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Spells:
Clairvoyance
Flash
Ability Order
Salvation (PASSIVE)
Soraka Passive Ability
Introduction
Please, try this build before voting / commenting! I need the feedback in order to improve the guide! :)
Recent changes that buffed/nerfed Soraka
Infuse no longer gives soraka mana, it however gives more mana to a friendly champion.
(1.0.0.124)
Astral Blessing ap ratio halved, cd doubled - still viable.
Infuse no longer grants double mana on selfcast - still viable.
Starcall lowered cd and increased shred with lower max stacks - awesome spell now.
Wish ap ratio also cut in half, mana cost reduced - still a good ult.
Earlier changes
Gold/5 items such as Kage's Lucky pick is now unique passive, meaning you only take benefits of one of each type.

(1.0.0.124)




Earlier changes
Gold/5 items such as Kage's Lucky pick is now unique passive, meaning you only take benefits of one of each type.
These are the runes I am using when playing Soraka.
Marks
I choose this to increase her ability to farm/kill with infuse and starcall.
Seal
Greater Seal of Replenishment
I choose the regen seal, because her
Infuse has been weakened from double-regaining, lowering her mana regen.
Glyph
What is Soraka without some ability power? I used per level glyphs instead of flat since Soraka is still somewhat a late-game champ.
Quintessence
Extra magic penetration!
Greater Glyph of Scaling Magic Resist - Extra MR
Greater Seal of Defense - Extra Armor
Greater Quintessence of Scaling Magic Resist - Extra MR
Marks

I choose this to increase her ability to farm/kill with infuse and starcall.
Seal
Greater Seal of Replenishment
I choose the regen seal, because her

Glyph

What is Soraka without some ability power? I used per level glyphs instead of flat since Soraka is still somewhat a late-game champ.
Quintessence

Extra magic penetration!
Optional

Greater Seal of Defense - Extra Armor

Core Items



These are very important to having your AP and also your HP at a good level, while also being able to use your

Recommended (in my opinion)







Situational






In case you like to have some tenacity instead of capped CDR, take these, you will still have 25% CDR without the ionian boots. (+ some from masteries)


Cost 35/40/45/50/55
Cooldown 2.5
Range 660
Damage 60/85/110/135/160
Ratios +40% Ability Power
Effect -8/-9/-10/-11/-12 Magic Resist for 8 seconds, stacks up to 10 times.
Your basic AOE damage skill, does ok damage with a very short cooldown, quite spammable, I take this in level 4 to be able to harass a bit, and also to be able to farm more effective.
Late game, this spell can devastate anyone you fight against in 1v1. - Note that if you are playing with the carry you should not use this to farm, rather avoid using it when your carry is with you, only use it when the carry recalled or something like that.

Cost 90/110/130/150/170
Cooldown 20
Range 750
Heal 70/140/210/280/350
Ratios +45% Ability Power
Effect Adds 25/50/75/100/125 Armor for 5 seconds.
This is your main reason to be summoned, this heal is amazingly strong, and also grants you a lot of armor! Taken at level 2 in order to be able to heal and help my laning partner. Even with the recent nerfs to soraka, this spell is still viable!

Cost 0
Cooldown 10
Range 725
Damage / Mana restore 50/100/150/200/250 Damage OR 25/50/75/100/125 Mana Restored
Ratios +75% Ability Power to Damage
Effect Restores Mana or Damages and Silences Target for 1.5/1.75/2/2.25/2.5 Seconds.
Your no-oom-spell (or mana heal if you prefer) it restores your mana and also your partners mana. Can also be used offensively to silence the target and deal damage. Use it wisely! Taken at level 1 mostly, if there will be a ganking especially.

Cost 100/175/250
Cooldown 120/90/60
Range Global
Heal 200/320/440
Ratios +70% Ability Power
Effect Heals all allies.
Your Ultimate, MASSIVE healing, rather short cooldown and doesn't have a high mana cost, very very useful to gain assists when teammates are long from you and need help, good one to save a mates life from death with. Don't forget it!
Consecration
Effect +16 Magic Resist for all nearby allies.
A nice passive against any magic damage dealers.


My normal setup on summoner spells, lets you chase and espace, mostly escape as you shouldn't be alone out there! Also lets you check bushes for ganks etc.
Other useful spells could be:

Your last chance for survival if you take this one, if your ulti is on cooldown or your heal isn't enough.

Helps you do minion farm with the slow attack animation, helps your turrets survive pushing, you choose..

Can help you escape if running towards a tower in lane, flash is stronger for flashing over walls though.

Not a fan of this spell either, especially when you have infuse, but it could be viable if your teammates need mana quick and so do you.
Note that if you lane with a carry, leave out kills if they need it!
When it comes down to farming, you would want to stay in lane with someone who is mana-hungry, so that you can utilize your infuse for your laning partner, such as


I usually start with a


For farming I suggest you try to farm as normal(unless being with a carry), and to have assists as much as you can. Rush a catalyst and buy

Mind that you should use
Infuse offensively if your laning partner doesn't need it.
Once you can afford to finish the

Keep laning and take opportunities whenever they come and you should eventually afford a

After Deathcap it's time to cap your cdr,

After frozen heart, I suggest you go for a

If you get that far, your sixth item will be one of the situational items I've listed above, I use

You are team dependent, yes you heard right, TEAM DEPENDENT. This means that if your team sucks, you will also suck and you will lose the game most probably.
You can do damage, but you are not very effective at doing that with say, only 1 cast of
Starcall, it should only be used if you are already in range of a target.
Astral Blessing Should be used on the person being focused, while having you ultimate on those injured.
Infuse their biggest threat and it will help your team quite a lot.
Wish should be used if someone is about to die and you cannot heal, preferably you should use it to heal every memeber that has been hurt a bit.
You can try to initiate if you wish but, I do not recommend it, even if you are tanky you can not hold out forever.
You can do damage, but you are not very effective at doing that with say, only 1 cast of




You can try to initiate if you wish but, I do not recommend it, even if you are tanky you can not hold out forever.
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