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Recommended Items
Runes: Guardian
+9 Adaptive (5.4 AD or 9 AP)
+2% Movement Speed
+10% Tenacity/Slow Resist
Spells:
Flash
Ignite
Items
Ability Order Ability Sequence
Fey Feathers (PASSIVE)
Rakan Passive Ability
Threats & Synergies
Brand
Brand is a matchup that I call a big yikes. The champion is obnoxious to play against and deals tons of damage. In this lane you have to avoid his W and play around his passive, otherwise it’s doomed.
Kai'Sa
Kaisa is a really strong hyper carry that has some good early game damage with her W and passive combo. Look for a level 2 all in with Kai’sa and start snowballing from there (this is matchup dependant, don’t try this into Nautilus + Draven).
Kai'Sa
Kaisa is a really strong hyper carry that has some good early game damage with her W and passive combo. Look for a level 2 all in with Kai’sa and start snowballing from there (this is matchup dependant, don’t try this into Nautilus + Draven).
Champion Build Guide
Greetings fellow support players, welcome to my Rakan guide! My summoner name is Aerenax on EUW. I main support since season 3 and hit Master in season 13. Since Rakan came out I fell in love with the champion as he has a very versatile and unique playstyle. At the moment I have around 1M mastery points in Rakan and I would like to share my knowledge and experience with you guys! I really appreciate some constructive feedback as this is my first guide and I do want to know what you guys think of the information or the guide layout itself. If you have any personal questions feel free to ask them aswell! This guide has been written and checked by me. If you have any additions feel free to contact me. I am planning to update the guide every patch to keep you guys up to date on the newest builds, strategies and matchups. This guide is still work in progress and I am also looking for someone that can help me make some fancy banners for the headers for the guide, if you are or know someone who wants to help me upgrade the guide, please send me a message! For other Rakan questions check out the RakanMains reddit or join the RakanMains discord at: https://discord.gg/QFXHtxMzFn I hope this guide will make you play Rakan with the same enthusiasm as me, so let’s Battle Dance right into it! |
+ High mobility + Great AP scaling + Great teamfighting potential + A lot of roaming potential + Special synergy with Xayah + Versatile playstyle Rakan is a champion with endless ways to play him. His mobility makes you a great engage tool for your team while you have the safety to dash back to your team using your E – Battle Dance. Furthermore your peeling potential is ginormous with your Q – Gleaming Quill and your E – Battle Dance in combination with Guardian. If you choose to go for the full AP Rakan build, you will notice that you have great burst potential and you are a real backline threat to the enemy team. Rakan is a champion that can win or lose a game with the right engage so don’t underestimate your importance! |
- Squishy in lane - High cooldowns early game - Weak if CC’ed - Reliant on teammates. Laning as Rakan can feel a little rough into high engage champions like Rell and Leona as they can lock you down and one-shot you. Furthermore Rakan has high base cooldowns on his abilities which require some Ability haste to compensate. Rakan is very reliant on teammates to make full use of his mobility of his E Battledance and especially when not playing with a Xayah it can feel like your E - Battle Dance has a really short range. Lastly Rakan requires a lot of games to fully master so I do recommend not giving up after one game and also look into pro vods to see how they position in lane, etc. |
Every (40.0 - 14.5) seconds, Rakan gains a (33 - 254-+90% AP) Shield. Rakan's Attacks and Abilities against enemy champions reduce this Cooldown by 1 second. This is a pretty strong passive in my opinion. It has some good AP scalings for later on in the game and it will always help you in harder lanes. |
Recall together and save some time. If either Rakan or Xayah is recalling, the other may move nearby and activate their own recall to join them. Both reach base at the time of which the initiator's recall ends. This is one of the reason why the pearing of Xayah and Rakan is so strong. This duo recall can be used to maintain tempo, which means Xayah can push out the last minions while Rakan already initiates the recall to be more efficient. |
Rakan flings a magical feather that deals (70 - 250 +75% AP) magic damage to the first enemy hit. If the feather hits a champion or epic jungle monster, restore (18 - 120-+70% AP) Health to Rakan and surrounding allies after 3 seconds or immediately if he touches an allied champion. Rakan's Q will help him sustain in lane or increase damage in trades. When you hit your Q you can just walk towards an ally to "hug" them or you can use your E Battle Dance to instantly proc the heal aswell. |
Rakan dashes, then spirals into the air. All enemies in it's radius are Knocked Up for 1 second and dealt (70 - 290-+70% AP) magic damage. His main form of engage. Can be used offensive, but don't underestimate the defensive value of it either! Can also be used to get over most walls, so look for creative escape routes with it. |
