Wild Rift Guides

Rakan Support Wild Rift Guide

Rakan support counters include Nautilus, Zyra, and Galio. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

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.

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.

Build Snapshot

Rune Setup

Summoner Spells

Rakan Support Counters

Who counters Rakan Support in Wild Rift (WR)? These champions beat Rakan in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • 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.

Champions Rakan Is Strong Against

Rakan's best matchups in Wild Rift. Rakan holds an edge against these picks in the support role, so look to press the advantage and contest objectives.

  • 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.

Early Game

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 Game

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

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

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.

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