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Rek'Sai Build Guide by Loodoowazuuup

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League of Legends Build Guide Author Loodoowazuuup

Day of Rek'ining [Patch 5.11]

Loodoowazuuup Last updated on June 20, 2015
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

Threats to Rek'Sai with this build

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Threat Champion Notes
Twisted Fate With only one stun and no kiting abilities, if you find him alone he is free gold. The stun does not last very long and he should not be able to do enough damage to kill you before you get to him with your tankyness.
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Hi my name is Loodoowazuuup and I'll help you learn how to Rek people with Rek'Sai! Originally I read Gumpac's guide but after experimenting I think that this build and playstyle is better. Feel free to check out his guide too. Rek'Sai is an extremely mobile champion and basically has a teleport for her ult. Early game she's not that good but by mid game if you have at least 1 or 2 kills you'll be snowballing harder that Master Yi.

Late game if things went well you'll be fed and still killing. Unless the other team is super fed you should win. Keep in mind that this is my first guide so feel free to give me some constructive criticism.

Rek'Sai one of most unique junglers in LOL. With Tunnels, Manaless, CC, and basically Teleport for an ult She is OP. She might be the most mobile champion in LOL and this is useful for a jungler. With the power of Scaring the living **** out of your enemies with your adult and insane clear time, its easy to get fed. She also is probably one of the best chasers in the game with her tunnels and a low cooldown poke.

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Pros / Cons


  • High burst
  • Medium Sustain
  • Medium Health
  • High ganking power
  • Good chase potential(depends on cooldowns]


  • Without Tunnel ganking and chasing potential is severely reduced
  • Tunnel has a fairly long cooldown
  • Very Squishy early game (smite upgrade needs to be rushed for maximum gank potential in the laning phase)

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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Damage

Greater Mark of Attack Damage runes are core to Rek'Sai because of her Q when unburrowed and just helps at everything because most of her damage comes from AA if you count her Q as a glorified AA.

Greater Seal of Armor runes really help early game leading to extremely early ganks your enemys wont expect. This can lead to an early kill for getting fed or just helping a bot that's getting pushed back.

Greater Glyph of Magic Resist runes help for those one or to ap players that might be on the enemy team.

Greater Quintessence of Attack Damage add the extra damage needed in teamfights. With your Q and everyone around you will take more damage.

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This build is focused more on damage than being a tank. If you want to build tanky you can buy Items and Cinderhulk Enchantment.

Double-Edged Sword: 1/1-You might say that the extra damage you take is bad but by the time they react you've hit them with a knock-up and are unloading your combo. Unless they're super tanky they'll probably be running.

Fury: 4/4-Attack speed is essential to any jungler so these runes help a lot.

Sorcery: 4/4-Lets you use your Q more often which is your main damage output.

Sorcery: 1/1-Extra damage to monsters helps in the laning phase.

Brute Force:3/3-You already have a lot of flat runes so this adds some scaling to the mix.

Feast: 1/1-This adds just a little more sustain to help in the early laning phase.

Spell Weaving: 1/1-This is really good because after you initiate hopefully by knocking them up your Q still counts as a basic attack. After three hits you'll have stacks and probably 100 Fury for True damage and 3% bonus damage.

Martial Mastery: 1/1-Its free damage, why not take it.

Blade Weaving: 1/1-Works great in conjunction with Spell Weaving.

Devastating Strikes 3/3 Armor and Magic Penetration help with those tanks that have 3000+ health.

Havoc: 1/1-Scaling damage is awesome and helps a little late game.


Recovery: 2/2-This is a big help when your starting to be able to farm a lot without recalling. The extra health per second might not seem like much, but over the course of 1 minute, it's already an extra 30 health. 5 minutes and it's 150 health.

Tough Skin: 2/2-Just like Recovery, this might not seem like a lot but over time it makes a HUGE difference.

Bladed Armor: 1/1-A great help early game during the laning phase..

Alchemist: 1/1-36 health could mean the difference between a successful clear or an execution.

Juggernaut: 1/1-Scales with your health. This means when you would have 3000 health, you will actually have another 90 health.

