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Rakan Build Guide by Ionia King

Support [11.12] Rakan - The Ultimate Guide to The Charmer.

Support [11.12] Rakan - The Ultimate Guide to The Charmer.

Updated on June 16, 2021
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League of Legends Build Guide Author Ionia King Build Guide By Ionia King 30 3 66,551 Views 12 Comments
30 3 66,551 Views 12 Comments League of Legends Build Guide Author Ionia King Rakan Build Guide By Ionia King Updated on June 16, 2021
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Runes: The Guardian

1 2 3 4 5
Bone Plating

Nimbus Cloak

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2
LoL Summoner Spell: Exhaust


LoL Summoner Spell: Flash


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Support Role
Ranked #15 in
Support Role
Win 51%
Get More Stats
Support Role Ranked #15 in
Support Role
Win 51%
More Rakan Runes

Threats & Synergies

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Extreme Threats
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Champion Build Guide

[11.12] Rakan - The Ultimate Guide to The Charmer.

By Ionia King
About This Guide
My goal for this guide is to be as in depth as possible about Rakan and the Support role.

After a few months hiatus I've started playing again, the guides been outdated since 10.18 and just recently updated June 7th 2021. I'll be working on it on and off to update some outdated information.
Rakan's Spotlight
Rakan's Champion Spotlight
Passive: Fey Feathers
Rakan periodically generates a 33-254 (+90% of ability power) shield with a cooldown of 40-16 seconds (based on level). Damaging an enemy champion with a basic attack or ability reduces Fey Feathers cooldown by 1 second.

Lover's Leap: If either Rakan or Xayah is recalling, the other may move nearby and activate their own recall to join them. Both reach base at the time of which the initiator's recall ends.

Q: Gleaming Quill
Range: 900
Cooldown: 12 / 11 / 10 / 9 / 8
Cost: 60 Mana
Tooltip: Rakan slings an enchanted feather forward, dealing 70 / 115 / 160 / 205 / 250 (+60% of ability power) magic damage to the first enemy hit.

If that enemy was a champion or epic monster, a small circular area is marked around Rakan. After a short period of time or if an ally champion comes into contact with the marked area, Rakan heals himself and surrounding allies by 18-120 (based on level) (+70% of ability power).

W: Grand Entrance
Range: 600
Cooldown: 18 / 16.5 / 15 / 13.5 / 12
Cost: 50 / 60 / 70 / 80 / 90 Mana
Tooltip: Rakan dashes forward, landing stylishly at his destination. After a 0.35s pause, he leaps into the air, dealing 70 / 120 / 170 / 220 / 270 (+70% of ability power) magic damage and knocking up surrounding enemies for 1 second.

E: Battle Dance
Range: 700
Cooldown: 20 / 18 / 16 / 14 / 12
Cost: 60 / 70 / 80 / 90 / 100 Mana
Rakan leaps to an ally champion, shielding them for 40 / 65 / 90 / 115 / 140 (+80% of ability power) for 3 seconds. Battle Dance can be re-cast for 5 seconds at no cost.

When re-cast, Rakan may select the same target again.

If Xayah is the target, Battle Dance's range is increased by 300.

R: The Quickness
Cooldown: 130 / 110 / 90
Cost: 100 Mana
Rakan gains 50% bonus movement speed for the next 4 seconds, dealing 100 / 200 / 300 (+50% of ability power) magic damage to each enemy he touches and charming them for 1 / 1.25 / 1.5 seconds. Enemies can only be affected once. The first champion charmed grants Rakan 150% decaying movement speed.

Additional Ability if Xayah is on your team

Deadly Plumage
Xayah surrounds herself with a storm of feather-blades for 4 seconds, granting her 35 / 40 / 45 / 50 / 55% bonus attack speed, 20% increased damage on her attacks, and 30% bonus movement speed for 1.5 seconds whenever she attacks a champion.

If Rakan is nearby, he will also gain Deadly Plumage.
Runes & Rune Pages

Mediocre Summon Aery - Strong support rune for maximizing shields, with items like Redemption and Ardent Censer you will be able to give your teammates very large shields via your Battle Dance. If you decide to pick up this rune, I would recommend taking Spellthief's Edge instead of Relic Shield at the start.

Great Guardian - This is your default choice of Keystone. Because of how your Battle Dance works, you can negate large amounts of damage on yourself, and a teammate. This also includes damage from a tower.
Mediocre Aftershock - This keystone is only if you're planning to go full tank and be your teams frontline, you're not expecting to dash out as soon as you go in, you plan to stick around and soak up as much damage over the 2.5s duration your defenses are increased.

