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Recommended Items
Runes: Guardian (Detailed Explanation Below)
1
2
3
Resolve
Domination
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Flash Ignite
Flash
Ignite
Items
Ability Order Standard - W Max (Detailed Explanation Below)
1
2
3
Fey Feathers (PASSIVE)
Rakan Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Leona
Aphelios
Ideal
Strong
Ok
Low
None
Aphelios
Champion Build Guide
Hello My Name Is GN Duck
|
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I ended season 11 as Rank 1 ![]() |
I have coached collegiate and amatuer and love the educational side of League of Legends. I want this guide to be constantly growing, so please ask questions or challenge me on some of my points. Everything in this guide is from my own experience and is subject to scrutiny; in fact I encourage it! You learn the most when your ideas are put to the test and you're asked to explain yourself and your thought process. |
Rakan Abilities
PASSIVE

Tip: Your passive cooldown is reduced by 1 second every time you land an auto-attack or ability. Be sure to auto-attack whenever you are fighting!
Q

Tip: Look for trades when this is up to minimize the damage you take.
Extra Tip: This works on Dragons, Baron and Herald. If you are walking by and need health, throw it at them!
W

Tip: This is

E

Tip: Use this to not only shield your allies, but to close distance QUICK. You get two charges - be sure to have at least one up when you engage for a quick escape!
R

Tip: This effect lasts for 4 seconds and is extended by .25 seconds for each unique enemy hit. Don't rush - use this ability to gain movement speed to cover the distance before using your

Rakan Combos
There are quite a few fun ways to go about comboing with
Rakan. Here are the main ones.

Basic Trade
The basic trade starts with a



|
Basic Engage
A basic all in is the above but with the added crowd control from






|
Player Navigation
There are two charges to Rakan's




|
The Martyr
With Rakan's exceptional mobility, he is often able to save his team from being chased down by the enemies. Simply use



|
Ult First, Ask Questions Later
A common mistake people will make is thinking that they HAVE to use



|
Leap Frog
A fun part about



|
The Boomerang
Just because you want to crowd control one target doesn't mean you can't crown control them all. The first taget you charm grants you movement speed and is charmed for 1-2 seconds (depending on level). Use that burst of movement speed to run straight into other enemies, charming them, then using

|
|
If you are learning



Abilities - Standard Level Up
Standard Level Up Order
First Ability
Almost always start 


Never Start

With




Second Ability
After the first level, you go 


Third Ability
Go ahead and level up your 
Fourth Ability Onward
After you have a point in each skill, you go for a W 

Remember: The healing from

Abilities - Detailed and Broken Down
You should almost always level the same. The exception would be situations where you want to start









W Best start for Lane. The CC is nice if you choose to fight - the mobility is better. If the enemy gets level 2 first, it allows for a quick escape or to save your ally. If you get level 2 first, it allows for a clean all in fight. If this is a hook lane (as mentioned above), go
Battle Dance first to minimize the damage from their engage.


E Best second start - the moblity lends it's to saving you in lane or securing kills. The shielding is very nice too. Once you have these 2 abilities available, you now get to start trading. The combo (illustrated above) is to
Grand Entrance in, knockup, auto attack, then
Battle Dance your way out.
If you went
Battle Dance first, then level
Grand Entrance here.


If you went



Q 3rd Level last, as it doesn't lend itself to engages, disengages, or mobility in lane. This ability is a mana sink - make sure you use it when your certain it will hit.
After your first 3 points are allocated, Max W


Once this is maxed, or you are forced to level other abilities, max your

15% of the time Level Up Order
This level up order is specifically good into hard poke lanes where you will be taking damage and want to mitigate it as much as possible (
Xerath,
Karma,
Lulu).
After your first 3 level ups, you will continue to put 3 points into
Gleaming Quill. This allows for a shorter cooldown and more damage dealth. The amount healed doesn't change with more levels, but with a lower cooldown you get healed more often. You want to take 3 points into this to allow you to survive lane in miserable matchups. Consider this into double range matchups that want to trade into you frequently, but not all in matchups such as
Leona or
Thresh.
This level up order is specifically good into hard poke lanes where you will be taking damage and want to mitigate it as much as possible (



After your first 3 level ups, you will continue to put 3 points into



10% of the time Level Up Order
This leveling up order is a bit weird, as you go back and forther between
Grand Entrance and
Battle Dance, as opposed to maxing one first, then the other.
You do this to keep the cooldowns of both
Grand Entrance and
Battle Dance similar. At level 1, their cooldowns are 18 and 20 seconds long. At max level, they are both 12 seconds. This is a very situation level up set - you wanna go it when you decide you can't do much early game. You don't have kill pressure in lane, and can't make anything happen on the map. Think of it as a scaling mindset that will make you ready to dominate team fights once they begin.


You do this to keep the cooldowns of both


Summoner Spell Selection
Summoner Spell Explanations for Rakan
For
Rakan, the obvious go to is
Flash and
Ignite or
Flash and
Exhaust. 60% of the time, you should run
Exhaust.
Rakan is a great scaling champ, a champ who can peel, and a champ who engage.
Exhaust is great for those games where the enemy has multiple assasins such as
Zed,
Kha'Zix, and
Qiyana. Additionally,
Exhaust is great when you have hyper carries such as
Vayne,
Jinx, and
Aphelios - basically champions that don't have kill pressure in lane, but once they have 2 or 3 items, the game becomes "keep them alive and we win."
Ignite is great for lanes where you have kill pressure against the enemy laners. Consider going
Ignite with a
Xayah,
Draven, or even
Kai'Sa. Additionally, if the other team has healing dependent champions such as
Hecarim,
Dr. Mundo, etc. If there is a
Soraka,
Sona, or
Yuumi, go
Ignite 100%.
When in doubt, you can't go wrong on either rune. If you are unsure, ask your lane partner what they prefer!






























