Soraka: The Starchild

Soraka is a Support champion released on February 21, 2009, one of the original champions in League of Legends. Classified as an Enchanter (legacy: Support, Mage), she plays exclusively in the Support role with 550 attack range. Adaptive type: Magic. Resource: Mana. Base MS: 325.

Last changed patch V25.20. Store price: 225 BE / 260 RP. Soraka’s design concept has remained consistent since 2009: the champion who makes allies unkillable through healing volume. What separates Soraka from other healers is the health-cost mechanic on W – she literally sacrifices her own HP to keep allies alive. This creates a unique resource management dynamic where Soraka must balance her own survival against the team’s sustained healing output. A Soraka who dies immediately provides nothing; a Soraka who heals herself only survives but lets allies die. The optimal Soraka play is perpetually on the edge of self-destruction while maximizing ally HP across the entire fight through Rejuvenation W cost reduction cycles and Wish’s 50% amplified heal on low-HP targets.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6052335.52
Mana (MP)4251211.6
HP52.512.33
MP511.519.37
Armor (AR)32130.33
Attack Damage (AD)50109
Magic Resist (MR)3055.56
Movement Speed (MS)325325 + Salvation passive
Attack Range550 (Ranged)550 (fixed)
Base AS0.625Bonus AS: 0–42.08%
Missile Speed10001000 (fixed)
Crit. DMG200%200%

💡 2.5 HP5 – Lowest Natural Regen in the Game: Soraka’s 2.5 HP5 base health regeneration is among the lowest of any champion. This is intentional: her health cost on W means her own HP is spent as a resource, not regenerated passively. Soraka’s HP is a consumable resource, not a buffer – similar to how Mana is tracked for other champions. At maximum W usage (10% max HP per cast without Rejuvenation), a 2000 HP Soraka spends 200 HP per W with 2.5 HP5 base regen. Without items that restore HP or Q Rejuvenation reducing W cost, Soraka’s self-sustainability depends entirely on landing Q to activate the cost reduction cycle.

Passive: Salvation

INNATE: Soraka gains 90% bonus movement speed while facing nearby allied champions that are below 40% of their maximum health. Effect radius: 2500 units.

ParameterValue
Bonus MS90% bonus movement speed
Trigger ConditionFacing a nearby allied champion below 40% max HP
Detection Radius2500 units
Direction RequirementMust be facing the low-HP ally (not behind Soraka)
Stacks/LimitsApplies regardless of ally count below 40% HP

💡 90% MS is Enormous – The Numbers: At Soraka’s base 325 MS: 90% bonus = +292 MS for approximately 617 total movement speed while sprinting toward a low-HP ally. This exceeds every base MS in the game (maximum 355 base) and rivals items like Galeforce or Ghost summoner spell. In practice, 617 MS allows Soraka to cross the equivalent of one minion wave’s length in approximately 1 second – dramatically reducing reaction time between identifying a low-HP ally and arriving to W them.

💡 2500 Detection Radius – Cross-Lane Range: The 2500-unit detection radius is significantly larger than most players realize. Summoner’s Rift’s standard lane width is approximately 1200 units; 2500 units is more than double a lane’s width. From support position in bot lane, the passive detects allies at Baron pit range. This means Salvation activates for low-HP mid laners during teamfights around mid lane, enabling Soraka to rotate at 617 MS toward them without using W preemptively from support position.

⚠️ Direction Requirement: Salvation requires Soraka to be facing the low-HP allied champion for the movement speed to apply. Walking in the wrong direction (away from the ally) does not trigger the passive even if the ally is within 2500 units. This sounds obvious but in practice: pivoting around terrain, adjusting to avoid CC, or reading the minimap while moving sideways can all result in briefly facing away from the target, cutting the passive MS. Always move in a direct line toward the ally with the 90% MS active rather than taking angled paths that reduce direct-facing alignment.