Rakan dashes to an allied champion, granting them (40 - 140-+80% AP) Shield for 3 seconds. Rakan can Recast this Ability once within 5 seconds. This ability is best used as a mobility tool rather than a shielding tool. Battle Dance will proc Guardian so play around that. The best use is to catapult yourself into a teamfight or get yourself out as quick as possible. |
Gain 75% Move Speed for 4 seconds. Rakan deals (100 - 300-+50%AP) magic damage and Charms enemies for 1/1.25/1.5 second(s) the first time he touches them. The first champion touched grants Rakan 150% decaying Move Speed. The ability that ties all your skills together. While in your ultimate you can use all your other abilities and summoner spells. Try to use your ultimate to have some extra movement speed and start a teamfight OR use it to peel for your carry by charming the enemies on top of him! |
The most common levelling sequence for Rakan is the one I am using in this guide which follow R>W>E>Q. There are some variants to this skill sequence such as people getting 3 points in Q for lane pressure and maxing W after. The leveling of your abilities can change from time to time and is dependent on your needs in game.
Your needs in game can also be dependant on what you level in the first 3 levels of the game. In matchups where you need more sustain, such as a Xerath matchup you can choose to start Q level 1 or take it level 2. Some players also like to start E level 1, take Q level 2 and start levelling W from level 3 onwards. Look at what you need in a matchup to survive/win laning phase!
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Since season 14 we got a huge overhaul on the support item section. Everyone will be starting with a World Atlas. This item will grant 20 gold for last hitting any minion (so no boosting with canon minions) and either 30 gold (melee) or 28 gold (ranged) for hitting a champion with attack or ability. These stacks are on an 18 second cooldown. Don't worry about the minion gold, your nearby ally will receive the full amount as if they last hit the minion themselves . After finishing the first quest at 500 gold the World Atlas will upgrade into the Runic Compass. The Runic Compass will also generate stacks every 18 seconds but differs in the amount of gold you recieve. Killing a minion grants you 28 gold and attack a champion will grant 34 gold (melee) and 32 gold (ranged). When finishing the second quest at a 1000 gold you receive a Bounty of Worlds. It's the same as the Runic Compass but you will get to choose 1 of 5 upgrades for you support item. Below are the most valid options for Rakan. |
Celestial Opposition Celestial Opposition is the option you go for playing like the main engage on your team. You will get reduced damage for the first hit. When this shield breaks you release a shockwave around you that slows enemies for 50% for 1.5 seconds. This will help you when dashing in and slow your enemies. |
Solstice Sleigh Solstice Sleigh is the option you go for when you have someone else that can engage and you need to peel for you carries more. When slowing or immobilizing an enemy the Sleigh will provide you and the lowest health nearby ally bonus health and movement speed for 4 seconds. If an enemy dives on your carry and you cc them your carry has more chances of getting out alive. |
Bloodsong Bloodsong is the secret support item that is pretty strong. When using an ability you get the spellblade passive and inflict expose wounds on your enemy, making them take 12% more damage. Running this alongside glacial makes you really annoying to play against. |
The following section will describe the viable boots options for Rakan. Right now Ionian Boots of Lucidity feel like the strongest option as they give you a lot of ability haste and reduced cooldown on summoner spells. |
Ionian Boots of Lucidity Ionian Boots of Lucidity are the way to go. They give you 20 Ability haste which equals approximately 17% Cooldown reduction when it’s your first 20 ability haste of the game. On a 10 second ability that means a reduction of 1.7 seconds which is huge early game. |
Plated Steelcaps Plated Steelcaps are the obvious choice versus a full AD comp. Also if the enemy composition has a lot of champions that are auto attack heavy (Vayne top, Kindred jungle and an ADC for example). |
Mercury's Treads If you are losing lane or the enemy team has a lot of CC, Mercury's Treads are the ideal boots for Rakan as they provide tenacity. Also a valid option when you are playing versus an AP heavy composition. |
With the removal of Mythic items in season 14, we will revert back to only legendary items. The following section will describe the items you might want to include into your build. These are my commonly used items and are the best in my opinion: |
Trailblazer Trailblazer is the main pickup for Rakan this season. This new item provides some good armor and health stats and the extra movement speed helps you get around the map quicker. The passive movement speed you provide to your teammates helps them get around the map quicker aswell. Good first pickup. |
