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Recommended Items
Runes: Improved Standard
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Threats & Synergies
Rakan
Rakans only real big threat are champs that can lock down his movement long enough to kill him or force him to back, especially if said CC doesn't require a skillshot. If the threat isn't listed here, its one that is going to be relatively easy to play into so long as you think through things and play around cd's ect.
Rakan
Rakan overall can play with most any ADC due to his many options for how you play him, just be sure to play around your ADC and you should be fine with any ADC champ
Rakan
Rakan overall can play with most any ADC due to his many options for how you play him, just be sure to play around your ADC and you should be fine with any ADC champ
4/7/2025 - Added new rune page options + More notes on guardian (Specifically on how its actually not that great however, as the Guardian keystone is still the most widely used, I will keep it listed) As well as some threats and synergies, and some other notes on the builds. Debating reapproaching the abilities section with a video explanation instead to get the points across.

Passive: Fey Feathers
Innate: Periodically, Rakan grants himself a 30 – 225 (based on level) (+ 95% AP) shield that lasts until broken. After being out of combat for 5 seconds, any leftover shield will be restored to maximum value.
Rakan's basic attacks and ability hits reduce Fey Feathers' cooldown by 1 second for each enemy champion hit.
This is Rakan's primary passive, and it proves very useful for sustain in lane, allowing you to take some poke and back out for 5 seconds to bring your shield back. The shield scaling with AP only really proves useful if you have AP from items, but shuralyas alone will enhance your shield by 45, if you go the AP support build with just those three items you will get 142 added to your shield
As mentioned above, your attacks reduce the shield's cooldown if you happen to lose it, so look to passively auto-attack a bit and poke with Q to bring it back quicker
Secondary Passive: Lovers Leap
Innate - If either Rakan or Xayah is channeling Recall, the other may move nearby and channel their own to join alongside them. Both reach base at the time of which the initiator's Recall completes.
Lovers leap is one of the many bonuses to playing alongside Xayah. The duo recall does a good job of maintaining tempo, and If you have Symbiotic Souls your Xayah is able to benefit from the faster recall as well while getting the benefits from her own pair of boots.

Q - Gleaming Quill
Active: Rakan slings an enchanted feather in the target direction that deals magic damage to the first enemy hit.
Magic Damage:
70 / 115 / 160 / 205 / 250 (+ 70% AP)
If the target was an enemy champion or epic monster, a radius is marked around Rakan. After 3 seconds or if an allied champion enters the radius, Rakan heals himself and nearby allied champions for 40 – 210 (based on level) (+ 55% AP).
Rakan Q provides fantastic poke alongside lane sustain, and can keep you and your ADC present in lane to catch waves when without the heal they may have to back and miss cs. This is a fantastic tool of Rakans and should be used frequently if you or your ADC have encountered any poke from trades in lane. It is important to note that the quill goes a little farther than the cast indicator shows, and it's a fairly forgiving skillshot. I recommend spending some time in the training tool getting a feel for just how far you can push the distance of your quill.
Additionally, the heal isn't as forgiving as you might think, and while it does say that it will heal nearby allies, they have to be very very close, it is normally a safer bet to just walk over and touch your ally as to not risk them not receiving the heal
Rakan heal can heal multiple nearby allies. keep this in mind for objectives and teamfights.
Rakans damage is not very substantial, so when helping your jungle on objectives hit the obj with your Q, heal them, and walk a bit away from the pit (within E range) to scout out people roaming to contest, and repeat when your Q cd is done. You don't always need to sit and autoattack the obj as it doesn't do too much, you help better as an early warning.

W - Grand Entrance
Active: Rakan dashes to the target location. After a 0.35-second delay upon arrival, he deals magic damage to nearby enemies and knocks them up for 1 second.
dealing Magic Damage 70 / 120 / 170 / 220 / 270 (+ 80% AP)
Rakan will be knocked down by any immobilizing or polymorphing crowd control during the dash. meaning it can be canceled
Grand Entrance will cast at max range if cast beyond that.
Rakan's W is his most useful ability by far as it is a fantastic engage tool, as well as an escape tool due to its ability to be used over walls. Due to that, it allows you to put yourself in sticky situations and get out, as few champs will be able to follow suit and will be forced to go around. However, Rakan W is not quite the same as say a Tahm W in the jumping walls sense as at the very least the middle of the circle needs to be able to reach the other side of the wall, where as a Tahm W can be put in the center of terrain and he will reapear on the side closest to the W's cast indicator
If Rakan attempts to cast his W without it being far enough over the wall, it will instead cast as far in that direction as able, leading you to end up pushed against the wall and not properly jumping over.
Rakan W can knock up multiple enemy champions, it will also knock up minions and jungle camps. It will also interrupt channeled abilities allowing you to cancel various abilities like a velkoz ult.
Another little secret to rakan W is it will make the models of entities he knocks up face him as it is a "Grand entrance". This is not super useful in 99% of games as immediately after the knockup, enemy players are back to directing their character. However it has a small use against champs like Tahm during his R, as he will spit out the champion in his mouth in the direction he is facing, so if you time it right so the ult ends during your W knockup, it is possible to change the direction he spits. same with your R

Battle Dance
(4/9/2025 - Need a break from filling in ability information and moving on to work on other sections. Until I finish this, if you need a decent understanding of his abilities, see the rakan wiki page)
When considering whether it is worth burning all three of your main spells, think about the following:
-
Where is the enemy jungler?
Is there an objective on your side of the map that might incentivize the enemy jungle to go bot and punish you?
Are you or your carry low?
What is stopping you from just poking with Q?
Are the ADC and or support's cool downs up?
Rakan is very slippery, but that doesn't mean his engages always go unpunished, a well timed CC directly before or after your W can be the difference between a successful trade and a fed enemy adc. It is tempting and very satisfying to jump in with W, hit your q, and dash out, but you don't need to do it every time the abilities are off cooldown. Normally, a simple Q poke is plenty, some auto attacks, etc.
TLDR; While Rakan's kit combos together pretty seamlessly, It's good to not burn everything at once
Introduction to Rakan Combos:

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