Great Presence of Mind - Amazing rune choice if you're going for a Full Tenacity build, since you can pair this with Legend: Tenacity and not have to back often due to the increase in your overall mana pool as well as getting mana from assists or kills. You'll naturally stay healthy if you get comfortable with Rakans unmatched mobility, you theoretically will never have to Recall unless it's for a Control Ward, to refresh your Bulwark of the Mountain ward charges, or purchase a new item.
Great Legend: Tenacity - Amazing rune for the Full Tenacity build. When this rune is capped and paired with Unflinching, Mercury's Treads, and an Elixir of Iron you'll have the maximum possible tenacity you can have, which will be very useful against enemy team compositions that have a lot of hard, dangerous crowd control. Ex. Morgana's Dark Binding or Lux's Light Binding.

Great Zombie Ward - Great option for a roaming support, buy plenty of Control Wards and an Oracle Lens as soon as possible to get the maximum value out of this rune.
Great Ghost Poro - Absolute amazing rune for improving your map awareness and vision score. When you ward and that ward expires it will leave a Ghost ward in it's place until it's been spotted or after 60 seconds. Also increases your AP ever so slightly giving your shields more value.

Great Relentless Hunter - The best option if you're going to be a roaming support, pair this with Mobility Boots and once maxed, you'll be able to get from Lane to Lane faster than you can say Antidisestablishmentarianism!
Mediocre Ultimate Hunter - Pretty nice to have if you're going to have full CDR. You'll have The Quickness up in just about every team fight, usually.

Great Demolish - Your go-to choice in this section, objectives are a big part of the game and Turret Plating grats gold, demolish will help you chunk damage on towers to secure gold plates as well as get towers down that much faster.
Great Font of Life - An alternative for Demolish. If you have an adc such as Vayne for example, who relies purely on auto attacks, and does large amounts of damage in short bursts, this may have more value especially during the laning phase. I'd only recommend this if you have multiple champions on your team who can utilize the healing from this rune, otherwise stick with Demolish as it will get far more value over the longevity of the game.
Mediocre Shield Bash - Very mediocre on Rakan, your shield is reliable and does recharge while you're in combat, but you usually don't want to stick around long enough to utilize this everytime it's up. Mobility is key on Rakan, and if you're immobile, you're susceptible to getting cc'd and possibly dying. Take this rune only if you're going full tank as it does increase your defenses by a small amount. Otherwise avoid this rune.
Great Conditioning - This rune shines in the mid-late game, it's more-so if you're going with a tanky setup or if the enemy bot lane doesn't have much harass. You will be fairly weak and squishy in the early game, until the 10 minute mark when this rune kicks into play.
Great Bone Plating - The safest choice for laning phase, it will reduce damage you take from harassment in lane. However this rune falls off in value during the mid-late game. I would still recommend this as your go-to rune in this section, having a stronger early game means a better mid-late game. You won't be pushed out of lane as easily and you can soak up more experience and potentially get more kills.
Mediocre Revitalize - This rune is affected by your passive Fey Feathers as well as your Battle Dance, but because your shields have been nerfed so greatly, it's almost not worth taking anymore.
Great Unflinching - Not only do you get Slow Resistance as well as Tenacity for every Summoner Spell on cooldown, you also gain an extra 15% for 10 seconds upon using a Summoner Spell. This is the best rune in this row due to the Tenacity increase, and since mobility is key on you, having a slow resistance will help immensely.

Great Nimbus Cloak - Mobility is Rakans bread and butter, and there's no better rune to enhance his mobility than this one. Using Flash paired with your The Quickness ultimate will give you a very large boost of speed to ensure you can charm multiple spread out enemies.
Mediocre Transcendence - This rune is for the mid-late game and will help you cap CDR quicker, but support items are fairly cheap and getting a full build with max CDR shouldn't be too much of an issue, and you can use a rune more suited for mobility or utility instead.
Great Celerity - As we've already established, mobility is key on Rakan, this rune will actively give you a small enhancement to all forms of mobility including, The Quickness; any boots; Nimbus Cloak; and inadvertently enhancing your travel time with Grand Entrance due to other sources of mobility increases.
Mediocre Absolute Focus - If you can stay above 70% health then this rune will have some nice value through all aspects of the game, it will increase your personal shields as well as the shields you apply to your ally. But there are better options, such as building items like Forbidden Idol that enhance your shields power.
Mediocre Scorch - Great for harassing the enemy with your Gleaming Quill in the early game, but this rune loses value quickly as you enter the mid-late game.

