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Rakan Build Guide by DasNerdwork

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League of Legends Build Guide Author DasNerdwork

[8.4] Let's dance with Rakan Support!

DasNerdwork Last updated on February 23, 2018
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Cheat Sheet
Previous Champion Build Next Champion Build

Utility & Mobility

Rakan Build

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

LoL Path: Inspiration
LoL Rune: Hextech Flashtraption
Hextech Flashtraption
LoL Rune: Approach Velocity
Approach Velocity

+130 Health

LeagueSpy Logo
Support Role
Ranked #21 in
Support Role
Win 49%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Threats to Rakan with this build

Show all
Threat Champion Notes
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.
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.
Lux Ward a lot to prevent her from stunning anyone with her Q. One fairly easy match-up for you.
Rakan Don't play blind pick... but still, you read this guide so expect him to be worse.
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. Good luck with my guide on Rakan !

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

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!


+ 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!


- 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.

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

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 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).

W: 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.

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

R: 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.

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
- Keyrunes
- Runes
- Keyrunes
- Runes
- Keyrunes
- Runes

Unsealed Spellbook:
Gain a Summoner Shard at 2 minutes and another every 6 minutes after (max 2 shards). While near the shop, you can exchange 1 Summoner Shard to replace a Summoner Spell with a different one. Also your Summoner Spell cooldowns are reduced by 15%. This doesn't give access to smite items if you did not start he game with it ad you can't have the same spell selected twice. 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.

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).

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 6 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.

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 155 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 10% 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.

[Complete Debuff]
Celestial Body:
You get +100 healtpoints permanently but you have to pay -10% of your damage dealt to enemies until minute 10. One of Rakans greatest strenghts is his strong early.
It depends on his Gleaming Quill damage and healing as well as his inncredible mobility with Battle Dance and Grand Entrance. Therefore not only the -10%
damage are bad for you but also the +100 permanent healthpoints are definitely no needed.
Especially in the late game.

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.

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 20 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]
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.

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.

[ ¯\_(ツ)_/¯ ]
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 125 (+30% of your max health) bonus physical damage. All in all not bad because of +1000 damage you can 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.

[Thornmails child]
Iron Skin:
Gain +5 Armor. Heal effects from consumables, heals for 20+ health, and shields increase your Armor by 5% for 3 seconds. Works fine with Fey Feathers and has the highest impact against 3 or more AD enemy players.

[Adaptive Helmet's child]
Iron Skin:
Gain +6 Magic Resist. Heal effects from consumables, heals for 20+ health, and shields increase your Magic Resist by 5% for 3 seconds. Works fine with Fey Feathers and has the highest impact against 3 or more AP enemy players.

[Only as Tank]
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.

[ADC dependent]
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]
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.

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.

[Very useful]
Summon Aery:
Your attacks and abilities send Aery to a target, damaging enemies by 20-60 based on level (+0.1 AP and +0.15 bonus AD) or shielding allies by 30-80 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.

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 15 - 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.

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 75 seconds, your next ability used has it mana cost refunded, and restores 8% of your mana. Strong in early but unnecessary late game as well as having Ancient Coins mana coins already.

The Ultimate Hat:
Your ultimates cooldown is reduced by 5%. Each time you cast your ultimate it gets further reduced by 2% (max. 5 times). All in all an ultimate reduction by 15% later in the game, which is perfect for Rakans important The Quickness engages.

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]
Gain 3% Movement speed and add 8% 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 some damage for an AP build or just to increase your heal and shields as well as being able to dash faster with Grand Entrance and Battle Dance this runes purpose is perfectly suited for 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]
Your next ability hit sets champions on fire, dealing 20 - 60 bonus magic damage based on level after 1 second with a 20 seconds cooldown. If you want to have Ignites little brother go for it. ¯\_(ツ)_/¯

[Watch jungle!]
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!

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 200 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 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.

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.

Relic Shield: With this guide we want to achieve a tanky utility supporter. I still would take Ancient Coin because of the nerf in Patch 8.2 which reduces the proc healing by 50%. Still Relic Shield being often used by tanky supporters like Blitzcrank or Alistar could be a 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.

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 situational 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:
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 +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 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.

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 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!

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!

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.

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 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.

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 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.

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)