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Soraka Build Guide by ApcolypticMufin

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League of Legends Build Guide Author ApcolypticMufin

UNIQUE Aura: Epic Supporting

ApcolypticMufin Last updated on March 1, 2012
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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.



Offense: 0

Honor Guard

Defense: 9

Strength of Spirit

Utility: 21

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This guide is my own build for a support Soraka. The aim of this build is to increase your own AP, max your Cooldown Reduction, and (if the title didn't give it away) give utility to your team through auras and AoE active effects. To play Soraka to her fullest extent, you'll need to know when to harass while laning, who to focus your healing on during fights and, of course, when to use your ultimate for it's greatest potential. I'm not trying to make myself out to be the world's greatest Soraka player, but hopefully you'll still manage to learn a few things while reading!

As this is my first guide here at MOBAfire, I'd like to encourage anybody to shoot me a comment down below to help me improve both this guide, and any future guides I create. I'm always looking improve my own gameplay, and interaction with other players is a great way to do just that! Now onto the guide!

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Soraka and Other Supports

Soraka can be an excellent support in the right situation, but not all. When choosing a support, you want to consider both your own team composition, as well as the enemy's. Take into account who you'll be laning both against, and with, and whether or not you'll be countered by an opponent's choice, or if your own kit will benefit your team much. However, when you do get into a position where Soraka can shine, oh boy does she shine! In this section I'll be going over the pro's and cons of different supports, and how they stack up against Soraka.


  • Can quickly heal for massive amounts
  • Has a global heal
  • Counters Karthus
  • Has an often underestimated passive
  • Silence is her only CC
  • Often focused in fights
  • Long cooldowns
  • semi-low AP ratios


  • Is the queen of CC
  • Has a great AD buff/shield
  • Counter anyone without a gap-closer
  • Can reset a teamfight
  • Has no real healing
  • Main CC can be hard to land
  • Low durability

Janna is the go to support for more CC. She can reset teamfights, and keep people chasing her or her teammates for a long while. However, when it comes to laning, (where you'll be seeing her the most as a support) you'll have much more durability than her since she can't heal. Her shield can be very useful, but it requires predicting when her lane partner is going to take damage, whereas you can just repair any damage done after the fact. As long you play carefully when her shield is on, you should be able to out-lane her.


  • Good harass through her passive
  • Constantly buffing teammates
  • Great ultimate if timed properly
  • Underpowered early-game heals
  • Can be shut down through a silence
  • VERY squishy

Sona is often considered an "OP" support, but early game, it's actually pretty easy to out-lane her. She has decent sustained heals, but constantly silencing her will pretty much shut her down. Landing your Infuse on their Sona is all you need to do to win skirmishes in lane.


  • Is decently tanky
  • Has a ranged stun
  • Makes teammates very resilient
  • Is easily outhealed
  • Needs to endanger himself to be really useful

Taric can be quite the resilient support. He gives himself and allies armor that can make early game skirmishes somewhat of a challenge, however once he blows his stun, he can't do much to help besides heal. Just hitting him up with Infuse will keep him from doing much, especially if he's already gotten up close for his Shatter.

Why Choose Soraka?

Soraka doesn't have as much CC as any of the above supports, but her heals are amazing. She can directly counter Karthus through her ultimate, (getting an assist from the across the map never hurt either) and can shut down most AP's through her Infuse. Overall, don't pick her if you need more CC, but if you could use survivability, or the enemy took Karthus, then Soraka is a great choice.

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I take Force marks for some late game AP. I would take AP per level from Glyphs instead of Marks, but I find putting power behind my early game healing more important. You can consider taking Greater Mark of Ability Power if you feel Greater Glyph of Ability Power isn't enough for your early game healing, or want to switch for Greater Glyph of Scaling Ability Power.

You're going to want some early game survivability. This can come from health or armor Seals. I take armor Seals since I'm supporting bottom lane, and will almost always take at least a couple hits from their AD, but Greater Seal of Health is also a viable option. If you don't think you need more survivability, then Greater Seal of Replenishment can be a good choice. It all depends on what you think you'll need/want.

You want flat AP. It's as simple as that. Your late game heals are going to be great on their own, and don't need much AP behind them. Early game however, they'll suck too much to not get flat AP. If you take Greater Mark of Ability Power however, then Greater Glyph of Replenishment can also be beneficial.

Again, you want flat AP. These are especially necessary if you didn't take Greater Glyph of Ability Power. If you don't feel that you need more flat AP though, consider Greater Quintessence of Health for some more survivability.

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I use these masteries because they work well with my playstyle and build. I make sure to take 3 points in both Expanded Mind and Meditation for the Mana regen. The items in this build can be a bit spendy, so Greed and Wealth are perfect. Two points in Awareness and one in Sage are essential for a support who doesn't want to take their partner's CS. Intelligence is incredibly useful for it's 6% CDR, and Mastermind for more CV's!

Summoner's Resolve is great when I'm taking Heal, but I normally take a point in Resistance instead. 3 points in Hardiness will benefit your early game sustain. Putting 3 points into Resistance instead of Hardiness can prove more beneficial though, if you know you'll be laning against an AP. And Taking 2 points in Durability and 3 in Vigor will give even more survivability.

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Skill Explanation

  • Consecration An often underestimated passive. It will provide some decent MR early game. Especially useful if you're laning against an AP.
  • Starcall Your main source of enemy debuffing in fights. With max CDR, you'll be able to cast it every 1.5 seconds. Spam it well, young Padawan.
  • Astral Blessing Your main heal. Try to heal whoever is getting focued, obviously, but also consider using it just after your tank initiates. That armor buff will help!
  • Infuse Your source of mana early game, and how you'll shut down the enemy AP in fights.
  • Wish The best heal in the game. Period. Assists from across the map? Direct counter to Requiem? Team saver in fights? Yes please!

