SORAKA BUILD GUIDE: Soraka's Anatomy. by Coxy

by Coxy (last updated 2 months ago)

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Greater Mark of Armor(+8.19 armor)
Greater Seal of Armor(+12.69 armor)
Greater Glyph of Magic Resist(+12.06 magic resist)
Greater Quintessence of Health(+26 health)
Greater Quintessence of Magic Resist(+8 magic resist)
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Summoner Spells
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Full Item Build

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20 Utility
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Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
WAstral Blessing
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Hi i'm Coxy

Soraka was my go-to support when i'm last in the solo-quo, or playing with a team mate that I feel can do other roles better. I currently have near 1000 games with her under my belt, and i'd like to share with the community what I have learned.

With current pre-season changes to her Soraka is currently as a pure support.. grossly underwhelming. I'm experimenting with different builds, runes, and masteries to see if I can find another way to play her.

During season 2 I was ranked 39th with her in the global community with the second most games with her after Nhat Nyugen.
During season 3 I was ranked 59th with her in the global community. (Though I didn't play quite as often as in Season 2, silly College.)


In this guide, I will break down runes, masteries, abilities, and eventually roles in multiple locations throughout the guide to give the viewer all the resources needed.

* Soraka is a support champion whose primary function is healer, buffer, and debuffer. She's one of the original champions from the release of League of Legends. Following the Valentines Day Massacre of 2012 Soraka fell out of popular favor as Morello nerfed all 4 of her abilities.

In this Guide you will find
*Summoner Spells
*Laning Phases
*Item Builds
*General Tips and Tricks


Why these runes?
*This rune set specifically gives Soraka the ability to be in a lane, without the inate tankiness from Armor Runes she's simply too easy to kill and ends up using all of her heals on herself, rather then the person she's supporting. Ask an ADC which support they want and Soraka is almost never the answer, simply because she's so easy to kill. This rune set combined with masteries helps off-set that.

*Imagine going into a game verse the more commonly seen Sona. The first thing the opposing ADC does is click on Sona to see how much armor shes running. If she went GP10 over armor, that ADC will commit to killing her for easy gold.

Is first blood + snowball deaths worth roughly 500 gold over the course of a game? No.


With the huge increase in gold income to supports, some wiggle room is now available with Quints.
Other Viable Quint Choices

I tend to go Health, and Magic Resist so that I can invest deeper into utility in my masteries.
I go flat Health rather than % based because its not until you get a lifetotal of 1800 that %based outscales the flat, and you need that extra life early.


Seals, all armor. Wait what? Why not GP10, in total Yellow GP10 comes out to an overall gain of 2.25 Gold Per 10, thats 13.5 Gold a minute, and 675 at the 50 minute mark, in terms of Cost Verse Gains, the Extra Armor from the Yellows comes out to 260 Gold Gained, it takes 20 minutes, post laning phase for the Yellow GP/5 to out Gold the worth of Armor, and by then if that additional 13% damage reduction from those Yellow Armor has prevented you from dying even once, they've paid for themselves.


If you take MR on AD carries or on supports, it's probably best to go scaling most of the time, but flat is also good especially if they have one of the more magic-damage based supports like Sona/Leona. Thats going to be that extra bit of Magic Reduction in the laning phase to up your effective Health, come late game that Aegis your getting is going to be much better then traditional scaling.


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20 Utility

*What were going for here is the ability to maximize our early cool down's to really abuse Soraka's sustain during the laning phase while still generating gold.

We lose out on 24 Health, 5 Armor, and 5 Magic Resist to gain 10% Flat Cooldown Reduction.
-10% Flat Cooldown Reduction Takes 3 Quints and all your Glyphs in Runes to achieve.
By using your masteries instead you gain more, at the cost of a 2 Quints to get that Armor and Magic Resist Back.

Summoner Sets

Flash & Heal
-When playing against an All-In Crash Comp I do like to run Summoner Heal just to try and mitigate some of that upfront burst before the actual team fight.

Right now with Heal where it is, use it the debuff and movement speed buff is simply too good to pass. Even if running double heal, you can use Heal as just another way to sustain your laning phase, casual heals.
Primary Set
Flash - Is the main summoner spell for Soraka and the only way you'll ever really escape if caught, or make a life saving clutch heal play.

*95% of the time you as Soraka will be going Flash Exhaust because those two are the best summoner spells currently on Soraka. That other 5 percent represents a mix-match of champion picks on both sides that leave on throwing a hail mary pass when traditional is tossed to the way-side.
Ignite & Flash
-Others may do differently, but I get Ignite when playing against champions like MF who rush early damage and lifesteal to try and bully the friendly AD out of lane. I pick up ignite just to handle that lifesteal.
Flash & Barrier
Flash is already explained, early on if it saves your life, it saves your laning phase. Barrier on the other hand can be activated while under the effects of CC allowing Soraka to almost always have a means to prevent or mitigate damage. Between W-R and Barrier Soraka's effective health is near doubled.
Barrier & Heal
This is my least favorite combo.

But it does have its uses.

I go flash and barrier when against a team where Flash is mostly useless.
When is Flash mostly useless?

Against a team with more than 4-5 roots/snares, and all gap closers.

Item Builds

Starting Build(s)
Defensive Lane
Offensive Lane
Starting Items
Spellthiefs Edge is the preferred item and can potentially be the higher income earner. (With ancient coin being somewhat crippled in its earing abilities early when warding and outside of lane.

However, if against a kill lane, you will be unable to proc the effect of Spellthiefs Edge making Ancient Coin the better item pick.

Final Build(s)
Standard Final Items
Locket+Evil Tome
-These two items plus your masteries will you have you maxing out your CDR%40 while being able to do a bit of damage in terms of both Starfalls and in the damage to lifesteal from the passive effect of the Tome. If you don't believe it, look up probuilds and check to see how many pros win games with this item set-up.

*Twin Shadows can save your life as your warding and if you get caught, the slow on the item will allow you to safely get away. Twin Shadows is a really good item to catch the ones running away from you, or when you're trying to get away. The shadows will go through the fog of war and brushes as well - so you will get them slowed once activated. Twin Shadows is good to facecheck first as well. In a scenario where they might do baron and you don't have any wards, the shadows will find the nearest targets. If the shadow doesn't go to Baron, they aren't doing it nor near it.

