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.
Relic Shield
Kill minions to earn bonus gold +100 Max Health
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.
Spoils of War: Gains 1 charge(s) every 30 seconds (up to 3 times). Attacking enemy minions consumes 1 charge(s) and executes minions whose Health are below 65%, granting your teammates the entire bounty, while granting you 65 bonus gold and restoring your Health by 15-65.
While you will not participate in the resulting minion bounty sharing, you will personally receive gold equal to 50% of the bounty. Your share of the bounty from the minion kill will be entirely given to nearby teammates.
Also reduces monster bounties by 50%.
Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom.
Quest: Earn 750 gold with this item to transform it into Bulwark of the Mountain. 500
Bulwark of the Mountain
Kill minions to earn bonus gold +175 Max Health
+10 Ability Haste
Every 60 seconds, gains 75 gold and 1 stacks of soulforce (up to 10 stacks). Each stack of soulforce grants 25 Health, 2 Attack Damage, or 4 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom. 0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration +55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions. 1400
Boots of Mana TIPS: These boots are perfect for mages who need extra mana regeneration and enhanced spell power. They provide bonuses to ability power, movement speed, and greatly speed up mana recovery. The “Magic Break” passive increases your spell effectiveness with bonus magic penetration, while “Big Bully” accelerates waveclear by dealing bonus physical damage to minions with attacks and active abilities. These boots are ideal for mid laners and supports who rely on mana for constant ability usage and want to farm waves more efficiently.
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.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration +55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions. 1400
Boots of Mana TIPS: These boots are perfect for mages who need extra mana regeneration and enhanced spell power. They provide bonuses to ability power, movement speed, and greatly speed up mana recovery. The “Magic Break” passive increases your spell effectiveness with bonus magic penetration, while “Big Bully” accelerates waveclear by dealing bonus physical damage to minions with attacks and active abilities. These boots are ideal for mid laners and supports who rely on mana for constant ability usage and want to farm waves more efficiently.
Mercury's Treads
Reduces Magic Damage +200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Mercury's Treads TIPS: These boots are perfect for champions who need protection against magic damage and crowd control. They grant bonuses to health, regeneration, and magic resistance, along with increased movement speed. The “Dissolve” passive further reduces incoming magic damage, helping you survive against teams heavy in AP damage. Especially useful for tanks, fighters, and supports who often face crowd control and magic damage sources.
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. (60s Cooldown)
If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage. 500
Protobelt Enchant TIPS: This enchant lets you dash forward and unleash a cone of missiles that deal magic damage in an area. Perfect for quickly closing the gap or escaping. Ideal for assassins and mages who need extra mobility and the ability to rapidly engage or disengage.
Bulwark of the Mountain
Kill minions to earn bonus gold +175 Max Health
+10 Ability Haste
Every 60 seconds, gains 75 gold and 1 stacks of soulforce (up to 10 stacks). Each stack of soulforce grants 25 Health, 2 Attack Damage, or 4 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom. 0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration +55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions. 1400
Boots of Mana TIPS: These boots are perfect for mages who need extra mana regeneration and enhanced spell power. They provide bonuses to ability power, movement speed, and greatly speed up mana recovery. The “Magic Break” passive increases your spell effectiveness with bonus magic penetration, while “Big Bully” accelerates waveclear by dealing bonus physical damage to minions with attacks and active abilities. These boots are ideal for mid laners and supports who rely on mana for constant ability usage and want to farm waves more efficiently.
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.
Zeke's Convergence
Boosts allies Attack Damage +40 Armor
+350 Max Health
+150 Max Mana
+15 Ability Haste
Harbinger: Casting your ultimate surrounds you with a blizzard and ignites a nearby ally's attacks for 10 seconds. Your blizzard deals a maximum of 480–900 damage, slows enemies by 25% and leaves a trail behind you. Allied champions on the trail gain 55 bonus Movement Speed for 1 second. (30s Cooldown) 2700
Zeke's Convergence TIPS: This item is perfect for tanky support champions who initiate fights and provide frontline crowd control. It grants armor, health, mana, and ability haste. When you cast your ultimate, an icy blizzard surrounds you, dealing damage and slowing enemies, while leaving a trail that grants bonus movement speed to allies. During the effect, the attacks of a nearby marked ally deal additional magic damage, giving your team a powerful advantage in teamfights.
Redeeming
Heal nearby allies periodically +400 Max Health
+300 Max Mana
+20 Ability Haste
Eternity: Restore Mana equal to 15% of the damage taken from champions. When consuming Mana, restore Health equal to 20% of Mana consumed. Capped at 15 Health per cast.
Salvation: Every 8 seconds, restore Health (40 + 7% bonus) to all allied champions within 350 units. This effect does not trigger if there are no allied champions nearby.
2600
Redeeming TIPS: This item is perfect for support champions who want to enhance both their own survivability and their team’s sustain. It provides bonuses to health, maximum mana, ability haste, and increases healing and shield strength. The “Eternity” passive restores mana when you take damage and health when you consume mana, helping you stay in fights longer. The “Salvation” effect periodically heals all nearby allies, offering additional sustain during extended teamfights. This item is especially useful on champions with healing or shielding abilities, enabling you to keep your teammates alive and stocked with mana.
Protector's Vow
Protects allies +400 Max Health
+40 Armor
+10 Ability Haste
+5% Heal and Shield Strength
Protector: Raise your Guard when next to an allied champion. If you or your ally take damage from a champion, monster, or turret, both of you receive a 125 (125 + 30% bonus health) shield for 1.5 seconds. (20s Cooldown).
