A lot of CC, feels especially rough in lane. AOE ult causes you to be most of the time hit, so definitely pick up mercs.
Ashe
The slows are rough and enables them to catch up easily.
Bard
Ult is not as much as a threat since most of the since most of the time you can immediately shield adc. Q stuns can be annoying however.
Blitzcrank
Draws you closer to enemy team which would be good traditionally, however can e for a knockup and silence you easily with ult.
Brand
Makes team fights hard to navigate due to how squishy you are. Attempting to save an ally may cause you to die instead.
Braum
Passive stun is annoying however not too bad. Ult can stop your engage.
Janna
Incredible disengage with ult. May place you out of position if you go too far so be cautious.
Karma
A large amount of shields however much squishier than you. Avoid getting hit by Qs during lane.
Lulu
Can easily stop your engage with polymorph and prevent you from escaping with e.
Leona
A lot of CC.
Lux
Not too bad unless get hit with q into full combo.
Maokai
A lot of point and click CC and can knock you back into team.
Mel
Shouldn't be too bad post rework. Dodge E and you shouldn't take too much dmg.
Milio
High peel for whole team, may interrupt combo with ult.
Morgana
A terrible root to get hit by and a spell shield. Outranges you hard so very risky to go for Qs.
Nami
You out heal her so the healing shouldn't be so prevalent outside of lane. Care for ult and bubble, should be fine.
Nautilus
High single target CC so getting ulted can be rough if no one around. Avoid getting rooted by passive by standing too close, you do outrange him.
Neeko
One of the worst ults for this build, since Neeko targets whole team, you are likely to get caught so may have to W out which is not ideal. Q is horrible if landed on carry as you will be caught too if trying to protect.
Pantheon
High burst damage and point and click stun.
Poppy
W counters your playstyle stopping an engage or you to E to allies if deep in your team. Additionally can ult you away making your team vulnerable or leave you by yourself.
Pyke
High burst and CC however should be easily avoidable with all your dashes. Hard to land W on so avoid going in on him.
Rell
High CC and movement controlling aoe ult. Especially worse with this build due to Q breaking shields.
Renata Glasc
Ult disrupts team fights and you are incredibly squishy so your adc is a major threat.
Senna
Out ranges and heals a lot. Avoid getting hit by W as it may be awkward to get back to team safely without endangering them.
Seraphine
High damage aoe spells with disengaging ult.
Shaco
Boxes can stop your engage. High burst threat if ad and high box damage if ap
Shen
You have superior shielding capabilities however should look to wait out W before you go in.
Sona
High healing can be annoying and exhaust cord preventing ally dmg. You have better single target healing / shielding late.
Soraka
Just avoid getting rooted and silenced.
Swain
Only real threat is his ult however if you can escape it or burst him then it isn't too bad. May want ignite.
Tahm Kench
You can W his W making him vulnerable when engaging. Be careful of his ult since he can misposition you.
Taric
Play around ult timings and should be fine however his stun can be annoying.
Thresh
If caught by Q leaves you very vulnerable and provides high peel with W and ult.
Veigar
His cage makes navigating team fights much harder not being able to shield allies caught. Additionally point and click ult makes going in low risky.
Vel'Koz
Out ranges you heavily so laning phase is rough.
Xerath
Very high range pokes you down however ult is easier to dodge. Only E for peel so if they get caught very promising.
Yuumi
Any issue is the high healing and possible disengage however should be able to kill through. May want ignite.
Zilean
Can slow you down causing you to be caught or speed allies up making engages harder. Very high peel and q stun can be annoying.
Zyra
Aoe ult makes team fights very hard to position and slows on plants can be brutal. However can clear plants with 2 autos.
Aphelios
Ashe
Slows are good for engaging with W and low mobility allows shields to be more impactful if collapsed.
Caitlyn
Draven
Ezreal
Ezreal not having a consistent location may cause him to e out of your range. Not advisable unless comunicating.
Jhin
Jhin range and ult opposes Rakan's style to all in and you will often be stranded tanking all the damage.