    Skill Order

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

    This skill order lets you quickly build momentum on Astral Blessing, while still getting power behind Infuse. Starcall isn't really necessary until late game, so I don't focus on it at all early game, except for a single point at level 3.

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Summoner Spells

Main Summoners

These should be your main choices. Flash can help you escape a gank while warding, or allow you to stop a Caitlyn ult, while Clairvoyance is incredibly useful for a support.

Triple Heal

Having three heals can really annoy your opponents, and can be extremely useful in fights. Early game however, Heal won't be nearly as useful as Flash.

Massive Harass Incoming

If you know your team isn't going to be very durable, and your lane will face massive amounts of harass, then it's worth ditching Clairvoyance for this combo.

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Warder Supreme
Shurelya's Reverie

Bye-Bye Crowd Control
Shurelya's Reverie

Less Tank more Spank
Shurelya's Reverie Zeke's Herald

I'm on a Team of Casters
Shurelya's Reverie


  • Boots of Mobility These are my default boots whenever I play support. They help you ward and get to teamfights faster. Never a bad choice.
  • Ninja Tabi When I'm going with the "Less Tanky" build, I pick these up, as I want to have a bit better sustain, and my Boots of Mobility just won't cut it in that regard.
  • Mercury's Treads Great against CC heavy teams! If I need more defensive stats in my build, I grab these babies.
  • Ionian Boots of Lucidity When you're leaving alot of Cooldown Reduction out of the build, it's definitely worth taking these boots, as CDR is one of the most important stats for Soraka.

Aura/AoE Active Items:

Shurelya's Reverie Zeke's Herald
  • Aegis of the Legion Don't let the deceptively small numbers fool you. This item will make your entire team much more durable. An incredibly good item, but it isn't unheard of for a tank to pick it up. If that's the case, then consider skipping it, and grabbing a more offensive aura later on.
  • Shurelya's Reverie Health, Heal Regen, Movement Speed, Cooldown Reduction, and an amazingly useful active for getting to fights and warding. All around awesome!
  • Frozen Heart This one is a bit less expensive than Randuin's Omen so I normally take this, but if a tank is already buying it, then a Randuin's Omen can be give just as good an aura, plus an awesome active.
  • Randuin's Omen An extremely effective defensive item. It's active makes it all the better! If you're facing an AD heavy team, and your tank isn't picking this up, do it for him!
  • Locket of the Iron Solari This is a cool new support item with an active and aura that both give your team more resilience. I haven't gotten many chances to try it out in a game, as I take priority over other items, but what chances I have had to use it, it was a pretty decent item. Definitely consider it.
  • Zeke's Herald Another new support item! This can be a very useful item if your team has many AD based champs, which alot of team comps (especially in solo-queue) tend to. Just be prepared to be a bit less durable than if you bought a tanky aura.
  • Will of the Ancients An amazingly effective item if your team has a couple casters. Even if one of them already has it, the aura can stack twice if you're carrying one. Same warning as with Zeke's though, you'll be significantly less tanky than if you buy a different item.
  • Abyssal Mask This item can bring alot to a fight if the enemy team is stacking MR, and it synergizes nicely with Starcall. But if the enemy doesn't have alot of MR, or your own team isn't bringing much Magic Damage to fights, then leave this one in the shop.

    Situational Items:

    Kage's Lucky Pick
    • Banshee's Veil A great item that synergizes well with Mercury's Treads. Work it into your build if you're up against a ton of CC, as it's passive can be life-saving.
    • Spirit Visage More resistances, and some CDR. I really hold priority with having CDR on Soraka, so I get this item if I have to build defensively, and need to stay away from Ionian Boots of Lucidity.
    • Kage's Lucky Pick This can be a useful item, as it gives more Gold per 10, and AP for your heals, but it won't build into anything you'll want to use, so only get it if you're severely lacking gold.
    • Rylai's Crystal Scepter This is a very situational item. It's effect on Starcall and Infuse can be incredibly useful, but I'd only recommend grabbing it if your team desperately needs more CC.


      Sight Ward

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Early Game: You want to ward you own lane above all else. Normally the tri-bush, but also warding the dragon is nice. Also consider warding the bush next to the wall in-lane to check for upcoming harassment. Another thing to remember is that, while everyone should be warding their lanes, you can CV the top lane bush to check for ganks.

Mid Game: Extend to always ward dragon, and help out with mid's warding. You should also be warding the jungle some. This is about the time to take Oracle's Elixir and start taking out the other team's wards as well.

Late Game: Start Warding the enemy jungle. Start warding Dragon less and Baron more. Keep an eye on the mini map if the enemy jungle is warded, and take out soloer's. Free Baron's are also nice.

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Gameplay and Tips

  • Sit in the bush and Infuse your lane partner when they need mana.
  • Try not to over-use Astral Blessing, lest you run out of mana.
  • Don't farm, and don't push the lane with Starcall.
  • Using a Starcall/ Infuse combo for harassment can work wonders.
  • Don't waste CV.
  • Always look out for other lanes with CV
  • Always be ready to use Wish for a cross-map save/assist.
  • Never Face-check. That's why you have CV.
  • Take bullets for teammates. Don't let them eat a Caitlyn ult.
  • Make the carry with the lowest health your healing priority in fights.
  • Infuse enemy channeled ults. Like Crowstorm or Nether Grasp.

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In summary, support Soraka can be played in more than one way, but I prefer playing with a ton of auras and max CDR. Having auras that directly increase stats, and being able to heal as often as possible are, I think, useful on any support. This has been my Soraka Guide. I am completely open to criticism, so shoot me a comment if you think I could improve the guide! Thanks for reading!

Credit for the Ward Placement Picture goes to Halipupu!