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Rakan Build Guide by DasNerdwork


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League of Legends Build Guide Author DasNerdwork

[8.18] Let's dance with DasNerdwork's Rakan guide!

DasNerdwork Last updated on September 16, 2018
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Rakan

Cheat Sheet
Previous Champion Build Next Champion Build

Utility & Mobility

Rakan Build

Resolve
LoL Path: Resolve
LoL Rune: Guardian
Guardian
LoL Rune: Font of Life
Font of Life
LoL Rune: Chrysalis
Chrysalis
LoL Rune: Revitalize
Revitalize

Sorcery
LoL Path: Sorcery
LoL Rune: Nimbus Cloak
Nimbus Cloak
LoL Rune: Celerity
Celerity
Bonus:

+15-135 Health (at levels 1-18) and +10 ability power or +6 attack damage, adaptive

LeagueSpy Logo
Support Role
Ranked #13 in
Support Role
Win 49%
Get More Stats

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


Threats to Rakan with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Blitzcrank Just go tanky with your itembuild. If he tries to catch you, you dodge with grand entrance or battle dance. If he tries to grab your ADC you knock the enemies ADC up or protect yours with battle dance and getting hooked instead.
1
Braum If you get marked, exit combat range to avoid getting stunned. He even counters himself: if he jumps to his ADC you can easily knock both up.
1
Lux Ward a lot to prevent her from stunning anyone with her Q. One fairly easy match-up for you.
1
Rakan Don't play blind pick... but still, you read this guide so expect him to be worse.
1
Vel'Koz Vel'Koz has a kit consisting of 4 skillshots making him very vulnerable to champions with dashes, just like you. He has no escape options except for his flash and you can easily dodge his knockup. Also you are able to interrupt his ultimate with yours or your knockup.






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 or the spoiler below this table of contents. Good luck with my guide on Rakan!

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



Hello there! 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 always have an eye on the comments. 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 this guide helped you and you learned something new feel free to upvote and help it to become more popular! I'd really appreciate it ^^

Alright, let the dance begin!



Pros

+ Very high AP ratios
+ Over-the-wall jumps are possible
+ Great knockup & CC (Crowd-Control)
+ Smooth and clean engages/disengages
+ Extreme high and incredible mobility
Rakans possibilities feel endless. His unbelievable potentional in teamfights and all-in engages make lots of fun to play as well as the mobility to dodge every single skillshot the enemy team has. After some time playing Rakan I can promise you that it won't feel the same playing as any other champion. It's simply addictive!

Cons

- High cooldowns
- Depends on his abilities
- Made to be "only a support"
- Full potential only with Xayah
- Good CC timing can make him useless
With all his mobility and strength Rakan has some weaknesses too. Most of them will fall off in the late game or you're just tanky enough to compensate them, on the one hand an Event Horizon can fully stop your engage and lose the game. On the other hand a full-engage on 5 people can win you the game. Never underestimate your importance in the game, especially with Rakan.

Click on an image to jump straight down to that ability!


Each ability is described in short and long with the official League of Legends animations to demonstrate the ability and it's usages in-game.



Passive 1: Fey Feathers

Periodically generates a shield of 33 - 254 (based on level) (+ 90% AP). If the shield gets destroyed it goes on a cooldown for 40 - 16 seconds (based on level). Damaging an enemy champion with a basic attack or ability reduces the cooldown of Fey Feathers by 1 second per champion hit.
  • Because of it's great AP scaling shield values of over 500 are easily reachable.


Passive 2: 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.


Q: Gleaming Quill

Is a skillshot that deals damage 70 - 250 (based on level) (+ 60% AP) and heals by 18 - 120 (based on level) (+ 70% AP) in a small area after 3 seconds after hitting epic monsters or enemy champions.
  • The heal benefits from healing effects like Ardent Censer or Revitalize.
  • The healing radius is 200 which is slightly bigger than it's indicator.
  • Even if the damage output of the spell is blocked it's healing component will trigger as long as it hits a target.


W: Grand entrance

Dashes forward, dealing magic damage of 70 - 250 (+ 70% AP) and after 1 second knocking up enemies for 1 second in an area of 250.[/color] You can use this to jump over walls, en- and disengage fights.
  • The knockup will fail and Rakan stops mid-dash if he is affected by crowd control during Grand Entrance.
  • The speed of 2050 of the dash is additive to 30% of the current movement speed.
  • If well-timed smooth transition between Battle Dance and Grand Entrance are in fact possible and hard to predict.


E: Battle Dance

Leaps you to an ally shielding them.
by 40 - 140 (+ 80% AP) for 3 seconds. You are able to recast this spell within 5 seconds without any costs.
  • If Xayah is the target the range increases by 300 units.
  • The shields does not stack.
  • If you want to shield a single target recasting after 2 - 3 seconds refreshes the shield most-effectively.
  • The shielding will fail and Rakan stops mid-dash if he is affected by crowd control during Battle Dance.


