Rek'Sai Standard Flexible Jung
Boots/Swap for Red Trinket
Offensive Situational Items
Defensive Situational Items
Example Standard Build
Example Fed Build
Not Updated For Current Season
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Rek'Sai is, so far, the newest Jungle champion that Riot has released, To put it in short, she's a highly mobile attack damage fighter champion who has Fury instead of Mana (like Tryndamere) uses a new burrow function which diminishes her vision to a small circle around her but basically turns her into a Jurassic Park dinosaur in the sense the she can see movements in a 1300-range around her, making the positions of all units in the fog of war known. Her unique tunnel function also makes her highly mobile as she can utilize them to quickly weave through the jungle and through walls to make unconventional ganking paths. Her tunnels also serve a second purpose as with her ult Void Rush, she burrows and quickly dashes to -any- of her available tunnels.
From the moment she was announced, I knew I'd love this champion, as my friends and I would call her "Noc 2.0", as I used to main Nocturne. I've been playing her on the PBE and decided to impart my knowledge about her to the players.
This guide is for junglers who are experienced and just want to know what to build on Rek'Sai and why, but I added some extra information for people who are new.
Pros / Cons for this Champion/Build
I build Rek'Sai in 21/9 fashion, as I like to do more damage than tank. If you would prefer to do Tank'Sai, use the 2nd guide for those masteries.
Double-Edged Sword: 0/1 - It's a good mastery, but I just don't use it out of personal preference. Take a point of out fury if you do want to use it.
Fury: 3/4 - Fury is a good mastery for Rek'Sai as she benefits from AS as it lets her use her Q more often.
Sorcery: 4/4 - Sorcery is a must on Rek'Sai; She has a really long ult cooldown and with my Runes/Build, sorcery takes her CDR up to max.
Butcher: 1/1 - Pretty much an essential mastery on junglers, it makes you do more damage in the jungle, helping that early clear time.
Feast: 1/1 - A decent mastery when in the jungle or taxing a lane to restore some health and mana. If you don't like it, swap it for Double-Edged Sword.
Expose Weakness, Mental Force, Arcane Mastery, Spell/Blade Weaving, Archmage, Arcane Blade: These masteries are better off on AP Champions/AD Casters and thus are not necessary on Rek'Sai.
Frenzy: 0/1 - Unless you're running Crit'Sai, this isn't necessary.
Warlord: 0/3 - This mastery scales with bonus Attack Damage, and since we're not building full AD, these mastery points can be used elsewhere. for more benefit.
Block: 2/2 - Makes champions do less damage. Makes your already squishy early game easier on you.
Tough Skin: 2/2 - Basically your go-to Defense option for junglers. It makes them do less damage.
Unyielding: 1/1 - Makes champions do even less damage.
Veteran Scars: 3/3 - With the jungle harder than before, you'll need as much HP as you can get so you don't die.
Juggernaut: 1/1 - Gives you even more health, with late game scaling. Wondrous.
Preseason is introducing 3 new mastery skill trees, namelyRESOLVE (Damage), CUNNING (Generally Utility) FEROCITY (Tank).
The skills use a new point system, with 6 tiers each. Every odd-numbered tier has a 5 point limit, and every even-numbered tier has a 1 point limit, limiting you to up to 18 points in each tree. Also, at the end of every tree is a Keystone Mastery which is basically a hyped up mastery that gives you a cool bonus effect that you can choose based on your playstyle. Damage Rek'Sai will benefit most putting 18 points into Resolve, and 12 points into either Cunning or Ferocity depending on whether you want extra damage or tank stats.
Full Tank Rek'Sai, on the other hand, will benefit most puting 18 points in Ferocity and 12 points in Resolve.
Listed below is how I prefer to play Rek'Sai. You can modify it based on your playstyle.
Fury: 5/5 - Grants you 4% attack speed. Your damage comes mainly from auto attacks.
Sorcery: 0/5 - Grants you bonus spell and ability damage. You won't benefit as much from this as fury.
Double Edged Sword: 1/1 - Faster clear and more damage, at your own expense. Preferene
Feast: 0/1 - Grants health upon killing units, more sustain. I think Rek'Sai has enough sustain with the new jungle, but preference.
Vampirism: 0/5 - Grants Lifesteal/Spell Vamp. Good for sustain. Based on preference.
Natural Talent: 5/5 - Grants bonus damage/AP per level. AP is wasted but damage is beneficial. Based on preference.
Bounty Hunter: 0/1 - 1% Increased Damage per champion killed. They don't call you reK'Sai for nothing. Heh, heh. Please don't steal all the kills; Your carries can use the money better than you can.
Oppressor: 1/1 - Deal 2.5% Increased Damage on CC'd enemies. Better and doesn't rely on taking kills for extra damage.
NEXT MASTERIES ONLY APPLICABLE TO DAMAGE REK'SAI
Battering Blows: 5/5 - 7% Free Armor Pen. Rek'Sai deals 99% physical damage.