When in doubt, you can't go wrong on either rune. If you are unsure, ask your lane partner what they prefer!
Runes - Standard
Here are your standard rune choices. In the section below you will have a breakdown analysis of every rune, its function, what it's good/bad for, and when to go it. If you're in a rush, you can't go wrong with any of these premades.
Runes - Detailed and Broken Down
Click any of the 3 below runes to jump to their secion
Font of Life - all around ok. Consistently gives small healing to allies when you crowd control them.
Demolish - Best when you know you will be pushed up in lane - best against weak laner opponent, or when you have AD carries that will push, such as
Caitlyn and
Jinx.
Shield Bash - This is a bait - You get a passive shield with Rakan which is nice and may lead you to believe that this rune is worth while, but let me tell you it's not. You will lose the shield almost right away in fights, thus losing you your resistences, and the extra auto attack damage from it never amounts to anything.
Conditioning - Not worth it. Won't amount to much, and the other two in this row are invaluable.
Second Wind - Great for double ranged matchups that will be poking you down. Think "Am I fighting, or am I being hit from afar." Good against champions like
Sona,
Soraka,
Karma, etc.
Rakan lacks range in his kit, meaning he will be taking poke from the enemies, especially if it's a double ranged matchup.
Bone Plating - Best for laning against a melee support -
Leona,
Nautilus,
Pyke,
Blitzcrank, etc. Short bursts are preferred vs. long trades when you go
Bone Plating, whereas
Second Wind prefers poke.
Overgrowth - Never worth it. As a support, you (out of all laners) are in lane the least. Won't ever amount to much.
Unflinching - Only go if against high Crowd Control teams and
Leona. If you are against a
Leona, 100% go this rune. If you see their team and there isn't a lot of crowd control then you are better off going
Revitalize.
Revitalize Is a good run if you are planning on going items that amplify your shielding, such as
Ardent Censer,
Redemption, or
Staff of Flowing Water. If you are planning on going tank
Rakan (you're building
Evenshroud or
Locket of the Iron Solari and
Zeke's Convergence), the extra shielding/healing from this run doesn't scale and is not worth the time.
Taste of Blood is a great rune in specific situations. If you are against enchanters or mage support (
Soraka,
Karma,
Lulu,
Brand, etc.) that want to poke you down and trade with you, landing a
Gleaming Quill will heal you 100+ hp, thus keep you healthy in this lane. Only consider this rune if you are in a lane where you can trade without dying (not worth in a
Leona or
Nautilus lane).
Zombie Ward is one of your go to runes on
Rakan. It allows for more map control and gives adaptive damage which scales with your shielding and healing (and damage).
Ultimate Hunter will be your other go to run.
Rakan
The Quickness is so strong and valuable on the champ. If you don't have your
The Quickness up, you can't provide too much in fights.
Relentless Hunter is fine if you plan on roaming around the map a lot, though I'd suggest sticking to
Ultimate Hunter.
Perfect Timing is the preferred rune to take. It offers the option to dive and force early fights around objectives which can catapult your early game - plus it allows you to rush a
Zhonya's Hourglass in those specific situation outline in this guide.
Hextech Flashtraption is a fun rune, though not ideal. Having Hexflash allows for you to more readily use your
Flash in lane to secure kills or pressure. With
Hextech Flashtraption, you can trade your flash off cooldown to take away the oponent ADC's flash. Addiitonally, the play making potential on
Hextech Flashtraption is defintely there.
Magical Footwear is never worth it. You want your Tier 2 Boots ASAP - this delays it immensely. Tier 2 boots on
Rakan is a huge power spike.
Future's Market is the go to rune, though everything in this row has value. With
Future's Market you get an earlier power spike (rushing Tier 2 Boots) which allows
Rakan to make an impact on the early game.
Minion Dematerializer (MD) is a swell rune to take, though has different application than the others in the row. MD allows you to maintain prio in lane by securing those pesky canon minions - really good in lane where you are scared to step up (such as a
Leona lane).
Biscuit Delivery is a great rune.
Rakan has a weak laning phase - using
Gleaming Quill keeps you healthy, but hurts your mana pool.
Biscuit Delivery gurantees you will always have the mana for a
Grand Entrance or
Battle Dance if needed.
Cosmic Insight is your go to rune here, though the other 2 still have places. Reducing the cooldown of your
Flash and
Ignite is very nice to stay ahead of the enemies, plus gives Item Haste, meaning if you go
Locket of the Iron Solari or
Shurelya's Battlesong, those active cooldowns get reduced.
Approach Velocity only really has a place if you have an
Ashe or
Jhin ADCs or someone who provides Slows and Crowd Controls. The extra moement speed to catchup is very nice.
Time Warp Tonic is only useful if paired with
Biscuit Delivery. Otherwise, not super worth.
Taste of Blood is a great rune in specific situations. If you are against enchanters or mage support (
Soraka,
Karma,
Lulu,
Brand, etc.) that want to poke you down and trade with you, landing a
Gleaming Quill will heal you 100+ hp, thus keep you healthy in this lane. Only consider this rune if you are in a lane where you can trade without dying (not worth in a
Leona or
Nautilus lane).
Zombie Ward is one of your go to runes on
Rakan. It allows for more map control and gives adaptive damage which scales with your shielding and healing (and damage).
Ultimate Hunter will be your other go to run.
Rakan
The Quickness is so strong and valuable on the champ. If you don't have your
The Quickness up, you can't provide too much in fights.
Relentless Hunter is fine if you plan on roaming around the map a lot, though I'd suggest sticking to
Ultimate Hunter.
Nimbus Cloak is very valuable on
Rakan. Flashing straight into
The Quickness provides so much movement speed that you can catch the opponents all the way across the lane, EVEN IF THEY FLASH AWAY. It's a nice rune to have, though the downside is that you HAVE to use your summoners for it to be effective.
Rakan isn't the type of champ who wants to use his
Flash on a whim.
Celerity - No reason not to go it as it pairs nicely with
Nimbus Cloak, and nothing else really synergizes with Rakan's kit.
Cheap Shot is not a great rune. You won't be able to proc is consistently, and when you do, the damage is not too relevant.
Taste of Blood is a great rune in specific situations. If you are against enchanters or mage support (
Soraka,
Karma,
Lulu,
Brand, etc.) that want to poke you down and trade with you, landing a
Gleaming Quill will heal you 100+ hp, thus keep you healthy in this lane. Only consider this rune if you are in a lane where you can trade without dying (not worth in a
Leona or
Nautilus lane).
Sudden Impact Not great, but the magic pen will do the same amount of extra damage as
Cheap Shot does.
Zombie Ward is always a great rune for supports and the best for
Rakan. It helps with gaining and maintaining vision on the map, as well as gives a little bit of bonus Ability Power which scales with your shielding and healing.
Ghost Poro - Gives decent vision - especially in a matchup where you are pushing in and may be ganked a lot. You get to constantly have the river bush warded. This rune isn't as good as
Zombie Ward, but it's not terrible.
Eyeball Collection - Not worth it, don't need the adaptive damage.
Ultimate Hunter is a great rune to go, though when you have
Predator,
Ingenious Hunter gets way more value.
Ravenous Hunter - Don't go, gets no value.
Ingenious Hunter - This is your go to rune, and most important one when you are going
Predator. This rune lowers the cooldown on
Predator tremendously, as well as your
Locket of the Iron Solari, if that is what you choose to buidl.
Relentless Hunter Its not bad, just not as good as the above.
When choosing your secondary tree ask yourself - will I be taking the brunt of the damage, or will I be empowering my allies? If you are in a losing lane or if you are the only front line/ tank, you'll probably be dying more - go
Resolve. If you aren't in charge of taking the damage and just need to empower your allies (shielding and healing and peeling), go
Sorcery.
Nimbus Cloak is very valuable on
Rakan. Flashing straight into
The Quickness provides so much movement speed that you can catch the opponents all the way across the lane, EVEN IF THEY FLASH AWAY. It's a nice rune to have, though the downside is that you HAVE to use your summoners for it to be effective.
Rakan isn't the type of champ who wants to use his
Flash on a whim.
Celerity - No reason not to go it as it pairs nicely with
Nimbus Cloak, and nothing else really synergizes with Rakan's kit.
Font of Life - Go if they have a double ranged botlane - heavy poke lanes (
Lulu,
Karma,
Soraka. Keeps you healthy.
Unflinching if they have crowd control heavy support (
Leona,
Galio,
Nautilus)
Revitalize if you do not need
Unflinching - it's a great rune that synergizes well with
Rakan kit.






