Rakan Build Guide by Sziigoru
[9.18] Rakan guide - dominate your game!By Sziigoru | Updated on September 15, 2019
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Tanky and mobility Rakan
Threats & Synergies
I'm a hungarian 24 years old male. I have started League in season 5, but I have played ranked games since Season 7.
My main role is support, I can fill MID lane or AD Carry aswell.
MY RAKAN EXPERIENCES:
I play Rakan since he is came out for League of Legends community.
I have in this moment 160K hero points, the most of my champions.
I love to play with him, so I created this build, that I usually use in ranked games...
I hope you enjoy this guide and find it useful.
See ya' in the rift!
Rakan: "You know I love you."|
Xayah: "What we have is greater than some human word."
Rakan, The Charmer is a great mobile support with controlling abilities. You can control the game with your presence, decide the result and make impact on the match.
His visual in-game effects are awesome, he is a tipycal "fun to play with" champion on support role only.
Between him and his love - Xayah, The Rebel - Riot make them so funny and they are also strong together.
SO : Rakan is a very useful support with great engage and control potencial on his role. If you learn how to play with him, you will be dominant laner - that's for sure!
¤ Knock-up and CC (Crowd Control) abilities
¤ Good AP ratio
¤ Great engage and disengage potencial
¤ High cooldowns on abilities
¤ Hard CC or snare can make him useless
¤ Mediumly Hard to play
You have to think always before you act, due his vulnerability.
[*] 1 _ ABOUT ENGAGE AND DISENGAGE
It's a simple dash to a location, at the end of a cast you knock up the enemy units, who are in the circle's radius.
Naturally you can dash everywhere to avoid a shot, a skill or just move quickly to a target. It's up to you, how you use this ability.
You gains movement speed in the cast time for a limited time and when you touch an enemy champion, you charm and deal magic damage to them.
[*] 2 _ ABOUT SHIELD AND HEAL
You have to hit your enemy with a simple straight-lined skill shot, then you can walk or dash to the target you want to heal.
The ability deals magic damage aswell.
Twice you can shield your teammates, and you can cast it on different player or just one. You can decide it.
It's important to know, that Xayah's cast lenght is twice as the other champions'!
You can use it for mobility movement to get somewhere quick.
As you can see, Rakan can be used in a different ways. He is a multicolored support.
You can decide what type you want to play.
[*] COMBOS OF ENGAGE:
In the "HOW TO PLAY WITH HIM?" guide part as I mentioned the engage abilities, you can use two champion abilities.
Basically the most potencial ability is Grand Enterance [W], if you can hit a simple or multiple enemy units. Naturally if you can, look the opportunity for knock the whole enemy team up. It's great engage for the team, if they can follow you up.
The combo of Grand Entrance [W] + The Quickness [R] can be a real value if you don't want to be spotted as an engager. The enemy will know that you want to engage them, when you cast your R.
The combo of The Quickness [R] + Grand Entrance [W] is the reversed version of the previous combo, which grants you quickness engage and you charm them immediately. Try not be caught, because the result will be a permanent CC or snare and you will become useless.
You can use your Flash to engage after you casted your The Quickness [R], , but after you flashed can't use it immediately. With this summoner spell you can go in and you have several options to engage next or disengage.
Engage next with Grand Enterance [W] to reach the whole team.
Your Battle Dance [E] can be used for quick travel between allied players and quick engage. Try to make it the shortest time travel to become your engage really fast and unexpected.
[*] COMBOS OF DISENGAGE:
You can use your abilities for escape or disengage too. If you are not sure about a fight and yourself on the team fight, you should calculate to return from the fight (disengage). The best option is your Battle Dance [E], one charge from the two are should remain.
You can't stet your Grand Entrance [W], because without it you don't have potencial for CC.
It's important to think before every actions you make.
Use your pings to tell your teammates your intention.
Use wards to catch separated enemies and it will be much more easier to win the fights.
Rakan's ultimate is a teamfight-reserver. All depends on this casted ability, he is almost useless without it. When you cast your The Quickness [R], you gain decaying movement speed. So you can quickly charm the whole enemy team.
This is my recommendation, naturally you can combine the runes situationally. You should think before every match, every team composition which is the best.
My personal itemization is for a little bit tanky Rakan, CD-reduction and support the team before and in team-fights.
THE CORE ITEMS :
Eye of Ascension is a basic support item, to put vision on the map. Always buy Control Ward to clear and deny enemy vision. The core of this item first Ancient Coin, then for the first back (if possible) you should buy the next further development of this item, the Nomad's Medallion.
Boots of Mobility grants you increased movement speed. Can be replaced with Ninja Tabi due large amount of Attack Damage ; Mercury's Treads due large amount of Ability Power.
If you want a 10% of Cooldown Reduction you can buy Ionian Boots of Lucidity too.
Ardent Censer grants you CD-reduction on abilities, plus Ability Power - movement speed - mana regeneration. Basically almost every AP-based support champion's base item is this. For example: Nami, Soraka, occasionally Morgana.
You need to buy tanky items to survive, Knight's Vow gives Rakan Armor and Magic Resistance.
This item's most valuable attribution is it's active.
Mostly activate on the strongest member of your team, mostly on your AD Carry.
THIS IS MY CORE ITEMS - next is a choosable situational decision.
The next two items are mostly in my build are Shurelya's Reverie and Locket of the Iron Solari.
The explanation is:
Shurelya's Reverie grants your team bonus movement speed that useful for engages or disengages. It gains you health and mana regeneration, plus Ability Power too. Absolutely worthy item for Rakan.
If you want extra Armor and Magic Resistance with this active, Righteous Glory can be an alternative item.
Locket of the Iron Solari can be the right choose when your enemy have large amount of damage. You can protect yourself and your team too for a limited quantity.
This item also gives you Armor and Maguc Resistance.
Valued item is Mikael's Crucible. It's useful for an allied champion due it's active attribution.
Grants you extra shielding Power, Battle Dance [E] will be more effective on team's players.
Zhonya's Hourglass is a protective device, you can engage in and you can be surely known you're coming back. An alternative solution could be that you buy it's only part, the Stopwatch in the early or the middle game.
The second solution is the cheaper one.
The nearly global Redemption can heal your team, or reduce enemy's health - or occasionally simply grants you vision for an unseen part of the rift.
Plus it grants you regeneration.
When your opponents have so much heal regeneration, for example Dr. Mundo's ultimate or Draven's great health steal, the perfect item for Rakan is the Morellonomicon.
Ability Power and health is great naturally for this champion.
Zeke's Convergence can be great if you want to slow the enemy champion's. While you cast your The Quickness [R], this item's active slows them.
Armor and Magic Resistance can be also valuable.
2019.09.10 - added extra valuable items and the guide for RUNES AND ITEM EXPLANATION .
2019.09.12 - added guide for COMBOS, and a little bit changes in the runes after debut of patch 9.18 .
2019.09.15 - added INTRODUCTION part.