R: The Quickness

Increases his movement speed for 4 seconds dealing magic damage 100 - 300 (+ 50% AP) and charming enemies for 1 / 1.25 / 1.5 seconds (based on ability level).[/color] His beonus movement speed increases from 50% to 150% when Rakan collides with an enemy champion, decaying over 1.5 seconds.
  • During The Quickness the base attack range is reduced to 50.
  • Enemies charmed are [/color=#20c9d0]slowed by 75%[/color].
  • The spells duration is incresed by 0.25 seconds per enemy collision.
  • While active attacks can be made and all abilities can be cast.
  • If combined with Grand Entrance two crowd control effects are applied resulting in the enemy getting either charmed or knocked-up when a spellshield is active or both without one.


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 strong 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.


Example Rune Builds
- Utility / Poke
- Tanky / Supportive
- Aggressive / Supportive
Inspiration
- Keyrunes
- Runes
Resolve
- Keyrunes
- Runes
Sorcery
- Keyrunes
- Runes










[Situational]
Unsealed Spellbook:
The new Unsealed Spellbook can be swapped anywhere on the map as long as you're out of combat. Once you use the new summoner spell, it's back to your old one. The cooldown of your original summoner spell continues in the background while swapped out. This means you can use at least twice as much summoner spells as the enemy. Your first swap is available after 6 minutes in the game. After then you can swap every 4 minutes, which you can reduce even more by 15 seconds each time you swap to a summoner spell you haven't used yet. This new usage of the Unsealed Spellbook offers a lot of new possibilities. If you ever thought about having another Heal for your ADC, you want to engage with as fast as possible with Ghost and Flash or you just want to steal the enemy junglers buffs with Smite this is your keystone! I'd still prefer the combo of Glacial Augment and Righteous Glory.

[Overall Good]
Glacial Augment:
Basic attacking a champion with Rakan slows them for 2 seconds. The slow increases by up to 30% - 40% over its duration. Slowing a champion with active items shoots a freeze ray through them, freezing the nearby ground for 5 seconds and slowing all units inside by 50%. And the best of it, those slow cooldowns are only 7 - 4 seconds per unit long! This keystone is perfect for Rakan, because he is able to come close to the enemy with Battle Dance and Grand Entrance so he can easily auto-attack them.

[Situational]
Kleptomancy:
After using an ability, your next attack on a champion grants bonus gold. There's a chance you'll also gain a consumable. The bonus gold is always good and if you are too lazy to consume your Ancient Coin coins or get your Spellthief's Edge stacks it's the perfect keystone for you. Works best on poke champions like Sona, so prepare to poke a lot. Although I'd say you have to be lucky with the consumables ( Stopwatch).


[Perfect]
Hextech Flashtraption:
While Flash is on cool down it is replaced by Hextech Flashtraption, which allows you to channel for 2 seconds and blink to a new location afterwards. It’s extremely useful for our combos like The Quickness + Flash + Grand Entrance, but because of the channeling it’s probably better to activate you ultimate after the Hextech Flashtraption. The great part about it is the 20 second cooldown, that even gets reduced to 10 seconds whitest in combat.


[Not really needed]
Biscuit Delivery:
Gain a Total Biscuit of Everlasting Will every 3 minutes, until the 12th minute. These will restore 15% of your missing health and mana over time and increase your mana cap by 40 permanently. Not bad but also not as good as Hextech Flashtraption. Also with having Ancient Coin you’ll probably already get enough mana regeneration with it's mana coins.

[90% useless]
Perfect timing:
Start the game with a Commencing Stopwatch that transforms into a Stopwatch after 10 minutes. The Stopwatch works like a one time use Zhonya's Hourglass. Also the cooldowns of Guardian Angel, Gargoyle Stoneplate and Zhonya's Hourglass are reduced by 15%, which are not necessary items for Rakan. Also the stasis effect leads to a lack of mobility. That is the exact opposite of what we want for Rakan. Of course it is situational, but still very unsafe and will more likely weaken your greatest strength, mobility.

[Counterproductive]
Magical Footwear:
At 10 minutes (-30 seconds per Takedown), you gain Slightly Magical Boots for free.
Additionally, your boots gain 10 bonus movement speed. However, Boots of Speed are disabled and you cannot purchase tier-2 boots prior to obtaining Slightly Magical Boots. The thing here is the following: The earlier you finish your boots, the stronger they are. It's not always like that, but especially with Rakan having a great use of movement speed early boots are a good choice. You can always use this rune if you think it's helpful for your playstyle or you are safe enough in the early game and focus on the lategame, but in my opinion there are better inspiration runes like Future's Market.

[Pretty neat]
Future's Market:
You can enter debt after the first 2 minutes in game to buy items. The amount you can borrow increases by 150 gold every 5 minutes. Also you have to pay 50 gold lending fee. Really useful rune if you need that last missing gold for Redemption or a Vision Ward.

[Wouldn't prefer this]
Minion Dematerializer:
Works best with Targon's Brace. Start the game with 6 Minion Dematerializers which will become available after 240 seconds. Those Dematerializers can each absorb a minion that’ll increase your damage to that minion type by 4% and also 1% for every additional minion. As long as you don’t want to farm with Rakan this rune is a little useless.

