This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
![](https://www.gravatar.com/avatar/90674a4ba00461fe70cb58eb4c65147d.jpg?d=http%3A%2F%2Fwww.mobafire.com%2Fimages%2Fnoavatar.png&t=1549661669)
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/guides/vote-popup-heart.png)
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes: Usual setup
+8 Ability Haste
+6 Armor
+65 Base Health
Spells:
Barrier
Flash
Items
Threats & Synergies
Alistar
Tank with hard CCs, possible initiation and possible disruption. Even if you play well, he can bounce you everywhere and his ADC can take advantage of this. Stay REAAAAALLY far away, you can't respond correctly to his combo, even equinox can't save you.
Jhin
ADC that can follow you CC with their are the best match for soraka. To an action correspond a reaction and in few seconds you locked up your target in a serie of CC where your ADC can finish the work. For soraka there isn't a best ADC since she can defend herself with her personal CCs. Examples: Jhin, Jinx
Jhin
ADC that can follow you CC with their are the best match for soraka. To an action correspond a reaction and in few seconds you locked up your target in a serie of CC where your ADC can finish the work. For soraka there isn't a best ADC since she can defend herself with her personal CCs. Examples: Jhin, Jinx
Champion Build Guide
![](/images/spacer.png)
Space. A wonderful place full of stars, galaxies and obnoxious dragons. A place where quietness rules over everything. It's here that our story begins, with a creature born from the stars and guided by them, someone so pure that even when betrayed doesn't lose her smile. Today I'm here to tell you the story of
![](/images/spacer.png)
Pros: + Provides a lot of CCs + + Strong poke game + + Heals + + GLOBAL heal + + Strong independent support that doesn't need filthy ADCs to save her + |
Cons: - Squishy - - Can be punished easily when OOH/OOM/OOP - - Average-to-high mana costs and cooldowns early - - Not a good skill set to teamfight with - - ...you know, maybe an ADC could be beneficial - |
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![]() |
Passive: Salvation![]() Explanation: ![]() ![]() |
![](/images/spacer.png)
![]() |
Q: Starcall![]() Hitting at least one enemy champion grants ![]() ![]() Explanation: This will be your main poke and health regen tool thanks to his AoE damage and rejuvenation buff. The main gimmick of this skill is its cast time: since it varies with range, you can take advantage of this by positioning yourself always at different distances, so the enemy can't react correctly to ![]() ![]() But you want to poke with this even when you don't have tribute stacks ready. Why? Because you want to activate the rejuvenation buff as much as you can. It heals you (great when you are using a lot ![]() ![]() ![]() |
![](/images/spacer.png)
![]() |
W: Astral infusion![]() ![]() ![]() Explanation: It heals your ally. You can't use it on yourself. There are literally 6 words in this tooltip, it's the easiest ability you can read. Buuuut since I like to make you lose time, I will add some other tips. This is explained in ![]() ![]() ![]() ![]() ![]() ![]() ![]() Another important thing is the cost: it takes away 10% of your max health, but the limit to which you can't heal anymore is set to 5%. If you try to heal someone when you are between 5% and 10% of your max health you'll be put at 1 hp; try to avoid this situation AT ALL COSTS! Always be careful with your health, you could die by excessive healing! |
![](/images/spacer.png)
![]() |
E: Equinox![]() After 1.5 seconds the zone detonates, dealing the same magic damage to all enemy champions within and briefly rooting them. Explanation: Wohooo AoE silences. This is the hardest to master thanks to its effectiveness, long cooldown and wait time for the root. Everyone that stands on it is silenced until they exit the circle or until it expires. When it expires, everyone that was still standing on it (it won't happen that often) will be rooted for a small amount of time. It does damage when it's cast and when it expires, but only to champions, so don't use it to farm please. The real challenge of this skill is the timing and the positioning: where do I use it? When do I use it? About positioning, it's an excellent tool to interrupt ganks by placing it in the path of the jungler or for simply proccing the tribute passive when you are at max stacks (it has a slightly bigger AoE than ![]() ![]() ![]() |
![](/images/spacer.png)
![]() |
R: Wish![]() untargetable allies, and herself, which is increased by 50% on targets below 40% of their maximum health. Explanation: Oh, you were sure to get that kill? Too bad, now your laner is full health again. Istant cast global heal that targets e v e r y o n e, even when they are untargettable (like when you use ![]() |
![](/images/spacer.png)
Two words about the two possible skill sequences:
You want to take
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
