Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Last chance to enter the MOBAFire Ironman and test your skills to compete for the $1,000 USD cash prize and a prestigious award! 🔥
Rakan Build Guide by Aerenax

Support [13.1B] War is in the dance! - A comprehensive Rakan guide.

Support [13.1B] War is in the dance! - A comprehensive Rakan guide.

Updated on January 31, 2023
9.2
296
Votes
18
Vote Vote
gold
League of Legends Build Guide Author Aerenax Build Guide By Aerenax 296 18 445,823 Views 18 Comments
296 18 445,823 Views 18 Comments
League of Legends Build Guide Author Aerenax Rakan Build Guide By Aerenax Updated on January 31, 2023
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: Guardian

1 2
Resolve
Guardian
Font of Life
Bone Plating
Unflinching

Domination
Zombie Ward
Ultimate Hunter
Bonus:

+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[13.1B] War is in the dance! - A comprehensive Rakan guide.

By Aerenax
Greetings fellow support players, welcome to my Rakan guide! My summoner name is Aerenax on EUW. Since Rakan came out I fell in love with the champion as he has a very versatile and unique playstyle. At the moment I have around 900k mastery points in Rakan and I would like to share my knowledge and experience with you guys! I really appreciate some constructive feedback as this is my first guide and I do want to know what you guys think of the information or the guide layout itself. If you have any personal questions feel free to ask them aswell!

This guide has been written and checked by me. If you have any additions feel free to contact me. I am planning to update the guide every patch to keep you guys up to date on the newest builds, strategies and matchups. This guide is still work in progress and I am also looking for someone that can help me make some fancy banners for the headers for the guide, if you are or know someone who wants to help me upgrade the guide, please send me a message! For other Rakan questions check out the RakanMains reddit or join the RakanMains discord at: https://discord.gg/QFXHtxMzFn

I hope this guide will make you play Rakan with the same enthusiasm as me, so let’s Battle Dance right into it!
PROS
+ High mobility
+ Great AP scaling
+ Great teamfighting potential
+ A lot of roaming potential
+ Special synergy with Xayah
+ Versatile playstyle

Rakan is a champion with endless ways to play him. His mobility makes you a great engage tool for your team while you have the safety to dash back to your team using your E – Battle Dance. Furthermore your peeling potential is ginormous with your Q – Gleaming Quill and your E – Battle Dance in combination with Guardian. If you choose to go for the full AP Rakan build, you will notice that you have great burst potential and you are a real backline threat to the enemy team. Rakan is a champion that can win or lose a game with the right engage so don’t underestimate your importance!
CONS
- Squishy in lane
- High cooldowns early game
- Weak if CC’ed
- Reliant on teammates.

Laning as Rakan can feel a little rough into high engage champions like Rell and Leona as they can lock you down and one-shot you. Furthermore Rakan has high base cooldowns on his abilities which require some Ability haste to compensate. Rakan is very reliant on teammates to make full use of his mobility of his E Battledance and especially when not playing with a Xayah it can feel like your E - Battle Dance has a really short range. Lastly Rakan requires a lot of games to fully master so I do recommend not giving up after one game and also look into pro vods to see how they position in lane, etc.
Still WIP!
Fey Feathers

Every (40.0 - 14.5) seconds, Rakan gains a (33 - 254-+90% AP) Shield. Rakan's Attacks and Abilities against enemy champions reduce this Cooldown by 1 second.

This is a pretty strong passive in my opinion. It has some good AP scalings for later on in the game and it will always help you in harder lanes.



Lover's Leap

Recall together and save some time. 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.

This is one of the reason why the pearing of Xayah and Rakan is so strong. This duo recall can be used to maintain tempo, which means Xayah can push out the last minions while Rakan already initiates the recall to be more efficient.



Gleaming Quill

Rakan flings a magical feather that deals (70 - 250 +75% AP) magic damage to the first enemy hit.
If the feather hits a champion or epic jungle monster, restore (18 - 120-+70% AP) Health to Rakan and surrounding allies after 3 seconds or immediately if he touches an allied champion.

Rakan's Q will help him sustain in lane or increase damage in trades. When you hit your Q you can just walk towards an ally to "hug" them or you can use your E Battle Dance to instantly proc the heal aswell.



Grand Entrance

Rakan dashes, then spirals into the air. All enemies in it's radius are Knocked Up for 1 second and dealt (70 - 290-+70% AP) magic damage.

His main form of engage. Can be used offensive, but don't underestimate the defensive value of it either! Can also be used to get over most walls, so look for creative escape routes with it.



Battle Dance

Rakan dashes to an allied champion, granting them (40 - 140-+80% AP) Shield for 3 seconds.
Rakan can Recast this Ability once within 5 seconds.

This ability is best used as a mobility tool rather than a shielding tool. Battle Dance will proc Guardian so play around that. The best use is to catapult yourself into a teamfight or get yourself out as quick as possible.