Q: Starcall

Cost: 45/50/55/60/65 Mana  |  CD: 8/7/6/5/4 sec  |  Cast Time: 0.25  |  Target Range: 800  |  Effect Radius: 265

ACTIVE: Soraka calls down a star upon the target location that grants sight before landing after 0.25–1 second (based on target range), dealing magic damage to enemies hit and slowing them by 30% for 1.5 seconds. If this hits at least one enemy champion, star dust returns to Soraka, granting her Rejuvenation for 2.5 seconds.

REJUVENATION: Heals every 0.2 seconds and grants bonus movement speed that decays over the duration. While Soraka has Rejuvenation, casting Astral Infusion also grants Rejuvenation to the target for the same duration.

ParameterValue
Magic Damage85/120/155/190/225 (+35% AP)
Slow30% for 1.5 seconds
Rejuvenation Total Heal60/75/90/105/120 (+30% AP) over 2.5 seconds
Rejuvenation Bonus MS20/22.5/25/27.5/30% (decaying over 2.5s duration)
Rejuvenation TriggerHit at least 1 enemy champion with Q
Rejuvenation Duration2.5 seconds
Landing Delay0.25–1 second (scales with target range)
VisionGrants sight of area before landing

💡 Rejuvenation is the Entire Q’s Value – Not the Damage: Soraka’s Q deals 225 magic damage at max rank – unremarkable for a support poke ability. The real value is the Rejuvenation buff that Q grants Soraka upon champion hit, because Rejuvenation: (1) heals Soraka herself over 2.5 seconds, (2) reduces W’s health cost by 80–100%, and (3) passes Rejuvenation to the W target. Landing Q on a champion is not optional – it’s the core mechanic that makes Soraka’s W sustainable as a resource. A Soraka who consistently misses Q cannot sustain W usage and will deplete her own HP within 4–5 W casts, becoming unable to heal below 5% HP.

💡 Q Landing Delay Scales With Range: Q’s landing delay ranges from 0.25 seconds at minimum range to 1 second at 800-unit maximum range. At maximum range, targets have up to 1 full second to walk out of the 265-radius landing zone. Against mobile champions (Ezreal, Tristana, anyone with a dash), landing Q at maximum range is highly unreliable. Aim Q at 400–600 unit range for 0.4–0.7 second delay – difficult to dodge reactively for most supports and ADCs without dedicated mobility. Against champions who frequently dash, lead Q to their expected landing position rather than their current position.

💡 Q Vision Before Landing: Starcall grants sight of the target area before the star lands. This provides 0.25–1 second of vision into brush, fog of war, or around terrain angles before the ability resolves. In early laning when a support is hiding in river brush for an ambush, Q directly into the brush reveals them before the star lands. This is one of the few abilities in the support role that provides targeted vision on demand at 800-unit range, functioning as a ward replacement for checking specific locations.

W: Astral Infusion

Cost: 10% of Soraka’s maximum health + 40/45/50/55/60 Mana  |  CD: 6/5/4/3/2 sec  |  Cast Time: 0.25  |  Target Range: 550

ACTIVE: Soraka heals the target allied champion for 90/110/130/150/170 (+50% AP). If cast while under Rejuvenation, the health cost will be reduced by a percentage. Astral Infusion cannot be cast if Soraka is below 5% of her maximum health

ParameterValue
Heal90/110/130/150/170 (+50% AP)
Health Cost (Normal)10% of Soraka’s maximum health
Health Cost Reduction (Rejuvenation)80/85/90/95/100%
Mana Cost40/45/50/55/60 Mana
Cannot Cast Below5% of Soraka’s maximum health
Rejuvenation ShareIf under Rejuvenation, W target also gains Rejuvenation for remaining duration
Cooldown6/5/4/3/2 seconds at max rank (2 second CD!)