The only difference here is that you max
![](/images/spacer.png)
![](/images/spacer.png)
This is THE summoner spell, the most versatile and powerful that exist. It serves for different purposes: it can get you away from an enemy that wants to kill you, you can dodge skillshot with it, you can get closer to a low health enemy to give the finishing blow or to get in range of an ally to cast
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
The second sumomner spell depends on what your ADC picks as his second SS, the possible choices are:
![]() ☆ ![]() Being a poor little defenceless creature like you are means that you can have serious problems remaining alive. You have to keep in count that you use health to cast ![]() ![]() |
![]() ☆ ![]() ![]() ![]() |
![]() ☆ ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
This is the standard rune for support ![]() ![]() ![]() ![]() ![]()
Alternatives:
The rune choices for ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Thanks to the fact that the only two offensive skills are both AoE, ![]() ![]() ![]()
Alternatives:
The other two runes... no, please. They are both good-ish (![]() ![]() ![]() ![]() |
Now that you have mana you need the skills to consume it. ![]()
Alternatives:
About the other two runes, ![]() ![]() |
A bit more damage to your poke isn't a bad idea, moreover when 3 ![]() Yes, this is the description of the rune. You can't explain a lot when the description is "lol you set your enemy on fire, now run away from ![]() But you know, thinking about that, stars are massive balls of fire and you are a star child, so setting everything on fire is the next logical step to become a real star.
Alternatives:
Anyway, I'm digressing too much. This time the other two runes are actually good and beneficial: ![]() ![]() ![]() ![]() ![]() |
Now we space into the resolve tree, where the first rune we pick is ![]() ![]() ![]()
Alternatives:
Aaaaaand we're back with the bad runes: you aren't a tank or you won't build so many hp, so ![]() ![]() |
You are a healer, you want to output the most amount of healing possible, pretty easy. The good thing about this rune is that it improves the rejuvenation buff from ![]() ![]() ![]() ![]() ![]() ![]() ![]()
Alternatives:
![]() ![]() ![]() ![]() |
Other possible subtrees
Thanks to some recent changes, now the domination tree is a good option for when you want to be a bit more evil ad you want some of that delicious additional AP. The concept of ![]() ![]() ![]() ![]() ![]()
Alternatives:
Here you can choose whatever you want, really. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]()
Alternatives:
We have 3 other runes to look into, but I can already say that ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
+1-10% CDR (lvls 1-18) |
![]() ![]() |
|
+5 Armor |
This rune is here because you need some kind of improved survivability: the ADC can do a lot of damage and if you lose too much health, you won't be able to cast your ![]() ![]() ![]() ![]() |
|
+15-90 HP (lvls 1-18) |
I chose this rune stat for three reasons: one, it gives you more health, nothing wrong with it, a little bump to your survivability in lane; two, a little bigger pool for ![]() ![]() |
This is your usual start. It gives mana and CDR (when it becomes ![]() ![]() ![]() |
This should be your starting item only in emergency cases, mainly when on the other side there is a heavy poking lane. ![]() ![]() |
![](/images/spacer.png)
SYN+SYN
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
MED+MED
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
SEN+MED
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Now that's something I like! Now to the real business:
![](/images/spacer.png)
![](/images/spacer.png)
As you can see in the cheatsheet, I buy it in the Tris/Asclepius build, but not in the Phoenix one, do you wonder why?
![](/images/spacer.png)
![](/images/spacer.png)
You should always have some kind of protection since you use your own health as a resource. When the enemy team has a lot of AD champs or burst champs (any number of them), your go-to solution should be ![]() ![]() ![]() |
You should always have some kind of protection since you use your own health as a resource. When the enemy has a lot of AP champs or a lot of single target initiation skills, your go-to solution should be ![]() |
And no, I didn't copypasted the two columns, I wrote the second one too. Then the fact that is similar to the first one is only a coincidence! :D
You won't find yourself getting the last item of the build that often, the games now are too short to get to full build. In the case of 40+ minutes games, I suggest you to complete the Holy Trinity™, get
![](/images/spacer.png)
You are pretty immobile without your passive and you should fix that. ![]() |
More AP? More AP. With just this item, you have 160 more AP, this means a lot more damage and a lot more healing from ![]() ![]() ![]() |
You have hooves, you can't put on shoes. But you can buy them, go figure.