Zeke's Convergence Zeke's Convergence is another core pickup for Rakan. It's new passive synergizes really well with the playstyle of Rakan as you love to dash in with your ultimate. When using your ultimate Zeke's Convergence will create a glacial storm around you that slows and damages enemies inside you. This will help you when engaging and peeling. |
Shurelya's Battlesong Shurelya's Battlesong has changed a little bit giving you differnt stats and losing it's passive mythic effect. It still provides strong utility as it's active remains. A good pickup if you feel like your team needs the extra movement speed to engage or disengage. |
Locket of the Iron Solari Locket of the Iron Solari has not changed a lot since last season. The active still provides a shield but the passive armor and magic resist for allies got removed. Since this item is not a mythic anymore we can pick it up again as there are no more viable other options that are in the way of this item. |
Redemption Redemption is a good item if fight are longer front to back fights. The healing it provides is strong and the extra heal and shield power helps your Q and E. |
Vigilant Wardstone Vigilant Wardstone is a solid last item pickup as it provides stats like ability haste and health while also giving you extra wards to place. You won't be able to buy this item a lot of times as it's restricted to being level 13 before being able to buy it and most games are finished around 25 minutes. |
Abyssal Mask Abyssal Mask is a good magic resistance pickup that help amplifying your teammates. The cost has been lowered which makes it a viable option for support. Good item pickup with an ap heavy team. |
Force of Nature Force of Nature Is a strong magic resist item versus a lot of long range magic damage and cc. Stacking the item provides you with a lot of magic resist and bonus movement speed which synergizes really well with Trailblazer. |
Frozen Heart Frozen Heart is a good pickup for armor stats and mana. As we seem to head into a hypercarry meta with the new ADC items the attack speed slow is very valuable. |
Knight's vow Knight's Vow is a good pickup for armor stats and peeling your carry. You redirect some damage from your carry to you and he heals you for the damage he does. Be careful as him taking damage from minions also redirects it to you which can cancel your recall. |
ALISTAR
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AMUMU
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ASHE
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BARD
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BLITZCRANK
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BRAND
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BRAUM
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FIDDLESTICKS
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GALIO
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GRAGAS
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HEIMERDINGER
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JANNA
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KARMA
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LEONA
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LULU
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LUX
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MAOKAI
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MILIO
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MORGANA
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NAMI
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NAUTILUS
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PANTHEON
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POPPY
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PYKE
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RELL
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RENATA GLASC
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SENNA
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SERAPHINE
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SETT
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SHACO
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SONA
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SORAKA
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SWAIN
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TAHM KENCH
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TARIC
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THRESH
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VEL'KOZ
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VEX
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XERATH
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YUUMI
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ZILEAN
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ZYRA
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Rakan’s early game can be tricky to play. How you play your early game is really matchup dependant. When the enemy runs a kill lane or poke mage, your objective is to survive lane and secure your ADC as much farm as possible. When in a matchup you can punish look to position aggressively to deny as much farm from the enemy ADC as possible. Remember that bushes are your best friend and you can put pressure onto the enemy by playing in these bushes. |
You have to be wary of lane state no matter the matchup you are in. There are 3 important wave states that you should acknowledge: |
