Arrr, good patterns
- Can create value through control, protection, setup or pressure that does nay depend only on personal doubloons.
- Ranged basic attacks can contribute without entering melee distance when spacing be preserved.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
The Charmer
Rakan be a utility-focused champion whose value comes from helping crewmates and controlling access to a fight. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Rakan requires crewmates nigh him to make th' most out o' his tools.
Rakan's dash speeds increase wit' his Move Speed. Use th' extra speed to surprise yer enemies!
Peril be as fun as ye let it be.
Rakan's movement tricks forecast their destination. Try to use this to yer advantage.
Champions wit' crowd control that can be applied quickly excel agin' Rakan.
Catching Rakan wit' no crewmates 'round severely inhibits his mobility. Try to seek him alone.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.
Protection, setup and ship's intelligence can matter more booty than personal damage. Position so th' next aboard useful spell can reach th' ally or target that needs it.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.
Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Rakan be normally played Support and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Rakan be normally played Support and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Rakan be normally played Support and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Rakan be normally played Support and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Rakan has an established low-income Support course wit' useful course pressure, protection, engage or crew utility.
Arrr, Situational AP purchase
Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.
Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.
Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.
Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.
Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.
Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.
Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.
Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishRakan periodically gains a shield.
Arrr, practical readFey Feathers be an automatic part o' th' kit involving protection or sustain. Track when its condition be active instead o' treating every fight th' same way.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Arrr, what it doesEnglishFlings a magical feather that deals magic damage. Striking a champion or epic monster enables Rakan to heal his allies.
Arrr, practical readGleaming Quill contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishDashes to a location, knocking up nearby enemies on arrival.
Arrr, practical readGrand Entrance be part o' Rakan's W pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, what it doesEnglishFlies to an allied champion granting them a shield. Can be re-cast for free for a short duration.
Arrr, practical readBattle Dance contributes protection or sustain. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Arrr, what it doesEnglishGains Move Speed, charming and dealing magic damage to enemies touched.
Arrr, practical readThe Quickness contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 610 | 315 Mana, arr | Pick th' first aboard basic trick |
| 2 | 681 | 351 Mana, arr | Stow another basic trick or rank |
| 3 | 756 | 389 Mana, arr | Stow another basic trick or rank |
| 4 | 834 | 428 Mana, arr | Spend one trick point |
| 5 | 916 | 470 Mana, arr | Spend one trick point |
| 6 | 1,001 | 513 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,090 | 557 Mana, arr | Spend one trick point |
| 8 | 1,182 | 604 Mana, arr | Spend one trick point |
| 9 | 1,277 | 652 Mana, arr | Spend one trick point |
| 10 | 1,376 | 702 Mana, arr | Spend one trick point |
| 11 | 1,479 | 754 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,585 | 807 Mana, arr | Spend one trick point |
| 13 | 1,694 | 863 Mana, arr | Spend one trick point |
| 14 | 1,807 | 920 Mana, arr | Spend one trick point |
| 15 | 1,923 | 978 Mana, arr | Spend one trick point |
| 16 | 2,043 | 1,039 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,166 | 1,101 Mana, arr | Spend one trick point |
| 18 | 2,293 | 1,165 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.