[Always good]
Cosmic Insight:
Cooldown reduction, maximum cooldown reduction, summoner spell cooldown reduction and item cooldown reduction are increased by 5%. Always useful on any champion.

[Movement Speed!]
Approach Velocity:
Did I hear movement speed? Gain 15% towards nearby ally champions that are impaired or enemy champions that you impair within a range of 1000 units. Perfect synergy with Grand Entrance or The Quickness.

[Wonderful rework]
Time Warp Tonic:
Potions, biscuits and elixirs last 20% longer and you gain 5% bonus movement speed while under the effect of potions or elixirs. Perfect for Rakan and if you choose this rune do not forgot to take Biscuit Delivery too to get the maximum out of it.


[Nope]
Grasp of the Undying:
Every 4 seconds in combat, Rakans next basic attack on a champion will: Deal bonus magic damage equal to 2% of his max health, heal for 1% of his max health, and permanently increase health by 2. Because Rakan counts as ranged champion all of this here is reduced even further and in comparison not worth it.

[Situational]
Aftershock:
After immobilizing an enemy champion, grant 70 - 120 (based on level) bonus armor and bonus magic resistance for 2.5 seconds, then explode, dealing 10 - 120 (+3% of your maximum health)(+15% bonus AD) (+10% AP) magic damage to nearby enemies. This means at 3000 health you'll deal lots of damage every 35 seconds with Grand Entrance or The Quickness. All in all it's a good keystone if you decide to tank a lot or to go full tank.

[Overall Good]
Guardian:
Guard allies within 175 units of you and allies you target with spells for 2.5 seconds. While Guarding, if you or the ally take damage, both of you gain a 70 - 150 +(0.25 AP) + (+12% bonus health) shield and +20% Movement Speed for 1.5 seconds. The possibility for you to dash with Battle Dance to you allies makes this keystone incredibly strong. The mechanics of quick shielding and helping your teammates can be really good, especially for teamfights, chases, etc. The only sad thing about it is the 70 - 40 (based on level) seconds cooldown.


[ ¯\_(ツ)_/¯ ]
Demolish:
Charge up a powerful attack against a tower over 4 seconds while within 600 range of it with a cooldown of 45 seconds. The charged attack deals 175 (+30% of your max health) bonus physical damage. All in all not bad because of +1000 damage you are able to deal to a tower with a single hit if you have 3000+ health points.

[The Healer]
Font of Life:
Impairing the movement of an enemy champion marks them for 4 seconds. While marked ally champions who attack those enemies heal for 5 + 1.0% of your max health over 2 seconds. Again really strong with 3000+ healtpoints and an ADC that gets healed everytime he hits the target by at least 35. The more attack speed champions in your team like Shyvana, Yasuo, Udyr, etc. besides your adc, the more useful this rune can be.

[Stegosaurus]
Bone Plating:
Every 45 seconds after taking damage from an enemy champion, for 3 seconds, the next 3 spells or attacks you receive from the same enemy champion deal 15 - 40 (based on level) less damage. As this rune only blocks damage from the champion triggering it it's not really useful. When engaging Rakan will get focused by a lot of enemies and with Battle Dance you'll probably disengage way earlier. Possible full tank choice but rather not.

[Savegame.dat]
Chrysalis:
A little more health a the start of the game that gets consumed after 4 takedowns to provide you with 15 ability power. Very useful if you find it hard to survive in the early phase but as we have our Gleaming Quill to prevent enemies from poking it's not necessary. Still if you like to have a safer early game choose this rune!

[Only as Tank]
Conditioning:
After 10 minutes, gain +8 Armor, +8 Magic Resist and increase your Armor and Magic Resist by 5%. Works best if you aim to build tanky with Dead Man's Plate and Spirit Visage.

[Why?]
Second Wind:
After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10 seconds. This can work on any champion pretty good, but why would you use this rune? Rakan has several healing possibilities with Redemption or Gleaming Quill so there is no real need for this rune.

[ADC dependent]
Overgrowth:
Permanently gain 0.2% maximum health for every 8 monsters or enemy minions that die near you. This rune will give you the possibility to have an incredible amount of health points, but only if you know your ADC is perfect in farming and you help your jungler a lot. With Ancient Coin you already have to stay near minions so it can be an easy way for you to get even more tanky.

[Why not]
Revitalize:
Heals and shields you cast are 5% stronger and increased by an additional 10% when below 40% health. Very good synergy with Fey Feathers and Gleaming Quill
but sadly no heal and shield increase for your allies with Battle Dance.

[Perfect]
Unflinching:
After casting a Summoner Spell, gain 15% Tenacity and Slow Resistance for 10 seconds. Additionally, gain 10% Tenacity and Slow Resistance for each Summoner Spell on cooldown. The combos that are possible with Flash, Exhaust and a total engage with The Quickness are unbelievable. Again a movement speed enhancing rune and therefore perfect for Rakan.


[Very useful]
Summon Aery:
Your attacks and abilities send Aery to a target, damaging enemies by 10-40 based on level (+0.1 AP and +0.15 bonus AD) or shielding allies by 35-80 based on level (+0.25 AP and +0.4 bonus AD). Aery cannot be sent out again until she returns to you. Very useful for Rakan because of the extra aggressive damage and shield option. Therefore a great synergy for Gleaming Quill and Battle Dance.

