Soraka Build Guide

Soraka: A Comprehensive Overview

Uploader Warden
Updated 5 years ago
242,780
86%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Mana Regeneration (+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18))
  • 9
    Greater Glyph of Cooldown Reduction (-0.83% cooldowns)
  • 1
    Greater Quintessence of Health (+26 health)
  • 2
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

[title][center][highlight]ATTENTION: This guide is currently under construction due to the massve patch recently implemented on healing champions. Please be patient as I rework and test new builds[/highlight][/center][/title] [center][title][highlight]Soraka[/highlight][/title][/center] To begin, I am writing this guide revolving around a few basic assumptions which will almost always be the case in any game that actually matters; these points include: 1) The presence of a jungler on both teams. 2) The presence of 3 characters who will have great benefit from solo lane farm on your team 3) You will be in bottom lane 4) The presence of a carry which will greatly benefit from your support in bottom lane I realize this situation will often not be the case in low elo and non-ranked games. However, the same general philosophy will apply to all games, regardless of team comp... Your Purpose: Support, support, support: You do not kill enemies, you do not kill creeps, you do not auto-attack and push the lane while your carry attempts to farm. It is your job to get gold to the people who actually provide damage on your team. You do this by keeping your lane partner in lane with heals, facilitating poke/harass by keeping allies topped off on MP, by zoning out enemy carries early game with auto-attacks, and by relying upon gold from assists and gold per 10 items to create your build. [center][title]Introductory Explanations[/title][/center] [.][highlight]GOLD MATH[/highlight] It is common knowledge that gold per 10 items (henceforth referred to as "Gp10") are an effective way for heroes to amass gold without stealing farm from carries and other allies. However, with the recent patch that made the Gp10 effect on all items UNIQUE, one can no longer stack 4 hearts of gold and receive the individual Gp10 effect from each item. Since the effect is unique, you can only receive the 5 gold per 10 effect ONCE from any given item. That being said, Soraka can still benefit significantly from three of these gold per 10 items, effectively making the recent patch on these items not hit Soraka quite as hard as other heroes who used to stack them. This is why the early game core revolves around getting your three Gp10 items as quickly as possible. The sooner you purchase them, the more gold they will produce for you throughout the course of the game. Once your Gp10 core is complete, you will be making 19 gold every 10 seconds from your Quintessences, Mastery point, and items alone. On top of this, you will continue to receive the static gold that all players receive naturally of 1.4 gold per second, or 14 gold per 10 seconds. [.]Breakdown 3 Avarice Quintessences (1 Gp10 each) = 3 Gp10 total 1 Greed Mastery (1 Gp10) = 4 Gp10 total Philosopher's Stone (5 Gp10) = 9 Gp10 total Heart of Gold (5 Gp10) = 14 Gp10 total Kage's Lucky Pick (5 Gp10) = 19 Gp10 total Static Baselane of Gold Accumulation (14 Gp10) = [highlight]33 Gp10 Final Total[/highlight] So, with your three Gp10 items complete you are making 33 gold every 10 seconds (198 gold per minute) simply by standing around, and at this point you are standing like a boss with all this Gp10 building up. This is why you do not need to worry about last hitting. With your core complete you will automatically produce an amount of gold equivalent to last hitting around 5-9 minions per minute, depending upon how long the game has progressed. To elaborate upon how much gold you will gross, here is a bit of additional information. Once all three Gp10 items are complete, here is how much gold you will make in... 5 minutes: 990 gold 10 minutes: 1980 gold 15 minutes: 2970 gold 25 minutes: 4950 gold 35 minutes: 6930 gold 45 minutes: 8910 gold [highlight]Your goal is to complete your Gp10 items by the 15-20 minute mark.[/highlight] Also, keep in mind you will still be making your innate 14 Gp10 before building any Gp10 items, along with the additional gold from your Philo stone and HoG that you acquire before the Kage's Lucky Pick is complete. [title]Core Item Pricing[/title] [.]Philosopher Stone Price(800): Regrowth Pendant (435), Faerie Charm (180), Recipe (185) [.]Heart of Gold Price(825): Ruby Crystal (475), Recipe (350) [.]Kage's Lucky Pick(765): Amplifying Tome (435), Recipe (330) Total Cost: 2390 gold. After 79 minutes and 40 seconds of "total Gp10 time", these items will have paid for themselves, on top of providing bonus status effects that are all beneficial to Soraka. By total Gp10 time, I mean that each individual Gp10 item counts towards this total time additively. For instance, if you purchase all three Gp10 items at the exact same moment and hold them all for 20 minutes, that would be a "total Gp10 time" of 60 minutes, since you have been holding three different items, for 20 minutes each. To be perfectly clear, that 79 minute and 40 second mark does not include the static 14 gold per 10 passive that all players receive; this only includes the gold made from the items themselves. The reason I am going into so much detail about the math and time revolves around optimizing three things 1) The amount of time you are in lane buffing your allies like a boss 2) The amount of time your are making money with your Gp10's 3) The amount of time you can freely roam to ward and support other lanes that require assistance. [.][highlight]Warding[/highlight] I know I am talking about some fairy broad topics concerning things like Gp10 and warding, but these more simple concepts cannot be emphasized enough for the role you are supposed to fill. We have established that your purpose is to support allies in lane by allowing them to farm. As my final introductory point, I will emphasize the importance of allowing your allies to take enemy kills over yourself. When an enemy is killed, two different treasure pools are created: [highlight]Gold pool #1[/highlight] is given to the player that actually landed the killing blow; that player receives the entire share of gold pool #1. [highlight]Gold pool #2[/highlight] is 70% of the size of gold pool #1, and is distributed evenly amongst all players who receive "assist" credit on that kill. This is why when you land the killing blow, you will notice that you receive significantly more gold than you would from an assist, and that when your whole team shares assist credit on a kill you may receive an amount of gold equivalent to simply killing a minion because of how [highlight]gold pool #2[/highlight] is split between all those receiving the "assist" credit. In addition, the following table outlines how much gold is received from slaying a champion that has executed a specific number of consecutive kills, or has died a specific number of times in a row (credit goes to the League of Legends wiki page) Number of Kills that Champion has Made-------Number of Times that Champion has Died 1st kill: 300 gold-------------------------------------1st death: 300 gold 2nd kill: 330 gold-------------------------------------2nd death: 273 gold 3rd kill: 363 gold (Killing spree)---------------------3rd death: 216 gold 4th kill: 399 gold (Rampage)---------------------------4th death: 170 gold 5th kill: 439 gold (Unstoppable)-----------------------5th death: 135 gold 6th kill: 483 gold (Dominating)------------------------6th death: 106 gold 7th kill: 500 gold (Godlike)---------------------------7th death: 84 gold 8th kill: 500 gold (Legendary)-------------------------8th death: 66 gold 9+ kills: 500 gold (Legendary)-------------------------9th death: 52 gold Examples (assume none of these are first blood) 1) Vayne kills a Soraka that has not died yet this game and has made no kills--Vayne receives 300 gold 2) Vayne kills a Fiddlesticks that is on a Killing Spree--Vayne receives 363 gold 3) Vayne kills a Gragas that has now died 6 times in a row--Vayne receives 106 gold 4) Vayne kills an Ashe that is Legendary, and Rammus assisted with the kill--Vayne receives 500 gold and Rammus receives the full assist pool of 350 gold (70% of 500). 5) Vayne kills a Godlike Veigar and her full team of 4 provides assistance--Vayne receives 500 gold, and each of the four teammates receives 88 gold (70% of 500 gold and divided equally into 4 shares). [.]These examples further demonstrate the significance of not only making kills on the enemy team, but getting those kills to the appropriate teammates, and allowing teammates to assist when possible. That being said, as pimp as you may feel about landing a kill shot with your Infuse, it is far more important for your Vayne to get an infinity edge, than it is for you to get any of your items. So, allow the appropriate players to get the kills as you sit and milk your Gp10's. It should go without saying, but if for some reason you are the only possible player that will land a kill before that enemy escapes, or the only player in range of last hitting a minion without overextending an ally's lane, then of course--please kill them. [imgext=][imgext=][imgext=]