Why Merc Treads?
*When Riot removed Soraka's old passive they didn't buff her MR properly to get it in line with everyone else. This is just to keep her from being bursted down and CC'd unable to provide support to team mates. Though on occasion Ninja Tabi is the better option.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
WAstral Blessing
-I like to get that Infuse early just for the harass on the ability and to lock down targets to prevent them from flashing if caught out of place.

E-W-Q. Lockdown, heal, harass, abuse CDR reduction.

Max R First, Then W, and alternate Q and E as situation calls for.


Increases Soraka's healing by 1% for every 2% of health a friendly ally is missing. At 10% health this will increase healing by 45%.

*Be very careful trying to use this passive. To achieve the same heal values from the pre-nerf heals a player has to have 40% health.
-This makes ignite/burst combos far more likely to happen so be wary of cooldown on summoners.
COOLDOWN: 2.5COST: 30 / 40 / 50 / 60 / 70 MANA
ACTIVE: Soraka summons a shower of stars to fall from the sky, striking all nearby enemy units within 530 range for magic damage and reducing their magic resistance by 6 (+1% AP) for 5 seconds. This effect stacks up to 10 times.
MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 40% AP)
If Starcall hits at least one enemy champion, Astral Blessing's cooldown is reduced by 5 / 6.25 / 7.5 / 8.75 / 10% of its base cooldown (after factoring in cooldown reduction).
Astral Blessing
RANGE: 750COOLDOWN: 20COST: 80 / 100 / 120 / 140 / 160 MANA
Astral Blessing
ACTIVE: Soraka blesses a friendly unit, restoring health and granting them bonus armor for 2 seconds.
HEAL: 70 / 120 / 170 / 220 / 270 (+ 35% AP)
BONUS ARMOR: 50 / 65 / 80 / 95 / 110 (+15% AP)

With full 40% cooldown reduction this skill will have 12 second cooldown which feels like a luxury after that 20 sec cooldown. I'd max up this first as a support, but if you feel like playing a bit more aggressive Soraka can manage with lvl2-3 heal up until lvl10.
ACTIVE – ALLIED CHAMPION TARGET: Soraka drains 5% of her maximum mana to restore mana to her target ally. Soraka cannot use Infuse on herself or champions who do not require mana.
MANA RESTORED: 20 / 40 / 60 / 80 / 100 (+5% maximum mana)
ACTIVE – ENEMY TARGET: Soraka silences the target and deals magic damage to them.
MAGIC DAMAGE: 40 / 70 / 100 / 130 / 160 (+ 40% AP) (+5% maximum mana)
SILENCE DURATION: 1.5 / 1.75 / 2 / 2.25 / 2.5
RANGE: GlobalCOOLDOWN: 160 / 145 / 130COST: 100 MANA
ACTIVE: Soraka fills her allies with hope, restoring health to herself and all friendly champions. Wish can affect untargetable allies.
HEAL: 150 / 250 / 350 (+ 55% AP)

Active: Global Heal, it is considered to be a counter to Karthus' Ult, not completely true since Soraka in the Support Role wont have enough AP to get those Heals to the amount that it makes it a complete counter, however it still can be used to give just enough life for a teamate to avoid death.
*Use this spell to farm assists. If a friendly champion is in a 1v1, if they are low, or even before they kill their opponent, use the spell, having an assist on a kill adds 150 gold to your gold pool. Thats a good reason alone to use this ability.

Soraka and Her Current State 12/26/2013

Soraka in her current state is not the strongest or best pick for the team.
Soraka has changed from what we used to know.
In Season 2-3 Soraka was picked for very specific reasons.

*Extend laning phase
*Passive farming

-With the change to her E giving mana based on her mana and damage based on her mana values, this was a good buff for harassment in the lane and greater mana values given to a team mate. (However, if the ADC your laning with cannot make use of that mana. Your supporting them is invalid).
-Her W (Heal/Armor Buff) was nerfed, hard. The overall values where reduced across the board and the armor buff was shortened. To make up for this Riot added a dynamic her Q to reduce the cool down on her heal.
(However, im still trying to figure out if this was laning phase intended, or late game intended.)

Overall, because of the nerf on her W, she cannot as she used to keep up health on the ADC as before without putting the ADC in danger of the all-in kill.

Chief Champion Designer

We've been keeping a close eye on Soraka after the support changes went out. Current thoughts as follows:

1. Soraka may be slightly under-performing at the moment.
This links to a chart that shows bottom lane synergies and win rates.

Sorakas Win Rate By Tier

* Bronze - Average of 47.5% win rate
* Silver - Average of 46.6% win rate
* Gold - Average of 48.2% win rate
* Platinum - Average of 49.4% win rate
* Diamond - Average of 44.9% win rate
* Challenger - Average of 38% win rate

2. The Targon line of support items have been quite dominant, at least until the recent hotfix (might still be, we're watching that at the moment). This has made melee supports and non core support champs in bot lane stronger than intended, suppressing core supports a bit (other supports like Lulu, Janna, Sona etc are also affected by this).
(Of specific note is Leona who while not a "hard counter" to Soraka has a kit that almost entirely invalidates Soraka. Leona can "All-In" for more damage than Soraka can heal, on a slightly lower cooldown, and now that Soraka no longer gives off magic resist, Leona's magic based abilities do far more damage.)

So, what does this mean for Soraka?

1. Riot will be taking another look at Soraka once other champions who are "OP" in the support role have been brought back a bit.
2. Riot believes Soraka's early game's a bit weaker than it should be and are looking into adding a bit of power there. That will most likely start with some really small survivability buffs in the short term. Additional buffs might then follow if, once they've got the overpowered cases brought in line and duo lane play's settled down a bit, and check if she's still under-performing.

Why should I support?

1. A Bad Support Will Break The Game
-Support is the least popular role in the game. A player in the support role can feel helpless at the inability to make plays to hard carry a game or to prevent other lanes from snowballing to an enemy victory.
A Bad Support Will Create A Gold Imbalance Between Teams From Intentionally or Unintentional Feeding That Will Result In A Loss
Step Two: Smart Warding Wins Games

2. Wards Win Games.
Wards win games. You hear it over and over and over, and now you've got your sightstone and you're ready to go. But what do you ward when there's so much map to cover? What really matters is what stage of the game you're in and what objective you're pushing for.
By Warding Team Mates Are More Likely To Follow The Path YOU Have Secured By Proper Vision Making YOU In A Sense The Shot Caller.

