

Soraka
The Starchild
How this differs from the live game
- The Abilities are completely different, except for the ultimate Wish (R)
- Can solo lane
- Has a point and click silence
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of GoldQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Gold +3.00 / 10s
Magic penetration marks are for Starcall and Infuse poke, since both deal magic damage and scale with AP. Armor seals and MR glyphs keep lane trades stable; gold quintessences fit Season 3 support income.
This is the corrected 0/9/21 support page: the rejected extra point in Scout is removed, leaving exactly 30 points. Defense gives early lane durability, while Utility gives gold income, item cooldowns, starting gold, biscuit/ward value, Pickpocket, and CDR.
Skill order
ultimate at 6, 11 and 16Consecration
- Starcall (Q) takes points at levels 4, 14, 15, 17, 18.
- Astral Blessing (W) takes points at levels 2, 8, 10, 12, 13.
- Infuse (E) takes points at levels 1, 3, 5, 7, 9.
- Wish (R) takes points at levels 6, 11, 16.
Max E first for point-and-click silence, damage, and mana control, then W for stronger lane and teamfight healing. One early Q enables armor/MR shred and repeated poke, but it is not the support max priority.
Alternative — W max first was also played in very defensive lanes where keeping the carry healthy mattered more than Infuse pressure.
Why these items
Openingsall within the 475 starting gold
Faerie ward start — Default support start when you need maximum early ward coverage and enough sustain to lane.
Rejuvenation ward start — Use into poke lanes where extra health regeneration is more valuable than early mana regeneration.
Charm plus vision ward start — Use when controlling a brush or denying an early ward matters more than placing three normal wards.
Corein buy order
1Sightstone800gSightstone is the defining Season 3 support purchase because it pays for repeat warding without draining all income.
2Philosopher's Stone700gPhilosopher's Stone supplies gold generation and the health/mana regeneration Soraka wants while staying low-economy.
3Shurelya's Reverie2,100gShurelya's Reverie upgrades the gold item into CDR, sustain stats, and a team engage or disengage active.
4Runic Bulwark2,950gRunic Bulwark was a premium support aura item, stacking team durability around Soraka's MR aura and healing.
Situationalonly when the game asks for it

Boots of Mobility1,000gBuy Mobility Boots instead of Ionian Boots when roaming and warding tempo matter more than personal cooldown reduction.

Mercury's Treads1,200gBuy Mercury's Treads into heavy crowd control or double AP threat when being locked down stops you from casting heals and silence.

Aegis of the Legion2,150gStop on Aegis of the Legion if the game is too poor or too early to complete Runic Bulwark immediately.

Twin Shadows1,900gTwin Shadows is useful when your team needs pick setup, scouting, or help catching mobile targets.

Locket of the Iron Solari2,225gPrioritize Locket earlier against AoE burst or dive comps where the shield can swing the first teamfight.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
Magic penetration marks are for Starcall and Infuse, both of which deal magic damage and are Soraka's mid-lane trading tools. Armor seals cover minion and auto-attack damage, flat MR glyphs handle AP mids, and AP quints improve Q/E damage plus W/R healing.
Use 21/0/9 AP caster masteries: offense gives CDR, AP, magic penetration and execute damage, while utility supplies mana, summoner cooldowns and Runic Affinity for longer blue buff.
Skill order
ultimate at 6, 11 and 16Consecration
- Starcall (Q) takes points at levels 2, 3, 5, 7, 9.
- Astral Blessing (W) takes points at levels 4, 14, 15, 17, 18.
- Infuse (E) takes points at levels 1, 8, 10, 12, 13.
- Wish (R) takes points at levels 6, 11, 16.
Max Q first for waveclear and repeated MR shredding trades, then E for stronger silence poke, leaving W for later because mid Soraka needs damage and lane control first. Start E when you need level 1 safety or guaranteed trade control, then get Q for pushing.
Alternative — Start Q at level 1 and follow Q-E-Q-W-Q-R when the lane cannot punish you early and you want immediate wave control.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default into most AP mids; it gives AP, health, and last-hit mana return for repeated Q farming.
Flask sustain start — Use into poke or attrition lanes where extra refillable sustain matters more than Doran's early AP.
Boots and potions start — Use against skillshot-heavy lanes where dodging matters more than raw stats.
Corein buy order
1Morellonomicon2,200gMorellonomicon gives AP, mana regeneration and 20% cooldown reduction, letting Soraka spam Q/E and apply Grievous Wounds through magic damage.
2Deathfire Grasp3,100gDeathfire Grasp adds the Season 3 AP burst pattern: active first, then Infuse and Starcall for amplified magic damage.
3Rabadon's Deathcap3,300gRabadon's Deathcap turns her AP ratios into real mid-game threat while also increasing Astral Blessing and Wish healing.
Situationalonly when the game asks for it

Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or short-range teams where you can stand close enough for the MR reduction aura.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when your team needs sticking power and you are surviving fights long enough to repeatedly apply Q slows.

Mikael's Crucible2,500gBuy Mikael's Crucible when one fed carry is being decided by stuns, roots, or silences and you need a cleanse active more than extra damage.

Banshee's Veil2,750gBuy Banshee's Veil against pick compositions or single-spell engage that you must block before you can silence or Flash.

Shushei's Mana Jug2,600gBuy Shushei's Mana Jug when you need heavy mana sustain, MR, and CDR in a magic-damage matchup instead of a greedier damage slot.
One build, written by a player. Newest first.
Write a Soraka buildBuild
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Scaling Magic ResistGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Armor +9.00
- Scaling Magic Resist +1.80
Not the author's. This is a 21/0/9 offensive AP page: magic penetration, AP scaling, Archmage and Executioner match the author's Sorcerer's Shoes, Abyssal Scepter, Deathcap and Zhonya's burst-oriented AP Soraka. The 9 Utility points support Flash uptime and the mana-heavy Tear into Seraph's Embrace path. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Consecration
- Starcall (Q) takes points at levels 1, 4, 5, 7, 9.
- Astral Blessing (W) takes points at levels 3, 14, 15, 17, 18.
- Infuse (E) takes points at levels 2, 8, 10, 12, 13.
- Wish (R) takes points at levels 6, 11, 16.
Not the author's. Max Q first for AP Starcall damage and magic-resist shredding, then E for stronger point-and-click silence damage, with W left for later sustain. Inferred from the build and text they did publish.
Why these items
Openingsall within the 475 starting gold
starting items — The opening as the guide publishes it.
Corein buy order
1Boots of Speed325g
2
3Hextech Revolver1,200g
4
5Seraph's Embrace2,700g
6Abyssal Scepter2,560g
7Zhonya's Hourglass3,260g
Situationalonly when the game asks for it

Void Staff2,295g

Rabadon's Deathcap3,300g
Notes
the author's own wordsAP Soraka: No, my horn doesn't poke through my Deathcap — rated 8.6/10 from 460 votes on MOBAFire.
What the guide does not publish: the guide never fills in an ability sequence.
Build by throatslasher, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/ap-soraka-no-my-horn-doesnt-poke-through-my-deathcap-104646).
Abilities
per rankConsecration
Increases surrounding allies' Magic Resist by 16.
Starcall5 ranks
A shower of stars falls from the sky, striking all nearby enemies for magic damage and reducing their Magic Resist for a short duration.
- Damage
- 60 / 85 / 110 / 135 / 160 + 40% AP
- Cooldown
- 2.5s
- Cost
- 20 / 35 / 50 / 65 / 80 Mana
- Range
- 625
Astral Blessing5 ranks
Soraka blesses a friendly unit, restoring health and increasing Armor for a short time.
- Heal
- 70 / 140 / 210 / 280 / 350 + 45% AP
- Cooldown
- 20s
- Cost
- 80 / 110 / 140 / 170 / 200 Mana
- Range
- 750
Infuse5 ranks
Restores Mana to an ally, or deals damage to an enemy and silences them for a short duration.
- Damage
- 50 / 100 / 150 / 200 / 250 + 60% AP
- Cooldown
- 10s
- Range
- 725
Wish3 ranks
Soraka fills her allies with hope, instantly restoring health to herself and all friendly champions.
- Healing
- 200 / 320 / 440 + 70% AP
- Cooldown
- 160 / 145 / 130s
- Cost
- 100 / 175 / 250 Mana
- Range
- All map (global)
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins the duel because Charm into Orb of Deception gives her a real kill window while Soraka mostly has sustain and short-range Starcall pressure.
Watch for Charm: if it lands, Ahri gets both halves of Orb of Deception and can Spirit Rush after you during the silence downtime.
How to beat
Stay just outside Charm angle and only step into Starcall range after she has used Orb of Deception on the wave or missed Charm. Infuse her before she commits with Spirit Rush so she cannot instantly chain another spell, then back away while healing through the return damage. Do not chase through all three Spirit Rush charges.
Later Ahri wins the side lane because she can pick when to engage and leave when Wish denies the kill. In teamfights Soraka is more valuable if she sits behind the front line, silences Ahri after the first dash, and saves Wish for the Charm target rather than dueling her.
- Stand off the minion line so one Charm angle does not also cover your retreat.
- Infuse after Ahri dashes in, not while she is still fishing from max range.
- Wish can deny her reset-style cleanup, but it will not save you if Charm starts the fight.
- Starcall only matters if Ahri has already spent Spirit Rush charges.

