Soraka Rework
Thoughts I know everyone is a little upset with where riot has left our lovely little battle healer in the current iteration of league. I understand why it's difficult to rework her though - Soraka has been quite constant in terms of general design and direction for a long time, changing anything is a bit of an issue. I feel, however, that there are ways to ensure that she has a defined role (battlemage/healer/support) whilst also maintaining her relevance in the current game environment.
Stats Health : 390 (+81) HP/5 : 4.25 (+.5) Mana : 220 (+60) MP/5 : 6.8 (+.65) Attack Damage : 48.8 (+3) Attack Speed : .625 (+2.85) Armor : 18 (3.9) Magic Res : 30 Range : 550 Mov. Speed : 340
Abilities
Passive - Salvation Soraka's abilities mark her allies with divine protection for 3/5/7 seconds. Should they receive damage that would otherwise kill them they are healed for 100/150/200 Health. Abilities refresh this duration. This effect once procced goes on a 1 minute cooldown. Soraka also passively gains Health regen equal to 10% of her heals for 3 seconds.
Q - Starcall : Cost 5% Current HP : Cooldown 5 seconds : Range 800 Soraka calls down a star using her life force. This flies from her to her nearest ally healing them and passing through, if it should hit an enemy champion it will use their life force instead. Heals for 5% of the target's Max Health and if an enemy is struck deals 5%/6%/7%/8%/9% of target's Current health as magic damage. This can hit multiple allies and enemies. It can strike a maximum of 2/4/6/8/10 targets before dissipating.
W - Astral Blessing : Cost 70/85/100/115/130 Mana : Cooldown 20/19/18/17/16 seconds : Range 400 Soraka calls upon the starlight to bless the ground upon which she stands for 4 seconds. Allies within the area receive 10/15/20/25/30 (+5% AP)(+3% Max Health) per second and gain armor equal to 25% Soraka's AP
E - Infuse : Cost 50/70/90/110/130 Mana : Cooldown 16 seconds : Range 550 Soraka transfers her mana to a nearby ally giving them 20/30/40/50/60 Mana. Conversely she can over infuse enemies debilitating them dealing 40/50/60/70/80 (+10% AP) magic damage. Infuse can be forcefully recast at the cost of 5% Current Health instead of Mana after a 1 second delay. Recasts in this way have 50% increased effectiveness. This can go on indefinitely but each recast costs an additional 3% Current Health. Recasts have a window of 1.5 seconds. If no recast occurs this ability goes on cooldown.
R - Wish : Cost 100 mana : Cooldown 160/145/130 seconds : Range: Global Soraka wishes for the wellbeing of her allies and heals all allies for 100/150/200 Health (+45% AP)(+5% Max Health) . Allies also gain Soraka's Health regen and all healing they receive from this ability is increased by 1% for every 4% Health missing at the time of casting.
Explanation
I envisioned a more involved Soraka with this rework who also has real strengths and weaknesses. Soraka has a number of defining characteristics: no escapes, heals for everyone, the need to be in the fray to be useful. These together gave me the image of a support that holds the team together. She's in the middle of the fight and she can stay in the fight. Clearly from the health scalings and costs one can see the emphasis I've put on building Health as Soraka, I have however maintained some of the AP scalings as a lot of the items a Soraka would build still have AP attached to them. Also one will notice I've removed two important parts of her kit - the MR shred on the Q and the silence on the E. I believe the strength of these two assets has been moved over into the passive (possible entire team heal followed by full team revive and insane Health regen). In doing this her identity is solidified as a saviour rather than a healer/debilitator.
Passive - This way Soraka and her allies need to be together to survive. Soraka benefits from healing and allies benefit from her heals with that life saving heal. It is a small flat heal but makes for a much safer early lane and the occasional save later on in the game.
Q - 1 issue riot is trying to deal with right now is counterplay and giving champions meaningful weaknesses. This ability attempts to remedy both of these issues. It is mechanically similar to Evelynn's, flying to the nearest ally and travelling through, but has a much larger range and faster missile speed. There is a cost to using it to heal whenever you like but there is a reward to healing when enemies are near. %Health heals and damage again make up for the loss of the MR shred and silence. Also she isn't completely useless without allies, it can be cast on minions too if necessary but will only damage enemy champions.
W - Ensures Soraka positions herself well in a battle and allows her to choose at the same time. You can either be right in the middle with the fighters and tanks, thus healing more and increasing your Health regen allowing you to fight longer, or you can stick by your ADC and top them up on the edge of the fight. This is a targeted AOE ability like nasus' spirit fire.
E - This again encourages one to stay in the battle and position well. If in the middle of the fight damage and mana ramp up at the cost of life. Outside of combat the effects are relatively weak. It can become quite powerful but this is because it is her only offensive ability and requires a lot of life with no healing attached to it to refund any of that life through her passive.
R - I wanted to keep her trademark ability as the Karthus antithesis. There is a hefty reduction in the base heal to make up for the Health scaling and the inclusion of Soraka's Health regen which will be an incredible way to turn the tide late game along with the possible 5 man revive.
Some notes
- Hit early health, health regen and mana to accommodate the % health costs of her Q
- Example builds
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and of course
somewhere - This is my first attempt at a redesign or rework, please be nice