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Rakan Build Guide by DasNerdwork


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League of Legends Build Guide Author DasNerdwork

[7.20] Let's dance with Rakan Support! (In-Depth Guide)

DasNerdwork Last updated on October 11, 2017
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Rakan

Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
14
Ability Key W
3
13
15
17
18
Ability Key E
6
11
16
Ability Key R

Masteries

0 Ferocity

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18 Cunning

5/

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1/

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5/

0/

1/

0/

0/

5/

0/

0/

1/

12 Resolve

5/

0/

0/

1/

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5/

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1/

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Threats to Rakan with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Rakan Stop playing blind. But you read this guide so you are probably better than him ;)



Table Of Contents

For suggestions just write a comment. I'll get a mail and answer as soon as possible! Hope you guys like it. I'll update for patches and changes as soon as possible, you can find the latest news and updates in the changelog. Good luck with my guide on Rakan !

For every German reader: Ihr könnt mir ruhig auch auf Deutsch schreiben und Fragen stellen :)

Introduction

Hello there beautiful! My name is DasNerdwork. As soon as he came out i started to main Rakan, and I simply fell in love with his mobility and coolness! Rakan is the support with the best mobility in League what makes him very unique. In this guide, I will tell you everything you need to know about him! I will show you how to dance with your enemies! If you have any suggestions or feedback I'd appreciate it if you comment and discuss with me. I'll try to update this guide as often as I'm able to and give you the best advice to main Rakan. This guide has a support and an AP part (which is currently WIP). If you have any questions just comment or direct message me and i'll answer as soon as possible. :3

If you have any suggestions or think something should be different just tell me, I'll always have an eye on the comments.

If this guide helped you and you learned something new feel free to upvote and help it to become more popular! I'd appreciate it ^^

Alright, let the dance begin!



Oh yeah, for everyone reading this, here are some of my matches where you can clearly see that I tested a lot of stuff. You can't win every game because as a support you cannot carry your team. But at least you can achieve good scores like these! If you have any problems reading this click here to view the full picture. :)


Pros and Cons

Pros


+ Extreme high mobility
+ Good CC with Grand Entrance & The Quickness
+ Very strong AP ratio
+ Wall jumps with Grand Entrance
+ Smooth and clean engages/disengages
Cons


- Depends on his abilities
- High cooldowns
- Good CC timing can make him useless
- Full potential only with Xayah
- Made to be only a support

Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Health
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Armor
3

Masteries

Why do we go Windspeaker's Blessing and not something better for tanks like Grasp of the Undying Courage of the Colossus or Stoneborn Pact ? Windspeaker's gives us 10% stronger heal and shields aswell as a boost on their armor and magic resistance. This helps our ADC pretty good. Also our passive Fey Feathers, Gleaming Quill and Battle Dance are all heals/shields, which gives us three all in all. This is quite a lot compared to champions like Nami that only have a single heal and still take windspeaker's blessing. The healing of Grasp of the Undying is not very useful for Rakan as you do not need to stay alive, your high mobility does this on it's own. Courage of the Colossus is also an option you can choose, but again it helps keeping you alive and not the ADC. And finally Stoneborn Pact which can be usefull but with Xayah doing most of her damage with her feathers and (which counts for every resolve mastery) you have to give Intelligence up. This mastery is very useful for you as it provides less cooldowns for him, having already very high ones.

Summoner Spells


Flash: Of course you have high mobility on Rakan, but the cooldowns are your enemies. With taking Flash it gives you the opportunity to have something like a second Grand Entrance except the knockup!

Exhaust: Even if it got patched. It still slows the target which helps your ADC (that are often very immobile) to keep up and kill them. Additionally it reduces the damage so you don't have to take everything whilest engaging.

Ghost: It's a good choice when focussing on team fights. Still it's not very strong for lane fights because it gives you 28-45% movement speed accelerating over 2 seconds. It can help Rakan reach the enemies, but to catch each and everyone with your ult in teamfights is simply better. Exhaust is more focused on teamfights with slowing and debuffing the strongest enemie. Take Ghost for strong teamfight engages and Exhaust if you think you are able to pick the highest damage dealer out of the fight and debuff him (which is probably more worth in the end).

