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Soraka the unused

Last updated on December 5, 2010
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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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 21

Summoner Spells
I find Teleport to be a wonderful spell regardless of what role i am playing, as for Ignite useful for landing when the other avatar is running under a turret.
with respect to Soraka, Teleport in when Wish is on cool down or it wouldn't be enough on its own, Ignite for putting your two cents of damage and then getting out before they decide you are close enough to kill.

Majai's Soulstealer,Boots of Speed, Rod of Ages, Boots of Swiftnes, Archangel's Staff, ZHonya's Ring, Rylai's Crystal Scepter
the order of items is more or less up to you, this is what i go for, note that unlike the rest of the items that the stages are all together, the boots of Speed are listed separately from the boots of Swiftness [0 to 50 is significant and urgent, 50-90 is also good, but less urgent]

Spells and Strategy
Grab Infuse first, in the very beginning you are not the much squishier then other DPS casters but the ability to derail there attack before it starts will steal there momentum and will often get them to withdraw immediately while you and your buddy get 1 spell of each, in some cases if they press this extra second can lead to a kill.
second, Astral Blessing, after all your role is to heal.
at this point grab a level of Starcall, use this to beet large numbers of opposing minions when you know the opposing avatars are far away, landing a few last hits on minions is nice from time to time, but if the opposing avatars move in at all, get out, the money isn't worth the death.
up utill L6 stand near your buddy, when the others come it, hit them with your silence as you move back to near max range on the heal, keep your buddy alive and let him do the killing for you, the silence has similar range to the heal so if the opponents are melee toss that on them when you can, otherwise cast it on yourself (or your buddy if they are a mana user) so you can keep the healing flowing.

at L6 you start being a busy body. you should by this time have your Soulstealer, and as your not going to be getting many kills you need in on as many assists as you can get. to that end if you see one of your allies about to get a kill, hit wish, even if they are not in danger of dieing, they get the kill, but as you healed them, you will get an assist thus building your stacks on the soulstealer. (doing this will sometimes cause some over healing of your other allies, but right now, don't worry about it too much, they probably liked getting topped off anyways) this is in addition to your normal role of healing you lane buddy and silencing the opponents as they come in to attack.

once group combat begins your strategy changes once again, this time it gets a little simpler though. hang near the back of the pack (if your allies don't have tunnel vision they will be able to turn around in the case of a flank, or other ganking attempt) healing is your main focus, i cast the first heal of the fight just as soon as i don't think i will over heal, the subsequent heals are harder to choose, as likely everybody will have taken some damage. common sense serves here, who is likely to die next, heal them (thus staving of said impending death).
when in 4v4 or 5v5 combat with a coordinated opposing team, if someone is stunned, heal someone else. this is likely to be very controversial, and disliked by many on your team, particularly the stunned individual. I figure if they fear him so much to stun him, it is likely to be a chain stun, or overkill just to be sure he dies. in the first case, he can probably get back and receive your next heal, the the second, your heal will be for not. this is not always necessary, as not all teams are so well coordinated to pull off the overkill or chain stun.