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Recommended Items
Runes: The Guardian
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Flash
Ignite
Items
Ability Order The Charmer
Fey Feathers (PASSIVE)
Rakan Passive Ability
Threats & Synergies
Janna
She's a pain, she can stop your everything and make you regret your life choices. She's a top ban priority as rakan.
Xayah
Of course, this is the most obvious choice. You unlock special enhancements on your kit while playing with her. You can back together, her W makes you attack faster, and your E has increased range.
Xayah
Of course, this is the most obvious choice. You unlock special enhancements on your kit while playing with her. You can back together, her W makes you attack faster, and your E has increased range.
Champion Build Guide
My goal for this guide is to be as in depth as possible about
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I play
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However, if you're playing as a pre-made. Then being the engage initiator is viable. But since most people solo queue, or duo queue, it's far more strategic to wait for the opportunity since you can't rely on your teammates awareness all the time!
There are a lot of item & rune pages. They should all have notes. Make sure to read over the notes for each set to understand the reasoning for all the listed information!
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Rakan periodically generates a 30-225 (levels 1-18) (+85% of ability power) shield with a cooldown of 40-14.5 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
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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 30-115 (levels 1-18) (+55% of ability power).
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Range: 600
Cooldown: 16 / 14.5 / 13 / 11.5 / 10
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 / 125 / 180 / 235 / 290 (+70% of ability power) magic damage and knocking up surrounding enemies for 1 second.
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Range: 700 (1000 with
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Cooldown: 20 / 18 / 16 / 14 / 12
Cost: 40 / 45 / 50 / 55 / 60 Mana
Rakan leaps to an ally champion, shielding them for 50 / 75 / 100 / 125 / 150 (+70% 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
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Cooldown: 130 / 110 / 90
Cost: 100 Mana
Rakan gains 75% bonus movement speed and ghosted for the next 4 seconds, dealing 100 / 200 / 300 (+50% of ability power) magic damage to each enemy he touches charming them for 1 / 1.25 / 1.5 seconds and slowing them by 75% for the duration of the charm. Enemies can only be affected once. The first champion charmed grants Rakan an additional 75% decaying movement speed.
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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
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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
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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
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Item reliant.
Relies on teammates.
Very low damage output.
Like
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Overall
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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
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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
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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.
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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
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Limited to one Control Ward on the map per player.
Can only carry 2 Control Wards in inventory.
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The Farsight Alteration trinket cannot be purchased before level 9.
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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.
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Red Star = Important Ward Zones, use
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Yellow Star = Prime
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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).
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Example: A
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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).
1. You can place a ward while using
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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
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4.
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5. If you have multiple
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6. Wards yield gold and experience if you kill them.
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.
Map of Summoner's Rift: Oliver Chipping - Riot Games Senior Artist.
Oct 4th 2023 - Updated items to stronger options.
March 6th 2022 - Updated the items yet again, cleaned up more text.
March 3rd 2022 - Updated some of the items again, adding Fimbulwinter to the list, and cleaned up a little more of the chapters as well as updating some more of the outdated information.
February 14th 2022 - Updated the items, Abilities Page, and Core Items & Situational Items page to match the new\updated items\abilities.
April 1st 2020 - Cleaned up some of the walls of text.
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.
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