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Spells:
Ghost
Heal
Ability Order
Salvation (PASSIVE)
Soraka Passive Ability
Ever since the "1 . 0 . 0 . 1 2 4" patch, aka the Talon patch; Soraka has ceased to become an amazing babysitting support (although she can still babysit pretty viably and well)
Basically this is what they did to her:

What to do! has Soraka become another under-powered champion that no one plays? NO WE WILL NOT ALLOW SUCH BLASHPHEMY! Tanky DPS is the way to go! RISE NOW AND JOIN ME IN THE FIGHT!!!
Don't believe it will work? look at my record:

Once Karthus came back from his bug fix, this is what happened to him






Pros:
- Does more damage as a fight goes on
- Greatly benefits other casters on your team
- Makes a use out of a now useless Soraka
- Great farming
- Can get assists with heals
- Good poke
- Might surprise your enemy
Cons:
- Not as tanky early game
- You're Soraka, you'll probably be the first to get focused as most people still have the mindset that Soraka is the easiest to kill
- Gets shut down by silence (

- Gets destroyed by melee characters
- Slow move speed
- Hard to zone others with, as you constantly attack creeps when harassing the enemy
- Might surprise your teammates
FYI:
by "might surprise your enemy/teammates" I mean this


















As Soraka The core masteries to build are as such:

This can help your minions and allies do more damage to a tower, meaning a faster tower kill, which translates to gold for everyone on your team.

This mastery reduces the time you spend dead which is great for those moments where the enemy is approaching your base and your team is dead; the difference between a close loss and a turnaround is whether or not you can protect your nexus turrets in time.

This can get you to base faster; that one second could be the difference between barely getting back to base on time and all 5 enemies pounding you to death.

Movement speed is useful for anyone (although you can only get 3 out of 4 points in the skill).
Bad choices:

This is pretty useless because you would only need more mana EXTREMELY early game (level 1) and this mastery is a mana per level mastery (meaning the effects don't really show until level 18).

This mastery gets you 4 AP which isn't particularly useful given your measly AP ratio on





















If you disagree with getting the






Short Version:
Core Items:

Start with this for great sustain and it builds into a Philosopher's Stone
Philosopher's Stone
Great Sustain, extra constant gold gain, and builds into a


Tenacity and magic resistance

What your damage is based off of early to mid game

Armor, Mana, and most importantly: CDR

An escape/chase mechanism, more HP, and more CDR
Reccomended Items:

Magic resistance, AP, and magic resistance reduction on enemies, makes



More survivability (Spell Vamp) and a bit of AP
Other Viable Items:

MOAR POWA (AP)!!!

Magic resistance, AP, mana, move speed, makes your autoattacks do something
Abilities
Consecration
This ability makes you very good for laning against casters

This is your bread and butter. What should I use to harass?




Great for sustaining yourself in a solo lane, although it cannot be spammed, so it isn't quite as useful in a duo lane. Riot made this more into a clutch save type spell, basically heals and grants the target a large amount of armor for a few seconds. It is also a great spell to use on an initiator as it helps them soak up even more damage. You can also use this ability on a teammate when they are about to get a kill for an assist.

Basically this spell is a caster's bane, it shuts down any caster by making them unable to cast for almost 3 seconds (at max level). It is also great for sustain as it grants you and a teammate mana (note that you gain the same amount of mana regardless of whether you cast the spell on yourself or your teammate). It can also act as a soft nuke at the end of a spam of Starcalls, taking full advantage of that magic resistance shred. You can also use this ability on a teammate when they are about to get a kill for an assist.

The ultimate assist and team fight ability. It allows for your teammates to heal a large amount and continue fighting, allowing them to do more damage instead of dying or going back, reducing your team's ability to do damage. Also, you can use this ability right when a teammate is about to get a kill, granting you an assist.











What I Have:



Other Viable Spells:




















Other Spells:









You start out kind of squishy, but fairly resistant as well. People won't do as much damage to you as you'd expect (mostly because of defensive masteries) but you shouldn't rely on your tankiness to win your lane. If possible get in a bush. Bush control is one of your best weapons. Basically what you can do is pop out,









Mid Game (lvl 6-13):
Basically if you are still Laning, then do the same thing as early game. Just be sure to keep an eye out for ganks and almost dead teammates. You aren't a support, but you can still save their lives. Also if others are about to get a kill, you can ult and get some assist gold from it. If you have your tower killed, or you destroyed theirs, you can go and assist other lanes. just make sure that you have your lane pushed past the river (at all times). Also, at this point, you shouldn't be squishy at all anymore. If you think you can get a kill, you can tower dive. Just make sure that, as all tower dives are like, you aren't overestimating yourself or tunnel visioning and tower diving while everyone is mia, because they are most likely all in some bush waiting for you to tower dive.
Late Game (lvl 13-18):
Basically at this point, you are going to get in a lot of team fights. Don't forget, you aren't support Soraka anymore, don't stay in the back of your team just popping heals and tiny harass, once your tank initiates, get in on that action, just keep




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