💡 The Q → W Core Loop: At max rank, W costs 10% max HP per cast without Rejuvenation and 0% HP (free) during Rejuvenation at rank 5. The loop: Q hits champion → Rejuvenation active (2.5s) → W during Rejuvenation (free heal + target receives Rejuvenation) → Q again at next opportunity. At rank 5 Q/W: Q has 4-second cooldown, Rejuvenation lasts 2.5 seconds. With ability haste items: Q every ~3 seconds. The window between Q hits determines W cost – if Q hits every 4 seconds and Rejuvenation lasts 2.5 seconds, there’s a 1.5-second gap where W costs HP. Minimizing this gap through haste is the mechanical priority.

💡 2-Second W Cooldown at Max Rank: W at rank 5 has a 2-second cooldown – one of the shortest ability cooldowns for any healing ability in the game. At max rank with ability haste (60 AH from items): effective cooldown = 2 / (1 + 60/100) = 1.25 seconds. Soraka can theoretically heal an ally every 1.25 seconds in sustained fights with ability haste, making her healing throughput the highest sustained HPS (healing per second) of any champion in the game during Rejuvenation windows. This healing frequency is why Grievous Wounds is the mandatory counter: 40% GW applied to the ally being healed reduces each W from 170 to 102 HP, reducing the healing economy significantly.

💡 Health Cost Math – How Long Can Soraka Heal? Without Rejuvenation at 2000 max HP: 10% × 2000 = 200 HP per W cast. At 10 W casts: 2000 HP spent = Soraka at 5% HP (cannot cast W). Without Rejuvenation, Soraka can sustain approximately 9–10 W casts before hitting the 5% HP floor. With Rejuvenation at rank 5 (100% cost reduction = free W): theoretically unlimited W spam during Rejuvenation uptime. The health cost mechanic means sustained fights without Q hits are literally depleting Soraka’s HP as a currency – she is trading her own life for ally sustain.

E: Equinox

Cost: 70/75/80/85/90 Mana  |  CD: 20/19/18/17/16 sec  |  Cast Time: 0.25  |  Target Range: 925  |  Effect Radius: 260

ACTIVE: Soraka creates a celestial zone at the target location that deals magic damage to enemy champions within at the time of cast. The zone then persists for 1.5 seconds and silences enemies within. Afterwards, the zone erupts to deal the same damage to enemy champions within and root them for a duration.

ParameterValue
Initial Magic Damage70/95/120/145/170 (+40% AP)
Eruption Magic Damage70/95/120/145/170 (+40% AP) (same as initial)
Total Magic Damage (if hit both)140/190/240/290/340 (+80% AP)
Silence Duration1.5 seconds (entire zone persistence)
Root Duration1/1.25/1.5/1.75/2 seconds
Zone Persistence1.5 seconds after cast before eruption
Target Range925 units

💡 Silence During Zone – The Anti-Ability Tool: Equinox silences enemies for the entire 1.5-second zone persistence before the eruption root triggers. Silence prevents ability casting but does not stop movement. Against champions who need one specific ability to complete their burst pattern (Zed’s Death Mark follow-up, Katarina’s full combo, Fizz’s Playful Trickster), silencing them during the zone delays the burst window by 1.5 seconds – potentially saving a low-HP ally. The silence is area-based: any champion who walks into the zone during the 1.5 seconds becomes silenced immediately.

💡 Root at Eruption – The CC Combination: After the 1.5-second silence zone, Equinox erupts dealing the same damage again and rooting champions within for 1–2 seconds (rank-dependent). The full CC chain: 1.5-second silence → instant root 1–2 seconds. Champions who remain inside the zone receive silence + root consecutively. In practice, the root is only applied to champions still inside the zone when it erupts – mobile champions can walk out during the 1.5-second silence window. Aim E at a location champions are forced to stay at (narrow corridor, objective pit entrance, directly under a champion performing an animation).

💡 E as Anti-Dive and Carry Protection: The most impactful E usage is placing the zone directly on a diving enemy champion when they reach the allied carry. A Rengar who leaps onto the ADC → E placed immediately on Rengar’s landing position → Rengar silenced (cannot use abilities for 1.5 seconds during the dive) → eruption roots Rengar (ADC can reposition and Soraka can W during root). This anti-dive combo is more effective than an equivalent amount of healing during the dive because it prevents the damage rather than recovering it.

