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Rek'Sai Build Guide by OiNoM

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 OiNoM

Solo Top Rek'Sai Build / Video

OiNoM Last updated on December 17, 2014
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
2
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: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 8

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Rek'Sai with this build

Threat
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Threat Champion Notes
1
Fiora
1
Kha'Zix
1
Pantheon
1
Zed
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Ryze
Table of Contents
Guide Top

Ranked Play


Guide Top

Skill Sequence

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 revealing 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.

http://www.mobafire.com/images/ability/reksai-tunnel.png
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.

Nocturne Ult and Teleport had a lovechild and its name is Void Rush.


Guide Top

Boots:

These are situational. You should pick up Tier 1 Boots of Speed whenever you can, preferably while building into Devourer or right after. Tier 2 Boots should be build at some point after your Jungle Enchantment. Usually, your boot upgrade will be Homeguard.
Mercury's Treads (Recommended for Most Situations): Its passive, Tenacity, reduces CC effects by 35%, so it helps you stick to better. Also useful for full AP teams.
Ninja Tabi (Full AD Enemy Team): If the enemy team is filled with AD Champions, e.g., Yasuo Mid, Darius Top, Any ADC, Vi Jungle, opt for Ninja Tabi. The 10% AA Damage reduction and 25 Armor really helps you stay alive. A fun rhyme to remember it by would be 4 AD, go for Tabi.