This meta overview presents RAKAN’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where RAKAN performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Support Line RAKAN. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Spectral Sickle (Attack champions and structures to gain bonus gold). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Spectral Sickle
Attack champions and structures to gain bonus gold
This item is for support players. When equipped, it will reduce the gold you receive from killing minions and monsters. If there are multiples of this item within the party, only one of them can take effect at any given time.
Versatile: Gain 10 Attack Damage or 20 Ability Power (Adaptive).
Tribute: Gain 1 encircling energy orb(s) every 30 seconds (max 3 orbs). While near an ally, the actions below will trigger Tribute, consuming 1 energy orb(s) to grant you 65 gold and restore your Health 20-80:
1. Using abilities or attacks to damage enemy champions or structures.
2. Attacking minions below 65% Health. This also executes them, and the gold generated from the minion kills is given to the ally nearest to you. 3. A nearby minion is killed while you have 3 orbs. Upon triggering Tribute, the ally nearest to you gains Tribute stacks.
Sentry: Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom.
Restraint: You do not earn gold generated from minion kills, but you earn gold equal to 50% of the bounty. The gold generated from your minion kills will be given to the ally nearest to you. Gold earned from monster kills is reduced by 50%.
Quest: Earn 750 gold with this item to transform it into Black Mist Scythe and bind you and the ally with the most Tribute stacks as Perfect Partners.
500
Black Mist Scythe
Attack champions and structures to gain bonus gold
+10 Ability Haste
Versatile: Gain 14 Attack Damage or 28 Ability Power (Adaptive).
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage, or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Black Mist Scythe TIPS: This item is designed for support players, granting passive bonuses to gold and stats. It reduces your gold from killing minions and monsters but provides 75 gold and 1 Soulforce stack every 60 seconds. Each Soulforce stack adaptively grants health, attack damage, or ability power, and at 10 stacks you gain a significant bonus to one of these stats. The item also increases your effectiveness in clearing vision by dealing extra damage to revealed enemy wards. Ideal for map-control–focused supports who want to help their team without worrying about farming; you’ll steadily generate resources and strengthen your utility for both protect and peel.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+15 Ability Power
+100% Mana Regeneration
+45 Move Speed.
Magic Break:
+8% Magic Penetration.
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
900
Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane:
+5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD
+ 50% AP
. (1.5s Cooldown) Damage is reduced vs structures.
2800
Lich Bane TIPS: This item is perfect for mages and champions who deal both magic and physical damage. It provides bonuses to ability power, magic penetration, and ability haste, helping to increase damage and the frequency of ability usage. The "Spellblade" effect allows you to deal bonus magic damage with your next attack after using an ability, adding burst damage and helping to quickly take down squishy enemies. This item is especially effective against champions with low magic resistance, such as AD carries, mages, and assassins, who are vulnerable to high magic damage.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+15 Ability Power
+100% Mana Regeneration
+45 Move Speed.
Magic Break:
+8% Magic Penetration.
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
900
Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. and reducing the target's Magic Resistance by 12% for 3s. After cast, gain 20% Movement Speed thatdecays over 3s. (50s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.
500
Protobelt Enchant TIPS: This enchant grants a forward dash followed by a burst of missiles that deal magic damage and briefly weaken the target’s magic resistance. After casting, you gain a temporary movement speed boost for continued pursuit or escape.
Black Mist Scythe (Attack champions and structures to gain bonus gold) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Lich Bane (Attacks deal bonus damage aster ability casts).
Protobelt Enchant (Small dash).
Black Mist Scythe
Attack champions and structures to gain bonus gold
+10 Ability Haste
Versatile: Gain 14 Attack Damage or 28 Ability Power (Adaptive).
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage, or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Black Mist Scythe TIPS: This item is designed for support players, granting passive bonuses to gold and stats. It reduces your gold from killing minions and monsters but provides 75 gold and 1 Soulforce stack every 60 seconds. Each Soulforce stack adaptively grants health, attack damage, or ability power, and at 10 stacks you gain a significant bonus to one of these stats. The item also increases your effectiveness in clearing vision by dealing extra damage to revealed enemy wards. Ideal for map-control–focused supports who want to help their team without worrying about farming; you’ll steadily generate resources and strengthen your utility for both protect and peel.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+15 Ability Power
+100% Mana Regeneration
+45 Move Speed.
Magic Break:
+8% Magic Penetration.
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
900
Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
Lich Bane
Attacks deal bonus damage aster ability casts
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Bane:
+5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD
+ 50% AP
. (1.5s Cooldown) Damage is reduced vs structures.
2800
Lich Bane TIPS: This item is perfect for mages and champions who deal both magic and physical damage. It provides bonuses to ability power, magic penetration, and ability haste, helping to increase damage and the frequency of ability usage. The "Spellblade" effect allows you to deal bonus magic damage with your next attack after using an ability, adding burst damage and helping to quickly take down squishy enemies. This item is especially effective against champions with low magic resistance, such as AD carries, mages, and assassins, who are vulnerable to high magic damage.