R: Wish (Ultimate)

Cost: 100 Mana  |  CD: 150/135/120 sec  |  Cast Time: 0.25  |  Effect Radius: Global

ACTIVE: Soraka calls upon the stars, healing herself and all allied champions globally, increased by 50% on targets below 40% of their maximum health

ParameterValue
Base Heal150/250/350 (+50% AP)
Heal on Target below 40% HP225/375/525 (+75% AP) – 50% increased
Effect RadiusGlobal (all allied champions regardless of distance)
Cooldown150/135/120 seconds
Salvation InteractionSalvation activates for allies below 40% HP before and after Wish

💡 50% Increased Heal Below 40% HP – The Execute Counter: Wish at rank 3 heals 350 base (+50% AP). With 400 AP: 350 + 200 = 550 HP base heal per target. Against targets below 40% max HP: 825 HP heal (50% increase). In a scenario where the enemy team executes a high-damage burst combo (Zed R, Vi R + team follow-up) that drops 3 allies below 40% HP simultaneously: Wish heals all 3 for 825 HP each in 0.25 seconds. Total healing output from one Wish: 2475+ HP distributed across 3 allies at 400 AP. This single cast frequently converts a losing fight into a win by bringing all low-HP allies above the execution threshold.

💡 Global Range – Cross-Map Wish Timing: Wish has no range restriction – it heals every allied champion on the entire map simultaneously. This creates a unique dynamic: Soraka doesn’t need to be near dying allies to save them. A Soraka supporting a top lane split-pusher while the bot lane is dove can Wish to save the bot lane ADC from 200 HP at any moment. The timing discipline is: use Wish when at least one ally is below 40% HP (for the 50% bonus), not at 50% HP where the bonus doesn’t apply. Prematurely casting Wish at 50% ally HP wastes the amplified heal.

⚠️ Grievous Wounds Counters Wish Directly: Wish’s healing is reduced by Grievous Wounds like all healing abilities. At 40% Grievous Wounds (standard item GW): Wish’s 825 HP heal on sub-40% targets becomes 495 HP – still significant but 40% less impactful. At 60% Grievous Wounds (maximum GW): 825 × 0.40 = 330 HP – comparable to a single W cast rather than a game-changing global heal. Against compositions specifically building Mortal Reminder, Chempunk Chainsword, or Executioner’s Calling, Wish’s value is dramatically reduced and cannot function as the primary team-save tool it is in no-GW compositions.

💫 Rejuvenation State – The Central Mechanic

Rejuvenation is the state that connects Q → W into a coherent resource loop. Understanding when Rejuvenation is active is critical to every W cast decision:

ConditionW Health CostW Grants Rejuvenation to Target?
No Rejuvenation (Q missed or off CD)10% max HPNo – target receives only the heal
Rejuvenation active (rank 1 Q hit)10% × (1 – 0.80) = 2% max HPYes – target receives heal + Rejuvenation
Rejuvenation active (rank 5 Q hit)10% × (1 – 1.00) = 0% max HPYes – target receives heal + Rejuvenation
Soraka below 5% max HPCannot cast WN/A – blocked entirely

