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The evasive little fish makes ganking quite difficult. His bursting is commonly an issue when it comes to survival of Rek'Sai.
Cho'Gath
Cho'Gath is a tough opponent to Rek'Sai. His large knockup and silence can cause issues when trying to use Unburrow.
Dr. Mundo
Mundo does not pose a large threat to Rek'Sai. His tankiness can be an issue but normally wont too much of a distraction.
Elise
Elise's common squishiness makes her an easy target to a surprise tunnel. Her high damage output can be an issue but it should not be an issue because of Rek'Sai's assassination potential.
Evelynn
Tremor Sense ruins Evelynn's ability to go invisible, making her stealthiness useless.
Fiddlesticks
Fiddlestick's silence, drain, and fear can mess up counter ganks, assassination attempts, and initiates. This is one champion to be feared.
Gragas
Gragas' ult and high damage output at a close range can be difficult to handle. His relative tankiness can also make him a hard opponent to deal with.
Hecarim
Hecraim's tankiness is slightly an issue but his kit is not very CC heavy. He normally proves to be a challenging but manageable opponent.
Jarvan IV
J4's high mobility and lockdown ult can make initiates difficult. However, Rek'Sai can counter his initiate and Tunnel out of his ult. Rek'Sai is a good counter pick to Jarvan.
Jax
Jax' AD Bruiser tendencies can make him a difficult champion to deal with. His counter initiate is high and makes him difficult to assassinate easily.
Kha'Zix
Kha'Zix is not a difficult champion to deal with. His low CC and low damage output can make easy prey for Rek'Sai.
Lee Sin
Lee Sin's high mobility can make him a difficult opponent to fight. His ultimate often times can ruin a good initiate.
Master Yi
Although Master Yi is known for being a deadly assassin, Rek'Sai's tankiness counters it quite well. Some armor and a good surprise can easily shut down a Yi in most circumstances.
Maokai
Maokai's hard ganks can get him fed up a bit. His damage output can be an issue but overall, Rek'Sai will win fights if you play it well.
Nautilus
Nautilus' tankiness will be a slight annoyance along with his pull, as long as you can dodge his Q and try to initiate when his ult is down, you're good to go.
Nocturne
His high damage output and quick initiates can make him a nightmare. Tread carefully around this beast. Don't roam carefree or on low health.
Nunu & Willump
Nunu's high CC potential can be quite the challenge. Rek'Sai efficiently counters Nunu. Interrupt Nunu's ult with Unburrow. This will cause much less burst damage to you and your team.
Olaf
Olaf's high life steal at a close range can make fighting him very difficult. Only initiate with a team. A 1v1 almost will never work.
Pantheon
Be wary of his stun. Being able to Tunnel out of his Ultimate before it comes down helps a lot and can ruin counter ganks.
Rammus
Rammus' high damage at close range and damage dealt back to the dealer can make him a scary champion to fight. Try to have an AP champ help you fight him. You won't be able to do it alone.
Rengar
Rengar's ultimate can easily be predicted by Tremor Sense. He walking into bushes can also be very noticeable by Rek'Sai. Any initiate attempts can be quickly shut down by Unburrow.
Sejuani
Sejuani's high CC and tankiness will make her a difficult opponent to fight. Try to keep your team spread out so a 4 or 5 man ult never takes place.
Shaco
Shaco's fear from his boxes and the damage they bring is very annoying. Shaco is very squishy, so a good initiate will guarantee a kill.
Shyvana
Shyvana's tankiness and poke can be annoying, but should not be an issue. She only has the escape of her ultimate, so try to initiate when it's down.
Sion
Sion's extremely high health will make him a difficult opponent to take down alone. His damage output is commonly low, so don't be afraid to try to shred some of his health by yourself.
Skarner
Skarner's tankiness and high CC potenial with his ult and slow can make him a difficult opponent. Be careful around him during teamfights as he can catch you and pull you to certain death.
Trundle
Trundle's high CC and tankiness can be difficult to deal with. He has a low damage output and is not too much of a nuisance.
Twisted Fate
The magician's range, stun, and poke potential can make him a deadly opponent. His ult poses a high counter gank potential as well as an anti-escape.
