Rakan

Rakan Support Build 16.11

Rakan Support build in patch 16.11 has a 59.2% win rate over 125 games. This setup focuses on cloth armor is an early armor component meant to reduce incoming physical damage from basic attacks and ad-heavy trading. it is mainly purchased to stabilize lanes or builds against opponents who threaten through repeated physical hits.

Rakan Roles
Patch: 16.11
125 Matches
Win Rate: 59.2% / Pick Rate: 6.34%
Health Potion
Health Potion
Ionian Boots of Lucidity
Zeke's Convergence
Locket of the Iron Solari
Locket of the Iron Solari
Knight's Vow
Zeke's Convergence
Celestial Opposition
Oblivion Orb
Ionian Boots of Lucidity
Flash
Heal

Rakan Build Guide & Strategy (Patch 16.11)

About Rakan

Rakan is an engage support who glides through fights with explosive crowd control, quick repositioning, and exceptional follow-up on allied pressure. He is at his best when he can threaten from just outside vision and chain his movement into a clean team collapse, but he is fragile for a frontliner and heavily punished when he enters without support or wastes his escape route.

Rakan Build Strategy & Items

The item supports defensive lane plans where you expect to take physical poke, minion-supported trades, or sustained harassment from auto attacks. It fits champions who want to blunt early AD pressure, farm more safely, and reach later spikes without bleeding too much health. This item supports lane patterns where you trade, disengage, and then restore enough health to keep contesting the wave. It fits almost any opening that values flexibility, because potions let you absorb mistakes, chip damage, or incidental poke without instantly losing lane control. This item supports coordinated skirmishing where your job is not just to reach an enemy, but to make that contact easier for your team to punish. It fits engage supports that operate close to their carries or divers and want their itemization to reward timing, proximity, and clean initiation. Cloth Armor is an early armor component meant to reduce incoming physical damage from basic attacks and AD-heavy trading. It is mainly purchased to stabilize lanes or builds against opponents who threaten through repeated physical hits. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall. Zeke's Convergence is a support tank item built to make your engage or peel tools create more value for nearby allies. It is mainly for frontlining supports and utility tanks that start fights, lock targets down, and want their crowd control to translate into stronger team follow-up. Kindlegem is a compact health and ability haste component designed to make champions slightly sturdier while smoothing out their cooldowns. It is mainly for tanks, supports, and casters that want more frequent access to key abilities without buying a purely offensive piece. Knight's Vow is a protective support-tank item built to help a frontline champion keep a key ally alive through focused pressure. It is mainly for supports and tanks that play close to a carry and want their item slot to strengthen peeling and bodyguard play.

Rakan Key Strengths

Cloth Armor is strong because it directly targets one of the most common early damage patterns, making physical trades noticeably less punishing. It is especially valuable into marksmen, fighters, or lanes where repeated auto attacks matter more than occasional burst from other damage types. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Zeke's Convergence is attractive because it turns a tank support's normal play pattern into extra offensive support for the team rather than only more personal durability. It is especially useful when fights hinge on catching one target and collapsing fast, since the item rewards allies for playing off your setup. Kindlegem is attractive because it covers two universally useful needs at once, giving health for breathing room and haste for better skill access. It also fits a huge range of build paths, so it is one of the cleanest recall purchases for champions that want their next few choices to stay open. Knight's Vow is valuable because it turns good positioning next to a carry into real defensive payoff, which matters a lot when the enemy team is built to collapse onto one damage source. It is especially strong in coordinated fights where the protected ally can keep dealing damage safely as long as someone is dedicated to covering them. Ionian Boots of Lucidity are useful because they improve how often you get to interact with the game, which can matter more than raw stats on champions built around utility or cooldown-based pressure. They are especially strong on picks that make repeated use of summoners or key spells to create tempo, since the boots reward every extra opportunity to act. Locket of the Iron Solari is especially strong against teams that rely on coordinated burst or AoE damage to collapse a fight before your carries can respond. It gives frontline champions a direct way to protect multiple allies at once, which is extremely valuable in dragon fights, tower defenses, and narrow choke points. Celestial Opposition is especially useful against compositions that win by jumping quickly onto one target and trying to decide the fight before shields, heals, or peel can matter. It gives support players a very practical way to blunt that pattern, turning explosive engages into more manageable exchanges for the whole team. Oblivion Orb is valuable because it gives AP champions a quick and efficient way to respond when one healing source starts warping the game. It is especially good in lanes and mid-game fights against drain tanks, healing supports, or sustain-heavy carries that would otherwise recover through normal poke patterns.

Best Rakan Runes & Spells

Ultimate Hunter is a cooldown-focused rune built for champions whose strongest play pattern begins with their ultimate. It mainly exists to shorten the downtime between those defining windows so key engage, pick, or burst tools come online more often. Deep Ward is a vision rune aimed at extending map control into enemy territory rather than simply defending your own side. Its main purpose is to reward players who place proactive wards that reveal rotations, jungle paths, and setup windows before a fight starts. Unflinching is a defensive rune aimed at making crowd control and hostile engage less crippling when fights become dangerous. Its purpose is to help a champion keep moving, casting, or surviving through moments that would otherwise shut their gameplan down too easily. Magical Footwear is an economy rune that delays early boot purchases in exchange for a later movement and gold-efficiency spike. Its purpose is to free up early spending for combat stats or lane tools while still securing stronger baseline mobility once the boots arrive. Biscuit Delivery is a lane sustain rune meant to keep health and resources from collapsing under repeated pressure. Its purpose is to make difficult early phases more survivable so a champion can continue farming, trading, and contesting waves instead of being forced out too quickly. Cosmic Insight is a cooldown utility rune that increases how often a player can leverage summoner spells and item actives. Its purpose is to create more frequent access to high-impact tools like Flash, Smite, and active items that often decide whether a play works at all. Unsealed Spellbook is a flexible macro rune that lets a player adapt summoner spell choices to the evolving state of the game. Its purpose is to trade raw early stat power for access to the right utility at the right moment, whether the team needs combat pressure, safety, map tempo, or objective control. Demolish is a structure pressure rune that turns time near enemy turrets into meaningful objective damage. Its main purpose is to reward lane control, roam timing, and side-lane pressure by helping champions cash in on windows where the turret is left exposed. Guardian is a protective rune built to blunt incoming pressure on you or a nearby ally at the moment danger arrives. Its main purpose is to give support and defensive champions a stronger answer to burst, engage, and short trade punishment without needing to outdamage the opponent. Bone Plating is an anti-burst lane rune that reduces the damage from an opponent's immediate follow-up after first contact. Its purpose is to make short, explosive trades less punishing by weakening the part of the combo that usually does the real damage. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Heal is a two-target defensive spell that restores health and adds a brief burst of movement at the moment a trade turns dangerous. It is mainly used to swing close lane fights, rescue an ally during focus fire, and buy enough space to keep fighting or disengage.

How to Play Rakan (Early, Mid & Late Game)

Rakan Laning Phase (Early Game)

In the early game as Rakan in the Support lane, prioritize consistent farming and map awareness. Aim to secure your Ionian Boots of Lucidity as quickly as possible to establish a lane advantage and create opening opportunities.

Rakan Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Support Rakan, your roaming potential and skirmishing power are at their peak.

Rakan Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Rakan, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Rakan Mechanics & Gameplay Tips

Strong Rakan players sequence Grand Entrance, Battle Dance, and The Quickness so enemies have almost no time to react between charm and knock-up, and they always keep track of which ally anchor can pull them back out. Weak Rakan play dives from obvious range, burns his dashes too early, or starts his ultimate in space where opponents can simply disengage before the engage actually lands.