Jinx
Great for when she gains her passive allowing her to go deeper than usual due to increased shielding and you being able to keep up.
Kai'Sa
Great champ that likes to dive in while being squishy. Can consider going Staff of Flowing Water.
Kalista
Her R can save you many times and allows you to go in deeper. E synergizes well with her dashes, allowing you to keep up and protect her.
Kog'Maw
Definitely a Staff rush, allows Kog to do a lot more damage than usual. Only downside is long range so dashing back may be an issue.
Lucian
Miss Fortune
Great synergy with her ult able to keep champs in there for long. Not the best dps however.
Nilah
Insane synergy with her passive increasing the shield and also passing some to you. Allows for her to go for even more engages due to your peel.
Samira
Great engaging adc which allows you to E into the middle of the fight. Shields keep her alive for much longer.
Senna
Long range conflicts with E however does scale.
Seraphine
Have to go Staff. Not high dps causes her to be less efficient and plays for poke / burst.
Sivir
High scaling and high damage late make anything past 30 mins a strong duo.
Smolder
High shields allow they to hold their E for longer and allows for much longer team fights keeping her execute active.
Tristana
Loves to jump in, Rakan keeps her alvie.
Twitch
Varus
Varus plays more for poke and burst rather than dps.
Vayne
Allows Vayne to dash forward more confidently and get closer to champs without the worry of being one shot.
Xayah
The classic combo. Obviously good for enhanced recall and E range, which is especially good on this build where you're squishier.
Yasuo
W providing an airborne allows Yasuo to ult easier. The extra shields provide survivability and facilitate him to go further into the enemy team.
Yunara
Good all in however needs to be ahead.
Zeri
Great mobility allowing her to go deep with Rakan's peel.
Synergies
IdealStrongOkLowNone
Aphelios
Ashe
Slows are good for engaging with W and low mobility allows shields to be more impactful if collapsed.
Caitlyn
Draven
Ezreal
Ezreal not having a consistent location may cause him to e out of your range. Not advisable unless comunicating.
Jhin
Jhin range and ult opposes Rakan's style to all in and you will often be stranded tanking all the damage.
Jinx
Great for when she gains her passive allowing her to go deeper than usual due to increased shielding and you being able to keep up.
Kai'Sa
Great champ that likes to dive in while being squishy. Can consider going Staff of Flowing Water.
Kalista
Her R can save you many times and allows you to go in deeper. E synergizes well with her dashes, allowing you to keep up and protect her.
Kog'Maw
Definitely a Staff rush, allows Kog to do a lot more damage than usual. Only downside is long range so dashing back may be an issue.
Lucian
Miss Fortune
Great synergy with her ult able to keep champs in there for long. Not the best dps however.
Nilah
Insane synergy with her passive increasing the shield and also passing some to you. Allows for her to go for even more engages due to your peel.
Samira
Great engaging adc which allows you to E into the middle of the fight. Shields keep her alive for much longer.
Senna
Long range conflicts with E however does scale.
Seraphine
Have to go Staff. Not high dps causes her to be less efficient and plays for poke / burst.
Sivir
High scaling and high damage late make anything past 30 mins a strong duo.
Smolder
High shields allow they to hold their E for longer and allows for much longer team fights keeping her execute active.
Tristana
Loves to jump in, Rakan keeps her alvie.
Twitch
Varus
Varus plays more for poke and burst rather than dps.
Vayne
Allows Vayne to dash forward more confidently and get closer to champs without the worry of being one shot.
Xayah
The classic combo. Obviously good for enhanced recall and E range, which is especially good on this build where you're squishier.
Yasuo
W providing an airborne allows Yasuo to ult easier. The extra shields provide survivability and facilitate him to go further into the enemy team.
Yunara
Good all in however needs to be ahead.
Zeri
Great mobility allowing her to go deep with Rakan's peel.
To start, this build is centred around the healing and shielding that Rakan provides. Having a 40-210 + 55% AP heal on his q as well as a 25-150 + 70% on his shield that can be cast twice; I believe his heal and shield potential to be one of the best in the game.