[Situational]
Arcane Comet:
Damaging a champion with an ability hurls a comet dealing 30 - 100 damage based on level (+0.2 AP and +0.35 bonus AD) at their location, or, if Arcane Comet is on cooldown, reduces it’s remaining cooldown. The cooldown gets reduced by 20% for single targets, 10% for the area of effect and 5% for damage over time. This keystone is really situational and depends on your own abilities to handle it. Can be very strong with quick Grand Entrance + Battle Dance en- and disengages or some well-timed Gleaming Quill hits. Not really strong against champions with a lot of dashes or dodge-abilities like Riven, Vladimir or Fizz.

[Only with attack speed]
Phase Rush:
Hitting an enemy with 3 attacks or seperate abilities within 3 seconds grants 25 - 40% movement speed based on level and 75% slow resistance for 3 seconds with a 15 seconds cooldown. Only recommended to use when your item build includes Nashor's Tooth or you generally aim for high attack speed items.

[Unnecessary]
Nullifying Orb:
When you take magic damage that would reduce your health below 30% gain a shield that absorbs 40 - 120 magic damage based on level (+0.1 AP and +0.15 bonus AD) for 4 seconds with a 60 seconds cooldown. Unnecessary/Not really needed because of Rakans high mobility.

[Need mana?]
Manaflow band:
Every 15 seconds you can hit an enemy champion with a spell and get some mana until a cap of 250. If you reach the cap it will restore 1% of Rakans missing mana every 5 seconds. Very useful because we can easily hit enemies with our abilities and profit a lot from the mana. There are other choices but if you want to focus your item build on less mana items it's perfectly fine to use this rune.

[Must-have]
Nimbus Cloak:
Casting your ultimate ability, after a 1.5-second delay, grants ghosting (ignoring unit collision) and 100 bonus movement speed for 2.5 seconds. The movement speed decays over the last 1 second. This rune fits perfect for Rakan and as it's cooldown is only 60 seconds (Which synergizes with cooldown reduction) and our ultimates cooldown is even with level 18 still 80 seconds this rune is always ready to use! A wonderful choice and definetly a must-have rune.

[Useful!]
Transcendence:
Gain 10% cooldown reduction when you reach level 10. Also each percent of cooldown reduction that exceeds the maximum is converted to an adaptive bonus of 1.2 AD or 2 AP. As long as you don’t focus on cooldown reduction items not needed, but still useful because of the high cooldowns on our abilities.

[Perfect <3]
Celerity:
Gain 1.5% Movement speed and add 16% of your movement speed adaptive to your AP or AD (based on level). While aiming for very high movement speed on Rakan this rune works perfect. Giving a lot of damage for an AP build or just to increase your heal and shields as well as being able to dash a little faster with Grand Entrance and Battle Dance this runes purpose is perfectly suited for an aggressive Rakan.

[Only as Tank]
Absolute Focus:
While above 70% health gain an adaptive bonus based on the level of 24 AD or 40 AP. The more health points the longer this damage bonus will remain, because it takes more time for the enemies to reduce your health points below 70%. In conclusion good for a tank build.

[Definitely not Brand]
Scorch:
Your next ability hit sets champions on fire, dealing 10 - 30 bonus magic damage based on level after 1 second with a 10 seconds cooldown. If you want to have Ignites little brother go for it. ¯\_(ツ)_/¯

[Watch jungle!]
Waterwalking:
Gain 25 Movement Speed and an adaptive bonus of up to 18 Attack Damage or 30 Ability Power (based on level) when in the river. Very good because we get movement speed and damage,
but with using this rune you have to focus fights around the baron or drake as Rakan.
Keep that in your mind!

[Holy Maccaroni]
Gathering Storm:
Every 10 minutes gain adaptive Ability Power or Attack Damage from +8AP or 5 AD in minute 10 to +168 AP or 101 AD in minute 60 and even further. Unlimited times stackable and giving you incredible amounts of damage the longer the game lasts. Always a very good rune to choose.


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! On the other hand you can play Rakan midlane and there it's a very good offensive choice.



Barrier: Shields your champion for 115 - 455 (based on level) for 2 seconds. It gives you a temporary shield and not permanent health like Heal, but if you take damage equal to the entire value of the shield barrier would be more effective. Great against burst damage enemies for example Syndra or LeBlanc. If you go on a lane together I'd still recommend Heal because it affects both of you instead of only you. But when you play Full AP Rakan or have to go Solo on a lane Barrier or especially Exhaust for Rakan






Cleanse: Removes all disables (excluding Suppression like Nether Grasp and Airborne, a unit that is made airborne is moved in a specified direction or to a specific point) and summoner spells debuffs affecting your champion, as well as granting 65% Tenacity for 3 seconds. The higher your ping, the worse cleanse is. Aside from that, it's not as obviously useful in all-in situations, it requires a good read on your opponent, if you don't have one, you'll cleanse CC that they wouldn't have followed up, or you'll cleanse late. It's much trickier to use which is the reason it's not picked as much, but in terms of raw power it's on par with Ignite, Heal or Barrier. Even though it's probably not as needed as other summoner spells because of your incredible mobility.