Freeze – Freezing is manipulating your minion wave to stay in the same place for a given amount of time. This is the hardest form of wave management, especially in the botlane as you are dependent on your ADC and your own ability of wave management. Freezing is done by only last hitting the minions and matching minions damage with your opponent. The way you setup a freeze is linked to how close you are to your tower. The closer to your tower the more ranged minions you need, this is because your minions arrive quicker to lane then the enemy minions. The picture shows in what area you need a certain amount of ranged minions to freeze. Learning to freeze effectively requires some practice so don’t give up after the first one doesn’t work out. You want to freeze your wave when you are ahead or when you are in a difficult matchup and your ADC can farm safely so you can roam. |
Slow push – Slow pushing already says what is does, it slowly pushes the wave. This one is easier than a Freeze as you don’t have to be focussing on what the enemy does. All you want to do is killing the caster minions in the wave and there you have it, a slow push. Slow pushing is something you want to avoid during laning phase in botlane. When you leave lane and the enemies have based you almost always want to be fast pushing the wave. The only time slow pushing is applied is in the later stages of the game where you want to prepare waves by slow pushing them in the side lane. This either draws attention of at least one enemy so you can make a play across the map or it builds towards a massive minion wave which helps you siege or denies your opponents a lot of experience and gold. |
Fast push – Fast pushing is important during the laning phase. Fast pushing is done by killing all the melee minions of a wave and even clearing a complete wave in such a way that the wave crashes into the tower and starts slow pushing back to you. Fast pushing when the enemy botlane has backed denies them a lot of gold and experience while you get a good timing to base and get some items and catch the wave that bounced back from the tower. Another viable reason to do so, is to roam. While the wave is under the enemy tower try to get some deep vision in the enemy jungle or look for a roam midlane. The last thing you can do with a fast push is setting up a dive. If the enemy botlane decides to stay you can have a free kill, if they back off they lose gold and experience. I only recommend diving when you know you can get a free kill and don’t risk the fact that you can fall behind because of a misplayed dive. Another important part of the laning phase is to help out your jungler when he is invading or fighting for scuttle crab. Try to fast push the wave and follow him into the jungle to help him fight. By fast pushing you will force the enemy botlane to either miss the wave or leave their jungler for dead. |
For Rakan it is super important to push for level 2 fast. From level 2 onwards you can start trading aggresively or start peeling your carry efficiently. Pushing for level 2 is done by hitting minions to increase the tempo at which they die. Do not last hit minions unless you have stacks from Relic Shield, because your ADC would like to secure the farm himself/herself. Gaining this advantage is not only for trading, but if you can control the bushes you can also threaten to trade. This will lead the enemy ADC to fall back a bit. When the ADC walks up again for farm you can start trading with them. In the video you can see Rakan is helping his Twitch to secure level 2 faster than his opponents. After that he takes control over the bushes and looks for an opportunity to punish the Miss Fortune. When she walks up for a lasthit Rakan looks for a Grand Entrance on Miss Fortune and dash out with Battle Dance again. Looking for these quick trades will secure you advantages in lane and from there on you can start transferring your lead over the map by roaming. |
Positioning might be one of the hardest aspects of Rakan. There are 2 different positiong aspects in the game: laning phase and teamfighting. Both have the same core idea which is staying out of vision and use your mobility to be quick in and out of fights. Below I will shortly describe both phases of the game and give a video example. For Laning Phase you will be playing around the bushes a lot. By hiding yourself in the bushes you can put pressure on the enemy adc when he/she tries to last hit minions. In the two videos below you will see a small part of laning phase where Rakan will be walking in and out of bushes to pressure the enemy. On the left you will see the full vision aspect and on the right you will see what the enemy team sees. |
This is a pretty effective way of playing a lane. Be careful though, because when your opponent is able to gain control over the bushes AND the enemy has more range than you, please DO NOT contest bush prio! For Teamfighting you have to create the engage, but are not tanky at all. As Rakan you want to hang around your backline and use your mobility to go in and out of fight really fast. In the video below you can see the difference where Rakan gets caught at first, but he is able to start off the fight by using his mobility right. Later on you can also see Rakan catch the Ryze because of Rakan's mobility. |