Mediocre Biscuit Delivery Nice rune for sustain and extra mana in lane, you'll be able to stay longer and farm with your adc longer. There are better choices for mana however, such as Presence of Mind if mana is an issue, or Manaflow Band if you're into spamming abilities.
Mediocre Cosmic Insight - For maximum CDR and Summoner cooldown reduction, pair with Ionian Boots of Lucidity. This is a pretty nice rune and you can get some really nice value out of it, especially if you take Nimbus Cloak you'll be able to use it more over the full course of the game.

Rune Pages

Your standard rune setup, you'll take this in almost every game.

For games with heavy cc this is the safer choice, with Mercury's Treads and Elixir of Iron you'll have full tenacity and be able to escape and soak up quite bit of damage before using your E to safely escape.

If you're the kind of player who loves to stick around after engaging, to slap a few people with your cloak, or if you just have no frontline and need to play that role, Aftershock will give you the needed boost of defenses that will allow you to do just that.

If you enjoy roaming a lot this is the best page for you, pair with Mobility Boots and you'll be running all over the map, Hecarim might even get jealous.
Pros and Cons
Amazing mobility.
Has a lot of Crowd Control.
Has an AoE knockup.
Has an amazing cloak.
Can fit into almost any team composition.
Can use Grand Entrance to get over walls.
The Quickness is an extremely powerful teamfight ultimate.
Amazing engage and disengage ability.
Did I say amazing?
Has the ability to turn around a fight.
Extremely rewarding gameplay when played right.

Susceptible to hard Crowd Control.
Can be kited easily.
Long cooldowns early.
Hard to master and utilize to his maximum potential.
Easy to predict.
Requires Xayah to unlock his full potential.
Item reliant.
Relies on teammates.
Very low damage output.
Like Ivern he's a full support and only brings cc and shields to the table.

Overall Rakan is a very strong support and has the ability to setup kills for your team. While he does have his weaknesses, he has more strengths that he can utilize to turn just about any fight into his favor.
Core Items & Situational Items
Core Items
Bulwark of the Mountain: Standard source of income and vision. Once upgraded you have access to 4 [[Warding Totem]s that will restock every time you visit the shop.
Ardent Censer: A Traditional Item taken by supports who can shield allies, this will also grant you 8% movement speed which is a very strong increase for your mobility. Your heals and shields on an allied champion grant you and your target 10-30% Attack Speed and 5-20 on-hit magic damage (based on level). This does not include regeneration effects or effects on yourself.
Zeke's Convergence: Because of the way your The Quickness works, you will be in the midst of all the action briefly, activating a frost storm aura around you. As the storm rages, nearby enemies are slowed by 20% and your ally's attacks burn their targets for 30% bonus magic damage over 2 seconds (45 second cooldown).
Abyssal Mask: Due to the nature of your abilities, immobilizing champions comes naturally, giving your team 15% extra damage on champions you Charm and Knock up.
Control Ward: Places a ward that reveals the surrounding area. This device will disable and reveal nearby wards and Camouflaged units will also be revealed. This is vital on every champion. Vision is key to winning games, controlling objectives and knowing where the enemy is, as well as denying vision in key points by using this ward to disable Stealth Ward from the enemy.

Mobility Boots: +25 Movement Speed. Increases to +115 Movement Speed when out of combat for 5 seconds. These boots are great if you're going to be roaming often.
Mercury's Treads: +45 Movement Speed. The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 30%. These will be your default option for boots vs any team composition that is heavy on Crowd Control.
Ninja Tabi: +45 Movement Speed. Blocks 12% of the damage from basic attacks. If the enemy team has a lot of auto attackers such as Vayne or little to no Crowd Control, and you're not planning on roaming, these should be your boots of choice.
Ionian Boots of Lucidity: +45 Movement Speed. 10% Cooldown Reduction. And Reduces the cooldowns of Summoner Spells by 10%. These are a niche choice, you have the ability to reach maximum CDR easily, unless you're pairing these boots with Cosmic Insight I would suggest not taking these.
Boots of Swiftness: +55 Movement Speed. Movement slowing effects are reduced by 25%. There's no valid reason that you would pick up these boots, slow resistance doesn't really work as intended, and you're mobile enough to get out of a tight spot with your Battle Dance. You're better off choosing something else.