Smite: Smiting deals 390 - 1000 (based on level) true damage, based on champion level, to a monster or enemy minion. Don't play jungle with it, your high cooldowns would leave you way behind. Better usage on full tank supports that can secure their Relic Shield procs. Even though you can use the Stalker's Blade as a little and weaker version of Exhaust to compensate the missing combat summoner spell. As Rakan you have high mobility and are able to escape junglers like Olaf or Master Yi easily. Your adc does not have these possibilites and with Exhaust you will not be able to protect them properly. If you know that your jungler is also very good (high elo or sth) and can sit you on botlane when you loose because of the missing combat spell it could really be a good choice to go. Not to forget the benefits of having a double smite for dragons or herold/nash. All in all you can help your jungler a lot with weakening your own lane intentionally.

Teleport: After channeling for 4.5 seconds, your champion teleports to target turret, minion or ward. You may reactivate Teleport to cancel it, placing it on a 240 second cooldown. If you play well, you and your AD carry should be able to control the creep waves well enough to not fall behind in levels. Here's the thing, if you take Teleport and the other support takes Exhaust, you will pretty much lose all the early game trades, because they have a combat summoner over you. The reason why people take it is so they can gank other lanes, either because they don't need Exhaust/ Ignite to win their lane, or they know they won't win it even with those summoners. Instead, they take teleport to gank and win the other lanes.

Now, with that in mind, if you go teleport and gank another lane, you will leave your AD carry to 1v2 their bot lane, and either get zoned or killed. That is why the AD carry would quickly fall behind in levels and have to farm without their support with them.

Clarity: Only available on Howling Abyss and Crystal Scar Rotating Game Modes. Restores 50% maximum mana to you and 25% maximum mana to nearby allies. Clarity is good if you want to be very aggressive. Rakans high cooldowns make it less worth aswell as building a mana item in the beginning makes it useless for lategame. Other summoner spells don't have such problems, therefore not recommended and way more worth for supporters like Sona.



Spellthief's Edge: It's base mana regeneration is very useful 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. If you choose to use this item as a starting item I'd recommend to poke a lot with Gleaming Quill. The more you poke the faster you get your wards through the Eye of Frost.

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. 5% cooldown reduction and 5% movement speed are perfect for us. Also you don't have to play as agressive as you'd have to with Spellthief's Edge. If you want the easiest starting item here you have it! Also free wards after upgrading to Nomad's Eye and running a little bit around to collect the coins. The possibility to get a coin and disengage with Battle Dance or Gleaming Quill also emphasizes this item as best choice.

Relic Shield: With this guide we want to achieve a tanky utility supporter. I still would take the Ancient Coin because of the nerf in Patch 8.2 which reduces the proc healing by 50% and the nerf in Patch 8.7 that reduces the passive gold generation. A lot of people still think Relic Shield being often used by tanky supporters like Blitzcrank or Alistar could be a choice. We can tank more for our ADC in the early game and there is no need to spam our abilities like we have to for Spellthief's Edge. The healing of this item is halved for ranged champions --> Rakan ist affected and doesn't profit. Non the less you can ignore the mana problem because of your high cooldowns you don't really have 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.




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 to situational. All items I don't recommend to use are below this list in the the section "Don't Do It" and colored as 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. Also the radius is way too tiny for you to really make a difference. 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).

Archangel's Staff:
During the game Rakan gets mana hungry. With maxed out cooldown reduction even more. Combined with some other mana items the staff doesn't only provide us a gigantic mana pool but also grants bonus ability power to 1-3% of the maximum mana. On it's own it results in 77 bonus ability power at Seraph's Embrace and level 18. With other mana items like Luden's Echo combined it easily reaches 100 AP but is not as cost effective as just building the AP with other items. If you really want to use your abilities the whole time and spam them as there is no tomorrow you can consider this item as important for your build. Otherwise and in my opinion items like Luden's Echo or Lich Bane are already enough for an AP build. Also the shield of Seraph's Embrace won't be used that often with our immense mobility.

Ardent Censer:
Even after the big nerf in patch 7.21 recommended! The base mana regeneration and ability power is perfect for Rakan and you still don't go as offensive with it as you'd do with the Abyssal Mask. The +8 percent movement speed are used by Grand Entrance and Battle Dance to dash faster, the +8 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 a little bit on-hit damage. 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, especially for ADCs like Kog'Maw.

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.

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 health 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 apply the 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. After the changes in Patch 8.6 it's a little contraproductive. We want that bonus movement speed but also lose it immediately if we engage into a fight. But luckily this isn't a problem for us as we have our Battle Dance dashes!

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 often and protects you with +100 armor. With a tanky support item the armor synergizes very well and this item is definetly worth it's costs. It's still not a favorite choice because it's "too much" and can easily be countered by one enemy going full lethality. If they don't have lethality builds nor a fed APC build this item if you choose to tank for your team!