Guardian will never NOT be valuable and applicable in your situation - it will always be the safe rune to go. Consider going
Guardian if you plan on losing lane and/or there are assasins (
Zed,
Talon,
Qiyana, etc.) on the other team. If you are against a
Caitlyn
Morgana lane or
Draven
Leona, you shouldn't be planning on winning the lane. In these situations, you'll be focused on surviving and getting to that level 6 power spike.
Guardian allows you and your lane mate to stay nice and healthy while you scale. Additionally, with
Rakan
Battle Dance, applying
Guardian to an ally becomes very easy. If a
Zed ever uses his
Death Mark on an ally or a
Leona uses her
Zenith Blade, simply using your
Battle Dance applies a massive guardian shield as well as your shield that comes with it.

















Second Row Options








Third Row Options
















Fourth Row Options
















Secondary Tree:
Domination





















Stat Runes
The last 3 runes are up to your discretion. Adaptive and Adaptive are best. If the enemy is one damage (both AD or both AP), go ahead and go both runes of that resistance. Otherwise, stick to armor for your third.
WHHEEWWW - For once
Rakan Support has options as to what key stone to go. Instead going
Guardian you now have the option of going
Glacial Augment.
Glacial Augment is invaluable when it comes to furthering Crowd Control and peeling Assasins off of your carries. When considering
Glacial Augment, you want to mainly look at your laning phase as well as your role on your team. If you have a lane where you have an even 2v2 or have kill pressure, go
Glacial Augment. It provides more crowd control, and the damage reduction to the enemy carry is invaluable. When looking at assasins and considering whether you should be going
Guardian or
Glacial Augment, ask yourself how easily you can crowd control the enemy. If it's a
Zed, you know you just simply need to press
The Quickness, and E to your ally. Because of this guarenteed application,
Glacial Augment will be better. If it's an enemy like
Qiyana, you may get stunned at the same time as your carry when she uses her
Supreme Display of Talent, meaning you won't be able to proc your
Glacial Augment. This is when
Guardian would become superior. Another way to decide which rune to go can be found by looking at your team. Do you have front liners or engagers (
Cho'Gath,
Zac,
Sejuani)? If so, you may not need to stats that come from the
Resolve tree - go
Glacial Augment. You will be squishier and more likely to die, but it doesn't matter since your team can tank the damage. The slow for Glacial is invaluable in the middle of a team fight.




















Second Row Options











Third Row Options














Fourth Row Options













Secondary Tree
Sorcery or
Domination































Stat Runes
The last 3 runes are up to your discretion. Adaptive and Adaptive are best. If the enemy is one damage (both AD or both AP), go ahead and go both runes of that resistance. Otherwise, stick to armor for your third.
This keystone is used the least, but still has its place on
Rakan support. A few conditions need to be met to confidently go
Predator.


-
You should have a lane partner who scales well into the late game.
-
You must have a lane partner who can be safe in lane. With
Predator you can be roaming and leaving lane alot. You can't leave your
Ashe alone against a
Draven and
Leona, but you can leave your
Ezreal alone against a
Jhin and
Janna. Rule of thumb - if your ADC can't 1v2 or scale really hard, then don't go
Predator.
Tips: When you decide to go
Predator, it's all about gettings picks (meaning you catch one enemy off guard or alone - opposite of team fights), starting team fights (meaning you will be going in first, not the enemy team), or roaming/ganking.
Predator will leave you very squishy, as you won't have the luxury of the full
Resolve tree and
Guardian, nor will you have the extra Crowd Control from
Inspiration,
Glacial Augment. This is why it's important that you aren't the only tank/front line.
Remember - because you are so squishy, you don't really win the 2v2 in the botlane in most matchups. This is why your lane partner's champion is very important in deciding what keystone rune to go.
Best times to roam are off of a a reset (walk mid instead of botlane) or when the enemy is pushing INTO you (allows your ADC to be safe).






Remember - because you are so squishy, you don't really win the 2v2 in the botlane in most matchups. This is why your lane partner's champion is very important in deciding what keystone rune to go.
Best times to roam are off of a a reset (walk mid instead of botlane) or when the enemy is pushing INTO you (allows your ADC to be safe).
Second Row Options














Third Row Options








Fourth Row Options













When choosing your secondary tree ask yourself - will I be taking the brunt of the damage, or will I be empowering my allies? If you are in a losing lane or if you are the only front line/ tank, you'll probably be dying more - go






















Stat Runes
The last 3 runes are up to your discretion. Adaptive and Adaptive are best. If the enemy is one damage (both AD or both AP), go ahead and go both runes of that resistance. Otherwise, stick to armor for your third.
Item Selection
Table of Contents
Starting Items
When it comes to starting support item, you have two options. You can go
Relic Shield or
Spellthief's Edge. The better option is
Relic Shield -
Rakan lacks in range and poke, meaning he won't be able to stack
Spellthief's Edge as consistently as other supports. That being said, Spellthief's gives a nice bit of mana regen that feels very nice for Rakan in the early game. Consider only going
Spellthief's Edge in melee matchups where you are able to auto attack frequently, or in dominating matchups where you will be fighting alot.
When in doubt, though, it's always safe and ok to go
Relic Shield. Be sure to use relic stacks to manipulate the wave to your advantage - use it to get level 2 before your opponents.






When in doubt, though, it's always safe and ok to go

First Back













Tip: Buy one of these items even if you aren't going to build them into anything. They have great resell value (meaning you won't lose too much gold for selling), and provide an enormous advantage in the early game.
Boot Selection


If the majority of the damage on the enemy team is AD, go plated.
Define Majority Take a look at at their team. Count how many of them do damage - ignore the support if they are enchanter. Ignore Jungle and top if they are purely tank. Then count how many do AD, how many do AP. If it's a tie, go
Plated Steelcaps if they don't have Crowd Control, and go
Mercury's Treads if they do.
Define Majority Take a look at at their team. Count how many of them do damage - ignore the support if they are enchanter. Ignore Jungle and top if they are purely tank. Then count how many do AD, how many do AP. If it's a tie, go



Against champions like Leona, these boots come in clutch. If there are 3 or more serious CCs on the other team, go
Mercury's Treads. Even if they are heavy AP, but have no crowd control,
Plated Steelcaps may still be the move. Don't go
Mercury's Treads for the Magic Resist.




Only go if you have multiple front liners on your team - meaning you will not be the only one taking damage.
Boots of Swiftness are great for gap closer, but don't provide you with any life saving resistences.


These are your go to boots on
Rakan. If they don't have a team that is full of 1 damage type, it's not always worth to go
Plated Steelcaps or
Mercury's Treads.
Rakan thrives off of cooldown reductions - having your summoner spells up and your
The Quickness up will be the deciding factor in many team fights.






No.

No. Going Mobi's will cost you every engage. Odds are you will take damage before getting to your opponents, which costs you so much movement that is CRUCIAL to
Rakan.


