|Champion||Background||Strategy||Skins & Trivia|
Soraka's a support who works best in the immediately proximity of her marksman. Here she can keep her lane partner healthy with Astral Infusion before turning to Starcall to damage the enemy bot lane champions and restore some of her own health. Equinox has serious potential to win trades, too – casting it beneath an enemy AD caster ( Graves and Varus, for example) greatly reduces their damage output, while using it beneath the enemy support cuts off their ability to use their array of abilities and summoner spells.
Equinox can be a lifesaver when the enemy jungler comes in to gank, too. Whenever Soraka casts the portal along the jungler’s attack route, she effectively forces them to choose between a longer gank path and the ability’s silence/snare gauntlet. Additionally, if her marksman’s already close to death but closer to the relative safety of their tower, then the speed boost from Salvation helps Soraka motor away from her enemies. Of course, if all else fails, Soraka can break the emergency glass and hit the big red Wish button to buy her allies a few extra seconds of life.
Soraka’s teamfight presence relies on sharp decision-making and making the most of Astral Infusion’s extremely low cooldown. Though she’s generally better off sticking close to – and healing up – her team’s backline, Salvation gives her enough movement speed to fly to the frontline and heal her suffering tanks. This presents risks, though: without the extra movement speed, she returns to her team’s backline – and safety – relatively slowly, giving the enemy team plenty of opportunities to wade in and cut her down. Soraka can diminish this threat by casting Equinox on the battle’s frontline, hopefully dissuading all but the most determined assassins from bursting through to kill her.
Finally, Wish has enough raw power to turn around seemingly lost fights. Timing is critical: using it early on tops off health and keeps the momentum of a fight in your team’s hands, but saving it until the last moment grants significantly more health and can fully dispirit a confident enemy team. 
- The indicator which appears on allies below 40% maximum health also indicates when they will receive the 50% increased heal from Wish.
- Use Salvation to weave in and out of danger and determine which ally needs healing. Be careful not to lead yourself into danger, as some allies may not be able to be saved.
- Salvation only gives bonus movement speed when approaching low-health allies in range. Thus, it might even be beneficial to leave allies low just long enough to escape danger.
- Observant enemy players will be able to notice changes in Soraka's movement speed when a low-health ally is in range. Be sure that your jungler or roaming ally does not enter your vicinity at low health if you need their presence to be elusive.
- Leveling Starcall at level 1 is desirable in a solo lane or if you and your laning partner seek to reach level 2 first.
- Maxing it first will give greater poke potential and enable lane dominance if ahead.
- Starcall's projectile falls more slowly the longer the distance at which it is cast from.
- If cast from a long range, you may need to lead your target. Often times in laning, the enemy laner will move back after last-hitting a minion. Try casting the ability behind them.
- In desperate circumstances or situations where you may need to land a faster Starcall consider casting it as close to Soraka as possible. This is easiest using Flash to get on top of an opponent beforehand.
- Sometimes, it may be unnecessary to use Starcall if Soraka is at full health, and if Astral Infusion is maxed first instead, the damage in early laning may be negligible. In this case, it may better to conserve your mana for more appropriate times.
- Leveling Astral Infusion at level 1 is desirable if you wish to give your a jungler a "perfect" leash in the support role, need to level it on-point in the case of early jungle invades, and/or seek to play passive in lane.
- Maxing it first will dramatically increase both Astral Infusion's early ally and passive self-heal.
- Tell your jungler beforehand that using a for the first jungle buff is unnecessary. Soraka should be able to heal her jungler once during the leash, step out of experience range when her jungler Smites the buff, and then heal her jungler a second time while heading to lane with her ADC in a fashionable timeframe.
- Despite its health cost, Astral Infusion has a relatively low mana cost. As such, in a support role in lane, Soraka can remain relevant with only a couple points of extra mana regeneration.
- Casting Astral Infusion many times over a short period can drain a large portion of Soraka's health. Be mindful of positioning in extended trades.
- Once both Starcall and Astral Infusion are leveled at least once, Soraka should be seeking to land Starcalls to regain some or all of the health that is lost from casting Astral Infusion.
- If Soraka fails to land enough sufficient Starcalls, it may be necessary to invest in some alternative health restoration methods through itemization, including health regeneration and consumables.
- If, however, a Starcall lands on multiple enemy champions, Soraka can potentially self-heal more than the health cost of Astral Infusion. Strive to position your team in a siege composition so that the enemy team is forced to be clustered up under a tower to protect it. This will make it more likely for you to land a multiple-enemy Starcall.