Early game, your first warding objective should be to secure a gank path for your jungler while shutting off the enemy jungler's path. I almost always start with a pink and two greens, and drop the pink in the river bush once I either see the enemy ward it or I figure it's long enough that they have. Then, I defend that ward like its a mini-objective. If the enemy goes to counter? All in them with my carry or harass hard. If the enemy places more wards? Remove them. If you secure that gank path, your opponents are already playing a way, way riskier lane than you are. Secondarily, I will use the trinket ward to give vision in the lane bush my enemy is hiding in. Having vision to the enemy support and carry is a major advantage which is often overlooked, and once you ward a lane bush strive to keep the fight revolving around that bush, so you have the harassment advantage. Both kill and harass laners benefit heavily from this tactic.

Mid game, your team will be pursuing one objective at a time. Primarily you want to secure dragon, and you do that by pinking dragon itself, then sightstone-warding the two most likely paths the enemy team would use if they wanted to attack you while going for dragon. The vision control over this area means your team is more likely to go for that objective, and it's one of the major ways you control the course of the game from the support role.

After dragon, you'll be bringing down one inner turret after another, or your enemies will be trying to. Try to ward the quadrant of the jungle close to that objective, "prepping" it just as you prepped dragon for takedown. Alert your teammates to your plan by saying (for example) "Top inner is the next objective, I'm warding the jungle near it."

In this way you keep your team focused on objectives while making it easier to bring them down and requiring less teammates to do so, since you're safer from ambush.

As a final ward related note, don't always ward alone. Be as conscious of MIAs and vision as you are as a laner, and if possible tag behind a teammate as they head to a lane, warding in front of the path they'll be pushing. When your team is gearing for a fight, warding the bushes near the fight or warding in front of you gives a HUGE advantage to the team that sees the enemy team first. The initiator usually wins the teamfight. And the team that hard engages on a support might kill that support, but they more often than not lose the fight after they blow abilities on the support. You being in front with a sightstone is a massive impact on teamfights.

3. Support Sets The Tempo And Prepares The Battlefield

Supports usually won't kill people. But they do have several important roles you can fill without providing damage.

1) Vision pre-fight. Mentioned this before.

2) Engagement. If you were a kill support like Alistair, Leona or Blitz, this is your jam. Supports along with junglers have some of the hardest engages in the game, and you can take advantage of that by disabling their key personnel by making you, the least valuable member of the team, the primary target.

3) Baits. Especially as a Janna, Sona, Soraka, this is your version of the hard engage. Stay in the front, ward heck bushes, and try to lure the enemy team into an ambush by poking your head out. When they do engage you, blow your escapes (Janna tornado, Sona move boost, Soraka silence) and let your team mop up that easy kill or two. Even if you die, if the enemy team engages the support and yours engages the carries, that's a fight 90% won already.

4) Saves. A kill the enemy team doesn't get is better than a kill your team gets, in terms of game impact. In the heat of a fight, your primary role is to peel enemy team members off carries with your cc moves. Don't try to go ham on the enemy, try to keep your teammates safe and alive, and fighting rather than kiting and running. Many support players using champs like Lulu, Sona, Blitz etc think of themselves as one move in teamfights. In reality, on say, blitz, in addition to the grab he has an AOE silence and massive Knockup, which is potentially capable of disabling say an enemy Mage or peeling off a rampaging assassin. You are your team's greatest defense against Fizz, Kassadin, Zed. Never forget that.

4. You Cant Carry Every Game
But You Will Improve Your Win-Rate Drastically

Support gives you the biggest chance of leaving Bronze or Silver: a massive quantity of players SUCK at it. They rage rather than strategize. They don't ward. They try to fight like a carry. They sit in bushes and only fight with spells, when they have autoattacks that would triple their harassment potential. If you were guaranteed to go up against a toplaner you could demolish every single game, would you main top? Pick a champion, learn them inside and out, and start filling when you're low in the pick order and watch your win rate skyrocket.

*Credit To MrSc0tty for this awesome article

Pros - Cons


*The Biggest Con To Soraka is that as you increase in Elo and Skill, other champions simply out-shine her in the same role. However, sub high elo, Soraka is still a good champion to learn.

What I mean here is that in Diamond Soraka runs about 43% win-rate, at Challenger Soraka runs at about a 35% and 0% win rate.

At low Elo Soraka can carry a bad carry. At high Elo Soraka as support just simply doesn't bring enough.

Understanding Soraka - Why Even Pick Her

Understanding Soraka - Why Even Pick Her

In an ADC
The following 3 are situations you want with an ADC. The best situation being they can fulfill all 3, the worst being a minimum of 1.
(If an ADC is not anywhere on this list. Avoid that partnership.)

First -
*Pick Soraka when you have an ADC that can abuse the mana that Soraka provides to play aggressively and zone the enemy team. This allows for a decrease in gold income for the other team and a level gap advantage by forcing them out of the lane or to play passively allowing your ADC to snowball.

Second -
*Pick Soraka when you have an ADC that can make trades with the enemy team and come out ahead while poking with a bit of tankiness and health.

Third -
*Pick Soraka when you have an ADC that has inborn movement manipulation in their kit and burst abilities to sweep enemies after engages.
(Think of constant damage from Q and Silence. Soraka might die, but a champion with gap-closers can abuse this to close the distance and sweep low health enemies.)

Win Lane, Lose Game - Prevent This By Playing Soraka In The Proper Team Comp

The team needs a tank whos damage you can mitigate. Somebody that can stay in the middle of the team fight and has some sort of CC or damage reduction built into their kit, and does some form of magic damage or hybrid damage.

The team needs burst capabilities, somebody who can kill an enemy champion in that 2.5 second they are unable to flash. Somebody that can still soak some damage and will be able to keep fighting if need be.

The team needs a champion that is AP based that can "sweep" the enemy team after a fight, and after Soraka has used her Q's to reduce magic damage. Though her Q resist has been nerfed, the arguable -30 MR she'll be able to get off, and the 1200 or so damage she does in that AOE is often enough to put enemy health into the "sweet" zone for other champions to really finish the job. This cannot be a champion who would make up the "Front Line".

