Views: 1002 Rek'Sai Jungle
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I've started a little project for myself, which is to become proficient on all the of champions that Stonewall008 mentions as recommended junglers in his video (insert link).
Amumu
Elise
Jarvan IV
Rek'Sai
Vi
I've played a decent amount of Amumu, Elise, Jarvan IV. Only a game or two here and there on Vi. And up until now I've only plinked around with Rek'Sai back around when she first came out.
I've racked up three or four Rek'Sai games over the last couple of days and decide to put together a list of some of things I've found with her in my play thus far.
1st Mechanically Rek'Sai feels a lot different than virtually every other League champion I've played. On the order of Azir weird.
2nd Rek'Sai's ability icons are ****. You are likely to have several WTF moments when you mash the wrong key because of this. Practice using her various abilities in a custom game until you have them wired into muscle memory.
Fury of the Xer'Sai
Generates fury with her basic attacks and spells. Has a bonus interaction with Furious Bite where it does true damage instead of physical damage if you are at full fury, so always save Furious Bite for when you have full health if you can.
When you burrow your fury depletes and you gain health in return.
Queen's Wrath / Prey Seeker
Queen's Wrath is your main ability for taking down jungle camps and generating fury. When active it damages everything in a small circle around Rek'Sai. The damage is applied in three swipes. If targets move out of the AoE before the animation is complete, they will only take partial damage.
Prey Seeker provides Rek'Sai with some very minor poke that does magic damage. It scales off AP and since the only AP they you are likely to build would come from Trinity Force it is always going to feel somewhat anemic. However, just because it doesn't do that much damage, does not mean that it can't be used to snipe the occasional low health target. Along with a bit of poke damage it also reveals targets that it splashes for 2.5s. Note though that it will not reveal stealthed targets (but you can see them via Tremor Sense if they are moving).
Burrow / Unburrow
Unique to Rek'Sai is the ability to "Burrow". Animation wise, this puts the majority of Rek'Sai's body under ground with only her top fin sticking up. While burrowed you have a unique form of vision called Tremor Sense.
While burrowed you also move faster, are immune to unit collision, and you heal if you had any fury built up before burrowing.
Once burrowed, you can Unburrow two ways:
1) Activate Unburrow after using Burrow
2) Unburrow by targeting a target with a basic attack
So if you are wondering why you didn't knock up a target you were under either you didn't Unburrow or you didn't target them with a basic attack. I mention this as you will probably have a the occasional moment of panic when you dive under some targets and they don't immediately get knocked up.
Occasionally after I've unburrowed under a camp, it seems to knock some targets far enough away that they won't all be in range of Queen's Wrath. I notice this most on the Red and Blue Buff camps. There may be a better way to position so you don't miss any of your intended targets. Will have to experiment with this as it can make a big difference in how fast you can clear a camp and how much damage you take.
Furious Bite / Tunnel
Furious Bite is another damage ability that gains some additional potency if you use it conjunction with a full fury bar. I've found it to be somewhat unresponsive at times. E.g. you click it and nothing happens or there is a delay.
Tunnels are a cool feature that are unique to Rek'Sai. They give you a huge amount of mobility by letting you pass through most walls. They are a limited resource in that you can only have eight of them on the map at any one time, with each new tunnel over eight causing the oldest tunnel to collapse, so to keep tunnels in key locations, Tunnel Management can be a thing.
If you are in an area that is littered with tunnels you can accidentally activate one and end up zipping off in direction you didn't expect.
Tunnels have a cooldown meaning that once you've used one there is a delay before you can use that tunnel again.
Void Rush
This ability allows you to get around the map really fast. You can drive an enemy jungler without the practically global reach that this ability gives you nuts because you can be ganking all over the map and helping to force objectives while they are spending the majority of their time traveling. It can be a great farming tool that can help keep you ahead or get you back in the game if you are behind and need to power farm.
Its utility is contingent on having a tunnel network, so if you are pushed back into your base and the enemy is diligent about stomping out your tunnels you'll find the utility on this ability to be negated.