- Astral Infusion can be a powerful, though risky, lane control tool if used effectively.
- If you and your lane partner, if applicable, are seeing a strong minion push to your turret, you can use Astral Infusion sparingly on your own ally minions to delay the push. This has the effect of stopping your own turret from killing enemy minions, allowing you or your partner to be able to last-hit them more easily.
- Alternatively, the same method can be used to deny enemy farm. Carefully timed heals on ally minions under enemy turrets can deny a large amount of farm over time.
- In the lategame when Soraka is capable, a large minion wave can be built up by constantly healing ally minions when they are fighting an enemy wave until a 2nd ally minion wave reaches your first ally minion wave. This can facilitate an easier tower dive or split push.
- Equinox is rarely leveled first and is typically the last ability to be maxed.
- Due to Equinox's instantaneous cast time, it can be used to swiftly interrupt channeled abilities, such as Katarina's Death Lotus or Janna's Monsoon.
- Alternatively, it can also be used as a trap to prevent enemy champions from engaging from a Teleport or other global ability. For example, when placed in the epicenter of Pantheon's Grand Skyfall, it can prevent him from leaping onto an ally with Aegis of Zeonia due to the silence field and will subsequently root him, making him vulnerable to a counter-engage.
- Because the root from Equinox is extremely difficult to land, consider using it as a crowd-control extension ability instead. When Amumu, for example, lands a Curse of the Sad Mummy on multiple enemies, a slightly delayed Equinox can effectively disable them for an even longer period of time - preventing them from Flashing and then rooting them - allowing your allies to make quick work without fear of retaliation.
- When escaping from a dangerous situation, lead the path of your enemy and cast Equinox where they would be rooted.
- While Equinox never guarantees a root if any enemy champion simply walks over its entire radius, the slow from a well-aimed Starcall will make the root more likely to occur.
- Use Wish in the early laning phase to make an impact on allied lanes across the map.
- If you are sure only a single ally will die and that a Wish will not be able to save them, it may be wise to conserve it for a more appropriate use.
- Wish can and should be used to cleanse Grievous Wounds before continuing to heal allies with Astral Infusion.
- For runes, Soraka should steer clear of flat, scaling, and percent health runes, as more health increases the health cost of Astral Infusion. In general, health regeneration, armor, magic resist, ability power, and utility are all valued on Soraka.
- As Soraka is usually not an offensive champion, Marks of Armor can give her more survivability. Though they are secondary runes, Marks of Armor provide only 0.9 points less armor than Seals of Armor.
- Marks of Hybrid Penetration are the standard choice of marks among most ranged, magic damage-dealing champions.
- Seals of Armor are standard for most champions, but V4.5 has reduced their value.
- Due to Astral Infusion's health costs, Seals of Health Regeneration or Seals of Scaling Health Regeneration can alleviate some of these costs over a period of time.
- Consider Seals of Mana Regeneration if you are willing to sacrifice defense for more mana sustain.
- Glyphs of Magic Resist are standard when facing a magic damage-dealing champion in-lane.
- Glyphs of Scaling Magic Resist can be used if you do not expect heavy magic damage early but are facing a magic damage-dealing champion in another lane.
- Glyphs of Cooldown Reduction are useful on most supports and allow her to use Starcall more often and heal an ally with Astral Infusion over a shorter period of time in burst engages.
- Glyphs of Ability Power give Soraka more burst healing and some increased poke damage in the early game.
- Alternatively, Glyphs of Scaling Ability Power, which break even at level 6, can be used for slightly more power in the mid to lategame.
- Quintessences of Armor have more gold efficiency than their seal counterparts.
- Along with cooldown reduction in glyphs, Quintessences of Cooldown Reduction can help Soraka max cooldown reduction early on.
- Quintessences of Movement Speed synergizes with Salvation, helping Soraka avoid damage more easily, and allows her to aid allies faster. They also scale into lategame.
- As with their seal counterparts, Quintessences of Mana Regeneration can help alleviate Soraka's early mana costs throughout the early laning phase.
- is the recommended starting item of choice for a standard supportive build, as it can be built into a . The combination of health regeneration, mana regeneration, movement speed, and cooldown reduction will allow Soraka to sustain herself and her allies more often in an Astral Infusion-centric ability path. Alternatively, more aggressive players who choose to max Starcall first can choose as a starting item, taking advantage of enhanced poke capabilities.