Infinity Orb
Abilities deal bonus damage
+80 Ability Power
+7% Magic Penetration
Destiny:
+5% Move Speed.
Balanced:
+15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 (
) plus 10%
to nearby enemies.
2900
Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+75 Ability Power
+7% Magic Penetration
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%
.
3400
Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%
.
3400
Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2500
Morellonomicon TIPS: This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%
.
3400
Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
Crown of the Shattered Queen — This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%
.
3400
Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.
Imperial Mandate
Crowd control grants additional ally damage
+200 Max Health
+40 Ability Power
+20 Ability Haste
Coordinated Fire: Abilities that Slow or Immobilize a champion deal 47-75 bonus magic damage and marks them for 4 seconds (6 seconds cooldown per enemy champion). Allied champion damage detonates the mark, dealing an additional 94-150 magic damage (based on ally level) and granting you both 20% Move Speed, for 2 seconds.
2500
Imperial Mandate TIPS: This item is perfect for support champions who have abilities that slow or immobilize enemies, allowing you to activate effects for your team. It provides bonuses to maximum health, ability power, and ability haste, helping you deal damage while also enhancing teamwork with your allies. The "Coordinated Fire" effect activates when you slow or immobilize an enemy, dealing bonus magic damage and marking them for 4 seconds. When an allied champion damages the marked target, it detonates the mark, dealing additional magic damage and granting both you and your ally 20% bonus movement speed for 2 seconds. This item is especially useful for champions with crowd control abilities.
Imperial Mandate — This item is perfect for support champions who have abilities that slow or immobilize enemies, allowing you to activate effects for your team. It provides bonuses to maximum health, ability power, and ability haste, helping you deal damage while also enhancing teamwork with your allies. The "Coordinated Fire" effect activates when you slow or immobilize an enemy, dealing bonus magic damage and marking them for 4 seconds. When an allied champion damages the marked target, it detonates the mark, dealing additional magic damage and granting both you and your ally 20% bonus movement speed for 2 seconds. This item is especially useful for champions with crowd control abilities.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%
.
3400
Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.
Rylai's Crystal Scepter
Abilities apply slows
+300 Max Health
+65 Ability Power
+7% Magic Penetration
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item is perfect for mages who deal damage with area-of-effect abilities and want to slow down enemies. It provides bonuses to health, ability power, and magic penetration, enhancing your abilities and increasing survivability. The "Icy" effect slows enemies by 30% for 1 second when dealing damage with active abilities or empowered attacks. This makes the item an excellent choice for champions with area-of-effect damage who can control the battlefield and slow enemies, such as Lissandra or Amumu.
Rylai's Crystal Scepter — This item is perfect for mages who deal damage with area-of-effect abilities and want to slow down enemies. It provides bonuses to health, ability power, and magic penetration, enhancing your abilities and increasing survivability. The "Icy" effect slows enemies by 30% for 1 second when dealing damage with active abilities or empowered attacks. This makes the item an excellent choice for champions with area-of-effect damage who can control the battlefield and slow enemies, such as Lissandra or Amumu.
Flash (Teleport a short distance) and
Heal (Restore Health to you and the most wounded nearby ally champion) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Heal
Restore 110 Health (110–400
) to you and the most wounded nearby ally champion, and grants both of you 30% bonus Movement Speed for 2 second(s).
Healing is halved for champions recently affected by Heal.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Electrocute (Hitting a champion with successive attacks or abilities deals bonus adaptive damage.) as your keystone, followed by
Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.),
Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and
Zombie Ward (Takedowns on enemy wards spawn a Zombie Ward that grants vision and Adaptive Force.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Electrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 40-194 (
) + 35% extra
+ 20% ![]()
Cooldown: 20-13s (
)
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 10-80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Chain Assault
Triggers on attack after hitting a target with an ability
Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (20-35 (
) + 5% bonus
+ 2.5%
).
Cooldown: 15s
Zombie Ward
Vision control increases Attack Damage/Ability Power
Takedowns on enemy wards spawn a Zombie Ward in its place, granting vision of the surrounding area for 120 seconds. Additionally gain 4
or 8
(max 5 stacks). (Assists on enemy wards also grant stacks and spawn Zombie Wards.)
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 30s
Zombie Ward
Vision control increases Attack Damage/Ability Power
Takedowns on enemy wards spawn a Zombie Ward in its place, granting vision of the surrounding area for 120 seconds. Additionally gain 4
or 8
(max 5 stacks). (Assists on enemy wards also grant stacks and spawn Zombie Wards.)
Eyeball Collection
Kills increase Attack Damage/Ability Power
Gains 2
or 4
after scoring a champion or epic monster takedown, stacking up to 8 times.
