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Rakan · Support

Rakan Guide

Complete guideData-drivenMediumPatch 16.19.1
150Updated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

Rakan belongs to Riot's Support class and is played mainly as Support (100% of the public matches we measured). It attacks from range (300 units) and uses mana. In this guide you play it as Support: your job is to win the bottom lane with your marksman, control vision and enable your carries. The kit brings mobility with Grand Entrance and sustain with Gleaming Quill. Its ultimate is The Quickness. Riot rates it 2/10 in attack, 8/10 in magic, 4/10 in defense and 5/10 in difficulty.

Strengths

  • High magic damage: Riot rates it 8/10 in magic.
  • Mobility: Grand Entrance lets you reposition, engage or escape.
  • Sustain from Gleaming Quill.

Weaknesses

  • Mana-hungry early: spamming abilities leaves you empty before the fight.
  • Low priority on gold and experience.

Builds

Standard build

BalancedRecommended
Open build

When to use it

The default path: Moonstone Renewer, Echoes of Helia and Imperial Mandate give the health, ability power and mana regeneration this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.

Where it's played

Picked before the game: the main lane first, then the alternatives.

Summoner's RiftRed side · bottom leftBlue side · top right
  1. SupportMain100% of matches

Starting items

World AtlasHealth Potion

Core items

  1. 1Moonstone Renewer
  2. 2Echoes of Helia
  3. 3Imperial Mandate

Boots

Ionian Boots of Lucidity

Situational

Zhonya's HourglassAgainst heavy physical damage.Banshee's VeilAgainst heavy magic damage.MorellonomiconCuts the enemy's healing.Void StaffAgainst tanky teams.

Runes

Primary· Sorcery

PrecisionDominationSorceryInspirationResolve
Summon AeryArcane CometStormraider's SurgeDeathfire Touch
Axiom ArcanistManaflow BandNimbus Cloak
TranscendenceCelerityAbsolute Focus
ScorchWaterwalkingGathering Storm

Secondary· Resolve

PrecisionDominationInspirationResolve
DemolishFont of LifeShield Bash
ConditioningSecond WindBone Plating
OvergrowthRevitalizeUnflinching

Shards

Adaptive ForceAttack SpeedAbility Haste
Adaptive ForceMove SpeedHealth Scaling
HealthTenacity and Slow ResistHealth Scaling

Summoner spells

  • Flash
  • Exhaust

Abilities

  • Fey FeathersPassiveRakan periodically gains a shield.
  • QGleaming Quill11/10/9/8/7s45 mpFlings a magical feather that deals magic damage. Striking a champion or epic monster enables Rakan to heal his allies.
    Cooldown
    11·10·9·8·7
    Cost
    45
    Range
    850
    Basic ability — heals. Time it for the enemy's burst, not for chip damage.
  • WGrand Entrance14/13/12/11/10s50/60/70/80/90 mpDashes to a location, knocking up nearby enemies on arrival.
    Cooldown
    14·13·12·11·10
    Cost
    50·60·70·80·90
    Range
    600
    Basic ability — moves you and hits an area. Keep it to escape unless the kill is certain.
  • EBattle Dance40/45/50/55/60 mpFlies to an allied champion granting them a shield. Can be re-cast for free for a short duration.
    Cost
    40·45·50·55·60
    Range
    650
  • RThe QuicknessUltimate130/110/90s100 mpGains Move Speed, charming and dealing magic damage to enemies touched.
    Cooldown
    130·110·90
    Cost
    100
    Range
    150
    Ultimate. Plan your fights around its cooldown.

Strategy

1Early game

Your lane is about your marksman: trade when the enemy walks up to last hit, and ward the river before dragon spawns. Complete your support quest to unlock wards. Trade when the enemy marksman goes for a last hit: they have to choose between the gold and the damage.

  • Early items: Kindlegem and Bandleglass Mirror.

2Mid game

In the mid game, move with your jungler to ward and clear vision around dragons and towers. You're the one who decides where fights happen. Your spikes are level 6, when The Quickness comes online, and each completed item: Moonstone Renewer first, then Echoes of Helia.

  • Core items: Moonstone Renewer, Echoes of Helia and Imperial Mandate.

3Late game

Late, vision wins games: ward before Baron or Elder, never alone, and stay close to your carries.

  • Late items: Zhonya's Hourglass and Banshee's Veil.

4Team fights

Protect whoever the enemy dives, and keep Gleaming Quill for the moment it saves a life. Use The Quickness where it hits the most enemies or catches the key target.

5Playing against Rakan

Riot's own advice for facing this champion:

  • Rakan's movement abilities forecast their destination. Try to use this to your advantage.
  • Champions with crowd control that can be applied quickly excel against Rakan.
  • Catching Rakan with no allies around severely inhibits his mobility. Try to find him alone.

Tips

  • Rakan requires allies near him to make the most out of his tools.
  • Rakan's dash speeds increase with his Move Speed. Use the extra speed to surprise your enemies!
  • Danger is as fun as you let it be.
  • Buy a Control Ward every time you go back: it's the cheapest way to win vision.
  • After the laning phase, move with your jungler — two players warding are much safer than one.
  • Plan fights around The Quickness: without it, Rakan is far less threatening.

Matchups

Strong against

  • Rakan starts with 610 health and 30 armour against Yuumi's 500 and 25: the early trades are already won on paper.

  • Rakan starts with 610 health and 30 armour against Senna's 530 and 25: the early trades are already won on paper.

  • Gleaming Quill lets Rakan recover from Lux's poke, and Lux has no hard crowd control to punish it.

Weak against

  • Rampant Growth (root) lets Zyra pin Rakan down before Grand Entrance gets them out.

  • Equinox (silence) lets Soraka pin Rakan down before Grand Entrance gets them out.

  • Nevermove (root) lets Swain pin Rakan down before Grand Entrance gets them out.

Works well with

  • Gleaming Quill from Rakan keeps Zeri alive, and Zeri is the damage the team needs to protect.

  • Gleaming Quill from Rakan keeps Twisted Fate alive, and Twisted Fate is the damage the team needs to protect.

  • Gleaming Quill from Rakan keeps Miss Fortune alive, and Miss Fortune is the damage the team needs to protect.

Changelog

  1. Guide created for patch 16.19.1.

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