Situational Items
Athene's Unholy Grail: Gain 35% of the premitigation damage dealt to champions as Blood Charges, up to 100-250 max. Healing or shielding another ally consumes charges to heal them, up to the original effect amount. Also grants 5 ability power for every +25% base mana regen. Disables Harmony on your other items. This item is pretty nice to have if you need the extra Magic Resist, you will also be able to heal a teammate with Battle Dance after your engage with Grand Entrance and The Quickness.
Shurelya's Battlesong: Grants yourself and nearby allies 40% bonus movement speed for 3 seconds (90 second cooldown). Since your travel speed on your Grand Entrance scales with movement speed, this will help ensure you land vital cc on mobile targets, it's also good as an escape tool if things go really bad.
Redemption: Target an area within 5500 range. After 2.5 second, call down a beam of light to heal allies for 30-370 (based on target's level) and deal 10% of maximum health true damage to enemy champions and 250 true damage to minions (120 second cooldown). Can be used while dead.

This effect is halved if the target has been recently affected by another Redemption. Redemption's heal amount is affected three times as much by heal and shield power amplifiers.

This is a must have if Ornn is on your team, as he can upgrade it to Salvation for you. This item alone can turn the tide of any team fight if used correctly.
Locket of the Iron Solari: Grants a decaying shield to nearby allied champions and yourself for 2.5 seconds, absorbing up to 130-300 (+20% of the caster's bonus health) damage (at levels 1-18). Active's shield amount is calculated using the recipient champion's level if the recipient is a higher level than the item owner. 120 second cooldown. This is a great item to have if you're up against a lot of burst. You can essentially have your Guardian proc on an ally, use your Battle Dance on them, and then activate this item for massive damage reduction. If Ornn is on your team you can opt for this item to be upgraded into Circlet of the Iron Solari.
Frozen Heart: Reduces the attack speed of nearby enemies by 15% (1000 range).
This item gives a lot of armor, a lot of cooldown reduction, and a nice chunk of mana. It's perfect if you're against really fed AD champions, or if you're planning to go full tank.
Gargoyle Stoneplate: If 3 or more enemy champions are nearby, grants 40 bonus armor and 40 bonus magic resistance. You can also activate the ability and it increases base and bonus health by 40% and increases champion size, but reduces the damage you deal by 60% for 4 seconds. If Stone Skin is active, instead increases base and bonus health by 100% (90 second cooldown). This is very easy to get full value out of by engaging with your Grand Entrance and then activating this item. Recommended only if you're going for a full tank build with Aftershock.
Turbo Chemtank: Grants +75% Movement Speed to your champion when moving towards enemies or enemy turrets for 4 seconds. After 3 seconds or upon nearing an enemy champion, a shockwave is emitted, slowing nearby enemy champion Movement Speed by 75% for 2 seconds (90 second cooldown). Great item if you're looking to maximize your mobility, best paired with Shurelya's Battlesong and The Quickness. You'll be an unstoppable bullet breaking the sound barrier.
Mikael's Blessing: Activating this ability instantly removes all stuns, roots, taunts, fears, silences and slows on an allied champion, as well as granting 2 seconds of slow immunity. Successfully cleansing an effect will also grant the target 40% Movement Speed for 2 seconds (120 second cooldown) (750 range). A must have if you're up against champions like Morgana who can root a target for 3 seconds with her Dark Binding, inevitably causing their likely demise.
Spirit Visage: Increases all healing, regeneration and drain effects on yourself by 30%. This is only if you're going for a tank setup, you will heal more with your Gleaming Quill and gain a nice amount of bonus health and cooldown reduction. It's best paired with Warmog's Armor.

Vision and Vision Control
Why warding is important

1. Having control over the map ensures your teammates safety.
2. It gives them freedom to move around without getting surprised in a bush that fed Annie was hiding in.
3. It gives you and your teammates the ability to know when it's safe to push that lane in without worrying about getting ganked.
4. You have more control over objectives like Drake , Rift Herald , and Baron .
5. You can punish an enemy for over extending without being surprised by their team who may have been nearby.
6. Knowing where the enemy is means you can do objectives on the other side of the map safely without them contesting.

Types of Wards
Stealth Ward: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 90-120 seconds depending on the average level of all champions.

Store one charge every 240-120 seconds depending on the average level of all champions, up to 2 maximum charges.

A player may only have 3 Stealth Wards on the map at one time. At level 9 this can be upgraded into Farsight Alteration.

Control Ward: Places ward that reveals the surrounding area. This device will disable and reveal nearby wards and Camouflaged units will also be revealed.

Limited to one Control Ward on the map per player.

Can only carry 2 Control Wards in inventory.

Farsight Alteration: Places a visible ward with 1 Health from 4000 units away and reveals the surrounding area for 2 seconds (148 - 99 second cooldown depending on the average level of all champions). Wards placed by the Farsight Alteration trinket last until killed and do not count towards your Stealth Ward limit.

The Farsight Alteration trinket cannot be purchased before level 9.

