See Rakan's counters
Patch 26.18support

Rakan Support Build & Guide — Patch 26.18

Rakan

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Enchanter / Engage
Patch
26.18

Core Abilities

Fey Feathers
Rakan periodically gains a self-shield. It ticks back on during engages, giving him an extra layer of survival on top of Battle Dance.
Gleaming Quill
Gleaming Quill
850-range linear feather skillshot that deals magic damage. If it hits a champion or epic monster, Rakan and nearby allies heal after a short delay.
Grand Entrance
Grand Entrance
Targeted 600-range dash that knocks up enemies on arrival. Main engage tool — combine with Flash for unpredictable angles.
Battle Dance
Battle Dance
Dashes to an allied champion granting them a shield. Recast within a few seconds for free to dash to another ally. Engage chain or escape route.
The Quickness
The Quickness
Gains a large burst of Movement Speed and charms (a brief lock-down that stops actions and pulls the target toward you) every enemy he touches. Pairs with W for a guaranteed engage.

Skill Order

1
W
2
E
3
Q
4
W
5
W
6
R
7
W
8
E
9
W
10
E
11
R
12
E
13
E
14
Q
15
Q
16
R
17
Q
18
Q

Primary Combo

WRAAE

Core Items

Solstice Sleigh
Boots of Swiftness
Locket of the Iron Solari
Knight's Vow
Mikael's Blessing

Situational Items

Redemption
Redemption
vs poke or wombo-combo comps (Brand + Xerath, Kennen + Sett) — heal-on-zone closes the gap
Mercury's Treads
Mercury's Treads
swap from Boots of Swiftness vs magic damage + crowd control heavy enemy team (3+ hard CC abilities)
Plated Steelcaps
Plated Steelcaps
swap from Boots of Swiftness vs heavy AD lane + jungle (Caitlyn + Lee Sin, Draven + Graves)
Oblivion Orb
Oblivion Orb
vs healing-stacking comps (Soraka, Yuumi, Vladimir, Dr. Mundo) — Grievous Wounds component bought early
Zeke's Convergence
Zeke's Convergence
when you dive in yourself: casting R summons a storm that damages and slows every enemy around you for 5 seconds
Shurelya's Battlesong
Shurelya's Battlesong
as 6th item or replacing Knight's Vow vs kite comps — active MS chains your team into a second engage

Runes

Primary · Resolve
Aftershock
KeystoneAftershock
Font of Life
Font of Life
Bone Plating
Bone Plating
Revitalize
Revitalize
Secondary · Inspiration
Magical Footwear
Magical Footwear
Cosmic Insight
Cosmic Insight
Stat shards
Ability HasteMovement SpeedHealth Scaling
Offense · Flex · Defense
Why these runes

Aftershock procs the instant Grand Entrance knockup lands or The Quickness charms, granting bonus resistances in the engage window. Font of Life heals Rakan + his lowest-HP ally on those knockups, Bone Plating cushions retaliation poke, Revitalize amplifies the E shield value.

Why secondary

Inspiration secondary: Magical Footwear gives free boots at minute 12 to fund the first support-item upgrade. Cosmic Insight cuts Flash and active-item cooldowns — both critical for Flash-W engage angles.

When to switch secondary

vs heavy AD top + jungle (Renekton + Lee Sin, Camille + Graves) swap Inspiration to Sorcery with Nimbus Cloak (post-Flash Movement Speed for the W follow-up) + Transcendence (ability haste, plus 20% off basic cooldowns on takedowns).

Win Condition

Hard-engage with Grand Entrance + The Quickness combo to open every teamfight, then peel back to the ADC with Battle Dance recast. Roam constantly to push your tempo lead across the map.

Weakness

Low base HP and no real escape if Battle Dance has no nearby ally. Miss Grand Entrance or commit without your team and you die in seconds — the fight ends 4v5 immediately.

Overview

Rakan is a hybrid engage-enchanter support whose entire kit is built around mobility. He has two dashes (Grand Entrance to a location, Battle Dance to an ally with a free recast), a heal-on-hit Gleaming Quill, and an AOE charm ultimate. His passive shield from Fey Feathers lets him survive the first second of combat, and his unique value comes from Flash-W: an unpredictable angle of attack that the enemy carry cannot pre-flash because Rakan can engage from any direction.

His game plan is straightforward but punishing to execute: in lane, poke with Q (which heals you and the ADC if it hits), engage with W when your wave is pushed against the enemy so your minions cover the all-in, then peel back to your ADC with the E recast. Mid-game, R is up every teamfight: look for picks (isolating an out-of-position enemy and killing them before the fight) before objectives, and chain-dash through your team with E for repositioning. Late-game, you are the engage tool — your ADC must follow up within 1-2 seconds or your dive is wasted.

