Rakan Build Guide by Hanjaro
[9.22] Hanjaro's Rakan Supporting your way to Challenger.By Hanjaro | Updated on November 15, 2019
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Lux can counter your engage with her root, and her combo is deadly, along with her long range. You should avoid her abilities, play passive and engage at 6 when her abilities are on CD. She's squishy so you can burst her down.
Sona can out trade you easily with her Q and heal up any damage with her W. She can stop your engage with her R, but she is very squishy, so you can burst her down.
Extreme damage with his combo, can stop your engage if he hits his stun. Still squishy, so you can burst him down with a gank.
Xayah is Rakan's perfect duo, increasing his battle dance range, and allowing them to recall together. His engage sets up hers perfectly and his CC allows her to hit her root.
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!
If you enjoy playing, or want to learn more about Rakan, you can read and discuss more over at
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction.
Flash is used for the threat of an all-in engage, and as your primary escape summoner.
|Guardian is the best keystone for Rakan at the moment, it's a strong shield, and extra movement speed - increasing Rakan's utility and mobility. While within 175 units of an ally, any damage taken gives you both a 70 - 150 (+0.25 AP + 12% bonus hp) shield, and 20% movement speed for 1.5s. This has very good synergy with your Battle Dance, and is very strong in teamfights. The only downside is it has a long cooldown during laning phase.|
|Demolish is the best rune to take in this column due to how fast the meta is currently. You want to take as many turret plates as you can before 14 minutes, and Demolish is the best way to do so.|
|Rakan wants to get in and out of a fight as fast as he can, and Bone Plating helps him survive a little more with his engages. He's technically a melee champion with a bit longer range, so in laning phase, reducing the extra poke damage with Bone Plating can be invaluable for staying alive.|
Rakan's heal is actually quite weak in the early game, so an extra 5% boost is always helpful, increasing to 10% on allies below 40% health. Revitalize has good synergy with Fey Feathers, increasing your own passive shield as well.
Unflinching is also a viable option in this column, enabling you to further your mobility and clutch escapes with an extra 15% tenacity and slow resist after casint a summoner spell. You tend to Flash all in with The Quickness, so very easy to proc.
|Casting your ultimate grants Ghost and 100 bonus movement speed for 2.5s. An absolute must have on Rakan, especially as it is always ready to use with The Quickness. You want to be catching as many enemies as you can, and the bonus movement speed is a godsend for this.|
|By now, I'm sure you already know movement speed is key on Rakan, and that's exactly what Celerity provides us with. Enables your engages to become faster, and helps you get out even quicker. Another must have!|
Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support, and one that can engage at that. Rakan can roam to other lanes, and catch people out, so having the bonus movement speed is invaluable. Movement speed is essential on Rakan, so these are the boots you'll most likely be picking up 90% of the time.
Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%, making it easier for you to disengage.
Ninja Tabi's > ARMOR
If the enemy team has a lot of physical damage threats, and you're the primary front line, or need some extra survivability, Ninja Tabi's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.
Zeke's Convergence > SURVIVABILITY/CDR/MANA
Zeke's is a fantastic item on Rakan as it offers armor and magic resist (increasing his tankiness), cooldown reduction and an extra 250 mana. When you cast The Quickness, You ignite an aoe around you that slows enemies by 20% - meaning less chance to escape on your engage, while the ally that you have chosen to attach to, their attacks burns enemies for 30% bonus magic damage, increasing their damage output for quicker kills.
Redemption > CDR/HP+MANA REGEN/SUSTAIN
Redemption offers an aoe heal in an area, adding another sustain for Rakan's allies, you won't always be able to hit your Gleaming Quill on every ally. It also offers HP and Mana regen, meaning you can stay in the fights longer, recall less, and you can help out even while dead. It also offers an extra 10% shielding power, which synergizes with your Battle Dance.
Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 60 magic resist, increasing your overall tankiness as Rakan is generally very squishy, while providing a shield to your allies upon use - using +20% of your maximum health, which Redemption increase.
Ardent Censer > DAMAGE/UTILITY/CDR
If you have a team comp that relies heavily on fast auto attacks such as Vayne, Kindred, Quinn etc. Ardent Censer is a great pickup to maximize your carries damage output while shielding them, it also offers you a bit more burst, a small bonus to your movement speed, mana sustain and 10% CDR.
Frozen Heart > SURVIVABILITY/CDR/MANA
A fantastic item if you're up vs a lot of quick hitting, physical damage champions. You gain 100 armor, 20% CDR and you reduce the attack speed of enemies by 15% within 1000 units. It can easily help shut down an ADC such as Vayne, hindering her attack speed, and protecting you longer. You generally want to take this if you're going to be relied on for a bit of frontlining.
Mikael's Crucible > SURVIVABILITY/CDR/UTILITY
A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Death Sentence, Cocoon etc and grants bonus movement speed for 2s after successfully cleansing an ability.
Increases your Mana and HP regeneration, while granting you 40 magic resist, and 20% healing and shielding power - good synergy with Gleaming Quill.
