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Recommended Items
Spells:
Clairvoyance
Exhaust
Items
Ability Order
Salvation (PASSIVE)
Soraka Passive Ability
In Progress
Ah support, that dreaded last-pick role where you are completely at the mercy of your team.
I used to think any champion can support, and I still do - when bot lane happens to win, that is. But when you're not winning, playing a non-support champion renders you useless and the game sucks to play. So, to not dread playing support, you want a champion both that you find fun and that can survive a losing lane and be useful having nothing but a t1 support item and a sightstone.
Lots of support champions have awesome things about them that make them fun to play to some people. But for me, I have fun playing soraka. Fun parts are:
1. Healing people that are about to die is troll as ****.
2. The mechanic of losing your own health to heal people and gaining it back with your skillshot is engaging.
3. You have good cc to go toe-to-toe with anyone on the other team - a slow from the center of starfall and an instant aoe silence and delayed aoe root.
I used to think any champion can support, and I still do - when bot lane happens to win, that is. But when you're not winning, playing a non-support champion renders you useless and the game sucks to play. So, to not dread playing support, you want a champion both that you find fun and that can survive a losing lane and be useful having nothing but a t1 support item and a sightstone.
Lots of support champions have awesome things about them that make them fun to play to some people. But for me, I have fun playing soraka. Fun parts are:
1. Healing people that are about to die is troll as ****.
2. The mechanic of losing your own health to heal people and gaining it back with your skillshot is engaging.
3. You have good cc to go toe-to-toe with anyone on the other team - a slow from the center of starfall and an instant aoe silence and delayed aoe root.
This really applies to any support role. Good supports don't be *******, they get in the fight, they harass, they secure kills, they facecheck to ward, and they die valiently - tank or not. And soraka is no exception.
As soraka you are very squishy, especially early game. My first games as soraka I fed like mad, you die when people blow on you; one skillshot that hits can end you. You're going to have to get a feel for what you can get away with. But that's no excuse to play like a *****.
Here's a list of full-ham soraka plays you should be making:
1. Harass the opponent bot laners.
Use your auto-attacks at every opportunity. They do significant damage early and even late game in a close fight. They also give you +3 gold from your support mastery. However, care as to the meaning of "opportunity" - you don't want to take minion aggro, and you don't want to expose yourself to an all-in spell like a hook, a leona stun, a leona flash stun (that one hurt the first few times I saw it), a morgana binding, an urgot slow. In an all-in fight bot lane auto-attack the whole time, including when chasing a low enemy or retreating from a low enemy - just care for when their hook comes off cooldown and they turn on you. Harass is key for keeping pressure off your adc; simply healing them is not enough.
2. Defend towers with your LIFE
Towers are a BIG deal throughout the game. Losing a T1 tower early in the game ****s that laner, and losing the T1 bot tower means saying goodbye to your adc farming, to every dragon, and to midlane because bot will roam to mid too. In the mid-game T1 towers aren't worth it but a T2 tower is. I would defend a T2 tower to the death against up to 2 people; more than that just retreat because they will get it for free anyway. Finally, T3 towers are obviously a big deal, but if your team got aced and they are clearly going to get it whether you die or not, just let them have inhib and defend the nexus. On the other hand, don't try to defend inhibs, you can't fight people straight up.
3. WISH - Save until someone is below 40%, then use it - either on yourself, your ally, or a fight across the map.
Wish has 50% increased power on someone below 40% so you want to use it below that mark. However don't try to be cute and save it until they are just about to die - many a time I've tried to do this only to be surprised in how a single spell kills my key squishy from 30% health to zero. Also removes grievous wounds, including from ignite (does not remove the dot).
4. Get in assassin's faces
If you see an assassin, do NOT run scared, get on top of their case and stay there. Fed zed, kat, kha, lb, di, irelia, jax, riven, shaco, rengar; you are the assassin's worst nightmare with wards, with oracle's, with keeping vision on them, with your exhaust, and with your all-important INSTANT-CAST AOE SILENCE. Keep vision on the assassin when feasible, zone them. DON'T waste your exhaust or long-cooldown silence; keep them ready. If the assassin uses their ability to jump on you or your carry or your tower, silence exhaust oracle's starfall auto heal wish mikal's GG. You should actually be much more scared of tanks because they can kill you easier than an assassin - stay away from tanks.
5. Heal until 1 hp and stay in the fight until your whole team is dead.
If anyone on your team is dying, you had better be dying too. Run up and heal them, starfall to heal yourself, and heal them again until you are 1hp. Just be sure to dodge the jinx ult and not get close to tank. The troll possible when a katarina jumps into the middle of their entire team and is focused by all of them but gets a heal, a wish, and a mikaels and doesn't die is epic, but you'd be surprised at the damage anyone can put out when you effectively double their hp. However this applies to fights only; during the poking/positioning phase before a fight you should moderate your heals to balance your allies and your own health.
As soraka you are very squishy, especially early game. My first games as soraka I fed like mad, you die when people blow on you; one skillshot that hits can end you. You're going to have to get a feel for what you can get away with. But that's no excuse to play like a *****.
Here's a list of full-ham soraka plays you should be making:
1. Harass the opponent bot laners.
