Soraka, the Galactic Healer

Stacona·3/9/2019, 5:13:49 AM·1 votes·630 views
  • For this, I want to create player choices for Soraka. This allows a more enjoyable experience for the player and have Soraka be played significantly longer by one player since the mastery curve is higher. It also allows for something like a healing ability to be a lot more interesting as well.

  • No health costs are needed, this just discourages a healer from healing, cooldown and mana costs are good enough restrictive factors to control the healing - especially early game where most of her problems lie.

  • Less base healing and more emphasis on its ratio will keep Soraka squishy and killable, still be good, and not frustrating during the laning phase. Also have either mana or cooldown negation will also help with this as well.

  • Aside from attempting to make Soraka less frustrating to play against, I just want both a chill and very fun experience playing as Soraka, while still offering some rewarding and clutch save opportunities.

  • Wish will be removed. I do not like abilities that have no bad case scenarios to use and no possible way to use it poorly, makes them not fun to use and not interesting at all. Though Wish will be removed, the essence of Wish will still remain, just in a lot more interesting way with a lot better player choice. This means this concept offers an entirely new ultimate as the replacement.

  • Less mobility and mobility discouragement. The slower Soraka moves and on top of being a squishy mage means that she can be caught up to and killed. In replace, she will have a very strong defensive spell that is like a slow moon jump that makes her untargetable (but not invulnerable just to be clear) and all healing that she directly provides (including toward self) ignores grievous wounds during this moon-like jump. The catch is, the faster she moves, the shorter the duration will be because the benefits only apply while airborne (the jump keeps your movement speed the same, so you do not move faster or slower without outside sources). Additionally, will also silence for a short time on the initial cast to nearby enemies and again to nearby enemies to where she lands at (I like the idea of destroying the hopes and dreams of Katarina, feels good and rewarding).

  • Overall, I want Soraka to have less passive play and more active play. This is the biggest thing that will reduce playing against frustrations is encouraging Soraka to actually be closer to the enemy team, and helps teach the player that supports are meant to put the pressure on to the enemy for your bottom laner can safely farm up for the late game. The health cost made the problem worse since players instinctively DO NOT WANT TO be close to the enemy team when low on health, in theory I get what they were trying to go for where you sacrifice health to heal allies and harass the enemy to get health back, but in practice it really just discourages the player from healing as a healer and stand even further back because the healing makes you low on health and not worth enemy interaction and getting blown up.

  • Mana restrict the spam healing and offer mana restoration on enemy champion interaction. This way you have a proper healing restriction and a way to encourage the player to getting close to the enemy team, while not having a dumb mechanic that simultaneously discourages getting close to the enemy team. We want a healthy enemy team and Soraka interaction for game balance, not discourage this interaction. Also it could not be a mana restore neither, it could be ignore mana costs for a brief moment after attacking an enemy champion for example.


Attack Range: 575 units Movement: 340 units per second Attack Speed: 0.675 +4% per level


Star Energy (Passive):

Soraka heals for 50% more when she is above 75% mana.

Additionally, Soraka's basic attacks against enemy champions and epic monsters will restore 20 - 40 (+40%AP) mana over 2 seconds.

Star Bomb (Q):

Cooldown: 5 seconds; Cost: 72/79/86/93/100 mana; Range: 1000 / 500 units

Soraka hurls a Star Bomb to the target location that explodes after 1.5 seconds, dealing 70/105/140/175/210(+80%AP) magic damage and restoring 6/10/14/16/20(+20%AP) mana for every enemy champion and epic monster struck.

Casting Star Bomb during Galactic Jump will instead cause the Star Bomb to drop directly under Soraka and explode immediately upon making contact with the ground.

Passive: Having a gold item in possession causes Star Bomb to be unable to execute minions. The Spell Thief gold item line grants twice as much gold for charges consumed by Star Bomb directly.

Astral Blessing (W):

Static Cooldown: 0.1 second; Cost: 6/7/8/9/10 mana; Range: 600 units

Soraka heals the target allied champion or self for 1/2/3/4/5(+4%AP) health. Holding down the skill key will cause Soraka to use Astral Blessing immediately off cooldown, healing the closest champion to the mouse cursor.

Passive: Not using Astral Blessing will charge it every 2.2/2/1.8/1.6/1.4 seconds [lowers with CDR], enhancing its next cast by 1/2/3/4/5(+4%AP) additional healing and 40/45/50/55/60 increased range, up to 100/200/300/400/500(+400%AP) total healing and 4600/5100/5600/6100/6600 total range.

Galactic Jump (E):

Cooldown: 20/17/14/11/8 seconds; Cost: 90/100/110/120/130 mana; Range: 700 / 600 units

Soraka will jump to the target location that lessens the effects of gravity while airborne, ignoring grievous wounds against any target for her healing and becoming untargetable herself.

Additionally, jumping off will silence nearby enemies for 1 second and another 1 second to nearby enemies upon landing. Enemies struck by both will be dealt 110/150/190/230/270(+110%AP) magic damage.

(The speed of the jump is the same as Soraka's current movement speed.)

Star Call (R):

Cooldown: 150/135/120 seconds; Cost: 100 mana; Range: Global / 450 units

Soraka slows herself down by 50% for the next 4 seconds, transforming into a fiery star body, causing all allies to move 50/70/90%(+10% per 100AP) faster towards her and healing those that touch her by 110/160/210(+75%AP) health one time.

Additionally, Soraka deals 40/70/100(+30%AP) true damage per second to nearby enemies close to her.

During this time, Soraka refunds her mana cost for Astral Blessing whenever she self-casts it, but it only heals for 30/40/50% of the normal amount.


2 Comments

Kanzler3/9/2019, 5:24:27 AM1 votes

Congrats, you've just created a cancerous solo laner that will never run out of mana, never die in lane, has great wave clear, solid AP ratios, and AOE damage. Not to mention the random aoe true damage on her ult, which at 600 AP, does 190 true damage per second.