This section has been modified to show a couple of alternatives depending upon who you may be facing in lane. It should make sense that since this game has a large number of champions, there are also several potential setups and countermeasures that you will need to have at your disposal. [highlight][center]Seals[/center][/highlight] Option 1: I like to split between flat and scaling mana regeneration seals to help compensate for a lack of mana regen early game while still providing a marginal scaling benefit over time. Once Infuse is level 4 or 5, mana will become much less of an issue. Be sure that you are spamming your infuse as much as you can to keep your own and allied mana pools full. Option 2 (Defensive Seals) [.]Defensive Seals The two primary suggestions have been flat armor and dodge seals. When I was considering the 6.75% from full dodge runes, I really couldn't shake the thought that on average these runes will let me dodge 1 out of every 15 (rounded up from 14.81) auto-attacks. The benefit here seems to only be during early game where the exchanges of auto attacks are going to be more sporadic, but during team fights the auto-attacks are going to be more constant and consecutive. Let us consider the average scenario and say that your dodge will occur in the middle of those 15 auto-attacks (so on either attack 7 or 8). During mid and late game, I would be hard pressed to find any AD hero that will not have you dead by auto attack 3-5(even with a self cure), let alone 7 or 8. I can definitely see how a lucky proc of the dodge runes could make for some pretty miraculous getaways, but it seems that on average they won't help that much in comparison to the guaranteed benefits of mana regen seals. Looking at the flat armor runes--at level 18 Soraka has a base armor of 7.4(+3.8 per level), for a total armor of 76 armor at level 18. With 10.26 bonus armor at level 18 you will have a base armor of 86 instead of 76. Soraka starts the game with 11 armor, and would start with 21 armor with the armor seals. This provides the following bonuses to defense from physical attacks: (Credit to LoL Wikia for the Formula) Armor Formula: 1 - [100 / (100+armor)] = Armor Reduction in decimal form Multiply the decimal form # by 100 to get the % of physical damage reduction Level 18 (76 Armor) = 43% damage reduction (Every 10 attacks feels like 5.7) Level 18 (86 Armor) = 46% damage reduction (Every 10 attacks feels like 5.4) Level 1 (11 Armor) = 10% damage reduction (Every 10 attacks feels like 9) Level 1 (21 Armor) = 17% damage reduction (Every 10 attacks feels like 8.3) So at level 1, the flat bonus from the armor seals alone is 7% physical damage reduction, and this benefit decreases exponentially down to a 3% bonus at level 18. So the primary benefit of these seals comes in the early laning phase, which is the point in the game that you are less likely to be stressed on MP for healing. We must also keep in mind that these runes are only providing benefit while we are getting hit, and our whole goal is to optimize our utility in fights without getting hit, so in some ways taking defensive runes is sort of investing in the potential to be in a bad position. Don't get me wrong, I do think defensive runes are worth considering, we will always end up taking damage in some form or another. If we go back to those dodge runes, we said that they will let us dodge on average 1 out of every 15 attacks. This provides a 6.67% reduction in the damage you will take on average from physical auto-attacks. So if you are inclined to take defensive seals, I would certainly go for the dodge seals since they provide nearly as much average damage reduction as the armor seals do from level 1 (the armor seals gave us 7% damage reduction at level 1), but the dodge seals become far superior to the armor seals mid and late game, since they remain at a static 6.67% physical auto-attack damage reduction while the bonus armor's efficiency reduces to a 3% damage reduction (it will actually be even less of a bonus from the armor seals if you manage to build aegis, and in the rare case--Randuin's). The last point to consider when thinking about dodge versus armor seals, is that the dodge glyphs protect you from auto-attacks only, while the armor runes also provide protection from things like Urgot and Caitlyn's Q's. Dodge runes would be stronger against an AD carry whose primary damage comes from auto-attacks as opposed to something like Urgot's Q. [highlight][center]Glyphs[/center][/highlight] For glyphs, I really do not waver on what I feel is the best choice. CDR glyphs provide what I feel to be a very nice early/mid-game enhancement to your healing and mana restoration abilities. You will start the game with 14.89% CDR with these glyphs and your masteries. These coupled with Ionian boots will set you up well for mid-game CDR of 30%, quite nice. Throw in an [imgsmall=items/elixir-of-brilliance.png] for force fights at dragon or baron and you are capped on CDR. [highlight][center]Marks[/center][/highlight] Option 1: AP/level marks will give you the most reliable utility on Soraka. They provide 1.8 AP each at level eighteen and will give a total boost of 16.2 AP. Your Heal and Wish both scale very well with AP, and your Deathcap will further amplify AP gained from runes. In most scenarios, this will be your bread and butter selection for marks. Option 2: Armor penetration marks can give Soraka a great early game harassment advantage that often gets ignored until the enemy carry in lane realizes they have blown all of their health pots and must return to base. Use these, your attack range, and the brush to optimize your harassment ability during the lane phase. Initiating on characters such as Akali with Infuse(silence) will allow you to get a hit or two in on them before they can stealth. Don't hesitate to expose yourself to a single auto-attack or two to exchange hits with an enemy carry; your lane sustainability far exceeds most other lane combinations. This option will not be a good choice against enemy bottom lane combinations such as Taric/Vayne. If you try to expose yourself to harass...you will find yourself stunned, pinned against a wall, and dead. This choice is more situational but is worth considering. [highlight][center]Quintessences[/center][/highlight] Avarice quintessences synchronize with the Gp10 build we will be going for early game. They also help you obtain your Gp10 items more quickly since their benefits start up as soon as the first minions leave the base. [highlight][center]Alternative Rune Considerations[/center][/highlight] [.]AP/level AP per level seals give 1.8 AP each at level 18 (16.2 total) AP per level glyphs give 3.06 each at level 18 (27.54 total). The following example was explained in the comment section in response to a suggestion for AP/level runes while also using 0-9-21 masteries instead of 9-0-21. In this example, let's assume we are looking at two level 6 Sorakas with two points in W, two points in E, and 1 point in R. For simplicity's sake, I will call the Soraka using my build Warden, and the AP/level Soraka will be called Broraka. With my recommended build Warden will have 4 AP from the offense tree, whereas Broraka using AP/level seals, glyphs, and marks will have 24 AP from the offense tree and 20 bonus AP from your runes at level 6. [.]Broraka's W will heal for 142, Warden's will heal for 124. Cooldown on Broraka's W will be 9.4 seconds, Warden's cooldown will be 8.5 seconds. Now let's assume these two people are in opposing lanes, healing at every possible opportunity for 180 seconds. In that time Broraka will W 20 times times, and Warden will W 22 times. (when you take 180 divided by 9.4 and 8.5 respectively, you actually end up with 19.14 and 21.17; they get pumped up to 20 and 22 since the timer of 180 seconds begins at t = 0, so after 9.4 seconds you haven't cured once, but twice) Broraka: 20 cures x 142 HP each = 2840 HP healed (112 more HP healed) Warden: 22 cures x 124 HP each = 2728 HP healed In addition, Broraka's Infuse will have a cooldown of 14.1 seconds, Warden's will have a CD of 12.7 seconds. In that same 3 minutes Broraka will do 13 Infuses, while Warden will do 15. 13 Infuses x 50 MP each = 650 MP restored 15 Infuses x 50 MP each = 750 MP restored So at level 6 Broraka is healing a net of 112 HP more than Warden in three minutes, whereas Warden produces 100 more MP (or 2 extra offensive uses of Infuse). Another point to mention is that in this equation we have factored in the benefit of using AP/level in every single rune slot aside from quints, whereas the only runes of Warden's that have factored into this equation are glyphs since they contribute to CDR. Warden also has the added mana regen from seals, and the armor pen marks which come into play during early harassment. So, it seems like early game the full on AP/level seals, marks, and glyphs allows you to heal a marginal amount of extra HP, but let's also look at when these AP/level runes are at their strongest--level 18. At level 18 full on AP/level runes give 60 bonus AP. This causes W to heal an extra 54 health, and Wish does an extra 78 HP to each ally (up to a total of 390 extra health if all 5 allies get healed). Now let's see how this all factors together when looking at our end-game build, which often includes a Deathcap and further amplifies the AP benefit. In the comment section, the suggestion for AP/level runes also included an objection to using Shurelya's Reverie late game, so I will exclude that from the AP/level final build. Assuming the AP/level build user has Ionian boots, you will be sitting at 21% CDR from the Utility tree and boots. I will be sitting at 40% CDR from glyphs, boots, and Shurelya's. The recast on your W will be 7.9 seconds, mine will be 6 seconds. Let's consider a 60 second poke war at an enemy tower/inhibitor. You will be able to W 8 times, I will W 10 times. Let's assume you and I both have Deathcap and Kage's as well. Your total AP: 140 + 25 + 10.8(masteries) 60 = 236 x 1.3(deathcap modifier)= 307 AP My total AP: 140 + 25 + 10.8 = 176 x 1.3 = 229 Your W heals for 300 + 276 = 576 HP (70 extra HP healed) My W heals for 300 + 206 = 506 HP Now going back to that 60 second poke war. You: 8 cures x 576 HP = 4608 HP healed Me: 10 cures x 506 HP = 5060 HP healed (452 more HP healed) So in a relatively short exchange of 60 seconds, the CDR comes out on top late game. I realize if you are not building Shurelya's, that you likely have some other type of item that potentially adds AP. Regardless of what item it is though, it won't add enough AP to dent an extra 452 HP from the bonus CDR. Now let's look at a heated 6 second battle, followed by 10 seconds of pursuits to finish off enemies. Over the span of 16 seconds, you will be able to W three times, and I will W three times as well. You will cure a total of 1728 HP and I will heal 1518 HP. (If the battle lasted 2 more seconds though, I would be able to get off another heal spell, whereas you would have another 1.9 seconds to wait after that). However, in this particular example you clearly come out on top during the short burst battle. Looking at Wish, yours will heal for 440 + 399 (from 307 AP) = 839 HP Mine will heal for 440 + 298 (from 229 AP) = 738 HP Let's assume each teammate receives the full heal amount of our ultimates to examine how your AP/level runes perform in the best possible scenario (as anyone who has played Soraka knows though, this is unlikely since certain champions get focused during fights, but its still worth considering). 839 HP x 5 targets = 4195 HP healed (505 more HP healed, 101 extra HP per ally) 738 HP x 5 targets = 3690 HP healed The cooldown of your Wish = 79 seconds from 21% CDR The cooldown of my Wish = 60 seconds from 40% CDR In my opinion, I would rather have my Wish available again 19 seconds sooner than heal each ally for 101 extra HP. In most cases I feel that if an Ult and W won't save them, I doubt an extra 101 HP would have either (but certainly it will save champs in some cases, although I feel a bit rarely). This is of course just my own opinion though. To sum up the AP/level rune consideration, I would like to state that it is up to you to make a final choice of what mixing and matching of these suggestions you take. In the above end-game example Shurelya's was excluded from the opposing build because that was what was suggestion in the comment section. As a player, you could obviously choose to take AP/level runes but also take Shurelya's as a late game item. Furthermore, you could also do a mix in your rune page of AP/level marks and seals, while maintaining CDR glyphs. My main point here was to stress the significance of how much cooldown reduction can improve your healing ability.

