Soraka; a Gameplay Update

Stacona··2 votes·506 views

If you do not like something about my ideas then give proper, rational feedback because I am not going to be unfair here. Besides for that I will keep Soraka has the dedicated healer, but focus heavily on making her less frustrating to play against, for example force her to always be squishy no matter what she builds and her builds can grant different utilities to her teammates like ability power for heals (and damage) and resistances for less on Soraka but grants resistances when she heals an ally (stayed tuned for more details). Finally I will remove health costs and make her completely mana gated to reduce her laning phase frustration and since the mana regen items are primarily ability power items this makes her squishy; on top of adding more rewards for interacting with her opponent because right now there is no reason for Soraka to play up and health costs on her heal makes it more so for Soraka to stay super far back out of the fight.

Remember Soraka is a ranged mage so she being a squishy champion by force will add counter play, but not be useless since she has ranged advantage obviously.


Basic Attack Range: 550 units Movement: 340 units per second


Salvation (Passive): Soraka only gains 50% of her bonus armor and bonus magic resistance, but the bonus armor and bonus magic resistance that she would have gained is instead applied to allies that she heals for 1.5 seconds.

Soraka moves 70% faster when moving towards an ally champion below 40% health within 2500 units.

Starcall (Q): Cooldown: 5/4.5/4/3.5/3 seconds; Cost: 50 Mana; Range: 1000 units; Radius: 250 units Passive: Soraka applies a star shard to targets she basic attacks for the next 3 seconds. Starcall against a target with a star shard on them consumes the star shard to cause Starcall to critically strike doubling its damage and slow for 1.5 seconds.

Active: Soraka calls down a star to the target location to deal 60/80/100/120/140(+35%AP) magic damage and slow struck enemies by 20/25/30/35/40% for 1.5 seconds.

Astral Infusion (W): Cooldown: 1 second; Cost: The greater of 100 Mana or 10% max Mana; Range: 550 units Passive: Soraka's basic attacks against champions restore 20/25/30/35/40 Mana, can occur once every 1.5 seconds.

Active: Soraka heals the target ally for 60/90/120/150/180(+65%AP) health and Soraka heals for 40% of the value for herself.

Equinox (E): Cooldown: 24/22/20/18/16 seconds; Cost: 70 Mana; Range: 925 units Soraka deals 70/110/150/190/230(+40%AP) magic damage to all enemy champions in an area and creates a zone within that silences enemy champions standing on it. After 1.5 seconds the zone detonates, dealing the same magic damage to all enemy champions within and briefly rooting them for 1/1.25/1.5/1.75/2 seconds.

Wish (R): Cooldown: 160/145/130 seconds; Cost: 100 Mana; Range: Global Soraka heals all ally champions, including herself and untargetable champions, for 150/250/350(+60%AP) health.

Champions below 40% health receive 50% increased healing from Wish.


7 Comments

Linna Excel3 votes

Besides for that I will keep Soraka has the dedicated healer

This is where riot failed in her original rework and I think they really need to make her go back to the bully-ultility mage that she used to be.

My first complaint is there's too many passives in your kit. My second is while soraka needs to lose the healing cost on W to be a real champ again, riot isn't bright enough to do that. It's the right idea, but you are giving it to the wrong dev team.

Stacona1 votes

Amount of passives really does not matter, as they are there entirely to encourage Soraka to interact with her opponent so rather than her heal directly costing health she can lose health from the enemy, removing the health cost and mana gating it both adds the ability for Soraka to be less afraid to play up and be in interaction range of the opponent and mana gating has a skill element to it since if you don't manage your resource you cannot heal or peel for your ally and makes the champion a lot less brain dead allowing a real difference between a mediocre Soraka and a great one. (100 mana minimum takes a lot longer to recover than the maximum 4 seconds cooldown, and really restricts her healing early to mid game until she gets 3-4 dedicated mana regen items)

LostFr0st2 votes

She JUST got an update this patch. What's wrong with the one she just got? Please try it out a bit and learn how to use it, then come back to the boards.

Billy VoHagen2 votes

Why would you delete your last thread, then post the exact same thing. Your idea is still bad, it would be broken as shit.

Elikain1 votes

I don't like the idea of Soraka being completely mana constrained. This health cost to keep your carry topped off is what is necessary so that you can't simply ignore all the punishment in a lane and still both of you be full HP while your enemy is always chunked lower and lower.

Astral Infusion's passive is strangely familiar - Xerath's passive. I don't like the idea of Soraka's mana costs also be easy to circumvent and by auto-attacking - the most generic and easy thing to do with her range.

Her passive is iffy - if you're dealing with champions who are slow casters, you have the ability to time it right and negate their damage by giving extra resistances + healing them. This also applies to champions who can maintain their DPS, making your ally pseudo-tanky when you're there to back them up. Soraka also had this on her Heal before the rework - the buff lasted longer but her heal had quite the CD. It's been an issue and that's why it was removed. That armor value is just too much for early game trades and ganks, which you'll come out on top any day.

Right now, Soraka has a pretty decent build path. Warmog stacking - so you can benefit from its passive at 3k HP Tanky - so you don't get killed easily AP and CDR - for frequent and more powerful heals

Everything else seems unchanged and Riot did address some of her problems - Q now slows everyone hit and they got rid of insta-HP gain and gave regeneration that is transferable, on top of the heal.

Bottom line is that before this change, Soraka was just a heal-bot (which her rework was supposed to address) and flat out boring but at least like they have her now, is a bit more enjoyable. And because i play her mid.

Stacona1 votes

The concept is to specifically target Soraka's laning phase so that she is manageable to play against for her opponent, Soraka having hyper scaling is fine, but it needs to have a cost with a weaker early to mid game.

The mana back is against champions only though, I did it to place Soraka within 550 range rather than 2000 range, this means she is exposed to other ranged attacks and abilities, on top of me forcing her to be squishy makes Soraka's positioning very important rather than go full tanks and spam heals like what she does now.

Soraka's resistances was a flat value, this is bonus resistances based on bonus resistances so you build either resistance to still be slightly less squishy than squishy but never a tank yourself so you can be focused on and bursted out as Soraka with a lower heal value or go AP for stronger heals but you don't give resistances so it is very different to how it used to be, and you don't get the value in the early game because it is required that you actually have to build majour resistance items first. Again 50% of 0 is still 0, it is for alternative builds later and does not apply immediately. But the majour thing I wanted to accomplish, which is the thing Riot wanted to fix more than anything, was not have Soraka be a tank because it was the problem in the past and is still a problem, because focus the dedicated healer should not be focus the dedicated healer tank because in that scenario it is a pure lose for the enemy since they can't win by focusing the tank healer and they cant win by not focusing the Soraka.

Also timing your heal is a skill aspect and managing your Mana is too, adding skill rather than have Soraka with brain-dead aspects will make her more exciting to play and less frustrating to go against, at the same time makes a big difference between an okay Soraka and a Soraka main.


When I try to do these concepts I look for 3 majour things: Does it address the previous balance and game health issues? Is it fun to play? Is it not super frustrating to play against? and a bonus... Is it manage-able to deal with and does not need to be perma-banned?

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