💡 The Priority Rule: The single most important mechanical decision in Soraka play is: never spam W without Rejuvenation active unless the ally is about to die. Each non-Rejuvenation W costs 10% max HP (200 HP at 2000 max HP). Spending W freely depletes HP quickly, locking Soraka out of further healing below 5% max HP. The discipline: Q to trigger Rejuvenation → W during the 2.5-second window (free cost) → Q again. If the ally needs immediate W before Q can land, cast W accepting the HP cost, then immediately Q to restore Rejuvenation for the next W cycle.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Land Q Consistently at 400–600 Units: Q’s landing delay at maximum 800-unit range (1 second) makes it avoidable by most supports and ADCs with even minimal movement. At 400–600 units, the delay is 0.25–0.5 seconds – reactively dodging this window requires instant reflexes that most players lack, especially while also managing minion last-hits. Do not throw Q at maximum range for the poke value alone. The Rejuvenation trigger (champion hit) is worth more than the damage, so guaranteed hits at medium range outvalue uncertain hits at maximum range.
  • W Cost Management in Lane: In early levels before Q reaches maximum rank, W’s Rejuvenation cost reduction is only 80–85% rather than 100%. A rank 2 Soraka with W rank 1 during Rejuvenation: 10% × (1 – 0.80) = 2% max HP per W. At 1200 HP level 2: 2% × 1200 = 24 HP per Rejuvenation W. Ten W casts during Rejuvenation windows = 240 HP spent. Even during Rejuvenation, early-level W is not entirely free – prioritize W usage for moments where the ADC’s HP will matter for staying in lane, not constant top-off healing at high HP.
  • E on Engaging Supports: Equinox’s 925 range reaches most engage supports (Leona, Nautilus, Thresh) before their CC chains complete. Place E on the engaging support’s position the moment their engage animation begins – the 1.5-second silence zone prevents follow-up abilities after the initial gap-closer. Against Leona: Zenith Blade gaps, Soraka places E on Leona’s landing position → Leona silenced, cannot cast Shield of Daybreak (stun) or Eclipse (defense) for 1.5 seconds → eruption root traps Leona in melee range of the ADC who can now reposition.

Mid Game (Levels 7–13)

  • Track Enemy Grievous Wounds: Mid game is when enemies begin building Grievous Wounds items (Executioner’s Calling, Mortal Reminder). At the moment the enemy ADC finishes Executioner’s Calling, Soraka’s effective W heal drops from 150 to 90 HP at rank 3. This 40% reduction means the W cost (10% max HP = ~200 HP) is no longer offset by the heal value on the ally. Identify when Grievous Wounds is applied and shift strategy toward Q/E CC utility and Wish timing rather than W spam as the primary output.
  • Salvation Passive for Map-Wide Response: At mid game, Soraka’s 2500-unit Salvation detection radius covers significant portions of Summoner’s Rift. When a teammate is below 40% HP anywhere within 2500 units, immediately sprint toward them using the 90% MS activation. The 617 effective MS sprint covers the distance to most mid-lane fights within 2–3 seconds from river position. Practice checking the minimap for low-HP ally indicators every 3–5 seconds during downtime between Q casts to identify Salvation activation opportunities before they become emergency Wish situations.
  • Wish Timing Below 40% Ally HP: Wish’s 50% increased heal triggers at below 40% max HP. Never Wish at 50% ally HP – the base 350 heal is applied at full value. Wait until the priority target drops below 40% HP before casting Wish, even if it feels delayed. The difference: 350 base heal at 50% HP versus 525 amplified heal at sub-40% HP is 175 additional HP from waiting 0.5–1 second longer. Against execution-focused compositions (Zed, Darius), the sub-40% timing maximizes Wish’s anti-execute value.

Late Game (Level 14+)

  • W Frequency With Max Rank – 2-Second Spam: At rank 5 W (2-second CD) with ability haste items (60 AH): effective CD = 1.25 seconds. During extended teamfights with consistent Q hits (Rejuvenation = free W): Soraka heals every 1.25 seconds for 170 (+50% AP) HP. At 400 AP: 170 + 200 = 370 HP per 1.25 seconds = 296 HPS (healing per second). This is the highest sustained single-target HPS of any champion in the game, making Soraka’s ADC effectively unkillable against non-GW compositions in late-game extended fights.
  • E Placement in Baron/Dragon Fights: Objective fights concentrate enemies at narrow pit entrances, which are perfect Equinox targets. Place E at the pit entrance where enemies must pass through to engage or disengage: the 1.5-second silence zone prevents abilities during the critical approach, and the eruption root catches disengaging enemies. Against Baron fights, placing E at the Baron side of the pit entrance silences all enemies approaching the objective, providing Soraka’s team a free 1.5-second window to secure the objective or reposition without incoming ability damage.
  • Wish as Second Life Insurance: In late-game dives where the enemy team executes a high-damage burst pattern on the ADC, hold Wish until the ADC drops below 40% HP mid-burst rather than using it preemptively. The 525+ amplified heal mid-burst (when healing reduction may not be applied yet) restores more than a pre-emptive standard heal. Coordinating with the ADC to identify the exact burst moment (Zed R, Syndra R, Draven 4-shot sequence) and Wishing at the critical HP point converts assassination attempts into failed engages.