Using this build, you won't feel the benefits that much until 3 items. This doesn't mean that there are none, just that they're less obvious than the regular build. This comes with a different playstyle to using tankier items, using your abilities with more caution. However your overall teamfight is better.
First item
As mentioned previously, hitting this first item will not feel that impactful however it is still significant. All bonus healing and shields come from Moonstone's passive, a 30% additional heal and 35% shield for an ally. This works recursively with revitalise's heal and shield power, as well as the 10% increase.
Assume Lvl 8 10-20 mins, Meta is Zeke's Convergence.
The base shield is 110. Having this build increases it to 149, 164 under 40% health.
The base heal is 110. For you it becomes 134, 148 under 40%. For an ally it becomes 177 and 199.
The base shield is 125. This is increased to 213, 240 under 40%.
The base shield is 130. For you this becomes 140, 154 under 40%. For an ally this becomes 191 and 216.
From this build you gain a total of 64 extra shielding and 31 healing from the combined instances. For your ally however, they gain 78 extra healing and 278 shield. This amounts to your ally having over 300 extra health worth 800 gold if played optimally in just one cycle. The total shielding you provide from your e is 453, meta gives 250.
There are of course downsides to this, the main one being how squishy you are. Usually the first item would include health, armour, and mr. Moonstone only provides 200 health. You gain around 45 shield from passive bringing it up to effectively 245. The no resistances are impactful however if into a high damage lane building a cloth armour or mantle is possible, and they can build into boots. The haste is slightly better at 20. Additionally, your abilities will do slightly more damage, not noticable but can change a fight as you will do an extra 66 premitigation damage, 109 with 2 targets.
Second item
This is where you will notice the e shield increase and especially notice you are a bit squishier than usual. Building dawncore spikes your heal and shield power from 5% to 27% and you gain an additional 70 AP.
Assume Lvl 12 20-30 mins, Meta is locket.
The base shield is 156. Having this build increases it to 349, 384 under 40%.
The base heal is 150. For you it becomes 278, 306 under 40%. For an ally it becomes 384 and 434.
The base shield is 150. This is increased to 437, 495 under 40%.
The base shield is 173. For you this becomes 241, 265 under 40%. For an ally this becomes 349 and 395.
From this build you gain a total of 291 extra shielding and 142 extra healing from the combined instances. For your ally however, they gain 259 extra healing and 832 shielding. The total shielding you provide from your e is 932, meta gives just 300. Even with locket, you would have to hit at least 2 allies to provide more shielding.
With dawncore, you do not gain any extra defensive stats. At this point of the game, you may need to be more cautious of the plays you can make and if you actually can survive them. You will have around 50 less armour and mr than usual, 300 less health, and no locket shield. However, you do gain up to a 384 shield, 200 more than usual so play with this to your advantage.
Third item
Echoes of helia is a great item with this build due to his abilities doing significant pre-mitigation damage. It synergizes well with Rakan's q, being able to heal an additional amount. This item doesn't increase shielding significantly, however gains over double the healing, so going into an anti-heal; Rabadons may be a better choice.
Assume Lvl 15 30-40 mins, Meta is BandlePipes
The base shield is 191. Having this build increases it to 485, 533 under 40%.
The base heal is 180. For you it becomes 372, 409 under 40%. For an ally it becomes 517 and 584.
The base shield is 150. This is increased to 539, 612 under 40%.
The base shield is 209. For you this becomes 315, 346 under 40%. For an ally this becomes 475 and 519.
At full stacks, 220, this heals an ally 398, 450 under 40%. A single q gives 103 stacks. This provides additional healing of 186, 210 under 40%.
From this build you gain a total of 440 extra shielding and 211 extra healing from the combined instances. For your ally however, they gain 1139 extra shielding. Without helia, you gain an extra 371 healing, with this it increases to 745. A single e is up to 612 and a q heals up to 794.
Now you start to notice the amount of healing you provide, especially since you can heal multiple people with your q. At this point I believe it becomes better than meta, the locket shield frails in comparason to the amount of sustain you can provide. You are significantly squishy however so you definitely have to play around your passive shield and heal up before engages.