HAHAHA
No.
Into an All Attack Damage Comp
Rakan is great as a support because he can fill so many different roles depending on the game. Tank, Peel, Engage, CC, buffing, and debuffing As support, he synergizes amazingly with many defensive items.
When you are against an all AD team comp, itemization gets very straight forward - ARMOR ARMOR ARMOR.
Bramble Vest will be your first, most efficient purchase. Regardless if the other team has insane healing or not, getting this piece first is powerful. The stats are great for a 800g piece, for starters. Not only that, but
Thornmail scales off of bonus Armor, meaning every purchase going forward is multiplied.
After buying this (and plated
Plated Steelcaps) ask yourself - is my ADC (or APC) in danger of getting one shot? Are there assasins'? If so, start building your
Locket of the Iron Solari (start with
Kindlegem, HP is better at the start of game, plus CDR is nice). If the answer is no, there's no burst damage or assasins' to worry about, go
Evenshroud.
After your mythic, finishing
Thornmail is not a priority UNLESS they have big healing (
Soraka,
Sona,
Yuumi, etc.).
Anathema's Chains - This is great when there is an assasin on the enemy team OR if there is one dedicated carry (such as a
Vayne or
Jinx) on the enemy team. Attach it to the biggest threat.
Zeke's Convergence - This item is great when pair with an ally who is attack speed based or spams abilities (such as
Ziggs,
Ezreal,
Jinx, etc. there alot). It's great for burning through tanking front liners or helping to burst down an assasin in the back line.
Thornmail/
Bramble Vest - Is invaluable against all AD comps. Can't go wrong with going it first.
Zhonya's Hourglass - Good against Pyke and if you are the only front line. If you are the only front line, it helps to stall the fight after you engage to let your team help, make room for yourself, and allows for your cooldowns to return.
Dead Man's Plate - Always a great call when into full AD. The pick potential is great - be sure not to auto attack during team fights or you will lose the bonus movement speed.
Vigilant Wardstone - When level 13 hits, get the
Vigilant Wardstone. It's unmatched in utility, and the stats aren't half bad. Don't get it before, though. Not worth the money. Only get if you have no high priority items to purchase.
First Buy:
Mercury's Treads. Follow this up with a
Negatron Cloak. Stacking early MR will make you an unkillable.
Your inventory should look like this -
Mercury's Treads,
Negatron Cloak, Pot/Refillable,
Control Ward and a
Tear of the Goddess.
Finish your
Force of Nature here for your first tiem, even before your mythic - it's that powerful. Once stacked, you get 20% reduced Magic Damage plus movement speed that in VITAL in kiting and keeping up with the enemies.
Once you have this down, it's time to look at the game as a whole. Similar to the ALL AD team comp, ask yourself, is your carry dying fast? Multiple assassins' or divers or a
Syndra who wants to outplay your carry? If so, go
Locket of the Iron Solari. Keeping them alive is ideal. AP dealers typically rely on burst (
Evelynn
Syndra
Orianna
Veigar, etc.). Building a
Locket of the Iron Solari will help a lot.
Is your carry fine? If they aren't in danger of being one shot, go either
Shurelya's Battlesong or
Evenshroud.
Evenshroud - Go if they have a beefy front line, such as
Zac,
Ornn, or
Galio.
Shurelya's Battlesong - If they don't have a big health pool on their champions, go this. It's a staple and standard for
Rakan.
Chemtech Putrifier - If they have healing on their team, this is a must.
Mikael's Blessing - This is a great item as it gives magic resist, amplifies healing/shielding, and gives the cleasning effect. Go this if they have crowd control on their team - it's a must.
Staff of Flowing Water - Great item if you feel like you don't need to be tankier. If you deem that you don't need more magic resist, this is your go to item. It provides great cooldown reduction for you and your allies, gives mana regen which is needed, and provides AP.
Ardent Censer - Not my favorite item. Typically doesn't amount to much unless you have multiple AD carries on your team, such as
Kindred
Quinn
Jinx, etc.
Fimbulwinter - Odds are with my guide you started with a
Tear of the Goddess for early mana. At this stage in the game, you get to choose to keep the Tear and make it into a
Fimbulwinter or to sell it for inventory space.
Fimbulwinter is great if you are the only front line or the only one engaging. The health pool and shield passive it applies feels very nice. If you have other people soaking up damage, though, it may be best to sell the
Tear of the Goddess and move to a different item.
Abyssal Mask - Consider this if you have 1 or more high AP damage dealers on your team. It's a WONDERFUL item that not only makes you more tanky (steals MR from enemies), but increases magic damage dealt against them.
Zeke's Convergence - Not worth it against all AP damage dealers. If you want the extra damage, you can get a similar effect with
Evenshroud.
Say you are against a team that is all AP... and then they have a
Jinx. Now what? Do you build an armor item? OF COURSE YOU DON'T!
Anathema's Chains - This lovely item will solve all your worries. Simply go this item after your mythic (stacking early game HP is very nice), attach it to the 1 AD or 1 AP damage dealer, then itemize according to the above ALL AP or ALL AD comp.
Unfortunately, not every game can be against all of 1 type of damage. When this is the case,
Evenshroud
Locket of the Iron Solari and
Shurelya's Battlesong each become viable.
Shurelya's Battlesong - This is great if you have atleast 1 (or more) tanks or front liners on your team. This allows you to not worry about taking the brunt of damage so you can focus on the utility of it all. Additionally, if you have hard engage champions such as
Hecarim or if they have high mobility champions that want to run you down,
Shurelya's Battlesong comes in clutch.
Evenshroud - This is a great item if you need to amplify your teams damage. If they have a tanky team with a lot of health and resistences, this mythic comes in clutch. Additionally, if your team has primarily one type of damage (all AD or AP), this item helps tremndously as the other team has an easier time negating damage.
Locket of the Iron Solari - think about your carry(s). If they are in danger of dying to assasin or a
Syndra one shot, go Locket. If you deem that your mission is to solely keep your carry alive, this is the item to go.
Remember - Buying an early
Tear of the Goddess or
Sapphire Crystal is still very helpful to
Rakan in the early game, even if you don't plan on building
Fimbulwinter or
Zeke's Convergence.
Think through the next 10 minutes of the game - will you be stuck in lane the whole time, or do you see yourself running cross map or fighting in the jungle? What will your role be? Building Rakan is very dependent on what role you are assuming. Deciding on your role will help you itemize from here. Use the below outline to decide what role you are filling and how to itemize accordingly.
If you are the only tank or front line on the team, you must build a
Evenshroud or
Locket of the Iron Solari first item. If your carry is safe without you, go
Evenshroud. If you need to help keep them alive, go
Locket of the Iron Solari. Now ask yourself, do you need MR or Armor, who is/are their damage dealer(s)? Once you decide that, reference the above Item sets to determine what item to build. If you are the only front line, it's best to itemize tanky items as opposed to enchanter items (such as
Staff of Flowing Water or
Ardent Censer.
They have Assasin or a run-you-down comp or you have a hyper carry (
Aphelios,
Vayne,
Twitch,
Jinx). Your job is to keep them alive. Go
Locket of the Iron Solari. You can go
Shurelya's Battlesong as a form of peeling - gives the movement speed to your carries can help outrun the enemies. This comes down to preference and feel of the game
Next, look into building an
Anathema's Chains (to prolong the CC you put onto those killing your carry.
Chemtech Putrifier is a great item if they have healing. Since you aren't the front line, you don't need