⚔️ Core Combo Guide

  1. Standard Poke → Sustain Loop: Q at 400–600 unit range (champion hit: Rejuvenation active, 2.5s) → W immediately (free with Rejuvenation: ally receives heal + Rejuvenation) → W again within 2.5-second Rejuvenation window (still free, rank 5: 100% cost reduction) → Q again at 4-second CD → repeat
  2. Anti-Dive Combo: E on engaging enemy champion’s landing position (silence 1.5s) → W ally being dived during silence window (Rejuvenation passes to them) → eruption root on diver (1–2 seconds CC) → Q diver if visible and in range (damage + slow + Rejuvenation for next W) → Wish if ally drops below 40% HP mid-dive
  3. Emergency Save: Salvation passive activates (ally below 40% HP within 2500 units) → sprint toward ally at 617 MS → W immediately (accept 10% HP cost if not in Rejuvenation) → Q to trigger Rejuvenation for next W → W again if still in Rejuvenation window → Wish if ally still below 40% HP
  4. Teamfight Initiation Support: E at chokepoint/engage path before fight (silence zone active immediately) → Q into grouped enemies (champion hit: Rejuvenation) → W highest-priority ally (free + passes Rejuvenation) → Eruption root catches remaining enemies in zone → W again during Rejuvenation → Wish on lowest-HP ally at sub-40% HP

❌ Common Mistakes and How to Avoid Them

  • Spamming W Without Rejuvenation: The single most common Soraka error: pressing W repeatedly without Q hits providing Rejuvenation. Each non-Rejuvenation W at 2000 HP costs 200 HP. Five W casts without Rejuvenation = 1000 HP spent = Soraka at approximately 50% HP – now vulnerable to any engage without sufficient HP to survive it. Establish the discipline: if Rejuvenation is not active, cast W only for emergency saves, then immediately throw Q to restore the healing loop.
  • Throwing Q at Maximum Range: Starcall at 800-unit range has a 1-second landing delay – any champion with movement can walk out of the 265-radius in 1 second. Missing Q means no Rejuvenation, meaning next W costs 10% HP. A pattern of consistently missing Q at max range leads to rapid HP depletion without ally healing throughput. Practice Q at 500 units maximum until hit rate exceeds 70%, then gradually extend to comfortable medium ranges.
  • Using Wish Too Early (Above 40% HP): Wish heals 350 base (+50% AP) at any HP level. Below 40% HP, it heals 525 base (+75% AP). The difference is 175 HP per target from waiting. Against non-burst compositions where allies slowly drain to 35–38% HP over 5–10 seconds, waiting those extra seconds for sub-40% HP triggers Wish’s amplified heal, effectively providing 50% more healing for the same cooldown. The only exception: imminent execution where the ally cannot survive the extra 1–2 seconds of waiting.
  • Placing E Without Considering Eruption Path: Equinox silences for 1.5 seconds then erupts to root. If the enemy walks out of the zone during the 1.5-second silence, the eruption root misses them despite the silence landing. Place E at locations enemies cannot easily leave: narrow jungle corridors, the center of Baron/Dragon pits, directly on top of an enemy during a long animation (turret dive, channeled ability). Placing E in open areas of Summoner’s Rift allows mobile champions to walk out before the root triggers.
  • Not Using Salvation Sprint for Rotations: Salvation’s 90% MS bonus is free movement speed that applies during any low-HP ally situation within 2500 units – not just emergencies. In early laning phase when the ADC is below 40% HP from poke, Soraka sprints toward them in the backline at effectively 617 MS. Many Soraka players walk at normal speed toward low-HP allies, not realizing the passive is active because the visual effect is subtle. Always verify the Salvation MS is triggering when approaching a low-HP ally by checking movement speed.