Recalling is an important aspect of laning in general, but especially in botlane you have to time it correctly. As a support you always want to try and synchronize your recall with your ADC. When you want to Recall you are looking to push the minion wave under the enemy tower, as this gives you enough time to recall and come back to lane to catch the enemy wave pushing in. In the example on the right you see Kalista and Rakan pushing the wave, getting 2 towerplates and recalling after that. |
As said earlier, Rakan has a second passive ( Lover's Leap) which helps by synchronizing recalls when playing with Xayah. Use this to your full power as it will help you out a lot when laning. |
During the Mid-Game you want to group up with your teammates and try to collapse on 2v1 or 2v2 situations and get them ahead of their opponent. Rakan gets his level 6 and 11 power spikes during this time of the game which makes him a real teamfighting threat around objectives such as Dragon, Rift Herald and Baron. Make full use of this and try to get your game up to a fast tempo to start snowballing your advantages. Tempo is a term used to indicate the pace of the game. A high tempo is a tempo that will snowball your leads into bigger leads and closing out the game. This is a tempo you want to adopt into your playstyle when ahead. A slower tempo on the other hand can be important when your team composition is behind or looking to scale into the late game. Champions like Kassadin and Sivir enjoy low tempo games as they can farm up and reach their respective power spikes. Tempo control and knowledge is important as support and it should impact your decision making. Tempo is dependent on your vision on the map and your team’s power spikes. You want to manage the tempo of a game in such a way that champion power spikes can be achieved faster and they can start snowballing their power. During the Late Game it’s your time to shine as you can find the game winning engage and play around your own created vision to find picks that can result into objectives. Being patient is of importance during this time of the game, because one mistake can result in your team losing the fight and even losing the game. Setup your vision correctly around objectives and play according to what your team needs you to do. In the video below you will see a teamfight where the Rakan is very patient and finds the right opportunity to engage. |
Rakan is an exceptional teamfighter who remains useful how behind he is. When playing Rakan you can make or break teamfights with good positioning and target selection. The best tip I can give is to be confident because you have a lot of tools to get in and out of fights. You can also pull off some sick combos with teammates like Miss Fortune, Diana or even Aatrox. Below will be 2 videos of teamfights with some nice combos, but these aren't the only ways to teamfight. You need a lot of Creativity to find an unexpected window and collapse. |
As Rakan you can do a lot of roaming and get a lot of value out of this by putting teammates other than your ADC ahead. With runes such as Water Walking and Celerity or items such as Mobility Boots your roaming becomes a threat as you will quickly move around the map. There are some rules linked to roaming: |
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1. Only roam when your minion wave is under the enemy tower or your ADC can farm safely in botlane.
2. Only roam when the enemy midlaner isn’t pushed under his tower so you can make something happen.
If one of these requirements is not met do NOT roam as this will put you or your ADC in a bad spot. You can roam from two different situations; you either roam from botlane after pushing in the wave or when you pushed the wave and come back from base instantly look to make something happen in the river area. The following pictures are coming from the site of mobalytics. For any further information on roaming have a look here. |
Roaming from base The first situation we are looking at is roaming from base. On the right is shown with roam pathings when coming from base. Alistar and his adc pushed the wave on botlane and based. Now he is looking for a roam on mid. He will use the blue dotted path to get behind the enemy midlaner. The same case for Blitzcrank on red side, he will follow the red dotted line to get behind the enemy midlaner. You don't necessarily have to go for a mid gank, as you can also look for a gank top or vision control in the river (check out the warding chapters). |
Roaming from botlane (Blue side) The second situation is when you are roaming from botlane. In this example we look at Alistar again. First you take one of the green paths, when you are pushed under enemy tower you take the path through the river, when your adc is farming under your tower you take the other path. From there on you can choose each of the purple paths. You decide to go through the enemy jungle when the enemy controls rift scutler, otherwise path straight to midlane. From there on you have to choose the best angle for a gank and that totally depends on the position of the enemy midlaner. I always favor wrapping around the longest route as you get more value out of this. |
