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The 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.