Meta, tier list & top-player builds from the China server · live
洛 · 幻翎 Support C
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 21 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Rakan: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Rakan players, captured in-game.
📖 How to play RakanCounted on 22 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
21 of the top 30 players have a public match history; the others keep theirs private.




















































































The toughest lane matchups for Rakan on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Morgana counters Rakan: Black Shield blocks the Charm you want to open with: the songbird singing to a black wall.
How to play Rakan into Morgana: Engage whoever is NOT shielded, or after poke has burned the shield. Your W is still a knock-up: that, the shield does not stop.
→ MorganaWhy Leona counters Rakan: Engage versus engage: she is more direct, you are more elegant. Whoever goes first puts the other on defense.
How to play Rakan into Leona: Hold W as the ANSWER to her engage: knock-up on her landing and the train derails.
→ LeonaWhy Janna counters Rakan: Wind versus feathers: the tornado and her R defuse your dancing entrances.
How to play Rakan into Janna: The W-into-E combo is too fast for a reactive tornado. And engage on the ADC, not on her: the wind only protects those next to her.
→ JannaWhy Milio counters Rakan: Cleanse on your Charm and knock-back on your W: the kid who switches off the rooster.
How to play Rakan into Milio: Double entry: W first to make him spend the cleanse, then return with R and Charm while the button recharges. Your wings beat his feet.
→ MilioWhy Thresh counters Rakan: The Flay stops your flight and the Lantern retrieves whoever you charmed: every solo of yours meets the bouncer.
How to play Rakan into Thresh: With your mobility, faking the W is free: make him waste the Flay, then commit. And remember: you can charm him while his hook is mid-flight.
→ ThreshThe champions Rakan works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Fate Sealed (R) hits everything along its path and knocks together whoever it finds: The Quickness (R) charms, and a charmed enemy walks toward you, so you line them up for him. Grand Entrance (W) is meanwhile the knock-up that starts his all-in unanswered.
Your declared weakness is that Grand Entrance (W) and The Quickness (R) throw you into the middle of them with no way out: Stand United (R) is the second body that lands on you, with a shield, from across the map.
His page says mobile champions step out of the telegraphed The Darkin Blade (Q) swings: nearly two seconds of knock-up into charm is all three swings. And Battle Dance (E) puts you beside him in the brawl instead of letting him walk in alone.
Flawless Duet (E) is her only ranged tool and a free target dodges it: inside Grand Entrance (W) and The Quickness (R) it always connects, and the mark it leaves restarts her Bladesurge (Q) dash chain.
He is one of the few who really follows your flank: Nimbus Strike (E) covers the same distance you do, and Cyclone (R) knocks up the group The Quickness (R) just pulled onto you. Battle Dance (E) recasts within five seconds, so you shield him twice.
Her page says all her damage is single-target, and that reaching the backline with Cease and Desist (R) is the easy part while surviving it is not: Grand Entrance (W) and The Quickness (R) are the area control she lacks, and Battle Dance (E) is the only thing that reaches her back there.
His page says that if the opening leap does not close, Rengar dies right there: on a target charmed by The Quickness (R) it closes nearly every time, because charmed means it walks toward you instead of away from Savagery (Q).
Moonfall (R) cannot even be cast without an enemy nearby and its channel is visible from range: inside Grand Entrance (W) and The Quickness (R) nobody moves anywhere. And Battle Dance (E) recasts within five seconds, which is two shields in one dive.
Paranoia (R) warns their whole team that he is coming, and his page says one hard crowd control the instant he lands flips the dive: The Quickness (R) takes that away from whoever was meant to defend the carry. And you are the one support who lands with him.
Grand Starfall (R) is visible on the way down and anyone watching walks out of the circle: between the Grand Entrance (W) knock-up and The Quickness (R) charm nobody walks anywhere. And he lands with Mortal Will (P) already armed for the next hit.
