[13.20] How to 1v9 on REKSAI TOP | White Snow's In-Depth Rek'sai Guide to ALL THINGS TOP LANE
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Standard
Threats & Synergies
Bait out his qs and mind game the 3rd one based on if he holds it or not, then look to get a full trade once its on cooldown. Disengage with tunnels when he uses ult or just burst him as fast as possible with r to avoid his 3rd q.
Standard ranged matchup, outsustain with passive until you can tunnel onto him and just delete his hp bar. With a lead post 6 you should always be able to 100-0, but pre 6 try to play with jungler to set up a gank. Akshan has a bit more early damage than other ranged champions though so just avoid taking too much early punishment.
Do not get hooked in by his e with no tunnel up, let yourself get pushed in and call for jungle. If looking to trade, do short trades with unburrow -> 1q ONLY
burn passive with an unburrow (it won't put the knockup immunity on him), then back up and look for a regular knockup trade afterwards until you get him low enough to kill. If he still has r, let him burn it first before you commit to the kill unless you're absolutely sure you can kill him through it.
Bro can't trade with you, your knockup outranges his q so you can get your q off before he silences you, and you'll be able to tunnel away from his e when the silence wears off and you use your bite on him. You also out regen him as long as you're generating fury. His most problematic build is grasp + trinity force but you win as long as you deny his q and get your full combo off. Just be aware this champion outscales you though, try to get as big an advantage early as possible.
Gangplank plays like a ranged matchup - you're avoiding damage from range as much as possible and you're looking to get into range to just trade and kill. If you fall behind, you're gonna have a bad time as you will have trouble fighting him, but playing around his passive cd while denying barrels via knockup -> aa on barrel -> q on barrel if its still alive or just hit gp should make trades very favourable for you.
Fiora can't really play into reksai, you can constantly cancel her q unless she's literally the best fiora world and then the only tool she has is to q -> w and hope to bait your knockup, which means you get to mind game and hold your unburrow until after her w and just play for the 100-0.
Tunnel away when she ults, otherwise can just perma do short trades with standard unburrow combo and just outsustain her. Just avoid taking too much damage from range from her q without hitting her back and you should be good.
illaoi is pain for melees but if you can dodge her e really well you should win short trades. You can cancel her w with knockup so that's your main tool for winning trades early, as it puts it on cooldown and denies a tentacle slam. If she pulls your soul early and she doesnt have her knockup cooldown, you can look to just push her off the soul by just chuking her. Just make sure not to stack with your soul so its harder to hit both with her abilities.
You can cancel her q and use your empowered e to do full damage through her w. Just be careful of her all ins past 6, disengage if she ults and just sustain and wait it out until you're healthy enough to go back into the fight for the kill.
do not initiate trades with unburrow unless you are really close to turret, otherwise jax can just jump on you immediately and full combo you with stun before your burrow gets off cooldown. Play for really short trades or poke with empowered e until he burns e, then look to get a short trade while its on cooldown. If he's low, you can look to commit with a tunnel that you can buffer through his e to just burst him and finish him off with r, but otherwise never commit your tunnel offensively or your escape tool is completely gone.
Can cancel his melee form q midair and you can threaten a ton of damage as long as you can reach him. As long as he doesnt get a random lead out of nowhere, you can tunnel on him perma and just always threaten kills.
Just be careful not to get mind gamed and unburrow into his w, though it won't put a knockup cooldown on him. He will still kill you if he gets a good engage, and is able to cancel your tunnel dashes with w, r and 3rd q. play conservatively in this matchup and make sure not to push too aggressively as its easy to get caugh out by this champion.
tunnel on her, get short trade, and run away until she's in kill range - as she will win long trades with passive attack speed and lethal tempo. After 6, you can time your r to strike right after her r expires, avoiding the damage and the shield at the same time.
Standard ranged matchup, look for opportunities to tunnel onto him and get a full trade in.
Kled can stick pretty well to you if he's ahead and threaten kills, but before then you should always win trades by unburrowing his e and trading normally. Ideally dodge his q poke and look for a full trade with knockup once its down by either walking up to him or tunneling. One he's dismounted, look to tunnel up to him, not walk, to deny as much courage as possible, and look to just full combo with r to kill him. Its harder to finish him off pre 6 so be careful if you're trying to do so at that point.