[title][img=skills/soraka/p.png] Passive: Consecration[/title] [number]Increases surrounding allies' magic resistance by 16.[/number] [title]Explanation:[/title] The utility of this passive will taper off as the game continues, but can provide a decent advantage early and mid-game against AP carries; it also synchronizes well with the area of effect bonus from Aegis of the Legion. [title][img=skills/soraka/q.png] Q: Starcall[/title] [number]Strikes nearby enemy units for 60 / 90 / 120 / 150 / 180 (+25% of ability power) magic damage and reduces their Magic Resistance by 8 for 8 seconds This effect stacks up to 20 times. Cooldown 3seconds Cost 42 / 54 / 66 / 78 / 90mana Range 630[/number] [title]Explanation:[/title] This ability will not come into play so much until you hit level 13 and it is your only remaining skill choice. Spam this ability during team fights to reduce the enemy's magic resistance. Only use this ability if it will not compromise MP pool to the point that you may not have enough mana to heal enemies with W or ultimate(R). Also, this ability is best used on the edge of major and minor skirmishes so that you do not place yourself into the middle of the heat. Lowering the entire enemy team's magic resistance by a few points instead of just 3 of them is not worth placing yourself in easy range for getting focused down. [title][img=skills/soraka/w.png] W: Astral Blessing[/title] [number]Restores 60 / 120 / 180 / 240 / 300 (+90% of ability power) health and grants 20 / 35 / 50 / 65 / 80 bonus armor for 4 seconds. Cooldown 9seconds Cost 80 / 100 / 120 / 140 / 160mana Range 650[/number] [title]Explanation:[/title] This ability is your bread and butter heal spell. It cures an allied champion, provides a temporary armor boost on the target, and has a relatively short cooldown. It will provide you with a distinct advantage during the lane phase and will also give your team a major advantage during continued exchanges of long ranged attacks to try and whittle down HP bars. Every additional AP you have will cause this ability to heal an additional 0.9 HP, so nearly a 1:1 ratio. Use of this ability will be explained in further detail later on. [title][img=skills/soraka/e.png] E: Infuse[/title] [number]If cast on an allied champion, restores 50 / 100 / 150 / 200 / 250 Mana. If cast on an enemy champion, silences them for 1 / 1.5 / 2 / 2.5 / 3 second(s) and deals 50 / 100 / 150 / 200 / 250 (+60% of ability power) magic damage. Cooldown 15seconds Range 725[/number] [title]Explanation:[/title] Infuse further contributes to the distinct team advantage Soraka can provide. It allows you to keep your own mana pool topped off, while also keeping allies full on MP. It should be noted that when the ability is cast upon yourself, you receive double the effect. So, if you need a more substantial mana boost than usual, don't forget that targeting yourself restores a larger lump sum to Soraka. [title][img=skills/soraka/r.png] R: Wish[/title] [number]Instantly restores 200 / 320 / 440 (+130% of ability power) health to all allied champions. Cooldown 120 / 90 / 60seconds Cost 200 / 275 / 350mana Range 25000[/number] [title]Explanation:[/title] This ability synchronizes very well with your (W) heal spell. It can provide a massive heal to your entire team that can change the tide of battle. Furthermore, it can serve a crucial early game advantage by saving allies from enemy ganks and allowing for more aggressive tower dives without losing an allied teammate to the remaining tower shots they take after ending an enemy champion. This spell will heal an additional 1.3 health for each 1 ability power you gain, so it will gain more of a benefit from AP than your (W) heal spell. Save this spell to counter area of effect damage such as Brand or Lux's ultimate. This ability can also be priceless in saving your primary damage source from being focused down immediately. I have blown many a Wish on saving just one critical teammate that ends up turning the battle in our favor.

