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Spells:
Clairvoyance
Teleport
Ability Order
Salvation (PASSIVE)
Soraka Passive Ability
Changelog
SINCE PATCH V1.0.0.120 THIS BUILD IS USELESS. GOLD/5 NO LONGER STACKS. I'LL WAIT A FEW DAYS AND THEN ARCHIVE IT.
10/05/2011
Since this build is not getting any good rate, I'll not use my time to update it, the idea is there, and anyone willing to use it can mail or comment and I'll do update. Thanks those who read it and then up voted ;)
20/04/2011
10/05/2011
Since this build is not getting any good rate, I'll not use my time to update it, the idea is there, and anyone willing to use it can mail or comment and I'll do update. Thanks those who read it and then up voted ;)
20/04/2011
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Added a short note on Late Game.
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Added Mid and Late Game sections.
Added Conclusions section.
Added Warding section.
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Added Soraka Abilities section.
Added Randuin's Omen to the aura discussion.
Added Pros / Cons section.
Added Early Game section.
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Created the build with some basic info.
Hello all, I'm Seppe and this is my first build, don't be hard ;). First of all, sorry for my poor english, I'll repeat many words and do some eye-hurting mistakes, so srry. Second, I don't claim to be a good player nor understanding all the metagame, I just enjoy every game, and I've never found a build published or played like this on Soraka, so I wrote mine. Hope you enjoy, comment and rate.
That being sayd... Why Soraka? Well I've been playing LoL since season one started and as a cheap and recommended champ I bought her since the pretty start. I loved her playstyle, she does not need important skill to play, but she excels when you know what you're doing. So I keept using her as my main, untill Sona camed out. Sona has the solo abilities that Soraka lacks, and she's way better for solo qeue, so I adopted she as my solo champ. With that I mean, if you don't have people with whom play, you need insane amounts of patience to play solo Soraka and if you use this build, even more...
Ok, for those who read so far and are still here despite the 3 Philosopher's Stone and the


It is a very strong but teamoriented build, which means you have to rely on your carries to do their job after you pumped them up with your support spells. the most interesting part is the itemization: All those aura items that are mentioned are highly effective. Your carries will kiss your feet if you buy starks/abyssmal for them, so they dont have to bother with alot of spellpen/armorpen early on. The other auras are just generally usefull.
Another strength of this build is the economic aspect of it. Because you get those stones you really do not have to bother with farming and can still have 3-5 wards on the map most of the time.
I think this is the way soraka is ment to be played and every decent team + a soraka like this will be very happy about the insane support they get. The offensive weakness and lack of strong AoE soraka has is easily compensated by the sustainability your team gets if a soraka is played like this.
+1
This comment is the perfect introduction to this build, if you wanna try it you have to play like he says, completly team oriented. (Ty again clickrush ^^)
(Innate): Increases surrounding allies' magic resistance by 16.
Range: 1,000
Great supporter passive, it really shines in early game. Your laning mate will farm very much safer against mages. With


(Active): A shower of stars falls from the sky, striking all nearby enemy units for magic damage and reduces their Magic Resistance by 8 for 8 seconds This effect stacks up to 20 times.
Cooldown: 3 seconds
Cost: 40 / 50 / 60 / 70 / 80 mana
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.25 per ability power)
Range: 630
With this build we're going to use this one mainly for the debuff. At 20 stacks, it can reduce magic resistance by 160. You will never hit the max, but, maybe with Nashor, you can go up to 10-15, and that helps. In teamfights you can hit with it arround 3-5 times, wich means (8*3=24/8*5=45) 24/45 magic resistance reduction, and that's always usefull. If your forced to push, or clear a wave of creeps, you need this one.