Recommended Build

Starting items: World Atlas World Atlas + Stealth Ward Stealth Ward + Health Potion Health Potion. World Atlas upgrades into Runic Compass once it has generated 400 gold, and Runic Compass into Bounty of Worlds after another 800. From there you pick one of the five finishers for free.

Core items (in order):

  1. Solstice Sleigh Solstice Sleigh — Bounty of Worlds engage upgrade. Slowing or immobilising an enemy champion near allies (any W knockup or R charm does it) restores Health and grants 20% decaying Movement Speed for 2.5 seconds to you and a nearby ally. Perfect for chain-engaging.
  2. Boots of Swiftness Boots of Swiftness — permanent Movement Speed + slow resist. Stacks with The Quickness's percentage Movement Speed burst and shortens slow durations from kite-comps that try to peel you off.
  3. Locket of the Iron Solari Locket of the Iron Solari — AOE team shield active. Pop it as you R-engage so the shield blocks the enemy follow-up burst on your carries.
  4. Knight's Vow Knight's Vow — tether to your ADC. 14% of the damage they take is redirected to you, and you heal for 12% of the damage they deal to champions. Force-multiplies your peel after the engage.
  5. Mikael's Blessing Mikael's Blessing — late-game cleanse active for the ADC. Removes hard CC (Ashe R, Morgana Q, Leona R) the moment it lands, but not knock-ups and not Skarner's suppression.

Situational items:

  • Redemption Redemption — vs poke comps or wombo-combo teamfights (Brand + Xerath, Kennen + Sett). Heal-on-zone closes the HP gap pre-fight.
  • Mercury's Treads Mercury's Treads — swap from Boots of Swiftness when the enemy team has 3+ hard CC abilities and most of their damage is magic.
  • Plated Steelcaps Plated Steelcaps — swap from Boots of Swiftness vs heavy AD lane + jungle (Caitlyn + Lee Sin, Draven + Graves).
  • Oblivion Orb Oblivion Orb — vs healing-stacking comps (Soraka, Yuumi, Vladimir, Dr. Mundo). Pick up the Grievous Wounds component early; sits in your inventory and applies anti-heal to anyone hit by your Q.
  • Zeke's Convergence Zeke's Convergence — casting The Quickness summons a storm around you for 5 seconds that deals magic damage per second to enemy champions and slows them by 30%, on top of the health, armor and magic resist.
  • Shurelya's Battlesong Shurelya's Battlesong — 6th item or swap for Knight's Vow vs kite comps. The active MS chains your team into a second engage after R is down.

Boots: Boots of Swiftness Boots of Swiftness is default for the perma-MS engage tempo. Swap to Mercury's Treads Mercury's Treads or Plated Steelcaps Plated Steelcaps if the lane is bursting you down before you can engage.

Skill order: Max W first (Grand Entrance damage and lower cooldown — your main engage), E second (Battle Dance shield value), Q last. Take a point in R at levels 6, 11, 16.

Runes: Primary Resolve with Aftershock, Font of Life, Bone Plating, Revitalize. Secondary Inspiration with Magical Footwear and Cosmic Insight. Stat shards: Ability Haste / Movement Speed / Health Scaling.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Rakan beats

  • Pure-sustain healer enchanter support

    Soraka has no stun, no displacement, and no dash to break Rakan's Grand Entrance engage. Once W lands past her Equinox silence cast window, The Quickness charm locks the ADC while Astral Infusion heal cannot outpace Battle Dance follow-up dive damage.

    Soraka
  • Untargetable attached enchanter support

    Yuumi has no stun or displacement and her You and Me! attach forces her ADC to stand still — perfect setup for Grand Entrance knock-up. The Quickness charm fires while Yuumi is detached during the engage, and Final Chapter R cannot save the carry charmed mid-channel.

    Yuumi
  • Squishy aura enchanter without escape

    Sona has no dash and Crescendo R is a slow skillshot that fires too late after Grand Entrance lands. Aria of Perseverance heal cannot outpace Battle Dance dive damage, and Power Chord stun cannot fire faster than The Quickness charm window during the engage.

    Sona
  • Polymorph enchanter support

    Lulu's Whimsy polymorph is a 650-range point-and-click that Rakan simply steps out of: Battle Dance and Grand Entrance both reopen the gap. Help, Pix! shield cannot absorb the full Grand Entrance plus The Quickness charm chain damage.

    Lulu
  • AoE burn AP mage support

    Brand has no dash — Flash-W Grand Entrance closes the gap and The Quickness charm finishes him before he casts back. Sear stun requires a Blaze-stacked target which Rakan denies with Battle Dance repositioning, and Pyroclasm bouncing fireball cannot lock onto a dashing Rakan.

    Brand

Champions that beat Rakan

  • Long-range hook engage support

    Thresh's Death Sentence Q fires from 1075 units, out-ranging Rakan's Grand Entrance at 600 units. Any face-check loses Rakan; once hooked his team has no peel because the engage tool itself is chained.