Athene's Unholy Grail > UTILITY/SUSTAIN
As Rakan's Gleaming Quill heal can be lack luster early game, you can pick up Athene's Unholy Grail to give your allies extra sustain. Other than Battle Dance, all your abilities do damage, so it's easy to stack. You gain extra AP, and magic resist, which is always valuable on Rakan.
Spellthief's Edge > DAMAGE
Spellthief's Edge is taken mostly for the extra AP, giving your abilities a little extra "oomph" in laning phase, helping your sustain, and securing kills with a bit more damage. It can be quite hard to proc depending what lane you're against, so most tend to take Ancient Coin.
Fey Feathers (Passive)
COOLDOWN: 40 - 16 seconds (based on level)
INNATE: Rakan periodically generates a 33 − 254 (based on level) (+ 90% AP) shield that lasts until it is broken. If the shield is damaged, but not destroyed after being out of combat for 5 seconds, it will regenerate 10% of its maximum value every second.
Damaging an enemy champion with a basic attack or ability reduces the cooldown of Fey Feathers by 1 second per champion hit.
LOVER'S LEAP: If either Rakan or Xayah 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.
Gleaming Quill (Q)
TARGET RANGE: 900
EFFECT RADIUS: 200
COST: 60 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
ACTIVE: Rakan slings an enchanted feather forward, dealing magic damage to the first enemy hit.
If that enemy was a champion or epic monster, an area is marked around Rakan
After 3 seconds or if an ally champion comes within the marked area, Rakan heals himself and surrounding allies by 18 − 120 (based on level) (+ 70% AP).
Grand Entrance (W)
EFFECT RADIUS: 250
COST: 50 / 60 / 70 / 80 /90 mana
COOLDOWN: 18 / 16.5 / 15 / 13.5 / 12
ACTIVE: Rakan dashes to the target location.
After a 0.35-second delay, he leaps into the air, dealing magic damage and knocking up surrounding enemies for 1 second.
Battle Dance (E)
TARGET RANGE: 700 (1000 with Xayah
COST: / 60 / 70 / 80 / 90 / 100 mana
COOLDOWN: 20 / 18 / 16 / 14 / 12
ACTIVE: Rakan leaps to an allied champion and shields them for 3 seconds.
Battle Dance can be re-cast for 5 seconds at no cost, and may select the same target again.
Enemies hit by subsequent waves beyond the first are dealt half damage.
- The shield does not stack when reapplied. Thus, jumping on an ally who's already shielded will only have their shield refreshed.
- Rakan will shield an ally, even if he gets CC'd during his dash.
The Quickness (R)
COLLISION RADIUS: 150
COST: 100 mana
COOLDOWN: 130 / 110 / 90
ACTIVE: Rakan breaks into a captivating sprint for 4 seconds, gaining 50% bonus movement speed for the duration. During this time he deals magic damage to all enemy units he collides with, charming and slowing them by 75%. This may only occur once per unit.
When Rakan collides with his first enemy champion he gains an additional 100% bonus movement speed, which starts decaying after 0.5 seconds by 20% every 0.5 seconds.
When you're in laning phase, you want to be there to protect your partner, offering disengage and peel.You can make an engage with Grand Entrance if you know you have a chance to make a kill, or your jungler comes for a gank.
Poke with Gleaming Quill for sustain.
If you're laning vs a Morgana and/or a Sivir, you'll want to bait their Black Shield and Spell Shield before you make an all in, they're on relatively long cooldowns at the lower levels (26s and 22s), so you can take advantage of this. Baiting can be achieved by any means, moving in an aggressive way, or if your ADC has baited using a spell such as Jhin's Deadly Flourish.
Level 6, you can make an attempt at an all-in with The Quickness and Grand Entrance, followed up with your Ignite, your CC should be long enough for your laning partner to kill the enemy, especially with the jungler if they come.
You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.
Once you get your first back, hopefully with at least one or two kills under your belt, you want to be getting your ward upgrade (you are still a support after all!), and looking to buy Boots of Mobility for the roaming potential. You can set up kills for your midlaner and get them ahead, along with your ADC.
If you can't roam, you want to be maximizing gold for your ADC, and this includes taking tower plates after kills.
You mostly want to be around your team, and helping out your ADC to (hopefully) continue his lead. You can still set up kills for him, and you're a strong threat to think about for an enemy wanting to set up a gank, as it's very easy for the tides to turn in your favor.
During teamfights, Rakan is excellent at flanking enemies, and charming the entire enemy team. You're very squishy, so you want to be going in, cc'ing and getting out as soon as you can. You want to wait for your team to be ready for an engage, or follow up on someone elses. You can also be a counter engage, turning the fight in your favor.
Once you've managed to get your ultimate off, and got out safely, your main goal is to peel, shield and keep your allies safe, and topped up with items such as Redemption.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team vision. You should make sure to buy one at least every time you back, preferably to have 2 in your inventory.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as traditional enchanters ( Janna, Lulu etc!).
If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.