The Quickness

Gain 75% Move Speed for 4 seconds. Rakan deals (100 - 300-+50%AP) magic damage and Charms enemies for 1/1.25/1.5 second(s) the first time he touches them. The first champion touched grants Rakan 150% decaying Move Speed.

The ability that ties all your skills together. While in your ultimate you can use all your other abilities and summoner spells. Try to use your ultimate to have some extra movement speed and start a teamfight OR use it to peel for your carry by charming the enemies on top of him!




The most common leveling sequence for Rakan is the one I am using in this guide which follow R>W>E>Q. There are some variants to this skill sequence such as people getting 3 points in Q for lane pressure and maxing W after. The leveling of your abilities can change from time to time and is dependant on your needs in game.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18


W
E
Q
W
W
R
W
E
W
E
R
E
E
Q
Q
R
Q
Q
FLASH: You take Flash in all your games as you can use it to surprise the enemy by a Flash >> Grand Entrance or get in range to use your Battle Dance on one of your allies. Be careful as you cannot flash (and W) in the first 0.5 seconds after ulting.
IGNITE: You take Ignite in about 95% of your games to add some all in threat at level 2. Furthermore it’s a good tool to use in early fights when up versus some healing supports to reduce healing.
EXHAUST: You only take exhaust if the enemy team is stacked with assassins and one-shot potential. You want to peel your ADC from all this damage and you can reduce their damage by 40%. It also works to slow down enemies to catch them when they are alone, because Exhaust also applies a 30% slow.
HEAL: The only reason you want to take Heal is that your ADC decides to take Cleanse, Ignite or Exhaust and you feel like you do need heal in a certain matchup. I personally think that you only require heal when your ADC asks you to take it.

RESOLVE
Guardian is the go to rune for the traditional Rakan support playstyle. Guardian is great for trading and it grants you that extra bit of shield when dashing out with your E to soak some damage. This rune is important as you will be soaking a lot of damage with small trades in lane because laning phase is not your best time of the game. I would not recommend Grasp of the Undying in any scenario, however Aftershock can be in certain matchups where you are the only frontline for example.
This row has 3 good options. I find myself having the most succes playing with Font of Life. As Rakan you have some ways to proc Font of Life and when an ally procs it your Shurelya's Battlesong passive will also activate. Demolish is also a good option in melee matchups as you have a range advantage which makes it easier to push towers. The only downside is that you are not building tank, so you will deal less damage than an actual tank. The last rune in this row is Shield Bash. This rune can be extremely viable into melee matchups when playing around your passive shield.
Bone Plating is also one of 3 runes in its row that depends on your lane a lot. Bone Plating is overall just a solid rune when surviving lane, as champions such as Caitlyn and Seraphine are in the meta. If you are looking into a more teamfight/skirmish oriented rune Conditioning is a solid rune. Second Wind is great into heavy poke lanes, but I feel like it's not as strong as Bone Plating.
Unflinching is a great rune for Rakan as heavy CC supports are in the meta right now. Another great option is Revitalize. The extra healing and shielding helps you peel your ADC a lot better and provides more survivability in lane and teamfights. I would only recommend taking Overgrowth as Rakan in combination with aftershock as you will be acting as the main frontline for your team.

Domination
If you want to play AP Rakan I highly recommend using Electrocute, because you can easily proc it doing W>Q>Auto Attack and you can dash out again. Predator is the new hype since preseason 12. It gives you a lot of roaming potential since Predator received some buffs. Hail of Blades and Dark Harvest are a no go.
In this row I would advise Sudden Impact or Cheap Shot. Sudden Impact synergizes with your W and E and will increase your damage with the Electrocute combo (This is my personal preference). Cheap Shot, on the other side, does synergize with your W and R and will deal a lot of damage if you find a multi man engage. I do not recommend taking Taste of Blood.
In this row the best option you have is Zombie Ward. This rune will stack slower early game due to you not having an Oracle Lens early. Later into the game you will experience that denying vision helps you establish vision which leads you to have control over larger portions of the map. Another option in this row is Eyeball Collection. I recommend this rune if you love to play the roaming game and get your other lanes, and especially yourself ahead. The last option in this row is Ghost Poro. This also helps in creating vision, but this does not require you to kill enemy wards but place your own wards.
The bottom row of domination has a lot of viable options, but the one I prefer is Ultimate Hunter. This rune gives you more cooldown on your R - The Quickness which leaves you with more windows to create engages for you team or peel for you ADC. Relentless Hunter is also a good rune if you look for roaming early and get it stacking. This can result in quick flank setups in late game and provides more safety playing the vision game as you have more movement speed to work with. Ingenious Hunter also works well with Rakan. It lowers the cooldown of items and wards/ Oracle Lens which leads to more power in the vision game and more usage of your activatable items such as Shurelya's Battlesong and Redemption. I do not recommend using Treasure Hunter as you won’t get the same value as from the other runes in this row.