A thing to know about Void Rush is that just because you can Void Rush to a tunnel somewhere doesn't mean that you should. If you don't know where all the memebers of the enemy team are, you should assume they are standing around the tunnel you are blazing off to or at least assume they have the thing warded and haven't destroyed it because they are laying a trap for you, especially if it is their jungle. A tip around this would be to make sure Tunnel is off cooldown before rushing off to a tunnel in the fog of war as you may need to create a new one in a big hurry in order to make a get away.
Amumu
Elise
Jarvan IV
Rek'Sai
Vi
I've played a decent amount of Amumu, Elise, Jarvan IV. Only a game or two here and there on Vi. And up until now I've only plinked around with Rek'Sai back around when she first came out.
I've racked up three or four Rek'Sai games over the last couple of days and decide to put together a list of some of things I've found with her in my play thus far.
1st Mechanically Rek'Sai feels a lot different than virtually every other League champion I've played. On the order of Azir weird.
2nd Rek'Sai's ability icons are ****. You are likely to have several WTF moments when you mash the wrong key because of this. Practice using her various abilities in a custom game until you have them wired into muscle memory.
Fury of the Xer'Sai
Generates fury with her basic attacks and spells. Has a bonus interaction with Furious Bite where it does true damage instead of physical damage if you are at full fury, so always save Furious Bite for when you have full health if you can.
When you burrow your fury depletes and you gain health in return.
Queen's Wrath / Prey Seeker
Queen's Wrath is your main ability for taking down jungle camps and generating fury. When active it damages everything in a small circle around Rek'Sai. The damage is applied in three swipes. If targets move out of the AoE before the animation is complete, they will only take partial damage.
Prey Seeker provides Rek'Sai with some very minor poke that does magic damage. It scales off AP and since the only AP they you are likely to build would come from Trinity Force it is always going to feel somewhat anemic. However, just because it doesn't do that much damage, does not mean that it can't be used to snipe the occasional low health target. Along with a bit of poke damage it also reveals targets that it splashes for 2.5s. Note though that it will not reveal stealthed targets (but you can see them via Tremor Sense if they are moving).
Burrow / Unburrow
Unique to Rek'Sai is the ability to "Burrow". Animation wise, this puts the majority of Rek'Sai's body under ground with only her top fin sticking up. While burrowed you have a unique form of vision called Tremor Sense.
While burrowed you also move faster, are immune to unit collision, and you heal if you had any fury built up before burrowing.
Once burrowed, you can Unburrow two ways:
1) Activate Unburrow after using Burrow
2) Unburrow by targeting a target with a basic attack
So if you are wondering why you didn't knock up a target you were under either you didn't Unburrow or you didn't target them with a basic attack. I mention this as you will probably have a the occasional moment of panic when you dive under some targets and they don't immediately get knocked up.
Occasionally after I've unburrowed under a camp, it seems to knock some targets far enough away that they won't all be in range of Queen's Wrath. I notice this most on the Red and Blue Buff camps. There may be a better way to position so you don't miss any of your intended targets. Will have to experiment with this as it can make a big difference in how fast you can clear a camp and how much damage you take.
Furious Bite / Tunnel
Furious Bite is another damage ability that gains some additional potency if you use it conjunction with a full fury bar. I've found it to be somewhat unresponsive at times. E.g. you click it and nothing happens or there is a delay.
Tunnels are a cool feature that are unique to Rek'Sai. They give you a huge amount of mobility by letting you pass through most walls. They are a limited resource in that you can only have eight of them on the map at any one time, with each new tunnel over eight causing the oldest tunnel to collapse, so to keep tunnels in key locations, Tunnel Management can be a thing.
If you are in an area that is littered with tunnels you can accidentally activate one and end up zipping off in direction you didn't expect.
Tunnels have a cooldown meaning that once you've used one there is a delay before you can use that tunnel again.
Void Rush
This ability allows you to get around the map really fast. You can drive an enemy jungler without the practically global reach that this ability gives you nuts because you can be ganking all over the map and helping to force objectives while they are spending the majority of their time traveling. It can be a great farming tool that can help keep you ahead or get you back in the game if you are behind and need to power farm.
Its utility is contingent on having a tunnel network, so if you are pushed back into your base and the enemy is diligent about stomping out your tunnels you'll find the utility on this ability to be negated.
