Hanjaro's Soraka, Supporting Your Way To Challenger
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Like all squishy enchanters, hook champions are very scary. You have a good disengage with your silence and slow, but you're still very susceptible to burst. Dodge their hooks, poke when on CD!
Like all squishy enchanters, hook champions are very scary. You have a good disengage with your silence and slow, but you're still very susceptible to burst. Dodge their hooks, poke when on CD! Naut has some terrifying CC and damage, be very careful.
Like all squishy enchanters, hook champions are very scary. You have a good disengage with your silence and slow, but you're still very susceptible to burst. Dodge their hooks, poke when on CD! Thresh can still be dangerous with Flay, don't go to close.
Like all squishy enchanters, hook champions are very scary. You have a good disengage with your silence and slow, but you're still very susceptible to burst. Dodge their hooks, poke when on CD! Pyke heals any damage you do, and he can still engage with his stun. Best to play passive and wait for a gank.
Lux's full combo can spell death for you, especially if your ult is on CD and you can't reach her for an equinox. Dodge her spells, play to stay alive and scale.
Her damage is scary, your ADC can die very fast if they get rooted. Use Q - W to heal up her poke damage, and stay away from plants.
Not super scary, but still does some decent chunk damage, and your slow is useless vs her black shield.
Leona is pretty scary if she gets a combo off, she has a lot of CC and a lot of damage. Try to dodge her abilities, and do your best to peel your ADC if she manages an all-in.
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The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. With Soraka you're not really going to be taking Ignite, outside of laning phase, she doesn't want to be that close to enemies, she wants to focus on utility and staying alive, not damage.
Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.
Heal is a viable choice for Soraka as it scales with heal and shield power, which is in nearly every item we build, and a lot of ADC these days prefer to run Ghost.
|Summon Aery adds onto Soraka's protection, providing her with an extra shield and a small bit of extra poke. It's generally the only rune you want to take with Soraka, she's played as a defensive ambulance, she wants to be backline protection for her team, so the other two runes are generally useless.|
|Manaflow Band is the only viable rune in this column for Soraka, it helps with your mana regen - which can quickly ramp up when you're consistently casting your abilities in lane to defend your ally - your W costs mana as well as health, and poke down your enemy - your E has very high mana costs.|
Celerity increases Soraka's movement speed, which has good synergy with Salvation, helping her ward quickly and efficiently, keeping up with her team mates, and making sure she's not late to teamfights.
Transcendence is an option with the ability haste it provides at levels 5&8, and reduces our basic ability cooldowns on takedowns, which allows us to cast spells quicker.
Once again, focusing on an early lead in laning phase, Scorch is your go to rune. It helps give your ADC a little bit more breathing room when poking enemies down, and it's the best rune in this tier for early laning.
Gathering Storm is a good option as well, but it focuses more on post 20 minutes - if you have carries such as Ryze, Vayne and Kassadin, who scale high into late game, you might want to consider taking this over Scorch.
|Generally the best choice in Resolve, it also helps when facing heavy engage comps, or bursty assassins. Can help you live if you get caught out mid - late game as Soraka is extremely squishy.|
|Revitalize is another main reason for taking Resolve, it increases all our shielding and healing by 5%, and increases the heal on our Astral Infusion when our target is below 40% hp, by an extra 10% - this synergizes very well with Wish.|
Boots of Mobility > MOVEMENT SPEED
These have good synergy with Salvation and Celerity, enabling Soraka to ward efficiently, and keep up with her team, even outside of low health allies.
Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.
Ionian Boots of Lucidity > CDR
A good choice to take if you need to be getting out extra abilities, and need the extra CDR, although you do generally hit the CDR cap as support, so they do pair well with Transcendence for the extra AP.
Moonstone Renewer > UTILITY/SUSTAIN
Soraka's core item, providing us with a bit extra damage, ability haste and much needed mana regen. It also provides a smart heal to the lowest health ally when you affect champions with abilities. This also empowers our other legendary items with 5% heal power.
Redemption > CDR/HP+MANA REGEN/SUSTAIN
Redemption offers an aoe heal in an area, adding an aoe health sustain for Soraka's allies, a core pick up on her to increase her utility and sustain - she can only heal 1 ally at a time with Astral Infusion. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 15% healing power, which synergizes with your Summon Aery, Astral Infusion and Wish.
Ardent Censer > DAMAGE/UTILITY/CDR
If you have a team comp that relies heavily on fast auto attacks such as Vayne, Twitch, Kog'Maw etc. Ardent Censer is a great pickup to maximize your carries damage output while shielding them, it also offers you a bit more burst and mana sustain.
Mikael's Crucible > SURVIVABILITY/CDR/UTILITY
A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Dark Binding, Cocoon etc and grants the target a small heal. Increases your Mana and HP regeneration, and 15% shielding power - good synergy with Summon Aery.