Has very little range so has difficulty trading with your unburrow -> combo pattern. Only danger is him cancelling a tunnel with r when getting a gank, so be very aware of where the enemy jungler is.
He wins longer fights and has the tools to keep you trapped near him. Dodge his e whenever you unburrow on him and be extremely vigilant post 6. Don't trade with him post 6 if you think he has kill pressure on you with r as you have very poor tools to stall long enough to survive death realm.
Cannot trade with you due to short range normally, and you can out sustain his ap variant with passive and second wind/dshield. Even post 6 just save a tunnel to run away with when he withers so he can never stick to you, especially if you have a tunnel network set up. Disengage with tunnel whenever he ults.
Can't trade into you early game, you do too much damage at level 3. After level 6 you can tunnel away if he ults preemptively for your unburrow or if he ults in midair you can just trade normally and run away with tunnel when it comes back up to wait out his ult. He likes to stay at low hp which is perfect for your ult since it's an execute. Olaf should lose the matchup at all stages of the game unless he gets extremely ahead somehow.
Skill matchup, he has w to outplay your unburrow, e to cancel your tunnel, and q to poke from outside your unburrow range. Look to avoid unburrowing into his w and avoid brittle at the same time and take short trades until you can look to threaten a kill.
Difficult due to his ability to poke you down from out of range with his spears. Your w can cancel his but it's very hard to react, and try to avoid putting damage, especially your e, into his e. Your main hope is cancelling his w or baiting him into knockup range and playing for short trades as your trades hurt more than his do and disengaging afterwards, sustaining up with passive.
Prevents your outer track tunnel network with her e, and cancels your tunnels with her w. only way to escape her when out of position is by tunnel unburrowing when she doesnt preemptively w. You can win short trades and have better sustain but be careful of her passive cooldown as it lets her win trades as long as she plays around it properly. If you can survive till later in the game, you should be able to win side lane at 3 items.
has her e to cancel your tunnels, so setting up tunnels ahead of time is crucial. Getting flanks using a tunnel network with a backup e to gapclose after her e is ideal, but you can also cancel her e if she just uses it when you're not mid-tunnel. If you get on her with stridebreaker or just by walking up, she should be in a spot of bother.
Kind of the same as jax, you will get massively chunked if you trade against renekton aggressively while far from turret. If you unburrow and go for a trade of any length, he will e after you and lock you down with w to guarantee the rest of his combo, and wins all long trades with r. You will need to set up a tunnel preemptively under turret as an escape plan in a spot where he can't just deny the tunnel. Take short trades in front of turret and avoid as many full combos from him as possible. You will outvalue him in the side lane later in the game if you don't fall too far behind before then.
can cancel his leap and can rush bramble/executioners to guarantee positive trades. if rengar ever uses normal w, you can look to zone him off the wave with a knockup combo for the next 10 or so seconds. Rinse and repeat until kill range. You do enough damage to dive rengar with knockup and r through double w with antiheal.
you can cancel 3rd q knockup and just trade afterwards, but you can probs win as long as you're playing short trades around knockup. just avoid taking the brunt of her full combo so try to start fights by cancelling an ability first and you should be able to just snowball.
You need to bait him into w range or tunnel in to take short trades until he's kill range, but he outranges you with q and e and will outtrade you in the short trades with overheat autos + q. Keep an eye on his overheat bar and don't take too much harass and you should be ok. Matchup gets harder up to unplayable difficulty dependent on enemy rumble skill.
This matchup is darius lite - you lose all long trades and he has his pull to force you into one, but if you trade in front of turret with short trades and avoid his pull and w you should be good. Alternatively, you can let him pull you while burrowed and unburrow once you're unstunned and take a quick trade, moving to the side to avoid his potential w afterwards.
He will win trades if he taunts you while unburrowed so be careful for that - that's his only way to win the lane. otherwise, you can just sustain up his damage with passive and cancel his e with your w and bypass his w with your e. Don't play for longer trades and take demolish revitalise secondary tree. When he ults away push as fast as possible and become as big a problem as possible in the side lane. Play for split, not group.