Piercing Thoughts: 0/5 - Magic Pen. Almost completely useless on you.
Warrior's Bloodlust: 0/1 - Only applies to champions who use crit. You don't.
Fervor of Battle: 1/1 - Attacks and Spells generate fervor which make your basic attacks deal bonus damage to champs. This is good, because you use tons of autos.
Deathfire Touch: 0/1 - Abilities do bonus damage to champions. Not that great on you.
This tree generally gives damage and utility, contrasted to Ferocity's tank.
Wanderer: 0/5 - Faster Out of Combat speed. Pretty unnecessary for you.
Savagery: 5/5 - Bonus damage to monsters; Faster jungle clear. Good for you.
Runic Affinity 1/1 - Makes jungle buffs last longer. You basically live in the jungle.
Secret Stash: 0/1 - You don't use mana, so it's wasted for cookies. But it does give your potions extra time, which is nice.
Merciless: 5/5 - Bonus damage to champions under 40% health. This is good for you.
Meditation: -1/5 - This gives you mana regen. You don't even use mana.
Bandit: 0/1 - Support mastery for duo lane, A.K.A Not for you.
Dangerous Game: 1/1 - Free HP when you kill champs. Good for you.
The Keystone masteries and other masteries past this point aren't as good compared to those in Resolve or Ferocity.
Listed below is how I prefer to play Rek'Sai. You can modify it based on your playstyle.
Recovery: 5/5 - Bonus health regen; Good for sustain.
Unyielding: 0/5 - Bonus Armor/MR. You don't really stack Armor/MR so it doesn't help as much.
Explorer: 0/1 - More speed in brush and river. Not that great in my opinion.
Tough Skin: 1/1 - Reduced damage from champions and jungle monsters; helps a ton.
Runic Armor: 0/5 - Mini Spirit Visage + Shield Bonus. Not all that great for you.
Veteran Scars: 5/5 - Additional % Maximum health is great for you.
Insight: X/1 - 15% Reduced Summoner Spell C/D, use for faster flash, smite. Based on preference.
Perseverance: X/1 - +50% Health Regen, Quadrupled when you're below 20% health. Pretty nice free sustain.
NEXT MASTERIES ONLY APPLICABLE TO TANK REK'SAI
Swiftness: X/5 - 3-15% Tenacity/Slow Resist. Better against CC Comps, situational.
Legendary Guardian: X/5 - 0.6-3 Armor/MR for every nearby champ. Better against damage comps, situational.
Grasp of the Unyielding: X/1 - Steal 3% of your max health from an enemy champion every 4 seconds.
Strength of the Ages: X/1 - Grants 25/10 Health every time you kill a large monster/siege minion, up to 300 Health. After cap, killing monsters/sieges grants 100 Health. If you're stacking health, this is great for you, as well as the free sustain it gives.
Bond of Stone: X/1 - 4% Damage Reduction, doubled when near an ally. You take 8% of damage that your allies would take. If you're the main tank in your team, this is a great mastery for you.
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Cooldown Reduction
Greater Quintessence of Attack Speed
Through testing, I've found that Attack Damage Marks had the fastest clear time and better early game for Rek'Sai, but Attack Speed Marks are a viable alternative. Plus, more people generally only have an AD/AP page, so to make it easier, stay with full AD.
Flat Armor is always a must for junglers as it gives them the ability to survive in the jungle, and survive early game damage from minions and champions. Alternatively, take Scaling Health or Armor runes.
6 Flat CDR Glyphs and 3 Flat MR Glyphs (as more CDR glyphs is pretty useless, 5% is enough) help make Rek'Sai's 2.5 minute cooldown ultimate as well as her tunnel CD's much shorter, meaning more mobility, more often. Alternatively, take Scaling CDR Glyphs for more late game CDR.
Attack Damage Quintessences are quintessential to any AD champion, but you can also take Attack Speed Quintessences.
|First, we max out Q - Queen's Wrath because it's Rek'Sai primary method of dealing damage and clearing the jungle at maximum speeds. Then we max out E - Furious Bite to make her finishing move and true damage do as much as possible, as well as reducing the cooldown on Tunnel. Finally, we max W - Burrow last as it doesn't do that much in terms of damage and the knock-up/per target cooldown remains about the same throughout. Of course, we rank up R - Void Rush whenever possible.|
Common Mistakes that New Rek'Sai Players May Make
Rek'Sai has a whole slew of skills at her disposal, and although she may be a relatively easy champion, the addition of extra skills may prove to be difficult for newer players. So, here are some common mistakes that new Rek'Sai players can make.
|Smite: Absolutely essential on any jungler. With the preseason changes, you have to have smite to even buy the jungle items. You have no control over your objectives, and you can't benefit from smite buffs.|
|Flash: Your go-to escape/initiate/gank/chase/etc. move. You need this spell.|
|Exhaust: You may want to take Exhaust for jungle invades/effective ganks, but I don't recommend going heavy on counterjungle Rek'Sai.|
Read Haunt the Jungle for a more in-depth guide, or google it.
