Champion sheet · Support

Soraka

Patches 16.19 to 16.21 · NA
Tournament presence · pick + ban
3.1%#150 of 173 champions
Pick
2.2%picked in 57 of 2,644 games
Ban
0.9%18 bans over 1,958 games, against 2.5% in soloQ
Win rate as Support47.3% between 36.6% and 58.2% over 55 gamesSoloQ 50.3%: no clear gap
Median length28.8 minsoloQ 28 min

Amateur: 2,664 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 215,636 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

2 clear gaps between soloQ and amateur tournaments as Support.

  • DraftPicked less often in amateur play
    Amateur
    0.9%
    SoloQ
    2.8%
    0.9% of the role's picks in amateur play, against 2.8% in soloQ.
  • DraftBanned less often in amateur play
    Amateur
    0.8%
    SoloQ
    2.5%
    0.8% ban rate in amateur play over 1,329 games, against 2.5% in soloQ over 82,299 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Summon Aery, then Protoplasm Harness, Spirit Visage, and Warmog's Armor: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesSummon Aery85% · 12,174
Same in amateur play
SpellsFlash + Heal89% · 12,737
Same in amateur play
SkillsWnot collected in soloQ
Amateur: 94% · 67 games
Core (3 legendaries)— · 1
  1. Protoplasm Harness
  2. Spirit Visage
  3. Warmog's Armor

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Lets allies carry kills first: lets allies carry more than 100% of supports.

  1. Lets allies carry killstop1%rank 100 of 100

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other supports

What marks it

  • Lets allies carry

Like other supports

  • Map pressure
  • Plays teamfights
  • Crowd control (CC)

What it is not

  • Few duels
  • Little damage
  • No poke

Damage / min by phase · at equal gold

Rank 8 in lane, 1 in mid game and 1 in late game, out of 100 supports.

190-98 vs 288
161-181 vs 342
179-208 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Sorakasupports

Gold vs. direct opponent

At 20 min, behind 98% of supports against the direct opponent.

supports
4.2takedowns outside its lane before 15 min; supports: 4.5.

Where it stands among supports · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 8 of 100 among supports190 · median 288
  • Damage in mid game · rank 1 of 100 among supports161 · median 342
  • Damage in late game · rank 1 of 100 among supports179 · median 388
  • Gold at 15 min · rank 9 of 100 among supports-138 · median +105
  • Gold at 20 min · rank 2 of 100 among supports-227 · median +193
  • Map pressure · rank 43 of 100 among supports4.2 · median 4.5
  • Absorbs damage · rank 19 of 100 among supports244 · median 393
  • Plays teamfights · rank 68 of 100 among supports56% · median 54%
  • Takes its kills in duels · rank 17 of 100 among supports13% · median 17%
  • Lets allies carry kills · rank 100 of 100 among supportsrank 100 of 100
  • Crowd control (CC) · rank 58 of 100 among supports1.1 · median 1
  • Team damage · rank 5 of 100 among supports5% · median 9%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

Topgap to expected

No positive gap in amateur play.

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

Topgap to expected

No positive gap in amateur play.

Junglegap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
Top1 champion
  • Ornn7 games
    —SoloQ: 53.1% · 392 g
Jungle2 champions
Mid3 champions
  • Ahri6 games
    —SoloQ: 52.5% · 619 g
  • Syndra6 games
    —SoloQ: 49.9% · 609 g
  • Viktor5 games
    —SoloQ: 50.3% · 622 g
ADC2 champions
  • Lucian6 games
    —SoloQ: 53.9% · 573 g
  • Ezreal5 games
    —SoloQ: 56.0% · 627 g
Support2 champions
  • Lulu11 games
    —SoloQ: 51.2% · 898 g
  • Milio6 games
    —SoloQ: 53.2% · 425 g
05 — In draft

Ban it or pick it?

Not enough series to settle it: raw counts only.

Pick rate as Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+2.8%11,943 picks of 431,269ban 2.5% · patches 16.19 to 16.21
  • Amateur tournaments0.9%35 picks of 3,686ban 0.8% · patches 16.19 to 16.21
  • Pro0.2%4 picks of 2,204bans not published · patches 16.17 to 16.20

Presence by patch

4.8% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as Support
Once picked, the series moves on to

Not enough series yet: published from 30.

Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.