cast.
It's technically also possible at rank 4 Astral Infusion if you have at least 35 Ability Haste but it's very tight. You can reach this breakpoint with Moonstone Renewer's components + Ionian Boots of Lucidity.
Emergency Healing
If you need to do big heals ASAP then you can milk two Rejuvenations out of one Starcall without any Ability Haste at rank 4 Astral Infusion. It just means you won't get the 10% health cost refunded on the first cast. You do this by casting Astral Infusion the exact moment that your Starcall hits the enemy.
You can copy the Rejuvenation buff onto an ally before the return projectile of Starcall actually reached you. The base cooldown of rank 4 Astral Infusion is 3 seconds, and the duration of the Rejuvenation buff is 2.5 seconds. That means you need the return projectile of Starcall that gives you the Rejuvenation buff to spend at least 0.5 seconds traveling to you. You can extend the projectile's travel time by running away from the target you hit Starcall on, but that isn't necessary if it was cast from max range.
Lvl 11 Powerspike
Wish heals for 150 at rank 1, and 250 at rank 2. That's nearly double! Now factor in your Moonstone Renewer double dipping in all that bonus healing you got, the fact that Wish heals 50% more on allies below 40% hp, and that Revitalize amplifies that by another 10%. That's so many multipliers! If you aren't level 11 yet you should definitely try to soak XP from your teammates when they go to clear waves.
Hitting Starcall
Mechanical Approach
It's easier to land Starcall on the enemy ADC when they go for a last-hit, but sometimes you'll have to bait out the spells of their support first. For example, I'll notice a minion is getting low, walk into Brand's Pillar of Flame range, dodge it, then I auto attack the enemy ADC as he goes for the last-hit to see if he dodges. If he dodges then my auto goes through and I Starcall after. If he doesn't dodge but autos me back then my auto goes through, I Starcall after and throw another auto before backing off.
You can also cast Equinox first to force the enemy to move out of it, and then place your Starcall where they move to.
Psychological Approach
It also becomes a lot tougher on the mind of the enemy if you walk towards them and away from them a lot, rather than waddling left and right. You want to condition them. You want them to get used to your character facing in the direction of their character so that it isn't so obvious when you are trying to get in range to cast Starcall. Additionally, if you always throw your Starcall out as soon as an enemy is in range then it becomes very easy for them to read your rhythm. Try to get in Starcall range without using it, or auto attack a few times in a row while they shuffle around trying to dodge instead of hitting you back.
Wind Wall Abilities
Yasuo's Wind Wall, Braum's Unbreakable and Samira's Blade Whirl destroy projectiles that touch them. While Starcall feels like it appears from the sky above, it actually technically shoots from the center of your character towards the destination. This means you can't Starcall over a Wind Wall, no matter how far past the Wind Wall you target it. It's also good to know that Starcall's Rejuvenation return-projectile gets destroyed by these abilities.
Skill Point Distribution
Starcall & Astral Infusion
Starcall is a highly overloaded ability that gains a lot of numbers for each point you put into it. In the past it was always 3 points into Starcall before switching to putting points into Astral Infusion.
Since season 13 or so almost everyone has switched to putting only 2 points into Starcall. Soraka's power curve is like a letter U, she starts off strong and then gets weaker until she gets rank 5 Astral Infusion at which point she starts scaling again. Putting a 3rd point into Starcall would delay that to level 10, which isn't worth in a meta where she doesn't have much kill threat against good players.
Sidenote: at rank 2 Starcall you need an Amplifying Tome to have enough damage to set up the caster minions for Smolder's 25 stack Super Scorcher Breath. At rank 3 no additional stats are required.
One point in Starcall nets you:
35 damage (85 base) 15 healing (60 base) 2.5% Movement Speed (20% base) 1s reduced cooldown (8s base) |
One point in Astral Infusion nets you:
20 healing (90 base) 5% empowered health cost reduction (80% base) 1s reduced cooldown (6s base) |
Astral Infusion Maxxing
While doing analysis on Soraka players that are better than me I noticed that Ap0, whom I trust very much on all matters enchanter, always puts as many points into Astral Infusion as possible. He only puts points into Starcall when the game wont let him put more points into Astral Infusion. If I didn't know any better I would think that's the type of thing an egirl fingering herself in the back while her team does all the work would do. Being such an excellent player, Ap0 must have a good reason to give up this offensive power from early points into Starcall. As such, I went into my games with that in the back of my mind, looking for clues. I realised that I would often fail to keep an ally alive in a pivotal moment of a skirmish because my Astral Infusion had under 0.5s cooldown remaining when they died. Way more often than the times where having a higher damage or lower cooldown Starcall would be the deciding factor in these skirmishes. In addition to the above, rank 1 Starcall has the perfect amount of damage to set up caster minions to have very little health left after a tower shot. It makes it easier to help your ADC last hit under tower when you are being pressured by lots of skillshots like against a Caitlyn and Lux lane.
