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Rek'Sai Build Guide by Lord Lund

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Lord Lund

[Patch 5.16] Tank'Sai Jungle

Lord Lund Last updated on August 22, 2015
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
14
15
17
18
Ability Key W
3
8
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Rek'Sai with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Shaco You can easily counter Shaco by picking Rek'Sai. Her tremor sense lets you see him when he turns invisible, making Shaco's only defensive property useless.
1
Lee Sin
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Introduction


Hi guys, I'm Lord Lund and this is my first guide and it's for my favorite champion Rek'Sai! I'm not high elo or anything yet but trust me, I do know a lot about the game and especially about Rek'Sai. Rek'Sai used to dish out a TON of damage for the first couple patches after her release, so people would generally build her Enchantment: Warrior and to be an AD bruiser. However, because of many nerfs she received in pretty much every single patch since she was introduced and because of the tank jungle meta, it is no longer a good choice to play AD Bruiser Rek'Sai against many team comps. This doesn't mean you shouldn't play her at all though! This is where my guide will come in handy.


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When to use this build?


Look at your team composition and look at the other team's. How many tanks does the other team have? If your team needs another tank to be equal to their amount of tanks or just needs one tank in general, you should use this build. To be honest, where Rek'Sai is it right now, there aren't many times when you will be able to use AD Bruiser Rek'Sai and do well. AD Bruiser Rek'Sai, while strong early game, falls off really badly late game. In a tank meta where games are going past the 40 minute mark more and more often, that is not a good spot to be in. While Tank Rek'Sai still falls off a little in the late game, at least you still have the tankiness to still be relevant. Also, you still get the early game jungle pressure that naturally comes along with Rek'Sai's base stats.


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Runes


My standard rune set that I run is usually:
Runes

Greater Mark of Attack Damage
8

Greater Mark of Critical Chance
1

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Speed
2

Greater Quintessence of Attack Damage
1

However, I do believe that there are other variations that could work just as well if not better. For instance, you could swap out some of the attack speed quints and replace them with attack damage, and then replace the attack damage marks with armor pen marks. Or you could perhaps opt to go with some cooldown reduction glyphs.

Anyways, this is what I use and it works fine for me. Really it's up to you what your preference is. Yet, I do like to keep that one crit mark in there just to have a chance at getting a crit. As small of a chance that 0.93% is, it actually does happen sometimes. Who knows, it could be the difference maker in a fight!


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Masteries


For my masteries for Tank'Sai Jungle, I run:
Masteries
3/5
4/1
1/1
3/5
1/1
1/1
3/5
2/1
2/
1/
1/5
2/1
2/1
3/5
1/1

This gives Rek'Sai the ability to sustain the jungle camps in your first clear and also provides you with the early game jungle pressure as well with the 21 points in offense. I like to take 2 points in Enchanted Armor rather than take any in Unyielding because in my personal opinion the bonus 5% to your armor and magic resist will pay off more than reducing incoming damage by 1 or 2. Especially when you are building as much armor and magic resist in someone like you are with Tank'Sai.


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Items


Of course there is the standard jungle start with the Hunter's Machete, two Health Potions, and a Warding Totem. After your initial clear you should look to pick up your Stalker's Blade enchantment, a [Vision Ward]], and either a Health Potion or two or a Stealth Ward. I like to swap out my Warding Totem for Sweeping Lens when I first start buying Stealth Wards. Next, you want to try and finish up Stalker's Blade - Cinderhulk as quickly as possible, then get Boots of Speed.

Once you get Stalker's Blade - Cinderhulk and Boots of Speed, you get to make a choice. Do you want to build Ruby Sightstone or not? Now before you are quick to say no because it doesn't do damage or make you considerably tanky, let me explain why I usually build Ruby Sightstone on Rek'Sai. Vision is a very crucial part of League of Legends, especially as a jungler, and ESPECIALLY for Rek'Sai. It lets your teammates know where the enemy jungle is, helps you counter gank, counter jungle, and (in the case of Rek'Sai) gives you vision while burrowed. If that isn't good enough, with the Stalker's Blade - Cinderhulk bonus health, it gives you 500 bonus health for only 1600 gold.