When to not pick Soraka

*When the ADC needs a support with hard CC to function.
*When your team is AD and ADC heavy.
*When your team is assassin heavy with no disengage.

*Against champions with built in Heal reduction.

*Against champions who use burst combos that fall outside of silence range.

*Against champions who abilities are "activated" and cannot really be silenced. (Adding an effect on to auto-attacks or abilities)


Don't play against a kill lane.
They all run things like Double Ignite.
But if you do. Build like a tank. Not as a support.

Understanding Soraka - Statistical Edges


A Look At The Items

ight]Locket of the Iron Solari[/highlight][/center]
Spammable, Cost Effient, Core Stats
*A Locket of the Iron Solari offers your team in total at level 18 1100 damage of shielding that has Armor and Magic Resist applied to, on average for your squishiest person this is 280 effective health going up as high as 800 effective health.

*In a team fight this is a shield that lasts up to 5 seconds that can absorb between 280-800 damage per champion. Imagine your team being caught late game by an Aniva ult. A well timed use of the Locket can mitigate a majority of that damage, thus keeping your team alive.

*Locket is easily the most expensive support item, but it comes in handle, just being able to get an Aegis if you cant afford Locket helps your team, in the current Meta with a roaming mid who does that massive damage, being able to provide a team aura that mitigates 24% of that is a big deal, add in Soraka's passive and that damage mitigation goes up to 40%. With the removal of Bulwark, only Soraka's Passive plus the Legion Aura gives comparable coverage.
-Getting this item drastically increases your chances to win. People who buy this item win 65% of the time.

Ruby Sightstone

Highest GP10, Health, Wards
*This item has a catch, if you dont ward you dont benefit from the pseudo GP10 the item has. In terms of Gold Gains from being able to ward this item comes out at about GP10 as 14.2 once you've warded 21 times this item pays for itself. Ruby Sightstone has the higher GP gain but if you cant afford it till later, a Vision Stone is still ok.

Twin Shadows

Utility, Movement Speed, Initation, Peel
*Twin Shadows can save your life as your warding and if you get caught, the slow on the item will allow you to satefly get away. Twin Shadows is a really good item to catch the ones running away from you, or when you're trying to get away. The shadows will go through the fog of war and brushes as well - so you will get them slowed once activated.Twin Shadows is good to facecheck first as well. In a scenario where they might do baron and you don't have any wards, the shadows will find the nearest targets. If the shadow doesn't go to Baron, they aren't doing it nor near it.

*Twin Shadows is also a good item to build out of Kage's Lucky Pick. You can consider it an item based counter to the very popular because it reveals invis and slows mobility. Other mentionables are but not so much Eve because she will usually be just outside of the normal range of the activated.

Talisman Of Ascension

Initation, CDR, Retreat, GP5
*This item is usually used for closing gaps quickly in a team fight, however the item is also good for creating space after a bad team fight or when somebody is caught, this item when activated can keep your entire team from being killed as they retreat to safety.

Zekes Herald

Aura, ADC Supplement, Lifesteal
*Some people believe this item is so nerfed its not worth getting after switching the AS to Flat AD, however it was never those two stats that made the item attractive, it was the lifesteal aura that melee hyper carries and ranged carries benefited from, this item is not as viable in season 3 because ADC's are no longer solo sources of damage, but when you get an ADC that is already ahead, this item helps them stay ahead.

*The item has another function, an early purchase of a Zekes provides for the ADC the same functionality of a Vampiric Scepter and a Longsword. Roughly 1200 in stats freely given to your ADC early, especially helpful if you need your ADC to snowball out of lane hard.

Frost Queens Claim

*Gold Income
Early you're getting 2g/10s and up to 4 gold per 10s. That is a max of 6g/10s or 18g/30s.

After the upgrade it becomes 4g/10s + 4g per auto+ 4g per spell every 10 secs. That's a max of 12g/10s or 36g/30s.

The final upgrade makes it 4g/10s + 8g per auto + 8g per spell every 10 secs. That's a max of 60g/30s.
The active is a lot more useful than people give it credit for, very handy for chasing people down, making escapes, or gank assisting if this is purchased early.


Aura, Retreat, Saves
*The Captain enchantment really helps when allies are running toward you and badly need that heal, the boost it gives for movement speed makes it so you'll need to use that flash less to save a life.


Losing, Instant Health/Mana, Defense
*Homeguard is the go to enchantment if your losing, the fact that it boosts your movement speed and instantly heals you in fountain makes those teamates in your base easier to win, or at least fend off, a must have if your losing.

Preparing For A Gank

One of the big changes for the meta of bottom lane is the ease at which some junglers can gank, and how hard it is for others because of vision.. Early wards and the introduction of wardstones equeled out to a consistently warded bottom lane.

And not just a token ward in river. But many, many wards.

-Common Early Ward Spots-

*River Bush
*River Drag
*Lane bush top
*Lane bush bottom

Of all those spots you can count on being warded, only one is guaranteed to allow you superior vision if pinked. That would be the lane bush on your side of the lane. This allows just enough vision to be denied your opponents that you can actually get a gank from your jungler.

Use a Pink Ward on the Lane Bush on your side

*But Coxy, why not Pink River?
- Think on it, you can ward 3 different places in River and Pink Ward will only reveal 1. Thats not denial of vision. Thats a gambit. More so, actually manage to kill the river ward and see how passively the other team starts to play. Killing river ward is an open advertisement that a gank is coming.

*Why not Pink Ward their Bush instead?
-For the same reason your not rushing to Pink Ward your Tri-Bush, while having superior vision tends to be a good thing, understand you do have a limit on your income. Putting a pink ward on the bush your side is the only to secure a ganking trail that the enemy will not have vision of. AND it still allows for a better laning presence. AND if you kill a bush ward in lane, it is not immediately associated with a retreat ping and a notice that the jungler is around.

Warding in General (Remember, you have a max of 3)

1.) When do I ward?

Look at the enemy jungler. If it's Lee Sin, you know he will be starting red and may be heading over to bot lane around 2:15 so you need to ward before then.

If it's Warwick, you know he will most likely be starting blue and not ganking for a while. Even with red buff, his pre-6 gank will be weak. I usually ward for WW around 3:00

Wards should ALWAYS be up. There should never be a time where you lose vision of incoming ganks.

2.) Where do I ward?

Depends on the position of the minion wave as well as what side of the map you are on.