Inspiration
Glacial Augment has been reworked in the preseason of season 12 and it has some good synergy with our boy Rakan. When using CC on an enemy you will shoot frost bolts around you which slow enemies and reduce their damage. This tool is pretty huge in teamfighting. Unsealed Spellbook is also a favourite of some Rakan players and is pretty fun if you know how to use it. First Strike is also new in season 12, but I do not recommend going for this keystone.
In this row you can opt into 2 choices. The first one being Perfect Timing because you will buy a Zhonya's Hourglass and as a support you don’t have a lot of gold, so a free 750 gold is pretty good. The other option that I like here is Magical Footwear. When playing into an easy matchup you can abuse, you can get your boots pretty fast and start snowballing the map more quickly. I do not recommend going Hextech Flashtraption. It can be an option if you are a master in using your hexflash, but this isn’t as valuable as the other 2.
This row has 3 valid options. I recommend taking Biscuit Delivery which will result in some sustain in laning phase. Laning phase can be difficult as Rakan so this is a pretty helpful tool. Minion Dematerializer can also be a good option when going into an adc that has difficulties with wave clearing. You can hard shove some waves early and get out of lane to impact other places of the map. The last option, Future's Market can be useful when trying to hit item spikes early. This can work when in a matchup you will always win so you can start snowballing earlier.
Cosmic Insight is the best option in this row as the item haste benefits your Zhonya's Hourglass and the summoner spell haste will lower the cooldown of your Flash which results in more playmaking potential. Approach Velocity is not worth it as you already dash in and cc your targets, so you don’t need the extra movement speed. Time Warp Tonic is also not ideal as you are not looking into buying a lot of potions.
To start of the item section, let's dive into the starting items. There are 4 different support starting items, but only 2 are favoured by Rakan.

Relic Shield
Relic Shield is the item you take in almost all your games. It provides safety in lane and it scales with some good AP and Health when completing your support quest. You take Relic Shield over Steel Shoulderguards because of the AP you get from Relic Shield. This is the go to support item when in matchup you can’t punish or you get punished easily (Mostly poke mages and aggressive melee supports). Since season 13 Rakan finally became classified as a melee champion which makes it easier to last hit minions!

Spellthief's Edge
Spellthief's Edge is the other support item you can consider taking. It gives more AP then Relic Shield but less Health. You take Spellthief's Edge over Spectral Sickle, because Spectral Sickle gives AD and you won’t benefit from this a lot. You can take Spellthief's Edge in matchups you can punish. Knowing the matchups you can punish comes from experience and I can’t foresee what matchups you do fancy playing into or where you feel like trading easily.
Since the beginning of season 11 Mythic items have become an important part of your build and bring some extra passive stats to the table. Therefor it’s very important to choose wisely and build around your goal for a certain game. I do recommend going for your mythic as your first core item (not including boots).

Shurelya's Battlesong
In most cases you want to play with Shurelya's Battlesong (when running the guardian page). It provides great utility to your team and it helps them following you into fights or disengaging fights. The extra damage bonus for your allies is also very helpful. The mythic passive provides ability haste from patch 11.8 onwards which will also help in peeling your carries better.

Locket of the Iron Solari
Locket of the Iron Solari is a solid item option when playing a more defensive variant of Rakan. Definetly look into this item when you are the only frontline on your team or the enemy team has lots of AoE damage or a wombo combo.
The following section will describe the viable boots options for Rakan. Right now Ionian Boots of Lucidity feel like the strongest option as they give you a lot of ability haste and reduced cooldown on summoner spells.

Ionian Boots of Lucidity
Ionian Boots of Lucidity are the way to go. They give you 20 Ability haste which equals approximately 17% Cooldown reduction when it’s your first 20 ability haste of the game. On a 10 second ability that means a reduction of 1.7 seconds which is huge early game.

Plated Steelcaps
Plated Steelcaps are the obvious choice versus a full AD comp. Also if the enemy composition has a lot of champions that are auto attack heavy (Vayne top, Kindred jungle and an ADC for example).

Mercury's Treads
If you are losing lane or the enemy team has a lot of CC, Mercury's Treads are the ideal boots for Rakan as they provide tenacity. Also a valid option when you are playing versus an AP heavy composition.
The following section will describe the other items you might want to include into your build. These are my commonly used items and are the best in my opinion:

Zeke's Convergence
Zeke's Convergence is one of the best items for Rakan. When peeling or engaging you tend to CC your enemies a lot which gives your linked ally extra damage while facing the threat. I do recommend this item while playing with hyper carries like Jinx, Twitch or Kai'Sa, because they make the most out of the item passive. This item is a really good choice as a second or third item in your build.

Staff of Flowing Water
Staff of Flowing Water is a strong item on Rakan as it does increase your healing and shielding. This item makes your peeling a lot better and it provides more safety for your team. The passive of this item makes you an engaging threat as well because you can shield a frontline tank and run in together with the extra movement speed this item provides. This items is a good choice as a second, third or fourth item in your build.

Redemption
Redemption is a solid item in your build as it will help out during teamfights or during the time in between teamfights. It increases your healing and shielding by 20% which is a pretty good amount. The active heals your allies and damages your enemies for a small amount which can turn the tides of battle in your favour by keeping your key carries alive. I recommend going this item later into the game, around your fourth or fifth item.