    Thresh
  • Long-range hook engage support

    Blitzcrank's Rocket Grab Q fires from 1079 units, out-ranging Rakan's Grand Entrance at 600 units. Any face-check loses Rakan; once hooked Power Fist knock-up chains into the Static Field active silence, breaking The Quickness charm setup.

    Blitzcrank
  • Single-target hook tank support

    Nautilus's Dredge Line Q hooks Rakan from 1150 units, out-ranging Grand Entrance at 600 units. Riptide's slow and the Staggering Blow root chain him out of Battle Dance return blink, and Depth Charge R is a guided stun that pierces terrain — Rakan cannot W dash out of it.

    Nautilus
  • Sunlight chain-CC tank support

    Leona's Shield of Daybreak Q stuns Rakan the instant his Grand Entrance knock-up ends, denying the Battle Dance escape window. Zenith Blade dash reaches 875 units against Grand Entrance's 600, and Solar Flare R AoE stun catches Rakan during The Quickness charm commit.

    Leona
  • Knock-up combo tank support

    Alistar's Pulverize plus Headbutt combo knocks Rakan off the W trajectory before The Quickness comes online, cancelling the engage entirely. Trample stack damage during the knock-up chain shreds Rakan's low HP.

    Alistar

Key matchups

  • Thresh: His Death Sentence (Q) hook at 1075 range out-zones your Grand Entrance at 600. Never walk into a brush without vision; hug the wave or stand behind your ADC until his Q is on cooldown, then W-engage during the recharge window.
  • Leona: She wins level-2 all-ins because her Shield of Daybreak stuns through your W knockup recovery. Save your W for after she commits Zenith Blade — when both her engage and her stun are on cooldown, the next 12 seconds are yours.
  • Soraka: Free lane to push. Q her every cooldown (it heals you and your ADC even if she shields with W), look for W-engage when she's leveling up E (Equinox) on the wave. She has no dash, no escape, and her R is global heal — useless if you W-R her face.
  • Brand: Respect his level-3 spike (Q stun on a target with passive stacks). Don't trade in your minion wave (his E ticks through them); look for short W-AA-back trades when his passive is not stacked on you, and roam mid every R cooldown.
  • Blitzcrank: Position so a Rocket Grab (Q) clips only you, never your ADC. If he hooks you, do not E back immediately — that breaks line of sight and his Power Fist (E) knockup punishes the dash window. Wait for his cooldowns, then W-R him during his low base armor mid-game.

Power spikes & win conditions

  • Level 2: With W + E unlocked, Rakan can W-engage the enemy ADC and E-back to safety in under 2 seconds. The level-2 all-in window after pushing the first wave is your first kill chance.
  • Level 6: R unlocks. Look for River fights and Scuttle (the neutral monster in the river that grants vision) coordinated with your jungler — a W + R combo guarantees the kill before the enemy team rotates.
  • Solstice Sleigh Solstice Sleigh completion (~ minute 14-16): Engage spike. The Movement Speed proc on CC means every W knockup is now a team chase or a team kite (moving back while still attacking). Force objective fights here.
  • Locket of the Iron Solari Locket online (~ minute 22-25): Teamfight spike. You can R-engage, drop Locket on the dive squad, and the AOE shield blocks the enemy carry's full burst rotation while your team cleans up.

Common mistakes

  • W-engaging without follow-up. A solo Grand Entrance dies — you trade Flash, you lock CC for 1 second, and your team is 200 units behind. Always count: does the ADC have W up? Is the jungler in range? If no, hold your W for the next minion wave.
  • Wasting Battle Dance on cooldown for mobility. E has a recast — burning the first dash on terrain skip means no second dash to escape if the play goes wrong. Save E recast as your panic button until you are committed to the kill.
  • Casting R as a travel tool instead of through the enemy line. The Quickness charms every enemy Rakan touches, so its value is the path, not the target: fly past a lone support and you charm one body and waste the rest. Pre-position with W so the R path crosses the carry and everyone standing near them.
  • Q-poking under enemy turret to heal. Q only heals if it hits a champion. Throwing it under turret wastes mana and aggro-ticks the turret toward your minions. Use Q in mid-lane brush trades, not as a sustain tool.
  • Roaming with the wave pushing into you. If your minion wave is crashing into the enemy turret, the lane is shoving — your ADC will be shoved back to base or zoned off CS. Match wave timing: leave only when the wave is bouncing back to your side.

Advanced tip

Practice the Flash-W combo: while channeling Grand Entrance, press Flash a fraction of a second before W lands. The dash continues from the new location, so the knockup arrives from an angle the enemy cannot pre-flash. Combined with The Quickness, it turns a 600-unit dash into an engage that starts from wherever Flash put you, ignoring walls and skill-shot warning lines — the single mechanic that separates plat-and-up Rakan players from gold-and-below ones.

Past patches

No previous versions available.

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