Bottom Side

-Pushed or Even
Ward dragon + Your wraiths (if your mid is refusing to do so).
The wraith ward is to cover any ganks from tribush from the enemy mid laner.
-At tower
Only a dragon ward is necessary since it's hard to dive you at tower. If the enemy has good tower divers like Rammus, you still might want to ward wraiths

Top Side

-Pushed or Even
Ward dragon + tribush
-At tower
Only a dragon ward is necessary since it's hard to dive you at tower. If the enemy has good tower divers like Rammus, you still might want to ward the bush next to your tower

Additional wards

-If the enemy support is Blitzcrank or Leona, you'll always want to ward the lane bushes.
-If your AD carry is Vayne, you'll want to ward the lane bushes.
-If you are afraid of lane ganks, you'll want to ward the lane bushes

3.) How do I ward?

-Never go to ward a bush unless you have vision or know where the enemy team is. Look at the map Where is their AP carry? Where is the enemy bot lane? If any of these are missing, don't ward until you see them on the map again.

-Check your ward timers and replace them before they die so you don't have to go through this trouble.

4.) Do I get pink wards?

-Get pink wards to kill their wards only if you have a gank dependent jungler OR you are fighting for brush control in the lane or buff control.
-Past 7-8 minutes, dragon will be a possibility. You will want to go B for a pink ward before then so you can pink dragon if your jungler decides to take it.

Early Game - Poke over Sustain

Style 1. Poke Based

*Use when the enemy lane combination cannot out burst/sustain you.

Overall Intent - Zoning, Creating Income Gap, Lane Control

Level 1 - 3

When focused on controlling the lane I put a point into Infuse first. This is for three reasons.
1. Break up combos.
2. Prevent flash (Both defensive and aggressive flashes)
3. Mana Battery
4. Poke

The cast range of Infuse is roughly equivalent to most ADC's auto attack range. With compatible damage. An E+Auto Attack early game will be more damage if you disengage before the duration of silence is over. If damage is taken, heal with W. (And since you heal post engage you can use the passive for more life.)

Level 4:

I will always be an advocate of getting a point in Starfall at level 4. If you spam it you will push the lane. The range of her Starfall is about that of an Auto Attack, keep that in mind and if you can use it to damage champions without hitting minions, do so. If you can force the enemy to back even once while your ADC can continue farming, you've created an advantage called "Income Gap".

Level 5-6:

These are your important levels. If you've forced the enemy out of lane. They will come back with items. (Even if its just Double Dorans). Meaning a slight stat advantage. Clear wards as you can, let your jungler know the placement of the wards you cant clear. Be mindful of summoner cooldowns. Try to get a gank. If you do not, if your ADC has not gone back to buy, that "Income and Level Gap" you grinded out to get, will quickly decrease as an ADC with items, and one without have a clear eventual winner. (Think zoning and Creep Control)

Prepare for a gank, ask for a gank. Kill or force the enemy to retreat. Take dragon after if you can. Make sure your ADC goes back to buy. If your ADC waits till the enemy is back in lane. Your lane is lost.

Early Game - Sustain over Aggresion

Style 1. Passive Support

*If the enemy laners cannot effectively zone your ADC but you cannot win lane trades this is the way to go. Heal the ADC anytime they have more than 100 life taken away and use Infuse on them sparingly. They will hate you for this, but a well timed silence can save their life.

Overall Intent - Economy and Wards

Level 1:
--------> At level 1 put a point into Astral Blessing. Make sure to stay back slightly. You can heal the ADC if he gets caught. However, if you have to use flash or heals on yourself, you cannot support your ally.

Level 2:
--------> At level 2 put a point into Infuse. Use this to keep your ADC's mana up. However, against a CC based or a Kill Lane, be very careful when you use Infuse. A well-timed silence can break up the CC Combos or Flash-Kill that many lanes will attempt to kill your ally. If frozen at tower, use Infuse regularly.
--------> Continue to use Astral Blessing your ADC as availability presents itself. However, if you are near a Level Up around the same time Astral Blessing is ready to come off cool down, wait for it. The additional Heal amount is worth the small window of your carry having damage attached to them.

Level 3:
--------> At level 3 put another point into Astral Blessing. Heal the ADC anytime enemies look as if they are attempting to go "All-In" that armor buff puts the exchange of damage for the enemy as uneven in your favor. Always be looking to Infuse the ADC, but also be looking at the enemy for when they get into position to Chain CC. A silence at the right moment prevents opportunity.

Level 4:
--------> At level 4, and this is enemy jungler, your jungle, and your mid dependent. Put a point into Starcall. When bot hits level 4, most Mids hit level 6, meaning the possibility of ganks increases for both teams. Even at level 1 a Starcall still increases Magic Damage, in terms of MR Shred this is the same as a Pair of Sorc Boots for your mid, and a Haunting Guise.
--------> Having Starcall does not mean spam it. This is only to give additional damage if ganked, and allow your mid or your jungler the opportunity to pick up easy kills if they follow the gank.
--------> As in, lets say Soraka and the ADC both die, but you've been spamming Starcall and all your heals the entire time. Your Mid haven seen the gank on bottom immediately follows, but is unable to get their in time to prevent your deaths. However, the 3-4 enemies on bottom should all be sitting at low health. Your APC sweeps in before its too late, takes advantage of MR reduction. And gets a triple kill.
--------> The other use of a level 4 Starcall is just to put damage out there. A full Health enemy is more likely to commit to dives. Using Starcall defensively adds some accumulative damage that could potentially prevent that enemy lane from commit to a maneuver that would leave you and/or your ADC dead.

Early Game Itemization Prior To First Time Fight

Keeping Lane Dominance

*While Soraka can keep the Ranged DPS healed and constantly full of mana, what she cannot do is keep that DPS alive once other lanes begin to roam in bottom lane. 4 verse 2 ganks are not uncommon.

Understand Gank Timers

-Certain champions need to reach a pre-determined Gold amount and Level amount before they join the fray but once they do, they help their team to dominate. This is not a case of if your lane will get ganked, but simply a when and being able to prepare for it. Regardless of lead, if your lane is not prepared for snowballed lanes to gank, you will lose.

Notable Examples:
1. Rumble
2. Kat
3. Riven

-In order to mitigate the snowball effect of other lanes into yours. You need to think in advance of which item to buy second.