AkaliUnfavoured
Akali wins because Shadow Dance forces melee contact and Twilight Shroud denies Soraka the clean target access she needs for Infuse and Starcall trades.
Watch for Shadow Dance: it lets Akali cross Soraka's safe range repeatedly and cash in Mark of the Assassin before Soraka can kite out.
How to beat
Hold max distance until Akali spends Shadow Dance on a minion or another target, then silence her immediately if she dashes to you. Do not stand inside Twilight Shroud trying to Starcall; leave the smoke, heal once, and make her reveal herself before trading again. Your best commit is after she has used Mark of the Assassin and failed to proc it.
Later Akali owns the isolated side lane once she has damage and multiple dash charges. Soraka should group, keep reveal coverage around flank paths, and use Infuse to interrupt Akali's second spell cycle after she dives a carry.
- Do not walk into Twilight Shroud to finish a low Akali.
- Infuse can stop the follow-up spell after Shadow Dance, but it does not stop the dash already used.
- Save Astral Blessing until after Mark is consumed so the armor covers her autos and Crescent Slash.
- If Akali waits in fog, the duel starts on her terms and is usually lost.

AlistarEven
Soraka can outlast Alistar if she avoids the Headbutt-Pulverize engage, but she struggles to actually kill him through Triumphant Roar and Unbreakable Will.
Watch for Headbutt: it puts Soraka into Pulverize range or knocks her into a wall where Alistar can keep Trample damage on her.
How to beat
Keep enough space that Headbutt cannot start the trade, and punish him with Starcall only after he has used it. If he walks straight at you, silence before Pulverize range and kite backward rather than standing still to stack Q. When Unbreakable Will is active, stop committing damage and spend the duration repositioning.
Later Neither champion wants a side-lane duel late; Alistar cannot kill a careful Soraka quickly, and Soraka takes too long to chew through him. In teamfights Alistar's engage is more decisive, so Soraka plays behind carries and saves Infuse or Mikael's for the target he displaces.
- Do not Starcall inside Pulverize range unless Headbutt is down.
- Infuse before Pulverize range can break his combo timing.
- Unbreakable Will wastes your MR shred window, so disengage during it.
- If he Headbutts you away, take the reset instead of chasing.

AmumuUnfavoured
Amumu wins if Bandage Toss connects because Soraka cannot escape Despair, Tantrum, and Curse of the Sad Mummy long enough to win the drain fight.
Watch for Bandage Toss: it turns Amumu's slow approach into guaranteed melee range and sets up Curse of the Sad Mummy before Soraka can kite.
How to beat
Stand behind minions and make Amumu walk through Starcall range instead of giving him a straight Bandage Toss. If he misses Q, silence him and take a short trade, then leave before Despair has time to matter. Never commit into his ultimate unless you have enough health to survive the full follow-up.
Later Amumu wins isolated fights by forcing contact, but his real value is teamfight lockdown. Soraka should spread from allies enough to avoid multi-target Curse value, then use Wish after the stun damage lands.
- A minion between you and Amumu is worth more than one extra Starcall.
- Infuse after a missed Bandage Toss stops Tantrum or ultimate follow-up for a brief punish.
- Do not stand in Despair just to keep Starcall stacking.
- Wish is strongest after Curse hits multiple allies, not before the engage.

AniviaUnfavoured
Anivia outranges and out-controls Soraka, and Rebirth means Soraka often has to win the duel twice without enough burst to finish the egg safely.
Watch for Flash Frost: the stun lets Anivia land empowered Frostbite and set up Glacial Storm while Soraka is trapped by Crystallize.
How to beat
Play outside Flash Frost's center line and step in only when it is traveling past you or on cooldown. Silence Anivia before she can chain Frostbite after a chill, then retreat rather than fighting inside Glacial Storm. If Rebirth triggers, only hit the egg if her wall and stun are unavailable and you can finish before she revives.
Later Anivia dominates side-lane space with waveclear, wall, and egg safety. Soraka contributes more by grouping, keeping allies topped through poke, and using Infuse to interrupt Anivia's burst sequence on a trapped teammate.
- Do not chase through Crystallize; it gives Anivia time to place Glacial Storm under you.
- Infuse is best used after Chill appears, before Frostbite lands.
- Starcall range is much shorter than Anivia's control zone.
- Egg form is not a free kill if Flash Frost is coming back up.

AnnieUnfavoured
Annie wins because her stun-loaded burst outranges Soraka's meaningful damage and can kill through one heal if Tibbers starts the fight cleanly.
Watch for Pyromania with Summon: Tibbers: the stored stun converts Annie's range advantage into an unavoidable burst window.
How to beat
Track Annie's stun counter and back off when Pyromania is ready instead of trying to trade with Starcall. If she spends stun on a minion or misses the Tibbers angle, silence her immediately and take a brief punish before her next spell cycle. Keep enough health that Wish plus Astral Blessing can survive the first combo, because Soraka wins only if Annie's burst fails.
Later Annie is still the better duelist and a much stronger pick threat. Soraka should stay outside Flash-Tibbers range, buy team-saving tools, and answer her engage with Wish and Mikael's rather than trying to mark Annie alone.
- A visible stun charge means you do not get to walk up for Starcall.
- Infuse after Tibbers lands can stop the follow-up Incinerate or Disintegrate.
- Do not let Tibbers block your retreat path while you trade autos.
- Wish after the burst lands gets more value than pre-healing poke.

AsheUnfavoured
Ashe wins the straight duel because Frost Shot keeps Soraka in auto range while Volley and Enchanted Crystal Arrow punish every attempt to disengage.
Watch for Frost Shot: repeated basic attacks keep Soraka slowed so she cannot maintain the spacing needed to heal and reset.
How to beat
Do not enter an extended auto-attack trade; use brush, minions, and corners to break her attack chain. Silence Ashe after she commits with Frost Shot so she cannot Volley during the chase, then heal and disengage. Only commit if Enchanted Crystal Arrow is down and Ashe has already used Volley.
Later Ashe wins side-lane duels and can start fights from long range, but Soraka's global heal can blunt her first engage. In teamfights, position away from the arrow line and save Mikael's or Wish for the carry hit by Enchanted Crystal Arrow.
- Boots of Swiftness matter more here than extra small damage because Frost Shot decides spacing.
- Do not run in a straight line after Ashe steps forward; Volley covers that path.
- Infuse during her chase removes Volley from the trade window.
- If Crystal Arrow is down, Ashe is much less able to force the all-in.

BlitzcrankEven
Soraka can beat Blitzcrank if Rocket Grab misses, but one hook into Power Fist and Static Field usually gives him the only real kill window.
Watch for Rocket Grab: it removes Soraka's range advantage and puts her directly into Power Fist and Static Field range.
How to beat
Keep minions between you and Blitzcrank and punish missed hooks with silence plus Starcall while backing away from Overdrive. If you are grabbed, use Astral Blessing immediately for the armor before Power Fist lands and silence him before Static Field if possible. Never chase him below Mana Barrier unless you can finish through the shield.
Later Blitzcrank is more dangerous through picks than side-lane duels; Soraka can sustain through poke but cannot face-check him. Group behind minions or tanks, hold Infuse for the hook target's follow-up, and keep Wish for the burst after displacement.
- Mana Barrier makes low-health Blitzcrank baitier than he looks.
- Infuse after Rocket Grab can stop Static Field but not Power Fist if it is already primed.
- Stand diagonally behind minions so he cannot hook through a dying creep.
- A missed Rocket Grab is your only clean Starcall window.

BrandUnfavoured
Brand wins because his spell chain and Blaze percent damage punish Soraka's short-range trading before her sustain can take over.
Watch for Sear: when Brand has already applied Blaze, Sear stuns Soraka and guarantees Pillar of Flame plus Pyroclasm follow-up.
How to beat
Avoid standing near minions when Brand has Conflagration or Pyroclasm available, since bounce and spread damage remove your safe space. Step in for Starcall only after Pillar of Flame misses, then silence him before he can tag Blaze into Sear. If you are Ablaze, move defensively until Sear is gone rather than trying to win the trade immediately.
Later Brand remains the stronger duelist and brings much higher teamfight damage. Soraka's job is to space away from clustered allies, use Wish after Pyroclasm bounces, and silence Brand before his stun setup lands on a carry.
- Being Ablaze changes Sear from poke into a stun threat.
- Do not duel Brand inside your own minion wave when Pyroclasm is ready.
- Infuse before Sear can break his combo if you react to the Blaze setup.
- Astral Blessing does little against his magic burst, so health timing matters more than armor.

