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Rek'Sai Build Guide by MissyYakimo

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 MissyYakimo

Rek'Sai a true Jungle Queen!

MissyYakimo Last updated on March 28, 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


Table of Contents
Guide Top

Introduction

Hello!
I am a streamer on twitch.tv/missyyakimo (dutch stream) I have been playing since season 2 currently platinum and I main Jungle and thought it would be fun to release Jungle guides on here!

This is my first guide please be gentle on the rating ^ . ^ Consider leaving a comment if you have some (positive) feedback (ノ◕ヮ◕)ノ*:・゚✧


Guide Top

Runes

Marks: Testing a bunch, attack speed is the way to go, however, because most people have full AD page I must say that AD on marks is perfectly viable. Rek'sai will clear camps earlier + has a strong early game because of that/ I still think attack speed (like with most junglers) scale better into late).

Glyphs: You can play around with Glyphs, full magic resit, 6 scaling 3 flat or 6 cdr and 3 flat mres is what I recommend. Scaling CDR Glyphs also possible, I like to play with cooldown reduction cuz it gives you more tunnels and more ultimate cooldowns and therefore more mobility ^ . ^

Flat armor: Really necessary to survive in the Jungle

AD Quints: Play with AD always, you can also take attack speed quints and ad marks it's the same ratio, but you need the AD to clear the Jungle.


Guide Top

Items


Start with Hunter's Machete to sustain in jungle + bonus gold per large monster kill and needed for smite upgrades. Starting with anything else in the jungle will give you a huge disadvantage so don't do it!

With ur Machete two health pots to sustain in jungle and between gangs, in addition to your passive. Warding totem grants vision better get the yellow to ward for sneaky early invades at your second buff (at least that's where I ALWAYS place it early) I usually switch to sweeper at the first or the second back (depending if I feel like invading the enemy jungle).


Stalker blade for gank pressure/dueling power, ranger's Trailblazer for beginners or whenever you feel lazy and want to clear your jungle faster and Poacher's Knife for counterjungle Rek'Sai. Stalker's Blade is very useful to use after you used your CC during a gang (Unburrow) to 'stalk prey and kill'. Buy the smiteupgrade into Devourer or Warrior, if you are with AD runes I would definitely recommend Devourer over Warrior. Attack speed gives you on hit magic damage and is scaling when you are ganking while warrior gives flat AD, armor pen en CDR.

Boots
Situation, I am almost always taking mobility boots. I enjoy the pressure of having to dodge as many (CC)skills as possible and I really like the high risks high reward play. However, if you want to play it more safe these are good options:

Mercury's Treads
Highly recommended in general, Tenacity, reduces CC effects by 35% so you can fly trough cc. Very strong against AP teams.

Ninja Tabi
Considerable if the enemy team is AD only. The 10% AA Damage reduction and 25 Armor really helps you stay alive against enemies like Jungle Vi, (Fed) ADC's, Yasuo etc.

Boots of Mobility
In general recommended when you are fed and like to roam a lot.

Right now I will be giving the most general build, as I said high risk high reward. What I usually start off with is finishing my Jungle item and rush mobility boots (or I keep it at tier 1 and start buying tiamat). If I need to play defensive I buy a giant belt vs ad or hexdrinker vs AP, if I notice our team is still ahead I continue finishing Hydra's.

At this moment I have Jungle Items:



Ahead:

If I went for giant belt I will finish my hydra's and go for last whisper


If I went for hexdrinker I will finish hydra's and upgrade hexdrinker



Behind:

If I went for giant belt I will make it a randuins and get a sunfire

If I went for hexdrinker and need more mres I will make a banshees or a spirit visage and upgrade the hexdrinker after


Guide Top

Skills


Fury of the Xer'Sai (Passive): Activating Burrow with Fury will grant Fury of the Xer'Sai for 5 seconds, which causes Rek'Sai's next source of Fury generation to grant 15 bonus Fury and, so long as she remains burrowed, to expend 20% of her current Fury every second to restore health. The health restored is based on the amount of Fury expended, for a maximum of (25 × level) health over 5 seconds if she burrowed at 100 Fury. Fury of the Xer'Sai will not activate if Rek'Sai is at full health and her Fury will stop depleting if she
reaches full health. Every time you clear a jungle camp or move between lanes, use your burrow to sustain yourself. It's pointless to store up fury between ganks, it'll just deplete by the time you get to your destination.
All of her basic attacks and abilities except Burrow generate Fury.