Ardent Censer
Ardent Censer is a good item when playing alongside a hyper carry ( Jinx, Twitch, Kai'Sa, etc.). It boosts their auto attack damage with some extra on-hit magic damage and it boosts your heals and shields quite a bit. The item passive only works on heals and shields, but luckily your E has two charges in a certain timespan and both charges do proc the item passive. Don’t spam your E twice on the same carry because the item passive does reset to quick and the shields don’t stack. I recommend going this item as a third, fourth or fifth item.

Mikael's Blessing
Mikael's Blessing is a matchup dependant item. If the enemy team has tons, and I mean TONS of CC, you really want to get this item to buy some space for your team. It removes CC and allows your team member to reposition and continue the fight, or let’s them disengage when they got chunked out for a huge amount. Look to buy this item when you think you need it, because there is no certain timing.

Anathema's Chains
Anathema's Chains can be really strong on Rakan. If the only AD or AP damage threat on the enemy team get fed Anathema's Chains is really viable. The tankiness and ability haste are really beneficial. Also the tenacity reduction on the fed enemy carry can come in handy.

Vigilant Wardstone
The newest warding item of season 11, the Vigilant Wardstone. The struggle of being full build and not being able to buy control wards is gone as this item gives you great stats, especially for Rakan, and it gives you bonusses towards warding. The 40 ability haste when fully upgraded is a lot. Also the extra movement speed helps when warding. I recommend going for this item when you are full build and can afford to sell your boots as it will only be available around level 13 and you won’t get this far in most of the games as games tend to last around 30-35 minutes in this meta.

Zhonya's Hourglass
Zhonya's Hourglass is a good option to build on Rakan for multiple reasons. When you look to go the AP build and the enemy is full AD you already have some Armour stacked and receive less damage when diving in. Another good reason to build Zhonya’s is that you can buy a lot of time when diving in and they immediately turn all their forces onto you. In this small window of stasis your team has the time to close the gap to you and you can get out of the fight with your E. I recommend going Zhonya’s when you feel like you need it.

Chemtech Putrifier
Chemtech Putrifier is the go to anti-heal option for Rakan. I favor this item over Morellonomicon as Rakan does benefit more from the antiheal on the shielding then from the AP. Definitely look to build this early as it gives some ability haste aswell.

Easy
ALISTAR

Hard
AMUMU

Hard
ASHE

Hard
BARD

Very Easy
BLITZCRANK

Very Hard
BRAND

Easy
BRAUM

Hard
FIDDLESTICKS

Moderate
GALIO

Very Easy
GRAGAS

Very Hard
HEIMERDINGER

Moderate
JANNA

Moderate
KARMA

Hard
LEONA

Moderate
LULU

Moderate
LUX

Hard
MAOKAI

Very Hard
MORGANA

Moderate
NAMI

Moderate
NAUTILUS

Hard
PANTHEON

Very Hard
POPPY

Very Easy
PYKE

Very Hard
RELL

Hard
RENATA GLASC

Hard
SENNA

Hard
SERAPHINE

Easy
SETT

Hard
SHACO

Easy
SONA

Very Easy
SORAKA

Hard
SWAIN

Easy
TAHM KENCH

Moderate
TARIC

Moderate
THRESH

Hard
VEL'KOZ

Very Hard
VEX

Hard
XERATH

Easy
YUUMI

Hard
ZILEAN

Moderate
ZYRA
Rakan’s early game can be tricky to play. How you play your early game is really matchup dependant. When the enemy runs a kill lane or poke mage, your objective is to survive lane and secure your ADC as much farm as possible. When in a matchup you can punish look to position aggressively to deny as much farm from the enemy ADC as possible. Remember that bushes are your best friend and you can put pressure onto the enemy by playing in these bushes.

You have to be wary of lane state no matter the matchup you are in. There are 3 important wave states that you should acknowledge:
Freeze – Freezing is manipulating your minion wave to stay in the same place for a given amount of time. This is the hardest form of wave management, especially in the botlane as you are dependent on your ADC and your own ability of wave management. Freezing is done by only last hitting the minions and matching minions damage with your opponent.
The way you setup a freeze is linked to how close you are to your tower. The closer to your tower the more ranged minions you need, this is because your minions arrive quicker to lane then the enemy minions. The picture shows in what area you need a certain amount of ranged minions to freeze. Learning to freeze effectively requires some practice so don’t give up after the first one doesn’t work out. You want to freeze your wave when you are ahead or when you are in a difficult matchup and your ADC can farm safely so you can roam.

Slow push – Slow pushing already says what is does, it slowly pushes the wave. This one is easier than a Freeze as you don’t have to be focussing on what the enemy does. All you want to do is killing the caster minions in the wave and there you have it, a slow push. Slow pushing is something you want to avoid during laning phase in botlane. When you leave lane and the enemies have based you almost always want to be fast pushing the wave. The only time slow pushing is applied is in the later stages of the game where you want to prepare waves by slow pushing them in the side lane. This either draws attention of at least one enemy so you can make a play across the map or it builds towards a massive minion wave which helps you siege or denies your opponents a lot of experience and gold.

