Rakan
RAKANSkills
Tier by Rank
Official- TierWinPickBan
- DiamondD49.4%3.3%0.3%
Tencent official (CN server) / Support / 2026-09-23
Tier stays D at every rank, with only a 0.0 point win-rate spread — consistent across ranks.
Stats
Drag slider to switch levelRanked 80 of 142 at level 1 and 85 at level 15. Drops in the ranking as levels go up.
Combat Power from stats 8,817 82%
Combat Power from skills 1,930 18%
- Shield680G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
- Magic damage1,332G
- Heal (self and nearby allies)1,184G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
You and one ally
Heals and shields that also reach an ally are counted for two people: you and one ally.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Magic damage1,046G
- Crowd control (knockup)807G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Shield on an ally461G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Magic damage197G
- Crowd control (charm)1,210G
- Self move speed273G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Converted to gold with the same formula as runes. These are bare values, so ratios such as AP grow with the build you make in the Build Lab. Dashes are counted in Mobility as a dash count. Tap a row to see the formula and assumptions.
Build Trends
Items
Defense
Runes
Keystone
Sorcery
Available Skins
—Videos
7 · YouTube
【即死コンボ】サポートの火力じゃないw 敵ADCが一瞬で消え去る『フルAPラカン』がソロQの最適解すぎる【ワイリフ】楽メ攻略Game
Riot Buffed Rakan AGAIN... He's Absolutely Broken NowiTzSTU4RT
Wild RIft: This is why Rakan is GOD TIER SupportRoyal - Wild Rift Gameplay
Wild Rift: RAKAN IS GOD TIER WITH NEW BUFFSRoyal - Wild Rift Gameplay
Wild Rift - Rakan is GOOD now?! HUGE BUFFS (Build & Gameplay)Royal - Wild Rift Gameplay
どーもー何枚くんねんTVでーす!!ザヤ×ラカンの新スキン「天の刺繍」が超美しいでーす!【ワイリフ】BCS ふみやっちょ
【自我全力】ワイリフ これは痛すぎる。。。フル火力ラカン楽メ攻略Game