Queen's Wrath (Q - Unburrowed): Rek'Sai's next 3 basic attacks within 5 seconds deal bonus physical damage to her target and all surrounding enemies. This ability is your jungle clear/enemy damage/wave clear move. It also generates bonus fury. Activate it when in the jungle and while fighting, whenever available.


Prey Seeker (Q - Burrowed): Rek'Sai fires a pulse of void-charged earth forward in a line that damages the first enemy hit, dealing magic damage and aling all enemies within (X)-range of the target for 2 seconds. Since you're basically Lee Sin the Blind Monk while burrowed, this move helps you target your enemies while ganking and help you land your unburrows for maximum efficacy. It's also good for poking down jungle camps before you unburrow and knock them up. If an enemy gets away from you with low health during a gank,
a quick Q can easily pick up a kill.

Burrow (W - Unburrowed): Rek'Sai burrows under te ground, reducing her sight radius to a small circle around her while gaining Tremor Sense, 15/20/25 flat MS based on level and an alternate set of basic abilities.
Tremor Sense: Enemy champions, minions and neutral monsters within 1300-range that move within the fog of war have their position revealed for Rek'Sai and her allies. This does not grant sight. This is seen as ripples on your screen every second or so, and can give you an idea of where enemies are when you're counterjungling or moving around the map.
Unfortunately, as a hidden Teemo is not moving, it's position won't be revealed.


Unburrow (W - Burrowed): Rek'Sai bursts out of the ground, dealing physical damage and knocking up surrounding enemies for up to 1 second, based on their proximity to Rek'Sai. Enemies cannot be affected again by Unburrow for 10 seconds. Using a basic attack while burrowed triggers Unburrow. This is your bread and butter initiation move. Chances are, you won't be able to use burrow twice in a gank, so make your positioning count and land it right the first time. The enemy should still be in vision range of your laner, otherwise they're way too far for an effective gank. Use this while clearing jungle camps to avoid
damage and do damage.


Furious Bite (E - Unburrowed): Rek'Sai bites her target, dealing physical damage that is increased by 1% for every 1% of her current fury. At full fury, it deals true damage.
This move starts at 80% of her AD and 160% at full fury, and goes all the way to 120% AD and 240% AD at full fury. Use this when they're about to get away or to finish them off. Always try to use it at full fury, as true damage bypasses all defenses.


Tunnel (E - Burrowed): Rek'Sai creates a tunnel and digs toward the other side, connecting two tunnel entrances. Clicking on either of the tunnel entraces will take you to the other side, activating a 12 second static cooldown. They last up to 10 minutes and Rek'Sai can have up to 8 pairs on the map at the same time. Enemy champions can destroy tunnel pairs by standing on either entrance for 1.5 seconds. However, if Rek'Sai is moving to the other side via Ult or by interaction, it will not stop her. These are your main focus to make you as mobile as possible. You can chain together multiple tunnels for a jungle route that is fast and efficient as possible, or place them all across the map for anchor points for your ult.
Placing a tunnel in every lane, in each jungle quarter and one by your base is an effective strategy for ganking, and later in the game, backdooring. Effective tunnel placement is essential, as without it, your ult would only be a 20% AS buff.


Void Rush (R): Rek'Sai passively gains 20% bonus AS per rank in it.
Targeting any of your Tunnel entrances will cause you to channel for 1.5 seconds and rush to that entrance if you do not take any damage from champions or turrets. If her channel is interruped, it will be placed on a 1.5
second cooldown.


Guide Top

Spells

Smite: Do you even Jungle bro? :')
Flash: The most overpowered summoner in the League