2700
Protector's Vow TIPS: This item is perfect for tanky support champions who stand beside their allies and protect them in fights. It grants a large boost to health, armor, ability haste, and enhances healing and shield strength. The “Protector” passive activates when you are near an ally: if either of you takes damage, both receive a shield based on your bonus health, helping you survive critical moments and continue safeguarding your team.
Protector's Vow
Protects allies +400 Max Health
+40 Armor
+10 Ability Haste
+5% Heal and Shield Strength
Protector: Raise your Guard when next to an allied champion. If you or your ally take damage from a champion, monster, or turret, both of you receive a 125 (125 + 30% bonus health) shield for 1.5 seconds. (20s Cooldown).
2700
Protector's Vow TIPS: This item is perfect for tanky support champions who stand beside their allies and protect them in fights. It grants a large boost to health, armor, ability haste, and enhances healing and shield strength. The “Protector” passive activates when you are near an ally: if either of you takes damage, both receive a shield based on your bonus health, helping you survive critical moments and continue safeguarding your team.
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.
Protector's Vow
Protects allies +400 Max Health
+40 Armor
+10 Ability Haste
+5% Heal and Shield Strength
Protector: Raise your Guard when next to an allied champion. If you or your ally take damage from a champion, monster, or turret, both of you receive a 125 (125 + 30% bonus health) shield for 1.5 seconds. (20s Cooldown).
2700
Protector's Vow TIPS: This item is perfect for tanky support champions who stand beside their allies and protect them in fights. It grants a large boost to health, armor, ability haste, and enhances healing and shield strength. The “Protector” passive activates when you are near an ally: if either of you takes damage, both receive a shield based on your bonus health, helping you survive critical moments and continue safeguarding your team.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.
Protector's Vow
Protects allies +400 Max Health
+40 Armor
+10 Ability Haste
+5% Heal and Shield Strength
Protector: Raise your Guard when next to an allied champion. If you or your ally take damage from a champion, monster, or turret, both of you receive a 125 (125 + 30% bonus health) shield for 1.5 seconds. (20s Cooldown).
2700
Protector's Vow TIPS: This item is perfect for tanky support champions who stand beside their allies and protect them in fights. It grants a large boost to health, armor, ability haste, and enhances healing and shield strength. The “Protector” passive activates when you are near an ally: if either of you takes damage, both receive a shield based on your bonus health, helping you survive critical moments and continue safeguarding your team.
Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Protector's Vow
Protects allies +400 Max Health
+40 Armor
+10 Ability Haste
+5% Heal and Shield Strength
Protector: Raise your Guard when next to an allied champion. If you or your ally take damage from a champion, monster, or turret, both of you receive a 125 (125 + 30% bonus health) shield for 1.5 seconds. (20s Cooldown).
2700
Protector's Vow TIPS: This item is perfect for tanky support champions who stand beside their allies and protect them in fights. It grants a large boost to health, armor, ability haste, and enhances healing and shield strength. The “Protector” passive activates when you are near an ally: if either of you takes damage, both receive a shield based on your bonus health, helping you survive critical moments and continue safeguarding your team.
Oceanid's Trident
Anti-Shielding +200 Max Health
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
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, and ability haste, 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.
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
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 () + 40% extra
+ 25%
Cooldown: 20-13s ()
Sudden Impact
Bonus Damage
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
Cheap Shot
Bonus Damage
Deals 10-45 bonus true damage to enemies whose movement is impaired.
Cooldown: 7s
Eyeball Collector
Adaptive Force
Gains 1 or 2
after each unique enemy champion takedown, stacking up to 10 times.
At 10 stacks, gain bonus 10 or 20
.
Transcendence
CDR
Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 6, gain bonus 6 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 10% the ability's cooldown time.
Cooldown: 8s
(Q) GLEAMING QUILL
10/9/8/7s
60
Flings a magical feather that deals 80 magic damage (80/140/200/260 + 60% ) to the first enemy hit.
If the feather hits a champion or epic monster, Rakan restores 36 health (30 + 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 + 55% ) 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
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Mercury's Treads TIPS: These boots are perfect for champions who need protection against magic damage and crowd control. They grant bonuses to health, regeneration, and magic resistance, along with increased movement speed. The “Dissolve” passive further reduces incoming magic damage, helping you survive against teams heavy in AP damage. Especially useful for tanks, fighters, and supports who often face crowd control and magic damage sources.
Maw of Malmortius
Converts damage from attacks into a magic shield +55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
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 +30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 800
Mortal Reminder
Armor Penetration (%) and reduced enemy healing +30 Attack Damage
+25% Critical Rate
Last Whisper: +33% 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 a must-have against champions who rely heavily on healing or regeneration, such as Soraka, Yuumi, Dr. Mundo, or Vladimir. It provides bonuses to attack damage, critical strike chance, and armor penetration, making it effective against tanks and champions with high healing. The Sepsis effect applies Grievous Wounds to enemy champions, reducing the effectiveness of their healing and regeneration, giving you a significant advantage in fights against those champions.
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
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
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, and ability haste, 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.
Every 40s (-1,8s ), 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 80 magic damage (80/140/200/260 + 60% ) to the first enemy hit.
If the feather hits a champion or epic monster, Rakan restores 36 health (30 + 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 + 55% ) 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.