The skill order I have provided is rather generic. You will need to decide for yourself by evaluating the conditions of your particular lane to determine if you should skill additional levels in [imgsmall=skills/soraka/w.png]heal(W) over [img=skills/soraka/e.png]Infuse(E) or vice versa. If you are out harassing the enemy team and you and your lane-mate could benefit from more MP than HP, put additional levels into Infuse over heal. An example of a lane-mate that could use extra early mana could be Ezreal. If your Ezreal is harassing like a boss with Q's, you will often find yourself not having to cure as much since the enemy lane begins playing more passively. If you need more potent heals to keep your lane-mate and yourself topped off, then give heal an extra level over Infuse. Also, keep in mind that your starting item choice will also effect how you should skill up your W and E (i.e. starting with faerie charm may facilitate earlier W skill up).

Both of these topics will be put into a single section because many of the same concepts and map locations apply to both warding and Clairvoyance. We ward certain places on the map so we can see them, we CV certain places on the map so we can see them--so similar strategies apply to both. As a support hero that is only makes perfect sense for you to also be footing up the gold for wards. I am not talking about one set of three wards, I am talking dozens throughout the course of an entire game depending upon how long it lasts. For the team, your warding and CV will provide the following: 1) Track enemy movements to facilitate safe dragon kills (950 team gold + 25 kill gold per dragon kill) 2) Prevent enemy ganks or counter-jungling, and effectively reduce enemy gold acquisition. 3) Facilitate allied ganks, and effectively increase team gold even further. 4) Maintain control of your own jungle's red and blue buffs, while increasing the probability of stealing the enemy's red/blue buffs. 5) Maintain Baron awareness and know when the enemy is making an attempt, or when your team has an opportunity to kill it. I have uploaded this map with some different cue marks for where wards will ideally be located. You will notice three different categories of marks I have made--marks with a green center, yellow center, or red center. No two marks with a green center share a border with the same color, and the same goes for the yellow and red cores. The multi-colored borders on the outside of each of my markers are so that we can talk about individual points more specifically. i.e. "I don't think the green core with the grey border is a good warding position", etc. The three different colors are designed to show where you should be warding depending upon how many towers you currently have up. The green cores indicate where one should ward when all allied towers are alive. When those four locations are warded, you will have vision of all potential "entry points" from the enemy half of the map to the allied half of the map(aside from a few specific exceptions). If you have a ward at all four of these locations as you enter the latter portion of early game and proceed into mid-game, you will notice that your team will be immediately aware of nearly all enemy movement that may be leading toward a possible gank, or any enemy counter jungling. The yellow core marks I have made indicate >>additional<< positions you should ward once the tower closest to that area has fallen. The key here is that once you lose a tower, the enemy will be able to move more freely in the areas around that tower and you will lose vision of portions of that area since enemy minions will also be able to push more easily since they do not have an outer tower to encounter. The same can be said for the red cores. Red cores indicate the areas that may need warded when the second/third tower in a given lane have fallen. I want to emphasize the positioning of a few particular wards on the mini-map I have uploaded. As a support, you will be laning bottom. If your base is the one I have indicated on this map, you are at a disadvantage in terms of warding utility for the bottom river. To avoid enemy ganks, you will want to place a ward at the green core/white bordered box just to the right of P Diddy. However, if your base was in the bottom left corner instead, you would instead place a ward just outside of the dragon cove so that it provides vision of the exit out of the enemy's blue camp while also providing dragon vision. As you will notice in my example map, the green core/white bordered ward is not actually in the brush (which is a common warding location), nor is it in the middle of the river. By properly placing a ward here you will have vision of any enemy hero that comes out of the brush to the left of it, and you will also have vision of any heroes coming down via the river. Although you will not have vision of the brush just to the left of this ward, if an enemy comes through that brush and travels down to gank as opposed to past your ward and through the river, you will be able to see them soon enough to begin running back toward your tower. The green core/grey bordered box just below the trollface at Baron is another great early game warding position. As opposed to the ward in bottom river which was >not< in the brush...this ward >will< be in the brush. That large curved piece of brush allows enemy champions to get quite close to your middle lane before a ward anywhere else in that river would spot them; this ward will also potentially track an enemy leaving up to gank top since it also reveals the river area itself. As we know, early game gold can be quite tight so I think it will also be useful to discuss which of the four green cored warding locations are most important. I would prioritize them in the following order: #1) White border #2) Black border #3) Grey border #4) Pink border (again I am currently only talking about the boxes with green cores. Since our job early game as a support is to facilitate CS farming for our carry, it is equally our job to protect them from getting ganked. That green core/white-bordered ward will prevent this. The green core/black-bordered box is the second priority because of the likelihood of an enemy jungler proceeding to gank immediately after they have gotten red buff. This second ward will protect another very important player on your team--your solo mid carry; it will illuminate the path a jungler would have to take to proceed toward middle lane for a gank. This black bordered location can also allow your own jungler to safely take the enemy wraith camp if the opportunity arises (an extra 71 gold/240 XP). The #3 location is the green core/grey-bordered box; this is the other entry route for a gank against your solo mid ally, and although less likely than the entry point from red buff--it is still an important warding location. The green core/pink-bordered box is #4 for a few reasons, the first is because you generally have a beefier champion top lane that has a greater chance of escaping, also there is no possibility for an enemy team to take Baron down in the earliest portions of the game, so in terms of Baron protect a ward here will not be doing much. Lastly, the pink-bordered box is also the location furthest away from your bottom lane, and as such will require the most time to get to--it will not be unreasonable to expect the top lane champion to purchase 1-2 wards until you have gotten your Gp10 items built and roaming becomes more common. The significance of the green core/white and black bordered markers have purposes beyond gank prevention as well; they also give vision of the two entry points for dragon and alert you to whether or not the enemy is setting up for a dragon kill. My reasoning behind the two wards with the red cores are because if your second line of turrets have fallen, it is likely that when the enemy attempts to push they may move around and split up to try and split push or they may move as a team to another lane. If your wards detect a split push, this will provide your team with the ideal opportunity to take out whichever smaller group is your target. I feel that many of the other warding locations are rather self explanatory. We ward around the basis that enemy players can only move around via particular "roads" on the map. With this in mind, we want to ward key intersections where multiple paths converge to optimize our chances of tracking enemy movement. It's exactly like your neighborhood or town, you can't get from point A to B without passing through certain areas. As with any strategy we try to create in