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Recommended Items
Runes: Guardian
+9 Adaptive (5.4 AD or 9 AP)
+2% Movement Speed
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Ability Order Ability Sequence
Fey Feathers (PASSIVE)
Rakan Passive Ability
Threats & Synergies
Brand
Brand is a matchup that I call a big yikes. The champion is obnoxious to play against and deals tons of damage. In this lane you have to avoid his W and play around his passive, otherwise it’s doomed.
Kai'Sa
Kaisa is a really strong hyper carry that has some good early game damage with her W and passive combo. Look for a level 2 all in with Kai’sa and start snowballing from there (this is matchup dependant, don’t try this into Nautilus + Draven).
Kai'Sa
Kaisa is a really strong hyper carry that has some good early game damage with her W and passive combo. Look for a level 2 all in with Kai’sa and start snowballing from there (this is matchup dependant, don’t try this into Nautilus + Draven).
Champion Build Guide
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Greetings fellow support players, welcome to my ![]() ![]() ![]() 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 ![]() I hope this guide will make you play ![]() |
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+ High mobility + Great AP scaling + Great teamfighting potential + A lot of roaming potential + Special synergy with ![]() + 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 – ![]() ![]() ![]() |
- 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 ![]() ![]() ![]() ![]() ![]() |
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Every (40.0 - 14.5) seconds, ![]() ![]() 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. |
Recall together and save some time. If either ![]() ![]() This is one of the reason why the pearing of ![]() ![]() ![]() ![]() |
![]() If the feather hits a champion or epic jungle monster, restore (18 - 120-+70% AP) Health to ![]() ![]() ![]() |
![]() 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. |
![]() ![]() This ability is best used as a mobility tool rather than a shielding tool. ![]() ![]() |
Gain 75% Move Speed for 4 seconds. ![]() ![]() 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! |
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The most common levelling sequence for
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Your needs in game can also be dependant on what you level in the first 3 levels of the game. In matchups where you need more sustain, such as a
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Since season 14 we got a huge overhaul on the support item section. Everyone will be starting with a ![]() After finishing the first quest at 400 gold the ![]() ![]() The ![]() When finishing the second quest at a 800 gold you receive a ![]() ![]() ![]() |
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Celestial Opposition![]() |
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Solstice Sleigh![]() |
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Bloodsong![]() |
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The following section will describe the viable boots options for ![]() ![]() |
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Ionian Boots of Lucidity![]() |
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Plated Steelcaps![]() |
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Mercury's Treads If you are losing lane or the enemy team has a lot of CC, ![]() ![]() |
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With the removal of Mythic items in season 14, we will revert back to only legendary items. The following section will describe the items you might want to include into your build. These are my commonly used items and are the best in my opinion: |
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Trailblazer![]() ![]() |
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Zeke's Convergence![]() ![]() ![]() ![]() |
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Shurelya's Battlesong![]() |
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Locket of the Iron Solari![]() |
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Redemption![]() |
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Vigilant Wardstone![]() |
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Abyssal Mask![]() |
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Force of Nature![]() ![]() |
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Frozen Heart![]() |
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Knight's vow![]() |
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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. |
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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. |
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For ![]() ![]() In the video you can see ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Positioning might be one of the hardest aspects of ![]() 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 ![]() |
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 ![]() ![]() ![]() ![]() ![]() |
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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 ![]() ![]() |
As said earlier, ![]() ![]() ![]() |
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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. ![]() ![]() ![]() ![]() 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 ![]() ![]() 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 ![]() |
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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: |
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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. ![]() ![]() |
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Roaming from botlane (Blue side) The second situation is when you are roaming from botlane. In this example we look at ![]() |
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Roaming from botlane (red side) The same goes for mr. ![]() ![]() |
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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. |
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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 ![]() ![]() ![]() Early Game |
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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 ![]() 3. This ward is good when someone else used his ![]() |
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 ![]() 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 ![]() 9. You can ward the lane bushes when you think you need a ward in here. ![]() Mid Game |
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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 ![]() |
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 Setup |
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1. This ward is a good ward to deny enemy vision inside the ![]() 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 ![]() |
4. This ward is good when your opponent is pushing in mid and you try to sneak a ![]() 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 ![]() 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 ![]() 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 ![]() Baron setup |
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1. This ward is a good ward to deny enemy vision inside the ![]() 2. When there is a ![]() 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 ![]() ![]() 6. This ward will spot out enemies that just came from base and are pathing through topside (can also be a ![]() 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 ![]() ![]() |
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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 ![]() ![]() ![]() Early Game |
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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 ![]() 3. This ward is good when someone else used his ![]() |
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 ![]() 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 ![]() 9. You can ward the lane bushes when you think you need a ward in here. ![]() Mid Game |
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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 ![]() |
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 Setup |
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1. This ward is a good ward to deny enemy vision inside the ![]() 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 ![]() |
4. This ward is good when your opponent is pushing in mid and you try to sneak a ![]() 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 ![]() 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 ![]() 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 ![]() Baron setup |
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1. This ward is a good ward to deny enemy vision inside the ![]() 2. When there is a ![]() 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 ![]() ![]() 6. This ward will spot out enemies that just came from base and are pathing through topside (can also be a ![]() 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 ![]() ![]() |
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Thank you for reaching the end of my ![]() ![]() ![]() ![]() |
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