⚙️ Recommended Build and Itemization

Core Items

  • Moonstone Renewer: Healing and shielding amplification that scales during active fights. Moonstone increases Soraka’s W healing progressively during sustained engagements, amplifying the 170 base heal further with fight duration. The AP from Moonstone increases W (50% AP scaling), Q damage and Rejuvenation heal (30% AP scaling), and Wish (50% AP scaling) simultaneously across the entire kit.
  • Staff of Flowing Water: AP generation for allies during ability interactions. When W passes Rejuvenation to the target, Staff of Flowing Water checks if a shield is applied – the Rejuvenation HoT itself doesn’t directly trigger Staff. However, in combination with other shield-applying items or abilities, Staff’s AP amplification reaches the ADC to boost their own AP-scaling abilities. Primary value: raw AP from Staff increases Soraka’s own W heal significantly at 50% AP scaling.
  • Warmog’s Armor: Maximum HP recovery between fights. Soraka actively depletes her own HP through W health costs. Warmog’s HP regen threshold (3000 HP for out-of-combat regen) is practically never met in combat, but between fights, Warmog’s regen at 10+ HP5 rates restores W health costs over time. More importantly: higher max HP means 10% W health cost is a larger absolute number but Soraka’s own HP pool is larger to survive engages.

Situational Items

  • Mikael’s Blessing: Active CC cleanse on an ally. Against single-CC suppression or AoE CC champions (Amumu, Nautilus, Malzahar), Mikael’s cleanses the CC that Soraka’s kit cannot prevent through healing alone. The heal on cleanse (scaling with Soraka’s healing power) adds emergency HP to the cleansed ally simultaneously. Most impactful against compositions whose win condition is a single-CC chain on the ADC.
  • Redemption: Active global range AoE heal that works while dead. Against compositions that target Soraka first (dive supports, assassins), Redemption provides team-wide healing even after Soraka is eliminated. The 5500-unit cast range (effectively global in standard teamfight positions) lets Soraka contribute healing from spawn or after death. Combined with Wish, Soraka has two global healing abilities available in extended engagements.
  • Chemtech Putrifier: Applies Grievous Wounds to enemies hit by allies you heal. When Soraka W heals the ADC, the ADC’s next abilities apply 60% Grievous Wounds to enemies they hit for 3 seconds. This counter-GW item turns Soraka’s healing into an enemy-debuff applicator, reducing the effectiveness of enemy champions’ own healing (Aatrox, Samira, Vladimir) through the allies Soraka heals.

⚔️ Counter Picks & Matchups

✅ Soraka Counters

1. Lux Support – Lux’s CC patterns (binding + slow field) create immobile targets that Q reliably hits for Rejuvenation. Soraka’s Q slow (30%) combined with E root provides CC without requiring a hook; against Lux whose kit is entirely ranged without mobility, sustained W healing through Lux’s poke outpaces Lux’s damage output in extended lanes.

2. Sona – Sona’s power depends on ability cycling frequency, which Soraka can outlast through sustained healing. Soraka’s E silence prevents Sona’s abilities during the 1.5-second zone, disrupting Sona’s Power Chord build-up. Sona’s 26 base armor at early levels means Soraka’s ally ADC with W healing outlasts Sona’s poke damage economy.

3. Nami – Nami’s single-target heal creates a healing race Soraka wins with consistent Q hits and free W spam. Nami’s Aqua Prison is a slow bubble that Q’s Rejuvenation MS bonus helps dodge. Soraka’s global Wish can save allies affected by Tidal Wave (Nami R) knock-up simultaneously across the entire team.

