I've started a little project for myself, which is to become proficient on all the of champions that Stonewall008 mentions as recommended junglers in his video (insert link).

Amumu
Elise
Jarvan IV
Rek'Sai
Vi

I've played a decent amount of Amumu, Elise, Jarvan IV. Only a game or two here and there on Vi. And up until now I've only plinked around with Rek'Sai back around when she first came out.


I've racked up three or four Rek'Sai games over the last couple of days and decide to put together a list of some of things I've found with her in my play thus far.

1st Mechanically Rek'Sai feels a lot different than virtually every other League champion I've played. On the order of Azir weird.

2nd Rek'Sai's ability icons are ****. You are likely to have several WTF moments when you mash the wrong key because of this. Practice using her various abilities in a custom game until you have them wired into muscle memory.

Fury of the Xer'Sai

Generates fury with her basic attacks and spells. Has a bonus interaction with Furious Bite where it does true damage instead of physical damage if you are at full fury, so always save Furious Bite for when you have full health if you can.

When you burrow your fury depletes and you gain health in return.

Queen's Wrath / Prey Seeker

Queen's Wrath is your main ability for taking down jungle camps and generating fury. When active it damages everything in a small circle around Rek'Sai. The damage is applied in three swipes. If targets move out of the AoE before the animation is complete, they will only take partial damage.

Prey Seeker provides Rek'Sai with some very minor poke that does magic damage. It scales off AP and since the only AP they you are likely to build would come from Trinity Force it is always going to feel somewhat anemic. However, just because it doesn't do that much damage, does not mean that it can't be used to snipe the occasional low health target. Along with a bit of poke damage it also reveals targets that it splashes for 2.5s. Note though that it will not reveal stealthed targets (but you can see them via Tremor Sense if they are moving).

Burrow / Unburrow

Unique to Rek'Sai is the ability to "Burrow". Animation wise, this puts the majority of Rek'Sai's body under ground with only her top fin sticking up. While burrowed you have a unique form of vision called Tremor Sense.

While burrowed you also move faster, are immune to unit collision, and you heal if you had any fury built up before burrowing.

Once burrowed, you can Unburrow two ways:

1) Activate Unburrow after using Burrow
2) Unburrow by targeting a target with a basic attack

So if you are wondering why you didn't knock up a target you were under either you didn't Unburrow or you didn't target them with a basic attack. I mention this as you will probably have a the occasional moment of panic when you dive under some targets and they don't immediately get knocked up.

Occasionally after I've unburrowed under a camp, it seems to knock some targets far enough away that they won't all be in range of Queen's Wrath. I notice this most on the Red and Blue Buff camps. There may be a better way to position so you don't miss any of your intended targets. Will have to experiment with this as it can make a big difference in how fast you can clear a camp and how much damage you take.

Furious Bite / Tunnel

Furious Bite is another damage ability that gains some additional potency if you use it conjunction with a full fury bar. I've found it to be somewhat unresponsive at times. E.g. you click it and nothing happens or there is a delay.

Tunnels are a cool feature that are unique to Rek'Sai. They give you a huge amount of mobility by letting you pass through most walls. They are a limited resource in that you can only have eight of them on the map at any one time, with each new tunnel over eight causing the oldest tunnel to collapse, so to keep tunnels in key locations, Tunnel Management can be a thing.

If you are in an area that is littered with tunnels you can accidentally activate one and end up zipping off in direction you didn't expect.

Tunnels have a cooldown meaning that once you've used one there is a delay before you can use that tunnel again.

Void Rush

This ability allows you to get around the map really fast. You can drive an enemy jungler without the practically global reach that this ability gives you nuts because you can be ganking all over the map and helping to force objectives while they are spending the majority of their time traveling. It can be a great farming tool that can help keep you ahead or get you back in the game if you are behind and need to power farm.

Its utility is contingent on having a tunnel network, so if you are pushed back into your base and the enemy is diligent about stomping out your tunnels you'll find the utility on this ability to be negated.

A thing to know about Void Rush is that just because you can Void Rush to a tunnel somewhere doesn't mean that you should. If you don't know where all the memebers of the enemy team are, you should assume they are standing around the tunnel you are blazing off to or at least assume they have the thing warded and haven't destroyed it because they are laying a trap for you, especially if it is their jungle. A tip around this would be to make sure Tunnel is off cooldown before rushing off to a tunnel in the fog of war as you may need to create a new one in a big hurry in order to make a get away.