Cho'GathUnfavoured
Cho'Gath wins because Rupture and Feral Scream deny Soraka's casting windows, then Feast cuts through her healing with true damage.
Watch for Feral Scream: the silence prevents Soraka from answering with Astral Blessing, Infuse, or Wish before Cho'Gath reaches Feast range.
How to beat
Stay outside Feral Scream cone and move laterally whenever Cho'Gath pauses for Rupture. Trade only after Rupture misses, using Infuse to stop his silence or Feast setup while you back out. Do not let yourself sit near Feast threshold; heal early enough that the execute window never appears.
Later Cho'Gath wins the side lane through durability, crowd control, and Feast pressure. Soraka should group and use her silence after he commits so her team can kite him instead of trying to burn him alone.
- Heal before Feral Scream range, not after you are silenced.
- Rupture missing is your signal for a short Starcall trade.
- Do not stand still to stack Starcall; Feast range is the real boundary.
- His sustain from Carnivore makes poke trades worse if he has minions to farm.

CorkiUnfavoured
Corki wins because his mixed poke, true-damage autos, and Valkyrie mobility let him keep damaging Soraka without staying in Starcall range.
Watch for Gatling Gun: once Corki commits forward, it shreds armor and turns his follow-up autos and missiles into a fast kill window.
How to beat
Hold enough distance that Corki must Valkyrie aggressively to reach you, then silence him after the dash so he cannot layer Gatling Gun and Missile Barrage freely. Do not trade autos for long, since Hextech Shrapnel Shells beats your sustain over time. Your best chance is to bait Valkyrie defensively, then chase only briefly with Starcall before his missiles come back.
Later Corki is the better side-lane duelist and scales into much higher sustained fight damage. Soraka should protect carries through his poke, keep armor for the auto-heavy part of his damage, and avoid being the first Valkyrie target.
- Silencing Corki before Valkyrie is less useful than silencing him after he lands near you.
- Do not stand in the Valkyrie trail to keep casting Starcall.
- Astral Blessing helps against Gatling Gun and autos, but not his full mixed burst.
- If Corki uses Valkyrie away, that is your only real punish window.

Dr. MundoUnfavoured
Dr. Mundo wins because Infected Cleaver forces repeated slows and Sadism outheals Soraka's low kill pressure unless she has anti-heal help.
Watch for Infected Cleaver: the slow lets Mundo choose repeated melee re-engages while chipping Soraka for health-based damage.
How to beat
Stand behind minions so Cleaver cannot start the chase, and silence Mundo when he turns on Burning Agony or tries to run you down. Kite in short lines around terrain rather than straight backward, because one Cleaver usually ends the reset. If Sadism is active, disengage unless you have Grievous Wounds available.
Later Mundo wins side lanes by ignoring Soraka's poke and regenerating through extended fights. In teamfights Soraka should enable kiting, keep allies healthy through Cleaver poke, and rely on a teammate's anti-heal or her own Morellonomicon trigger when Mundo drops low.
- Cleaver accuracy decides the matchup more than his melee damage does.
- Infuse can interrupt his chase rhythm, but it will not stop Sadism's healing once active.
- Do not spend Wish trying to race Sadism in a pure 1v1.
- Morellonomicon only matters once Mundo is below 40% health.

EvelynnUnfavoured
Evelynn wins because Camouflage lets her start at melee range and Soraka lacks reliable peel once Ravage and Agony's Embrace begin the burst.
Watch for Shadow Walk: it lets Evelynn choose the opening angle and deny Soraka the normal ranged warning before the duel starts.
How to beat
Do not walk through unwarded paths alone; the fight is much better if Evelynn has to cross visible ground before engaging. When she appears, silence immediately after Ravage or as she starts her second spell, then heal and move out of Agony's Embrace. If she fails to kill in the first rotation, keep backing up while Starcall chips her during the retreat.
Later Evelynn is still favored in isolated picks, while Soraka is stronger grouped behind vision and allies. In teamfights, Soraka should carry detection, stand near peel, and use Wish after Evelynn's ultimate hits multiple targets.
- The duel is often decided before the first visible spell if you lack ward coverage.
- Infuse on reveal is better than saving silence for a perfect moment.
- Do not chase Evelynn into fog after she disengages.
- Ruby Sightstone is a combat item here because seeing her changes the fight.

EzrealUnfavoured
Ezreal wins because Mystic Shot and Arcane Shift let him poke and reposition while Soraka cannot force him to stay in Starcall range.
Watch for Arcane Shift: it either dodges Soraka's commit or jumps forward to add burst while keeping Ezreal out of silence range afterward.
How to beat
Use minions to block Mystic Shot and make Ezreal spend Arcane Shift defensively before you walk up. If he shifts forward, silence him immediately and heal through the burst, then retreat before his cooldowns are reduced by more Mystic Shots. Do not chase a low Ezreal unless Arcane Shift is down and you have enough health for Trueshot Barrage.
Later Ezreal wins the side lane through mobility and constant poke, but Soraka can blunt his poke war in grouped fights. Stand away from minion lines that feed Mystic Shot cooldown refunds and save Wish for his ultimate or forward shift burst.
- A blocked Mystic Shot is a small win because it denies his cooldown refund.
- Infuse is strongest after Arcane Shift forward, not while Ezreal is poking safely.
- Do not line up with low minions when Trueshot Barrage can finish you.
- Starcall trades only work when Ezreal has no dash.

FiddlesticksUnfavoured
Fiddlesticks wins extended duels because Terrify and Dark Wind stop Soraka from interrupting Drain or escaping Crowstorm reliably.
Watch for Terrify: the fear removes Soraka's ability to silence Drain or walk out of Crowstorm at the moment she needs control most.
How to beat
Stay outside Terrify range and punish Fiddlesticks when Dark Wind has bounced elsewhere or Drain is on cooldown. If he starts Drain without fearing you first, Infuse immediately to break the channel and take a short Starcall trade. When Crowstorm channels from fog, move away first and heal after the first damage tick rather than trying to fight inside it.
Later Fiddlesticks is a stronger pick and flank threat, while Soraka is better as a backline stabilizer if she is not caught. Keep vision over flank channels, hold Mikael's for fear, and use Wish after Crowstorm lands on your team.
- Infuse cancels Drain only if you are not already feared or silenced.
- Dark Wind can silence you through nearby minions, so do not trade in a packed wave.
- Crowstorm from fog is not a duel to outheal; leave the area.
- Mercury's Treads reduce both fear and silence, which are the real problem.

GangplankUnfavoured
Gangplank wins because Parrrley and Grog-Soaked Blade give him stronger repeated physical trades while Remove Scurvy erases Soraka's silence pressure poorly but heals through her poke.
Watch for Parrrley: it lets Gangplank win short trades from outside melee range and set up an all-in once Soraka has spent Astral Blessing.
How to beat
Keep enough distance that Parrrley is his only damage and answer it with Astral Blessing before he closes for poisoned autos. Silence after Remove Scurvy, not before, if you need a real window to kite or finish. If Cannon Barrage is used to trap your retreat, leave the zone first and heal once you are no longer slowed.
Later Gangplank is favored in side lane because his physical damage and cleanse-heal outlast Soraka's poke. In teamfights Soraka should armor-buff the carry he targets, avoid Cannon Barrage choke points, and use Wish to offset his global damage rather than dueling him.
- Do not spend Infuse first if Remove Scurvy is available and Gangplank can keep chasing.
- Astral Blessing is best timed before his melee autos, not after only one Parrrley.
- Cannon Barrage turns straight retreats into losing paths; sidestep out quickly.
- Armor items matter more than magic resist despite his passive poison.

GarenFavoured
Soraka can keep Garen's Perseverance turned off with Starcall and kite him unless he reaches execute range with Decisive Strike into Demacian Justice.
Watch for Decisive Strike: the speed burst and silence are his only reliable way to stop your heal before the all-in.
How to beat
Hold just outside melee range and tag him with Starcall whenever Perseverance is about to restart. Save Infuse for the Decisive Strike approach, then walk away and heal after the silence window is gone. Commit only after he has spent Q and Judgment without forcing you low.
Later Garen eventually becomes too tanky to kill quickly in a side lane, but he still struggles to force Soraka alone without flash or flank pressure. In teamfights, keep Starcall MR shred on clustered frontliners and hold Wish for the Demacian Justice target.
- A single Starcall resets Perseverance, so do not let him idle out of combat for free.
- Infuse before he lands Decisive Strike if you see the run-up start.
- Do not heal greedily at low health; Demacian Justice punishes waiting too long.

GragasUnfavoured
Gragas has better burst, sustain, and displacement, while Soraka only wins if she avoids Body Slam and slowly drains him through repeated Starcalls.
Watch for Body Slam: it closes the gap, slows you, and sets up Barrel Roll or Explosive Cask before you can reset spacing.
How to beat
Keep minions or open distance between you and Gragas so Body Slam cannot cleanly start the trade. Infuse him during Drunken Rage or before he chains spells, then use Starcall only when you can step out before the next barrel lands. Do not commit after he hits level 6 unless Explosive Cask is down.
Later Gragas wins isolated side-lane fights because one displacement chain can remove your heal timing. In teamfights, Soraka's value is higher if she stays out of cask angles and uses Wish after his combo lands.
- Silencing Drunken Rage can deny his setup instead of trying to silence after the burst starts.
- Stand away from your carries so Explosive Cask cannot knock you into the same damage zone.
- If Body Slam misses, that is your short Starcall window.