this game, there are exceptions--here are some of the more important ones that immediately come to mind. 1) Oracle's Elixer Unfortunately wards are available to our enemies as well, and as such they will be attempting to ward in many of the exact same locations. This brings an interesting modifier to the equation-Oracle's. For 400 gold this will provide one champion with true vision until they die, so that they can see all invisible enemy units and structures (wards). When an enemy has an Oracle's, it can almost completely shut down your team's warding capability. The ward will likely be destroyed within a minute if an enemy has oracle's. This stresses the importance of taking down enemy champions with an Oracle's if at all possible; a champion with Oracle's essentially places an extra bounty on their own head. As Soraka, it will also be your responsibility to purchase Oracle's. Again, since you make your gold from Gp10's, you can freely go ward hunting without missing out on crucial lane gold. Two of the most important locations on the map to have warded are Baron/Dragon. If the enemy team has an Oracle's and your team has been unsuccessful killing that champion, you can place a ward at the very back of the coves that dragon/baron sit in. In this way, a random passerby will not see the ward unless they specifically walk inside the area to look for it. A skilled player with Oracle's will of course check for this area, but it is a less likely location to be checked than right in front of Baron/Dragon itself. 2) Alternative Movement Methods Flash, invisibility, blink, gap-closers (bandage toss, Jarvan's flag grab). These abilities can provide different means of movement that bypass the "roads" of the game map. For instance, Shaco can blink off of a cliff into a river and remain invisible for a short period of time and bypass common intersections. Amumu can bandage toss to dragon and solo it without either of our green core wards noticing. This being said, you must adapt to the team you are playing against; know which heroes are capable of moving through walls/terrain. Although the locations I have shown will provide things like dragon protection while also giving other vision advantages, the only way to 100% know if an enemy is killing dragon or not...is by having a ward at dragon itself; the same can be said of Baron. Clairvoyance -This spell can be thought of as a temporary ward to a given location. With our CV mastery point, it will reveal an area of the map for 10 seconds. This can be used to check all of the aforementioned locations I have indicated on the map (buffs, baron, dragon, checking gank pushes); however, it can also be used in some more useful ways as well. It provides a great way to scope out an area you would like to ward before diving in head first if any enemies are missing on the map. This is another point to keep in mind; if all 5 enemies are visible on the map or are dead...there is obviously no need to CV to look for enemies. It may seem like a simple point, but one can get into such a habit of spamming CV every time it is available that they may be checking for a gank when no enemies could possibly even be there because they are all dead or accounted for on the mini-map. During these times, you can check the enemy blue/red buff camps, since these areas will be the least likely to be warded manually since it can be somewhat risky to enter these areas. You should use your CV at the beginning of the game to attempt to see which enemies are going into particular lanes. In low elo/public games where people may be AFK the first few seconds or navigate the shop screen slowly, somewhere between 10-15 seconds will usually spot a few people moving. In games with more skilled players that immediately buy their items and start moving, then a CV at ~5 seconds will be more appropriate. One problem is that if you CV too soon, the enemy will just stop moving or not move at all to try and fool you. [highlight][center]Warding and Inventory[/center][/highlight] One very good point that has been brought up by several players has been the problem of running out of inventory space mid/late game when you still need to be buying wards. When this point comes, you must use good judgment to determine which items you plan to build later on, and which items you can sell as a consequence. Once your build is up to the three Gp10 items, boots, deathcap, and Aegis, you have milked an overwhelming amount of utility that your Gp10 items will provide you in your current game. I usually just stick with the three Gp10, boots, deathcap, and use my sixth space for wards until I can buy Aegis outright for 1925 gold since none of its recipe items provide significant utility over anything we currently have. Once I have enough for aegis, if the map is not properly warded and a game-ending push is not imminent then we need to decide which of our Gp10 items to sell for ward space. I would still purchase the Kage's lucky pick as soon as you can early game for the boosted AP though, which I find to be particularly nice mid-game since I personally do not run scaling AP/level seals/glyphs that a few of my counterparts do in this thread. Even if you do run AP/level runes though, our heal and Wish scale so well with AP that 25 AP from Kage's is quite nice. Kage's pick generally seems to be the Gp10 item most people are on the fence about, so I will mainly discuss this item as it pertains to taking up an inventory slot. The pick will pay for itself after holding it for 25 minutes and 30 seconds. However, if you sell the pick after 25 minutes and 30 seconds of holding it, then you will technically come out with a net profit of at least 382 gold (the resale price of the pick) by just carrying the thing around for that amount of time. If you end up selling it, we can break even by factoring in the resale price(382 gold) and say that the pick pays for itself in only 12 minutes and 46 seconds. So even if you buy it, and your team goes on some miraculous rampage and you suddenly have enough for both your deathcap and aegis, and you sell the pick back after a mere 12 mins 46 seconds then you've technically been carrying around 25 AP during that time for "free" when you account for the gold the pick has accumulated for you, and the extra gold you get from selling it back. So bottom line, I would still definitely buy the pick. Once it comes time to decide which of our three items to sell though, we must consider which of the advanced items (deathfire, randuin's, shurelya's) we are most likely to build. If you are less likely to make one of these 3 in particular, then sell the Gp10 item used to make that advanced item. I feel like the two advanced items we will most often desire are Shurelya's and Randuin's, so as much as it stinks to lose the 25 AP, I would sell the pick. Selling HoG just leaves you insanely squishy, and Shurelya's is the most common item I have ever acquired next in the build order (so we don't want to sell our philo either). I try to get the map fully warded before I purchase my Aegis in the hopes that the game may end before I need to buy more wards, but it often doesn't so I think which Gp10 item to sell is a good point to have clarified. Summary -Still buy Kage's as soon as you can early game; it pays for itself very quickly -Fully ward the map before buying your 6th item so that you can hopefully get in another team fight before having to sell one of your Gp10's. -When the time comes, sell whichever Gp10 item you won't build into an advanced item. Final Remarks -To sum up this CV/warding section, I would like to say that the warding locations I have provided will be the exact same >relative< to the locations I have provided for the given example if your team starts in the bottom left as opposed to the top right (aside from the green core/white bordered ward being moved to just outside of the dragon cove as I mentioned earlier). For instance the green core/grey bordered ward will instead go in the bush just slightly above the yellow core/black bordered mark if your base is in the bottom left corner. As you can see though, this is technically warding the same bush as we were before, but its just on the opposite side of the river since our base has moved locations. -If your team has the advantage and you begin to take down enemy turrets, you can ward more aggresively into the enemy jungle at key intersection points such as blue and red buff. Use common sense about where enemies must travel in order to optimize offensive warding as well. [imgext=http://i35.photobucket.com/albums/d162/Rackham89/Map2.jpg]

