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Spells:
Flash
Exhaust
Ability Order
Salvation (PASSIVE)
Soraka Passive Ability
Pros / Cons
+ Very good early-mid harassment and awesome late game damage,
+ Enemies will not expect you to do that much damage with


+

+

+ You can dominate mid with

Cons:
- Your team will very often cry about you not being support (which is only partially true),
- Your team will very often underestimate you and deny solo mid/top,
- If you're duo lane you need to watch out with

- Enemies will focus you to stop your heals,
- Very very very squishy.
3 base builds: aggressive (hit harder, heal more), defensive (be less squishy), utility (more mana, more heals).
Aggressive (21 AP @lvl 1, 48 AP @lvl 18, 8.5 MPen):
Greater Quintessence of Ability Power
Greater Mark of Magic Penetration
Greater Seal of Ability Power
Greater Glyph of Scaling Ability Power
Defensive (15 AP, 8.5 MPen, 13 MRes, 13 Armor):
Greater Quintessence of Ability Power
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Magic Resist
Utility (15 AP, 8.5 MPen, 3.7 mana/5, 5.89% CDRed):
Greater Quintessence of Ability Power
Greater Mark of Magic Penetration
Greater Seal of Replenishment
Greater Glyph of Cooldown Reduction
Aggressive (21 AP @lvl 1, 48 AP @lvl 18, 8.5 MPen):




Defensive (15 AP, 8.5 MPen, 13 MRes, 13 Armor):




Utility (15 AP, 8.5 MPen, 3.7 mana/5, 5.89% CDRed):


Greater Seal of Replenishment


Pure AD build.












Standard Utility build that is also working amazing with Soraka. You will do less damage, but you will have more mana, money, CDRed, experience and your Summoner Spells will be available faster. No reason to swap points here. 3% spell vamp from


Base spells:
Flash - Soraka has no escape skill, so this one helps a lot,
Exhaust - great way of finishing enemy or to escape from one,
Good substitutes:
Ignite - great tool vs enemies that heal or/and have escape skills
Ghost - good for running away and to chase,
Teleport - fastest way to get back to lane if you're top/bot, also good for pushing if enemies are dead, far away or just not that good at map awareness,
Situational:
Heal - Great way to be more supportive in team fights, survive longer and escape ganks (most likely with the help of your other heals),
Surge - not only increases your damage, but also heals,
Cleanse - good vs cc enemies that tend to lock you down (lifesaver when you get your ulti locked),
Don't bother using:
Promote
Clarity
Smite
Revive


Good substitutes:



Situational:



Don't bother using:




Priority:
1.
Wish (R)
2.
Starcall (Q)
3.
Infuse (E)
4.
Astral Blessing (W)
Starcall and
Infuse are the most important skills. By level 10 you should have
Starcall at rank 5 and
Infuse on rank 3 (you could have it on rank 4 but only if you totally ignore
Astral Blessing which is not recommended). Finish leveling
Infuse asap and then just finish
Astral Blessing.
If you find yourself struggling versus strong AD champions (at least 2 of them) then keep
Infuse and
Astral Blessing on par ranks.
1.

2.

3.

4.








If you find yourself struggling versus strong AD champions (at least 2 of them) then keep


Item String for Yaric: 3158 3152 3003 3089 3116 3100
Starting item:
Meki Pendant or
Sapphire Crystal. While buying
Doran's Ring may seem like better choice it doubles the time you need to build
Tear of the Goddess.
First trip back (1345g):
Tear of the Goddess (995g) - Thanks to this little piece you'll have enough mana for spamming
Starcall and heal yourself when needed. Works great with
Starcall's low CD.
Boots (350g)
Depending on how well you're doing get
Hextech Revolver for AP boost and sweet Spell Vamp and upgrade boots to
Ionian Boots of Lucidity if you can afford it.
As soon as you can upgrade
Hextech Revolver to
Will of the Ancients. It only costs 900g to upgrade but doubles AP (from 40 to 50 + 30 from aura) and increases Spell Vamp by 10% (from 15% to 25%). Best part is the aura giving allies 30 AP and 25% Spell Vamp, how supportive is that? :)
When you can upgrade
Tear of the Goddess to
Archangel's Staff for smashing AP boost (if you were not holding back on
Starcall you should be done or close with filling the 1000 mana limit).
After
Archangel's Staff you should start building
Rabadon's Deathcap. If you can buy
Needlessly Large Rod but if you're under 1000g just buy
Blasting Wand.
Rylai's Crystal Scepter will give you decent 500hp and cause your
Starcall to slow everything it hits by 15%. Oh, and there's 80 AP which we all love and care for.
You will rarely finish your 6th item, but when you do it should be
Lich Bane. This item is just amazing for Soraka. Thanks to
Starcall it's effect will pop on every auto attack.
Starting item:




First trip back (1345g):




Depending on how well you're doing get


As soon as you can upgrade


When you can upgrade



After






You will rarely finish your 6th item, but when you do it should be



-

-

-


Raising survivability:
-


-


-


DMG: 160 +40%AP (~800AP) = 480
CD: 1.98 sec
Astrall Blessing
Heal: 350 +45%AP (~800AP) = 710
CD: 15.8 sec

DMG: 250 + 60%AP (~800AP) = 730
CD: 7.9 sec

Heal: 440 + 70%AP (~800AP) = 1000

DMG: 908
CD: 2 sec
Soraka has base Attack Speed of 0,852% which gives her 1 attack every ~1.2 sec. Enough to fit it in 2 sec passive CD along with

I'll be posting replays of this build made with LOLReplay. Great tool that I've found out only recently myself.
1) Standard Items build, Utility Rune set, Utility Mastery build, Flash & Heal spells: League Replayes
Most recent wins. Don't have looses with this build in my Match History, but I'll be sure to post some so you can judge me :P
1) Standard Items build, Utility Rune set, Utility Mastery build, Flash & Heal spells: League Replayes
Most recent wins. Don't have looses with this build in my Match History, but I'll be sure to post some so you can judge me :P

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