Ignite: Great for going Full AP or with having a very mobile ADC. For example Draven who can catch up with his Blood Rush. It's also very effective if there is a strong healer in the enemy team, especially something like Soraka or maybe even Sona or Nami. It can also help with annoying lifesteal champions or some that build Spirit Visage like Vladimir or Swain. Otherwise I would not recommend using it because you are not the one who has to get the kills. You ADC does!

Rakan's Dancemoves

Fey Feathers
Periodically generates a shield + Special recall with Xayah. His basic attacks and abilities reduce the shields cooldown by 1 second.



Gleaming Quill
Is a skillshot that deals damage and heals in a small area after hitting epic monsters or enemy champions. Rakan heals himself and surrounding allies by 23 - 150 (based on level) (+ 70% AP).



Grand entrance
Dashes forward, dealing magic damage and knocking up enemies in a small area. You can use this to jump over walls, en- and disengage fights.



Battle Dance
Leaps you to an ally shielding them.
You are able to recast this spell within 5 seconds without any costs.



The Quickness
Increases his movement speed over time dealing magic damage and charming enemies. His movement speed increases from plus 50% to plus 200% and every enemy champion can only be affected once.




Let's dance!

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >
It's probably normal that the The Quickness is the most important thing because of it's great crowd control possibilities. But we want to max Gleaming Quill. Why? It's heal doesn't scale with your skill points used for it, only with the current level. Therefore the real use to max the q is a different one. The poke possibilities are great. You get massive and annoying damage with an even more powerful AP ratio. Throwing some Gleaming Quills out of the bush can protect your ADC to be able to farm safely or poke the enemy lane. Now you can decide wether to max Grand Entrance
or Battle Dance. I prefer Grand Entrance because it gives a longer knockup and deals damage. Also the shield of Battle Dance is not that big and you often have to play risky if you focus on using that ability as a shield. When your lane is behind you could try maxing out Battle Dance first! Another option ist to max both simultaneously.


Starting Items

Spellthief's Edge: It's base mana regeneration is much needed on Rakan and the ability power bonus synergizes with all of his abilities. You can earn every of it's stacks with one combo.
This starting item is especially needed if you want to harass effectively in-lane whilest in early game. Very helpful whilest playing against stealth champions like Twitch, Vayne or Evelynn for example you can upgrade your support item to Frost Queen's Claim helping you and your ADC chasing and escaping. Also you can save one item slot with combining your Sightstone and Frostfang to Eye of the Watchers. Important is that the quest buff "Queen's Tribute" disappears after upgrading to the last stage and is only useable with Frostfang.

Quest: All in all the special reward gives you more gold and a little movement speed bonus. Not very much but still very usable for you whilest engaging or disengaging. Even though I would recommend you to use Ancient Coin.

Ancient Coin: You probably saw me starting with this item from the beginning. Even riot says it's probably the best choice to pick but I disagreed until the update 7.9 came out. The coin got reworked and now it's stats are not as good as before but you get a lot of gold and mana with picking up the coins. Especially the mana coins are great for Rakans mana problems in early game.

Quest: The collection of 650 gold is way faster through the +20 gold coins that get dropped than with the other support items. The additional skill level is no longer available. It got reworked in patch 7.14 and now gives an even better reward. 8% additional movement speed for your teammates if they move to you. Because of this passive we have to change the way we play Rakan. We can‘t be as quick as before with en- and disengages, we have to stay as long as possible until our team kept up. It's still really useful though for the team to catch up after ulting.

