Soraka Support Build & Guide — Patch 26.18

Tactical Dashboard
Core Abilities
Skill Order
Primary Combo
Core Items
Situational Items
Runes

Sorcery with Summon Aery: Astral Infusion (W) sends Aery to shield the ally you heal, 20-100 by level, and Starcall (Q) sends her out as poke. Manaflow Band builds 250 bonus mana for the Q-W chain, Transcendence gives 10 Ability Haste by level 8, Scorch adds 20-40 per trade.
Inspiration secondary: you pay your own health for each Astral Infusion (W), so Biscuit Delivery refunds 20 plus 2% max health per biscuit and leaves 30 permanent max HP behind. Cosmic Insight adds 18 Summoner Spell Haste for more summoner uptime across bot-lane skirmishes.
Win Condition
Out-sustain the bot lane with Q-into-W chains, save the AD carry through every all-in with W and Mikael's, and use R as a global save when any lane goes critical.
Weakness
No dash, 605 base HP, and her only hard CC is the delayed Equinox root. A single hook or assassin gap-close deletes Soraka before she can cast W, and any stun landing on her cast time eats the spell.
Overview
Soraka is a pure healer enchanter (a healer-buffer support — heals and shields allies, buffs their damage). Her Salvation passive gives her bonus Move Speed when she runs toward an ally below 40% HP, Starcall (Q) is a targeted area-of-effect skillshot that damages, slows, and gives Soraka the Rejuvenation buff when it hits an enemy champion, Astral Infusion (W) is a single-target ally heal that costs Soraka her own HP (no self-cast — you cannot heal yourself with W), Equinox (E) is a targeted zone that first silences enemies inside (stops them from casting spells) and then roots them when it ends, and Wish (R) is a global heal that restores HP to every allied champion on the map, amplified on allies below 40% HP.
Her game plan is the simplest in the game on paper and the hardest to execute: land Q on the enemy support or bot wave to refresh the Rejuvenation buff, then chain W on the AD carry (the bot-lane marksman who scales with items) so the heal cost is reduced. Repeat this Q-into-W pattern every 4-6 seconds. Hold E for the moment a hook support engages or the enemy AD carry steps up for a trade (a brief exchange of damage). Late game you scale as a heal bot: never engage first, always use R to undo the enemy's all-in (full commitment to a kill, no disengage option) instead of starting your own.
Recommended Build
Starting items:
World Atlas (the support starter that quests into more gold income) plus 2 Health Potions. Skip damage starters: Soraka's whole kit is healing, and her auto-attack does almost no damage.
Core items (in order):
World Atlas — auto-stacks gold and ward charges every time you damage or assist. Becomes Runic Compass at 400 generated gold, Bounty of Worlds at 800 more, then a support legendary such as Bloodsong or Solstice Sleigh.
Ionian Boots of Lucidity — Ability Haste (cooldown reduction) lets you spam W on shorter cooldowns; default boots for enchanters.
Moonstone Renewer — Starlit Grace chains every heal or shield to a second ally (30% of the heal, 35% of the shield). Soraka's Q-W chain procs (triggers) it more often than any other support in the game.
Ardent Censer — empowers any ally you heal or shield with bonus on-hit damage and Attack Speed. Best when paired with a basic-attack-heavy AD carry like Caitlyn, Jhin, or Ashe.
Mikael's Blessing — cleanses (removes) hard CC (crowd control, an effect that disables the target) off an ally and adds a heal. Mandatory if the enemy has a single-target stun, charm, or hook on your carry.
Situational items:
Redemption — when fights drag on (Drake, Baron, long teamfights). Big delayed area-of-effect heal you can drop from across the map; stacks with R for one-shot resets on a low-HP team.
Staff of Flowing Water — into AP carries who scale with Ability Haste (Hwei, AP Ezreal). Your heal procs the buff, giving them bonus Ability Power for the next attacks.
Bloodsong — alternative final upgrade of World Atlas when you play for poke (chipping enemy HP from range without committing) and pickoffs (eliminating an isolated enemy outside a teamfight). Its Spellblade turns the attack after each Q into bonus damage, replacing Bounty of Worlds in aggressive games.