Thornmail for healing reduction.
Redemption is a great item here. Empowers your shielding/healing, and provides an active heal that can save your carry.
Abyssal Mask is good if your carry is AP based, or if you have multiple AP damage dealers on your team.
Here you go
Shurelya's Battlesong. This item is core to
Rakan and empowers him in the best way - mobility. Having
Shurelya's Battlesong is crucial on
Rakan when you can manage it. The only downside is that it make you squishy. You can confidently go this mythic when you have other damage soakers on your team.
Staff of Flowing Water
Redemption
Chemtech Putrifier
Mikael's Blessing
Abyssal Mask -
First build if you have an all AP team - the stats are great and the passive is unmatched. It empowers your whole team while giving you AMAZING stats and damage reduction.
Build it 2nd or 3rd if you have a 2 or 3 AP team members.
Not Worth if your team has 1 or less AP.
Anathema's Chains - Extends CC duration and reduces up to 30% damage from a designated target.
Never go wrong building this item.
Best into comps that have (1) damage dealer of AP or AD, while the rest of the team is the other.
Best into comps with 1 designated carry.
Best into (1) assassin comp - allows you to lockdown the assassin so that your carry can live and make distant.
Ardent Censer -
Best if you have attack speed based allies (
Kog'Maw,
Jinx,
Twitch).
Best if you are on peel/empower duty.
Bad if you are primary engage.
Compare it to
Redemption,
Staff of Flowing Water,
Mikael's Blessing - these are the core enchanter items that you can build. Figure out which is best for your situation.
Banshee's Veil -
Only good into all AP comp - even then it's not great. Takes away a lot of power from your team and
Rakan doesn't do anything special with the extra damage.
Can be good if they have a
Leona or someone who can stop your engage with one ability (
Janna,
Malzahar,
Thresh).
Bramble Vest -
RUSH into all AD
RUSH into
Soraka,
Yuumi,
Warwick,
Sona, things of their nature IF you are taking on the front line/tank role. If you are peeling or are going in and out of fights,
Chemtech Putrifier gets more value.
If they aren't majority AD damage, not worth.
Chemtech Putrifier - Healing Reduction is required if they have healing. As a support, it's your job to get this item or
Thornmail.
Best if you are NOT the front line.
Best if you have designated carries.
Required if they have healing.
In most games, you will go this or
Thornmail. Ask yourself - Am I taking damage, or am I trying to stop damage from being done? If you are the tank, go
Thornmail, if you are empowering your allies, go
Chemtech Putrifier.
Cosmic Drive -
Not worth going. You need to use 3 abiltiies to gain the movement speed/extra AP, and by that point you'e used your full combo, meaning the extra stats are worthless.
I don't have any good situations for this item.
Dead Man's Plate - My personal favorite, though it's not great, honestly.
Don't build into AD light comps.
BEST into multiple AD comps.
BEST if you DONT have to peel carry
BEST if you are roaming/moving around the map a lot
BEST if you are looking to make picks
Don't build if you are on peel duty, meaning there are plenty of assasins or backline divers.
Everfrost -
Situational - Only build if you are going
Predator - if you are going
Predator you have decided that you are on "pick" duty or damage duty. Pairs well with
Ingenious Hunter - this is a selfish mythic item, meaning that you are mainly playing for yourself or for fun.
Force of Nature -
First build if their team is all AP or all but 1 AP
Go 2nd or 3rd if they only have 2 or less AP
BEST when you are primary engage/frontline.
Don't build if 1 or less AP threat.
Frozen Heart -
BEST into all AD comp, or 3+ AD
BEST if they have multiple AD carries (ADC,
Graves,
Kindred,
Quinn, etc.) Attack speed based champ will suffer.
Don't build if on peel duty.
Don't build if you are the only engage/front line. Other items will be needed instead - the lack of HP pool will kill you.
Don't build if they have 1 or less AD threats.
Fimbulwinter -
Great if you bout an early
Tear of the Goddess, which I highly recommend (that or
Sapphire Crystal).
Great if you are on engage/tank duty.
Not ideal if youa re peeling - when you are peeling and empowering your allies, they are typically the target of the damage. You're better off going items that help them.
Tear start is great on
Rakan even if you aren't planning on building this item. It has good resell value later into the game. Hold on to it until you need the inventory space.
Gargoyle Stoneplate -
Don't build. Ever.
Hextech Rocketbelt - Look, I am not a fan of this, but I understand in some elos this is a fine item to go.
When you go this item, you are choosing it in the same situation where you would go
Shurelya's Battlesong. This is a selfish build that doesn't benefit your team, but is good if you are trying to solo carry. Pairs well with
Predator and
Ingenious Hunter.
Knight's Vow -
It's not super great on
Rakan. Most of the time it gets you killed more then it saves your ally.
Consider if you have 1 win condition, meaning that if your carry dies, you lose the game.
Vayne
Jinx or a carry jungler.
Locket of the Iron Solari -
Great Item.
Best in peel situations.
Not great when you are the only front line.
Mikael's Blessing -
Great into crowd control champions (
Lissandra,
Leona,
Sejuani, etc.]].
Great into AP heavy comps - it gives a decent amount of magic resist.
Bad if they have no crowd control.
Bad if they are all AD dealers.
Compare it to
Redemption,
Ardent Censer,
Staff of Flowing Water - these are the core enchanter items that you can build. Figure out which is best for your situation.
Randuin's Omen -
Only build if into an all AD team. Build this instead of frozen heart for the extra HP
Best against Crit based champs -
Yasuo,
Yone,
Jhin
Redemption -
Great in most any situation.
Great when peeling as it empowers your shields/heals and provides the active AOE heal.
Great when the enemy has a team comp that wants to run at you (
Hecarim,
Jarvan IV,
Galio).
Not great when you are the only front line. If you are taking all the damage, it would be better to go tank items.
Compare it to
Staff of Flowing Water,
Ardent Censer,
Mikael's Blessing - these are the core enchanter items that you can build. Figure out which is best for your situation.
Spirit Visage -
Never go. It's not worth it. Rakan doesn't synergize with healing, making this item obtainable only for it's stats, which can be gain with abyssal mask and then some.
Staff of Flowing Water -
Best when you aren't the front line.
Best with AP damage allies and people who benefit from cooldown reduction.
Best when you are on peel duty.
Compare it to
Redemption,
Ardent Censer,
Mikael's Blessing - these are the core enchanter items that you can build. Figure out which is best for your situation.
Thornmail - Healing Reduction is required if they have healing. As a support, it's your job to get this item or
Chemtech Putrifier.
ALWAYS GO if they have 3+ AD damage dealers.
Consider going if they have healers (soraka, yuumi, etc.)
Consider going if you are the front line - the stats or wonderful and stack well with bonus AD.
Never go if they are all or mostly an AP comp.
In most games, you will go this or
Chemtech Putrifier. Ask yourself - Am I taking damage, or am I trying to stop damage from being done? If you are the tank, go
Thornmail, if you are empowering your allies, go
Chemtech Putrifier.
Vigilant Wardstone -
Great in every game and every situation.
Do not buy before level 13 - not worth. It doesn't give you the full stats and effects until you are level 13.
Great into stealth champions such as
Evelynn and
Twitch (for the extra pink wards).
Zeke's Convergence -
Best paired with attack speed based allies like
Jinx and
Twitch.
Best against tankier enemies with big health pools.
Poor against assasins and other squishy carries.
Poor into majority AP dealing enemies.
Zhonya's Hourglass -
Best when you are the only front line/engager.
Best specifically into
Pyke.
Good into all AD dealers.
Bad when your job is to peel.
When you are against an all AD team comp, itemization gets very straight forward - ARMOR ARMOR ARMOR.