Fast push – Fast pushing is important during the laning phase. Fast pushing is done by killing all the melee minions of a wave and even clearing a complete wave in such a way that the wave crashes into the tower and starts slow pushing back to you. Fast pushing when the enemy botlane has backed denies them a lot of gold and experience while you get a good timing to base and get some items and catch the wave that bounced back from the tower.
Another viable reason to do so, is to roam. While the wave is under the enemy tower try to get some deep vision in the enemy jungle or look for a roam midlane. The last thing you can do with a fast push is setting up a dive. If the enemy botlane decides to stay you can have a free kill, if they back off they lose gold and experience. I only recommend diving when you know you can get a free kill and don’t risk the fact that you can fall behind because of a misplayed dive.
Another important part of the laning phase is to help out your jungler when he is invading or fighting for scuttle crab. Try to fast push the wave and follow him into the jungle to help him fight. By fast pushing you will force the enemy botlane to either miss the wave or leave their jungler for dead.
For Rakan it is super important to push for level 2 fast. From level 2 onwards you can start trading aggresively or start peeling your carry efficiently. Pushing for level 2 is done by hitting minions to increase the tempo at which they die. Do not last hit minions unless you have stacks from Relic Shield, because your ADC would like to secure the farm himself/herself. Gaining this advantage is not only for trading, but if you can control the bushes you can also threaten to trade. This will lead the enemy ADC to fall back a bit. When the ADC walks up again for farm you can start trading with them.

In the video you can see Rakan is helping his Twitch to secure level 2 faster than his opponents. After that he takes control over the bushes and looks for an opportunity to punish the Miss Fortune. When she walks up for a lasthit Rakan looks for a Grand Entrance on Miss Fortune and dash out with Battle Dance again. Looking for these quick trades will secure you advantages in lane and from there on you can start transferring your lead over the map by roaming.
Positioning might be one of the hardest aspects of Rakan. There are 2 different positiong aspects in the game: laning phase and teamfighting. Both have the same core idea which is staying out of vision and use your mobility to be quick in and out of fights. Below I will shortly describe both phases of the game and give a video example.

For Laning Phase you will be playing around the bushes a lot. By hiding yourself in the bushes you can put pressure on the enemy adc when he/she tries to last hit minions. In the two videos below you will see a small part of laning phase where Rakan will be walking in and out of bushes to pressure the enemy. On the left you will see the full vision aspect and on the right you will see what the enemy team sees.

This is a pretty effective way of playing a lane. Be careful though, because when your opponent is able to gain control over the bushes AND the enemy has more range than you, please DO NOT contest bush prio!

For Teamfighting you have to create the engage, but are not tanky at all. As Rakan you want to hang around your backline and use your mobility to go in and out of fight really fast. In the video below you can see the difference where Rakan gets caught at first, but he is able to start off the fight by using his mobility right. Later on you can also see Rakan catch the Ryze because of Rakan's mobility.
Recalling is an important aspect of laning in general, but especially in botlane you have to time it correctly. As a support you always want to try and synchronize your recall with your ADC. When you want to Recall you are looking to push the minion wave under the enemy tower, as this gives you enough time to recall and come back to lane to catch the enemy wave pushing in.

In the example on the right you see Kalista and Rakan pushing the wave, getting 2 towerplates and recalling after that.
As said earlier, Rakan has a second passive ( Lover's Leap) which helps by synchronizing recalls when playing with Xayah. Use this to your full power as it will help you out a lot when laning.
During the Mid-Game you want to group up with your teammates and try to collapse on 2v1 or 2v2 situations and get them ahead of their opponent. Rakan gets his level 6 and 11 power spikes during this time of the game which makes him a real teamfighting threat around objectives such as Dragon , Rift Herald and Baron . Make full use of this and try to get your game up to a fast tempo to start snowballing your advantages.

Tempo is a term used to indicate the pace of the game. A high tempo is a tempo that will snowball your leads into bigger leads and closing out the game. This is a tempo you want to adopt into your playstyle when ahead. A slower tempo on the other hand can be important when your team composition is behind or looking to scale into the late game.

Champions like Kassadin and Sivir enjoy low tempo games as they can farm up and reach their respective power spikes. Tempo control and knowledge is important as support and it should impact your decision making. Tempo is dependent on your vision on the map and your team’s power spikes. You want to manage the tempo of a game in such a way that champion power spikes can be achieved faster and they can start snowballing their power.