Staff of Flowing Water > UTILITY
If your team has many AP users, Staff of Flowing Water can be using for granting them up to 45 ability power, and bonus movement speed for 3 seconds after healing or shielding them. You also gain mana regen, ability power and heal and shield power.
Warmog's Armor > SURVIVABILITY/CDR
Warmog's Armor is a bit of a niche pick up on Soraka, it's generally not an item you want to be aiming for, but it helps regenerate your health while out of combat, so if you're at late game and you're participating in multiple small skirmishes, without being able to recall to base, it's a good pick up. It increases your health by 800, so you can survive a little longer, and heal your teammates longer.
EFFECT RADIUS: 2500
|INNATE: Soraka gains 70% bonus movement speed when moving towards allied champions below 40% of their maximum health.|
EFFECT RADIUS: 235
COST: 45 / 50 / 55 / 60 / 65 mana
COOLDOWN: 8 / 7 / 6 / 5 / 4
ACTIVE: Soraka calls down a star at the target area, landing after 0.25 − 1 (based on target range) seconds, dealing 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 5 seconds, healing her every 0.5 seconds and granting her bonus 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.
- Starcall grants sight of the area before it lands, so you don't have to face check brushes.
- Starcall counts as hitting even if it gets blocked by Spell Shield, granting rejuvenation.
- Rejuvenation heals over 12 ticks, with the first 4 each healing for about 15% of the heal, the next 4 ticks for about 5.5% each, and the last 4 for about 4.5% each.
Astral Infusion (W)
COST: 10% maximum HP + 40 / 45 / 50 / 55 / 60
COOLDOWN: 6 / 5 / 4 / 3 / 2
ACTIVE: Soraka heals the target ally champion up to 200 hp (+60% AP).
Astral Infusion cannot be self-cast, nor can it be cast if Soraka is Health icon below 5% maximum health.
TARGET RANGE: 925
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 20 / 19 / 18 / 17 / 16
ACTIVE: Soraka deals magic damage to all enemy champions in an area and creates a zone within that silences enemy champions standing on it.
After 1.5 seconds, the zone detonates, dealing the same magic damage to all enemy champions within and briefly rooting them up to 2s at max rank.
- The silence is applied once every 0.25 seconds.
- Very good when used in a teamfight, silencing multiple enemies.
EFFECT RADIUS: GLOBAL
COOLDOWN: 160 / 145 / 130
ACTIVE: Soraka calls upon the stars, healing all allied champions, including untargetable allies, and herself, which is increased by 50% on targets below 40% of their maximum health.
You're going to want to take Starcall first, giving you the ability to slow enemies, incase of an invade, and used to poke down enemy's - and sustain you - during laning phase.
Soraka's laning phase is pretty safe, using Starcall to poke down the opposing enemies from range, and sustaining yourself with rejuvenation when you hit an enemy. The slow on Starcall can help slow down an all-in, or a gank from the enemy jungle, you also gain movement speed, and grant the effect to an ally when you use Astral Infusion on them.
You can help push the wave with Starcall, although you should make sure you don't need to use it pending an all-in!
You generally don't always want to go for an all-in at level 6, depending on what lane you're vs, you don't want to get bursted down by something like a Brand or Nautilus. Keep an eye on your allies portraits as well, you can change the outcome of a fight from across the map, netting yourself assist gold, just by pressing R!
Keep your brushes warded, and try to take vision control of the drake pit, Soraka is very squishy, along with most ADCs, so you want to keep good vision around your lane so you can see incoming ganks.
Soraka is pretty good at outrunning enemies with low mobility,
but if she gets caught, she's very susceptible to burst damage.
Outside of laning phase, you're going to want to be setting up a lot of Stealth Ward wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.
You want to mostly take your focus from poke to healing during this stage of the game, even when ahead. You will want to focus peeling your ADC from the enemies main damage threat with Equinox and Starcall's slow. If you can, try to hit it on an enemy to gain the rejuvenation buff, which you can then apply to your allies, granting them a HoT (heal over time) and movement speed.
Keep your team healthy with Redemption, and you can disrupt a teamfight, and enemy channels, with Equinox - it's an aoe silence, use this to your advantage! Someone like Lee Sin may engage, you can place the Equinox under the ally champion his Sonic Wave hits, and it completely negates his all-in, and can potentially get himself killed.
You want to be using Wish when your allies hit below 40% hp, but this is not a necessity - you want to make sure everyone stays alive, so use it before if you think they're going to get burst down before you can hit R.
Astral Infusion and Wish both apply Ardent Censer's buff, as well as Summon Aery, use this to your advantage. Summon Aery can proc multiple times to the same ally if they're granted rejuvenation.
You can interrupt a Katarina's Death Lotus, removing a lot of her damage, stopping her ability to jump out, and hopefully netting your team an easy kill, and an easy teamfight win.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).
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04/09/2023 - Revamped Guide.