Relic Shield: With this guide we want to achieve a tanky utility supporter. Relic Shield being often used by tanky supporters like Blitzcrank or Alistar could be indeed a wise choice. It's base health regeneration doesn't fix our mana problems but we can tank a lot for our ADC. I would not recommend upgrading in Face of the Mountain because you probably already have enough items with actives you have to focus on and your high mobility and speed won't let you be able to focus someone in a teamfight with this shield. You can still try it though if you think it's better for you! Non the less you can ignore the mana problem because of your high cooldowns you won't be able to cast your spells that often to get out of mana. I probably would recommend this item as a choice too if there wasn't it's unique passive "Spoils Of War". Click the video below to see why.

Quest: The quests shield battery is useful and gives rakan a regenerating 255-340 shield. Synergizes with your passive Fey Feathers.



Items


This section is sorted from A-Z (Abyssal Mask to Zz'Rot Portal). The items are not always recommended but to show you on the first look which are the good choices and which aren't I colored their names from good choice over can be useful to not recommended.

Abyssal Mask:
This item can be pretty useful, but it’s focused on giving you mana and hp. Spending mana restores hp and you gain additional mana with building it. It’s really not worth it, because Rakan has enough mana and doesn’t need that healing factor at all. We are too mobile and fast with our dashes, also we have our own heal Gleaming Quill. Therefore the magic resistance doesn't help you much if the enemy team has for example Zed in the middle and a normal ADC like Vayne. Last but not least it's passive is useless for you except whilest being with your teams APC or if you have an ap jungles, because with being near enemy champions they earn more damage through ability power. The problem is that you cannot stick with the apcs alone and you are not as tanky enough to stand next to enemies for hours. This should not happen because you have to protect your teams ADC too. I wouldn’t recommend this item but it’s still a viable choice to go. This depends on your liking!

Adaptive Helm:
With giving you besides the cooldown reduction and health regeneration mainly 300 health and 70 magic resist this item is focused on protecting you against mages. "Taking magic damage from a spell or effect reduces all subsequent magic damage taken from that spell or effect by 15% for 5 seconds". This passive makes this item for to the Thornmail of ability power. A possible choice for you if an AP carry like Brand or Fizz get's fed and does tons of damage (especially over time).

Ardent Censer:
Highly recommended! I personally love this item. The base mana regeneration and ability power is perfect for Rakan and you still don't go as offensive with it as you do with the Abyssal Mask. The +8 percent movement speed are used by Grand Entrance and Battle Dance to dash faster, the +10 percent bonus healing and shielding power is used by Battle Dance aswell as Gleaming Quill. Also every heal ( Gleaming Quill) and shield (every Battle Dance dash) of you gives your ADC bonus attack speed and lifesteal for six seconds. All in all your abilities get stronger, they get lower cooldowns and you can use them more often, you dash faster and your ADC gets buffs by your heals and dashes. The perfect synergy.

Athene's Unholy Grail:
This item is pretty useful for Rakan too. The +30 magic resistance are only useful against supporters like Morgana or an AP midlaner but the base mana regeneration is pretty good to compensate your high ability cooldowns. The ability power in this item reinforces your shields and your damage by a high amount if you build mana regenerative items too. It's "Blood Charge" passive which heals your allys for an amount of your premitigation damage (raw amount of damage dealt before armor and magic resistance get applied) is barely useful for Rakan as Gleaming Quill and Grand Entrance don't deal that much damage without having strong ability power items. Works best with Eye of the Watchers.

Banner of Command:
One of the less good choices to take. This item gives Rakan +30 magic resistance and +60 armor which can be pretty useful to protect yourself. It's cooldown reduction helps you to cast your abilities more often but the passive is bad unless playing for example against a late game Veigar. The "promoted" minion gets immune to magic damage what helps the midlane most. This item doesn't help your ADC which is probably Xayah in any way. I don't think the money you spend in this thing is really worth it.

Banshee's Veil:
After getting reworked our beloved banshee's veil is not an only protective item anymore. It became the new abyssal scepter. This item is a good choice when you play very aggressive and your team lacks with ap damage. After building this item you deal not very much but a decent amount of damage with your q which can help killing the adc or apc. Anyways it gives you instead of magic resist against the enemy ap dealers no good stats against others. So I come to the conclusion that this item can be useful, but only if the enemy has a lot of squishy champions and strong ap dealers like Evelynn, Elise or maybe even a Ziggs adc.