(Active): Soraka blesses a friendly unit, restoring health and granting bonus armor for 4 seconds.
Cooldown: 10 seconds
Cost: 90 / 110 / 130 / 150 / 170 mana
Heal: 60 / 120 / 180 / 240 / 300 (+0.9 per ability power)
Bonus Armor: 20 / 35 / 50 / 65 / 80
Range: 650
Some people say Soraka is the worst support, that her heal is just ridiculous, that Sona's


Some notes about this one:
Always keep in mind the armor buff, a tank starting a fight with +65/80 armor will stay in it for a bit more.
At lvl 1 heals 90, that can seam like nothing, but can counter some harassments and keep your partner filled.
If your target is burning with


(Active): Restores mana when used on Soraka. If cast on an allied champion, restores half that mana to them and half to Soraka. If cast on an enemy champion, silences them for a few seconds and deals magic damage.
Cooldown: 15 seconds
Mana Restored: 50 / 100 / 150 / 200 / 250
Magic Damage: 50 / 100 / 150 / 200 / 250 (+0.6 per ability power)
Silence Duration: 1 / 1.5 / 2 / 2.5 / 3 seconds
Range: 725
This is the reason of the great support Soraka can bring. The only ability that restores mana free and with range. With both


Main offensive source of Soraka, it can be used to harass while not needed. And that silence is a great point too, it stops ultimates and grants kills to our team while chasing champs that jump all over the map. Always care when casted on low health enemies, and on teamfights, sometimes you'll steal with that...

(Active): Soraka fills her allies with hope, instantly restoring health to all allied champions.
Cost: 250 / 350 / 450 mana
Cooldown: 120 / 110 / 100 seconds
Heal: 200 / 320 / 440 (+1.3 per ability power)
The nemesis of abilities such as



It works pretty well as a double heal with

*
NOTE You get aids for healing and, since patch 1.0.0.115, restoring mana to champs that dealt damage in the fight, but only a short ago.
There are 2 groups of Summoner Spells: spells for the team, and spells for yourself.
Team Spells:

If your team has something like




The other team has




You got




Melee dps like


Even


Egocentric Spells:

NOTE: You can cancel teleport. Really, i've seen enought people teleporting to a lost tower, and dying, just because they forget/don't know Teleport can be canceled. It can be used to bait/frighten casted and canceled properly too (IE: You're in a teamfight mid lane, and an annoying Twisted Fate is Backdooring a tower, sometimes he will run away if he sees the teleport, then we cancel it and all done).





We really need the extra gold from











Marks:


Greater Mark of Replenishment Mana regeneration per 5. Same as flat mana.
Greater Mark of Knowledge Per level mana. Same.






Greater Mark of Vitality Health per level. Same.

Seals:
Same as Marks except for the dodge ones, and we are not ninja students. So take the flat cdr ones

Glyphs:
Here comes another controversial point, shall we get cdr per level? The answser is "nope we shall not". With flat cdr and maestries, we're arround 20 % (a bit less, nothing worthy of our attention), add the



Quintessences:






We're supporters, that's a fact. We just enhance all of the virtues of our team, and conceal some of their defects. We don't excel at nothing at all, we don't kill, we don't push, sometimes even the carry gets more aids than we do... But when we do our job, the team works, and they appreciate it. A bad team with a supporter becomes an even worse team; but a good team gets better with a good supporter. To achive this, one of our priorities is to let our lane mates last hit ALL the creeps. This way they overfarm the opponents and we're closer to win. That makes our gold pool desperately low. How we fix this? Picking gold per second. Logical.


Maxing heal:
We will max heal when laning with greedy players (


Maxing mana comes with spamming people like casters and so (


Sometimes your team is starting to push 3 in a lane and so, then you probably like to keep pushing the other lanes. I highgly recommend swapping with one of those three, you'll help way more near other people than alone; if they don't listen, try getting

Anyway, with the experience comes the understanding, and you'll be picking spells circunstantiality. If you feel like you need Q then take it, the magic resistance reduction can be pretty sick with a pair of ap dealers. Sometimes I even priorize W or E over R. Just try all and play accordingly to your playstyle.