Frozen Mallet:
Some attack damage and a lot of health. If you decide to build this item it's probably because of the health and the slow. Sadly it's halved to a 20% slow instead of a 4ß% slow because Rakan is a ranged champion. Also it's unnecessary to upgrade later because Jaurim's Fists bonus health gets lost. For a full slow build with Glacial Augment maybe a viable choice.

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.

Hextech GLP-800:
Perfect synergy for us. A lot of ability power, a lot of cooldown reduction for all our abilities, mana to poke even more and the active to slow you enemies. Useful if you want to secure your Grand Entrance engages. Also got very strong buff in patch 8.9 where the slow duration and the missile speed and mana got increased and the combination costs and the missile spread time decreased.

Hextech Gunblade:
Also a nice slow and ability power just like Hextech GLP-800 but the lifesteal and attack damage is not necessary for us. The heal for Grand Entrance is also reduced to 5% for every unit affected and our damage is not that high why we don't need healing.

Hextech Protobelt-01:
Incredibly useful. Again just like Hextech GLP-800 ability power, cooldown reduction but this time with some health what makes us hard to kill/tanky. The passive doesn't slow our enemies but therefore provides us with a dash. With this dash we are able to close the last little gap to knock enemies with Grand Entrance up or just to farm a whole minion wave with one use. I always buy this item and love it's possibilies. Try it yourself and I promise you'll love it!

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?

Lich Bane:
Wonderful synergy. Ability power as source of damage, cooldown reduction and some mana to make more use of our abilities and also movement speed (wohooo!). We love movement speed. But what about the passive? The 75% base AD bonus damage reaches from 53 to 97 damage during the game + 50% of all our AP. This can result in a lot of damage and we can use it with every Gleaming Quill cast.

Luden's Echo:
Could be combined with Lich Bane. Nice synergy with Gleaming Quill again here and also a lot of ability power as damage and cooldown reduction and mana for our abilities. The part item Lost Chapter is very useful to buy after Hextech Revolver or just to have an easy to handel mana pool in the early game.

Mejai's Soulstealer:
Wonderful item as it provides us with a little mana pool. If you are able to hold it at 10 stacks it also gives us 10% bonus movement speed! But keep in mind that every death reduces your AP by 50 and every assist gives us only 10 AP back. Kills 20 and the maximum is 125. If you combine it full stacked with Rabadon's Deathcap you can reach a total of 371 AP. If you decide to build this item I'd recommend using the rune Time Warp Tonic to increase the power of The Dark Seals passive to increase our healing not only from potions by 25% but also let them last longer and give us more movement speed. If you play well, are able to dodge properly and main Rakan feel free to try it out!

Mikael's Crucible:
An incredible strong item when facing an enemy team with a lot of CC or point and click CC. As they can stop your whole The Quickness engage combo with one single well-timed CC this item works perfect and even boost your movement speed by 40% for 2 seconds when you successfully remove CC. Besides that the raw stats of the item synergize very well with Rakans kit and 15% heal and shield power is simply incredible. Definetly a must-have when facing a lot of or good CC enemies and even if this is not the case it's a very strong item that can always be bought.

Morellonomicon:
A wonderful agressive item even though it provides us with health next to it. We could compare it to the hextech items but instead of any active it provides us with magic penetration and grievous wounds after dealing magic damage. Works very well with Gleaming Quill and magic penetration. The passives on items like Hextech Revolver also benefit from the penetration as well.

Nashor's Tooth:
As our auto attacks are very weak this item can give us the potential we need. Just like Diana we are able to stick to our target with Grand Entrance and The Quickness. Therefore we can hit them with a lot of auto attacks. Also our high ability cooldowns even with maxed out cooldown reduction is a factor which forces us to use auto attacks. Buy it to enhance yourself with ability power, attack speed, cooldown reduction and on-hit magic damage. Combined with Wit's End even stronger!

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.

Rabadon's Deathcap:
Do I have to say anything about it? It's literally the best item for an APC to buy. Not in the beginning but as 4th, 5th or even 6th item (Personally prefer it as 5th as we can fill two slots with Needlessly Large Rods). Enhances our ability power by 40% and makes Rakan unstoppable. 500 AP or even more? No problem with Rabadon's Deathcap.


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.


Shurelya's Reverie:
Grants user and nearby allies + 40% movement speed for 3 seconds (90 second cooldown). A perfect synergy for our movement lover Rakan. Comparable to Righteous Glory but this time not a tanky version. Now we got next to health also some ability power, cooldown reduction, base mana regeneration and movement speed too! Sadly it doesn't provide us with mana or armor but we could call it the more aggressive version of Righteous Glory. I'll try to fit it in our main build as good as possible but keep in mind that this boost is one the one hand for nearby allies but on the other hand a second less, without a shockwave and only boosts us for 40% movement speed.

Spellbinder:
A wonderful new item. A really big amount of ability power and movement speed is very nice for us on it's own but also with it's active used at the same time with The Quickness full engages it's powerful like nearly no other item. Battle Dance brings us automatically in positions where we gain charges up to a maximum of 100 and as the active also gives bonus movement speed I'd always recommend this item for an APC build.

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.