As a reminder, here are the three recommended starting item choices. Option #1: [imgsmall=items/regrowth-pendant.png][imgsmall=items/health-potion.png] Option #2: [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward2.png][imgsmall=items/mana-potion.png][imgsmall=items/health-potion3.png] Option #3: [imgsmall=items/faerie-charm.png][imgsmall=items/sight-ward3.png][imgsmall=items/health-potion2.png] If you are less confident with your ability to avoid poke, will be laning against heavy, sustained harassment, or if the enemy team does not have a jungler...then I suggest Option #1. The extra health regen will maintain your sustainability while allowing you to focus heals on your lane-mate instead of yourself. This will also facilitate an earlier Philosopher Stone purchase. However, in the overwhelming majority of situations your enemy team will have a jungler, you should be able to avoid enemy damage, and you should begin with Option #2. This provides marginal MP regen, lane sustainability against the harshest of harassment, and 6 minutes worth of ward protected lane farm. Your ward timing will depend upon the enemy jungler. If you expect an immediate post blue golem/wolves gank to bottom lane, then ward the river right after the blue golems spawn. Utilize your Clairvoyance to assess the situation to determine whether a pre-3 minute gank is an imminent threat and potentially avoid wasting an early ward. However, when in doubt....ward. It is not worth the risk of giving up first blood, and the lost time your carry or you yourself will have running back to lane, missing experience, and missing CS while the enemy team likely claims FB and large gold assists. Remember what I said earlier about there being two treasure pools for any given kill? The player who lands first blood receives 400 gold, and the assist pool of this large sum will be 280. So if only one player assists, they will receive 280 gold, giving the enemy a 680 gold advantage within the first minutes of the game. I feel that a 75 gold ward investment is worth the potential waste if the gank does not immediately occur. This brings me to another important point about early game in particular, but also the game a whole--Clairvoyance. This provides a brief, ward-sized view of a given area that also penetrates the brush, without having to actually be placed into a given piece of brush. Use this to your advantage to examine multiple pieces of brush and popular ganking sites at one time. Your CV should be used constantly; if the most likely ganking sites, dragon, and baron(late game) are warded, you should be checking the enemy blue and red buffs for a potential steal by your own jungler. Another advantage of CV is the capacity to see when the enemy jungler kills these buffs, so that your jungler or a fellow teammate can have the opportunity to steal it the moment it spawns. As for the early game laning itself, your job is quite simple. If your heal is available and either you or your ally are not at full HP, heal someone. If you or your lane-mate are not full on MP, infuse someone. The moment the cooldown is ready and there is a suitable usage, use them! Shaving a mere second off of each of your infuses by constantly paying attention will gross your lane far more MP than disorganized or sporadic usage. Keeping your own MP and your ally's MP topped off should always take priority over using Infuse(E) to harass, unless it could lead to a potential kill. Again, you must gain experience and use your own judgment to optimize spell usage. Your carry's HP takes priority over yours, as they will be attempting to move in for last hits and as such will be more vulnerable to additional poke and harassment. Only take a last hit on a creep if you know that your carry will not be able to get the last hit for his/herself. You should never take gold that would have otherwise gone to your carry. This includes the time when your carry is away from lane; you can last hit however many creeps you safely can without pushing the lane. In terms of MP, you must sustain enough to keep healing your lane-mate and yourself, while also providing enough MP for your ally to spam whatever abilities they require for harassment and last hitting. In early lane fights or ganks, it is also of top priority to utilize your Infuse(E) offensively. A level 3 Infuse(E) will provide a 2 second silence. This can block an enemy carry's summoner spells from facilitating an escape, or more specifically--block a Vayne from rolling out of kill range, block an Akali from activating her shroud, or block a Cait's 90 caliber net from knocking her back. However, you must also be aware that if an ally is low on MP and could potentially land the kill as a result of the extra MP you can provide, this must also be considered. In order to play effectively as Soraka you must not simply consider your own abilities, but you must also know the abilities of all of your enemies and allies, so that in the split second moment between making a kill or QQ'ing over an Ignite not lasting one more tick, you must know what will bring about the most effective use of HP, MP, and your abilities. Once you hit level 6 you will have to become more globally aware of the map and your teammates. A well timed Wish(R) can make the difference between turning the tide of a jungle gank against your team, or facilitating a tower dive without losing any of your own teammates. Do not Wish(R) simply to get assist credit and obtain some portion of the Assist gold pool. Wish(R) can change the tide of battles and as such should be saved for the times it will serve the most utility. Another important part of your early game will be harassment and zoning. Since you are not focusing on last hitting and must simply concentrate on spamming your W and E abilities, you have the luxury of doing your best to harass the enemy players. This explains the 9 Armor Penetration Marks you took in your runes page. You will be surprised how hard your auto-attacks will hit within the early levels, and you have one of the longest auto-attack ranges in the game. Use the brush and your constant healing capacity to your advantage. If possible, try to target the enemy carry, but take any opportunity to land an auto-attack that you have. When it comes to a gank, or how much farm players have acquired during the laning phase, every HP you can take away form your enemies will count. Also, focus enemies in lane that lack self-healing mechanisms or heavy regen items such as a Regrowth Pendant [imgsmall=items/regrowth-pendant.png]. Setting up for a kill is the number one goal, but zoning an enemy back to base can be equally as good. If you do manage to zone out an enemy carry, try to push that lane as hard as possible IF you think you can force the enemy tower to eat up much of the last hits and creep kills while they are away. This may not be the case if you are completely pushed back to your own tower, but just keep this point in mind as a potential option. The last point I want to address about early game will be your first trip back to base. In order to finish your philosopher's stone and buy HoG in one trip you will need: [.]1190 gold if you started with a regrowth pendant [.]1445 gold if you started with a faerie charm [.]Add 350 gold to either of these values (yielding 1540 and 1795 respectively) if you also wish to purchase Boots of Speed on your first trip back. [.]Add 75 gold for each ward you wish to purchase. Do not delay too long for additional gold for boots wards though; getting your Gp10 sooner will facilitate much more item/ward purchases later on. Personally, I recommend boots of speed before you move onto Kage's lucky pick unless by some miraculous sequence of ownage you come up with enough gold to finish your Philo Stone, Heart, and Kage's all at the same time. You want to get your Gp10 pumping, but after your first trip back map mobility will become more crucial as ganks and team fights become more prominent and thus, I recommend boots first. I also recommend Philo Stone and HoG first over Kage's because the HP/MP regen and increased HP will increase or lane sustainability and survival since you are often focused. The 25 AP from Kage's pick will make your heal(W) cure 22 more HP than it would otherwise. In my opinion, this is not as significant as the benefits from Philo and Heart of Gold. Lastly, if you have completed your core and have warded the map early on--get comfortable purchasing an Oracle's to clear enemy wards. This can provide a tremendous advantage if you keep yourself alive, since early game gold can often be tight and you will force the enemy team into blowing additional money on wards.