HeimerdingerEven
Soraka can out-sustain poke, but Heimerdinger controls space with turrets and wins if she walks into grenade range to clear them.
Watch for CH-1 Concussion Grenade: the direct stun lets turrets and rockets keep hitting while Soraka cannot heal or reposition.
How to beat
Do not duel inside a prepared turret nest; pull the fight into open space and use Starcall only when you are not eating turret shots. Infuse him before he can grenade after you step forward. If the grenade misses, you can trade repeatedly because Astral Blessing outlasts his poke.
Later Heimerdinger owns stationary side-lane zones, while Soraka is better attached to a team. In fights, do not waste time dueling turrets; shred MR on the frontline and heal allies who are forced through his setup.
- Starcall hits turrets only if you are already in a dangerous range, so do not autopilot turret clearing.
- Infuse before grenade follow-up is stronger than silencing random rockets.
- Fight him while moving, not while standing in turret fire.

JannaEven
Neither support kills the other easily because Soraka has stronger sustain while Janna has better disengage and shielded trades.
Watch for Eye Of The Storm: it absorbs your poke and lets Janna's empowered attacks win short trades.
How to beat
Keep the fight slow and do not chase through Howling Gale charge zones. Use Infuse after Eye Of The Storm is down, then Starcall repeatedly while she has no shield to blunt the damage. If she uses Monsoon purely to disengage, accept the reset rather than overcommitting.
Later Neither champion should be side-laning for kills, and Janna is harder to pin down alone. In teamfights, Soraka usually has the stronger global rescue with Wish, while Janna can deny one engage with Monsoon.
- Do not spend Infuse into Eye Of The Storm unless you need the silence immediately.
- Walk sideways when she starts charging Howling Gale; the long charge is the real threat.
- Wish can answer damage across the map, while Monsoon only fixes the fight Janna is in.

Jarvan IVUnfavoured
Jarvan's flag-drag and Cataclysm force Soraka into close-range physical burst where her ranged poke matters much less.
Watch for Cataclysm: it traps Soraka in melee range and removes her ability to kite the duel normally.
How to beat
Stay behind minions and respect Demacian Standard plus Dragon Strike range rather than your 550 attack range. Silence him after he commits so he cannot immediately layer the next spell, then heal through the first burst and walk out if Cataclysm is not involved. Once his combo is down, you can punish with Starcall while backing away.
Later Jarvan wins side-lane picks if he has ultimate, but Soraka is more valuable in grouped fights if she survives the first engage. Position so Cataclysm hits only you or only a carry, never both, then use Wish after his burst lands.
- His passive Martial Cadence makes the first hit hurt most, so heal earlier than you would against pure poke.
- Do not stand where flag-drag can both knock you up and place him behind you.
- If Cataclysm is down, the matchup becomes much more kiteable.

JaxUnfavoured
Jax outscales and sticks to Soraka with Leap Strike, while Counter Strike reduces the value of any basic-attack spacing she tries to use.
Watch for Leap Strike: it bypasses your range advantage and puts Jax directly on top of you for Empower trades.
How to beat
Keep enough distance that he must use Leap Strike first, then silence him after he lands to stop the next spell and walk away during Counter Strike. Do not stand and auto into Counter Strike; use Starcall and movement instead. You only win early if he wastes Leap Strike or Counter Strike before committing.
Later Jax crushes the side lane once he has items, and Soraka should not match him alone. In teamfights, save Infuse for his jump window and use armor-heavy support items or Wish to keep his target alive through the first seconds.
- Counter Strike reduces area damage, so Starcall poke is less decisive while it is active.
- Infuse after Leap Strike is usually better than silencing before he can choose another target.
- Never let him start the duel with a free Empowered Leap Strike from fog.

KarthusEven
Soraka's sustain and silence can disrupt Karthus, but she must dodge Lay Waste consistently and respect Death Defied after winning the duel.
Watch for Requiem: the channel can finish Soraka or her teammates after she has already spent Wish.
How to beat
Stay mobile at max Starcall edge and avoid isolated Lay Waste hits, because single-target Q damage is what turns the lane. Save Infuse for Requiem or a close-range Defile trade rather than using it on cooldown. If you kill him, leave Death Defied range immediately instead of trying to finish extra casts.
Later Karthus is more dangerous in teamfights than side-lane duels because death does not stop his damage. Soraka should hold Wish until after major AoE lands or specifically to counter Requiem across the map.
- Infuse can stop Requiem if you are in range before the channel completes.
- Do not celebrate the kill inside Death Defied; walk out first.
- Your passive MR aura matters a lot when allies are grouped against him.

KassadinUnfavoured
Kassadin resists Soraka's magic damage, silences her back, and eventually uses Riftwalk to force trades she cannot kite.
Watch for Null Sphere: it silences Soraka and blocks the heal or Infuse timing she needs to survive the burst.
How to beat
Punish him before Riftwalk by poking with autos and Starcall when Null Sphere is down. After level 6, keep enough distance that one Riftwalk does not put him behind you, and silence him after he jumps in to stop follow-up spells. Do not chase stacked Riftwalk; make him spend mana entering, then disengage.
Later Kassadin wins isolated side-lane fights because he chooses when the trade starts and ends. In teamfights, Soraka must stay behind hard crowd control and use Infuse after his first Riftwalk so he cannot freely reset through the backline.
- His passive makes Starcall poke weaker than it looks on the tooltip.
- A late Infuse after Riftwalk can strand him in your team for a moment.
- Do not use Wish while silenced by Null Sphere; pre-heal if the burst is obvious.

KatarinaEven
Soraka can shut down Death Lotus with Infuse, but Katarina wins if Soraka wastes silence before Shunpo all-in range.
Watch for Death Lotus: it converts one bad silence timing into lethal sustained burst.
How to beat
Hold Infuse specifically for Death Lotus unless she is already low enough to kill. Keep outside Shunpo range when possible and force her to farm or poke with Bouncing Blade before you step in for Starcall. Once Death Lotus is interrupted, heal through the remaining damage and keep her tagged so she cannot freely reset.
Later Katarina is scarier in chaotic teamfights than in clean duels because Voracity rewards resets. Soraka should save Infuse for her ultimate channel and Wish early enough to deny the first kill that would restart her cooldowns.
- Do not silence Bouncing Blade if Death Lotus is available.
- After Shunpo, she has committed position; that is your best Starcall window.
- Wish denying one reset can ruin her whole fight.

KayleUnfavoured
Kayle outranges Soraka during Righteous Fury windows and can ignore Soraka's best kill timing with Intervention.
Watch for Righteous Fury: it gives Kayle the range and sustained damage to punish Soraka without entering easy Starcall control.
How to beat
Back away when Righteous Fury is active and trade only after it falls off or when Reckoning is down. Use Infuse to stop her from chaining heal and damage during an all-in, but do not commit your full burst into Intervention. Soraka's best path is short trades, not a long auto-for-auto fight.
Later Kayle wins the side lane and scales into a stronger damage threat. Soraka should play grouped, use Infuse to interrupt Kayle's spell flow, and time Wish after Intervention ends or when Kayle swaps targets.
- Do not chase a low Kayle with Intervention available.
- Reckoning's slow is what lets Righteous Fury keep hitting, so respect that opener.
- Your heals buy time, but they do not beat her sustained ranged autos late.

KennenUnfavoured
Kennen matches Soraka's range, stacks Mark of the Storm to stun her, and can force an ultimate all-in that she cannot silence completely.
Watch for Slicing Maelstrom: it keeps applying damage and marks around Soraka, threatening a stun even if she heals the first hit.
How to beat
Stay behind minions to make Thundering Shuriken unreliable and back off when you already have marks. Infuse him as Lightning Rush or Slicing Maelstrom starts, then leave the storm radius instead of trying to win inside it. Trade with Starcall only after he spends Electrical Surge or misses Q.
Later Kennen is the stronger teamfight initiator, while Soraka is the stronger anti-burst support if she is not caught in the ultimate. In side lanes he can force her off waves; grouped, spread out and hold Wish for the Maelstrom engage.
- Track Mark of the Storm stacks; the third mark is the fight-losing point.
- Silencing him does not remove Slicing Maelstrom once you are standing in it, so move first.
- Do not stand near your carry when Kennen has flash and ultimate.

Kog'MawUnfavoured
Kog'Maw's Bio-Arcane Barrage gives him enough range and percent-health damage to outpace Soraka's healing in a straight duel.
Watch for Bio-Arcane Barrage: it extends his attack range and turns the fight into sustained magic on-hit damage Soraka cannot trade into.
How to beat
Do not fight during Bio-Arcane Barrage unless you are already disengaging. Use Infuse when he activates the long-range window or after Void Ooze so he cannot layer Living Artillery while you retreat. If you ever win the duel, step away from Icathian Surprise immediately.
Later Kog'Maw dominates side-lane and front-to-back damage when protected, but he is vulnerable if caught without peel. Soraka should build to keep teammates alive through his barrage and use Starcall only when it is safe to stand near the front line.
- His W outranges your normal trading pattern, so do not measure the fight by base ranges.
- Void Ooze makes retreating from Bio-Arcane Barrage much harder; dodge it before trading.
- After killing him, move away instead of casting one more Starcall.

