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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Fury of the Xer'Sai (PASSIVE)
Rek'Sai Passive Ability
Introduction: Entering the Void
If you ever downvote this guide, please tell me why. :)
Let's get started!
*I'm still editing this guide. Putting images, links, etc. Only finishing touches.
Sees invisible champs with Tremor Sense
Mobility (Burrow)
Reveals units with Prey Seeker
More mobility (Tunnel)
True damage (Furious Bite)
Teleport (Void Rush)
Knock up
can lead to a lot of awesome plays
Cool! (/d /t /l /j)
Cons:
Wrong tunnel -> deaths
Requires medium to high cap skills
Ultimate must be channeled
Burrow limits your vision
No attacks, no fury
no fury, no health (even true damage)
only one CC
Tremor Sense lets you focus on the first circle you see, ignoring the other areas around you
START
For new junglers
You want to start at the red buff. This is your basic start. You can also start at the two golems, which gives you a stun buff if you smite it.
But first, let's compare the two camps. The red camp gives you, well, the red buff. You'll be able to slow your enemies with that. And plus, the damage over time (burn). For the golems, they are easier to kill. Gives you stun buff if you smite it.
But if you start with the golems, most likely, you'll have trouble clearing the red camp. If you used your smite to gain the stun buff, your smite will still be on cooldown. Therefore, you will have a hard time to clear that camp. As you clear the red camp, you'll run out of potions (I definitely assure you that.), which we don't like to happen. Your fury gives you small amount of health, but not as much as a potion gives you at level 2. That's why even if the golems give you a stun buff, a damage over time and slow is more worth than the stun.
Your choice. You may want to try it for yourself. But I advise you to take red camp at the start. Many would argue that you're an attack speed champ. But remember, your attack speed would come from the passive of your ultimate and from your devourer. At level 2, you don't have access to any.
Remember not to smite immediately. You want to take some damage first. The first smite gives you some health. It is wise to wait and take some damage first.
90 percent of the time, I start with red buff.
Advanced
If you already know how to maintain your health, have a good experience in the jungle, and a good leash from your teammates, you may want to start at the golems. Then proceed to red camp.
SCUTTLE CRAB!
Kill the scuttle crab everytime you can. The scuttle crab gives your team a free ward in the river, which is very crucial at the early phase of the game. Whenever the enemy jungler crosses the river, you'll be able to warn your teammates if you killed the scuttle crab.
Another, this monster doesn't attack; meaning, free fury for Rek'Sai. If you lack some health, kill the scuttle crab and gank the nearest lane. You gained some health, and a ward in the river.
YOUR JUNGLE ROUTE
Your jungle route depends on you. Each jungler has his own jungle route. Discover that by your own.
But if you're new to the jungle, I suggest this route:
Red camp ---> Wraiths ---> Blue buff ---> Wolves ---> Gank (if you have enough health), Recall (if you don't have enough health)
After that, decide where you would camp. If your bot lane is having trouble, roam around the bot camp.
If your top lane is having trouble, roam around the top camp.
Remember, your jungle route must fit your ganking. Your jungle route will heavily affect the your ganking pattern.
How do you win skirmishes and teamfights? First, know your advantages and disadvantages. Then capitalize on the disadvantages and mistakes of the enemy. That's, how you win.
You wanna know what kind of enemy champ you would gank. Does he have any escape? Is his flash available? Are there any wards around that area? You should always ask your teammates for these information. Communication is the key. Tell them to let their enemies push the lane. If they are overextending, you cannot gank. That's a basic concept in ganking. If your teammates want ganks, then tell them not to overextend.
Now, for example, you are level 3 and you wanna gank the mid lane. You have Katarina as your mage/assassin in the mid lane. Your enemy is Azir. This is a difficult lane for Katarina. Azir would harass her everytime she tries to cs. Now, we let Azir overextend. You would come from any side of the bush. What do you do now? Azir has one escape ability. You want to approach Azir borrowed. You don't want to Tunnel to him to close the gap. Why? He would just escape. Gank failed. You want to approach him, and then knock him up. Katarina will use her Shumpo, and do her thing. Azir, as we expect, would dash. But, you have your tunnel available. Tunnel to him, and finish him off. Smite him if you already have your Stalker's.
If you have Tunnel, that's when you want to start some counterjungling. The key to counterjungling is using your Tremor Sense. Most often, you would want to take the golems at the top part of the map. Go to the bush nearest to the enemy red camp, and fire your Prey Seeker. If there's no enemy jungler, tunnel your way to the golems. Smite it for the stun buff. As you finish, you're allowed to use the tunnel a while ago. Right click it, then burrow. Use your Tremor Sense.
