Rakan Wild Rift champion guide - Support

Support · Wild Rift Guide

Rakan Support

Rakan Support Guide

Updated for Patch 7.3E
S Tier

Rakan Support Wild Rift overview and best build snapshot

How to play

  • Go in with an ally nearby Use your 2nd ability to jump in and knock enemies up, then your 3rd ability to dash back to a nearby teammate.

  • Use your shield to help short trades Use your 3rd ability to shield your lane partner. Hit a champion with your 1st ability, then move beside your teammate to share the heal.

  • Approach teamfights from the side Use your ultimate to charm enemies you touch, then your 2nd ability to knock them up while your team follows.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Elite roam and engage mobility: his dashes start fights, chase flanks, and reach objectives faster than nearly any other support.
  • He flips between engage and peel on the same buttons, shielding his carry one moment and flinging a diver off the next.
  • A four-second movement-speed ultimate that charms and slows each champion Rakan collides with once, rewarding a flank that crosses several targets.

Weaknesses

  • Extremely squishy, so one chain of hard crowd control through him kills him before his team can follow up.
  • His engage leans on combo order, and a mistimed knock-up without his shield ready strands him in the enemy backline.
  • Once both dashes are down he has no escape and almost no damage to fall back on.
Advertisement

Rakan Support Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Rakan Support, including items, runes, summoner spells, and skill order.

STARTING ITEM

Relic Shield

Turns the wave into gold and health for a support who is diving in rather than farming.

BOOTS

Crimson Lucidity

Ability haste, since every dash and shield he throws is a cooldown he wants back.

CORE BUILD

Bulwark of the Mountain

Quest income. His gold turns into how often he can dive in and get back out.

Zeke's Convergence

His ultimate is the engage his team follows, and this turns that same cast into a blizzard on everyone he charmed.

Imperial Mandate

His W (2nd) knocks up and his ultimate charms, so he marks targets constantly and they take 7% increased damage for 4 seconds.

Radiant Virtue

His ultimate is a fixed engage cast, and this turns it into a heal for everyone arriving behind him.

Amaranth's Twinguard

Build this when you are diving into the middle of the enemy team and need both armor and magic resist.

SITUATIONAL ITEMS

Hextech Rocketbelt

A third dash for the games where the enemy holds their cooldowns for his engage.

Yordle Trap

Grand Entrance (2nd) or The Quickness (Ult) triggers Catcher, giving nearby allies Attack Speed while Rakan chains knockup and charm.

Thornmail

Build this against healing. The Grievous Wounds applies from your own damage as well as when they attack you, so the carry he charmed is cut off while his team follows up.

Randuin's Omen

Build this when the enemy team has multiple crit champions. Grand Entrance (2nd) and The Quickness (Ult) send Rakan through their backline, so the crit reduction covers the moment before he can dash back out.

Knight's Vow

He is already dashing to one ally repeatedly, so picking that champion means he takes their damage and heals off their output.

Redemption

Build this when Rakan must influence a fight he cannot safely enter yet. Redemption can land under allies during his approach, then Grand Entrance (2nd) and The Quickness (Ult) supply the delayed crowd control.

RUNES

KEYSTONE

Ice Overlord

His knock-up and his charm both immobilize, so the zone lands on the group he just dove into.

PRIMARY

Unshakeable

Grand Entrance (2nd) and The Quickness (Ult) place Rakan among several enemies, maximizing Unshakeable's bonus defenses during the brief window before he can dash back to an ally.

Bone Plating

He engages into the middle of a fight, so the return burst from the first answer is what this softens.

Perseverance

Take this against teams whose crowd control prevents the champion's key follow-up. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable lets Rakan dash back to an ally after Grand Entrance (2nd) and The Quickness (Ult) put him in the enemy team.

SECONDARY

Transcendence

Ability haste means more dashes and shields, which is how often he can engage.

SITUATIONAL RUNES

Overgrowth

Take this over Perseverance when your team needs Rakan to survive after engaging rather than recover from lane poke.

Sudden Impact

Take this over Transcendence when his dashes are engages rather than escapes.

Legend: Haste

Take this over Transcendence against teams that repeatedly engage onto the carry. More frequent Grand Entrance (2nd) and Battle Dance (3rd) casts help Rakan alternate between control and protection during an extended fight.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His dashes are long, so Flash is what he saves for the exit after he has spent both of them engaging.

Heal

Heal

He dives in and his carry gets left behind, and this covers them while he is gone. The move speed also helps both of them regroup after his charm.

SITUATIONAL SPELLS

Ignite

Ignite

Take this over Heal when your lane is set up to kill early rather than survive, since kills there snowball your carry. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    W Ability
    2nd Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    Q Ability
    1st Ability
Advertisement

Rakan Support Wild Rift matchups and counters

Wild Rift matchup guide for Rakan Support, covering favorable lanes and difficult counters to prepare for in ranked.

Rakan Support Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Rakan Support, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Laning is about picking dash windows, not spamming them. Hit Gleaming Quill (1st) on a champion, then move close enough that your ally can enter the circle and trigger its heal early. Use Grand Entrance (2nd) for the knockup only when Battle Dance (3rd) has an allied exit target, ideally saving its free second cast to adjust again. Champion hits also reduce Fey Feathers (Passive)' cooldown, but Quill's (1st) heal and the passive shield are separate mechanics.

Mid / Late Game

Levels 9+
Mid game Rakan becomes a roaming threat, but none of his dashes is map-wide: Grand Entrance (2nd) covers a targeted location and Battle Dance (3rd) requires an allied champion. Before objectives, approach through fog, activate The Quickness (Ult) for the collision charm, then place Grand Entrance (2nd) under the controlled targets. Use Quill (1st) on a champion or epic monster so an ally entering its circle triggers the team heal during the fight. Late game you have two possible jobs, and you pick one as the fight begins. Either you are the opener, flanking wide and charming their backline into your team, or you are the bodyguard, glued to your carry and saving your dashes to peel every assassin and bruiser that comes for them. Read the draft and decide before the fight starts, because trying to be both gets you killed doing neither. Your ultimate is your highest-value button now, so do not waste it as a panic charm on a frontline tank; hold it for the carry or the cluster that decides the fight. An alive Rakan dictates where the fight happens, and a dead one gave away the team's best engage.

Teamfights

5v5 Combat
Commit or cover, and never hover between the two. As the engage, lead with The Quickness (Ult) from a flank, physically collide with priority targets for the charm and slow, then use Grand Entrance (2nd) while they cannot dodge its delayed knockup. Battle Dance (3rd) to an ally for the exit and preserve its free recast when another reposition may be needed. As the protector, shield the carry with Battle Dance (3rd) and place Grand Entrance (2nd) under the diver. Keep landing attacks and abilities on champions to reduce Fey Feathers (Passive)' cooldown; Quill (1st) itself provides a separate area heal, not a shield refresh.
Advertisement

Explore more