Lee SinUnfavoured
Lee Sin has too much mobility and physical burst for Soraka if Sonic Wave lands, though she can win a failed-engage trade with silence and healing.
Watch for Sonic Wave / Resonating Strike: the second cast lets Lee Sin follow Soraka through her retreat and finish the burst.
How to beat
Stand behind minions so Sonic Wave cannot start the duel cleanly. If he misses Q, punish with Starcall and Infuse while backing away; if he lands it, silence after he follows so he cannot instantly chain Tempest or Safeguard. Never stand near terrain or allies that make Dragon's Rage displacement better.
Later Lee Sin wins isolated picks and can remove Soraka from a fight with Dragon's Rage. In teamfights, Soraka should stay behind minions and allies, heal the kicked target, and use Infuse to interrupt his second rotation after he dives.
- The matchup changes completely based on whether Sonic Wave hits.
- Infuse after Resonating Strike denies part of his follow-up, not the dash already coming.
- Do not chase Lee Sin through wards or allies; Safeguard resets spacing in his favor.

LeonaEven
Leona has the crowd control to start a fight, but in a pure 1v1 she lacks enough damage to reliably kill Soraka through Astral Blessing and Wish.
Watch for Zenith Blade: it is the engage tool that puts Leona in stun range and removes Soraka's spacing advantage.
How to beat
Stay behind minions and punish missed Zenith Blade with Starcall while walking away. Save Infuse for after she connects so she cannot smoothly chain Shield of Daybreak and Solar Flare. Do not waste damage into Eclipse if you can simply disengage and wait out the resists.
Later Leona is much more relevant as an engage support than as a duelist. In teamfights, Soraka should position outside Solar Flare center, cleanse or heal the engaged ally, and let Leona run out of cooldowns before stepping forward.
- If Zenith Blade misses, Leona has no good way to keep you in melee range.
- Wait out Eclipse before trying to turn the trade.
- Her passive Sunlight needs allies to matter, so the true danger is when she is not alone.

LuluEven
Lulu's shield, slow, polymorph, and Wild Growth make her hard to kill, while Soraka's sustain makes Lulu's poke hard to convert.
Watch for Whimsy: the disable or speed swing decides whether Soraka can cast heal and keep spacing during the trade.
How to beat
Keep trades short and avoid walking through Glitterlance slow zones. Try to bait Help, Pix! before committing Infuse and Starcall, because her shield can erase your best poke window. If Wild Growth is available, do not overchase; reset and win by mana and cooldown management.
Later Lulu is generally better at protecting one carry, while Soraka is better at restoring the whole team after damage lands. Neither should side-lane for kills, so focus on denying Lulu's engage follow-up with Infuse and answering poke with Wish.
- Do not commit into a fresh Help, Pix! shield.
- Whimsy can stop your heal timing, so pre-heal if she is walking into range.
- Wild Growth makes low-health Lulu deceptive; force it, then disengage.

LuxUnfavoured
Lux outranges Soraka's reliable damage and can bind her into a burst combo before Soraka can close for repeated Starcalls.
Watch for Light Binding: it roots Soraka long enough for Lucent Singularity and Finales Funkeln to land together.
How to beat
Stay behind minions and move diagonally so Light Binding has to beat both wave position and your sidestep. If Binding misses, step in for Starcall plus Infuse, then leave before Lucent Singularity controls the ground. Save Wish for after Finales Funkeln damage, not while her passive proc is still being set up.
Later Lux is stronger at long-range picks and wave control, while Soraka is stronger if the fight becomes a sustained front-to-back exchange. In teamfights, do not stand in the same Binding line as a carry and use Wish to erase her burst pattern after it lands.
- One missed Light Binding is your main trading window.
- Do not chase through Lucent Singularity; the slow lets her line up the next spell.
- Spread from allies so a two-target Binding does not decide the fight.

MalphiteEven
Soraka can out-sustain Malphite's short trades, but Seismic Shard lets him force contact and Unstoppable Force gives him the one clean all-in she cannot stop once it starts.
Watch for Unstoppable Force: it bypasses spacing, knocks you up, and gives Malphite time to layer Seismic Shard and Ground Slam before you can heal or silence.
How to beat
Hold max Starcall edge and do not let Granite Shield refresh for free; tap him with Q or an auto when safe. Save Infuse for after he commits so he cannot immediately follow the knockup with another spell cycle. If his ultimate is down, you can walk him down slowly with Starcall stacks and Astral Blessing armor.
Later Malphite is more valuable in teamfights because his engage decides fights, while Soraka should rarely answer him alone in a side lane. Stand outside his Flash or ultimate angle, keep Wish for his initiation, and use Infuse on him after he lands to reduce the follow-up.
- Break Granite Shield before trading mana for damage.
- Astral Blessing's armor matters against his autos, but not against Seismic Shard poke.
- Do not clump with carries when his ultimate is available.
- If he ults only you, silence him as soon as the knockup ends.

MalzaharUnfavoured
Malzahar outranges Soraka's real threat pattern with damage-over-time pressure and wins decisively if Nether Grasp catches her without a cleanse effect.
Watch for Nether Grasp: it suppresses you through your sustain window and pins you inside Null Zone damage.
How to beat
Stay outside his E bounce path and do not stand near low minions that let Malefic Visions transfer onto you. Infuse him before he can start a full combo, not after the suppression has begun. Commit only when his ultimate is down and his Voidling is not already chewing through you.
Later Malzahar remains the stronger side-lane duelist because suppression creates guaranteed kills, but Soraka brings more global fight insurance with Wish. In teamfights, keep distance from his flash-ult range and buy or position around cleanse support for the target he locks down.
- Do not try to heal through Malefic Visions plus Null Zone while standing still.
- Silencing Malzahar before Nether Grasp is the matchup's main outplay.
- Kill or kite away from Voidlings before taking an extended Starcall trade.
- A spell shield changes the duel far more than extra raw healing does.

Master YiUnfavoured
Soraka can survive one short Yi trade with silence and armor, but Highlander makes him immune to slows and lets him run her down through repeated heals.
Watch for Highlander: it denies slow-based escape and gives Yi enough movement and attack speed to keep hitting after Alpha Strike closes the gap.
How to beat
Stand far enough back that Alpha Strike cannot start from a nearby minion wave and immediately Infuse him when he reappears. Use Astral Blessing before his autos stack too much damage, then kite toward allies or terrain instead of trying to race him. If Meditate is used low, silence it or reset the fight.
Later Yi wins the isolated side lane once he has damage and reset threat, while Soraka wins by denying his first kill in grouped fights. Keep armor on his target and hold Infuse for Meditate or the first post-Alpha attack window.
- Do not waste Infuse while Yi is untargetable in Alpha Strike.
- Astral Blessing is strongest before his Double Strike cycle lands.
- Silence Meditate if he uses it to stall out your Starcall damage.
- Frozen Heart aura is better than trying to duel him with damage items.

Miss FortuneUnfavoured
Miss Fortune's sustained autos and Impure Shots healing reduction punish Soraka's sustain plan, and Bullet Time forces Soraka to spend silence defensively.
Watch for Impure Shots: it stacks damage through repeated attacks and cuts the value of Astral Blessing and Wish when active.
How to beat
Do not stand behind low minions where Double Up can bounce into you. Trade only when Make It Rain is down, then silence her as she tries to continue the auto chain or channel Bullet Time. You need short Q-E trades, not a straight auto fight.
Later Miss Fortune wins side-lane duels and front-to-back damage checks, but Soraka can swing teamfights by interrupting Bullet Time and healing through her first volley. Stay off cone angles and save Infuse unless another ally has already stopped the channel.
- Infuse cancels Bullet Time if you are in range.
- Never let Double Up bounce from a dying minion onto you.
- Impure Shots makes late heals feel worse than expected.
- Armor is more valuable than extra mana in the 1v1.

MorganaEven
Morgana has better catch and spell vamp, but Soraka can silence key casts and sustain through weak trades if she dodges Dark Binding.
Watch for Dark Binding: it roots you long enough for Tormented Soil and Soul Shackles to force a losing trade.
How to beat
Hold outside Binding line and trade around minions so she has to choose between clearing and fishing for root. Use Infuse before Black Shield or after it breaks; casting silence into the shield wastes your best control. Commit only after Binding misses, then stack Starcall while moving out of Tormented Soil.
Later Morgana offers stronger pick and zone control, while Soraka offers better sustained teamfight healing. In grouped fights, do not spend silence into Black Shield unless the shield is already low, and use Wish after her ultimate's first damage if allies are staying in range.
- Black Shield blocks Infuse's silence, so check it before committing.
- Starcall can help break Black Shield for teammates.
- Leaving Tormented Soil matters more than winning one extra Q cast.
- If Soul Shackles starts, move out first and heal after the stun threat is gone.