He can't really trade with you due to his low range, so you're guaranteed good trades whenever he goes for a flip. Just outsustain his q and don't get caught too far out if you can't threaten a kill as he can prove to be extremely sticky if you don't have a tunnel network set up.
sion can't play the matchup, period. just brainlessly unburrow combo on repeat and try to dodge his abilities afterwards (optional). You'll outsustain his damage and he has no immediate cc thats able to punish you if you just walk in a straight line at him whenever you want to trade.
Same as a standard ranged matchup except teemo has blind to deny your q damage, reducing your combo damage by quite a bit. If his blind is up, you can stay burrowed to bait it out and full combo after blind runs out to guarantee your damage, as long as he's not strong enough to kill you with raw dps before then.
His e can cancel your tunnels and keep you in place so its vital to have extra tunnels set up so you have your normal e as a backup. you don't win any trades that last longer than 3 autos so do your trades as quickly as possible and look to disengage immediately. Play with your jungler to beat this guy as much as possible, and be aware he wins side lane even later on if he's allowed to stick so proper tunnel setup is vital.
Cannot trade into you. If you unburrow first you win the trade as you can disengage afterwards with a tunnel. If he uses e first you can cancel with unburrow and just walk away as theres no e to worry about. You have better sustain and damage, and when he gets low enough you can hold your r till his r is about to run out and your r will almost always kill him even through q healing.
A rougher ranged matchup, it's vital that you bait out his e and react fast enough to cancel it with unburrow. If he's smart, he'll hold e for after you unburrow, in which case you should play to dodge or space it out as best you can. You win short trades if you can unburrow on him burst but be aware he can buffer his e through your unburrow cc so you can use that to mind game the cooldown first.
You win short trades and wukong can't stick if you have a tunnel network set up. You can cancel his e and disengage afterwards or just unburrow on him and tunnel away after if he looks for a full commit. Disengage when he ults.
You can cancel his e if he ever tries to dash through you and you can chunk him very easily with your short combos. just don't get full committed on in a long fight as you can't out dps his lethal tempo.
Same thing as yasuo, if he buffers his e through your unburrow it won't put the knockup on cooldown. Avoid his 3rd q and look to just do short trades until he's in kill range, at which point he's kinda helpless to a tunnel -> combo -> r sequence.
You have trouble dealing with ghouls, but if you can get on yorick whenever maiden is not available/on cooldown you should win all short trades and can outsustain his damage. Only issue is tunneling in isn't smart unless you can finish him off with r for sure because then you will be trapped by his w and be food for his ghouls. Tunnel setup is extremely important.
His q delivers you into aa range for a guaranteed unburrow, and e allows you to slow nearby enemies to get an unburrow otherwise. Keeps you alive really well in the thick of a fight as well.
His q delivers you into aa range for a guaranteed unburrow, and e allows you to slow nearby enemies to get an unburrow otherwise. Keeps you alive really well in the thick of a fight as well.
Champion Build Guide
Hi, I'm White Snow, currently a 970+ LP/top 14 NA peak Challenger Rengar and Rek'Sai Main, mostly in the top lane! Rek'Sai is an extremely fun champion to play in the top lane. Though she lacks the flexibility of my other main champion, she executes her one game plan of taking over the map through getting a solo lead EXTREMELY well. Nearly every matchups is outplayable in some capacity, and you will find yourself being a menace both in the side lane pushes and 1v1s AND grouped teamfights. With extremely high game impact potential, Rek'Sai is a solid pick up for any champ pool!
If you ever want to check out live gameplay with the listed runes, build paths, and playstyles, check me out at my stream !!
If there's any outdated information about the guide, or if you want to say hi, feel free to join my discord at https://discord.gg/WnVXDTQGFG !
PROOF of HIGHEST RANKED Reksai TOP
Rek'Sai is a champion I like to pick to be a near-unstoppable force both in-lane and later on, in the splitpush. A combination of a brutal quick trading pattern that's hard to contest and high in-lane sustain makes Reksai an extremely oppressive lane bully after level 3.
