Just put this together as can be seen here --> http://www.leaguecraft.com/strategie...+AP/Tank+build.
Soraka, The Starchild
Soraka, the Starchild of Ionia, was the first of her kind. While there are many who tap into the rich magical energies of Valoran, she was the first to tap into the magic of the cosmos. Reaching beyond the terrestrial firmament, Soraka was capable of invoking the power of the stars, evolving beyond her kin. That is, until she let her most primal of emotions rule her. Warwick, a mercenary chemist in the service of Noxus, had caused untold suffering and death amongst Soraka's people. Unstoppable anger and hatred welled within her and she cursed the man to become a beast. Soraka lost much of her power for this misstep, sliding several steps down the evolutionary ladder in an instant. Though she is still a champion of the Ionian people, Soraka has joined the League of Legends in hopes of reversing her curse and redeeming herself in the eyes of the stars.
Soraka is still a creature of great magical power, though she is better when supporting others in their fight rather than acting as the centerpiece. She can bring blessings to her allies, making them more capable of surviving the pain of the battlefield. In the same vein, she can restore cosmic power to her allies, so that they can utilize more of their magical abilities. Furthermore, she purifies her people of lingering unfriendly magic while simultaneously healing their wounds. There is still some power of the stars in her, as Soraka can call their energy to harm foes and reduce their resistance to magic. Also, by calling on what is left of the purity of her spirit, she can bolster nearly all of her other powers when the time is right.
Welcome to the Soraka Spike Healer guide.
In video game lingo, a 'spike' is also known as a 'burst' of sudden numbers in a very short time frame. Either damage or healing.
This guide takes into account Soraka's strong spike healing capabilities and seeks to capitalize on it while being yet both resistant and threatening to the other team.
2. Pros / Cons
Very good at skirmishing.
Good vs spike damage.
Very good vs AOE damage.
Strong farming skills.
Very strong lane presence.
Very bad at inflicting spike damage.
No mobility or escape skills.
Limited CC. Only has access to a one target silence.
Consecration - Increases surrounding allies' magic resistance by 16.
Starcall - A shower of stars falls from the sky, striking all nearby enemies for magic damage and reducing their magic resistance temporarily.
Strikes nearby enemy units for 60/90/120/150/180 (+0.25) magic damage and reduces their Magic Resistance by 8 for 8 seconds This effect stacks up to 20 times.
(With the core build, this ability will do an easy 230 DMG per usage, hitting harder each hit due to the stacking magic resist debuff. It will also proc a 15% slow effect. Good for farming, pushing, and all out fights.)
Astral Blessing - Soraka blesses a friendly unit, restoring health and increasing armor for a short time.
Restores 80/135/190/245/300 (+1) health and grants 35 bonus armor for 9 seconds.
(With the core build, this ability can heal almost up to 500 HP a shot. Incredibly useful for both skirmishing and countering spikes.)
Infuse - If cast on an allied champion, restores mana. If cast on an enemy champion, silences them for a few seconds.
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 (+0.6) magic damage.
(With the core build, this ability will damage an enemy for 370. Not too impressive. What is useful however is the silence and the range. You can stop a burst attempt by prematurely shutting down ability heavy users, like Annie or Nidalee (no Sheen proc for you!). It is also useful in locking down squishy targets who utilize abilities to escape, like Shaco, Kassadin, or Tristana. Lastly, you can use it to interrupt deadly channels. Like Fiddlesticks or Nunu. And of course, it will give you all the mana you desire!)
Wish - Soraka fills her allies with hope, instantly restoring health to all friendly champions.
Instantly restores 250/400/550 (+2) health to all allied champions.
(Here is her big impressive spike heal. Notice the amazing ability power ratio on that ult. +2 per ability point. With the core build, we nearly double the amount of HP she can heal. 200 AP grants 400 more HP, totaling to nearly a thousand HP gained team-wide. This is a critical ability.)
4. Skilling Order
There is no exact science to building up Soraka's abilities. You build according to the problems as presented to you. Having at least one rank of each ability is usually suggested however, as early as you can manage it.
Have a mana hungry caster your babysitting? Pick up ranks of Infuse.
Major damage taking place in the early lane skirmish? Go for Astral Blessing ranks.
Fighting a weak lane team? Secure you can push to their tower and damage it? Go for Starcall to wipe out creep waves and at least two ranks of Infuse to fuel it.