NasusEven
Soraka can kite and sustain early, but Nasus eventually turns any close-range duel with Wither, Fury of the Sands, and stacked Siphoning Strike.
Watch for Wither: it removes your spacing and lets Nasus stay in range for Siphoning Strike and ultimate damage.
How to beat
Poke him when he walks up for Siphoning Strike, but do not chase into melee range just to add Starcall stacks. Save Infuse for after Wither starts so he cannot freely chain Q pressure while you back out. If Fury of the Sands is active, disengage and let the timer burn.
Later Nasus wins the side lane if he has farmed, and Soraka should not try to match him alone. In teamfights, keep carries healthy through his first Wither target and silence him when he reaches the backline.
- Punish last-hit Q attempts, not random full-health waves.
- Do not stand inside Fury of the Sands to finish a low-health Nasus.
- Wither makes Boots of Swiftness unusually useful here.
- Your armor buff helps against Q, but not against being trapped beside him.

NidaleeUnfavoured
Nidalee controls the duel with long-range Javelin Toss poke and can switch to cougar form to finish once Soraka's heal is forced.
Watch for Javelin Toss: at long range it takes too much health before Soraka can answer with Starcall or Infuse.
How to beat
Stay behind minions or at angles where a spear cannot travel full distance, and do not follow her into brush where Prowl changes spacing. Trade only after she misses Javelin Toss or uses Primal Surge on herself, then silence before cougar follow-up. If you step on Bushwhack, back off until the resistance shred expires.
Later Nidalee is the better side-lane and poke champion, while Soraka is stronger once teams hard engage and damage becomes healable. Use Wish after spear poke has forced multiple allies low, but avoid being the spear target yourself.
- Bushwhack's Armor and Magic Resist shred makes even small trades bad.
- Infuse before cougar burst if she pounces forward.
- Do not chase into brush after a low-health Nidalee.
- Magic resist is better than trying to match her poke with AP.

Nunu & WillumpEven
Nunu is hard to kill because Consume sustains him, but Soraka can silence Absolute Zero and outlast his low-threat damage if she avoids repeated Ice Blasts.
Watch for Absolute Zero: if you stay in the channel, the slow holds you for a huge burst that can overcome your healing.
How to beat
Keep enough distance that Ice Blast does not start every trade, and answer his walk-up with Starcall while retreating. Hold Infuse specifically for Absolute Zero unless he is already low enough to punish. Do not fight him near minions or monsters where Consume resets his health advantage.
Later Nunu is more useful enabling an ally than dueling Soraka, and neither should be deciding side lanes alone. In teamfights, Soraka's job is simple: silence Absolute Zero quickly and heal through Ice Blast poke on carries.
- Infuse cancels Absolute Zero's channel.
- Avoid dueling beside a minion wave he can Consume.
- Blood Boil makes his chase better than his listed melee range suggests.
- Your passive MR noticeably lowers his poke in grouped fights.

OlafUnfavoured
Olaf's axes force Soraka to spend movement, Reckless Swing ignores her armor, and Ragnarok removes the silence window she needs to survive.
Watch for Ragnarok: it makes Olaf ignore Infuse's silence and run directly through your disengage attempt.
How to beat
Stay behind minions only if they block axe pickup paths; otherwise keep lateral space so Undertow is harder to chain. Trade before level-six all-ins by poking with Starcall as he last-hits, but disengage once he lands an axe. When Ragnarok is active, do not try to outplay with silence; heal early and create distance until it ends.
Later Olaf wins side-lane duels and can ignore Soraka to reach carries, but he falls off if kited after Ragnarok. In teamfights, pre-heal the target he is running at and use Infuse after his ultimate expires.
- Reckless Swing is true damage, so Astral Blessing armor does not reduce it.
- Do not silence into Ragnarok.
- If he misses Undertow and cannot pick it up, that is your only real poke window.
- Boots of Swiftness help more than tenacity against repeated axe slows.

PantheonUnfavoured
Pantheon's point-and-click stun and early physical burst beat Soraka before her sustain can create a long fight.
Watch for Aegis of Zeonia: it guarantees the stun that lets Pantheon land Heartseeker Strike and Spear Shot before you can kite.
How to beat
Stay outside stun range and punish only after he uses Spear Shot on minions or burns Aegis Protection. Cast Astral Blessing before the stun if you know he is walking in, because reacting afterward may be too late. Silence him after Aegis of Zeonia to stop the rest of the rotation and back out.
Later Pantheon remains better at isolated picks, but he is easier for Soraka to blunt in grouped fights once armor and team peel exist. Keep health high before Grand Skyfall lands and deny his follow-up combo with Infuse.
- Aegis Protection can block an auto, not Starcall or Infuse.
- Pre-cast Astral Blessing when he postures for stun.
- Do not stand low enough for repeated Spear Shot execute pressure.
- Armor buys matter immediately in this matchup.

RammusEven
Rammus can force Soraka to attack him with taunt, but he lacks enough sustained threat to kill her quickly unless Powerball starts the fight cleanly.
Watch for Puncturing Taunt: it takes control away and makes you hit into Defensive Ball Curl while your spacing collapses.
How to beat
Stay near minions or terrain that make Powerball paths awkward, and do not auto him during Defensive Ball Curl unless taunted. Use Infuse after the taunt ends or before he reaches you to stop follow-up Tremors pressure. You can win slow trades with Starcall if you refuse to stand in his ultimate.
Later Rammus is a stronger initiator and side-lane tower threat, while Soraka is more valuable when his engage fails to kill someone. In fights, heal the taunted carry and silence Rammus after his first control window so he cannot continue disruption.
- Stop attacking as soon as Defensive Ball Curl is active unless taunted.
- Powerball is much weaker if you force him through minions.
- Astral Blessing's armor helps the taunted target survive his passive damage.
- Do not tank Tremors just to keep Starcall stacks going.

RyzeUnfavoured
Ryze's low-cooldown targeted spells and Rune Prison root keep Soraka in range long enough to overpower her healing.
Watch for Rune Prison: it roots you in his spell rotation and prevents the spacing Soraka needs to turn the duel into poke.
How to beat
Do not take trades at equal 550 range unless Infuse is ready, because his rotation is faster than yours. Silence him as he steps in for Rune Prison, then back away during the cooldown instead of chasing more Starcalls. If Desperate Power is active, disengage until the spell vamp and move speed expire.
Later Ryze wins side lanes and extended duels, but Soraka can reduce his teamfight burst by staying outside root range and healing after his first rotation. Your silence is best used before he starts chaining spells, not after he has already dumped them.
- Your passive MR helps, but Spell Flux reduces MR if it connects.
- Do not fight inside Desperate Power's uptime.
- Infuse can break his rhythm because his passive relies on repeated casts.
- Banshee's Veil is valuable because it can block Rune Prison.

ShacoUnfavoured
Shaco wins if he starts from fog with Deceive, because Soraka has no hard escape from fear boxes, clone confusion, and backstab pressure.
Watch for Deceive: it lets Shaco choose the fight angle and appear behind you for burst before you can prepare armor or silence.
How to beat
Do not walk through unwarded brush or jungle corridors where Jack In The Box can chain fear after Deceive. If he appears, cast Astral Blessing immediately and Infuse the real Shaco before he can continue the burst or use Hallucinate freely. Fight in open lane space where clone movement and box traps are easier to read.
Later Shaco is the better isolated killer and split threat, while Soraka's value comes from denying his assassination in grouped fights. Keep wards deep enough to see his approach and heal the target he opens on rather than chasing the clone.
- Jack In The Box fear is often the real kill setup, not just extra damage.
- Silence the Shaco that used Deceive, not the clone wandering first.
- Open lane favors Soraka more than brush or jungle corners.
- Ruby Sightstone is a matchup item here because vision directly denies his duel start.

ShenEven
Shen is durable and can force short taunt trades, but Soraka can sustain through his modest damage and interrupt his pressure with silence.
Watch for Shadow Dash: it taunts you long enough for Shen to land Ki Strike and keep you inside Vorpal Blade trades.
How to beat
Stay at the edge of Starcall and move sideways so Shadow Dash has to be predicted instead of aimed straight. After he taunts, heal immediately and silence him before the next Vorpal Blade or Feint. If Stand United is available, expect him to abandon the duel rather than finish it.
Later Shen is more useful in side lanes because Stand United lets him pressure and still join fights, while Soraka is stronger in full five-on-five sustain. Ping or track his ultimate and keep Wish for the fight he joins, not for a meaningless side poke trade.
- Do not chase Shen so far that Stand United turns the map against you.
- Silencing after Shadow Dash limits his follow-up more than silencing before it.
- Feint can absorb a surprising amount of your low burst.
- His damage is slow enough that heal timing matters more than panic flashing.