![]() ☆ ![]() This will be your normal purchase. I've repeated enough times how important is CDR for ![]() ![]() |
![]() ☆ ![]() If you think the enemy team has too many CCs, then maybe buying ![]() |
![]() ☆ ![]() If there is an AD stacked enemy team or a lot of autoattackers, ![]() |
![](/images/spacer.png)
To proc the rejuvenation buff on your ally. You should look to do this every time you have to heal someone, so the total heal output is bigger. Works even better when you buy
![](/images/spacer.png)
![](/images/spacer.png)
This is your best combo to setup your
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
It has to be used only when
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
The general rule of thumb is "if there is a brush, it will surely be a good spot for a normal ward". Obviously, you should put them with a grain of salt and you should always cover the general area where your team is standing in that exact moment. Don't go ward an area far away just because it's highlighted on the map. This, however, doesn't apply for objectives, where you should always have a normal ward or a
![](/images/spacer.png)
There are few points where you can put a ward not in a brush and those are the wards near the jungle entrances for the blue buff and in the crossroad near the blue buff. These two points need their ward out of brush since there aren't any near them (in the first case) or they cover a bigger area than in the brush (in the second case). These are two special cases, always try to ward inside a brush to see inside it too.
Another point could be made for the normal wards inside and outside the dragon and baron pit. I've put the ones inside directly in front of the objective, but you really put them everywhere inside the pit; the advantage of putting the ward there is that if the scuttle crab has been taken already from the enemy team, at least you have some kind of vision of that area. The ones that are outside, however, are good only when starting dragon/baron since you can see if the enemy has any intention to steal it or not.
Now, about
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Remember: no minion steal.
Your early game depends on the matchup and consequently on the starting item you buy. If you buy
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
If you buy
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
A little tip I can give you is that if you trust enough your ADC you can
![](/images/spacer.png)
![](/images/spacer.png)
If your ADC is backing (and you have completely stacked
![](/images/spacer.png)
Mid game:
Your mid game starts after acquiring
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
If you and your ADC are behind, stick to him and protect him, but be wary that you could be camped multiple times, leading to an even bigger downfall.
Other than that, be a support.
Late game:
Ok, now the situation is getting messy. You can recognize the late game phase when teamfights start to break out everywhere. Based on your item core you have different positions and duties:
- Trismegistos: you have to stay mainly in the backline, a little bit towards the frontline. "Heal and protect" is your mantra, try to keep your carries alive and buffed with everything. Less
Starcall, keep
Equinoxing everyone and
Astral Infusion 'till you're dead (don't do it seriously, keep some health in case they break inside your formation)
- Asclepius: the best position is the midline, between back and frontline. "Damage and heal" should be the only thing in your head;
Starcall everything in sight and try to balance the frontliner healing with your carries healing.
Equinox is still important, but you should save it only for particular occasions like channeled ultimates or initiation skills.
- Phoneix: you need to stay near the frontline, but not enough to see the face of the enemy tank. "I WANT BLOOD, GIVE ME MORE BLOOD, I'M NOT SATISFIED YET. I'LL KILL MY OWN TEAMMATES IF THAT MEANS THAT I CAN GET B L O O D" shouldn't be your thought; that's creepy wtf, you are a healer, not fcking
Zed. Buuuut more or less it's right, you focus more on damage, healing and cleansing your frontline so they can continue to engage towards the enemy team.
Starcall will be your main tool to fight and
Equinox is excellent to keep in place the enemy.
Astral Infusion only when your frontline really needs it.
Remember to still ward around the map, keep vision around baron nashor and the various drakes and clean the enemy wards with the
![](/images/spacer.png)
But for now, I'll see you in the rift!
|
|
|
|
|
Sources:
- rip I forgot to save the source for the stars in the intro chapter, should be a frame of this, not sure about it, I found it in google image. Don't try to reverse search it, I slightly modified it for good presentation inside the chapter so I don't think it will give you any meaningful result.
- link of the wings and halo :D
![](/images/spoiler-open.png)
You must be logged in to comment. Please login or register.