As ganks, small skirmishes and team fights become more frequent you will be moving from the early laning phase to focusing your heals(W) and Infuses(E) much more finely during team fights. Your cure has a natural cooldown of 10 seconds, depending upon how much cooldown reduction you have at this point, your cure will be ready 1 second faster for every 10% cooldown reduction you have. So, depending upon how long a team fight lasts, you may have time to only cast 1-2 cures during the time that fight really gets into the climax. It is at this point of the game that you will also more than likely finish your Rabadon's Deathcap. This item will provide a noticeably significant boost to your heal(W). Each AP you have will add 0.9 HP cured to your W, so this item alone will be adding a minimum of 180 HP to your cures depending upon your level and given the fact that you already have Kage's lucky pick. If the enemy team focuses your tank in a team fight, he/she is doing their job and the enemy team is unskilled or have tunnel visioned into focusing your tank. If the enemy team seems to be adamantly focusing your tank toss them a cure (it will give them bonus armor as well and perhaps they may even survive), but your true priority is to keep the people alive on your team that will be able to [highlight]end[/highlight] the fight in your favor--these people are your carries. Tanks don't end fights, they start fights. Carries end fights by killing the enemy, plain and simple. Be mindful of your own teammates' abilities and whether or not their summoner spells like Flash are up to make a quick escape from being focused or killed. If you have to choose between one teammate with several escape mechanisms (i.e. Ezreal with Arcane Shift and Flash available) and another one (Annie with Flash down), try to heal the one that has nothing to defend his/herself with. Of course, nearly everything can be situational. If your Annie with no escape mechanisms has put herself into a situation in a team fight that is beyond saving, then you should focus your heals to an alternative player as opposed to her lost cause. Your ultimate ability, Wish(R) can really make the difference between a full wipe for your team or acing the enemy at this point. You must view the fight more objectively to determine the best point to use your ultimate. You want to optimize the amount of health that Wish(R) will heal by waiting for everyone to have taken some damage, but you also do not want to wait so long that one of your carries has already died but you hesitated to ult because your Amumu and Jarvan were still full. It will simply take time and experience to react at the optimal moment and determine when to heal(W) or when to ultimate(R) during a team fight. Your heals will also provide a substantial armor bonus varying with the level of your W. Keep this in mind as well when determining who to heal. For instance, if you are attempting to make an escape with two of your squishies with a Brand and Vayne chasing you, and both of your allies have about equal chances of escaping...cure the individual who is being focused by the attack damage based hero--the extra armor may be just what they need to escape with that extra sliver of health. If you are comfortable with Oracle's you should be purchasing one at this point; if you are not comfortable with Oracle's, get comfortable with it. Check high traffic areas such as dragon, baron, and river bushes. Utilize your Clairvoyance and your own wards as a means of checking areas before going in and potentially getting ganked. Lastly, I have listed Vision Wards x5 in every portion of the item build to emphasize your responsibility for warding the map. At this point it becomes even more important to ward dragon as kills can be made in 15 seconds or less. Utilize your Clairvoyance to check brush areas before exposing yourself to plant wards to avoid getting yourself killed. You can also use this to ward more aggressively onto the enemy blue and red buff camps if you are careful. In terms of warding, you will also need to begin warding Baron not only to keep an eye on the entrance to your blue, but also avoid the potential of missing an early baron kill.

Your general healing obligations will remain the same during team fights throughout late game. Focus your heals(W) and Infuse(E) with skill and diligence. Once you hit level 13 you will also have Starcall(Q). This ability will lower your enemy's magic resistance while also doing minimal damage. It can be spammed, and unless your MP is low for some reason and spamming Starcall(Q) could somehow compromise your ability to heal(W) and ultimate(R), then it should be spammed at any opportunity. The decrease to magic resistance stacks, and can be quite potent if allowed to gain several stacks. Do not neglect your healing obligations or put yourself into a dangerous situation just so you can hit the whole enemy team with your Q. You can stay on the outer rim of the climax of the skirmish and still able to hit a few of the enemy teammates with your Starcall(Q). If your team has the advantage and the enemy is pushed, begin warding in a ever increasingly more aggressive manner (further into the enemy jungle at critical junctions and buffs). As the enemy is pushed they will become more desperate for creep kills and your team may be able to catch a few of them singled out as they attempt to claim one of their buffs or farm gold. If your team is at the disadvantage then you need to continue to aggressively ward Baron and dragon, along with your own jungle so that your team can clear as many creeps as possible without getting caught alone. If your team has been pushed back quite far then it can be dangerous to move all the way out into the river to ward baron or dragon. At this point in the game you must prioritize baron over dragon at all costs, as that can lead to a very powerful push by the enemy team if they are able to claim Baron uncontested. In terms of items, this is the point you may have a few additional options added to your arsenal--namely Shurelya's Reverie and Deathfire Grasp. These items will build up using the Gp10 items you acquired back in the beginning of the game. In my opinion, these items can provide additional utility that may often be underestimated otherwise. Shurelya's Reverie gives an area of effect speed boost to your allied team; it provides an "oh sh*t" escape mechanism, or the additional boost your team may need to turn a triple enemy kill into an ace. The area of effect is also large enough that you can initiate the effect while you continue standing on the safe outer rim of battle. Deathfire grasp gives you not only into a support, but gives you a fat nuke to drop on a critical target. The ideal target for this would be an enemy carry that must be targeted, but has built a large HP item of some sort--a couple examples are a ranged carry with Warmog's, or an AP carry with a Rod of Ages. To optimize its effectiveness, you should use your deathfire on the target as soon as the battle begins. The higher the target's HP, the more damage deathfire will add. I must add, that you should not put yourself at risk of getting immediately focused and killed just to try and get off your deathfire charge. The damage from this is more of an optional advantage that you should use with good judgment, but from my experience it can make the difference between quickly dispatching of an enemy carry or grimacing over the fact that they weaseled out with 200 HP.