SingedUnfavoured
Singed does not need to outplay Soraka mechanically; if Fling connects, Poison Trail and Insanity Potion make the chase too long for her sustain to win.
Watch for Fling: it throws you behind Singed into Poison Trail and turns your safe range into a forced chase position.
How to beat
Never stand close enough for Fling unless he has just used Mega Adhesive poorly and cannot follow. Poke with Starcall only when he is moving away from you, not when he is inviting you to chase through poison. Save Infuse for after he pops Insanity Potion or moves in for Fling so you can stop the next spell and escape.
Later Singed wins side-lane control and can ignore Soraka while proxying or forcing rotations. In teamfights, do not chase him; heal whoever he flings and silence him when he turns toward your backline.
- Do not follow Singed through Poison Trail to maintain Starcall stacks.
- Mega Adhesive makes your retreat predictable before Fling.
- Wish is better spent after the fling target survives the first poison burst.
- Movement speed and magic resist both matter more than extra damage.

SionUnfavoured
Sion's point-and-click stun and shield burst force Soraka into melee range, where his Enrage and Cannibalism outlast her damage.
Watch for Cryptic Gaze: it stuns you on demand and gives Sion time to detonate Death's Caress or start lifestealing in melee.
How to beat
Hold max range and use Starcall only when he cannot immediately walk into stun range. Silence him before Death's Caress detonates or before Cannibalism lets him turn the fight, then leave instead of trading autos. If he reaches you with stun available, pre-cast Astral Blessing or the burst will land before your heal matters.
Later Sion wins most isolated duels because his stun and lifesteal scale into long fights, while Soraka is better protecting allies from his first engage. In teamfights, deny the shield detonation when possible and use healing to keep his target out of execute range.
- Infuse can stop Death's Caress from being detonated during the silence.
- Do not auto-trade into Cannibalism sustain.
- Astral Blessing armor is strong against Enrage autos after the stun.
- Mercury's Treads reduce the stun window enough to matter.

SivirUnfavoured
Sivir wins extended trades because Spell Shield denies one Soraka spell and her basic attacks outscale Soraka's slow Starcall damage.
Watch for Spell Shield blocks Infuse or Starcall and gives Sivir the clean window to keep attacking.
How to beat
Hold 550 range and do not open with Infuse unless Spell Shield is down. Poke with Starcall only when Sivir has just used Boomerang Blade or is last-hitting, then back away before Ricochet and Fleet of Foot let her chase. Commit only if she wastes Spell Shield and Boomerang Blade misses both passes.
Later Finished Sivir crushes the side-lane duel and brings much more teamfight damage with On The Hunt. Soraka should stop trying to match her alone, stay behind the frontline, silence Sivir during her attack-speed window, and use Wish after the first burst of marksman damage lands.
- Do not throw Infuse into a ready Spell Shield unless you are deliberately baiting it.
- Sidestep sideways after Starcall so Boomerang Blade cannot hit on the return.
- If Sivir uses On The Hunt to run forward, silence her before she gets several free autos.

SkarnerUnfavoured
Skarner is difficult because once Crystalline Exoskeleton carries him into melee, Impale removes Soraka's ability to kite or heal herself.
Watch for Impale suppresses Soraka and drags her through Skarner's Crystal Slash damage.
How to beat
Stay outside his engage path and use Infuse as he activates Crystalline Exoskeleton, not after he has already reached you. If the shield breaks before he closes, his chase drops sharply and you can kite with Starcall ticks. Never walk close enough for Impale unless your silence is ready and you have room to retreat.
Later Skarner remains the better side-lane duelist because suppression starts fights on his terms. In teamfights, Soraka plays outside Impale range, saves Infuse for his approach, and buys cleanse-style or team durability tools so his pick does not become a kill.
- Silencing Skarner during Crystalline Exoskeleton is your best chance to deny the grab.
- Do not stand near walls or jungle corners where Impale can drag you into his team.
- If he misses Fracture and his shield is gone, you can briefly Starcall kite before backing off.

SonaEven
Soraka can out-sustain Sona's poke, but Sona's Power Chord and Crescendo give her the cleaner burst window if Soraka missteps.
Watch for Crescendo stuns Soraka long enough for Sona to land her full spell rotation and Power Chord.
How to beat
Trade at max 550 range and count Sona's spell casts so you know when Power Chord is coming. Use Infuse before her third-spell attack lands, then heal through Hymn of Valor poke with Astral Blessing. Commit after Crescendo is down or if she spends Power Chord on a minion or your ally instead of you.
Later Neither support wants the isolated side lane, but Sona has stronger hard engage while Soraka has stronger global recovery. In teamfights, keep spacing from Crescendo, silence Sona before she can follow up, and let Wish undo her first poke cycle.
- Back off when Sona has two passive stacks and Q aura ready.
- Infuse can stop her from chaining spells into a charged Power Chord trade.
- Your passive MR aura matters more here than in most support duels.

TaricEven
Taric is hard to kill through Imbue and Shatter, but Soraka can kite his melee damage if she respects Dazzle.
Watch for Dazzle stuns Soraka and lets Taric walk into close-range damage where Radiance and Gemcraft matter.
How to beat
Stay just outside Dazzle follow-up range and punish him with Starcall when he walks up without minions or allies. Save Infuse for after Dazzle starts or when he tries to cast Imbue during an extended trade. Commit only after Dazzle is down, because Taric without the stun has trouble staying on a ranged Soraka.
Later Taric is still poor in a pure side-lane chase, but he becomes more useful if he can stun a carry for his team. Soraka should stand behind the target Taric wants to Dazzle, silence him after he commits, and use Wish rather than trying to duel through his armor aura.
- Do not let him close the distance before Dazzle; the stun is worse when it starts near you.
- Starcall's MR shred helps against his magic burst but does not solve Shatter armor.
- If he uses Imbue early, extend the trade with repeated Starcalls.

TeemoUnfavoured
Teemo's Toxic Shot and Move Quick let him take repeated short trades that Soraka cannot punish hard enough alone.
Watch for Noxious Trap controls retreat paths and keeps poison damage ticking after Soraka tries to disengage.
How to beat
Hold max range and use Starcall to turn off Move Quick before he gets several free attacks. Keep Infuse for when he steps forward after Blinding Dart, since the silence stops him from chaining more spell damage while you retreat. Commit only in cleared space where mushrooms cannot decide the chase.
Later Teemo wins side lanes by trapping the map and forcing Soraka to walk through poison zones. In teamfights Soraka contributes more reliable healing, but she must avoid blind mushroom routes and use wards or allies to clear before contesting objectives.
- Blinding Dart is not the main problem for Soraka; Toxic Shot uptime is.
- A single Starcall tag removes Move Quick's passive speed and makes disengage possible.
- Do not chase Teemo through unwarded brush, even if Wish is available.

TristanaUnfavoured
Tristana's attack-speed steroid and displacement give her a decisive all-in while Soraka has no hard crowd control to stop the reset-style jump pressure.
Watch for Rocket Jump closes the gap, slows Soraka, and sets up Rapid Fire autos before Soraka can create space.
How to beat
Stand at the edge of 550 range early and give ground as Tristana levels, because Draw a Bead eventually outranges you. Silence her as she jumps in or immediately before she can use Rapid Fire, then heal and walk out instead of trading autos. Only commit when Rocket Jump and Buster Shot are both unavailable.
Later Tristana heavily wins the side lane and becomes a premier teamfight carry. Soraka should not match her alone; buy armor or aura tools, silence her during Rapid Fire, and time Wish for the moment after Buster Shot or focused carry damage lands.
- Her range scaling turns an even-looking lane trade into a losing late duel.
- Infuse before Rapid Fire reduces the number of empowered autos she gets.
- Do not stand near low-health minions where Explosive Shot splash helps her trade.

TryndamereUnfavoured
Tryndamere can ignore Soraka's low kill pressure with Bloodlust sustain and force melee range with Spinning Slash.
Watch for Undying Rage prevents Soraka from finishing him and lets him keep attacking through your last heal window.
How to beat
Keep enough distance that Spinning Slash alone does not put him behind you. Silence him before he can use Bloodlust for a clutch heal or before Spinning Slash comes back up in a chase. If Undying Rage is available, never commit for lethal; kite until it ends and use Wish only after his invulnerability window has actually forced damage onto you.
Later Tryndamere dominates the side lane and will split-push through Soraka every time. Soraka's answer is team grouping, armor, attack-speed reduction, and silence timed to delay his mobility or post-ultimate heal while allies finish the job.
- Do not spend all damage into Undying Rage unless you can immediately leave afterward.
- Mocking Shout only matters if you are facing away; avoid giving him a free slow.
- Infuse can deny Bloodlust at the exact low-health moment he expects to stabilize.

Twisted FateEven
Soraka can sustain through Wild Cards, but Twisted Fate wins if Pick A Card locks her down before she silences or heals.
Watch for Gold Card from Pick A Card stuns Soraka and guarantees Twisted Fate's follow-up damage.
How to beat
Play slightly outside his attack range when Pick A Card is cycling and step in only after he locks or throws the card. Silence him when he walks forward with a threatening card selected, then trade with Starcall while Wild Cards is on cooldown. Do not chase after Destiny reveals you; his real strength is choosing a better fight than the duel.
Later Twisted Fate is more dangerous in side lanes because Destiny and Gate turn any isolated fight into a numbers play. Soraka should group, keep health bars high before his reveal, and silence him if he appears close enough to start with Gold Card.
- Watch the selected card, not just his position.
- Infuse can stop the spell chain after Gold Card if you survive the stun.
- Your global Wish can answer Destiny plays even when you are not at the fight.