Once you get items, you will first become impossible to escape due to your big Stridebreaker spike, then transform into the scourge of side lane turrets iwth Hullbreaker. You can take over teamfights with the durability of Sterak's Gage, and tear through even the tankiest of enemies with Black Cleaver and your true damage. Overall, Reksai is the pick for you if you enjoy dominating the laning phase and being an absolute menace in the side lanes.
Due to Rek'Sai's kit, you will realise that your first couple levels are rather weak. You're also liable to get kited really easily against team compositions that have a bunch of interrupts. If you get a dash cancelled mid tunnel, you may find yourself caught out in an awkward position.
While you also do have a lot of leeway from behind, you will find yourself feeling much less useful when you're not fed and capable of threatning kills. When this happens, you'll find yourself unable to play for the same wincon as usual and will have to play for team and provide utility.
If you do not enjoy being kite-prone or having a weak level 1-2, Reksai may not be the pick for you.
INNATE: Rek'Sai basic attacks and ability hits generate 25 Fury. After 8 seconds of being out of combat, she loses 20 Fury per second. Prey Seeker will not generate Fury against non-Champion icon champions.
When Rek'Sai becomes burrowed, she consumes her current Fury over 3 seconds to heal based on current Fury, stopping once fully consumed or she reaches full health. If she starts generating fury while burrowed, the consumption occurs after 5 seconds.
ACTIVE: Rek'Sai empowers her next three basic attacks within 3 seconds to have a 0.25-second cast time and deal bonus physical damage to the target and surrounding enemies. The damage to the primary target is affected by critical strike modifiers.
Queen's Wrath resets Rek'Sai's basic attack timer.
|ACTIVE: Rek'Sai fires a void bolt in the target direction that detonates on the first enemy hit, dealing physical damage to all nearby enemies and revealing them for 5 seconds.|
ACTIVE: Rek'Sai becomes burrowed, reducing her attack range to 75 and her sight radius to 250 units while gaining access to her burrowed abilities. She also becomes ghosted and gains bonus movement speed, as well as Tremor Sense.
TREMOR SENSE: Rek'Sai and her allies gain obscured vision of nearby enemy units that are moving every second.
Once Burrow has been learned, Rek'Sai automatically becomes burrowed upon completing a Recall channel or respawning.
ACTIVE: Rek'Sai becomes unburrowed, gaining access to her unburrowed abilities. Additionally, she deals physical damage to nearby enemies and knocks them aside. The enemy closest to the center is instead knocked up for 1 second, and cannot be affected by Unburrow again for some time.
Rek'Sai can also trigger Unburrow by issuing an attack command, applying the knock up against the target once she is in attack range.
ACTIVE: Rek'Sai bites the target enemy, dealing physical damage.
At maximum Fury resource Fury, Furious Bite's damage is doubled and converted to true damage.
ACTIVE: Rek'Sai dashes in the target direction, leaving behind a Tunnel with two interconnected entrances that lasts up to 10 minutes. The Tunnel can be traversed again when Rek'Sai targets either entrance, shutting down the Tunnel for a few seconds.
Rek'Sai can have up to 8 Tunnels active on the map at once, but deploying beyond the maximum destroys the oldest one. Enemy champions can destroy a Tunnel by standing on either entrance for 1.5 seconds, granting them 5 Gold 5 upon successfully destroying the Tunnel.
An UN-BURROWED Rek'Sai will automatically Burrow before entering the Tunnel and automatically Unburrow after exiting it. This does not put Burrow on cooldown nor trigger Fury of the Xer'Sai, but does trigger other Burrow effects and Unburrow.
Rek'Sai cannot enter a tunnel while immobilized, grounded, or silenced.
PASSIVE: Rek'Sai applies Marked as Prey to enemy champions she damages, lasting for 5 seconds.
ACTIVE: Rek'Sai selects the target Marked as Prey, becoming displacement immune and icon 2 unable to act and vanishing into the ground. After 1.5 seconds, she becomes targetable again and emerges from the ground Un-Burrowed near the target and Dash pounces at them, dealing physical damage and dashing 125 units through them.
If the target dies or is too far away before Rek'Sai vanishes, Void Rush is canceled with a 10-second cooldown.
Also, Rek'Sai uses all the other runes in this row very poorly, making Triumph an obvious choice.
Legend: Alacrity is good for scaling up your attack speed for higher DPS and combos in later stages of the game.