A lot of comments were made about team fights in the middle and late game sections, but I wanted to summarize some of the most important aspects here. [.]Be aware of not only your own abilities, but the abilities of your teammates and the enemy. Top priority is to keep your carries alive so that they can end the fight by killing the enemy team. If others can be saved as well as a result of your actions, that is a bonus. [.]Most likely your team will enter full 5v5's at full MP; this is the best moment for you to use your Infuse(E) offensively to silence an enemy AP carry. At level 5, Infuse will provide a 3 second silence, which can mean the death of an enemy AP carry before they do anything at all, or at least severely cripple their initial damage output. [.]You will often be focused during team fights to prevent the constant cures and silences you can dish out--use this to your advantage by learning how to kite enemy champions effectively by taking advantage of jukes in the brush, and drawing enemy carries further into your own team than they safely should. Your pursuers will often find themselves ofter extended, out of position, and dead. [.]Do not forget that your heal also provides a temporary armor boost. Be aware of which teammates are taking damage from which enemy champions. An armor boost versus an AD carry will obviously provide some advantage whereas it will provide nothing against an ally being targeted by an AP carry. [.]Your ultimate, Wish(R) will play a crucial role in team fights. Save it for just the right moment so that all of your teammates will receive some of the cure after taking some damage. Do not wait so long though that your primary damage sources have already been killed off. Lastly, if you have gotten yourself crowd controlled into a situation where you will be killed off and you still have not popped your ult...use it immediately so that it serves whatever utility it can.

This section will be relatively short and sweet. Your job is to heal allies--as such, anything that hinders your healing potential will provide significant problems for you. [center][highlight]Champions that counter Soraka[/highlight][/center] [img=champ/missfortune.png] When Miss Fortune's Impure Shots (W) is activated, it will reduce the healing effects on any target by 50% for 3 seconds. This activated effect on Impure shots lasts 6 seconds, and also increases her attack speed, so if you are playing against an MF for some reason, keep track of the "grievous wounds" icon on top of your allies' heads to see who she has effected. The cooldown on the ability is 16 seconds, so she will only be able to use it once during a team skirmish aside from the pursuit phase which my follow. [img=champ/tristana.png] Tristana's Explosive Shot (E) will reduce the healing effects on a single target by 50% for 5 seconds. This ability has a 16 second cooldown as well. [img=champ/katarina.png] Katarina's bouncing blade can be enhanced by the effects of one of her other abilities--Killer instincts. While killer instincts is active, all targets hit by bouncing blade will receive 50% reduced healing effects for 5 seconds. The cooldown on bouncing blades is 7 seconds at level 5, and the cooldown on killer instincts is 12 seconds at level 5. So, chances are she will only be able to activate the reduced healing effect on bouncing blades once per team fight due to the 12 second cooldown on killer instincts. [center][highlight]Items that counter Soraka[/highlight][/center] [img=items/executioners-calling.png] This item can be used on one target to reduce healing effects on them by 50% for 8 seconds. The active effect has a 20 second cooldown. [center][highlight]Spells that counter Soraka[/highlight][/center] [img=summoners/ignite.png] Ignite will reduce healing effects on the target by 50% for 5 seconds. Cooldown is 180 seconds. Comments -You must keep an eye out for these champions on the enemy team. When you are playing ranked and you see one or more of these champions present, you may need to reconsider Soraka as your potential choice of support. In a serious match you will really never see Trist and MF together on the same team, although seeing Katarina along with Miss fortune OR Tristana is a possibility. Even the single target abilities of Tristana and Miss Fortune can be devastating during mid/late game team fights where one target at a time is commonly focused down. If your carry is hit with the 50% reduced healing, you can pretty much consider their life to be out of your hands if they get focused down. -The most devastating of the three heroes is by far Katarina. If a team fight is initiated outside of the presence of any creeps, this ability can hit all 5 members of your team at level 4. This will cripple your Wish beyond belief, and also any single target cures for a five second duration. The most critical moments of a team fight easily occur within that first 5 second window. As such, Katarina can severely cripple your utility during team fights. -Executioner's calling will be something you need to watch out for in any game. The 8 second duration is incredibly long and if you are performing well I would not put it past an enemy to build one of these strictly to prevent you from cure bombing your carry during late team fights.

Patch 1.0.0.124 (24 August 2011) * Recommended Items updated * Base health increased to 446 from 426 * Base health per level increased to 71 from 67 * Starcall o Cooldown reduced to 2.5 seconds from 3 seconds o Base damage reduced to 60/85/110/135/160 from 60/90/120/150/180 o Ability power ratio increased to .4 from .25 o Mana cost reduced to 35/40/45/50/55 from 40/50/60/70/80 o Shred increased to 8/9/10/11/12 from 8 at all levels o Maximum stacks reduced to 10 from 20 o Range increased by 30 * Astral Blessing o Ability power ratio reduced to .45 from .9 o Cooldown increased to 20 seconds from 10 seconds o Base Heal increased to 70/140/210/280/350 from 60/120/180/240/300 o Armor buff increased to 25/50/75/100/125 from 20/35/50/65/80 o Armor buff duration increased to 5 seconds from 4 seconds o Cast range increased to 750 from 650 * Infuse o Ability power ratio increased to .75 from .6 o Cooldown reduced to 10 seconds from 15 seconds o Silence duration adjusted to 1.5/1.75/2/2.25/2.5 from 1/1.5/2/2.5/3 o No longer grants double Mana when casting on yourself * Wish o Ability power ratio reduced to .7 from 1.3 o Mana cost reduced to 100/175/250 from 200/275/350

Soraka may not be the most dazzling hero in terms of kill to death ratios, but the bottom line is that she wins games if used appropriately with competent teammates. She can save allies from overextensions and random errors, while providing a unique type of play style that you will not find with any other champion. I hope this guide may serve some utility to those who want to give Soraka some serious consideration. If anyone has comments or suggestions I will keep this guide updated with future patches and game changes.

Comments coming soon!
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