Dead Man's Plate:
It's stats are pretty good if you decide to go more to a full tank. With the healt and armor you have the ability to protect your ADC from upcoming damage and the "Dreadnought" passive gives you bonus movement speed for your dashes beeing quicker (or as i call it when having more movement speed on Rakan dashes to flashes... ha.. ha). Why is it not a green choice, a good one? Because this item has the following limitation: "On ranged champions, it's passive "crushing blow" cannot deal damage, nor slow. However, Momentum will still discharge on-hit. All in all this item only gives movement speed, armor and health which is not as good as other items can give Rakan.

Frozen Heart:
Build this item if your team lacks on CC so you can't stun the ADC to kill him or the enemy team has more champions going full attack speed. It helps everyone in a range of 700 to have more time before tanking too much damage and dying. It also makes you able to cast your abilities more oftenand protects you with +90 armor. With a tanky support item the armor synergizes very well and this item is definetly worth it's costs. It's still no favorite choice because it's "too much" and can easy be countered by one enemy going full lethality. If they don't have lethality builds nor a fed AP dude build this item!

Gargoyle Stoneplate:
This item is best activated under similar circumstances to Zhonya's Hourglass as a means to mitigate the enemy's burst - and achieves little if activated when on the verge of death. Very great if activated directly after the charm of The Quickness
faded out because they won't attack you while charmed. You can activate it with your ult together too to protect yourself of they try to burst you down before charming/reaching them. All in all this is a well-balanced and good late game item.

Guardian Angel:
This item can save Rakan pretty well. You can escape very easily after being revived, with Battle Dance if someone is still near, with Grand Entrance over walls or just to get a gap or a combo out of both abilities. NEW: It now gives attack damage instead of the magic resist. This makes the whole item except it's passive useless for Rakan. Not recommended anymore.

Iceborn Gauntlet:
Giving you a lot of armor and mana it has some decent stats. Cooldown reduction and a passive slow too. It's still not worth it because of the Sheen in it. Rakan
has weak base AD stats and you don't go full armor which makes the passive "Icy Zone" not as useful as it could be. Works better with fulltanks than with utility supporters like Rakan.

Knight's Vow:
With giving you 40(always) +20 additional armor if your partner is nearby and +15% movement speed while moving towards them (also dashing with Battle Dance to them!!) and decent health and cooldown reduction this item is definetly underrated (in my opinion). It still forces you to go a little tanky to compensate the redirection damage (which is sadly lowered because Rakan counts as ranged champion...) but all in all it's a good item, because you focus on being a utility supporter and not a tank, right?

Locket of the Iron Solari:
Very strong shield but scales with your bonus HP. This Item is after Patch 7.12 not as good as before for Rakan because Tanks and Fulltank supporters like Alistar or Blitzcrank profit way more of it as you do. Needs a good timing and training to get the maximum efficiency out of it. Still a strong items for Rakan (Watch out for your ADC in teamfights!).

Mikael's Crucible:
Very efficient. Maximum power against controller like Morgana, Annie, Brand
or especially if you have an immobile ADC like Ashe. Powerful stats to get the best out of your abilities and an unique passive giving +20% heal and shield power empowering Windspeaker's Blessing . Always protect your ADC and buy this item if the enemy controller is stronger/better or just annoying for your lane. Hint: Can protect you whilest pushing lanes if a jungler with stuns ganks you!

Ohmwrecker:
It's ability to disable turrets creates opportunities for aggressive turret dive maneuvers. Controller roles may choose to invest in the item to allow their team's assassins and other divers to focus on more offensive and defensive stats. Coordinate your attacks and get the best out of your dive maneuvers. Building more tanky can also help you to get the best out of this item. The fact it costs 2650 is ok for it's stats and bonus movement speed (rakan loves more speed). Maybe not as good as other items but still a possible choice.


