Burst damage shielding and teamfight effectiveness.
Durability and crowd control
Guard allies you cast spells on and those that are very nearby. If you or a guarded ally would take damage, you're both hasted and granted a shield.
Impairing the movement of an enemy champion marks them. Your allies heal when attacking champion's you've marked.
Start the game with extra health. After 4 takedowns, consume that health for adaptive AD or AP.
Heals and shields are 5% stronger and increased by an additional 10% on targets below 40% health.
30-270 health (at levels 1-18)
You get free boots at 10 min. but you cannot buy boots before then. These boots give additional MS. For each takedown you acquire the boots 30s sooner.
+5% Max CDR
+5% Summoner Spell CDR
+5% Item CDR
Guardian on Rakan allows you to block a large amount of burst damage with a well-timed [E] and the bonus Movement Speed empowers you to follow that up with a strong counter engage.
Rakan has the ability to AoE proc Front of Life onto multiple targets in a teamfight with the use of [W] and [R] for tons of healing.
Chrysalis' early health is great for keeping you alive during early game skirmishes and dives, while the converted AP is effective for Rakan's high AP ratios.
Revitalize is great at empowering Rakan's heals from items, Font of Life, and [Q] as well as his passive and [E] shielding.
Free boots means you can hit your 2 item power-spike that much sooner, making your mid-game teamfight engages incredibly strong.
Cosmic Insight's well-rounded utility makes it a great addition to Rakan's massively utility kit.
Patch 8.10 saw a buff to Phase Rush and jungle duels for scuttle making Xin a powerhouse.