TwitchUnfavoured
Twitch wins because Ambush lets him start the duel on top of Soraka and Expunge converts stacked poison into burst she cannot fully heal through.
Watch for Ambush gives Twitch the opener and attack-speed window to stack Deadly Venom before Soraka can control spacing.
How to beat
Do not stand alone in fog or near unwarded brush; the duel is decided before it starts if Twitch opens freely. If he appears, silence immediately to delay Venom Cask or Expunge, then move sideways out of Spray and Pray's line rather than straight away. Commit only if Ambush is down and he has failed to stack poison.
Later Twitch destroys Soraka in side lanes and can also wipe grouped teams if Spray and Pray starts unchecked. Soraka's job is vision, armor aura items, instant Infuse when he reveals, and Wish after Expunge or piercing bolts hit multiple allies.
- A late Infuse after six poison stacks often comes too late; silence on reveal.
- Move perpendicular to Spray and Pray so fewer bolts pierce through you and allies.
- Keep wards on flank paths, because Ambush is the matchup.

VayneUnfavoured
Vayne's mobility and Silver Bolts shred Soraka in extended duels while Soraka lacks a reliable way to pin her down.
Watch for Condemn knocks Soraka away or into terrain, breaking her spacing and giving Vayne a free all-in window.
How to beat
Fight in open space and avoid walls whenever Vayne has Condemn ready. Use Infuse after Tumble or as Final Hour starts, because stopping her next ability cycle is more valuable than a small poke trade. Do not extend trades long enough for repeated Silver Bolts procs unless she has already used Condemn defensively.
Later Vayne is one of the worst side-lane opponents once finished, especially into health-heavy builds. Soraka should group, buy armor and attack-speed reduction, silence Vayne as Final Hour begins, and use Wish to keep the focused target alive through the first Silver Bolts sequence.
- Wall positioning matters more than raw distance in this duel.
- Do not stack health alone into Silver Bolts; armor and attack-speed reduction are better.
- If she tumbles forward without Condemn, that is your only real punish window.

VeigarUnfavoured
Veigar threatens lethal magic burst because Event Horizon can hold Soraka in place long enough for Dark Matter and Primordial Burst.
Watch for Event Horizon cages Soraka and turns one positioning error into a full burst combo.
How to beat
Stay outside Event Horizon range and never path predictably in narrow jungle spaces. If he drops the cage, stop before crossing the edge unless you must leave immediately, then use Infuse as soon as he is in range to interrupt the follow-up spell chain. Commit only after Event Horizon misses, because without it his damage is much easier to heal through.
Later Veigar's finished burst makes the side-lane duel unsafe even if Soraka has sustain. In teamfights, Soraka should build magic resistance, avoid the cage perimeter, silence Veigar before Primordial Burst, and use Wish after his combo hits someone else rather than prehealing too early.
- Do not walk through the cage wall unless the stun is worth escaping Dark Matter.
- Infuse is strongest before Primordial Burst, not after the damage lands.
- Your AP makes Primordial Burst more punishing if you build greedily.

WarwickUnfavoured
Warwick out-sustains Soraka in melee and Infinite Duress gives him a guaranteed way to hold her in place.
Watch for Infinite Duress suppresses Soraka and applies enough damage and on-hit pressure to break her kite pattern.
How to beat
Do not let Blood Scent bait you into staying while low; once you drop, Warwick's chase improves. Silence him before he can use Hungering Strike in close range, then walk away while he lacks the heal. If Infinite Duress is up, keep enough distance that he cannot start the fight with it for free.
Later Warwick wins isolated duels because suppression and self-healing scale better than Soraka's damage. In teamfights, Soraka should hold Infuse for his approach or post-ultimate cast, keep allies topped before Blood Scent turns on, and use cleanse or armor tools when he targets a carry.
- Do not duel him at low health; Blood Scent changes the chase.
- Infuse can deny Hungering Strike's sustain if timed before the bite.
- Wish does not stop Infinite Duress, so plan spacing before he presses R.

WukongUnfavoured
Wukong wins by forcing melee trades with Nimbus Strike and using Decoy to waste Soraka's target choice or escape her Starcall damage.
Watch for Cyclone knocks Soraka up and keeps Wukong on top of her during his highest damage window.
How to beat
Hold max range and avoid standing near minions that let Nimbus Strike reach you indirectly. When he dashes in, wait a beat before committing Infuse so Decoy does not absorb your important spell. Back out of Cyclone immediately; only re-enter after the knockup window ends and his dash is unavailable.
Later Wukong remains the stronger side-lane fighter and has much higher teamfight engage threat. Soraka should position wide of clustered allies, silence him after Nimbus Strike or before Cyclone follow-up, and use Wish once his knockup has forced damage across the team.
- Do not instantly target the first Wukong after Decoy becomes available.
- Standing beside your minion wave gives Nimbus Strike easier access.
- Armor from Astral Blessing helps, but it does not solve Cyclone's crowd control.

ZileanEven
Zilean can outrange and kite Soraka with Time Bomb and Time Warp, but Soraka can survive his poke and deny part of his spell loop with Infuse.
Watch for Time Warp slows Soraka or speeds Zilean, deciding whether Time Bomb trades continue or end.
How to beat
Respect his 600 range and avoid taking free bombs while walking up for Starcall. Use Infuse when he commits with Time Warp or after Rewind, since silencing him breaks the repeated bomb pattern. Do not overcommit into Chronoshift; force the ultimate, then reset rather than wasting damage into the revive.
Later Neither champion is a serious side-lane duelist, but Zilean's revive can swing picks while Soraka's Wish stabilizes the whole map. In teamfights, Soraka should silence Zilean before he can chain Rewind spells, then track Chronoshift and heal targets who are not protected by it.
- His range advantage means you should not start trades by walking straight at him.
- Infuse after Rewind is more valuable than silencing a single Time Bomb.
- If Chronoshift is active, switch targets or disengage until it expires.
No champion by that name.
18- Attack damage
- 102.8
- Ability power
- 0
- Armor
- 147.8
- Magic resist
- 116.6
- Attack speed
- 0.852
- Cooldown reduction
- 31%
- Critical strike chance
- 0%
- Move speed
- 380

Click an item to leave it out of the numbers.
Resources
- Health
- 3,021
- Health regen
- 31.4 / 5s
- Mana
- 1,320
- Resource regen
- 49.5 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QStarcallrank 5/5
- Damage
- 160
WAstral Blessingrank 5/5
- Heal
- 350
EInfuserank 5/5
- Damage
- 250
RWishrank 3/3
- Healing
- 440
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.852
- Average hit
- 102.8
- Normal hit
- 102.8
- Critical hit
- 205.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.4s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 102.8
- Ability power
- 733.72
- Armor
- 138.8
- Magic resist
- 42.6
- Attack speed
- 0.852
- Cooldown reduction
- 34%
- Critical strike chance
- 0%
- Move speed
- 380

Click an item to leave it out of the numbers.
Resources
- Health
- 1,653
- Health regen
- 14.4 / 5s
- Mana
- 1,392
- Resource regen
- 33.5 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QStarcallrank 5/5
- Damage
- 463
WAstral Blessingrank 5/5
- Heal
- 680
EInfuserank 5/5
- Damage
- 704
RWishrank 3/3
- Healing
- 954
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.852
- Average hit
- 142.3
- Normal hit
- 142.3
- Critical hit
- 247.1
- On-hit damage
- 37.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 8.2s
On-hit
- Spellsword37.4
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 102.8
- Ability power
- 0
- Armor
- 79.8
- Magic resist
- 30
- Attack speed
- 0.852
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 335
Resources
- Health
- 1,653
- Health regen
- 14.4 / 5s
- Mana
- 1,320
- Resource regen
- 18.5 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QStarcallrank 5/5
- Damage
- 160
WAstral Blessingrank 5/5
- Heal
- 350
EInfuserank 5/5
- Damage
- 250
RWishrank 3/3
- Healing
- 440
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.852
- Average hit
- 102.8
- Normal hit
- 102.8
- Critical hit
- 205.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 11.4s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 102.8
- Ability power
- 612.89
- Armor
- 138.8
- Magic resist
- 107.4
- Attack speed
- 0.852
- Cooldown reduction
- 14%
- Critical strike chance
- 0%
- Move speed
- 380
Click an item to leave it out of the numbers.
Resources
- Health
- 1,653
- Health regen
- 14.4 / 5s
- Mana
- 2,446
- Resource regen
- 41.5 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 8%
Ability damage
at this build's ranks
QStarcallrank 5/5
- Damage
- 411
WAstral Blessingrank 5/5
- Heal
- 626
EInfuserank 5/5
- Damage
- 626
RWishrank 3/3
- Healing
- 869
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.852
- Average hit
- 135.2
- Normal hit
- 135.2
- Critical hit
- 239.4
- On-hit damage
- 31.1
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +1.3%
- Time to kill
- 8.7s
On-hit
- Spellsword31.1
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.