If you've chosen to build Ruby Sightstone then do so at this point in time. If you haven't, then start building our next item which we build after Ruby Sightstone which is The Black Cleaver. The new The Black Cleaver is a really strong item on Tank'Sai, giving her a good amount of damage, armor shred, and tankiness which ends up being the perfect amount. Although, I wouldn't finish building The Black Cleaver right away, I would start by getting the Phage and then start buying whatever resistance you feel like you need most at the moment. If you're getting torn apart by their AD Carry, I would buy a Warden's Mail. If you're being blasted down by their AP Mid Laner, I would buy a Spectre's Cowl. After buying one of those two I would finish out your boots by either getting Ninja Tabi or Mercury's Treads. If their AD carry is their main damage output and their main carry or they have a lot of AP but you still want some armor for that pesky AD Carry, I would get Ninja Tabi. If they have a lot of CC or are really AP heavy or are really AD Heavy and you're planning on building something like a Thornmail instead of Spirit Visage, I would get Mercury's Treads. Now Finish out your The Black Cleaver and you've got your core item set up!

Now onto getting tanky. If they are a normal team comp, I would recommend building Spirit Visage and Randuin's Omen. Spirit Visage goes really well with Rek'Sai's passive self-healing from Fury of the Xer'Sai. If the team you are going up against is mostly AD, I would replace Spirit Visage with either Thornmail or Frozen Heart. If the enemy team is doing a lot of basic attacks (Champs like Vayne or Draven) I would build Thornmail. Otherwise, I would build Frozen Heart for the CDR. If the enemy team is AP Heavy, I would build either Locket of the Iron Solari or Banshee's Veil. Build Locket of the Iron Solari if your support hasn't as it will be extremely useful to your team in team fights and the added CDR is nice. Build Banshee's Veil if your support did build it, as it is a stronger defense against AP damage. Somewhere along the lines you should have upgraded your Sweeping Lens to an Oracle's Lens as well.

If you opted not to build Sightstone or got into extremely late game and your defenses aren't holding up, right here is where you would want to build Warmog's Armor. Sell, Ruby Sightstone and buy it if you went the Ruby Sightstone route. For champions who do not use mana, like Rek'Sai, Warmog's Armor is an amazing item. Combined with the Stalker's Blade - Cinderhulk bonus health, this item will give you 1000 bonus health and the passive self-healing on Warmog's Armor combines nicely with Rek'Sai's passive as well. Another good alternative would be Guardian's Angel since it gives you a decent amount of both resistances and the useful passive.


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Skill Sequence and Skill Explanation


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Start with your Q, Queen's Wrath/ Prey Seeker, for the first jungle camp. Then immediately take a point in your W, Burrow/ Unburrow, and Burrow to self-heal as much as possible before the second camp. Next, take a point in your E, Furious Bite/ Tunnel. Then max Q Queen's Wrath/ Prey Seeker, max E Furious Bite/ Tunnel, and lastly max W Burrow/ Unburrow of course while taking a point in R Void Rush at levels 6, 11, and 16.

It is important to max Q Queen's Wrath/ Prey Seeker first as that is your main damage output. You're going to want to max E Furious Bite/ Tunnel Second because this is probably your BIGGEST damage output, with it doing massive amounts of TRUE DAMAGE at max fury and also to get the codlin reduction on making tunnels. Even though you're maxing W Burrow/ Unburrow last, it is still very important because as you level your W up, you are able to perform more knock ups of the same target more often.


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Rek'Sai Main Combo


When using Rek'Sai and initiating a fight, you will want to hit the target with your Q while burrowed Prey Seeker, knock them up with your W Unburrow, hit them with the 3 empowered basic attacks in your Q while unbowed Queen's Wrath, and then chomp them with your E while unburrowed Furious Bite. Continue to do one more round of Queen's Wrath and Furious Bite, then the timer for when you are able to knock them up again should be over. So...repeat the combo. EZ GG.


