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LoL Classic Guide

Soraka LoL Classic Build: Jungle

Soraka LoL Classic Build: Jungle
Soraka LoL Classic Build: Jungle

Soraka jungle is the pick people laugh at until they watch the clear. Then they stop laughing and start asking what the Q cooldown is.

It is 2.5 seconds. At every rank. That is the whole answer.

This is the pre rework Starcall, the point blank area of effect version that Riot deleted years ago precisely because it did things like this. In League Classic it is back exactly as it was, and it turns the game's designated healbot into a jungler with one of the fastest and healthiest clears in the mode.

TL;DR: max Q, then W, then E, with R at 6, 11, and 16. Rush Spirit of the Spectral Wraith, then build magic penetration. Starcall shreds up to 120 Magic Resist on everything near you, which is a team wide damage buff nobody else in the mode provides.

The Kit, and Why It Clears

Key

Ability

Numbers that matter

P

Consecration

Aura. Soraka and nearby allied champions get 16 Magic Resist, at 1000 range.

Q

Starcall

20 to 80 mana, 2.5 second cooldown at all ranks, 530 range point blank. 60/85/110/135/160 (+40% AP) magic damage to everything nearby, and shreds 8/9/10/11/12 Magic Resist per cast for 5 seconds, stacking up to 10 times.

W

Astral Blessing

80 to 200 mana, 20 second cooldown, 750 range. Heals 70/140/210/280/350 (+45% AP) and grants 25/50/75/100/125 bonus Armor for 5 seconds.

E

Infuse

10 second cooldown, 725 range. On an ally, restores 40 to 200 mana. On an enemy, deals 50/100/150/200/250 (+60% AP) and silences for 1.5 up to 2.5 seconds.

R

Wish

100 mana, cooldown 160/145/130. Global. Instantly heals Soraka and every allied champion for 200/320/440 (+70% AP).

Starcall is the whole reason this works. It is auto targeted, it hits everything within 530 units, it costs 20 mana at rank 1, and it comes back every 2.5 seconds. You do not aim it, you do not walk toward anything, you just stand in a camp and press Q on cooldown while the monsters die.

Two details make the clear better than the raw damage suggests:

It can only be cast when there is something in range, so you never waste it on nothing.

It damages enemies in fog of war, in brush, and stealthed. That is a genuine counterjungling and anti invade tool that almost nobody expects from a Soraka.

The 120 Magic Resist Shred

Read the Q line again. 8 to 12 Magic Resist per cast, stacking ten times, for a maximum of 80 to 120 Magic Resist stripped.

Most champions in this mode sit on 30 base Magic Resist and never buy any. Ten Starcall stacks does not reduce their resistance, it deletes it and then keeps going.

Now consider what that means with a team. You are standing in a fight pressing Q every 2.5 seconds anyway. Every mage on your team, every magic damage item, every ability, is landing on a target with nothing left to stop it. Add Consecration's 16 Magic Resist aura for your side and Abyssal Scepter later, and you are running a magic damage engine that has nothing to do with your own damage numbers.

This is the argument for Soraka jungle that has nothing to do with healing. She is a mobile Magic Resist shredder who happens to also keep everyone alive.

Astral Blessing Is Your Jungle Sustain

Here is the second half of why the clear works, and it just got better.

Astral Blessing heals for up to 350 and grants up to 125 bonus Armor for 5 seconds, and Soraka can cast it on herself. Against jungle camps, which deal physical damage, that Armor is doing as much work as the heal.

Patch 1 buffed this ability directly. The bonus Armor went up to 25/50/75/100/125 from 25/45/65/85/105, and the duration went from 3 seconds to 5. That is a meaningful buff to exactly the thing that makes jungle Soraka function, and it landed in the mode's first balance patch.

The practical result is a jungler who never needs to recall for health. Clear, heal, keep going.

Soraka Jungle Build

Start. Hunter's Machete and five Health Potions. Smite is mandatory, Flash as the second summoner because you have no mobility whatsoever.

1. Spirit of the Spectral Wraith. The single most important item and it is not close. It gives Ability Power, mana regeneration, cooldown reduction, and 20% spell vamp.

Look at what spell vamp does on a champion casting an area of effect ability every 2.5 seconds. Every camp becomes a healing station. Combined with Astral Blessing you become genuinely difficult to remove from the jungle, and the mana regeneration answers the one real weakness in the kit.

2. Boots. Sorcerer's Shoes if you want the clear and the damage, Boots of Mobility if you intend to play the map. Soraka has no dash, no blink, and no escape, so the movement matters more than it does on most junglers.

3. Haunting Guise into Liandry's Torment. Magic penetration on top of your own shred, and the burn applies from an ability you are already pressing constantly.