Roaming from botlane (red side) The same goes for mr. Blitzcrank on the otherside of the map. When your wave is pushed in look to path through the river, if the wave is under your tower and there is no threat of a dive, path through your own jungle following the green paths. As for Alistar in the other example you can also choose the purple path you like from here. I do favor the longest route as this gives the highest reward most of the times as the enemy has to walk into you. When pathing through the enemy jungle beware of the possibility of a jungler that is clearing one of his camps, so be sure you are safe to go there! |
In these examples I only talk about setting up a gank on midlane. When following these green and purple paths it can also just be as valuable to place down wards so you can see the opposing team path along these routes! See the warding chapters for more info on that. |
Vision is one of the key things a support player has to do within his team. You are responsible for vison setup around objectives; this means clearing enemy vision and establishing your own. Not only around objectives but also inside the enemy jungle to spot enemies walking around or around your lane to spot out ganks or roams from enemies. In the examples below the red circles indicate Control Wards and the green circles indicate Stealth Wards, these are interchangeable but I personally mostly use them this way. When using your Oracle Lens you also want to sweep these spots as they are commonly used warding spots. If you want to know how to setup vision in the topside of the map just flip the images, because Summoners Rift is mirrored in midlane. Early Game |
1. This ward is a standard ward when you are on your side of the lane. It spots out jungle ganks and it gives your jungler safety to roam into the river to gank or go for an invade. 2. This ward is a standard ward when you are on the enemy side of the lane. This gives you as Rakan windows to roam or create deep vision because the enemy won’t know where you go. The difference with ward 1 has to do with your line of vision. The enemy won’t path around to tribush (location of ward 1) when you are under the enemy tower, the jungler takes the shortest route through the river bush. 3. This ward is good when someone else used his Control Ward in the botside so you can spot out enemy invades or midlane ganks. |
4. This ward is a strong ward around minute 3. It gives a lot of information on the position of the enemy jungler. You can spot him doing scuttle or you can see in which direction he is pathing. 5. This ward is good to see when the enemy jungler moves into the river and you can maybe collapse on him with your mid/jungler. This ward can also be a Control Ward 6. This ward can spot out the enemy jungler when he is clearing his botside. If placed correctly it spots all 4 entrances of this point. 7. This ward can spot out the enemy jungler entering or leaving the river and if he ganks midlane, this ward is helpful for you midlaner. 8. This ward is useful to spot out lane ganks or for an ally to Teleport on as it perfectly cuts of the escape path of the enemy botlane. 9. You can ward the lane bushes when you think you need a ward in here. Fiddlesticks is a matchup in which these wards are of high importance. Mid Game |
1. This ward is useful when you are sieging botlane. When you are not attacking the second botlane tower this ward can spot out enemies looking for a flank through tribush (location ward 4). 2. This ward is useful when you are sieging botlane aswell. The difference is that you have pushed your wave under the enemy tower and you want to see enemies coming through the jungle from their base or midlane. The difference with ward 1 is that you are moving up your line of vision because enemies will take the shortest route towards you as you are in a vulnerable position. 3. This ward is strong when sieging the first midlane tower. It shows potential flanks and, when placed correctly, who enters or leaves the jungle. This spot can also be used for a Stealth Ward. |
4. When you have pushed your botlane wave, this ward comes in handy in combination with ward 2. It shows if enemies are approaching from the tribush and it effects your decision making on what to do. 5. This ward is an all round solid choice as it provides the information of who is pathing where through the jungle. You can also create flanks yourself by closing in enemies in the jungle, based on the information gathered from this ward. 6. This is a good ward to spot out enemies leaving their base or pathing the safe way from bot to midlane. This ward comes in handy when trying to setup a dive and decide if you want to go for it or not. 7. This ward does have the same effect as ward number 3, I recommend using this ward when you did not place ward 3. 8. This ward comes in handy when pushing your midlane wave around the middle of the lane to spot out possible flank setups from your enemies. 9. This ward is a good ward to spot out enemies in the river or spot out a sneaky Dragon attempt by your enemies. Dragon Setup |
