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Rakan Build Guide by Mystral

Support Rakan, The Charmer - Support Guide

Support Rakan, The Charmer - Support Guide

Updated on December 11, 2017
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League of Legends Build Guide Author Mystral Build Guide By Mystral 27,434 Views 4 Comments
27,434 Views 4 Comments League of Legends Build Guide Author Mystral Rakan Build Guide By Mystral Updated on December 11, 2017
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Runes:

Resolve
Aftershock
Font of Life
Conditioning
Revitalize

Sorcery
The Ultimate Hat
Transcendence

Spells:

LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

Hi everyone, I'm Lulu On Drugs and I play on EUW server, I was Gold III in season 7 and I main the support role.
I loved Rakan since the first time I saw him, I was really hyped before his release and I spammed him a lot. He's so charming (ofc lol) and strong, his abilities' animation are awesome and he's so sweet with Xayah.
I have a plays.tv account if you want to see some of my clips!~
http://plays.tv/u/Syphiria

If you're interested, check out my Lulu guide!

I'm Italian so.. Forgive my English.
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Pros / Cons

PROS + Amazing CCs
+ Peel
+ Sustain
+ Lot of mobility
+ Funny to play
+ Engage/Disengage skills
+ Wall jump with W
+ Available with every ADC
+ High AP ratio
- High cooldowns
- Countered by timed CCs
- Full potential with Xayah
CONS
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Summary Banner


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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Biography and base stats

Rakan

Alias: The Charmer
Weapons/Pets: Magical Plumage
Gender: Male
Race: Vastaya (Lhotlan)
Birthplace: Lhotlan Tribe, Ionia
Recidence: Ionia
Occupation:
· Battle-Dancer
· Freedom Fighter
· Cosmic entity
Faction:
· Ionia (Vastaya)
· Cosmic
Related: | |



Base stats:
Health: 510 (+ 85 per level)
Mana: 315 (+ 50 per level)
Attack damage: 70 (+ 3.5 per level)
Attack speed: 0.635 (+ 3% per level)
Movement speed: 335
Armor: 36 (+ 3.9 per level)
Magic resist: 30 (+ 0.5 per level)
Health regen.: 5 (+ 0.5 per level)
Mana regen.: 8.75 (+ 0.5 per level)
Range: 300
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Runes

Resolve


  • Aftershock: Rakan excels at engaging and CCing the enemy team, but he naturally needs help survive the engage. The resists provided by Aftershock let you get in and get out dealing damage around you.
  • Font of Life: Rakan naturally itemizes to empower his heals and shields and thanks to his AoE CC he is able to proc Font of Life on multiple targets and provide even more healing.
  • Conditioning: This is a great all-around defensive rune that synergizes with Aftershock to help you survive engages that you otherwise shouldn't.

Sorcery


  • Transcendence: Rakan naturally has long cooldowns on his abilities because they are so powerful. The more CDR you're able to stack the more utility you provide.
  • The Ultimate Hat: The Ultimate Hat doubles down on Rakan's signature of engaging teamfights with his ult. More ults = more teamfight you're gonna win.
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Summoner Spells


Flash: Allows a blink to where your cursor is. I always use it, because it's good in any situation, allowing you to escape, to save an ally or simply to get a kill.

Exhaust: Slows a target by 30% and reduces its damage by 40%. Exhaust is a great spell to pick as support, because you can use it to engage or to disengage. I always pick Exhaust, I find it really strong against almost everyone.

Ignite: Sets fire to the enemy and does damage over 5 seconds, applying Grevious Wounds. If you're going to play aggressive or the enemy team has a lot of heals/lifesteal, pick Ignite instead of Exhaust.

Cleanse: Pick this if the enemy team has a lot of CC or if they don't have burst/assassins. IT DOESN'T REMOVE SUPPRESSIONS ( Nether Grasp, Infinite Duress), Impale, Devour and Fear Beyond Death.
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Abilities

Fey Feathers (Passive)
INNATE: Rakan periodically generates a 33 - 254 (based on level) (+ 90% AP) shield. Damaging an enemy champion with a basic attack or ability reduces the cooldown of Fey Feathers by 1 second per champion hit.
COOLDOWN: 40-16 (based on level)

LOVER'S LEAP: 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.