5. Masteries + Runes
You want 9 Offensive, 0 Defensive, and 21 Utility usually. This allows you to gain a flat 9% cooldown reduction in your abilities, reasonable mana regen without items, and a few other perks for your Summoner Skills.
For runes, Soraka is not a one trick pony like Shaco (Who usually goes heavy on crit damage). You have a lot of flexibility for your rune selection.
Health runes are good.
Ability power runes are good.
Cooldown reduction runes are good.
I tend to use a combination of all of them, maxing out at a 6% cooldown reduction. That 6% + the 9% from your utility line gives you a 15%. Getting the Mana Golem in game will give you 25%. The max ceiling limit is 40%. Can't go higher, so don't bother.
6. Summoner Abilities
You want the Ignite ability. Yes, Ignite. You're Soraka. Using the offensive mastery tree you'll gain 10 AP from the ignite ability. You always need more AP and you're short on offensive punch. Ignite allows you to aid in a team gank and spike, the one area you're terrible at. You really need Ignite.
Clairvoyance -- With your mastery in the utility tree, you're a shoe in for this skill. Someone on your team should have it at the very least and you're a prime candidate. Since you're also engaging in split-pushes on occasion as Soraka, having this as an early warning detection system is a life-saver.
Heal -- It isn't a bad pick. The sudden burst of healing will help you do your job better.
Exhaust -- Again not a bad pick. You can easily pick up the offensive skill mastery for this and give you even more offensive umph to help your team engage in killing.
7. Early Game
Once you have your items, decide who you're going to lane with.
Ideal lane mates are mana hungry magic users that can put their abilities to good use, like Zilean.
On the other hand characters with a weaker lane presence and require a baby sitter are also a good option. Soraka is an excellent baby sitter. Veigar needs a little mana and love to build up his late game? Set him up with Soraka. That melee carry is getting harassed and ruining his ability to farm? Set him up with momma Soraka.
You can also choose to get Mana Golem for Soraka early game if you intend to play a very aggressive style. It'll fuel your Starcall and Astral Blessing while allowing you to skimp on infuse at the start. This is very do-able with your Astral Blessing ability to tank damage and the help of Middle Lane and your lane partner for a total of three people.
Finally, as Soraka feel free to auto-attack the enemy as much as you can. Keep beating them down HP by HP. You're excellent at skirmishing. Just heal up the damage you receive and watch them slowly get forced to hiding behind their tower and creep waves from the big bad ole Soraka. Be careful about getting too low however, you're engaging in a war of attrition. You don't want to get into a danger zone where you're suddenly killable from one stray ability.
Be sure to begin to build up a healthy pool of mana once you hit level 5. You want to have more than enough to cast Wish at level 6. Because once you hit level 6, about eight other people are also hitting level 6, and the stuff is really going to hit the fan. You want Wish to save not only your lanes butt, but the above lane if they're in the danger zone. Pay attention to the team-wide lifebars on the left side of the screen.
1) Start off with two Health Potion and a Sapphire Crystal. Why do this?
Soraka can generate all the health and mana she needs in time. Note, time is an issue and when you're starting out you haven't a lot of generation power yet. Sapphire Crystal gives you enough of a reserve bank to keep you healing while the Health Potions boost your natural healing ability in case you're being pressured heavily. It's good to have them on hand.
*NOTE: If you're concerned about the possibility of an early game gank and spike, you can pick up a Ruby Crystal instead for buffer HP. With your mana and health regen, you can get away with this.
2) After some farming head back and build up a Catalyst the Protector. This'll give you a good amount of buffer health and a boost for your health and mana, which is good to keep you going if you're being pressured heavily.
3) Next see about picking up a Rod of Ages as fast as possible. This is an incredibly strong item that requires time to 'bake' to get the full effect. That time is 15 minutes.
4) Now see about picking up some boots. Your boots are always selected in an attempt to maximize the most amount of defense and control you can get out of them. Ninja Tabi if you're looking at a lot of physical attacks, but usually you want Mercury's Treads. They offer a nice boost versus magic damage and an incredible reduction in stuns, fears, slows, and all other forms of CC (crowd control). This is usually the killer. You can't stop a spike if you can't use your skills.