Use your auto-attacks at every opportunity. They do significant damage early and even late game in a close fight. They also give you +3 gold from your support mastery. However, care as to the meaning of "opportunity" - you don't want to take minion aggro, and you don't want to expose yourself to an all-in spell like a hook, a leona stun, a leona flash stun (that one hurt the first few times I saw it), a morgana binding, an urgot slow. In an all-in fight bot lane auto-attack the whole time, including when chasing a low enemy or retreating from a low enemy - just care for when their hook comes off cooldown and they turn on you. Harass is key for keeping pressure off your adc; simply healing them is not enough.
2. Defend towers with your LIFE
Towers are a BIG deal throughout the game. Losing a T1 tower early in the game ****s that laner, and losing the T1 bot tower means saying goodbye to your adc farming, to every dragon, and to midlane because bot will roam to mid too. In the mid-game T1 towers aren't worth it but a T2 tower is. I would defend a T2 tower to the death against up to 2 people; more than that just retreat because they will get it for free anyway. Finally, T3 towers are obviously a big deal, but if your team got aced and they are clearly going to get it whether you die or not, just let them have inhib and defend the nexus. On the other hand, don't try to defend inhibs, you can't fight people straight up.
3. WISH - Save until someone is below 40%, then use it - either on yourself, your ally, or a fight across the map.
Wish has 50% increased power on someone below 40% so you want to use it below that mark. However don't try to be cute and save it until they are just about to die - many a time I've tried to do this only to be surprised in how a single spell kills my key squishy from 30% health to zero. Also removes grievous wounds, including from ignite (does not remove the dot).
4. Get in assassin's faces
If you see an assassin, do NOT run scared, get on top of their case and stay there. Fed zed, kat, kha, lb, di, irelia, jax, riven, shaco, rengar; you are the assassin's worst nightmare with wards, with oracle's, with keeping vision on them, with your exhaust, and with your all-important INSTANT-CAST AOE SILENCE. Keep vision on the assassin when feasible, zone them. DON'T waste your exhaust or long-cooldown silence; keep them ready. If the assassin uses their ability to jump on you or your carry or your tower, silence exhaust oracle's starfall auto heal wish mikal's GG. You should actually be much more scared of tanks because they can kill you easier than an assassin - stay away from tanks.
5. Heal until 1 hp and stay in the fight until your whole team is dead.
If anyone on your team is dying, you had better be dying too. Run up and heal them, starfall to heal yourself, and heal them again until you are 1hp. Just be sure to dodge the jinx ult and not get close to tank. The troll possible when a katarina jumps into the middle of their entire team and is focused by all of them but gets a heal, a wish, and a mikaels and doesn't die is epic, but you'd be surprised at the damage anyone can put out when you effectively double their hp. However this applies to fights only; during the poking/positioning phase before a fight you should moderate your heals to balance your allies and your own health.
In any lane recalling is a big deal. It puts you behind, your enemy ahead, and can even cost your tower. In bot lane the stakes are twice as high. Staying in lane consists of managing your health and your mana. This section will take a mathematical look at maximizing your health regeneration with the aim of not recalling before hitting level 6. The idea being with reasonable mana management on the part of you and your adc; if you regen enough health to stay safe and alive and to heal your adc to the same levels you'll have better bot-lane performance.
Equation 1: How many waves do you need to stay in lane to hit 6?
* Experience to level up: 280 + 380 + 480 + 580 + 680 = 2400
* Experience to level up 2 people: 2400 * 2 / 1.1 =~ 4400
* Experience per wave: 59 * 3 + 29 * 3 + 92 / 3 =~ 300
* Waves to Stay in Lane = 4400 / 300 =~ 15 WAVES
Equation 2: How much health can you regenerate in a wave?
HP/s or HP/5 is kind of hard to feel the significance of, so looking at things in terms of HP/wave can give you a better sense of its impact and on a timescale that makes more sense in terms of what kinds of trades you expect to happen per wave.
A wave is 60 seconds so one needs simply multiply HP/5 by 6.
19 hp / wave : Base Health Regeneration
2.5 - 4.0 levels 1-5: average 3.25
12 hp / wave :
Recovery
II
2
8 hp / wave :
Strength of Spirit
351 - 536 mana levels 1-5: 440 average * .003 = 1.3
5 hp / wave :
Vampirism
III
you might reasonably expect 3 autos and one
Starcall hit per wave
auto = ~54 dmg * .75 after armor; 3% of 120 dmg is 4 health regained
starfall = 70 dmg * .75 after mr; 1/3 for aoe: 1% of 53 dmg is 1 health regained
10 hp / wave :
Perseverance
III
assume 75% health as a reasonable safe value and 644 health at level 3 = 161 missing health = 1.6
30 hp / wave :
Ancient Coin Passive
5 health for near an enemy minion death
30 hp / wave : 9
Greater Seal of Health Regeneration
.56 (5/9) * 9 = 5
18 hp / wave : 9
Greater Seal of Scaling Health Regeneration
.11 (1/9) * 9 * level 3 = 3
15 hp / wave : 9
Greater Seal of Armor
9 armor is 9% damage reduction at 0 armor, and about .75 * 9% damage reduction at 30 armor = 7% damage reduction; assume 3 autos at 70 damage per wave = 210 damage * 7% = 15 damage blocked
10 hp / wave : 1
Health Potion
A pot heals 150 hp but you want to stay in lane for 15 waves.
16 hp / wave : leveling up
Your base health goes from 529 at level 1 to 770 at level 5, a gain of 241 for 15 waves.
31 hp / wave :
Starcall
Assume 1
Starcall landed per wave at the reasonably-safe level of 75% health. 25 + .4 * 0 heal at +25% effectiveness
8 hp / wave : 3
Quintessence of Ability Power
A starfall has a .4 ap ratio heal, .4 * 15 * 1.25 = 8
6 hp / wave :
Block
II
Assume you take 3 autos / wave
4 hp / wave :
Unyielding
Assume you take 3 autos and 1 spell / wave
Equation 1: How many waves do you need to stay in lane to hit 6?
* Experience to level up: 280 + 380 + 480 + 580 + 680 = 2400
* Experience to level up 2 people: 2400 * 2 / 1.1 =~ 4400
* Experience per wave: 59 * 3 + 29 * 3 + 92 / 3 =~ 300
* Waves to Stay in Lane = 4400 / 300 =~ 15 WAVES
Equation 2: How much health can you regenerate in a wave?
HP/s or HP/5 is kind of hard to feel the significance of, so looking at things in terms of HP/wave can give you a better sense of its impact and on a timescale that makes more sense in terms of what kinds of trades you expect to happen per wave.
A wave is 60 seconds so one needs simply multiply HP/5 by 6.
19 hp / wave : Base Health Regeneration
2.5 - 4.0 levels 1-5: average 3.25
12 hp / wave :