Gleaming Quill (Q)
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 22.5 - 150 (based on level) (+ 70% AP).
MAGIC DAMAGE: 70 / 115 / 160 / 205 / 250 (+ 50% AP)
TARGET RANGE: 900
COST: 60 MANA
COOLDOWN: 12 / 10,5 / 9 / 7,5 / 6


More details



Grand Entrance (W)
Rakan dashes forward, landing stylishly at his destination.
After dramatically pausing for 1 second, he leaps into the air, dealing magic damage and knocking up surrounding enemies for 1 second.
MAGIC DAMAGE: 70 / 115 / 160 / 205 / 250 (+ 50% AP)
TARGET RANGE: 600
COST: 50 / 60 / 70 / 80 / 90 MANA
SPEED: 2050 (+ 30% movement speed)
COOLDOWN: 18 / 16.5 / 15 / 13.5 / 12




Battle Dance (E)
Rakan leaps to an ally champion, shielding them for 3 seconds. Battle Dance can be re-cast for 5 seconds at no cost.
When Battle Dance re-cast, Rakan may select the same target again.
If Xayah is the target, Battle Dance is able to be cast from an increased range.
SHIELD STRENGHT: 50 / 75 / 100 / 125 / 150 (+ 80% AP)


More details




The Quickness (R)
Rakan breaks into a captivating sprint for 4 seconds, gaining 50% bonus movement speed for the duration. During this, his base attack range is reduced to 50, and collision with an enemy champion deals magic damage and charms them. This may only occur once per enemy champion.
Also, when Rakan collides with his first enemy champion he gains an additional 150% bonus movement speed, decaying over 1.5 seconds.
MAGIC DAMAGE: 100 / 200 / 300 (+ 50% AP)
CHARM DURATION: 1 / 1.25 / 1.5
COST: 100 MANA
COOLDOWN: 120 / 100 / 80


More details

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > > We want to max out Grand Entrance because it is our main engaging/disengaging skill. Then Battle Dance as it allows you to shield more often and have mobility. We level up Gleaming Quill last because it has less utility than the other skills, it is a skillshot, so you could miss it and if you don't hit an ally it takes time to heal you.
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Items

Item Sequence

Eye of Ascension 0
Mobility Boots 1000
Ardent Censer 2300
Redemption 2300
Zeke's Convergence 2200
Locket of the Iron Solari 2200

Eye Of The Oasis This support item is the only one available for Rakan, because he is considered ranged so it's difficult to take minions with Relic Shield and we (I personally) don't want to poke enemies, so I wouldn't take Spellthief's Edge. You can try it if you want, the quest gives you movement speed when you hit an enemy so it could help you when you engage.

I always build these, because movement speed is so useful and your W Grand Entrance gains 30% movement speed so you engage faster. You can choose between Boots of Swiftness and Mercury's Treads.
You can build Ionian Boots of Lucidity, 10% CDR on Summoner Spells but at full build you reach 45% CDR even without these.

This is a must to have if you have heals/shields. Your heals and shields grant 20-35% attack speed and 20-35% on-hit damage for 6 seconds and you can heal and shield more teammates, so it's really strong on Rakan. Also, it has great stats, I just love it. This item is the reason why Lulu and Janna are always banned.

Standard item, it has great stats, it gives 10% shield power (+ 10% from Ardent Censer and Windspeaker's Blessing ) we have our shields increased by 30%. Redemption's heal and shield power is 3 times as effective on Redemption's heal, so we'll shield a bit more allies in teamfights.
If you have Ornn in team, remember to upgrade this into Salvation!

This is the item that increases your ADC's damage. When you use your R, The Quickness, there will be a frost storm for 10 seconds that slows nearby enemies by 20% and your ally's attacks burn the target for 50% bonus magic damage over 2 seconds. You can choose to build this before Redemption, because it's the perfect item for you.

I used to build this after Ardent Censer but now it works well on your bonus health and we don't have so much bonus health. Try to don't use it uselessly. Always try to catch the right moment, like when Katarina/ Xayah/ Lux is ulting.


Other items you can choose

AGAINST AD

I don't build this item so much, but its stats are pretty strong. Build this if the enemy team has 2-3 attack speed-based champs like Vayne, Jinx, Master Yi, Xin Zhao.



This is the item we need to survive to AD assassins (like Zed, Talon, Rengar and Kha'Zix)! It gives a lot of HP and 60 armor, it makes you pretty hard to kill for an ADC also (for the passive that reduces crit damage by 10% and the one that slows enemy's attack speed by 15% if you're hit by an AA). The last item is very situational though.