Twin Shadows:
Just loke our beloved Frostqueen's Claim (RIP) this item summons slowing ghost marking enemies literally perfect for our engages. Easy to knockup and follow up or even against stealth enemies like Twitch, Kai'Sa or Evelynn. Perfect stats and definetly a viable choice if you struggle in catching up or against invisibility.

Void Staff:
Magic damage ignores 40% of the target's magic resistance; applies before magic penetration and this item gives us a lot of ability power too. But keep in mind it's only effective against targets with 90.6 or more magic resist because otherwise it wouldn't be cold efficient. Without it's passive Void Staff is already only 57.45% gold efficient (See here) and therefore you shouldn't really bother buying it on it's own or early in the game. Better in the late game or against magic resist targets as already mentioned and still a choice for an AP build.

Warmog's Armor:
After patch 8.5 the healt threshold got increased to 3000 making this item less effective for us. No armor nor magic resist as stats so you have to build these first as well as enouugh health points to receive the bonus passive. 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 or ability power and poke.

Wit's End:
Attack speed and magic resistance. Works very well combined with Nashor's Tooth. Sadly the magic resistance steal is reduced to 3 because of our range and the maximum we can get out of it is to reduce the enemies magic resistance by 15. If you focus on Nashor's Tooth, slows and ability power this item might be worth buying.

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






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.

Liandry's Torment:
Increased damage for each second in combat what conflicts with our abilities, especially Battle Dance. Still increased damage against slowed or immobilized units, therefore useful for Glacial Augment and Grand Entrance. Liandry's Torment is best for champions that deal magic damage over an extended period of time. Rakan doesn't do that. None of our spells does that. I would advise against the usage of this item.


Locket of the Iron Solari:
A shield that 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. Also nerfed again in Patch 8.7, now it's stronger in the early game where we definetly won't build it. Therefore I decided to put this item from situational to not recommended. Needs a good timing and training to get the maximum efficiency out of it. Even though I'd definetly advise against it, still a choice to go for Rakan (Watch out for your ADC in teamfights!).

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.

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 useless and does not help your abilites at all. It forces you to stay in the middle of the enemies.
Do not build Sunfire Cape unless you go full tank with every item you have.



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. 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. Even wrose that in patch 8.7 their armor got reduced and their basic attack damage reduction got enhanced, which leads to even more uselessness. Try it yourself if you want to find out which suits you more, maybe it's still your best choice if it fits your playstyle.

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.



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.



