A Beginners Ability Guide to Soraka - the Starchild
Come learn one of the most basic healing supports in the game, Soraka.
Come learn one of the most basic healing supports in the game, Soraka.
Soraka is one of the most basic supports in the game. Throughout the whole game, she can make a difference in your bottom lane even during skirmishes and teamfights. Don't underestimate her because of her simple kit. She can carry a game very easily by making good decisions with her abilities.
Abilities
Passive - Salvation
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Range: 2500
"Soraka gains 70% bonus movement speed when moving towards allied champions below 40% of their maximum health."
Soraka's passive allows her to help her allies when they are in danger. When your allies are below 40% of their maximum health, they are going to need a heal. This is a great passive for her because you can save your allies from certain death just by having this passive. If you are in front of your allies, you can also use this as a retreat too!
Q - Starcall
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Cooldown: 8/7/6/5/4
Cost: 40/45/50/55/60 mana
Range: 810
"Calls down a star from Soraka to a target location. Enemies standing in the explosion radius take 60/95/130/165/200 (+35% bonus Ability Power) magic damage and are slowed by 30% for 2 seconds.
If Starcall hits a champion, Soraka gains Rejuvenation for 5 seconds, which restores 12/16/20/24/28 (+50% bonus Ability Power) health per second and grants 15/20/25/30/35% movement speed decaying over its duration."
During the early game, you want to use this as much as possible. Taking trades as Soraka during the first few levels will set you up to win the lane. This is where Soraka's Starcall does the most damage. As you take trades and hit your Starcall, you will gain your Health Points back. It also grants you movement speed if you are trying to chase someone down in lane or are helping with a gank. Hitting Starcall when you are getting ganked can save you as well. Another important part of Soraka is pushing lanes. Her Starcall makes it easier to push lanes because of the radius of the ability. If the enemy recalls, help your AD Carry push the lane so you can deny creeps from the enemy.
Mid game is where you start to slow down a little on damage. Soraka isn't meant to be a damage dealer, but you can help in many ways during the mid game. Slowing your enemies is an important part in your role. You want to keep poking your enemy so your team has a chance to engage on the enemy. You can also use this to help your AD Carry if you are peeling for him from a tank or an assassin. Slowing them will help during the mid game. You still deal a little bit of damage, but don't walk up too much. You will get caught out as Soraka majority of the time. Your mobility is very limited as Flash is your only escape from danger.
Late game teamfights is where you shine as Soraka. Starcall, however, is quite underwhelming at this point. You only use it as a slow to peel and movement speed to get to your teammates. You will be using other abilities and item actives at this point in the game. This doesn't mean you should stop throwing out your Starcalls. The slow it provides is still good for you and your teammates. Don't try to poke with them at this point, only use it when a teamfight starts out.
W - Astral Infusion
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Cooldown: 8/6.5/5/3.5/2
Cost: 50/55/60/65/70 mana
Range: 550
"Restores 80/110/140/170/200 (+60% bonus Ability Power) health to another champion ally.
If cast while affected by Rejuvenation, Soraka will grant her target its benefits for 3/3.5/4/4.5/5 seconds."
This is Soraka's most important ability. The early game is what sets up the mid and late game for Soraka. Getting ahead will help a great deal with your healing. In lane, you are going to take a lot of trades. The only problem with Astral Infusion is when used on teammates, you lose Health Points. If you are taking trades, you want to heal your AD Carry as much as possible because of the Rejuvenation buff you give them as well. The buff is only given when you hit Starcall. If your teammate took a Doran's Shield instead of a Doran's Blade, you can hold on to your Astral Infusion. Sometimes your Health Points are too low to use Astral Infusion and you cannot help your AD Carry. Without your Health Points, you are essentially useless and need to back as soon as possible.
Towards the middle of the game is where you want to start fighting your opponent. This is where your Astral Infusion is strong. Your teammates will start to realize that your healing can straight up win fights. By this point, everyone will start grouping for mid tower and other objectives. This is where you shine and can show what Soraka can really do with her healing. You want to try and heal your carries, but you can't get too close to the enemy. Try and feel out the range of your Astral Infusion and stay at that distance. Getting any closer can get you killed.
Late game is where you should have a ton of Health Points. Your healing is at its peak and can use it freely. In teamfights, you need to stay alive or you won't get everything out of Soraka. Try and learn to use heals during a teamfight as it can get tricky. Knowing who to heal during the teamfight will take some time. Get used to your cast settings because you are going to be running around healing everyone you can. Focus on your allies that are the lowest. If they go up too far, leave them to die. It's better for you to stay alive to provide heals for the rest of the team.
E - Equinox
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Cooldown: 20/19/18/17/16
Cost: 70/75/80/85/90 mana
Range: 925
"Creates a zone at target location for 1.5 seconds, dealing 70/95/120/145/170 (+40% bonus Ability Power) magic damage to enemy Champions in the cast radius. Enemy Champions standing in the zone are silenced until they leave.
When the zone disappears, all enemy Champions still standing in the zone are rooted for 1/1.25/1.5/1.75/2 second(s) and are dealt 70/95/120/145/170 (+40% bonus Ability Power) magic damage."
Equinox is very strong throughout the whole game. This ability will win you fights for your AD Carry in the early game. It allows you to silence players that are on your Equinox. When you place it on them, they will lose control because they will try to fight back and use abilities. If they are still in the Equinox when it runs out, they will be rooted. This will give you the opportunity to go all-in on them. This is also a great disengage tool in the early game. If the enemy is trying to fight, just throw this under them. It may not stop the fight, but it may lead to a better outcome for you and your ally.
When you start to group in the mid game, try and use this on a group of people. What I mean by that is if there is an opportunity to hit multiple enemies with Equinox, you have done your job. The second or two you give your teammates to use their abilities may have just won you the fight. If an assassin tries to engage on your carries (or you), just throw this on them. Your teammates can collapse on them.
Late game is the same thing except your fights will be objective-based. You and your enemy will be fighting for Barons, Dragons, Towers, and Inhibitors. All of these are very condensed areas. This will allow you to hit your Equinox with ease. As long as you can see engages coming from the enemy, you will be good to go.
R - Wish
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Cooldown: 160/145/130
Cost: 100 mana
Range: Map-wide
"Calls upon divine powers to restore 150/250/350 (+55% bonus Ability Power) Health to all allied Champions. Wish's power is increased by 50% on each Champion below 40% Health."
Wish is used for the same reasons throughout the whole game. Wish is Soraka's ultimate ability that grants a global heal to everyone on your team. When using it in lane, you want to be looking at your minimap periodically. This may be hard at first, but with time you will get a lot better. Using Wish can save your teammates and even win your teamfights across the map. Landing that good ultimate will leave everyone satisfied. If you are fighting in lane and your AD Carry gets low, you will need to pop all of your heals. Knowing your limits in a fight will help you land that perfect Wish. You will want to pop this quickly in team fights mid game and late game. As soon as you see one of your carries Health Points hit 50%, you will want to use it. At this point in the game every ult counts for you and your team. You cant be selfish with this ability because that will lose you the game.
Conclusion
Soraka is still one of the most basic healing supports in the game, but she takes some time to master. Learning her kit and how to play her can teach you how to play support. Playing Soraka is like riding a bike. Once you know how to play her, you will never lose your touch with her. Blind picking her can be risky, but the Starchild can be a nice pocket pick.
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