A thing to know about Void Rush is that just because you can Void Rush to a tunnel somewhere doesn't mean that you should. If you don't know where all the memebers of the enemy team are, you should assume they are standing around the tunnel you are blazing off to or at least assume they have the thing warded and haven't destroyed it because they are laying a trap for you, especially if it is their jungle. A tip around this would be to make sure Tunnel is off cooldown before rushing off to a tunnel in the fog of war as you may need to create a new one in a big hurry in order to make a get away.
Tremor Sense
Each tremor seen via Tremor Sense has a little delay. If your only indication is one tremor, you do not know which direction your target is going. You'll have to wait, Unburrow, or plant a ward to know which direction the observed is heading in.
Also if the observed has a gap closer, you may only get the one indication from Tremor Sense and then they can be on you without another indication that they are headed in your direction.
If you have vision on an area or target the area/target will be shown visually rather than via Tremor Sense if you are burrowed. As an example of what this means, in certain scenarios you might be able to see movement via Tremor sense via 3 directions, while in the one direction where you have a ward you will see things visually.
I've tried Rek'Sai both going Warrior and Juggernaut and so far I've found going Juggernaut to be more forgiving. You still do good damage and can absorb a lot more damage, which is really helpful for things like tower diving and being a primary form of engage.
Runes: Atk Dmg, Arm, 6 CDR + 3MR, 2 Atk Spd Quints
Masteries: 21-9-0
Generally you'll be burrowed when you approach it so look at see if the tremors are moving toward you or away from you. Hit it with Prey Seeker to do some damage to it and reveal it. When you move under it to knock-up get in front of it and stay in front of it, while mixing in auto's and Q's to damage it.
If it hits the edge of its path it will scurry backwards at a much higher rate than it normally moves at. Simply burrow to gain movement speed to catch back up to finish it off. If it has been more than 10s since it was knocked up, you can knock it up again.
Gift of Heavy Hands from the Krugs can also help keep it in place for a while if you get a stun off from it.
Scuttle is really nice to take as Rek'Sai for all the usual reasons XP, gold, vision and speed shrine. The icing for Rek is that it allows you to build fury without taking any damage which lets you heal while burrowed.
If you happen to click on the mouth of a tunnel that you have just passed and you are close enough, your champion model will appear to be sucked backwards and then it will pass through the tunnel.
You need to be burrowed to create a Tunnel however, you do not need to be burrowed in order to pass through a tunnel and if you aren't burrowed when you go in you will NOT be burrowed when you come out the other side.
The ability icon for Furious Bite / Tunnel has a numeral on it that displays the number of tunnels you currently have on the map. E.g. If it says 7, that means you can place one more tunnel on the map before the oldest tunnel disappears.
Furious Bite does not work on structures.
I believe the lack of responsiveness I've noticed with furious bite is related to the fact that it will not break the Queen's Wrath animation sequence. Or to put it another way, that animation has to complete before you can bite anything.
I believe I previously said that you should always save Furious Bite for when your fury is fully stacked. Take off the always. If you will kill your target with the current physical damage, there is no need to wait for your fury to be fully charged.
Queen's Wrath / Prey Seeker
Q - Queen's Wrath is an auto attack reset. So to maximize your damage AA a target then Q.
Prey Seeker does not count as a basic attack, therefore it will not unburrow you, so you can use it on a point blank target and still stay underground.
Well-written! Remember that Void Rush can be interrupted by champion or tower damage, but it has only a 1.5s channel time. This makes it a pretty decent escape tool if you're being chased or collapsed on but can avoid damage for a couple seconds. This is one way of making use of "safe" tunnels that aren't in contested or enemy territory. Your other option is to protect tunnels by placing them near your towers. This is a good way to use your global pressure to discourage tower dives without putting your tunnel in a position where it can be easily destroyed.
Good luck learning Rek'Sai!
Thank you for the compliment. :) It took me three or four re-writes before I felt like I had the right structure and flow on this article given how interconnected her various abilities are.
Placement near turrets to protect tunnels and discourage dives hadn't occurred to me.
I knew that Void Rush was a channeled ability, but that didn't immediately bring to mind the implication that damage would interrupt it as I haven't tried to use it under duress yet. That will prevent a nasty surprise!
Much appreciated!
Good luck learning Rek'Sai!