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Jungling


When starting blue side, you're going to want to start at the Krug's with Queen's Wrath and smite it to get the smite buff. Next, Burrow and self-heal, move onto your Red Buff, and hit it with your combo without your Furious Bite since you don't have it yet. Then, self-heal up and hit your Raptor camp with your full combo. When starting red side, your going to want to start at the Gromp and smite it to get the buff, move onto your Blue Buff, and then your Wolves. You don't have to do this, but at this point I usually pop a Health Potion and kill the river scuttler. While doing so, I check to see if either the enemy team's mid or bot lane is overextending. If one of them is, then give the ping and go in for the gank. I like to do this because the river scuttler is a nice extra 50 gold to have on your first back and also I find that either the AD Carry or the Mid lane turns out to be the person who carries your team in solo queue. If you can get your mid laner or AD Carry an early kill off of this gank and they're good enough to snowball with it, 9 times out of 10 you're going to win this game. However, the enemy lanes usually still have their summoners so it doesn't always result in a kill but burning a summoner is always a successful gank.

If you choose not to go kill the scuttler or they simply just aren't gankable, you can either do what I like to do and back now and pick up Chilling Smite, a Vision Ward, and a Stealth Ward and/or a Health Potion depending on how much gold you have. Then, proceed to farm the top jungle and looks for a possible gank at top lane or mid lane. You want to try and gank a lot early as Rek'Sai can quickly snowball a game out of control with her early game jungle pressure while also keeping the jungle cleared because of her great jungle farming ability.

***Remember to give your 2nd and so on Blue Buff(s) to your mid laner. It will help them out A LOT more than it will help you out. Always keep track of the timer on it and let your mid laner know its coming up in advance so that they can prepare to leave lane and make the swap.***

If you are playing against a jungle who like to invade a lot like Lee Sin or Shaco, smite your Wolves Camp whenever possible to try and avoid them invading your Blue side jungle and keep your Red side warded so that you and your team know when they're invading. Regardless of if the other jungler is counter jungling a lot, always keep track of where they are on the map. You should always try your best to be there for counter ganks, and make tunnels in spots that are good for ulting to and counter ganking. Always focus on keeping a well set-up tunnel system, as one good ult could get you to a fight and win it for your team. Constantly, keep tabs on the Dragon and, after the 20 minute mark, Baron. As the jungler they are your responsibility. This also means that you are the shot caller to secure them. Some good examples of when to call to get dragon would be if the enemy bot lane died, the enemy jungler either just died, backed, or showed themselves on the top side of the map, or if you just won a team fight. However, most of the time destroying a turret is a far more crucial objective than getting dragon. Also, be careful of when to smite the dragon or baron. Always check how much damage your smite will do before starting the objective because if you miss your smite and the enemy team steals it, your team will HATE you.


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Ganking with Rek'Sai


Some people might think, "Oh this is great, I can just Tunnel over to the enemy and Unburrow and knock them up." This only hold true if the enemy which you are ganking doesn't have an escape or doesn't have flash up. If they have one of these two, they will simply just see you are tunneling over to them and use their escape ability or flash away and it will be an unsuccessful gank. If you know that the enemy that you are ganking has an escape or has flash, you should just walk (swim?) into lane while burrowed and start going at them from behind. Odds are, at this point they will try to escape by either using their escape ability or flash because if they don't then they will probably be killed. This is where you quickly Tunnel to the location that they just moved to and knock them up and hit them with your Chilling Smite. This should be enough to secure the kill for your team.


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Team Fights


As Tank'Sai you could do two things during team fights. If your support and/or top lane provides a lot of peel for your AD and AP Carries, then you could Tunnel to the other team's backline for an easy initiation and knock up and start pounding at their carries. If you and/or your support are the main source of peel for your team (or simply if your carries are getting dove onto), you can stay on the frontline and provide peel for your carries with Unburrow and Chilling Smite. The armor shred from The Black Cleaver should do a lot to break down the enemy tank or tanks' armor for your team to start pounding at them.

Always focus the carries first in team fights when you're not peeling for yours. NEVER focus the tanks.


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Proof



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Thanks for reading my Tank'Sai build guide! Give it an upvote if you liked it and please let me know how this build worked out for you if you tried it out! Check out my Nocturne build guide as well!

Lord Lund