During the Late Game it’s your time to shine as you can find the game winning engage and play around your own created vision to find picks that can result into objectives. Being patient is of importance during this time of the game, because one mistake can result in your team losing the fight and even losing the game. Setup your vision correctly around objectives and play according to what your team needs you to do. In the video below you will see a teamfight where the Rakan is very patient and finds the right opportunity to engage.
Rakan is an exceptional teamfighter who remains useful how behind he is. When playing Rakan you can make or break teamfights with good positioning and target selection. The best tip I can give is to be confident because you have a lot of tools to get in and out of fights. You can also pull off some sick combos with teammates like Miss Fortune, Diana or even Aatrox. Below will be 2 videos of teamfights with some nice combos, but these aren't the only ways to teamfight. You need a lot of Creativity to find an unexpected window and collapse.

As Rakan you can do a lot of roaming and get a lot of value out of this by putting teammates other than your ADC ahead. With runes such as Water Walking and Celerity or items such as Mobility Boots your roaming becomes a threat as you will quickly move around the map. There are some rules linked to roaming:
    1. Only roam when your minion wave is under the enemy tower or your ADC can farm safely in botlane.
    2. Only roam when the enemy midlaner isn’t pushed under his tower so you can make something happen.
If one of these requirements is not met do NOT roam as this will put you or your ADC in a bad spot. You can roam from two different situations; you either roam from botlane after pushing in the wave or when you pushed the wave and come back from base instantly look to make something happen in the river area. The following pictures are coming from the site of mobalytics. For any further information on roaming have a look here.

Roaming from base
The first situation we are looking at is roaming from base. On the right is shown with roam pathings when coming from base. Alistar and his adc pushed the wave on botlane and based. Now he is looking for a roam on mid. He will use the blue dotted path to get behind the enemy midlaner. The same case for Blitzcrank on red side, he will follow the red dotted line to get behind the enemy midlaner. You don't necessarily have to go for a mid gank, as you can also look for a gank top or vision control in the river (check out the warding chapters).


Roaming from botlane (Blue side)
The second situation is when you are roaming from botlane. In this example we look at Alistar again. First you take one of the green paths, when you are pushed under enemy tower you take the path through the river, when your adc is farming under your tower you take the other path. From there on you can choose each of the purple paths. You decide to go through the enemy jungle when the enemy controls rift scutler, otherwise path straight to midlane. From there on you have to choose the best angle for a gank and that totally depends on the position of the enemy midlaner. I always favor wrapping around the longest route as you get more value out of this.


Roaming from botlane (red side)
The same goes for mr. Blitzcrank on the otherside of the map. When your wave is pushed in look to path through the river, if the wave is under your tower and there is no threat of a dive, path through your own jungle following the green paths. As for Alistar in the other example you can also choose the purple path you like from here. I do favor the longest route as this gives the highest reward most of the times as the enemy has to walk into you. When pathing through the enemy jungle beware of the possibility of a jungler that is clearing one of his camps, so be sure you are safe to go there!

In these examples I only talk about setting up a gank on midlane. When following these green and purple paths it can also just be as valuable to place down wards so you can see the opposing team path along these routes! See the warding chapters for more info on that.
Vision is one of the key things a support player has to do within his team. You are responsible for vison setup around objectives; this means clearing enemy vision and establishing your own. Not only around objectives but also inside the enemy jungle to spot enemies walking around or around your lane to spot out ganks or roams from enemies.
In the examples below the red circles indicate Control Wards and the green circles indicate Stealth Wards, these are interchangeable but I personally mostly use them this way. When using your Oracle Lens you also want to sweep these spots as they are commonly used warding spots. If you want to know how to setup vision in the topside of the map just flip the images, because Summoners Rift is mirrored in midlane.


Early Game
1. This ward is a standard ward when you are on your side of the lane. It spots out jungle ganks and it gives your jungler a free option to gank when you have been pushed under tower.

2. This ward is a standard ward when you are on the enemy side of the lane. This gives you as Rakan windows to roam or create deep vision because the enemy won’t know where you go. The difference with ward 1 has to do with your line of vision. On this side of the map it’s important to keep spot 1 warded aswell as midlaners can still roam through the river as it is the most common route for midlane roams.

3. This ward is good when someone else used his Control Ward in the botside so you can spot out enemy invades or tower dives.
4. This ward is a strong ward around minute 3. It gives a lot of information on the position of the enemy jungler. You can spot him doing Scuttler or you can see in which direction he is pathing.

5. This ward is good to see when the enemy jungler moves into the river and you can maybe collapse on him with your mid/jungler. It also gives midlane information if the enemy jungler is ganking mid.

6. This ward can spot out the enemy jungler when he is clearing his Raptors . This ward gives information on the enemy jungler moving into the river or continues clearing his jungle towards Krugs .

7. This ward can spot out the enemy jungler doing his red buff and pathing either botside, towards Krugs or towards raptors.

8. This ward will spot out the enemy jungler doing Krugs and if he is pathing towards the botlane through lane, through tribush or he is heading towards his Red buff / Raptors .

9. This ward is useful to spot out lane ganks or for an ally to tp on as it perfectly cuts off the escape path of the enemy botlane.

10. You can ward the lane bushes when you think you need a ward in here. Fiddlesticks is a matchup in which these wards are of high importance.