Randuin's Omen:
Randuin's Omen is a strong counter to Blade of the Ruined King, as it provides armor, health, an attack speed slow and a movement speed slow; and the two actives mostly mitigate each other. Most effective against champions that are highly reliant on auto-attacks like Kog'Maw, Teemo, Tristana or Vayne. Watch out if they try to go for Blade of the Ruined King and build it if you have to survive and they kill you too fast.
Even though it gives your ADC no direct "buff" and is not as good as other possible item choices. After the changes to 350 health and 60 armor but therefore -20% critical strike chance I come even more to the conclusion that it's a possible choice depending on the enemies itembuild.

Redemption:
Perfect stats for Rakan, cheap with only 2100 gold. Additional heal and shield power synergizes with Windspeaker's Blessing and it's active is wonderful. You get a lot of assists even with only healing your allies. Perfect for teamfights. Try to wait as long as possible to "surprise the enemie" while they went all in (it takes 2.5s until the area heals). With the perfect timing and positioning you can get the best out of it, even if you are dead! New with Patch 7.12 is the additional x3 multiplier with heal- and shieldpower which makes it even more powerful. Now it's a bit more focused on utility supporters than the more tanky ones. Still the best item with Righteous Glory.

Righteous Glory:
Strong mana and healt regeneration item. I prefer this as the most important one because of it's active. The stats themselves are already really good but the movement speed bonus and final slow is just perfect for your ultimate The Quickness! The combo of Boots of Mobility + Righteous Glory + The Quickness is very useful and makes a lot of fun to play on Rakan. I love this item and it is still as strong as before Patch 7.12 if not even better.

Rod of Ages:
An option to build something like a 'manatank'. You are able to spam you abilites after building Rod of Ages but even though you have to build cooldown reduction items first.
You can choose this if you still need a lot of mana after approximately minute 20 with finishing the item and it's stacks. Has a little aggressive touch to it.

Rylai's Crystal Scepter:
Very aggressive item with 75 ability power. Comparable to Rod of Ages. You can build this if your team is ahead and you have enough mana or already buildt a mana item. The short slow is not very strong but can help you and your team to catch up and get the kills.

Spirit Visage:
Spirit Visage's passive works well with any champion that has self-healing, spell vamp or life steal built into their kit.The passive will increase the effectiveness of an allied heal used on you (e.g. Starcall) but not any of your heals used on others. Even your Gleaming Quill heal that can simultaneously affect both yourself and others will be increased for you but not for any allies. This makes the item bad for any controller like Rakan.

Sterak's Gage
Removed permanently for "ranged" champions. Rakan counts as ranged.

Sunfire Cape:
Not very useful on Rakan. Armor, health and additional magic damage per second are pretty good, but to get the best out of this item you have to stay long in teamfights.
This leads to build full tank which is not always the best choice. It's completely useless and does not help your abilites at all. It forces ypu to stay in the middle of the enemies.
Do not build Sunfire Cape unless you go full tank with every item you have.

Thornmail:
This is a particularly effective defensive option when facing down opponents whose damage is dealt primarily through basic attacks (see the explanation of Randuins Omen), or against opponents that utilize on-hit healing to survive fights (such as life steal). The rework of it in Patch 7.14 is pretty useful because it gives us a possibility to reduce the opponents attack speed for 1 second at about 15%. All in all this item works way better now if you use at least a second armor item like Randuin's Omen.

Warmog's Armor:
After patch 7.9 this is a possible choice for Rakan because the required healt for the passive was lowered to 2750 and it got some other buffs. No armor nor magic resist as stats so you have to build these first. If you do so you have to go full tank too so this item can be useful if you decide to build Rakan full tank instead of a tanky-utility-controller.