Legend: Tenacity is good for games against very heavy cc, however only take this into the heaviest cc comps you've ever seen, as you'll often have enough tenacity off steraks and you can mitigate most cc by buffering a tunnel.
Rek'Sai's builds aren't super flexible in the top lane, but its important to know which item to build to fit what need once you have your core items.
Below are items grouped by general stats, and explanations for when you'd run each item.
Black Cleaver Provides invaluable stats for Rek'Sai - Armor shred, Ability haste, AD, Movespeed to stick to targets. An extremely good staple item for most builds, but is generally built in response to teams with at least a couple of armor stacking champions to maximise use of the armor penetration. You can delay this until after Sterak's Gage if you dont immediately need the armor penetration.
Guardian Angel is a great last item to splash into your build whenever you have a free slot and have a big shutdown or are otherwise extremely valueable to your team's gameplan. It provides a nice mix of damage and resistances while protecting potentially one shutdown from being given over to the enemy team.
Titanic Hydra is a great last item when you want to add just a bit more damage and threat to your side lane while getting some extra durability. It's not a high priority item since you already have enough durability and waveclear without it, but is good if you've got nothing more pressing to build and just want to bolster your full combo damage.
Death's Dance is a rather valuable item that provides a lot of survivability in teamfights. Build this when you're able to get lots of resets for HP in fights and against AD heavy threats. Get this after you have some actual HP items to pair with its resistances.
Hullbreaker = me unga bunga split
You can still group with this item, but it's most effective in a game where you're planning on focusing on side lanes. If you're going to go hullbreaker, make sure your map awareness is on point and you're not losing the game for your splitpush. This is a big second item spike for Rek'Sai when you have the superior side lane potential, allowing you to kill turrets in pretty much 2 casts of q + auto attacks in between.
Sterak's Gage is an extremely good lifeline item again into heavy cc due to its tenacity on activation. It is a really good item to pick up for some fast durability in fights, either without hullbreaker when behind or after hullbreaker in the side lane to stay alive longer in collapses.
Force of Nature is a really good MR item into ap heavy teams or a single ap-heavy threat that also has the bonus of extra movespeed in its statline to help you gapclose for your unburrow.
Anathema's Chains is a great option to just stick onto the enemy fed carry if they're the sole threat, giving you a 30% damage reduction and improving the slow duration of your items and cc from your team is a big help for locking them down. This item can win you a game if you deny the enemy win condition with it.
Gargoyle Stoneplate is a good final resist item, as the shield combined with the resistances can turn you into an end-game raidboss combined with other tank items. Make sure you already have health when buying this item, as resistances are useless without HP to go along with them.
Dead Man's Plate is really good for helping you gapclose on enemies with the bonus movespeed for your unburrow. This should be your default tank armor item when you need one, unless you're looking for one of the secondary effects from other ones.
With Rek'Sai, proper tunnel placement can provide a lot of safety - offering both ways to engage and to retreat from enemy ganks, for example in this clip right here.
While in lane, the standard desired tunnel network is simple - two tunnels running through the three bushes as pictured below. This placement not only hides all 4 entrances from vision without wards, but also allows for a quick excape from enemy ganks while pushed up alongside the far track of the lane, as far as possible from any potential gankers. If against champions who want you to be the walls, however, having a network running in the middle of the lane in a place where minions won't interfere with you clicking on your tunnels works as well.
When the enemy tier 1 turret is down, your tunnel network will change to be closer the the inside track of the lane, with the game plan of traversing as many walls as possible to make you hard to catch without a copious amount of dashes, as well as having the advantage of faster travel due to using the inside track of the lane. This way, you secure an exit strategy, movement into the enemy jungle, and a quick way of rotation all in one.
Don't forget that tunnels made over walls can be longer than normal, as the end of the tunnel will be put to the closes point to the intended exit if the original exit wouldve been inside a wall.
- When unburrowing on a mobile target, aim to cancel whatever movement abilities they may have to catch them out in an awkawrds position
- The above point also applies to channels
- Your fully charged e does true damage, so it'll ignore damage reduction such as Bel'Veth e and Irelia W.