  • 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.
  • 17.10.2017 - 1.000.000 views achieved! Thank you very much guys <3
  • 25.10.2017 - Updated for the 7.21 Ardent Censer nerfs.
  • 6.11.2017 - Updated for the 7.22 as far as possible
  • 7.11.2017 - Changed and visually upgraded part of the guide
  • 8.11.2017 - Changed and visually upgraded nearly everything now
  • 9.11.2017 - All YouTube Videos will now get replaced with WebM, finished section for inspiration and resolve runes. Rest of the WebM's and the sorcery runes will be ready tomorrow!
  • 10.11.2017 - Added Sorcery to the runes and keystones, fixed the Table of Content anchors, fixed some text issues
  • 11.11.2017 - Finished the Runes Reforged section completely with a seperate table of contents and examples. Will add "back to top" buttons tomorrow :)
  • 13.11.2017 - Wrote and edited half of the matchups.
  • 15.11.2017 - Finished the matchups for all support champions.
  • 17.11.2017 - Reedited some of the matchups.
  • 18.11.2017 - Added the different rune and item options to the top part of the guide. (e.g. Angry Bird (Poke & Aggressive)
  • 19.11.2017 - Edited the magical footwear rune to have the correct description and added the YouTube spoilers with the links to YouTube videos on case the WebMs don't load.
  • 21.11.2017 - Updated for patch 7.23
  • 26.11.2017 - Fixed some spelling mistakes
  • 04.12.2017 - Added a tutorial video for Hextech Flashtraption, sorry for the few updates, I'm in my final exams atm and it's a little stressy.
  • 06.12.2017 - Happy St. Nikolaus day to all my readers! Updated and refreshed for Patch 7.24.
  • 10.12.2017 - Added little "Back to Top"- Rakans and seperate ones for the Runes Reforged section :)
  • 15.12.2017 - Some more changes because of the 7.24b patch
  • 22.12.2017 - Removed the WebMs and replaced all of them with youtube videos as a lot of them seem not to work properly. Also there is not a single webpage to upload WebMs without having massive struggles, therefore the changes from 9.11. and 19.11. got revoked.
  • 23.12.2017 - Edited the summoner spells section and added a detailed description for every single spell that exists (excluding the snowball mark) as that one's self explaining, also fixed some spacers and hyphens.
  • 25.12.2017 - Merry christmas to all readers <3
  • 24.01.2018 - Updated for Patch 8.2 and removed Sightstone
  • 25.01.2018 - We achieved 2 million views! Thank you very much guys <3
  • 07.02.2018 - Updated for patch 8.3
  • 22.02.2018 - Updated for patch 8.4, going to include the AP items into the item section over the weekend (played a lot of AP Rakan Midlane in the last time)
  • 25.02.2018 - Changed up some designs and removed several pixel mistakes
  • 01.03.2018 - Updated a lot for the AP Rakan part (the 4th build)
  • 13.03.2018 - Added a little spoiler with the latest changes
  • 14.03.2018 - Added a Rakan ADC build. Yes, ADC. I mean.. i had fun with it <.<
  • 15.03.2018 - Edited the new runes Bone Plating and Time Warp Tonic. Changed the description of the starting items, updated the example rune builds and a direct "jump to the ability" picture in the "abilities"-section
  • 16.03.2018 - Added Frozen Mallet, Liandry's Torment, Hextech GLP-800, Hextech Gunblade, Hextech Protobelt-01, Morellonomicon, Wit's End, Lich Bane, Luden's Echo, Mejai's Soulstealer, Nashor's Tooth, Rabadon's Deathcap, Archangel's Staff, Spellbinder, Twin Shadows and Void Staff to the item list and sorted them alphabetically.
  • 20.03.2018 - Changed some match-up texts e.g. for Trundle. Going to add a "Match-Up"-Section in april.
  • 21.03.2018 - Updated for patch 8.6, buffs for Rakan <3 higher ap ratios and 100 units more range for Battle Dance without the bonus of Xayah (total is unchanged), a stronger slightly aggressive version of Righteous Glory called Shurelya's Reverie (check it out here), nerfs for Abyssal Mask and Seraph's Embraces shield. Changes for the trigger of Dead Man's Plate passive. Also added the new rune Chrysalis, updated Bone Plating and removed Iron Skin and Mirror Shell.
  • 04.04.2018 - Updated for patch 8.7, moved Locket of the Iron Solari to the not recommended (>Explanation<), edited Ninja Tabi with their nerf, added even more arguments against Relic Shield, updated the description of Manaflow Band and changed some numbers, e.g. Approach Velocitys ones.
  • 18.04.2018 - Updated for patch 8.8, edited the description for Archangel's Staff and the use of Oracle Lens. Also I wrote half of my final exams now, gonna add something big at the end of this month!
  • 20.04.2018 - Congratulations guys! This guide is now a whole year old. I hope it could help you and I will work on it even more. Let's hope for some nice future updates for Rakan and Mobafire.
  • 28.04.2018 - Added a description for the whole AP Rakan part of the guide. Every item is now explained in detail. You can view the description if you change to the "AP Midlane Birb" Tab.
  • 02.05.2018 - Changed the description of Luden's Echo, Mejai's Soulstealer, Rylai's Crystal Scepter, Spellbinder, Twin Shadows and Hextech GLP-800 as they all got buffed. Also wrote the whole description of Unsealed Spellbook new as it got changed completely.
  • 04.05.2018 - 3.000.000 views achieved! Thank you very much guys :D
  • 16.05.2018 - Updated for patch 8.10, no changes for Rakan or any items, only some adjustments for Perfect Timing, Demolish, Chrysalis, Bone Plating and Phase Rush.
  • 30.05.2018 - Changed the Runes for the Midlane Rakan part as Electrocute works easier as Arcane Comet in my testings
  • 31.05.2018 - 8.11: Slight nerfs for Rakans heal and shield scalings. Also some changes to Shurelya's Reverie, Banner of Command and Guardian Angel. The rune The Ultimate Hat got removed, Minion Dematerializer has a higher initial delay but a wonderful and must-have rune called Nimbus Cloak entered the rift.
  • 01.06.2018 - Updated the example runes for the current patch.
  • 13.06.2018 - Updated for Patch 8.12, no shield nerfs for Rakan, still some nerfs to the heal and shield power of Mikael's Crucible, Redemption and Ardent Censer aswell as a damage buff on Athene's Unholy Grail. Also the sorcery rune Celerity got some changes to be way more aggressive. Half of the bonus movement speed for double the AP damage results in a better rune for an aggressive Rakan build.
  • 21.06.2018 - Just finished my final exams! Got an Abitur with a score of 2.4 :) Gonna study System- and Softwaredevelopment in october.
  • 21.07.2018 - Slight Nerfs for Rakan: Q cooldown increased late by 2 seconds. R cooldown increased by 10 seconds.
  • 25.07.2018 - We achieved over 4 million views and 500 votes! Thank you guys for your support and constructive help to improve the guide! <3
  • 30.07.2018 - Added a "Don't Do This" Chapter and made way more in-depth descriptions with some hints for the abilities! Check the new update out!
  • 01.08.2018 - Updated for Patch 8.15: Cost of starting support items increased by 50, resulting in no possibility to start with Refillable Potion or Faerie Charm :( Combine cost later reduced by 50 so the total cost is unchanged. Also increased the time of activation for Perfect Timing by 2 minutes from 8 to 10 minutes.
  • 15.08.2018 - Slight Rakan nerfs coming with patch 8.16 (health decreased by 30 and armor by 3). Also damage decrease for Summon Aery and base shielding increase both at early levels. Celerity's damage conversion got reduced by a lot aswell as a strong nerf for Scorch. All in all not a good patch for Rakan :(
  • 11.09.2018 - Fully updated for Patch 8.18 !