After buying this (and plated




After your mythic, finishing




For your last item, ask yourself what your job is
Am I the only front line? Am I the one who starts the fight, or has to stand in front of my whole team in a team fight? (i.e. there are no other tanks or front liners on your team, or just 1? If Yes, build ![]() ![]() |
Am I on peel duty? Are there multiple assassins' or divers that will be fixated on focusing my carry? If yes, build ![]() ![]() |
Am I looking to make picks? If yes, ![]() ![]() |













Into an All Ability Power Damage Comp
First Buy:


Your inventory should look like this -




Finish your

Once you have this down, it's time to look at the game as a whole. Similar to the ALL AD team comp, ask yourself, is your carry dying fast? Multiple assassins' or divers or a







Is your carry fine? If they aren't in danger of being one shot, go either








Third or Fourth Item Options















Into 1 AD or 1 AP - Rest of Team is the Opposite
Say you are against a team that is all AP... and then they have a


Against Mixed Damage Dealers
Unfortunately, not every game can be against all of 1 type of damage. When this is the case,









Remember - Buying an early





Think through the next 10 minutes of the game - will you be stuck in lane the whole time, or do you see yourself running cross map or fighting in the jungle? What will your role be? Building Rakan is very dependent on what role you are assuming. Deciding on your role will help you itemize from here. Use the below outline to decide what role you are filling and how to itemize accordingly.
Role Explanations
Front Line Tank
If you are the only tank or front line on the team, you must build a






Peel
They have Assasin or a run-you-down comp or you have a hyper carry (






Next, look into building an





Pick/Play Maker
Here you go








Item Breakdowns - When to Use and When Not


First build if you have an all AP team - the stats are great and the passive is unmatched. It empowers your whole team while giving you AMAZING stats and damage reduction.
Build it 2nd or 3rd if you have a 2 or 3 AP team members.
Not Worth if your team has 1 or less AP.


Never go wrong building this item.
Best into comps that have (1) damage dealer of AP or AD, while the rest of the team is the other.
Best into comps with 1 designated carry.
Best into (1) assassin comp - allows you to lockdown the assassin so that your carry can live and make distant.


Best if you have attack speed based allies (



Best if you are on peel/empower duty.
Bad if you are primary engage.
Compare it to





Only good into all AP comp - even then it's not great. Takes away a lot of power from your team and

Can be good if they have a






RUSH into all AD
RUSH into





If they aren't majority AD damage, not worth.



Best if you are NOT the front line.
Best if you have designated carries.
Required if they have healing.
In most games, you will go this or





Not worth going. You need to use 3 abiltiies to gain the movement speed/extra AP, and by that point you'e used your full combo, meaning the extra stats are worthless.
I don't have any good situations for this item.


Don't build into AD light comps.
BEST into multiple AD comps.
BEST if you DONT have to peel carry
BEST if you are roaming/moving around the map a lot
BEST if you are looking to make picks
Don't build if you are on peel duty, meaning there are plenty of assasins or backline divers.


Situational - Only build if you are going





First build if their team is all AP or all but 1 AP
Go 2nd or 3rd if they only have 2 or less AP
BEST when you are primary engage/frontline.
Don't build if 1 or less AP threat.


BEST into all AD comp, or 3+ AD
BEST if they have multiple AD carries (ADC,



Don't build if on peel duty.
Don't build if you are the only engage/front line. Other items will be needed instead - the lack of HP pool will kill you.
Don't build if they have 1 or less AD threats.


Great if you bout an early


Great if you are on engage/tank duty.
Not ideal if youa re peeling - when you are peeling and empowering your allies, they are typically the target of the damage. You're better off going items that help them.
Tear start is great on



Don't build. Ever.


When you go this item, you are choosing it in the same situation where you would go





It's not super great on

Consider if you have 1 win condition, meaning that if your carry dies, you lose the game.




Great Item.
Best in peel situations.
Not great when you are the only front line.


Great into crowd control champions (



Great into AP heavy comps - it gives a decent amount of magic resist.
Bad if they have no crowd control.
Bad if they are all AD dealers.
Compare it to





Only build if into an all AD team. Build this instead of frozen heart for the extra HP
Best against Crit based champs -





Great in most any situation.
Great when peeling as it empowers your shields/heals and provides the active AOE heal.
Great when the enemy has a team comp that wants to run at you (



Not great when you are the only front line. If you are taking all the damage, it would be better to go tank items.
Compare it to





Never go. It's not worth it. Rakan doesn't synergize with healing, making this item obtainable only for it's stats, which can be gain with abyssal mask and then some.


Best when you aren't the front line.
Best with AP damage allies and people who benefit from cooldown reduction.
Best when you are on peel duty.
Compare it to






ALWAYS GO if they have 3+ AD damage dealers.
Consider going if they have healers (soraka, yuumi, etc.)
Consider going if you are the front line - the stats or wonderful and stack well with bonus AD.
Never go if they are all or mostly an AP comp.
In most games, you will go this or





Great in every game and every situation.
Do not buy before level 13 - not worth. It doesn't give you the full stats and effects until you are level 13.
Great into stealth champions such as




Best paired with attack speed based allies like


Best against tankier enemies with big health pools.
Poor against assasins and other squishy carries.
Poor into majority AP dealing enemies.


Best when you are the only front line/engager.
Best specifically into

Good into all AD dealers.
Bad when your job is to peel.
Botlane Carry Matchups/Breakdown


Playing With
Lane/Early Game
Aphelios is a hyper carry king. This means that he only gets more and more powerful as the game goes on. Going




Team Fights
Your main objective in team fights will be to empower and protect








Playing Against
Lane/Early Game
Capitalizing on



Lane: Main thing is to make sure you are not standing on or next to your carry - if