Fourth Item
Rabadons is an insane spike. The most valuable part of the increase in AP is your passive shield. Scaling of 95% AP makes Rabadon make the most use out of it. You feel a lot stronger, with your shield breaking less due to poke and feeling much stronger. This is the first real AP item, meaning you will start to do more damage. You will shield significantly more too.
Assume Lvl 18 40-50 mins, Meta is Knight's Vow
The base shield is 225. Having this build increases it to 867, 954 under 40%.
The base heal is 210. For you it becomes 606, 666 under 40%. For an ally it becomes 842 and 952.
The base shield is 150. This is increased to 898, 1019 under 40%.
The base shield is 244. For you this becomes 436, 479 under 40%. For an ally this becomes 634 and 719.
At full stacks, 250, this heals an ally 452, 511 under 40%. A single q gives 201 stacks. This provides additional healing of 363, 411 under 40%.
From this build you gain a total of 899 extra shielding and 423 extra healing from the combined instances. For your ally however, they gain 2050 extra shielding. Without helia, they gain an extra 687 healing, with this it increases to 1169. A single e is up to 1019 and a q with helia heals up to 1363.
At this point, unless you are CC'd or dead, it is very hard for a champ you are peeling for to die. 2 qs heals all of you team to full apart from tanks. If an ally has spirit visage then the shields and heals become almost 50% larger on them due to moonstone recursion.
In total, you provide around over 1900 health worth of shields with just 1 e on a 8 second cooldown. Your q provides a 1300 heal to everyone who touches it. Your passive shield is almost 1000 and can be regenerated in less than 15 seconds. In addition to this, your abilities do decent damage.
Playstyle
Abilities
The most important aspect of using this build is to make use of your passive effectively. Even with a normal Rakan build, ensuring your passive shield is up before a fight can be the difference, this is exemplified due to your squishiness. This also applies to your support item, unsure it is up or consider if you can survive without it. The later the game goes, the more important this is.
During lane try to land as much Qs as possible. Obviously some matchups will be easier such as a melee support, nethertheless the whole point of the build is increased healing. Your Qs will be stronger to allies under 40% health so keep that in mind. Hitting an objective will also grant the heal so when walking past or an ally is low, consider healing off of them. Getting into the mid to late game, 2 Qs will significantly heal yourself and others.
You have to be much more careful about using your W throughout the game. If looking for an engage, unsure that your team can follow up immediately or you will most likely take significant damage and die. Holding your W for disengage or peel can be useful due to the less risk it imposes, with allies being much more likely to be within e range. The damage later in the game is a lot more, so getting a pick on low health champs is feasable but not recommended.
E is Rakan's bread and butter. With this build however you will see it not just for mobility but more of a point and click shield for an ally. The larger shields it provides allows for engaging squishy champs such as Samira and Ekko to go in with you besides them, making plays that couldn't be possible before due to them getting one shot.
When using your ult, you will have to be much more cautious. It might mean you can't go as deep into the enemy team as before unless you are certain you can get out with a W or E. Using your R only with your W is much more consistant and looking to immediately E out is recommended. You can survive longer than you may think tho with Celestial so as long as you're out within 2 seconds of taking damage you should be fine.
Where this build differs
Taking Objectives
With the increased healing and shielding, usually you will out shield and heal objective damage including Baron. This can be incredibly useful after a fight where usually as Rakan if the remaining team was low or there wasn't enough people, it couldn't be a possiblity. Now if there's at least one high damage champ and another ally to tank, Baron can be taken no matter how low they are.
Dives
Rakan having CC through his W and R is already great for dives. Now additionally he can protect the ADC from a dive for much longer. You will be a lot squisher however, so prioritize both health pools.
Dependency
There is an even higher dependency on you to be around allies with these items. You are far more squishy so face checking bushes is a lot riskier or just being by yourelf against a high mobility champion. Ensuring you are never out of position is vital.