Rek'Sai's jungle route varies depending on how you like to play, but I'd narrow it down to 2 main routes.
Route 1 (I prefer this one):
Rank up your Q and Get a leash at Krugs (Golems), meaning your laners will help you damage the monster, but back off when it gets low so you get all the EXP. Smite it right at the beginning so you save on your smite CD and you get the smite buff. Rank up your W and use it to recover health. Go to the Red Brambleback camp (Red buff). Clear it, use potions as needed. Use your W again to regen. Go to the Raptor camp (A.K.A, Chickens), Clear it, and smite will come up when the Red Raptor is about
half health. Smite it, rank up your E. Set a tunnel for later purposes somewhere in that side of the jungle, and recall. Purchase your Smite Upgrade item and about 3 more health potions.
Go to your blue buff and clear it. Your smite won't be up yet. This is great if you take Stalker's, as it'll be up by the time you go and do your first gank.
Route 2 (S4 Traditional):
Get leashed at Red buff, smite it, clear the wolves camp (Wraith camp OP), then clear the Blue buff, smite it. Go in for a gank. There are some pros and cons to this route, it allows you to make sure your buff doesn't get counter jungled and lets you go in for an early gank. However, you don't get the smite upgrade and 10 bonus gold per camp.
Route 1 (Preferred):
Get leashed at the Gromp. Smite it. Take the blue buff, take the wolf camp. Recall, buy jungle item and 3 potions, go to red buff, go in for a gank. Essentially a mirror of Blue Side's route 1.
Route 2 (S4 Traditional):
Get leashed at Blue buff, smite it, clear the wolves camp (Wraith camp OP), then clear the Red buff, smite it. Go in for a gank.
As of Preseason, the Dragon is a high priority objective now as it now gives permanent buffs that really help snowball lanes. Some champions like Pantheon (were) able to sneak in a Dragon whenever they want, but most champions, including Rek'Sai have a few conditions that should be considered before attempting to slay the Dragon.
When it comes down to it, the main points you should consider are:
-Do you have smite up/Do you do enough damage to solo the dragon?
-The Enemy Jungler and his/her position on the map
-During the laning phase, have you taken out the enemy bot lane?
-Do you have adequate vision of the area?
In many cases, your team will ask for a Dragon after clearing bot lane, to which you should go with them to take down the Dragon. There is some risk if you have no vision of the enemy or their jungle, and a lot of risk if you don't have smite up, but chances are, you won't need your smite if you have 3 people, sometimes 4 if mid decides to join.
Ganking is basically going into a lane and killing the enemy laner. You should gank lanes based on where the enemy laner and your laner is positioned. Essentially, the closer the enemy laner is to your turret, the more likely you are to secure a kill. Ganking with Rek'Sai is relatively simple. Approach them while burrowed. Reveal them and poke them with your Q, in case they go into the brush. When you're close to the enemy, preferrably right under them, use your W to knock them up. Use your Q as often as possible and smite them if it's up to ensure they don't get away. If they're running away and you can't catch them, use your E to secure a kill. If that doesn't kill them and you have enough space, close the gap with a tunnel and spam Q.
TL;DR: Burrowed Q, Burrowed W, Spam Unburrowed Q, Smite, Unburrowed E, Unburrowed W, Burrowed E, Burrowed W, Spam Unburrowed Q. Get Money.
As Rek'Sai, your role in a teamfight is to follow up after an initiation and tunnel past the front line, leaving squishy targets vulnerable with your knock up. Basically, start out burrowed and use your E to tunnel below the front line tanks towards the AD/AP carries. Once you're below a priority target, unburrow to leave your enemies vulnerable and allow your teammates to follow up. The longest knock up is only 1 second long, and since you're relying on your allied vision to see the enemy champions, a good rule of thumb to use is that if it's farther than your allies can see, don't expect them to dive in with you. After you knock up as many enemies as possible, use your Q to build up rage and then finish them off with your E. If there are any stragglers and you have your Chilling Smite, you can stop them and secure a kill. By the time you're done your Q combo, your allies should be there to clean up and secure a couple clean kills.
You can also use your Q to poke the enemy team or to pick off a low health target.
TL;DR: Burrow past the front line, Knock up the AD/APC, Rek' face. Don't be stupid an expect your allies to dive in too far with you.
I'm still building up this section, but I do get fed quite often when I play Rek'Sai with this build.
Thanks for reading my Rek'Sai guide! I hope I helped you in some way shape or form to become better at playing Rek'Sai or even jungling, for that matter. Feel free to leave comments, should you have any questions, comments or criticism. For future reference, I don't plan to update this guide very often unless it is critically received quite well.
If I made any mistakes that I haven't noticed, it's because I took the information from the PBE at the time so feel free to point out any mistakes I have made.
If you have any questions but would rather speak to me live instead of in the discussion box, add me on NA server @ Gumapac.
Special Thanks goes out to my friends Amit, Milo and Crystal for reading/helping.