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Smite Upgrades

Ranger's Trailblazer is the ideal smite upgrade for beginners because it has a stun and is AOE. This allows for easier jungling. The downsides of using this instead of Stalker's Blade is that it does not have the chilling smite slow.

Stalker's Blade is better for more advanced junglers. It does not provide AOE or stun but it has a slow which is useful when ganking as it is your only soft CC. When ganking this allows you to easier land your knock up and if there is an ally nearby help them catch up too.

Enchantment: Devourer is the best in my opinion for two reasons. Number 1 is that Devourer has a small amount of scaling with it. Keep in mind this scaling is not very high and you should not think that late game your basic attacks will be like a Nasus Q. Number 2 is the attack speed. Rek'Sai is a basic attack dependent champion. The Recurve Bow in Devourer really helps early to late game.

Enchantment: Cinderhulk is the best if someone like Yasuo went top and your team needs a tank. Your already Tanky but 300 is a lot, especially during early game.

Enchantment: Warrior is the item if you just want a boost early game. This gives damage but does not have any scaling. If your missing some ganks then maybe this enchantment is best.


Boots of Mobility is probably the best boot just because he is a jungler. Junglers do a lot of roaming around. The is also good on Rek'Sai because you can get into gank positions better.

Enchantment: Homeguard is also good on Rek'Sai just because he is a jungler. Your gonna be recalling a lot because you dont have minions to take the damage for you. This and Boots of Mobility allow you to get back to the jungle faster.


Ravenous Hydra is a great item on Rek'Sai early game. It gives AD, life steal, and doubles his health regen. After that there is also has the AOE Cleave passive.

Blade of the Ruined King gives a bunch of stats that Rek'Sai can use. AD, Attack Speed, Life Steal, and its active is great when chasing down someone.

Last Whisper is something you should use against a team that has multiple tanks that focus against AD. Also for a bunch of damage.


Thornmail is good against a team with like a bjillion AA champions. If you keep dying to AA champions then get this.

Sunfire Cape is for if your going top for some crazy reason (rageing noobs) and you want to fight the minions better.

Maw of Malmortius is great if an enemy has a full build that has crazy burst damage but you still have a few hundred health left. This gives you the lifeline and extra damage to fight back.

Locket of the Iron Solari is one of the best items in the game if your getting into a lot of teamfights and barely scraping by or losing. That little bit of damage could cost you the game.


Guardian Angel: Get this if your continuously dying in teamfights but your team still wins. This gives you the chance to come back near the end of the teamfight and maybe contribute more than soaking up the first wave of damage.



Frozen Heart is for stupid ADC's that are making you rage cause of their stupid freaking Bloodthirster.

Infinity Edge. For the people that you hate and just like to rub it in by killing them a few seconds faster.

The Bloodthirster. Great in the early laning phase if you have some Attack Speed. But remember that you should only get this if your doing really well.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
You want to first max out yourQueens Wrath/Prey Seeker:your Q because it is your main damage out put for Jungling,Teamfights,clearing waves, and fighting in general. It also comes with a ranged poke for that extra little damage.

Next is Furious Bite/Tunnel:your E because it has your tunnels and if you have full fury the true damage proc really helps when fighting in a 1v1 or teamfight.

After that is Burrow/Unburrow:your W because the only stat that it boosts when leveling up is the Tremor Sense range which is already so high that it doesn't really make that much of a difference.

Last is Void Rush:your R which of course you should take whenever available.

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Flash is your go to summoner spell as it is useful in all situations. If your chasing it might give you that last hit for the kill or if your running that one clash could mean the difference between life and death.

Your Jungling

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Jungling early game will be difficult,like any jungler. But for Rek,Sai it is easy to get buff quickly. About mid-game if you farmed effectively then you should be able to gank effectively and get fed. Even if you don't get the kill your allies should and that will help too.

Start off at the krugs. Smite early for the buff. Get Tunnel for the heal and go to Red. Use potions as needed. Go to the Birds and smite. Decide if you want to keep farming or go for an early gank. With the heal from your fury you should be able to go on for a while longer before having to recall.
After that just jungle like normal. Rek,Sai is extremely good at level 2-3 ganks. His tunnel is an excellent gap closer. Coupled with the knock up from his unburrow, he is one of the best gankers in the game. If you get Stalkers Blade you can slow them too.