- Soraka has a wide variety of boots to choose from:
- or will allow her to weave in and out of danger and heal her allies more easily. Build the former if you expect to take some damage and/or if the enemy team has a lot of slows. Build the latter if you expect to roam often.
- may be necessary against teams with more than one auto-attack reliant champion.
- is a boon against CC- and magic damage-heavy teams.
- might be a possible choice if you do not plan on building a or other forms of cooldown reduction.
- Consider the enchantment, as movement speed is very valuable on Soraka. This will help her heal her allies more quickly.
- Due to her latest rework, Soraka's sustained damage output has been weakened, but she now has increased utility and stronger base burst damage. Consider building items that complement her utility:
- An early is recommended, as with all supports, as the vision can help Soraka and her duo lane partner, if applicable, foresee ganks ahead of time. If is not rushed, it is highly recommended to buy a few s as Soraka has weak mobility and peel.
- A provides high mana regeneration, which is vital to allowing Soraka to support over a longer period of time, and some magic resist.
- gives ability power, movement speed, and cooldown reduction. More importantly, the scouting active can help detect enemies lying in wait in brush. Along with heavy vision, this will help alleviate Soraka's lack of strong peel.
- can help turn the tides in a team fight if more than one team member is auto-attack reliant. A well-timed Wish can allow your team to focus down an enemy or tower more quickly and Astral Infusion can apply the attack speed buff in smaller skirmishes.
- Aside from and , which are usually core for most supports, building health on Soraka is discouraged due to Astral Infusion's percent health cost.
- , while providing enhanced health regeneration, also gives Soraka 1000 health, making Astral Infusion cost considerably more health to cast and subsequently making its passive heal on Starcall heal for less effective health.
- does increase Astral Infusion's passive self-heal through Starcall. However, like , it is rather expensive, especially if bought on a support's gold budget, and is another selfish item.
- Prior to her latest rework, was core on Soraka due to her previous Starcall, which had a lower cooldown and thus could be spammed to perpetually slow a cluster of enemies. Now that it has a longer base cooldown and already slows, the item is now redundant even if it does give a healthy amount of ability power. In either case, the health will increase the cost of Astral Infusion.
- Despite the fact that and increase health, they may still be valuable against heavy magic damage. Consider buying an Aegis into a Locket once you see a magic damage dealer on the enemy team making a strong impact.
- On the other hand, stacking resistance items is preferable on Soraka because such items do not increase Astral Infusion's health cost.
- should be the go-to defensive item against physical damage. It provides a healthy dose of armor, mana, and cooldown reduction. The attack speed reduction should also help against auto-attack reliant champions.
- is a decent alternative to those who miss the constant slow of in Soraka's pre-rework builds.
- is a decent item if the enemy team has a hefty amount of magic damage. It should also help if your team has more than one magic damage dealer.
- While most support builds may not include , it is now a worthy investment on Soraka after her rework, as it will allow her to heal more "aggressively" in important team fights. The combination of armor, magic resist, and the revival passive can allow Soraka to sacrifice herself wisely for the sake of the team.
- If you and your team are ahead, a / can provide an edge by giving Soraka a healthy amount of ability power and armor. The stasis passive can also aid Soraka's survivability.
- Outside of stacking resistances, Soraka should be able to make use of a hefty amount of consumables even on a support's budget:
- Because Soraka will often be below max health, investing in an early will give her 360 health (120x3) on demand between every recall/death without raising the health cost of Astral Infusion. Because Soraka can be expected to use its charges often, the Flask is both a cheap and cost-effective health alternative for her, especially when considering the Alchemist mastery.
- Among other supports, Soraka can make valuable use of the over the regular through the Culinary Master mastery.
- Soraka depletes her own health to heal others. Try dodging her Starcall early on as it is the only way she can replenish health on her own (besides health regeneration and s).
- Astral Infusion has a short range (450). Try bursting her down so that she cannot heal her allies.
- The key to keep her down in lane is to poke her down slowly and dodge Starcall . This will keep her vulnerable when she tries to heal her lane partner with Astral Infusion .
- A well timed Wish can turn the tides of a battle, as the heal is not reduced by Grievous Wounds - all instances of Grievous Wounds is removed before the heal. Try to make her use Wish in her own defense as this will significantly reduce the effectiveness of the heal on her allies.
- Blitzcrank and Thresh can assert lane dominance against her. A well timed hook from either champion can force her to use Flash and play more cautiously.