IF double AP Top and Mid - Rush Aegis if not Locket
IF Snowball AD with Gap-Closer - Locket
IF against team CC - Mikaels.
IF Snowball based AP - Aegis $ Wardstone
IF Snowball based AD & AP - Zekes

If none are true, and other lanes except yours still fail.
-Auras, Aegis into Locket, Mikaels, its all about keeping the team mate who can carry alive.
IF this is the case, I recommend not going boots. By not having boots it makes you the easier target meaning you as Soraka take the brunt of the combos, CC and attacks just because the enemy wants to pick up the kill. More so it means your ranged DPS will be less likely to be focused.
-The advantage of this is that your Ranged DPS will live longer, will be able to pick up kills, and your accumulated death streak will have negative dividends for the other team. (Think of it, a team that wastes an exhaust, an ignite, a flash, a few ults, and their CC to gain maybe 30-150 and loses their ability to stop the ADC that can know farm kills freely because they used their abilities and summoners on a Soraka who gives no gold.

Starting Mid-Game Objective Dragon

*Cordinate with Your Jungler*

Pink Ward in Advance
-Why can't I just use my trinket? (Because the Cool Down of the item lets the enemy know you have a small window to do dragon that announces to the enemy team even if they lack vision that you are doing dragon.

1. Set-Up - The ADC should push the lane towards tower to have the minions put pressure on the lane, while Soraka and team's jungler head toward Dragon, depending on health, Soraka should be the to tank most of the damage from Dragon. (Partly due to tankiness, partly because following this, you will need to retreat to fountain for wards/items anyways whereas your jungler will not.)

2. Caution - Watch the mini-map for any MIA from Mid, while your lane mate might not think Mid is now roaming, it is always a possibility, espcially in the current meta.

3. After Math - Once dragon is dead, run deep into your jungle, do not stop at first bush to simply retreat, this needlessly puts you at risk of feeding the other team.


Mid Game

Mid Game

*The Point at which Objectives start to get taken.
1.) Towers get destroyed
2.) Dragon is killed - contested - stolen.
3.) Buffs are secured.

Champions will start to free roam.

As in keeping that Carry alive, as more of the enemy starts to roam and go MIA for extended periods of time. It becomes increasingly more important to keep up the health and mana of the carry, while also expanding your ward responsibilies to more then just 1 or 2 to keep from a jungler gank, because its not just the jungler who will gank, its everyone.


In mid-game, you should have your core build and preferably one or both of your core follow ups. Team fights are starting, and you need to prioritize who you need to heal, and who the biggest threat to your team is. Make sure to clear wards (with a friend, always with a friend) and always have dragon and baron warded, preferably with a pink ward.

Warding and Objectives:

Ward your pushing path
At this point, you should also begin warding their jungle and areas of high traffic if you haven't already. Ping for your team to contest junglers/laners taking buffs, or to gank the enemy mid laner who is stealing your wraiths. Take dragon if possible and/or force dragon fights. If you're really far ahead, your team can go for an early baron and push. Also stick with your team if they're grouping up for a fight. Remember you still need to check them mini map often and keep up your map awareness. Make logical conclusions when going for objectives like if their entire team is MIA and you don't have dragon warded, that they're probably taking dragon (but that will never happen because you'll always have dragon warded right?). Try to get map control by warding and clearing enemy wards.

Late Game - Soraka's Role

Soraka has a kit that lets her do some very vital things extremely well

The Facts

1. Instant Silence. Her silence is the most responsive in the game. It applies instantly, which lets you cancel near all cancelled ults and disrupt nuke combos. This silence can be an effective counter against burst assassins by stopping their ability to weave in and out of combat unhindered. Think of an Akali that for 3 seconds cannot shroud or jumpburst.

2. Massive Physical Protection. 105 bonus armor is impressive even in league of cleavers. 300-ish health is great too. She punishes heavy physical damage teams like no other.

3. Unmatched Sustain. Between Locket, her ult, her heal, and options like crucible the right team will live practically forever with her in the back. This is especially helpful now that Poke Mages are seeing a resurgence.

4. Sustained Damage. Soraka chips away at your magic resistance steadily and effectively. If the fight lasts too long, enemies become increasingly vulnerable. Her sustain will then ensure the fight lasts longer while increasing the damage that mages on her team do. Soraka can reduce over 100 Magic Resist letting your AP Mages deal true damage.

5. Solo Saves. Aside from just the heals provided by her ultimate and the damage mitigation, if a teammate is running after being caught, if Soraka can heal that champion and they get away, you've prevented a late game 4v5 that almost always results in loss of objectives and towers. Soraka by timely saves can prevent the game losing death of a teammate.

Late Game - Warding

Ward. Everwhere.

If nobody else wards. You will probably lose.

-One single person caught out of place can mean the difference between a win or a loss, both ways, wards are used both offensively and defensively to track enemy movement, and to an extent help conceal your own.

-Line of a sight is a battlefield multiplier, remember that.

-If even 1 person goes bottom, enemy team will likely attempt to Baron, remember this.


Pentaheal - Teamfights



1. Locket Usage (Technically Not A Heal)
-As the team fight starts be it that somebody on your team has been caught, or a champion on either team has initiated, the usage of Locket will "Soak" up some of that front loaded damage that teams will try and just unleash to end a team fight early.
-This is between 280-800 effective health depending on resistances per champion. Enough to halve or fully nullify the damage from one or more of those abilities that are being unloaded on your team.

2. Wish Usage
-Locket alone is not enough to keep your team mates alive. Allow for a very slight delay before using Wish. Simply put, more than 1 team mate is going to be taking damage. The use of Wish is the only way to keep those team mates alive. A Lvl 3 Wish is going to heal your a team mate for 440 health and up to around 1000 effective health. Between Locket and Wish you've just given each of your team mates between 800-1800 effective health. For your entire team you've just given between 4000 and 9000 effective health.

3. Astral Blessing Usage
-At this point your looking for the friendly champion that is drawing the most focus fire. IF this is you, self-cast. You wont have much time to cast. From this that champion drawing aggro will gain 350 health and up to 800 effective health for physical damage from the Armor Buff. However, it is likely you will use this on yourself, or on the teams melee bruiser.

