// Recommended builds

The best trait and item combination at every level, 2 stars, by effective health.

Every level and star level below

// Top items

What each item adds on its own, in effective health, with no other item.

Sterak's Gage+1,178
Warmog's Armor+1,103
Gargoyle Stoneplate+1,019
Crownguard+756
Steadfast Heart+742
Spirit Visage+741
Protector's Vow+718
Evenshroud+705
Bloodthirster+702
Ionic Spark+555
Bramble Vest+521
Sunfire Cape+510

Builds by level

Every combination of Rakan's own traits that a comp of the chosen level can reach, ranked by the effective health of its best defensive build under the chosen incoming damage stream (half physical, half magic). Numbers open the Tank Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.

Level
Stars
Damage per second
Debuffs on the tank
/ 20
#TraitsBest buildEffective health · no itemsEffective health · with buildDeathOpen
Juggernaut 6Fae 2Vanguard 2Gargoyle StoneplateWarmog's ArmorDragon's Claw5,54220,318survives the roundCalculatorFind the comp
Juggernaut 4Vanguard 4Fae 2Gargoyle StoneplateWarmog's ArmorSteadfast Heart5,17618,637survives the roundCalculatorFind the comp
Vanguard 6Fae 2Juggernaut 2Gargoyle StoneplateWarmog's ArmorSteadfast Heart5,09418,463survives the roundCalculatorFind the comp
Fae 4Juggernaut 4Vanguard 2Gargoyle StoneplateWarmog's ArmorDragon's Claw4,96218,006survives the roundCalculatorFind the comp
Juggernaut 6Vanguard 2Warmog's ArmorSpirit VisageDragon's Claw4,78017,901survives the roundCalculatorFind the comp
Juggernaut 4Vanguard 4Gargoyle StoneplateWarmog's ArmorSpirit Visage4,54417,643survives the roundCalculatorFind the comp
Fae 4Vanguard 4Juggernaut 2Gargoyle StoneplateWarmog's ArmorSteadfast Heart4,85217,392survives the roundCalculatorFind the comp
Vanguard 6Juggernaut 2Gargoyle StoneplateWarmog's ArmorSpirit Visage4,53817,295survives the roundCalculatorFind the comp
Juggernaut 6Fae 2Gargoyle StoneplateWarmog's ArmorDragon's Claw3,44617,059survives the roundCalculatorFind the comp
Juggernaut 4Fae 2Vanguard 2Warmog's ArmorSpirit VisageDragon's Claw3,73016,838survives the roundCalculatorFind the comp
Vanguard 4Fae 2Juggernaut 2Gargoyle StoneplateWarmog's ArmorDragon's Claw3,77416,306survives the roundCalculatorFind the comp
Juggernaut 4Vanguard 2Gargoyle StoneplateWarmog's ArmorSpirit Visage3,30516,134survives the roundCalculatorFind the comp
Fae 4Juggernaut 2Vanguard 2Warmog's ArmorSpirit VisageDragon's Claw3,48715,845survives the roundCalculatorFind the comp
Vanguard 4Juggernaut 2Gargoyle StoneplateWarmog's ArmorSpirit Visage3,40215,727survives the roundCalculatorFind the comp
Vanguard 6Fae 2Gargoyle StoneplateWarmog's ArmorSpirit Visage3,43915,678survives the roundCalculatorFind the comp
Fae 4Juggernaut 4Gargoyle StoneplateWarmog's ArmorSpirit Visage3,11015,571survives the roundCalculatorFind the comp
Fae 4Vanguard 4Gargoyle StoneplateWarmog's ArmorSpirit Visage3,19815,241survives the roundCalculatorFind the comp
Juggernaut 6Spirit VisageGargoyle StoneplateDragon's Claw2,93315,236survives the roundCalculatorFind the comp
Fae 2Juggernaut 2Vanguard 2Gargoyle StoneplateWarmog's ArmorSpirit Visage3,26414,967dies at 25 sCalculatorFind the comp
Juggernaut 4Fae 2Warmog's ArmorSpirit VisageGargoyle Stoneplate2,85514,471dies at 24 sCalculatorFind the comp

// Cast timeline

up to 4.00 smana lock per cast
0.86 scast window3.14 slocked while the effect runs

From the mana bar filling until mana can come in again. No mana comes in during this time. The mana lock lasts as long as the shield holds, at most 4.00 s. Attacks continue.

0 / 105mana at start / to cast
+5mana per attack
0.60attacks per second
0.25 sattack delay: from the start of an attack until it hits
0.41 safter the hit until it can cast or attack again
0.0 s0.60 attacks/s0/105
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • mana locked (no mana while the effect runs)

First cast at 33.99 s with 0.60 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 105/105: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 0.86 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.86 to up to 4.00 s: the shield keeps the mana lock on until it breaks or expires. Attacks land, no mana comes in.
  4. 0.86 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.11 s at base attack speed (the attack delay is 15% of the attack animation).
  5. Attack loop: the attack lands at 15% of the attack animation (mana granted) and unlocks at 40%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  6. Mana gain: 5 per attack; combat starts at 0/105.
  7. Overflow is banked: mana past 105 from attacks or regen is kept through the cast (103/105 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

// Itemized Roles

Main TankSituationalWarmog's ArmorGargoyle StoneplateSpirit Visage

1-cost AP Tank (game role tag). Tanks take the frontline item set. Mana lock 4.00 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.

Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.