1. This ward is a good ward to deny enemy vision inside the Dragon pit. Be sure to place it inside the pit so it covers the full area of the pit. 2. If there is already a ward in the pit, this ward is very helpful because it shows the enemy pathing from midlane towards you if that is the case and it gives your carries time to position correctly in fights. 3. If there is already a ward in the pit, this ward is very helpful because it shows the enemy pathing from base/botlane towards you if that is the case and it gives your carries time to position correctly in fights. Having a Stealth Ward here is very helpful aswell! |
4. This ward is good when your opponent is pushing in mid and you try to sneak a Dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 2 in position. 5. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 2 in position (can be a Control Ward). 6. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 3 in position (can be a Control Ward). 7. This ward comes in handy when the enemy just pushed out their wave from the first botlane tower or closer to their base. This way you can see them coming your way and if they attempt to use a Blast Cone when present. Try to have either this ward or ward 3 in position. 8. This ward is worth it when the enemy is hard pushing botlane and you try to sneak a Dragon attempt. This way you will see the enemy botlane coming your way and your carries can adapt accordingly. Baron setup |
1. This ward is a good ward to deny enemy vision inside the Baron pit. Be sure to place it inside the pit so it covers the full area of the pit. 2. When there is a Control Ward in the baron pit already, this bush is a good alternative to place a control ward in. You will spot out enemies trying to fight you in the pit and your allies can react accordingly. 3. This ward is good because it can show you enemies trying to flank you from your own jungle. This ward will also help your carries to position accordingly. You either have to place ward 2 or 3. |
4. This ward comes in handy when the enemy just pushed out midlane and are taking the safe route from midlane. This alerts your carries and gives them a lot of time to reposition. 5. This ward is important as it spots out enemies trying to steal the Baron or enemies setting up a long range engage. Your jungler will benefit from this ward a lot as he can focus on his Smite timing. 6. This ward will spot out enemies that just came from base and are pathing through topside (can also be a Control Ward). 7. This ward will help your carries position correctly if the enemy decides to engage from the topside if they just pushed out their toplane wave from their first tower or closer to their base. 8. This ward is important when trying to sneak a Baron attempt when they are hard pushing your toplane wave. This occurs rarely as you want to have a pushing wave toplane when attempting a Baron. |
Vision is one of the key things a support player has to do within his team. You are responsible for vison setup around objectives; this means clearing enemy vision and establishing your own. Not only around objectives but also inside the enemy jungle to spot enemies walking around or around your lane to spot out ganks or roams from enemies. In the examples below the red circles indicate Control Wards and the green circles indicate Stealth Wards, these are interchangeable but I personally mostly use them this way. When using your Oracle Lens you also want to sweep these spots as they are commonly used warding spots. If you want to know how to setup vision in the topside of the map just flip the images, because Summoners Rift is mirrored in midlane. Early Game |
1. This ward is a standard ward when you are on your side of the lane. It spots out jungle ganks and it gives your jungler safety to roam into the river to gank or go for an invade. 2. This ward is a standard ward when you are on the enemy side of the lane. This gives you as Rakan windows to roam or create deep vision because the enemy won’t know where you go. The difference with ward 1 has to do with your line of vision. The enemy won’t path around to tribush (location of ward 1) when you are under the enemy tower, the jungler takes the shortest route through the river bush. 3. This ward is good when someone else used his Control Ward in the botside so you can spot out enemy invades or midlane ganks. |
4. This ward is a strong ward around minute 3. It gives a lot of information on the position of the enemy jungler. You can spot him doing scuttle or you can see in which direction he is pathing. 5. This ward is good to see when the enemy jungler moves into the river and you can maybe collapse on him with your mid/jungler. This ward can also be a Control Ward 6. This ward can spot out the enemy jungler when he is clearing his botside. If placed correctly it spots all 4 entrances of this point. 7. This ward can spot out the enemy jungler entering or leaving the river and if he ganks midlane, this ward is helpful for you midlaner. 8. This ward is useful to spot out lane ganks or for an ally to Teleport on as it perfectly cuts of the escape path of the enemy botlane. 9. You can ward the lane bushes when you think you need a ward in here. Fiddlesticks is a matchup in which these wards are of high importance. Mid Game |