Locket of the Iron Solari — vs heavy AOE burst (high damage concentrated in 1-2 seconds, like Yone R, Kennen R, Karthus R). Active gives an instant team-wide shield that saves the back line (the carries — AD carry and mage — who deal damage from behind the tanks).
Boots:
Ionian Boots of Lucidity is default. Plated Steelcaps replace them into a heavy basic-attack comp (Master Yi, Tristana). Mercury's Treads if the enemy team has 3+ hard-CC threats aimed at you — the tenacity helps you survive the chain CC that kills Soraka most often.
Skill order: Max Q first (lower cooldown plus more damage for the Rejuvenation uptime — your main resource for spam-healing), W second (bigger heal per cast), E last (the silence and root duration scale only marginally). Take R at levels 6, 11, 16. Start E at level 1 to anti-engage (cancel an enemy engage attempt — like dropping a silence on a Blitzcrank as he winds up his hook) a level-1 bush hook from Blitzcrank or Thresh, then take Q at level 2.
Runes: Primary Sorcery with Summon Aery (sticks small damage and shield value to your spells — perfect for Soraka because every Q and W procs it), Manaflow Band (mana sustain so you can cast every cooldown), Transcendence (+5 Ability Haste at levels 5 and 8, then a 20% basic-ability cooldown refund on takedowns), Scorch (extra burn damage on the first spell every 10 seconds, for level-1-6 Q poke). Secondary Inspiration with Biscuit Delivery (free mana and HP biscuits for the first 6 minutes — Soraka's W cost makes biscuits doubly valuable) and Cosmic Insight (more Ability Haste and shorter Summoner Spell cooldowns). Stat shards: Ability Haste, Adaptive Force, Health Scaling.
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Champions Soraka beats
Long-range AD carry with strong basic attacks
Caitlyn's 650 attack range and Headshot passive crit-poke from outside auto range, but 90 Caliber Net (E) is her only mobility. Astral Infusion (W) keeps Soraka's ADC topped through poke wars, and Equinox (E) silence-root denies any Yordle Snap Trap (W) follow-up.
CaitlynLong-range immobile ADC
Whisper passive scales on bonus AD and Dancing Grenade (Q) bounces between targets, but he has no dash and the 4-shot reload is predictable. Astral Infusion (W) heals through the Captive Audience (E) lotus mine zoning, and Equinox (E) silence breaks Curtain Call (R) channel.
JhinStationary poke mage without kill threat
Xerath has no dash and Arcanopulse (Q) plus Eye of Destruction (W) are slow telegraphed skill-shots. Astral Infusion (W) heals back every poke spell — the lane plan stalls because his HP lead never sticks, and Equinox (E) silence cancels Rite of the Arcane (R) channel.
XerathStationary poke mage with single binding
Light Binding (Q) is Lux's only hard CC and it is a single slow skill-shot. Astral Infusion (W) heals the ADC back through Lucent Singularity (E) AOE poke, and Equinox (E) silence cancels Final Spark (R) before the beam fires. Lux has no dash to break the heal stalemate.
Lux
Champions that beat Soraka
Hook support with long-range pull
Soraka has 605 base HP and no dash — Rocket Grab (Q) lands once and deletes her or the AD carry instantly. Starcall (Q) does nothing to a hook already in flight, and Astral Infusion (W) cannot save someone already dead before Power Fist (E) knock-up chains.
BlitzcrankHook support with carry-execute ult
Bone Skewer (Q) pulls Soraka into the kill zone before Astral Infusion (W) can save her, and Phantom Undertow (E) dash re-engages even if she walks away. Death From Below (R) execute one-shots her low base HP before Wish (R) global heal can interrupt the chain.
PykeHard-engage tank support
Zenith Blade (E) closes 875 units in one dash, faster than the Equinox (E) zone takes to root, and Shield of Daybreak (Q) chains a point-and-click stun. Once stunned she cannot cast Astral Infusion (W) or Wish (R), and Solar Flare (R) finishes the bot lane.
LeonaMobile melee assassin from roams
Without Flash, Living Shadow (W) plus Death Mark (R) double-dash gap-closes through Astral Infusion (W) cast time and one-shots Soraka before she can finish the heal. Wish (R) is instant once it goes off, but it heals nothing if Death Mark detonates first.