Mid Game
1. This ward is the standard ward when you have just destroyed the first botlane tower and start pushing towards the second tower. It spots out midlane roams and creates safety for your jungler to invade the botside.

2. This ward is a good ward when sieging either botlane or midlane as it will spot out enemy flanks when sieging mid or roams towards botlane when sieging there.

3. This ward is good when you are pushing onto the second botlane tower. It spots out enemies coming from the enemy base through the jungle and it gives you enough time to react according to the situation.

4. This ward is good when pushing the wave from your midlane tower and try to scout for flanks being setup here.

5. This ward is generally good when you have destroyed either the first midlane tower or the first botlane tower. It shows everyone entering and leaving this part of the jungle and you can setup a play with a numbers advantage with this information.

6. This ward shows everyone entering the jungle straight out of the enemy base. Off the back of this you can setup a play with a numbers advantage.

7. When you have removed ward 1, I highly recommend placing this ward as it can spot midlane roams and people trying to walk around to attack you from behind when you have pushed your botlane wave.

8. This ward is mostly used when you have just destroyed the first botlane tower and want to spot out enemies waiting to collapse on you if you overextend to crash the wave.


Dragon Setup
1. This ward is a good ward to deny enemy vision inside the Dragon pit. Be sure to place it inside the pit so it covers the full area of the pit.

2. If there is already a ward in the pit, this ward is very helpful because it shows the enemy pathing from midlane towards you if that is the case and it gives your carries time to position correctly in fights. This can either be a Control Ward or just a normal ward.

3. A ward behind the pit will give you a lot of information. It shows potential long range engages or a steal attempt by your enemies.
4. This ward comes in handy when the enemy just pushed out their wave from the first botlane tower or closer to their base. This way you can see them coming your way when they take the safe route. Try to have either this ward, ward 3 or ward 5 in position (can be a Control Ward).

5. This ward has the same effect as ward 3. The difference is that is positioned more towards the midlane and it shows enemies entering the river.

6. This ward is good when your opponent is pushing in mid and you try to sneak a dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 2 in position (can be a Stealth Ward).

7. This ward is good when your opponent just pushed/are trying to push the wave away from their first botlane tower. You can see if they want to check the Dragon pit and it allows your team to adapt to the situation.

8. This ward is good when your opponent just pushed botlane past the midway point. If you notice an enemy is pushing botlane try to have this ward in place so you know if they join the fight or not.

9. This ward is worth it when the enemy is hard pushing botlane and you try to sneak a Dragon attempt. This way you will see the enemy botlane coming your way and your carries can adapt accordingly.


Baron setup
1. This ward is a good ward to deny enemy vision inside the Baron pit. Be sure to place it inside the pit so it covers the full area of the pit.

2. If there is already a ward in the pit, this ward is very helpful because it shows the enemy pathing from midlane towards you if that is the case and it gives your carries time to position correctly in fights.

3. If there is already a ward in the pit, this ward is very helpful because it shows the enemy pathing from base/toplane towards you if that is the case and it gives your carries time to position correctly in fights.
4. This ward shows the enemy entering the river and it fulfils the same function as ward 2, it only gives your team more time to adapt. Have either ward 2 or ward 4 placed when doing baron.

5. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a Baron . Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 3 in position.

6. This ward is good when your opponent is pushing toplane and you try to rush/sneak a dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 3 in position.

7. This ward comes in handy when the enemy just pushed out their wave from the first toplane tower towards your first toplane tower. Warding this spot is beneficial when you do not have a hard pushed toplane wave.

8. This ward is worth it when the enemy is hard pushing toplane and you try to sneak a Baron attempt. This way you will see the enemy coming your way and your carries can adapt accordingly.

9. This ward shows enemies that try to sneak around your vision line and attempt a steal from the back of the pit. This ward does not have to be in the bush and only needs to be placed when afraid of an enemy hiding in your jungle.
Vision is one of the key things a support player has to do within his team. You are responsible for vison setup around objectives; this means clearing enemy vision and establishing your own. Not only around objectives but also inside the enemy jungle to spot enemies walking around or around your lane to spot out ganks or roams from enemies.
In the examples below the red circles indicate Control Wards and the green circles indicate Stealth Wards, these are interchangeable but I personally mostly use them this way. When using your Oracle Lens you also want to sweep these spots as they are commonly used warding spots. If you want to know how to setup vision in the topside of the map just flip the images, because Summoners Rift is mirrored in midlane.


Early Game
1. This ward is a standard ward when you are on your side of the lane. It spots out jungle ganks and it gives your jungler safety to roam into the river to gank or go for an invade.

2. This ward is a standard ward when you are on the enemy side of the lane. This gives you as Rakan windows to roam or create deep vision because the enemy won’t know where you go. The difference with ward 1 has to do with your line of vision. The enemy won’t path around to tribush (location of ward 1) when you are under the enemy tower, the jungler takes the shortest route through the river bush.