- You can buffer cc as long as it doesn't cancel dashes using your tunnels, both the cast and entering pre-existing tunnels. You can near-nullify stuns, roots, and grounds this way.
- You can hide the start of your tunnel animation by starting unburrowed, then pressing w and e immediately as your burrowed abilities are immediately available the second you burrow
- Your threat in lane comes from being burrowed, try to be underground as much as possible. When burrowed, you can't be engaged on due to the knockup and you can use it to threaten a good trade if they waste cooldowns.
Laning Phase (Winning Matchup)
Step 1: Your first goal is to hit level 2 as quickly as possible. Your unburrow has very little use without your q to follow up, and it's hard to trade against certain matchups with only q. In the event of matchups that you can't just walk up and auto them to death, you're going to want to take control of the wave by immediately pushing it quickly with q, or by sitting back with w and denying any level 1 engages with the knockup. Once you hit level 2, you can start trading against weaker enemies with unburrow -> aa -> 3 q empowered autos, or you can farm with burrowed q until you hit level 3.
step 2: Once you hit level 3, you have the safety of your tunnels to resort to, if you have the push. Look to set them up ahead of time as pictured in the above section. Against melees, look to initiate trades with knockup and follow up with an aa -> 2 qs -> e -> last q (optional), as 4 hits fully charge your fury for e. Against ranged champions, you can trade by either spacing them and baiting them into w range or gapclosing first with a tunnel, ideally a pre-existing one so you have one to disengage with, and trading normally.
step 3: Once you have wave control, try to zone the enemy laner off cs and last hits by threatening a knockup trade whenever a minion they want to kill is low. After enough trades, you can look to dive, especially after 6, by using a tunnel to escape after a knockup -> combo or by dodging a turret shot with r to reset turret damage/prevent stacking and escaping turret range with a tunnel.
If you're able to properly crash the wave, look to let it push back without letting it grow too big. Once it's pushed to your side of the lane, you can look to freeze and assume complete control over the lane until you get to the point where you think you can dive on repeat, in which case you can look to trade aggressively before crashing waves to set up dives. If you actually get enough of a lead, you can look to zone enemies off their turret between tier 1 and 2 starting from level 6, if you're sure their jungler will not be coming by.
Laning Phase (Losing Matchup)
Every now and then, and when you start learning the pick, you might find yourself falling behind due to ganks or misplays. You might also just be in a terrible matchup. Don't worry, as these situations are almost always easy to get out of. It feels terrible, but there are some key things you need to remember.
First, you must not die simply for a little bit of cs. You are able to farm relatively safely using your knockup tools and your burrowed q. Focus on staying within XP range and keeping the wave from slow pushing, as this will let the enemy laner freeze the wave on you. In the event of an enemy freeze, you're going to need to have your jungler break that freeze. Look for roams when the enemy laner recalls at a convenient time, or look to outplay dives.
Rek'Sai has a good time under turret due to her on-demand cc and her evasive ult, allowing you to outplay dives. You're usually just looking to catch as much cs as possible and trade as close to your turret as possible so that you're less reliant on your tunnel to trade, as in bad matchups your most common trade patterns are usually just unburrow -> 1 q -> back off + tunnel if needed. When trading with this short pattern, your tunnel won't be immediately available due to the burrow cooldown.
In the mid game, you are looking to rotate to objectives, create pressure on the map, and get resources so you can keep getting ahead, or back in the game if you're in a bad spot. Generally, your game plan will be to:
- Split down a side lane (Same side as the next neutral obj if your tp is down for it, else on the opposite side of the map)
- Ward your sides (So you don't get caught on the split) while setting up your tunnel network
- once you're pushed up and have pressure with your wave, (@river or past), you can either invade and steal camps if it's safe (vision control important), group up with your team for a play, or look for a pick (Also vision dependent).
- After a successful pick/play, look to gain an advantage on the map by either stealing jg resources, setting up wards for objectives, taking neutral objectives, or getting turrets.
- After gaining a lead, reset before the enemy team can abuse your unspent gold.
After this, you can rinse and repeat until the game ends.
Your goals are generally to gain an advantage, get an objective or map pressure or prep, and reset and keep your tempo going as a team. The above is simply an example of how to do so, and it may vary from game to game.