EMT Soraka [Patch 13.1]
Operational Manual for League's Ambulance
January 12th, 2023 ⸱ 9 min read
is the de facto healing support champion that can make a big impact on a game if played well. She excels in keeping her allies alive and enabling them to make aggressive plays. However, she can be vulnerable to enemy poke and has no mobility spell, meaning that positioning is key to her survival. Soraka
General Quick Guide
Quick Soraka AP Support Build
• Arguably the best healer in the game
• Very adaptive, can play both aggressively and defensively
• Global healing ultimate
• Turns into a speeding Ambulance, the second one of her allies is in trouble (i.e.: Under 40% health)
• Pretty skins lol
• Very squishy in the early stages of the game.
• Gets soft countered by fairly cheap items (Executioner's Calling, Chemtech Putrifier)
• Little to no mobility (if you don't count MS boost from hitting Q)
She generally excels against low-range engage supports like
, Alistar or Galio due to her long range poke with Pantheon and annoying Starcall Silence Equinox
that can interrupt or severly inhibit hard engages.
Her biggest pain points are supports with long-range engage or hooks like
, Leona , Blitzcrank , etc, due to her lack of mobility and early game squishiness. While not unplayable, positioning against these champions will become the name of the game and your main objective will switch from "poke" to "survive". You can try out one of the tankier runepages against long range engage/hook champions for extra survivability. Pyke
I will recommend an optimal rune page for each matchup.
Keep in mind that these are from personal experience and may be subjective.
Depending on the lane you're up against, you'll have to switch up your rune page. While "EMT Soraka" is the general denominator, "Pokeproof" and "Bulletproof" work very well to keep you alive during the laning phase and don't sacrifice too much when it comes to healing power.
• "EMT Soraka" works into almost everything, but if you don't feel confident in your tankiness you can opt for the other two below.
• "Pokeproof" against annoying supports like
or Vel'Koz . Xerath
• "Bulletproof" when playing against teams/botlanes with ramping AS and hypercarries like
, Vayne , Kai'Sa or DoT champs like Brand. Kog'Maw
- EMT Soraka
- Pokeproof Soraka
- Bulletproof Soraka (vs AS)
Note: If you run into AP threat lanes (i.e.:
, Veigar or Syndra ) swap out your Swain for Armor . Magic Resist
- Everything you'll ever need
's build is pretty flexible when it comes to itemization and Summoner Spells. Soraka
Summoner Spell Rundown
- always take it. You know why, I know why, they know why.
- you can take this one 90% of the time as it pairs well with your overall kit. You can swap it out with against dangerous dive comps and/or if you don't trust your lane partner to take it themselves or if they refuse to swap out their own Heal for something else.
- very aggressive choice that I don't recommend. It doesn't go very well with your overall kit and you'll rarely get more utility from it than the ones mentioned above. It can work in a fringe scenario against a healing botlane that you know that you will stomp out early(ex:
- Draven vs Soraka - Ezreal ), but even in this scenario will end up doing it more consistently. Sona
- good Summoner into heavy CC comps/botlanes. The low cooldown and MS bonus really help out at all stages of the game where it's vital that you survive.
is by far the best pick for you in any scenario. Pair this with two s and a .
are cheap and provide vital ability haste and are an ideal first back buy if you can afford the 950 Gold.
are your go-to against heavier CC comps (
, Leona , Morgana , etc.). Ornn
turn you into an actual Ambulance in terms of speed, but that's about it. I rarely build them as the MS steroid from your passive usually gets the job done, but if you need to be all over the map providing healing and assistance, these are decent horseshoes for your hooves.
is the premiere choice for any healing/shielding support like yourself. Starlit Grace and the Mythic Passive ramp your heals significantly and it's very rarely worth it to skip out on this item.
in situations where your team would benefit from the MS boost. (ex.: You have a
or Sivir -based composition) Hecarim
is a good choice if you want to play super aggressively, but I think the overall benefit of tops this item's late game utility. Remember that your purpose in the later stages is to keep your team alive and well and slowing them with Qs is perhaps the last thing on your list of priorities. I don't usually build this, but if I do it's because I'm stomping the botlane with my lane partner.
is a fantastic item for Soraka as its passive will extend the item's Grievous Wounds to any ally you heal/shield, basically removing their need to build .
is a no-brainer for Soraka. Heal with heals.