2
8 hp / wave :

351 - 536 mana levels 1-5: 440 average * .003 = 1.3
5 hp / wave :

you might reasonably expect 3 autos and one

auto = ~54 dmg * .75 after armor; 3% of 120 dmg is 4 health regained
starfall = 70 dmg * .75 after mr; 1/3 for aoe: 1% of 53 dmg is 1 health regained
10 hp / wave :

assume 75% health as a reasonable safe value and 644 health at level 3 = 161 missing health = 1.6
30 hp / wave :

5 health for near an enemy minion death
30 hp / wave : 9

.56 (5/9) * 9 = 5
18 hp / wave : 9

.11 (1/9) * 9 * level 3 = 3
15 hp / wave : 9

9 armor is 9% damage reduction at 0 armor, and about .75 * 9% damage reduction at 30 armor = 7% damage reduction; assume 3 autos at 70 damage per wave = 210 damage * 7% = 15 damage blocked
10 hp / wave : 1

A pot heals 150 hp but you want to stay in lane for 15 waves.
16 hp / wave : leveling up
Your base health goes from 529 at level 1 to 770 at level 5, a gain of 241 for 15 waves.
31 hp / wave :

Assume 1

8 hp / wave : 3

A starfall has a .4 ap ratio heal, .4 * 15 * 1.25 = 8
6 hp / wave :

Assume you take 3 autos / wave
4 hp / wave :

Assume you take 3 autos and 1 spell / wave


Note that even though some of

Damage







With 0 AP, a non-perfect




So what difference would

Base Ability Power = Base Value / AP Ratio


To put these numbers in context, let's assume you've maxed one of these abilities and the other is level 1, and you buy a

This sounds pretty lackluster, so I decided to compare with







Healing
On to





Repeating the base ability power calculation.



Bonus from




Here's where things get more interesting. AP on





One unique thing about playing
Soraka is that even as a support you feel like playing a damage carry like an adc or a rapid-fire mage like
Cassiopeia or
Karthus.
Astral Infusion has a 2 second cooldown at max rank, and that's 1.2 seconds at max cdr; and you more or less spam it throughout the entire fight intermixed with other spells and actives; the only difference is you spam it on allies instead of enemies to maximize HPS instead of DPS.
In this section will look at maximizing HPS using only chain-casting of
Astral Infusion as a trade-off between buying AP and buying CDR.
math
So 10% CDR is equivalent to 44-67 AP depending on how much you have already. Now let's examine some sources of 10% CDR and about this much AP.
Forbidden Idol = 600 gold




In this section will look at maximizing HPS using only chain-casting of


You Have 0% CDR | You Have 10% CDR | You Have 20% CDR | You Have 30% CDR | |
You Buy 10% CDR | Or You Buy 44 AP | Or You Buy 50 AP | Or You Buy 57 AP | Or You Buy 67 AP |
You Buy 20% CDR | Or You Buy 100 AP | Or You Buy 114 AP | Or You Buy 133 AP | |
You Buy 30% CDR | Or You Buy 172 AP | Or You Buy 200 AP | ||
You Buy 40% CDR | Or You Buy 267 AP |
So 10% CDR is equivalent to 44-67 AP depending on how much you have already. Now let's examine some sources of 10% CDR and about this much AP.

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