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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Fury of the Xer'Sai (PASSIVE)
Rek'Sai Passive Ability
Threats & Synergies
Kalista
Kalista is one of the worst champions to have as an enemy for Rek'Sai. Her Passive, especially if she has really high attack speed, allows her to stay out of your grasp. Because of this your melee and your only ranged ability does not do that much damage. You can't damage what you can't hit.
Introduction
Late game if things went well you'll be fed and still killing. Unless the other team is super fed you should win. Keep in mind that this is my first guide so feel free to give me some constructive criticism.
Rek'Sai one of most unique junglers in LOL. With Tunnels, Manaless, CC, and basically Teleport for an ult She is OP. She might be the most mobile champion in LOL and this is useful for a jungler. With the power of Scaring the living **** out of your enemies with your adult and insane clear time, its easy to get fed. She also is probably one of the best chasers in the game with her tunnels and a low cooldown poke.
Pros
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Cons
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Runes








Offence:
This build is focused more on damage than being a tank. If you want to build tanky you can buy Items and Cinderhulk Enchantment.
Double-Edged Sword: 1/1-You might say that the extra damage you take is bad but by the time they react you've hit them with a knock-up and are unloading your combo. Unless they're super tanky they'll probably be running.
Fury: 4/4-Attack speed is essential to any jungler so these runes help a lot.
Sorcery: 4/4-Lets you use your Q more often which is your main damage output.
Sorcery: 1/1-Extra damage to monsters helps in the laning phase.
Brute Force:3/3-You already have a lot of flat runes so this adds some scaling to the mix.
Feast: 1/1-This adds just a little more sustain to help in the early laning phase.
Spell Weaving: 1/1-This is really good because after you initiate hopefully by knocking them up your Q still counts as a basic attack. After three hits you'll have stacks and probably 100 Fury for True damage and 3% bonus damage.
Martial Mastery: 1/1-Its free damage, why not take it.
Blade Weaving: 1/1-Works great in conjunction with Spell Weaving.
Devastating Strikes 3/3 Armor and Magic Penetration help with those tanks that have 3000+ health.
Havoc: 1/1-Scaling damage is awesome and helps a little late game.
Defense:
Recovery: 2/2-This is a big help when your starting to be able to farm a lot without recalling. The extra health per second might not seem like much, but over the course of 1 minute, it's already an extra 30 health. 5 minutes and it's 150 health.
Tough Skin: 2/2-Just like Recovery, this might not seem like a lot but over time it makes a HUGE difference.
Bladed Armor: 1/1-A great help early game during the laning phase..
Alchemist: 1/1-36 health could mean the difference between a successful clear or an execution.
Juggernaut: 1/1-Scales with your health. This means when you would have 3000 health, you will actually have another 90 health.
Smite Upgrades







Boots


Offensive



Defensive




Situational


Luxury



Next is Furious Bite/Tunnel:your E because it has your tunnels and if you have full fury the true damage proc really helps when fighting in a 1v1 or teamfight.
After that is Burrow/Unburrow:your W because the only stat that it boosts when leveling up is the Tremor Sense range which is already so high that it doesn't really make that much of a difference.
Last is Void Rush:your R which of course you should take whenever available.
Start off at the krugs. Smite early for the buff. Get Tunnel for the heal and go to Red. Use potions as needed. Go to the Birds and smite. Decide if you want to keep farming or go for an early gank. With the heal from your fury you should be able to go on for a while longer before having to recall.
After that just jungle like normal. Rek,Sai is extremely good at level 2-3 ganks. His tunnel is an excellent gap closer. Coupled with the knock up from his unburrow, he is one of the best gankers in the game. If you get Stalkers Blade you can slow them too.
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