The golems and the wraiths are the camps you would want to counterjungle on. Why? They are the safest. If you want to clear the frog camp (the **********ing frog), there's a chance that you would be ****ed up the top and mid lane, or the bottom lane if they ever see you.
If you're clearing the wraiths, put a ward on the bush so you would see if the ememy jungler is coming.
If you want to clear the frog, be stealthy. First, you need to know where the enemy jungler is. If he is in the top camp, then go for the frog. Fire your Prey Seeker, just to be sure if the enemy jungler is there or not. Tunnel through the wall between the blue camp and the frog camp. Clear it. As you finish, the tunnel would be available again for underground travel. REMEMBER THIS. If the enemy mid champ and the their bot lane goes missing as you approach or kill the frog, RETREAT IMMEDIATELY. Chances are, they are approaching you. Why? Maybe the enemy jungler has killed the scuttle crab. Be wary of the wards. BE STEALTHY.
IF YOU EVER ENCOUNTER THE ENEMY JUNGLER, DON'T INITIATE. Rek'Sai excels in counterjungling, not in skirmishes.
CORE ITEMS
Sunfire Cape: Gives you some health and armor. Plus, damage per second for enemies. "Why is this included in the core? It is not even in the recommended items." Because compared to randuin, this is cheaper. Plus, the passive of randuin depends on the enemies. If their marksman is not the only autoattack champ in their team, then you wouldn't get the most of this item. However, if they have Master Yi, Jax, or Fiora, it is wise to have the passive Cold Steel.
But why do we build Sunfire first? Sunfire gives you an easy way to pick up assists. You hit them with its passive, that's an assists. Second, you don't need randuin that early. Randuin is best for mid game, but not for early game. Sunfire is really good for the early phase. Plus, it gives you an edge to every skirmish you encounter.
Spirit Visage: This **********ing item gives you all you want. Magic resist to counter your enemy mage. Cooldown reduction. And increase healing from your fury. A must-buy.
Ravenous Hydra: Now, here's the magical item. Gives you a lot of ad, some lifesteal, and a cleaving effect. But, here's the misconception: a lot of people build this first. This is a bad move. A very risky move. Why? For one, you are not some kind of champion like Fiora. Rek'Sai was made to thrive in the battle, not to assassinate champions. Second, you're squishy. Remember, you are dependent on your items. Without armor and magic resist, you will not last. You'll not be able to get the most out of your Hydra. I suggest building this after Sunfire and Visage. If you're snowballing, you can build Hydra first, but I still prefer to build Sunfire first. You'll get your damage from the Hydra, and that's enough.
Randuin's Omen: Armor and health. Plus, a slow. That's another CC for you, which you really need to stick to your opponents or to escape from them. You lack CC, remember that. I highly suggest you build this after Sunfire Cape.
Stalker's Blade - Devourer: Gives you attack speed. Faster attack speed lets you proc your Queen's Wrath faster, which means you will be able to use this more often in teamfights.
OPTIONAL
Thornmail: If their marksman is fed or their AD champ, get this.
Frozen Mallet: Gives you health and damage. Plus, lets you stick to your opponents.
BRK: If you want to try something new, try Ruined King. (Just for fun, you know.)
Trinity Force: A lot of people build this item. But this is not just for Rek'Sai. Sheen is good for spammable skills like Ezeal's Q and Nasus' Q. Your Queen's Wrath doesn't work like that. The movement speed boost from zeal is good, but you don't need it. One quint of movement speed, Mercury Treads, and Burrow gives you already a lot of movement speed. Phage...well, there are other ways to stick to your opponents, and autoattacking them with Phage is not a good one. Overall, not a good item for Rek'Sai, but still somehow good.
Black Cleaver: Better get Hydra for damage. You'll get health from randuin and sunfire.
Maw of Malmortius: If you want to go aggressive, you can buy this. But I'd still prefer SV over this.
Last Whisper: Like Black Cleaver, you can take this if you think you don't need some health and armor anymore.
a.) kill the carries or,
b.)zone them out
If you're able to deal enough damage to them, they will try to escape. If you can't keep up, go back to your carries and protect them. If you can't kill their carries, zone them out. That's your job in teamfights.
Another, knock up as many enemies as you can. It's fun seeing a lot of your enemies in the air.
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