❌ Soraka is Countered By

1. Grievous Wounds ADCs/Supports – Any composition that builds Executioner’s Calling (ADC), Mortal Reminder, or Chempunk Chainsword (support) directly counters Soraka’s healing economy. 40–60% Grievous Wounds reduces W’s 170 HP heal to 68–102 HP – below the 10% HP cost at 2000+ max HP. Grievous Wounds makes W a net negative resource expenditure, spending HP for less healing than the cost.

2. Caitlyn + Aggressive Support – Caitlyn’s 650 attack range outranges Soraka’s 550 Q range. Taking consistent poke damage from outside Soraka’s Q range forces W usage without Rejuvenation, depleting Soraka’s HP. Soraka cannot aggressively Q Caitlyn without entering her auto-attack range, creating an unavoidable HP depletion pattern through extended laning.

3. Burst Compositions (Zed, Syndra, Veigar) – Champions whose burst kills from full HP to 0 in under 0.5 seconds bypass Soraka’s entire healing system. W heals over time; Wish takes 0.25 seconds to cast. Against burst that kills in 0.3 seconds, no healing ability can react fast enough. Soraka’s counter: E placement to silence before the burst ability is cast, or pre-emptive Wish before the engagement begins.

FAQ

Q: Should I max Q or W first?

A: W max first in most matchups for the increased heal value (90 → 170 base per rank) and the escalating Rejuvenation health cost reduction (80% → 100%). Q max second for the increased Rejuvenation heal over 2.5 seconds and the reduced cooldown (8 → 4 seconds). Always E last – E’s rank-up value (10% more magic damage, 0.25s longer root) is significantly less impactful than W’s heal increase per rank. The exception: against dive-heavy compositions, Q max second is acceptable to increase Q’s reliable champion poke damage (peel damage contribution) when W sustain is sufficient at current rank.

Q: When exactly should I cast Wish?

A: The threshold is any allied champion below 40% maximum HP to receive the 50% amplified heal (525 base at rank 3 vs 350 without the bonus). Optimal Wish timing: cast the moment the highest-priority target (usually ADC or critical ally) drops below 40% HP during an active fight. Secondary condition: cast Wish if 2+ allies are simultaneously below 40% HP – the global nature means all receive the 50% bonus simultaneously. Avoid Wish when all allies are above 40% HP (full heal value lost) or below 5% HP (they may already be dead before Wish lands).

Q: Can Soraka’s W be cast on herself?

A: No – Astral Infusion is exclusively a targeted ally heal with 550 target range. Soraka heals herself through: (1) Starcall Q’s Rejuvenation which heals Soraka directly over 2.5 seconds per champion hit; (2) Wish (R) which heals all allied champions including Soraka; (3) item healing (Moonstone procs, Soraka is an ally of herself for item healing calculations). Soraka’s self-HP management relies entirely on Q hits for Rejuvenation healing and responsible W cost management – she has no direct self-W.

Q: Does Equinox E silence prevent summoner spells (Flash, Ignite)?

A: No – Equinox’s silence only prevents ability casting (Q/W/E/R equivalents). Summoner spells (Flash, Ignite, Exhaust, etc.) and item actives are not blocked by silence. A silenced champion can still Flash away from Equinox’s zone during the 1.5-second silence window, potentially avoiding the eruption root. Silences only prevent champion abilities – this is a common misconception that leads to over-reliance on E as a guaranteed trap when Flash is available to the target.

Q: How does Salvation interact with multiple low-HP allies?A: Salvation triggers when facing any nearby allied champion below 40% HP within 2500 units – the 90% MS bonus applies as long as at least one qualifying target exists and Soraka is facing toward them. If two allies are below 40% HP in opposite directions, Soraka receives Salvation MS toward whichever one she is currently facing. Turning to face the other low-HP ally transfers the Salvation MS direction. The passive doesn’t differentiate between multiple low-HP allies – it responds to whichever qualifying ally is in the facing direction.

Champions

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