Rethinking Soraka's new passive

Snakethrower·10/4/2014, 6:34:02 PM·1 votes·388 views

The new passive: Soraka gains 70% movement speed when moving towards allied champions below 40% of their maximum health who are outside of Astral Infusion's range.

The benefits: While the intention behind it makes sense the concept doesn't work out to well ingame. -The idea behind this seams to be more than just increasing her effective heal range, but also allows more interesting plays in teamfights and survive better with low-hp (which you will end up with due to W). -At the same time it's a good tool for escaping ganks when the enemies gank your carry, it can save you a flash.

The cons: It doesn't play out as it is supposed to!

  • The range of W is horribly low and even with this HUGE movement speed boast you often will fail to reach your target in time in a teamfight, even though you're right in the middle of your team.
  • Being lower than than 40% in post-lane phase usually means you're dead. -> This bonus disappears fater than it lasts.
  • If the low ally is moving is moving out of the fight it doesn't help you to support your mates who're still in the fight.

The suggestion: Salvation: At level 4: The passive effect of Astral infusion also applies when silencing a target. At level 8: Reduces the Cooldown of your starcall by 1 second. At level 12: Reduces the sacrificed health of Astral Infusion to 7% of your maximum life. At level 16: Your ultimate also grants 20 armor and magic resist for 5 seconds. At level 18: Increases the cast range of Astral Infusion by 125 units.

Explanation: Salvation now improves Soraka's protective character-traitthe further she levels. Level 4: Grants her slightly more sustain in fights and rewards her for placing a silence that hits several enemies. It improves her consistency. Level 8: Improves her late-laning phase and "arly"teamfights by allowing her to poke more frequently (and also get back more health back in teamfights to heal have health to sacrifice) Level 12: Slightly reduces the health costs of her heal making her less vulnearable in the middle of a teamfight (where she has to be, to be in health range) Level 16: It's a small buff for every champion, but definitely helpfull when combined with aura items. It's also slightly based on her old kit. Level 18: At this point the current heal range is just inappropriate. It means you either ignore your frontliners completely, or stand in 3HKO range of the enemy carry. Slightly improving her range at this point makes her much more enjoyable to play.

0 Comments