3. This ward is good when someone else used his Control Ward in the botside so you can spot out enemy invades or midlane ganks.
4. This ward is a strong ward around minute 3. It gives a lot of information on the position of the enemy jungler. You can spot him doing scuttle or you can see in which direction he is pathing.

5. This ward is good to see when the enemy jungler moves into the river and you can maybe collapse on him with your mid/jungler. This ward can also be a Control Ward

6. This ward can spot out the enemy jungler when he is clearing his botside. If placed correctly it spots all 4 entrances of this point.

7. This ward can spot out the enemy jungler entering or leaving the river and if he ganks midlane, this ward is helpful for you midlaner.

8. This ward is useful to spot out lane ganks or for an ally to Teleport on as it perfectly cuts of the escape path of the enemy botlane.

9. You can ward the lane bushes when you think you need a ward in here. Fiddlesticks is a matchup in which these wards are of high importance.


Mid Game
1. This ward is useful when you are sieging botlane. When you are not attacking the second botlane tower this ward can spot out enemies looking for a flank through tribush (location ward 4).

2. This ward is useful when you are sieging botlane aswell. The difference is that you have pushed your wave under the enemy tower and you want to see enemies coming through the jungle from their base or midlane. The difference with ward 1 is that you are moving up your line of vision because enemies will take the shortest route towards you as you are in a vulnerable position.

3. This ward is strong when sieging the first midlane tower. It shows potential flanks and, when placed correctly, who enters or leaves the jungle. This spot can also be used for a Stealth Ward.
4. When you have pushed your botlane wave, this ward comes in handy in combination with ward 2. It shows if enemies are approaching from the tribush and it effects your decision making on what to do.

5. This ward is an all round solid choice as it provides the information of who is pathing where through the jungle. You can also create flanks yourself by closing in enemies in the jungle, based on the information gathered from this ward.

6. This is a good ward to spot out enemies leaving their base or pathing the safe way from bot to midlane. This ward comes in handy when trying to setup a dive and decide if you want to go for it or not.

7. This ward does have the same effect as ward number 3, I recommend using this ward when you did not place ward 3.

8. This ward comes in handy when pushing your midlane wave around the middle of the lane to spot out possible flank setups from your enemies.

9. This ward is a good ward to spot out enemies in the river or spot out a sneaky Dragon attempt by your enemies.


Dragon Setup
1. This ward is a good ward to deny enemy vision inside the Dragon pit. Be sure to place it inside the pit so it covers the full area of the pit.

2. If there is already a ward in the pit, this ward is very helpful because it shows the enemy pathing from midlane towards you if that is the case and it gives your carries time to position correctly in fights.

3. If there is already a ward in the pit, this ward is very helpful because it shows the enemy pathing from base/botlane towards you if that is the case and it gives your carries time to position correctly in fights. Having a Stealth Ward here is very helpful aswell!
4. This ward is good when your opponent is pushing in mid and you try to sneak a Dragon . Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 2 in position.

5. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 2 in position (can be a Control Ward).

6. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 3 in position (can be a Control Ward).

7. This ward comes in handy when the enemy just pushed out their wave from the first botlane tower or closer to their base. This way you can see them coming your way and if they attempt to use a Blast Cone when present. Try to have either this ward or ward 3 in position.

8. This ward is worth it when the enemy is hard pushing botlane and you try to sneak a Dragon attempt. This way you will see the enemy botlane coming your way and your carries can adapt accordingly.


Baron setup
1. This ward is a good ward to deny enemy vision inside the Baron pit. Be sure to place it inside the pit so it covers the full area of the pit.

2. When there is a Control Ward in the baron pit already, this bush is a good alternative to place a control ward in. You will spot out enemies trying to fight you in the pit and your allies can react accordingly.

3. This ward is good because it can show you enemies trying to flank you from your own jungle. This ward will also help your carries to position accordingly. You either have to place ward 2 or 3.
4. This ward comes in handy when the enemy just pushed out midlane and are taking the safe route from midlane. This alerts your carries and gives them a lot of time to reposition.

5. This ward is important as it spots out enemies trying to steal the Baron or enemies setting up a long range engage. Your jungler will benefit from this ward a lot as he can focus on his Smite timing.

6. This ward will spot out enemies that just came from base and are pathing through topside (can also be a Control Ward).

7. This ward will help your carries position correctly if the enemy decides to engage from the topside if they just pushed out their toplane wave from their first tower or closer to their base.

8. This ward is important when trying to sneak a Baron attempt when they are hard pushing your toplane wave. This occurs rarely as you want to have a pushing wave toplane when attempting a Baron .
Thank you for reaching the end of my Rakan guide! I hope I gave you some insights and new knowledge to apply in your games and become a Rakan fanatic just like me. Don’t forget to leave a comment with some feedback so I can update the guide! The best way to learn Rakan is by playing and applying tips you found in guides. Below you will find the Changelog and I will be updating it so you can see what changed in my guide without completely reading it over again every patch. I hope you enjoy your time playing Rakan and hopefully I will see you on the rift sometime!
Changelog

League of Legends Champions:

Teamfight Tactics Guide