4. Mikaels Crucible Usage
-Be quick and switch to the activated on Mikaels. You'll be looking to use this on your primary damage dealer that is low on life. At a minimum this item heals for roughly 450 to 900 flat health. However, it removes CC effects. Think QSS with a heal attached. If the other team focused your carry or hyper carry this will put them back in the game and able to get away safety or press advantage depending.

5. Summoners Heal Usage
-Having exhausted all other heals, Summoner Heal is the only piece of your kit left unused. Press forward to maximize the number of champions on your team that can benefit from this. This heal is not just to be used if needed during the team fight, but to also heal your team mates so you can press and push afterwards. The heal itself is relatively low, but it allows for around 330 health to all team mates.

Aftermath -
What have you accomplished?

Using the Pentaheal you've mitigated between 6,000 and 13,000 effective damage.

Or in other terms, you've doubled the health of your team.

Team Fights Summary

1.) Keeping the burst/assassin types Silenced.
2.) Using Astral Blessing on the teammate effectively tanking the most damage.
3.) Using Wish to further heal teammates, (only use on solotarget is a must to keep the carry alive)
4.) Spam Starfall recklessly.
5.) Use summoner heal after all other heals are exhausted.

  • Use Locket as a last ditch effort to save a teammate, or as part of the initial surge into a team fight. A 5 second AoE shield on a 60 second CD that can prevent up to 1150 damage at level 18 not taking into account individual damage resistances that apply to the shield.

  • Use Shuryelia's to initiate a fight if need be, only when you have proper line of sight.
  • Save Shuryelia's to time a retreat to minimize casualties.

Objective: Baron

What does Baron do?

Killing Baron gives all living players on the killing team the "Exalted" Buff. You know, the buff that lets an enemy team face-check your towers, and 1200 gold to the entire team, and usually a level up.

The "Exalted Buff"

The buff grants:
  • Up to 40 ability power
  • Up to 40 attack damage
  • 3% of your maximum health in health regeneration per 5 sec.
  • 1% of your maximum mana in mana regeneration per 5 sec.

-Due to the large boost this buff gives, it can often turn the tide of a match. It can also put the team who has the buff in favor when poking around a turret as they have high amounts of regeneration while the other team does not.

Keep Baron Warded.

But when your team is ready to take Baron, try to clear first with an Oracle's to prevent getting creep-jacked, or a Baron steal.


On Playing Mid Soraka -- Riot Kades Speaks

- Riot Kades -
I reference Kades because he has more experience playing Mid Soraka then I.

A sizable point to make - Mid Soraka is going to have a great KDA ratio, but a horrible K to Deaths ratio.

-Core Items


-Runes/Masteries for a focus of that extra near 20% CDR, FREEING up an item slot.

* I've played an AP Bruiser version of Soraka since beta- back when there was no que dodge penalty and I'd be trolled just for picking her. I don't know- I think at the time there was something very appealing about mastering the perceived 'worst' champion. Then I just clicked with her, and while I can play other champions/roles decently, taking Soraka mid or top is definitely what I'm best at (depending on the current meta).
*I don't have an exact number, but I would imagine I probably have around 2-3k Soraka games played if you include both seasons, normals, and preseason/beta. It's kind of absurd, honestly.

With all that said, here's where I'm currently at with Soraka in Season 3: CDR
Easily, the most important stat to get is Cooldown Reduction.

*You max out at 40% CDR, and nothing helps your DPS or utility more than maxing that out ASAP. Soraka's ratios aren't actually all that great- she only gets .4 AP on Starcall, .45 ratio on Ancestral Blessing (heal), .6 ratio on Infuse, and .7 on Wish (ult). So rushing or statting for AP early game I've personally found to be fairly ineffective. However, due to having a naturally low cooldown on Starcall (2.5 seconds) and the spammable nature of the spell (combined with the added utility of the additional MR shred), maxing cooldown first is extremely effective.

*Right now- and I change this often- I'm gaining 10% CDR from my masteries by going 4/0/26. I get an additional 10% CDR from runes by level 18 so that I can max my CDR by just grabbing one item. A lot of stuff changes for me as I continue to discover new things about Soraka, but maxing CDR has been a constant for a few years now. It is extremely important.

*Due to my playstyle, I grab Heal and Flash. The third heal I've found to be clutch in teamfights, but I could make an argument for Barrier or (surprisingly) Clarity. Both are very effective, though Clarity is often ridiculed- that rage tends to roll off of me, but you should expect it if you give it a try at higher (or mid) elos.

Dependence on Visibility
*When I head mid, I tend to depend on visibility to avoid ganks. I typically grab two wards when I head back so that I can ward both brush on either side of mid. People see Soraka mid, and they love to gank her.

*Contrary to popular sentiment, I've found Soraka to have a relatively weak laning phase while she really comes into her own during mid-game teamfights. She pairs best with a healing support on her team (Sona, Alistar, Taric are ideal) and then you have near indefinite sustain mid/late game. You can feed your healer mana to spam her heals and you have your larger burst healing to help out.

*So I play fairly passive during the laning phase. I often tell my jungler to focus on the other lanes, and I play passive while I build up my first few core items.

*Due to mana cost changes from her most recent nerf, you really have to get a large mana or mana regen item. I've been rushing Athenes to give me both the CDR and mana regen, but I could make an argument for going Tear/Frozen Heart or possibly Catalyst/FH/RoA. Find what works for you; just max that CDR early.

Max Q, Watch Ability Icon To Bush-Check
*For Skills, I max Starcall first. I use it at level 1 in order to scout bushes as I'm walking in (if you spam q as you walk up to a bud, when it goes off, you know there are people there ready for a gank). I get infuse at 2-4 depending on how much damage I've taken (typically 2) so that I can walk up, silence the player, and hit them with a starcall and walk back. It's effective, but you can't do it too much or you'll inadvertently push your lane into a bad position. I typically max heal second and infuse last, getting my ultimate at 6, 11, and 16.

*After Athene's, I've been building Rylia's to Liandry's- you get an insane amount of damage at this point. After that, I can get a Deathcap or more but into more survivaibility based on their team. A deathcap really helps your heals and helps your Starcalls quite a bit.

High Sustained DPS instead of Burst
*The last point I'd like to make is about the damage that Soraka can do. It's commonly thought that she does terrible damage in teamfights- this is completely inaccurate. She does insane damage in teamfights- it's just that almost none of it is burst. But even with 0 ap, you're doing 160 damage (pre-MR) to 5 people every 1.6 seconds. That's 800 damage every 1.6 seconds to their team. It's not burst, but it is substantial. Also, you have the ability to heal your team (3 times with AB, Wish, and Heal SS) and shred their MR so that other AP Casters on your team do even more damage.