Team Fights: If






Support Matchup Breakdowns
Engage Support Enemies
For engage support enemies, it is vital that they make the first move. Whether its
Leona or
Alistar, you have to wait for their engage before you use your abiltiies. In general melee range engage matchups, the first one to pull the trigger typically loses the trade. It's very important to recognize that as
Rakan, your abilities are easier to dodge than others, meaning you can not waste them and that they MUST be directed towards the correct target. If the enemy goes in on your lane partner, you MUST look at their carry, not their support. Don't ever use that
Grand Entrance on
Leona, but look to use it on their
Jhin or
Jinx and then
Battle Dance your way out. Biggest goal in these matchups is to save your lane partner from the most damage possible.
Below are specifics on all matchups.
Alistar
Lane: Main thing is to make sure you are not standing on or next to your carry - if
Alistar enagages on both of you, you will lose the trade. If only you or your lane partner get targeted, you are able to dash away or turn onto the enemy ADC and use
Grand Entrance to mitigate the trade.
Team Fights: If
Alistar is looking for an engage, your goal is to charm him with
The Quickness after he uses his
Headbutt, but before his
Pulverize. It's not as difficult as it looks. Simply be his target or intercept him while Ulting when he
Headbutt you or your ally. He will immediately be charmed for 1-2 seconds, giving your team time to kite his
Pulverize.
Blitzcrank
Lane:
Rakan is great in this matchup. Simply stand in front of your ally at all times. If
Blitzcrank hooks, you take it and can simply dash out, or better yet, use that hook to then
Grand Entrance to the enemy ADC and turn the fight. Be careful not to be knockuped up in the air - it will cancel your ability.
Teamfight: Similar as laning. If you can take the hooks for your team,
Blitzcrank becomes useless.
Tip: If he hooks, press R
The Quickness immediately. He grabs you, pulls you in, you charm him so he can't E, you get a burst of movement speed and are closer to his allies, and engage from there. I can it hijacking the hook.
Braum
Lane: Each lane. Always take the
Winter's Bite for your ally. You are able to dash away, making him useless.
Team fight: The only thing you have to worry about is him is his
Glacial Fissure. If the timing is good for
Braum. he can knock you out of the air and cancel your
Grand Entrance. Same with his passive,
Concussive Blows. If the stun is about to hit you, don't use your dashes. If you get stunned mid air, you freeze in place and lose your cooldown.
Leona
Laning: Get
Mercury's Treads. You can NOT use abiltiies in this lane first, otherwise you will lose the trade (unless you have a jungler to help you). Stay on the opposite side of lane as your lane partner. Whenever
Leona goes in on you, you dash away. Whenever she goes in on your lane partner, you NEED to
Battle Dance to your ally for the shield/
Guardian, then look to
Grand Entrance to their CARRY. Do NOT
Grand Entrance the
Leona. Your job here is to crowd control the carry (the follow up damage), or zone them away from the fight. You then use second charge of
Battle Dance to dash back to the ally and disengage.
Leona auto attack stun will cancel your mid air engage or disengage and take away it's cooldown. It's a scary matchup.
Team fight: Use
Leona to leap frog in fights - the combo detailed above. Whenever she engages, use
The Quickness on her to get you the movement speed to reach their backline (counter engage). Additionally, this will charm her for 1-2 seconds, which allows your allies to kite away,.
Shen
Lane: Same as
Leona, just not as scary. You should when this lane easy.
Team fight: For the most part, just ignore him. He doesn't provide much to team fights.
Maokai - GO
Mercury's Treads
Lane: I know this sounds like a cop out, but it's the same thing as
Leona, only
Maokai ult is even worse for
Rakan. You HAVE to play lane opposite of your lane partner, and you HAVE to wait for him to use his cooldowns before you can go in. His
Bramble Smash can cancel your dashes, his
Twisted Advance will stop you in his tracks, and his
Nature's Grasp is a nightmare that stops whatever you are doing.
Team fight: After his
Nature's Grasp is done, you are free to do whatever. He does not provide much after that, it's kind of just a wating game.
Nautilus
Lane: Make sure you are always behind minions. His auto attack will root you and cancel any dash you are currently in. His
Dredge Line will do the same. It's best to play reactive, dodge skill shots, keep your distance, and engage when his abiltiies are on cooldown. You scale better, so just survive lane.
Teamfight: Wait for his engage before you go in, or make sure you can get to the enemy backline before he gets to you. He counters
Rakan hard, but as long as you play around his abiltiies you will provide more than him.
Tip: Don't bring his
Depth Charge into your team.
Poppy
Lane: Play reactive. Her
Steadfast Presence blocks your whole mode of playing. If it's not on cooldown, don't dash. Play away from your carry - meaning if
Poppy engages on your ADC, you'll have plenty of distance to
Grand Entrance onto the enemy ADC to mitigate damage.
Team Fight: Start with
The Quickness. Run to her and touch her for the movement speed. If she hasn't used
Steadfast Presence, this gives you a second to dash while she is charmed. If she did use it, it gives you a second to get our of her range before dashing across the fight.
Tip: Be patient and wait our her
Steadfast Presence before dashing.
Sett
Decently easy matchup. Wait for his engage, then turn. He's a sitting Duck and can't provide anything past his intial burst.
Rakan has an advantage when it comes to enchanter supports. Enchanters lack when it comes to all ins or hard engages, which
Rakan can muster. Additionally,
Rakan has descent sustain against enchanters that like to poke. This is an ideal time to level up 3 point into
Gleaming Quill before maxing
Grand Entrance.
Second Wind will be your go to rune with
Guardian. If you got
Glacial Augment (which you can) be sure to go
Future's Market to get those early tier 2 boots. This allows you to have more map agency than an enchanter out of lane, and helps with dodging skill shots/trading with enchanters in lane. Go
Sweeping Lens to start and take control of the bushes in lane. By sweeping their wards, you are able to stay as close to them as possible without takes any poke or harrass from them. Additionally, your team fighting early is stronger, meaning you should be calling for ganks, fights in river, fights around objectives, and roams where you can.
Laning: Be sure to focus down the ADC UNLESS it's a
Soraka lane, where you will focus down
Soraka.
Team fights: You offer more in terms of crowd control and team fight cabilities. Don't be shy to start fights.
Specific mathup details below.
Janna
Lane: This is a great game to roam. She provides little kill potential onto your ADC, but unfortunately her
Howling Gale can block most of your engages, meaning theres not much to do in lane. Take this matchup to practice roaming and playing with your jungler.
Team Fight: Just keep an eye on her and know where she is. Typically you can play around her knockups. Be patient, don't use your
Grand Entrance unless your sure she can't react to it or doesn't have the cooldowns up.
Karma
One of the more brutal matchups. Her mobility keeps her ahead of your engages, while her short cooldowns and decent range keeps you off the wave and poked down. Play around her cooldowns - if she just used her
Mantra
Inner Flame, look to engage. You ideally want to engage onto the enemy carry, but using
Grand Entrance on [[karma] isn't terrible. Just make sure you "drop in, drop out" as Rakan says and don't over stay your welcome.
It's a rought lane to roam in unless you ADC has good wave clear or mobility. Karma loves to push in the wave and if you aren't there when the minions crash, your ADC will suffer.
Lulu - A very neutral matchup. She has a stronger trade into you, meaning if you miss your
Grand Entrance, you will be punished hard. That being said, if you land the knockup on the carry of the lane, you will typically win that fight.
Morgana - Nightmare lane - her
Black Shield nullifies your engage, and her binding roots you out of the air. Play the map by roaming and following the jungler.
Nami - If she E's her ally, back off. If any of her cooldowns are down, looks for a fights. She's very squishy. It's ok to focus her over the ADC because of how quickly she dies.
Sona - You win lane hard. Be agressive - if you knock her up, she dies. She scales and becomes very powerful late - if you ever see a chance to crowd control her, go for it. Could when you the fight. Focus her in lane as well as team fights.
Soraka - Boring lane - she out pokes you and out heals any trade you do. A great game to go
Predator and work the map.
Bard is an even matchup to
Rakan. He out roams, out ranges, and has decent mobilty. Best thing to do here is to keep your waves pushing in as much as possible to keep bard in lane. If he's ever gets in range, go for the engage. If he roams, push your lane and dive their ADC. Unless you have
Predator, you can't match his roams so don't try. Win bot.
Pantheon - He is not a great support, but he can snowball a game if you aren't careful. He will either look to roam all game or fight non stop. If he roams you HAVE to call out each roam for your team. You do not need to follow - simply kill the ADC left behind. If he stays and fights, you HAVE to save your cooldowns until AFTER he jumps on you or your AD. Follow the guidelines mentioned with
Leona in this situation. You outscale and he falls off if he can't get kills early.
Pyke - This is a fun matchup because
Rakan counters
Pyke hard. Your dashes make it impossible for him to lane his stun. Take every
Bone Skewer for your carry, then dash back to them. This is one of the few games where you are allows to go
Zhonya's Hourglass to avoid his ultimate ability. Go double armor runes in this matchup.
Senna - one of the worst matchups. Don't trade or walk up - letting her farm souls off you will cost you the game. Get level 6 as quickly as you can and try not to let her farm souls off of you.. Consider
Predator and roam mid and with jungler to win the game.
Shaco - Start
Sweeping Lens and you win. Shaco supports don't typically go
Flash, so it's alright to focus him in fights.
Taric - At the moment, the champ is awful. Just ignore him and focus the enemy carry and you'll when every fight.
Thresh - Never engage first on
Thresh. His
Flay makes that impossible. It's very important that you focus the enemy carry whenever
Thresh uses his
Death Sentence. If
Thresh hooks your ally, you need to make sure you are using
Grand Entrance on the enemy carry, or atleast zoning them away from your ally.
If any of the above champions ever uses part of his combo and misses, look for the engage. It's the best way to counter mage supports. Make sure you are playing on a paralell line or in triangle with your ADC so they aren't stuck taking all of the skill shots (explanation on what this means below). Mage support are very easy to deal with if you capitalize on their cooldowns. If they miss a skill shot, you pressure and play up and look for a engage. Additionally, this is a great time to alternate your abilties when leveling up. Instead of just maxing
Grand Entrance, consider 1 point
Grand Entrance, 1 point
Battle Dance, and back and forth. Having your E up to shield ally is very nice in this lane.
Laning: take bush control. Looking for opening when they miss their abiltiies. Past that, go
Guardian and
Second Wind and chill. Additionally, this is a fine time to bring out the
Predator
Rakan. In this lane, you typically get poked down and can't do much unless the enemy miss plays. Counter this by playing the map, roaming, following your jungler around, securing objectives, and ganking mid.
Tips on specific Champs:
Brand- If he misses any part of his combo, go in.
Lux - If her
Light Binding is down, go in. Her
Light Binding will root you mid air and cancel your
Grand Entrance, so avoid engaging head on.
Swain - if his
Nevermove is down, go in. honestly, even if it's up, go in anyways. He's very weak in lane.
Vel'Koz - Rough lane. If he misses his abilties, go in. With their short cooldown, it may be best to roam and play for the jungle.
Xerath - If he ever gets close enough to engage on, go. He melts. Otherwise look to roam and make plays on the map.
Predator is good here.
Zilean - His
Time Warp is a massive counter to you. Ask for your jungler to gank often or just roam.
Zyra - If her
Grasping Roots are ever off cooldown, GOGOGOGOGOGO. Free kill. Otherwise just chill and scale. Her
Grasping Roots will root you in mid air and waste your
Grand Entrance cooldown, so play accordingly. Similar to Lux.
Playing in parallel and triangle formation: These refer to playing on the same the same line of scrimmage as your ally. If they are pushing further than you, then they have to take poke and skill shots from both support and ADC. If you are pushed further than they are, then YOU are the one who takes both. Playing on the same parallel line as ADC means you split the damage, and if one of you trys to trade, then both of you can easily. This is the best way to counter Mage support.
A friend of mine "twitch.tv/iskyi" made a wonderful and short video explaining this whole concept, linked below. If you found the content helpful, consider dropping him a Subscription and like the video.