Udyr
Udyr's stun can be difficult to deal with, as well as his high movement speed. Rek'Sai's CC can quickly shred an Udyr. It is a pretty even fight overall.
Vi
Vi's high CC and chase abilities can make cat fights with her difficult. Try to kill her early on before she gets too tanky.
Volibear
Volibear's high chase potential and flip can make him difficult to face. His tankiness is also an issue. Be careful while fighting him.
Wukong
Wukong's high damage output and high CC makes him a tough monkey to face. Try initiating with other people and steal blues early game.
Xin Zhao
Xin Zhao's extremely high damage output and tankiness makes him a strong opponent to Rek'Sai. Try stealing blue buffs. Xin's full combo is very mana costly.
Zac
Zac's high tankiness, CC, and chase potential makes him a very difficult opponent to fight. He does not have a high damage output. Try to ignore him, and focus the carries.
Amumu
Amumu's tankiness and initiate potential along with the stun from his ultimate makes him a sad, but tough mummy to handle. A hard initiate will be the best way to kill him.
Ekko
Ekko's high damage output along with evasiveness plus resistance to bursts (his ult) causes him to be very annoying in just about every aspect.
Rek'Sai excels in the jungle best because of her built in health regen from her passive (Fury of the Xer'Sai). Start off by buying a Hunter's Machete, two Health Potions, and a Warding Totem. This would be the standard build for all junglers. Start off by leveling Queen's Wrath/Prey Seeker. Begin wherever the bottom lane is. Ex: If you are on red side, start Gromp; If you are on blue side, start Krugs. Since Rek'Sai doesn't use mana, you can start either. In the case that you are on blue side, start the Krugs by smiting the Krug as soon as they spawn. This will cause you to gain the buff given by the Krugs and allow you to start stunning every 5 basic attacks. Activate Queen's Wrath when they spawn to do AOE damage and activate it again whenever available. After finishing Krugs, level up your Burrow/Unburrow. Burrow immediately after finishing any jungle camp. You will build up Fury from Fury of the Xer'Sai. Fury can be consumed when Rek'Sai has less than 100% health. Fury is turned into health when Rek'Sai is burrowed. Burrow as soon as you leave a jungle camp and upon starting a new jungle camp, place yourself directly in the center and use Unburrow. This will knock up the entire jungle camp. Upon becoming Unburrowed, use Queen's Wrath to start doing AOE damage to the entire jungle camp. A small purple/red circle will be around the unit that was recently knocked up by Unburrow. During the time that the circle remains there, the unit cannot be knocked up again by Unburrow. When the circle is gone, Burrow and instantly Unburrow again to knock up the camp. This is especially useful when killing buffs because they take longer to kill. After clearing Krugs, then Red Buff, Burrow, and go directly to Gromp. By this time, your smite will have came back up. Use Prey Seeker on the Gromp before it is in vision and then Smite it. Move in and use Unburrow to knock up the Gromp and use the strategy mentioned above to kill it. After killing Gromp, you will level up Furious Bite/Tunnel. After killing Gromp and using Burrow, move onto the Blue Buff. Unburrow and knock up the camp. Activate Queen's Wrath like normal. When attacking camps at this point, use Furious Bite when your Fury Bar is full. Doing this will cause Furious Bite to deal additional true damage to the target. Use Furious Bite to act as a miniature smite, so use it against the larger monsters in the jungle camps. Once you finish Blue Buff, move onto Wolves, and then Raptors. Note, that if you at any point are low on health while clearing, use the two Health Potions from before. Use Tunnel to move faster between jungle camps. After leveling it, you can start making a tunnel system through your jungle that allows you to clear faster by eliminating the time taken to move from jungle camp to jungle camp.
To recap:
Clear camps by moving in Burrowed, then Unburrow and turn on Queen's Wrath. When basic attacks and Queen's Wrath fills up your fury bar, use Furious Bite to deal extra true damage. Prey Seeker can be used to deal a little extra damage before starting a camp or to gain vision for a long-range smite. Use Tunnel to move between jungle camps quicker.
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