Zeke's Convergence:
It gives good defensive stats with a little balance between both. This item is made for a duo bot lane (that is what we want with a Xayah and Rakan combo). It's passive is activated as soon as you activeate The Quickness and gives you now (after Patch 7.12) a froststorm which slows the enemies. This is always good to catch up. Additional your partner burns targets with his autos and you have to stand next to the enemies to burn them with additional magic damage. A bit complicated but with this item you can perfectly engage together and deal more damage the longer you stay in the middle of the fight IN your enemies.


Zhonya's Hourglass:
Also an aggressive choice to go but still giving some armor. Costs 2900 gold which is not as cheap as other good items for Rakan. Not really needed because you can easily eascape with Battle Dance or Grand Entrance and you are not as sqishy and deal not as much damage as someone who could use this item more than you. But try it out yourself! Maybe it fits your playstyle and you like it.

Zz'Rot Portal:
Movement speed through the passive, health regeneration, armor and magic resistance all in all make this a perfect and well-balanced late game item. The ability of split pushing is very great and probably every champion can use it. Good choice to go even on Rakan.
I mean, if I had a full pre-team we would all buy Zz'Rot together and split push until we win! :D


Boots

Boots of Mobility: Those are the best ones probably. Only five seconds doing nothing and you already get +140 bonus movement speed. This is an insane amount and the highest possible of all boots. As we know Rakan profits a lot through bonus movement speed so this is the best choice to go!

Ionian Boots of Lucidity: Also a choice to go if you decide to build Rakan more as a tank or APC. The cooldown reduction is very welcoming to cast your abilities more often but remind that you have easier dodgeable engages. Because of having very low cooldowns in late game already i won't really recommend those.

Boots of Swiftness: You are the supporter. They won't focus you with their slows and Exhausts. Therefore this item gives you constant movement speed but is more or less not really worth it.

Mercury's Treads: The same applies here as already mentioned above. Only really have a high usability against fed APC or constantly you focussing CC champions.

Ninja Tabi: All in all it gives a little bit of armor, +45 movement speed and reduces the incoming damage of auto attacks. Very strong item and probably the strongest available. Other guides also chose the Ninja Tabi to be built on Rakan, but I have to disagree. Yeah, they are strong, but movement speed is way more worth for you than any damage reduction. Also you don't have to tank as much as other players because you engage and instantly disengage with Battle Dance or Grand Entrance. Try it yourself if you want to find out which suits you more.

Sorcerer's Shoes: If you go full AP build them. The strongest choice to deal high amounts of magic damage and even burst damage. Keep in mind that with going full AP you also have very low health and can die immediately!

Berserker's Greaves: Pls... just don't... At least not in my ranked games.


Combos - You gonna' feel this one!


To show you some of the most important things to mention for Rakan like his movement speed synergy or Gleaming Quill heal radius i cutted this little video. In there are a lot of things together and the rest of combos for laning and teamfighting right underneath. Hope you like it! :)



> > >
This combo starts with shielding you partner. You stay behind, jump to him with Battle Dance and instantly focus with Grand Entrance your enemy. Even if you fail the knockup you closed a giant gap and are now able to aim and hit your opponent with Gleaming Quill. If possible try to get some autos and back off with Battle Dance again as soon as your heal activates.



> >
This one is nearly the same as the above. The only real difference is that you do not have to use Battle Dance and can still escape if something goes wrong. You have to train and be quick to be able to replicate the video in your matches. You can also force your ADC to engage because if they step to you they will touch your Gleaming Quill heal. Otherwise you just jump back with Battle Dance and heal them that way.



> > >
This is the absolute all in engage. You can use Gleaming Quill too of course. The only thing you need for this one are at least 1-2 allys in front of you and some enemies they are chasing. This case occurs very often and you only have to be there to secure the kill. But watch out though, after engaging with using both Battle Dance dashes and Grand Entrance you have no escape execpt Flashing maybe.



> > >
A little different version of the above one here. You can engage and disengage safely but the gap you are able to close is also way tinier. This combo is very useful to protect someone of your team if they are running away from some enemies. You can engage on the enemies, charm then and jump back to your partner. This can be a suicide move to prevent your ADC or APC from dieing or if your teammate, you try to safe, runs too far away and out of your Battle Dance range.