Eyeball Collection — This rune provides consistent damage scaling through takedowns, allowing you to gradually increase your power over the course of the game. It is ideal for aggressive champions who actively participate in fights and objective control. It works best on assassins, fighters, and carry champions who want to snowball and maintain their advantage.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 30s
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 5, gain bonus 6 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 10% the ability's cooldown time.
Cooldown: 8s
Transcendence — This rune reduces ability cooldowns and makes gameplay smoother by allowing more frequent skill usage. It is ideal for champions who rely heavily on abilities and are constantly involved in fights or trades. It works best on mages, supports, and some fighters where maintaining a high tempo through ability usage is essential.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 30s
Perseverance
Increase survivability when crowd controlled
Gain 10% Tenacity. Gain 15-25 Armor and Magic Resistance (
) for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.
Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.
(Q) GLEAMING QUILL
10/9/8/7s
60
Flings a magical feather that deals 90 magic damage (90/150/210/270 + 60%
) to the first enemy hit.
If the feather hits a champion or epic monster, Rakan restores 56 health (50 + 6 + 70%
) to himself and nearby allies after 3s or when he touches an ally.
Range: 800
(W) GRAND ENTRANCE
16/14/12/10s
50/60/70/80
Dashes to a location. Upon arrival Rakan leaps into the air, dealing 70 magic damage (70/135/200/265 + 45%
) and knocking up enemies for 1s.
(E) BATTLE DANCE
18/16/14/12s
60/70/80/90
Flies to an allied champion, granting them a shield that absorbs 50 damage (50/80/110/140 + 65%
) for 3s.
When cast on Xayah, the shield amount is increased by 125% and the cooldown is reduced.
Can be re-cast for free within 5s.
(R) THE QUICKNESS
80/70/60s
100
Gains 60% Movement Speed for 4 seconds. Touching enemies deals 100 magic damage (100/200/300 + 50%
) and charms them for 1/1.25/1.5s. This may only occur once per unit. The first champion charmed grants Rakan 75% decaying Movement Speed.
We have prepared lists of champions that can really annoy you during a match with the game on the Support RAKAN. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Support RAKAN in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+50% Health Regen
+20 Magic Resistance
+45 Move Speed.
900
Mercury's Treads TIPS: These boots are a core defensive choice when the enemy deals strong magic damage. They increase your magic resistance, boost health regeneration and movement speed, and help you stay in lane or fights longer against poke and burst mages. Pick them when you need greater survivability versus AP-heavy matchups or repeated spell damage.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (90s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+35 Ability Power
Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper:
+30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2500
Morellonomicon TIPS: This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab:
+15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD
+ 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+75 Ability Power
+7% Magic Penetration
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP
+ 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP
+ 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.
FEY FEATHERS
GLEAMING QUILL
GRAND ENTRANCE
BATTLE DANCE
THE QUICKNESS

Every 35~14s (
), gains a 31 health shield (31 (+16
) + 80%
). Attacks and abilities on enemy champions reduce this cooldown by 1s.
Lover's Leap: Xayah and Rakan can join each other's recall. Both will reach the Summoning Platform at the time of which the initiator's recall ends.
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10/9/8/7s
60
Flings a magical feather that deals 90 magic damage (90/150/210/270 + 60%
) to the first enemy hit.
If the feather hits a champion or epic monster, Rakan restores 56 health (50 + 6 + 70%
) to himself and nearby allies after 3s or when he touches an ally.
Range: 800
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16/14/12/10s
50/60/70/80
Dashes to a location. Upon arrival Rakan leaps into the air, dealing 70 magic damage (70/135/200/265 + 45%
) and knocking up enemies for 1s.
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18/16/14/12s
60/70/80/90
Flies to an allied champion, granting them a shield that absorbs 50 damage (50/80/110/140 + 65%
) for 3s.
When cast on Xayah, the shield amount is increased by 125% and the cooldown is reduced.
Can be re-cast for free within 5s.
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80/70/60s
100
Gains 60% Movement Speed for 4 seconds. Touching enemies deals 100 magic damage (100/200/300 + 50%
) and charms them for 1/1.25/1.5s. This may only occur once per unit. The first champion charmed grants Rakan 75% decaying Movement Speed.
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Use this combo to unexpectedly engage on multiple enemies.
Start with (R) THE QUICKNESS out of vision. Use FLASH to approach the teamfight. From there, run around to charm and group up nearby enemies. Follow up with (W) GRAND ENTRANCE to knock them all up. Use (Q) GLEAMING QUILL, then (E) BATTLE DANCE to an ally to safely disengage.
As mercurial as he is charming, Rakan is an infamous vastayan troublemaker and the greatest battle-dancer in Lhotlan tribal history. To the humans of the Ionian highlands, his name has long been synonymous with wild festivals, uncontrollable parties, and anarchic music. Few would suspect this energetic, traveling showman is also partner to the rebel Xayah, and is dedicated to her cause.