Below are specifics on all matchups.


Lane: Main thing is to make sure you are not standing on or next to your carry - if


Team Fights: If








Lane:



Teamfight: Similar as laning. If you can take the hooks for your team,

Tip: If he hooks, press R



Lane: Each lane. Always take the

Team fight: The only thing you have to worry about is him is his






Laning: Get









Team fight: Use




Lane: Same as

Team fight: For the most part, just ignore him. He doesn't provide much to team fights.



Lane: I know this sounds like a cop out, but it's the same thing as






Team fight: After his



Lane: Make sure you are always behind minions. His auto attack will root you and cancel any dash you are currently in. His

Teamfight: Wait for his engage before you go in, or make sure you can get to the enemy backline before he gets to you. He counters

Tip: Don't bring his



Lane: Play reactive. Her



Team Fight: Start with


Tip: Be patient and wait our her



Decently easy matchup. Wait for his engage, then turn. He's a sitting Duck and can't provide anything past his intial burst.
Enchanter Enemies










Laning: Be sure to focus down the ADC UNLESS it's a


Team fights: You offer more in terms of crowd control and team fight cabilities. Don't be shy to start fights.
Specific mathup details below.


Lane: This is a great game to roam. She provides little kill potential onto your ADC, but unfortunately her

Team Fight: Just keep an eye on her and know where she is. Typically you can play around her knockups. Be patient, don't use your



One of the more brutal matchups. Her mobility keeps her ahead of your engages, while her short cooldowns and decent range keeps you off the wave and poked down. Play around her cooldowns - if she just used her



It's a rought lane to roam in unless you ADC has good wave clear or mobility. Karma loves to push in the wave and if you aren't there when the minions crash, your ADC will suffer.













Special Matchups





























Mage Enemies
If any of the above champions ever uses part of his combo and misses, look for the engage. It's the best way to counter mage supports. Make sure you are playing on a paralell line or in triangle with your ADC so they aren't stuck taking all of the skill shots (explanation on what this means below). Mage support are very easy to deal with if you capitalize on their cooldowns. If they miss a skill shot, you pressure and play up and look for a engage. Additionally, this is a great time to alternate your abilties when leveling up. Instead of just maxing



Laning: take bush control. Looking for opening when they miss their abiltiies. Past that, go




Tips on specific Champs:























Playing in parallel and triangle formation: These refer to playing on the same the same line of scrimmage as your ally. If they are pushing further than you, then they have to take poke and skill shots from both support and ADC. If you are pushed further than they are, then YOU are the one who takes both. Playing on the same parallel line as ADC means you split the damage, and if one of you trys to trade, then both of you can easily. This is the best way to counter Mage support.
A friend of mine "twitch.tv/iskyi" made a wonderful and short video explaining this whole concept, linked below. If you found the content helpful, consider dropping him a Subscription and like the video.
Questions and Answers
As people comment or ask me questions on stream that may not fit into specific categories, they will be scribed here.
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