We'll start always with a pair of


Our priority is to rush 2 Philosopher's StonePhilosopher's Stone, this way we can start getting gold from them since minute 12-15. So if picked



Probably at this time everything is starting to get chaotic: ganks, dragon, pushing lanes, etc... So start helping at all those things, and helping against all those things. The next 800 gold we got, will be spent on the third Philosopher's StonePhilosopher's Stone.
If things dont progress, then build a

Remember: everytime you're back, spend some money in 2 o 3 Sight WardSight Wards, and a



Right now we're arround 20 minutes, and our build looks this way:



Time to mention another pro of this build, as supporters we are to ward map. Placing 5 Sight Ward every 3 minutes is pretty expensive, and i've seen noone "supporter" doing it.
Well, 5 Sight Ward means (5*75) 375 gold every 3 minutes. Our build grants us 19 gold every 10 seconds. (19*6) 114 gold per minute (114*3) 342 gold every 3 minutes (the wards long for 3 minutes) (342/75) 4,56 wards every 3 minutes. So our Philosopher's Stone are granting us enought regeneration to keep us alive and forget about autotargeting ourselfs and enought money to keep the map warded.
And now, if they did not surrender, we'll start to make fun. Let's get an hipotetical team:





Pretty nice picks, but let's say we're even at play skill. Noone fed, noone feeding, all ok. Now we will start to get useless, we're not stacking ap, so we heal the same in mid game and in late game. But, even building ap, we grow useless as the game goes one; almost all the other champs scale way better than us. So if we buy auras for our team, they'll scale even better.






That along with warding the map, will be our job in late game, look at the game, how it's going, what's need, and twist things.
NOTE With this build you'll regret having only 6 item slots, and being forced to sell our beloved Philosopher's Stones for some wards or auras. So, when you'r going to sell one of them, wait untill you respaw, this way you minimize the gold production lost. Kinda obvius, but, again, every help is usefull.
So let's discuss all the aura items:
Offensive Auras:



Defensive Auras:
Emblem of ValourEmblem of Valour. Good for laning with those melee dps like









Both Offensive and Defensive Auras:







Special Mentions:
Those are not auras, being strict, but they give bonus and debuff with aoe, so they are like auras.





The first one will determine the entire lane phase. You'll try to roam as much as you can, and pump up the three lanes, but you don't want to start this without one or two Philosopher's Stones and a pair of boots, and that will come arround minute 10. So we'll be laning 5 or 6 levels, and we want to be usefull in this time too, so look for who needs you more. You should go with any spammer (





If you got

Remember, your lane can not do first blood, so don't go into the bushes. The only exception may be getting

So, we're placed, creeps are there and all is ready. If there's a melee opposite char in your lane, autoattack him every time he gets at range. This way we will zone him a bit, and our partner will be free to last hit the creeps. Sometimes that melee guy will rage a bit, and get greedy, don't panic, just stay away from their skill shoots (specialy from




In teamfights, our objective is to bait the enemy carries to ours. All carries will go straight into a "free"-kill and we look like one. So get greedy and wait for two or three of them to focus you, it's ok if you die, your team will be free to end them all. If the other team use theyr brains, just keep healing those who need it and buffing the tanks armor with

A good thing to master too is the ability to bait enemies to get ganked. Most of the ganks are like this: X and Y hide in a bush, Z goes arround, Soraka eventualy happens to be there, free kill for Z, Soraka flees trought the bushes, X and Y slain Z. Sometimes A and B are there to help Z, but we got Clarivoyance and we can avoid their gank.
Right now we had won a team fight, and we're pushing. Pump your team mates, and go for that tower. Remember, healing creeps being targeted by a tower mean some more shoots to that tower, specialy when healing tank minions.
Another good thing to do after a won teamfight is stealing the opposite buffs, killing dragon and farming. Lead your casters to the blue buff, your carries to the red one, all your team to dragon or mark the lanes to be pushed a bit.
In late game we'll start to boost our carries stats with auras, so just buy them, and stick close to your mates. Always ward the map, use some Vision Wards or Elixir of Oracle if they're warding too. I can't thing on anything to note in late game play, just that, use the Aura description in Items and go with your team.
As I already sayd, you can push the lanes, but I don't recommend it. Just leave it to your team, they need the gold.
Note: In late game you'll start to sell the Philosopher's Stones and you'll become more team-dependant, no more regeneration, no more gold, just auras and wards, so care when spaming


Those are the zones that one wants to have controled and the gank ways. The lanes can be warded too, but I use


If some one needs explanation, comment it.
Were to ward:
If you've took your time to read the entire build, congratulations and thank you. I really want to know all the opinions of those who can read it despite the Philosopher's Stones, and comment, maybe we can make of LoL a place with more supporters ^^
I'll keep updating all that crosses my mind, so check for new content.
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