4. Rylai's Crystal Scepter. Health, Ability Power, and a slow that applies from Starcall. That means every 2.5 seconds you are slowing everything within 530 units of you, which turns a champion with no crowd control into one who is very hard to walk away from.

5. Abyssal Scepter. Magic Resist for you, and its aura reduces enemy Magic Resist by 20 on top of everything Starcall is already doing. The stacking is the point.

6. Read the game. Rabadon's Deathcap if you want your own numbers to matter. Randuin's Omen or straight resistances if you are being focused. Zhonya's Hourglass if a specific champion keeps deleting you.

Skill order: Q, then W, then E, with R at 6, 11, and 16.

Q first, obviously. It is your clear, your damage, and your shred, all on the same 2.5 second cooldown.

One honest caveat about maxing Q. The mana cost climbs from 20 at rank 1 to 80 at rank 5, which is a fourfold increase on a champion with 300 base mana. Ranks make each cast hit harder and shred more, but they also make spamming it four times as expensive. This is exactly why Spirit of the Spectral Wraith is the first item and not a nice to have.

W second for the heal and the Armor, which is your sustain and your gank survivability. E last, though take one point early, because a 1.5 second silence on a 10 second cooldown is a real gank tool long before the extra ranks matter.

Runes and Masteries

These are my recommendations rather than a settled page, since jungle Soraka does not have an established Classic consensus to point at.

Marks of Magic Penetration. Everything you deal is magic damage, and penetration compounds with your own shred rather than overlapping with it.

Seals of Armor. Camps hit hard in this mode and you are a 446 Health champion walking into them.

Glyphs of Scaling Magic Resist. You already carry a Magic Resist aura, so scaling covers the late game where it matters.

Quintessences of Ability Power. Starcall carries a 40% ratio and Astral Blessing carries 45%, so flat Ability Power improves your clear and your sustain at the same time. Movement speed is the alternative if you want to lean into map presence.

Masteries: 21 offense, 0 defense, 9 utility. Offense for the magic penetration, cooldown reduction, and Ability Power. The nine utility points are standard jungler value: movement speed, buff duration, and faster summoner spells. Your defensive layer is Astral Blessing, not a mastery page.

How to Play It

Clear on autopilot, but kite. Stand in the camp, press Q every time it is available, and use Astral Blessing when you drop low. You are not fast because you burst a camp down, you are fast because you never stop doing damage and you never stop healing.

Counterjungle more than you think. Starcall hits things in fog and in brush, so you can walk into an enemy camp and start damaging it without ever seeing what is there. It is also a genuinely awkward ability to invade into, because it fires the instant anyone enters your radius.

Ganking is your weak point and you should know it. You have no dash, no gap closer, and one silence. Your ganks work when the lane is already pushed up and your laner has crowd control. They do not work when you have to create the opportunity yourself. Pick your lanes accordingly.

In fights, position for Q uptime, not for safety. This is uncomfortable and it is correct. Starcall is 530 range and point blank, which means to shred anything you have to be near it. The compromise is to sit just behind your front line, close enough to catch the enemy engage in your radius, far enough not to be the first target.

Wish is global. Everybody forgets this. You can heal 440 across the entire map to five people at once, which means a fight you are not even present at can be won by pressing R. Watch the minimap.

What Beats You

Assassins. You are 446 base Health with no escape. Anything that reaches you kills you.

Grievous Wounds. Your entire contribution runs through healing, and anti heal cuts it at both ends.

Being forced to gank early. Your clear is fine, your early pressure is not. A team that expects level 3 ganks from you is going to be disappointed.

What Changed From Modern Soraka

Almost everything, and the differences all point toward the jungle.

  • Starcall is a point blank area of effect on a 2.5 second cooldown that shreds Magic Resist. Modern Starcall is a targeted skillshot that heals her when it connects with a champion.

  • Astral Blessing heals and grants bonus Armor. Modern Astral Infusion costs Soraka her own health to cast, which would make jungling impossible.

  • Infuse restores mana to an ally or silences an enemy. Neither of those functions exists on modern Soraka.

  • The passive is a Magic Resist aura, not the movement speed toward wounded allies you know.

  • Wish is broadly the same global heal.

The single most important difference is Astral Blessing. Modern Soraka pays health to heal, which is why she cannot jungle. Classic Soraka pays mana and gets Armor, which is why she can.

Who Should Play This

Play jungle Soraka if you enjoy farming, if you can accept that your early ganks are weak, and if you like being the reason your team's mages delete people. The Magic Resist shred is a real, measurable contribution that no tier list is going to credit you for.

Do not pick her if your team drafted no magic damage, or if they need a jungler who starts fights. She is the jungler who makes a fight unloseable once somebody else starts it.

Want the farming to actually turn into rank? Read our guides on climbing the Summoner's Journey and how our LoL boosting works.

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