Zed
Key matchups
- Caitlyn / Jhin (allied): Best partners. They poke from max range, you Q-W-loop them back to full. Use
Ardent Censer to amplify every basic attack — they out-DPS any opposing bot lane in extended trades. - Blitzcrank / Thresh (enemy): Hook supports. Stand behind minions whenever you cross the river — never offer a clear hook line. Build
Mikael's Blessing earlier than usual; if the AD carry gets hooked, instant cleanse plus W is the only path to survive. - Leona / Nautilus (enemy): Hard-engage tanks. Save E as a defensive silence-and-root — when they jump on the AD carry, drop E under their feet to interrupt follow-up casts. Never burn E for poke into these matchups.
- Lulu (enemy): Sustain mirror with more peel (protecting your carry from whoever attacks them). She out-fights you in 2v2 because W polymorph cancels your R mid-cast. Play passive level 1-5; trade at 6 only after she burns Flash. Your scaling is even, lane is decided by jungle priority.
- Lux (enemy): Roaming poke threat. Her Q is a 2-target root and her R is a map-wide line beam that recharges fast. Hide behind minions so the binding never hits two of you, and ward both river entrances — when she leaves lane to roam, ping mid and start pressuring her tower.
Power spikes & win conditions
- Level 2: With Q at 1 and E at 1, you can poke the enemy support with Q while the AD carry trades autos. Q-into-AA short trades win the level-2 fight against most non-engage supports.
- Level 6: First Wish (R) unlocks. Any lane that ints (loses HP or goes for a risky play) is now winnable from across the map — global heal saves a top laner under tower or a mid laner mid-skirmish (a small fight, smaller than a teamfight). Track ally HP bars actively from this level.
Moonstone Renewer +
Ardent Censer (~ minute 14-18): Team-fight spike. Your AD carry's effective HP roughly doubles when you Q-W-spam through a fight, and every empowered auto adds extra on-hit damage from the censer.- Three legendaries online (~ minute 25): With
Mikael's Blessing added, you cleanse the one CC ability that would otherwise delete your carry. From here, every objective fight is a 5v4 if the enemy commits hard CC into your back line.
Common mistakes
- W-spamming without a Q hit first. Astral Infusion costs flat HP unless Soraka has Rejuvenation from landing Q on an enemy champion. Two W-casts in a row without a Q hit drops her below half HP for free — the enemy AD carry then all-ins her instead of the carry. Always Q first, W after.
- Casting R as soon as it comes up. Wish is the strongest reset button in the game when used at the right moment: a teammate at 5% HP turns into a 70% HP teammate. Cast R as a save (someone is about to die) or as a coordinated finisher (your team is at 30% HP after committing); never cast on a 90% HP team to "speed up" healing.
- Standing in front during fights. Soraka has 605 base HP and no dash — she dies to one assassin auto-attack chain. Position behind the AD carry's auto-attack range, never ahead of it. If you can see the enemy front line in melee range of you, you are too far up.
- Burning E for poke damage. Equinox silences and roots, but its damage is low and the cooldown is 16+ seconds. Save it for anti-engage (cancelling an enemy dive) or for chaining into your AD carry's CC. A wasted E means a free Leona engage 10 seconds later.
- Roaming alone after level 6. R is global — you do not need to leave bot lane to help mid or top. Soraka in fog of war (the unwarded brush) without her AD carry near her dies to any pickoff. Cast R from under your tower; only roam if your AD carry recalls and you can reach a river ward together.
Advanced tip
Master the Q-into-W window. Landing Starcall (Q) on an enemy champion gives Soraka Rejuvenation: health back over time, decaying Move Speed, and a discount on the health cost of the next Astral Infusion (W). The order cannot be reversed — W checks for Rejuvenation at the instant you cast it, so a Q thrown afterwards does nothing for a heal you have already paid for. Q the enemy support or the back minion, then W the AD carry while Rejuvenation is still running, and the heal is close to free. W also hands Rejuvenation to the ally you healed. The Move Speed is the second half of the trick: it lets you drift out of a Blitzcrank hook line right after the Q instead of standing still to heal.
Past patches
No previous versions available.