Playstyles
Roamin' Raka
This playstyle/mindset is pretty much the one Coach Cupcake teaches in his video which I link in the Recommended Reading chapter later on in this article. You rush Boots of Swiftness before anything else and really focus on making use of your roam timers as much as possible. You help your ADC to stack up a couple waves and crash them into the enemy tower, and then as the rebound wave slowly pushes towards your tower you roam. Your ADC might yap at you, ping you, over extend and die to greed CS because he doesn't understand that giving up 2 minions as the wave pushes towards your tower is perfectly fine, but you will be able to help your mid/jgl a lot. The main drawback of this playstyle is that XP-sharing was buffed and you will fall behind in levels relative to the other team's support pretty hard. This playstyle only works if the enemy can't dive your ADC, or if you are very punctual and make sure you are back in lane before the wave crashes into your tower.
I like this playstyle against poke lanes because I want to rush Boots of Swiftness to dodge their spells anyways and they are not as good at diving as an engage lane so it's not a disaster if I'm back a bit late.
Egirl Enchanter
This is your average lowelo support. Glued to botlane, but in our case it's not because we don't see the roaming opportunities. It's because we value XP, scaling and our ADC's mental more than perma roaming. With this playstyle you don't upgrade your Boots until you have your 2 item spike from Moonstone Renewer and Redemption. If you're going to do this playstyle you kinda want to make sure you have Revitalize so that your Wish is powerful enough to affect the outcome of those fights across the map which you otherwise may have wanted to roam for.
I like this playstyle against engagers because they are also likely to catch me in river when I'm roaming, and more likely to catch my ADC when he inevitably greeds for the wave because he's a dog.
Bush/Vision Mechanics
Attacking from Bush
All information in this chapter also applies to being out of vision due to terrain.
Attacking from the bush will reveal you for a few seconds. If you step out of and back into the same bush you attacked from then you will still be visible for the same amount of time. But if you step into a different bush than the one you attacked from then you will drop vision. This can be helpful during extended fights where you attacked from a bush but you really wanna hide fast.
Dipping out of the Bush
Be sure to abuse this where applicable when harassing in lane!
If you step slightly out of the bush before attacking then you can immediately step back into it to drop vision so the enemy has a shorter window to react. Ideally you step out and attack them right as they are attacking a minion, so that you are hidden again by the time their auto attack is off cooldown.
It's not always recommended though. If you are controlling this bush against a champion with an ability to use after their auto attack such as Nami or Janna and you are not at full health then you are often better off just using Starcall so that you don't reveal yourself. But if you're at full health then you won't be benefiting from the health restore of Starcall when you land it so you might as well take some return damage from their auto + ability.
Starcall from Bush
Contrary to auto attacks, Starcall is a ground-targeted spell so it doesn't reveal you.
Astral Infusion from Bush
While Astral Infusion is unit-targeted, it's on an ally so it doesn't reveal you.
Starcall Bush to Bush
Remember the paragraph about Windwall Abilities in the Hitting Starcall chapter? Casting Starcall from one bush to another does reveal the projectile because it travels from your character across the open area which the enemy has vision of towards the other bush.
That means if you are absolutely sure that the enemy doesn't have vision of the path your Starcall travels from you to the destination, they wont see that you are casting Starcall into that bush. I'd make a gif showing that but... it would just show nothing.
Stealth Wards & Control Wards
When you hit a Stealth Ward that is being disabled by a Control Ward, you briefly turn it back on.
When you kill a Stealth Ward it takes a few seconds before it stops giving vision.
When you kill a Control Ward it instantly stops giving vision.