From this point on all items are situational, based on the game. You'll have to feel these out yourself, but I'll try to expand on each one for clarity.
is very strong when you play with AS-based carries like
, Vayne or Lucian . Kog'Maw
is basically a transferrable , removing all CC except knockups and Suppression from yourself or allies (i.e.: You can't remove
or Malzahar ultimates) and restoring some health. Warwick
is good when you want to stop depending on Qs for regen, it'll give you that extra tankiness and a crazy amount of HP regen in the later stages of the game. I build this very often against burst champions.
is an item I've grown to love on Soraka. It's very situational, but it pairs well with . I usually pick it against fed hypercarries like
or Vayne . It does take away from your healing prowess though, so only build it if you feel like they're seriously running you down. (P.S. At max stacks your Vendetta gets reduced Tenacity when near you, so coordinate with your teammates to CC them to hell) Kog'Maw
fits well when you have a strong AP threat on your team or lane. (
, Veigar , etc.) Syndra
There's two Skill Paths (well, three, but E max is a trolling 99% of the time).
Aggressive means early points in
, but you should still max out your W before level 10 as you will most likely be out of lane by then and your Q ability won't be your bread and butter anymore. Starcall
Defensive means full commit to maxing out
from the get-go. You can't go wrong by going defensive in any matchup, but you might lose out on some harass against weaker lanes. Astral Infusion
Your priority should be on poking out your opponents whenever you can, but keeping a safe distance. You don't want to walk up in front of your minions just to get the
harass if you're not sure you'll get CC'd or traded back. Starcall
Level 1 can be make-or-break in a lot of games if you opt for an aggresive playstyle. Your
has a fairly short cooldown and you can absolutely ruin a short range ADC's day (looking at Starcall and Vayne ). Kai'Sa
After you get all three of your abilities you're able to be even more annoying by walking up and poking with E-Q. Whether or not you hit your Q doesn't really matter here, you just want to be annoying and zone away the enemy carry from farm. Note that this strategy applies when you aren't against a long range engage support like
that can turbo-stomp you into the ground with CC when you misstep, or stuff like Leona that will yoink you out of existence. Blitzcrank
Important to remember: During the laning phase try to (almost) always heal your ADC after you hit a Q on the enemy.
enhances your W heal by applying the same amount of overtime heal you receive to Starcall and it also ends up costing you less HP to do so. (TL;DR: More heal if you W after you hit Q on enemy) Astral Infusion
Mid Game is when you'll feel your role switching from Warrior Goat to Frank Andre. By this point you should have your W maxed out and you should be running around the map with one of your carries. (ideally the most fed one) Sit behind your carries and keep them safe, place wards in pincer positions so you don't get surprised by engages and do your best to assist your losing lanes and help them clear T1 towers if any remain.
Another important note: Always set up neutral objectives with your jungler. Have him join you to ward objectives and never ever go alone into the fog of war. Your survivability is almost 0 in 1v1 scenarios.
Late Game is when you become the
secret carry as your life becomes maybe the most important one on the team, as long as you are alive, so is your team. Sit well behind your backline and always look out for enemies with long range engages. Your flanks should always be warded and be absolutely sure that if the enemy team has a functioning frontal lobe, they will assess that you are the primary target, otherwise they lose almost any fight that's on equal ground because they won't be able to outdamage your heal.
Warding is a complicated subject and is very situational based on a lot of factors, like stage of the game (early, mid, late), state of the game (winning vs losing), which side of the map you spawn on, etc.
Since it's more of a "General Knowledge" thing I won't say too much about it, though I highly recommend giving Mobalytics' LoL Warding Guide a read. It's super in-depth, helpful and explains any scenario you might find yourself in.
I don't have any stream or Youtube channel to plug, I just like playing Soraka.