Thornmail is OP right now. It gives you health and a lot of armor. When you get hit by an AA, you reflect magic damage equal to 10% of your bonus armor plus 25 (so I would recommend to build another armor item, like Randuin's Omen) and inflict Grevious Wounds on the attacker. It also slows its attack speed by 15% for 1 second.

AGAINST AP

This item is pretty cool: its stats are great to be tanky and its passive will help your AP carries dealing 10% more damage. It even gives you the 10% cdr you need to reach 45%. You can choose between this and Adaptive Helm.
Choose this if you have Ornn in team, so you can upgrade it into Infernal Mask!

This is your item after Redemption if you want to engage dealing some damage and escaping healing an ally with your shield Battle Dance or your Q Gleaming Quill. You can stack Blood Charges, so when you heal someone, you will heal them even more.


Take this item if they have a heavy engage like Unstoppable Force, Glacial Prison, Curse of the Sad Mummy, Solar Flare or even just a Blitzcrank/ Thresh. This is your main item against AP champs, build it if they have a fed AP that could just interrupt your engage. Now it gives AP and 10% cdr, so it wouldn't be a so bad choice.

This item gives more armor than MR, so why I put it in "against AP"? Because of its active. If enemy team has 2-3 AP champs and you use this on a minion that's going toplane, you force their AD/ADC to go top to kill it and depush the lane. In that time, your team can try to engage a 5v4 and most likely to win it.

SITUATIONALS

I like these, but I prefer Mobility Boots. If you want to keep running a bit fast in fights, pick these. If you want to run faster around the map, take mobility ones. These reduce slowing effects by 25%, so they're pretty good, because lot of champs have slowing skills.


Pick these ones if enemies have more than 1 CC (stun, silence, slow...), they can help you with your engages/disengages. I pick these even for the lane phase, like when I have Leona / Sona / Lulu against.



Pick this if you want to keep a lane safe from being pushed. It has the same passive as Ohmwrecker, but the damage done by the first and the fourth Voidspawn gain 15% of your total health as damage, so I would recommend to build one or two HP items in addition to Redemption.


There will always be at least one enemy in the enemy team that has a hard CC, so this is a good choice. If you time it right, you can save a teammate granting him 40% movement speed after the "cleanse". It stats are not great but we like that 20% bonus shielding power. It works very well with Redemption for its passive!

Ohmwrecker is an underrestimate item. It gives great stats and it's useful for diving under towers. It gives movement speed when you walk near a turret (even destroyed ones) and it can disable both of Nexus' turrets at the same time. I think that it would be pretty strong or Rakan with towerdives. It gives armor, health and cdr, try it out sometimes, you might have fun.
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Warding



This is where you and your team should ward:
  • Yellow: Vital to protect the jungler on your team
  • Blue: For protection depending on which lane you're on
  • Red: To guard Dragon and Baron
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Lore

On the ancient, mystical borders of Ionia's deep forests live the last of the Lhotlan vastaya. It is a place where magic is breathed like air and time has little meaning. To these chimeric creatures, the mortal realms have become like an unforgiving desert, virtually devoid of magic. Few willingly travel far from their shrinking lands, but Rakan has long walked a riskier path. He journeys along the edges of the world's magical streams, as an explorer, emissary, and song catcher for his tribe.

An entertaining rogue, a welcome performer for any tavern or village carnival, Rakan was content with the simple adventures of this life on the road... until he had a chance encounter with Xayah at the harvest festival in Vlonqo.

Seeing her in the crowd, Rakan performed one of his old songs, entrancing the entire town with his gleaming plumage. Though countless human and vastayan women had fallen for him in the past, this violet raven seemed immune to his charms, though not uninterested. How could she see him and yet choose not to follow him? It was a puzzle with no easy answer.

Intrigued, the battle-dancer decided he would accompany Xayah on her travels. He became fascinated by how she interacted with the world. She seemed always prepared, aloof, and focused where he was uninformed, affable, and frivolous - but in any dangerous situation, they fought together with uncanny harmony. Soon enough, the pair became inseparable.

After months of courtship, Rakan began to see the world through Xayah's eyes. Inspired by his partner's singular drive, he joined her crusade to reclaim the power of the vastaya, and take back all that their people had lost.

Through Xayah, he had found purpose, and Rakan had fallen in love.

"I got freedom. I got a lady. I got a cause I'd die for."
- Rakan
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