Slicing Maelstrom (R) pulses every half second for three seconds and only pays off if they stay inside: Grand Entrance (W) into The Quickness (R) is nearly two seconds where they cannot leave. And Battle Dance (E) shields him in there, where his page says he has nothing.
Last Breath (R) is an execute that chains off an ally's hard crowd control, and Grand Entrance (W) is exactly a knock-up: you hand him his ultimate's condition on every single engage, from an angle nobody is watching.
Hero's Entrance (R) telegraphs its landing zone for 2.5 seconds and his page admits an alert team just walks out: charmed by The Quickness (R) they walk the wrong way instead. And he can fly straight onto you, and you are always the first one in.
His page says that with zero mobility the enemy engage always finds him standing still: Grand Entrance (W) and The Quickness (R) bring the fight onto you instead of onto him. And on already locked-down targets Vision of Empire (W) deals 50% bonus damage.
Gravity Field (W) only stuns after three marks and his page says a single dash crosses it before that: the near two seconds between Grand Entrance (W) and The Quickness (R) are those three marks. And Battle Dance (E) is the peel he cannot provide himself.
The one dedicated bond in the game: Battle Dance (E) reaches her from far beyond its normal range, on a shorter cooldown and with a 25% bigger shield. And the near two seconds between Grand Entrance (W) and The Quickness (R) are what three feathers need for Bladecaller (E).
Her page says Bullet Time (R) is a stationary three-second channel that anyone with a dash simply walks around: Grand Entrance (W) knocks up and The Quickness (R) charms the same group, so all twelve waves land on people who cannot step aside.
She needs point-blank range and her page says anyone who keeps her out shuts her down completely: you are one of the few supports who goes in with her instead of watching from behind. And Wild Rush (E) resets on every takedown, and inside a charmed group those come in a row.
His page grants him zero mobility, and the Deadly Flourish (W) root only works on someone who has just taken damage: Gleaming Quill (Q) marks one for him from range, and Grand Entrance (W) bodily moves whoever was closing in while he reloads.
She is C tier under 49%, but her page says allied crowd control applies Second Skin (P) Plasma on its own, and that without a marked target Killer Instinct (R) has nowhere to go: every engage you make marks one. Beyond that, though, you give her little peel.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | C | 50.01% | 3.01% | 0.34% | #28 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | C | 50.07% | 2.95% | 0.34% | #27 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | C | 50.05% | 3.09% | 0.33% | #28 / 33 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | A | 51.67% | 4.35% | 0.45% | #13 / 33 |
Rakan, the Charmer, is one of Wild Rift's most mobile engage supports - built to dash onto the enemy backline, chain hard crowd control, and bounce right back out to protect his own carries. He deals only modest magic damage himself; his real power is utility, using shields, a self-sustaining heal, and back-to-back knock-up-into-charm combos to decide fights before they fully start. It's a high-impact, moderate-difficulty playstyle: forgiving enough to pick up, but with a real skill ceiling on knowing when and where to commit the dash.
Skill order: W > Q > E (max R whenever available)
Play patient in lane - poke with Gleaming Quill and let its healing proc keep you topped up rather than dashing in without support, since your survivability is too low to trade evenly on your own. Save Grand Entrance for a real opening, like a stun from your ADC or an enemy overextending, instead of using it just to start something. Use Battle Dance to shield your ADC through aggressive trades, and once the lane is stable, start looking to roam - your mobility lets you reach river skirmishes and objective fights before most supports could.
By the mid/late game, look for a flank instead of walking in from the front - a side or backline angle lets Grand Entrance catch more targets and sets up The Quickness to charm them before they can react. Prioritize diving the enemy carries when the engage is clean, since the charm keeps them from fighting back, but don't force it - if there's no clear pick, hold your ultimate and use it defensively instead, charming an assassin off your own ADC. Keep Battle Dance ready for whichever ally is in the most danger from moment to moment, and remember its 5-second recast window if the biggest threat suddenly shifts to someone else.