5) After your boots we're going to continue making you tanky while giving you more AP. Pick up a Rylai's Scepter. This item will also turn your Starcall into a constant AOE slow, further improving your utility. This is useful as you have silence (anti-ability CC) but no movement CC. Now you do.
This is the core of your Soraka build. It'll cost just about 7,000 gold for a Rod of Ages, a Rylai's Scepter, and some Mercury's Treads. You'll have about 3,000 HP, 200 AP, and a hefty pool of mana.
LONG DISTANCE ITEMS
If the game continues even longer and you find yourself in possession of a fortune, you can see about picking up the following items;
*Soul Shroud Excellent in a caster heavy team that relies on their abilities. Cooldowns will allow them to use them more while giving them fuel for the extra mana required. It also makes you more tanky.
*Aegis of the Legion This is another good choice. Grants your entire team more defense and a little extra attack, always useful if they've a physical component to their abilities. It also boosts your HP a little, making you more tanky.
*Deathfire Grasp This is an unusual choice but not stupid. You'll gain use out of that additional AP it gives you as well as the recharge reduction and the mana regen needed to fuel that reduction. But most importantly, it has an activated ability that allows you to inflict a ton of damage at the start of the fight, allowing you to aid in a spike kill. Since as Soraka you don't bring much spike damage capabilities to the team, this allows you to circumvent that somewhat.
I'm going to suggest against these items as I feel they're unsuited for enhancing Soraka's strong points and or they are redundant.
*Innervating Locket This looks good at first glance. More health, mana, and a neat passive that grants a small amount of health and mana to nearby allies every 3 seconds. The problem is that this item is best reserved for pushing. The amount of mana and health it gives is far too small to matter in a fight, which will last seconds. Yet it is useful if you're engaging in a skirmish and a push. However Soraka is already well equipped to skirmish and push. She can heal and regain mana for the entire team as it is needed. She doesn't need Innervating Locket. That's wasted money.
*Mejai's Soulstealer This is a great item. Usually. The problem here is that as Soraka it is your duty to keep the other people on your team up. It is preferable for you to die than the other guy, if it comes down to it. They can kill people and drop a tower in seconds. You can't. You will die.
You will also engage in split-pushes. This is something Soraka is well equipped to do. She can push through creeps in seconds and move up a threatening creep wave if both teams are engaged in a stalemate. Yet while she does this, she can also help her other team-mates if a fight breaks out from across the map with her Wish. You will not get any assists for healing and saving four other people and the kills they make from you doing so. Unlike Karthus, who will get assists from his ult. It's not unusual to not get a ton of assists as Soraka.
9. Working in the team
First, for Soraka, time is everything. The more time she has the more power she can generate during the skirmish phase. Be sure your team understands it can win the war of attrition that is the skirmish phase. Working with Sivir's boomerang throw, Corki's rockets, Cho'Gaths rupture, or the other many long-distance abilities in the game, you can eventually force a tower hugging team to retreat and give up their tower.
Second, help them keep pushing when they've the advantage, you don't want them to run away when a tower could be dropped.
Third, be willing to disengage from the team for a time and move up a creep wave in another lane if both teams are engaged in a stalemate. You can drop a tower this way. Use your Wish ultimate to heal your team from across the map if they come to blows. Be careful though, they need to be willing to retreat and not tower dive like maniacs. Even with your Wish, it can still become a 4 v 5.
Finally, don't let a loose cannon act stupid and rush in by himself over and over, using your crucial team-wide Wish ultimate ability just to cover his single butt.
Soraka overall is an excellent champion. She's very good at sustaining pushers and knocking over towers, while defending versus spike damage and the all powerful AOE spike -- which the metagame highly favors.
A Soraka on your team will always help push down towers, make everyone a little more sturdy, and fuel the hungry fire for sustained pushes. You can make a good team great.
Just for enlightenment, the point of Innervating Locket is not to be better in skirmishes, it's to stick around after the teamfight so you can push. Rushing it is also a good option because it allows both you and your laning partner to literally spam your skills on recharge. And mana is really only extremely crucial in early to early-mid game.
I'm a top ELO 500 player and Soraka is my main. I vastly prefer the game changing style of Spike healing than trying to stuff additional pushing power into Soraka, who is already great at pushing. This is just what I've found useful vs Locket. Bumping this to help out the new players to the game, since it is Soraka free week.
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