Item choice
Standard itemset
Within and build variation, Moonstone is the most important. It applies an extra 35% shield and 30% heal to a nearby ally which can be the same ally if no more are around. This synergises greatly with heal and shield power and also revitalise, applying the 10% on the initial heal / shield and then again on the 30% / 35%.
Dawncore scales off of base mana regen giving 2% heal and shield power and 10 AP per 100%. Since it gives you 100% as well as your support item giving 75%, you already gain a decent amount extra. Considering most of the iteems you will be building will have base mana regen, it is an essential pickup providing a lot of AP as well as heal and shield power.
Echoes of helia is an additional base healing that synergises well with the heal and shield power that you will build as well as the Moonstone passive. With Rakan Q dealing damage, you are guaranteed to have stacks when healing with Q. His W will do decent damage as well as your ult. This item is only really good when you already have heal and shield power due to it not increasing any of your ability buffs.
If the game goes long enough, you should definitely pick up Rabadons as it greatly increases you healing capacity. If anti-heal is bought, consider going this item 3rd and helia only slightly increases your shielding.
Situational
Healing and shielding
Staff of Flowing Water is a great item if you have a APC or a team that scales well with AP. Does also benefit you greatly, increasing the shields and heals after the first a decent amount. Does not provide any defensive stats however, so be weary of that.
Another item that grants allies stats is Ardent Sensor. Would recommend building it if ADC uses it quite well however significantly less healing / shielding than other items.
Redemption is a popular item with Rakan in meta at the moment and does work on this build. Similar to echoes it provides a base heal however also has heal and shield power. The only downside is that it doesn't provide health anymore and the heal is an active rather than a passive.
Wouldn't recommend building Diadem unless building another mana item since it does not provide that much utility by itself. Does synergise very well with Echoes however due to the passive proking its passive and healing.
Sudo Defensive
Building Seraphs grants AP and AH, both of which are great on Rakan, as well as mana which is always nice but not necessary at all due to a lot of base mana regen. However the main reason for building this item is the shield it grants. This is increased by heal and shield power so wouldn't recommend building it directly after Moonstone.
ROA takes time to build up however gives a decent amount of health. Again like Diadem, only would recommend if building an item that scales with mana.
Cosmic drive is a good purchase if you're lacking mobility and gives decent stats. A bit more expensive however can be viable in niche circumstances.
Knight's vow causes you to take increased damage which you may think is not viable however the passive works in an interesting way with this build. You take 12% of the pre-mitigation damage a protected ally takes however this does not apply for shields. Therefore if the shield holds, you will take no damage and still heal from your ally. This can make it a great pickup later in the game especially if ahead, favouring it over echoes. However if behind it may to more harm than good and does not apply for true damage.
Defensive
Locket is the standard item on Rakan and its effectiveness is increased with this build. It does not increase your base shielding or healing at all however does give defensive stats which may be vital into some team comps. Additionally, it grants a shield to all allies nearby which may be more useful if your team is quite squishy.
Randuins is one of the best defensive items currently due to crit increasing this season. This makes it a must buy if there is at least 2 crit users in the opposing team or a significant single threat.
Thormail only should be picked if there is a lot of healing on the enemy team and no crit users. Since you won't be building much more armour with this build, the passive will not be significant.
Protoplasm is a great single defensive item due to the heal as well as increased tenacity when under it. This makes you able to survive situations that could flip a teamfight. You don't build much resistances however the base heal is large enough, especially considering you go heal and shield power. Again wouldn't recommend with Moonstone.
Spirit Visage is as a later item due to it increasing you passive shield by 25% as well as any healing. Only would recommend it into a heavy AP team however due to this factor alone not being enough to warrant the purchase.
Kaenic should only be purchased if into a high burst AP comp. The shield is nice with this build and gives decent defensive stats however is more expensive.
Force of Nature is great into a non-burst AP enemy comp giving you significant mobility and MR if the passive stacks. Is more expensive however very powerful into the right comps.
Abyssal is only good if you have a high AP team, without this building it is sub-optimal. It does increase your damage however which can stack echoes easier, and you will be in the middle of a team fight frequently so the passive will be highly utilised.
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