Here you can see how an engage looks when you are fullbuild. The build in this one was:
Eye of the Oasis
Boots of Mobility
Redemption
Ardent Censer
Righteous Glory
Zeke's Convergence

> > > > > > > >



Changelog

  • 20.04.2017 - Adding Summoner Spell Section, Rakan's Dancemoves and Ability Sequences, Adding Ability and Combo Videos
  • 21.04.2017 - Adding Changelog Section and switching from relic shield to spellthiefs edge
  • 22.04.2017 - Adding Righteous Glory and Dead Man's Plate because of it's movement Speed, Rakan Lvl 6 achieved!
  • 23.04.2017 - Level 7 on Rakan achieved! Combo Section edited.
  • 24.04.2017 - Start Items section added, Startet working on Items section, Combo Videos gonna be changed soon!
  • 25.04.2017 - Finished Startitem section, added Items fron A-G
  • 26.04.2017 - Searched and found some spelling mistakes ^^
  • 27.04.2017 - Couldn't do anything, wasn't at home ._.
  • 28.04.2017 - Close to finishing Item section, yay! Edited Combo videos
  • 28.04.2017 - Nothing yet...
  • 29.05.2017 - Reactivated and edited for 7.10
  • 30.05.2017 - Added Gargoyle Stoneplate, Adaptive Helm, (new) Guardian Angel, Iceborn Gauntlet, Knight's Vow, Locket of the Iron Solari, Mikael's Crucible, Ohmwrecker, Randuin's Omen, Redemption, Righteous Glory, Rod of Ages, Rylais Crystal Scepter, Spirit Visage, Sterak's Gage, Sunfire Cape, Thornmail, Warmog's Armor, Zeke's Convergence, Zhonya's Hourglass and Zz'Rot Portal to the item section.
  • 31.05.2017 - Finished the combo section and with it the guide so far. Probably goin' to add several things throughout it's existing. Hope you like it :)
  • 01.06.2017 - Changed Abyssal Scepter to Abyssal Mask
  • 03.06.2017 - Added some Matchups, detailed Matchup section WIP
  • 10.06.2017 - Added boots in the item section
  • 13.06.2017 - Added the why YOU should play Rakan video at the beginning
  • 15.06.2017 - Fully updated for Patch 7.12 ! :D
  • 28.06.2017 - Fully updated for Patch 7.13 and say hi to the new honor system <3
  • 20.07.2017 - Added the "Ghost" spell in the summoner spell section
  • 21.07.2017 - Added the "Fullbuild Rakan Engage" Video
  • 23.07.2017 - 500.000 views achieved!
  • 25.07.2017 - Update for patch 7.15, no important changes for Rakan
  • 31.07.2017 - Edited the description for Banshee's Veil and Adaptive Helm and added adaptive helm as a defensive magic resist choice in the item build section (as suggested by supersupporter)
  • 16.08.2017 - Was on holiday in norway! Updated for patch 7.16 (NERF: Ancient Coins mana coins now restore 10% of missing mana instead of 15%.
  • 23.08.2017 - Already updated for Patch 7.17 (Ardent Nerf for Lategame)
  • 31.08.2017 - Changed Redemption with Ardent some times
  • 13.09.2017 - Unnecessary Rakan nerfs! Patch 7.18 made the "Full Movement Speed Rakan" -build less effective. Probably only because of the upcoming chamionship, so we can probably expect them to buff him afterwards.
  • 27.09.2017 - Tiny changes: Ardent Censer is now more worth later in the game and not as the first item, because it scales with the level since this patch. Righteous Glory got nerfed (costs 150 gold more) so you have to build it later. We already build this item pretty late, so it's not that bad. Zeke's Convergence got changed too. It now activates it's passive as soon as the slow activates. The rest of the patch does not affect Rakan.
  • 11.10.2017 - Removed Sterak's Gage, updated for 7.20