Mystical Scroll, Mystical Summon, Temple of Wishes, Fire Scroll, Legendary Scroll
Increases Accuracy by 25%
PvP in general
Worth fully skilling up with Devilmons. Although some players will opt to not max 3rd Skill if possible
|Level||Min||Lv. 35||Min||Lv. 40|
|SPD||CRI RATE%||CRI DMG%||RES%||ACC%|
Leader Skill: Increases the HP of ally monsters with Fire attribute by 50%.
Skill 1: Trample [380%ATK]: Pins down the enemy and inflicts Continuous Damage for 1 turn.
- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
Skill 2: Unleashed Fury: Gain increased Attack Power and Immunity against harmful effects for 3 turns. Instantly recovers a turn when used. (Reusable in 5 turnss)
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime Turn -1
Skill 3: Collapse [440%ATK + 40%HP]: Collapses the earth to inflict damage that increases accordingly to your MAX HP and provokes the enemy for 1 turn. If this skill is on cooldown, you have a 30% chance to counterattack the attacker with the [Collapse] Skill when attacked (Counterattack) (Deals 75% of the damage when counterattacking.) (Reusable in 5 turns)
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime Turn -1
|Early Build||Energy + Energy + Blade||HP% / CRIT R% / HP%|
|End-Game Build||Vampire + Will||HP% / CRIT D% / HP%|
|Violent Build||Violent + Will||HP% / CRIT D% / HP%|
|Pure Tank||Vampire or Violent + Will||HP% / HP% / HP%|
- Collapse: If this skill is on cooldown, you have a 30% chance to attack the attacker with the [Collapse] Skill when attacked. (Attack) -> If this skill is on cooldown, you have a 30% chance to counterattack the attacker with the [Collapse] Skill when attacked (Counterattack) (Deals 75% of the damage when counterattacking.) (decreased)
Dungeons: The only place you can potentially run Rakan in is at DB10, where his damage can deal a good amount of damage against pretty much anything. However, most teams ideally shouldn’t be hit that often, so Rakan’s unique Collapse won’t really come into play that much. His main contribution to the teams would be in the boss stage, where his 1st Skill’s DoTs can help speed up tower teams. However, he’s honestly pretty lackluster in Cairos Dungeons. There’s a couple videos out there showcasing his ability to solo DB10, but those come from players with very high rune quality, and is heavily reliant on the monsters completely focusing on Rakan, something full teams will find difficult to occur.
Raids: Rakan can be a decent monster for early raids as a frontline-tank. His 3rd Skill’s revenge isn’t a passive, meaning Oblivion will not hinder his damage whatsoever. He does a good amount of damage since the boss attacks so often, and most Vampire-runed ones will often survive till the end. While he isn’t as practical for R5, he does well in carrying players across the earlier raids content.
ToA: Like dungeons, you won’t be expecting to be hit that often. Rakan’s 1st Skill is worthless in the company of powerful DoTters like Baretta, Hemos and Thrain, with his only saving grace being his 3rd Skill’s provoke. Even then, the Wind Penguin Knight Mav will do a much more effective and consistent job than him. There’s little reason to use Rakan here unless you’re a new player still climbing ToAN.
PvP: Pretty much the only place where he shines, Rakan’s buff a while back has solidified his usefulness as the best PvP Chimera in the game. His 3rd Skill does a very respectable amount of damage, especially against armor broken targets. Unlike other revenge skills, his Collapse’s counter will deal the same amount of damage, effectively casting his 3rd Skill multiple times against the enemy! With the addition of a provoke, he can potentially provoke-lock even the tankiest of Wind monsters to their deaths. To top everything off, he effectively has a permanent Will and Attack buff thanks to his 2nd Skill, and the additional turn means Violent can be just as effective on him as Vampire.
Rakan’s RNG-focus is both his greatest strength and weakness. While at times he’ll be able to solo his way to victory, his 3rd Skill can also not kick-in at all and lead to him not contributing much. However, he’s still a very potent monster to have in any of your Arena or Guild War Defenses, while still being a powerful fire bruiser in your offensive teams.
How to Counter
Rakan’s a pretty stat-hungry monster to build, requiring a good amount of HP, Crit Rate and Crit Damage to hit hard. While there are of course variants, most Rakans won’t be built with as much HP as monsters like the Beast Monks. Since he’ll often be on Will runes, monsters that doesn’t require defense breaks like Bulldozer will do a good job. Against tankier Rakans, your best bet is to have constant immunity to protect yourself against the provokes and / or defense buff to significantly cut down Rakan’s damage. Prioritise the rest of the enemy team before focusing down Rakan and you should be good.
- While some players opts to ignore speed on Rakan, it still is an important stat to have. He needs to be fast enough to ensure that he can get the 1st turn off and avoid being a sitting duck against fast water nukers
- In terms of relevance, HP > Crit Rate > Crit Damage > Speed > Attack. Rakan gets accuracy upon awakening, so he doesn’t really need it that much
Many players view on Rakan shifted after his final buff awhile back, turning him from the joke of the family to one of the best PvP defense monsters in the game! He’s an ever reliable fire bruiser that excels in Guild Wars. You can bring him against any water-heavy teams and he’ll still do a good job tanking it out. While he does a good job with early-game runes, he only truly shines when he has a good set of Violent or Vampire and Will runes on him.
- Collapse: Additional Effect: Decreases the enemy’s Attack Bar by 50% and decreases its Attack Speed for 2 turns.
- Great all-round stats
- Accuracy on awakening increases chance of landing provoke
- 3rd Skill hits very hard on a defense broken target
- Permanent immunity buff on max skills
- Good HP leader skill
- Poor base speed of 95
- 1st Skill doesn’t do that much damage