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Soraka Build Guide by Seducing Support

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League of Legends Build Guide Author Seducing Support

Never Waste a Breath ((Currently Under Construction, Not Rec

Seducing Support Last updated on December 13, 2013
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Team 1

LeagueSpy Logo
Support Role
Ranked #10 in
Support Role
Win 51%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 5

Legendary Guardian

Defense: 0


Utility: 25


Greetings dear Mobafire Community, this is something that I have put a fair amount of effort, time, and analyzation into. The following is my very own Soraka guide that I urge you to not only give a chance, but to give it a test run in-game before making what might be a rash decision of downvoting. Above all, I thank you for reading this guide and I hope you enjoy this guide by Seducing Support.

Pros / Cons

Powerful Pros

More Sustain Potential than any other Support in the game
Global Heals can either save an ally or turn a team fight
Infinite Sustain when laning
Infuse's Silence last for up to 2.5 seconds
Mana Return that scales with her maximum Mana
The Debuff from Starcall helps tremendously during a fight
Spammable Q Starcall with a debuff that stacks and scales with your ability power

Compromising Cons

Difficult Early Game due to Mana issues
Long Cooldowns even with 40% Cooldown Reduction
Easy to poke down Early Game
Lack of Hard Crowd Control



4/4 in Sorcery, because Cooldown Reduction is beautiful. 1/1 in Expose Weakness , to help secure a kill for your carry or make their trading potential higher.

Fleet of Foot Because we need to ward fast, get to places fast and get out fast.
Meditation to help us with our early and late game Mana Regeneration.
Scout so you can get cast your trinket from farther away just in case something is lurking in the brush.
Summoner's Insight is mandatory, it makes your Flash cooldown 30 seconds shorter, and Exhaust cooldown 21 seconds shorter.
Alchemist for that extra sustain early game when you're eating biscuits and saving the heals for your AD Carry.
Greed for an Extra 1.5 gold per second, because we're Supports and need all the gold we can get.
Culinary Master Once again, we need all the sustain we can get early game.
Scavenger This is actually one of the most useful things that they could have done, partnered with a Gold Income Item, Greed and our Greater Quintessence of Gold, it's easy to make money, even if you're losing your lane.
Wealth To afford that extra Biscuit.
Expanded Mind Because 5% of 1260 Mana is 63, Also known as "ONE MORE STARCALL," ... "JUST ONE MORE!"
Bandit Partnered with a Frost Queen's Claim makes for a deadly combination of Harassing and Gold Making. It's that encouraging shove to harass harder.
Intelligence Partnered with Sorcery allows us to walk right into the Field of Justice with an immediate 10% CDR, like some entitled Banana Tosser. It also reduces the Cooldown of Activated Items by 10%, which is like the cherry on top, but I would never take it if that was the only bonus it entailed. Hence why they merged two of Season 3's masteries into this one.
Finally, Wanderer is actually a good staple in your speed boost, pair this with the Captain Enchantment of your Boots of Swiftness and you can catch up to allies rather quickly to make them go faster as you all chase.



Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Gold

Greater Mark of Magic Penetration, to augment your Q and your E's offensive use, Greater Seal of Armor to cushion the blow of the Enemy AD Carry's attacks, Greater Glyph of Magic Resist to negate the pokes of the Enemy Support, and Greater Quintessence of Gold because we need as much as we can get.

Some people get Greater Glyph of Cooldown Reduction instead of Greater Glyph of Magic Resist, this is a personal decision that I see as useless, seeing as how with my build you start off with 10% CDR and you only have 30% more to build.

Some people also get Greater Mark of Hybrid Penetration, which is actually very useful, augment both basic attacks and abilities, but it is my personal preference to take Greater Mark of Magic Penetration, but I do not discourage anyone from attempting it that way, I actually recommend you try it both ways and then adjust depending on preference.

Summoner Spells

The only other Summoner Spells that I can see fit to replace Exhaust are; Clairvoyance if you don't take Farsight Orb, Cleanse against someone like Thresh or Blitzcrank. Those are the only two I see fit to replace Exhaust and those are for situational usage and I will not humor the thought of replacing Flash, and to all of you Ghost fans, Ghost can't flash over Dragon wall to escape death. ;)

Champion Abilities

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

For my playstyle, the best route to go with the skill sequence is Maxing out your Infuse ASAP, as I use it for Poking, Silencing, and mana restoration. There is almost never a time where my Infuse is just off of cooldown for no reason.

I normally max Starcall and Astral Blessing at the same time, seeing as how Starcall reduces the remaining cooldown on Astral Blessing each time an enemy champion is hit by it.

As always, take a point in your ultimate at levels Six, Eleven, and Sixteen.

Salvation is probably one of the most self-sufficient Passives I have ever seen. Sure, we no longer grant x amount of Magic Resistance within a radius around us, BUT, when you restore more health and mana based on how much they're missing, it kind of makes up for it.

Starcall is a great Offensive spell with a hidden defensive usage, you can use it to simply poke the enemy to make your Astral Blessing come off cooldown faster, with no real intention of damaging them. You're more or less manipulating their positioning on the battlefield. The most wonderful thing about this spell is the radius, yes they have drastically reduced it, but it hits everything within the radius, making her a great defender from a large creep wave or helping in the jungle. Starcall also reduces the amount of magic resistance that the hostile target has when hit, it stacks up to ten times and scales with your ability power. Spamming your Q when trying to take someone out with your AP Carry can have incredibly beneficial results.

Astral Blessing The heal that will cost more than your ultimate. This spell actually has wonderful scaling, between its natural AP scaling and Salvation, this thing may as well be called "Full Health Button". Not only does the heal itself scale with ability power, so does the armor increase! Even though they reduced how long the armor lasts by one second, it's only one second. People normally backed off after we healed them anyway. :P

Infuse is probably your most important spell when laning, in my opinion. It's offensive use is incredible, and with one cast of it while having a Spellthief's Edge and auto attacking once for Bandit , you can instantly be granted 7 gold and walk away safely, knowing the enemy you casted it on is now silenced. The best thing about Infuse is that it deals a flat amount of 40/70/100/130/160 magic damage (+40% Ability Power) and 5% of your maximum mana, and the mana cost is non existent. No, really. It doesn't cost any mana on enemy cast, making it my favorite poke, rather than Starcall.

Infuse's Ally Cast is a bit different, but equally rewarding, it Restores Mana equal to 20/40/60/80/100 plus 5% of Soraka's maximum Mana, the reason why the Allied Cast does not scale with your ability power is because it scales with Salvation, making it even more reason to WAIT to use it. Don't ever use Infuse to simply "Top off an Ally", save it for a silence and a poke. The reason for this is that Soraka DONATES 5% of her maximum mana to the ally, now, if they are missing less that 5% of your maximum mana, you just gave them too much, therefore wasting your mana. The best way to use this is to wait until they're around 50% mana, because then you will donate 5% of your maximum mana and since Salvation scales it, you will restore 25% more mana than normal.

Babbling Nonsense
But this is actually a great ult, it heals your entire team for a tremendous amount that scales with 55% of your total ability power and Salvation. Best part? End game, it costs LESS than your W. They lowered the mana cost at all ranks to 100, so it's just something you use when you see at least two allies with low health or you need to save your AD Carry.


Item Sequence

Ruby Sightstone

Frost Queen's Claim

Boots of Swiftness

Greater Vision Totem