Oracle Lens: Sweeps a 750 unit area around your champion for 10 seconds, warning against hostile units, revealing invisible traps and revealing and disabling invisible wards. (90 - 60 second cooldown based on the average level of all champions).

Visual Map & Legend Key for Warding Locations

The below picture is a general guideline on my personal warding preferences. And yes, the picture is outdated and doesn't show alcoves because I couldn't find a picture of a map that has it yet. But the locations are still the same.

Dark Red Star = Prime Control Ward Locations.
Red Star = Important Ward Zones, use Control Ward or Stealth Ward here, make sure you always have vision control while an objective is up!
Yellow Star = Prime Stealth Ward Locations.

Vision Score

NOTE: This information is a combination of lol wiki & Riot Staff posts from lol forums. The source for both is found here and here.

In short, Vision Score = (1 point per minute of ward lifetime provided) + (1 point per minute of ward lifetime denied).

This number comes from three main sources
Ward Lifetime Provided: Each minute of ward lifetime grants up to 1 point, depending on how effective the ward is.
Ward Lifetime Denied: Scoring a ward takedown (earned gold from a ward's death) grants 1 point for every minute of lifetime remaining on the ward (permanent wards are assumed to have 1.5 minutes of lifetime remaining).
Vision Mechanics: Various vision-providing mechanics have a baseline score on-use (usually 0.1 to 0.5), and can also give bonus scores if revealing unseen champions or epic monsters (usually 0.1 to 1.0). This includes Scryer's Bloom, trinket activation, ward placement, Rift Scuttler , and all champion's abilities that grant Sight and True Sight.

Example: A Hawkshot that reveals a full Baron attempt will give much more than a Heightened Senses that reveals nothing (which will still give some score).

Ward Lifetime Provided Modifiers

An allied ward's point generation can be reduced under certain infractions. The reduction is applied to the score generated within the duration of the infraction, and stacks multiplicatively (e.g. -50% for 6s nets -0.05 points).

A ward that hasn't seen any interesting units (enemy champions, wards, and epic monsters) in a while will gradually go down in point value, starting at -0% at 60 seconds of staleness and worsening to -50% at 120 seconds of staleness.

While a ward is near other friendly sources of vision (allied wards, structures, and lane minions), its point value will be reduced, starting at -25% for 1 redundancy and worsening up to -75% for 3+ redundancies. Lane minions don't count as redundant if the ward is in brush.

A ward that's very close to your base can give less score, starting from -0% score around your buff camps and worsening to about -50% score at your base walls.

A ward that's very close to a friendly structure or inside your own base will have a -100% modifier to its point value.

If a ward is quickly killed by enemies, it will still give lifetime score as if it survived a minimum of 20 seconds (0.33 points).

Warding Tips and Tricks

1. You can place a ward while using recall .
2. You can ward over walls and obstacles. If you can place the ward more than halfway into a wall or obstacle, it will appear on the other side.
3. Don't always ward in a bush, most players will assume a bush is warded and use a Control Ward or Oracle Lens and kill your ward. Try placing wards in unsuspecting places that still give you vision over an area. Ex. Placing a Stealth Ward in the river, or a path that leads to objectives, but is not directly in or near a bush, still giving you vision of a targeted area with less risk of being destroyed.
4. Farsight Alteration is a powerful trinket that can be cast with great distance to give you vision in areas that may be too dangerous to walk into.
5. If you have multiple Control Wards in your inventory and the one you have placed is being killed, you can deny the enemy gold and vision score by placing another Control Ward before the first one dies.
6. Wards yield gold and experience if you kill them.
More to come
List of things still to come.

In no particular order..

1. Rework to Threats & Synergies including every champion in the game.
2. Details of the role of support, including how to play a champion like Rakan who is meant to only be a support.
3. In-Game clips of ways to utilize Rakan as well as combos and ability showcase.
4. Clean-up of long walls of text and hard to read chapters with more visual images and better coding.
If any credits are due and have not been posted in the above chapters, they will be given here as well as the source for the information provided.

Map of Summoner's Rift: Oliver Chipping - Riot Games Senior Artist.
Changes Log
April 1st 2020 - Cleaned up some of the wall of text in the following chapters: Runes & Rune Pages.

March 6th 2020 - Added the following chapters: Eternals.

February 26th 2020 - Added the following chapters: Rakan's Spotlight and Cinematics, Credits, and More to come.

February 25th 2020 - Added the following chapters: Pros and Cons, Vision and Vision Control, and Core Items & Situational Items.

February 24th 2020 - Added the following chapters: Abilities, and Runes & Rune Pages.

League of Legends Champions:

Teamfight Tactics Guide