*Even when I check "damage done to champions" I'm often the highest damage dealer in the game. My KDA might suck (I've never cared about kills, I care about wins) because I'm not necessarily doing the finishing blows, but my teams win because I do so much AOE damage plus utility.

Mid Soraka isn't for everyone, but if you have any other questions, I'll be happy to help out how I can.

TLDR, Max R, Q, W, E with one point in E at 2. Get 20% CDR with Runes and Items. Get max CDR with one item (I rush Athenes). Then grab Rylia's -> Liandry's.

Bruiser Mid Soraka

Soraka Mid has 3 Virtues

• Sustain
• Farm
• Control

*Start with Q to harass farm, use Q when securing CS to add poke to every gold gain you make. Ideally your looking to last hit a minion with Q, while harassing the enemy, without targeting the other minions.

As Soraka mid you should not be out with a mindset to out-damage your opponent and hope to snowball your way to victory. While this is possible, your team gets more out of a crippled mid-lane that has to be protected by the enemy jungler.

You are mid as Soraka to control the lane, to harass the enemy when possible, to make your opponent pay for every attempted CS.

In sport terms Soraka mid operates on a zone defense, were any attempt into better position that has
positive uses for your enemy is immediately met with harsh resistance.
*If the enemy mid is crippled, low on health, and is cuddling with his tower, DO NOT POKE HIM OUT FROM UNDER IT. An enemy with low health is less likely to risk asking for a gank, if he insists on staying too long; he does nothing but hurt his time by not healing.



• Creep Score
-At an average of 23 gold per CS Soraka has the ability to drastically influence an opponents ability to free-farm, cutting an average of 3-6 minions per wave, or in other terms, removing 100-200 gold from your enemies war chest every 30 seconds.

• Kills
-By playing with offensive Zones created by Starfall and Silence it allows Soraka to farm relatively safely while limiting her susceptibility to incoming ganks. If you limit your opponents CS, and you don't allow your opponent to get gold from kills, all your opponent has is passive gold income. Thus by not dying
you limit your opponents effectiveness by simply staying alive.

• Assists

-By limiting an opponents income and even more so if your able to harass you directly affect that opponents play style and build. Without tiered items your opponents combat effectiveness is drastically reduced thus limiting or preventing your opponent from picking up kills and assists if ganking top or bottom.
(Which can be further reduced if you at the point your lane goes MIA immediately head towards the lane most susceptible to ganks.)

1. You want to play Soraka as a harasser and zoner using Infuse with a follow up by Starfall. This does maximum damage while helping to prevent a successful burst counter against you. Your lane will be pushed from the use of Starfall so always be aware of the minimap and location of enemy champions.

2. Know the enemy jungle and the jungler's path. Non-mana Junglers will gank you from the direction of their blue, whereas Mana Junglers will gank you from Red. Keep this in Mind. If you've got kills under your belt, bottom will try to gank you as well, ward often.


3. Also your jungler will be a key to your success as a Mid Soraka. If you get ahead push your minions into the enemy tower and roam. Help gank bottom, help gank top, just communicate with your jungler, gank with him or have him cover down on your lane as your roam and he gets some quality time with that solo lane experience and gold.



Every creep wave represents between 200-300 potential income for your enemy. With a new creep wave coming in every 30 seconds or so. Over a period of 5 minutes that represents between 2000-3000 gold, your intention is to keep your enemy from being able to possess all of that.

Think of your opponent as a fulcrum for you and your Starfalls. Every time you use an ability the enemy mid should be the main recipient of damage, not the minions. Though with good timing you can use Starfall to last hit minions while still harassing.


Soraka Mid Overview

Playing Soraka mid lane can have huge payoffs. Soraka does very well against enemy champions that are reliant on creep waves to provide cover so that they can farm unhindered.

Tactics To Use

-Every time you use an ability because of spell vamp you'll get consistent health back, focus on poking the enemy, do not focus on the kill. You will be able to get farm regardless, do not try to force the kill until your ready for your first back. Otherwise continue to take farm that the enemy mid cannot keep up the pace with.

Ganking * Remember Mid Lane is just a place to farm gold and deny gold.
* Ultimately try to help snowball other lanes.
* Always gank from through the lane, not through river.
* Do not let the enemy mid wander.


June 25, 2014 - 12:25 AM #1

Hey bro. Bandwidth issues

April 25, 2014 - 02:08 AM #2

Thank you for this very detailed giude.
Just one thing about summer spells: Since heal has been buffed a little (remove grievous wound and 2 seconds speed buff) and soraka spamable Q, gosht can give her better mobility in solo lane and ( sometimes ) even bot lane with enemy gap-closing jungler (like Vi). What do you think about this pair of summoner spell?

April 11, 2014 - 12:47 PM #3


January 20, 2014 - 04:01 PM #4


January 15, 2014 - 10:27 PM #5

Hey Coxy, i've been following your guide forever. Can you upload a section on how to handle match-ups? I would like to see a "what to do" section against some harder match-ups like Thresh, Leona, ect.
Thanks <3

January 13, 2014 - 02:54 AM #6

This is a really informative guide about Soraka. It really explains a ton of stuff and gives a good pointer about her in general.
This build is really good and after learning some tips, it improved my soraka gameplay somewhat (still some stuff i need to learn when i support :P)
So much effort put into this guide to show us how Soraka can be played well. I really this guide.

December 27, 2013 - 07:11 AM #7

Downvoted. I see an "ijunglersoraka" but no jungle soraka

December 27, 2013 - 12:12 AM #8


-Thats my fault, im updating this guide as I go for the Pre-Season changes. Max R then E first.
We do this for both the poke (Which benefits the new Gold items) and for the longer silence duration that makes ganks more effective.

December 26, 2013 - 07:51 PM #9

Tried the guide and won a game with it was quite awesome to see :D

December 19, 2013 - 06:46 AM #10

"E-W-Q. Lockdown, heal, harass, abuse CDR reduction.

Max R First, Then W, and alternate Q and E as situation calls for."

Which one is it? =P The skill order table says you're maxing E first

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