Rakan Support Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Items
Summoner Spells

Spell 1
Flash

Spell 2
Heal
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.
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

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

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

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

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

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

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

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

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

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

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.

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.

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

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

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

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.

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

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

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

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

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

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

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
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
- 12nd Ability
W - 23rd Ability
E - 31st Ability
Q
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.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Soraka
Soraka has no dash, so Grand Entrance (2nd) can punish her positioning, but Equinox's (3rd) silence prevents Rakan from casting Battle Dance (3rd) until he leaves the zone and its delayed root can catch his exit. Make her spend Equinox (3rd) before committing The Quickness (Ult) and the knockup.

Yuumi
Yuumi can cast most of her kit while attached and untargetable; she does not need to detach just to use an ability. Engage the host with The Quickness (Ult) and Grand Entrance (2nd), then punish Yuumi only if she voluntarily detaches or the host dies.

Sona
Grand Entrance (2nd) ignores the minion screen Sona uses against linear skillshots, but she has two separate hard-control threats: a 0.5-second stun on her three-stack Power Chord (Passive) and Crescendo's (Ult) one-second stun. Track both before spending Battle Dance's (3rd) return route.

Seraphine
Seraphine has no dash, but Beat Drop (3rd) can root or stun through its upgraded cast and Encore (Ult) charms along an extending line. Approach from the side so her projectiles cannot cover both Rakan and his carry, then save Battle Dance (3rd) to leave after the delayed Grand Entrance (2nd) knockup.
Rakan Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Nautilus
His hook plucks you out of the air mid-dash and his attacks root whatever he touches, so one caught dash becomes a full crowd control chain you do not survive.

Zyra
Plants and roots cover the open ground your dashes need, so you engage through vines, arrive rooted, and her ultimate knocks up the exact fight you tried to start.

Galio
His taunt can be charged around your landing point and turns the fight around, his magic bulk shrugs off the charm follow-up your combo needs, and his ultimate reaches any skirmish you start.

Maokai
Twisted Advance (2nd) follows you and roots on arrival, so he reliably controls you after the movement, saplings reveal the flank angles your engage needs, and his bulk outlasts the burst window your charm opens.
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.