Teamfighting
Equinox
Equinox is really important to use well. It can be used to deny Flash/ Zhonya's Hourglass, to zone (though a lot of the time a Starcall would suffice), to scramble up the enemy's engage, to extend the crowd control chain on an already locked down target, or to delay a cast to buy yourself some time to get your Astral Infusion cooldown back up. Good enemies will be waiting for you to use it before they make their play. Just sitting on it can prevent a Katarina or Samira from jumping your backline, so don't feel pressured to use it just because it's off cooldown, as even without casting it you are getting value by occupying the mind of the enemy. |
Cooldown Tracking
Tracking enemy ability cooldowns is really important. You can't just follow your engagers into battle to heal them. You need to be sure that the enemy actually wasted their gap closers before you can get in there yourself. If you don't have Flash or fast reactions and the enemy Malphite still has Unstoppable Force off cooldown then you just have to sit back until its been used or until you figured out where the Malphite is and know he's not in range to be a threat. Dying to get off one more Astral Infusion on an overextended frontliner is never worth as much as you staying alive and getting many more Astral Infusion casts on your other allies. |
Spacing
Spacing is closely related to cooldown tracking. Staying out of each enemy champions danger zone is just the surface of it. The danger zone of enemies changes depending on what abilities are on cooldown. Once the enemy Diana didn't get a reset on her Lunar Rush, her danger zone shrinks to just the size of her Moonfall. Now you can get in range to cast a Starcall, and if you know she doesn't have Flash or Hextech Rocketbelt you could even weave in an auto attack. Tracking this for all relevant enemies is how you find these windows to weave in and out and become an exceptional contributor in teamfights. |
Targeting Allies
Sometimes it gets messy and it becomes hard to mouse over specific targets or keep track of which nameplate belongs to which player. Luckily there are some other ways to do those things. I have my F-keys re-bound to my mouse buttons so I have an easier time moving my camera around to track where my allies are and what they are doing. But that is not the only thing they are good for. If you hold down your W key and then press the F-key that corresponds to the teammate you want to heal it will cast your Astral Infusion on them on key-down. |
Tracking Health
Keeping track of the health of everyone in your team when they might not all be on your screen can also get hectic during fights. I use the portraits above my minimap for that, it really helps with timing your Wish. These frames double as yet another way to target allies with spells. If you mouse over one of these frames and then press W you will cast Astral Infusion on that player. |
Tracking Summoners
Flash Timers
Turn on timestamps for messages in your chat and always ping when the enemy uses Flash. You can press Z to bring up chat history when there is a break in combat and take a moment to do some maths. Just look at the timestamp and add the following:
Regular Flash
+5m then round it down a bit. |
Cosmic Insight
+4m (it's actually 4m 15s but you can assume that your teammate pinged the summoner ~15s later when combat was done). |
Luci Boots
+4m 10s (again its actually 4m 30s but add a ~20s margin of error to be sure the timers you send are reliable and the math is easy). |
Rebirth & Cell Division
It's also very helpful if you track Anivia's Rebirth and Zac's Cell Division. Their cooldowns are 4 and 5 minutes, respectively. |
Sharing Timers
You can format it nicely for your team so it's easier to read and understand. I like to type them in order of how long is left on the cooldown so the one that is off cooldown the soonest comes first.
Example:
830ad 905sup 1120jgl 1130zacP
I hit CTRL+A and CTRL+C before I send it, so that I can easily spam it with CTRL+V. Then once for example the enemy ADC has their Flash back up, I open chat, hit CTRL+V, hold SHIFT and use the LEFT ARROW key on my keyboard to select the text and I stop just before the 830ad so it doesnt get copied and hit CTRL+X. Then I do CTRL+A into CTRL+V to overwrite it and send it a couple times again. I like to post it at least twice every time I send it in chat.
Bugs and Interactions
Runes
Bone Plating can cause First Strike to not grant gold to the enemy. When you take damage during their First Strike window, 0.4 seconds later a little projectile is shot at you that deals the bonus damage. This damage can get negated by Bone Plating which causes the enemy to receive less or no bonus gold.
Abilities
Equinox's Silence will break if Ahri's Charm times out while the target is standing in your Equinox.
Astral Infusion heals the target at the start of the cast time, not at the end.
Wish will not benefit from Ability Haste or Ability Power if you spam the button when respawning, due to several character stats needing a moment to be recalculated each time a character spawns.
Wish will not credit Soraka with an assist/takedown if the target ally is at full health.
Wish can heal units that are untargetable. This includes effects from Guardian Angel and Zhonya's Hourglass.
Wish can heal allies that are phased by Mordekaiser's ultimate Realm of Death.
To do:
Test Echoes of Helia interaction with Wish and Summon Aery.
Recommended Reading
Support Matchups
Kittxnly & 1YANOU's guide has an excellent writeup on support matchups. I recommend you to check it out!
Duo Dynamics
Botlane's 2v2 matchups can be hard to grasp at first. This video from Skill Capped does a pretty good job of explaining how to understand what the enemy wants to do and what you should want to do, so you can do things with a purpose.
Roam Timers
ShoDesu made an excellent explainer video about roam timers. It's really important to make use of these because in low elo you'll have impact while the enemy support doesn't, and in higher elos you'll be outclassed if you don't.
Tempo Lines
Coach Rogue made a nice educational video about tempo lines. If you stick to these you'll find yourself getting collapsed on less often and able to support your teammates when a play goes down more often. You will know when to ping your ADC back on midwave in later stages of the game, and tell him to wait for the sidewave to push up before he walks up to the next wave. Highly recommend!
Coach Cupcake
Coach Cupcake recently published a video guide on our girl. He's by far my favourite support coach personality and advocates for one of two playstyles I think Soraka should be played with. Check it out!
You must be logged in to comment. Please login or register.