1. This ward is useful when you are sieging botlane. When you are not attacking the second botlane tower this ward can spot out enemies looking for a flank through tribush (location ward 4). 2. This ward is useful when you are sieging botlane aswell. The difference is that you have pushed your wave under the enemy tower and you want to see enemies coming through the jungle from their base or midlane. The difference with ward 1 is that you are moving up your line of vision because enemies will take the shortest route towards you as you are in a vulnerable position. 3. This ward is strong when sieging the first midlane tower. It shows potential flanks and, when placed correctly, who enters or leaves the jungle. This spot can also be used for a Stealth Ward. |
4. When you have pushed your botlane wave, this ward comes in handy in combination with ward 2. It shows if enemies are approaching from the tribush and it effects your decision making on what to do. 5. This ward is an all round solid choice as it provides the information of who is pathing where through the jungle. You can also create flanks yourself by closing in enemies in the jungle, based on the information gathered from this ward. 6. This is a good ward to spot out enemies leaving their base or pathing the safe way from bot to midlane. This ward comes in handy when trying to setup a dive and decide if you want to go for it or not. 7. This ward does have the same effect as ward number 3, I recommend using this ward when you did not place ward 3. 8. This ward comes in handy when pushing your midlane wave around the middle of the lane to spot out possible flank setups from your enemies. 9. This ward is a good ward to spot out enemies in the river or spot out a sneaky Dragon attempt by your enemies. Dragon Setup |
1. This ward is a good ward to deny enemy vision inside the Dragon pit. Be sure to place it inside the pit so it covers the full area of the pit. 2. If there is already a ward in the pit, this ward is very helpful because it shows the enemy pathing from midlane towards you if that is the case and it gives your carries time to position correctly in fights. 3. If there is already a ward in the pit, this ward is very helpful because it shows the enemy pathing from base/botlane towards you if that is the case and it gives your carries time to position correctly in fights. Having a Stealth Ward here is very helpful aswell! |
4. This ward is good when your opponent is pushing in mid and you try to sneak a Dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 2 in position. 5. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 2 in position (can be a Control Ward). 6. This ward is good when your opponent just resets from a cross map play and you try to rush/sneak a dragon. Placing this ward will give you enough space to adept according to the situation. Try to have either this ward or ward 3 in position (can be a Control Ward). 7. This ward comes in handy when the enemy just pushed out their wave from the first botlane tower or closer to their base. This way you can see them coming your way and if they attempt to use a Blast Cone when present. Try to have either this ward or ward 3 in position. 8. This ward is worth it when the enemy is hard pushing botlane and you try to sneak a Dragon attempt. This way you will see the enemy botlane coming your way and your carries can adapt accordingly. Baron setup |
1. This ward is a good ward to deny enemy vision inside the Baron pit. Be sure to place it inside the pit so it covers the full area of the pit. 2. When there is a Control Ward in the baron pit already, this bush is a good alternative to place a control ward in. You will spot out enemies trying to fight you in the pit and your allies can react accordingly. 3. This ward is good because it can show you enemies trying to flank you from your own jungle. This ward will also help your carries to position accordingly. You either have to place ward 2 or 3. |
4. This ward comes in handy when the enemy just pushed out midlane and are taking the safe route from midlane. This alerts your carries and gives them a lot of time to reposition. 5. This ward is important as it spots out enemies trying to steal the Baron or enemies setting up a long range engage. Your jungler will benefit from this ward a lot as he can focus on his Smite timing. 6. This ward will spot out enemies that just came from base and are pathing through topside (can also be a Control Ward). 7. This ward will help your carries position correctly if the enemy decides to engage from the topside if they just pushed out their toplane wave from their first tower or closer to their base. 8. This ward is important when trying to sneak a Baron attempt when they are hard pushing your toplane wave. This occurs rarely as you want to have a pushing wave toplane when attempting a Baron. |
Thank you for reaching the end of my Rakan guide! I hope I gave you some insights and new knowledge to apply in your games and become a Rakan fanatic just like me. Don’t forget to leave a comment with some feedback so I can update the guide! The best way to learn Rakan is by playing and applying tips you found in guides. Below you will find the Changelog and I will be updating it so you can see what changed in my guide without completely reading it over again every patch. I hope you enjoy your time playing Rakan and hopefully I will see you on the rift sometime! |
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