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In Depth Guide to Rek'Sai [Patch 5.10}
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Fury of the Xer'Sai (PASSIVE)
Rek'Sai Passive Ability
Threats & Synergies
The evasive little fish makes ganking quite difficult. His bursting is commonly an issue when it comes to survival of Rek'Sai.
Cho'Gath is a tough opponent to Rek'Sai. His large knockup and silence can cause issues when trying to use Unburrow.
Mundo does not pose a large threat to Rek'Sai. His tankiness can be an issue but normally wont too much of a distraction.
Elise's common squishiness makes her an easy target to a surprise tunnel. Her high damage output can be an issue but it should not be an issue because of Rek'Sai's assassination potential.
Tremor Sense ruins Evelynn's ability to go invisible, making her stealthiness useless.
Fiddlestick's silence, drain, and fear can mess up counter ganks, assassination attempts, and initiates. This is one champion to be feared.
Gragas' ult and high damage output at a close range can be difficult to handle. His relative tankiness can also make him a hard opponent to deal with.
Hecraim's tankiness is slightly an issue but his kit is not very CC heavy. He normally proves to be a challenging but manageable opponent.
J4's high mobility and lockdown ult can make initiates difficult. However, Rek'Sai can counter his initiate and Tunnel out of his ult. Rek'Sai is a good counter pick to Jarvan.
Jax' AD Bruiser tendencies can make him a difficult champion to deal with. His counter initiate is high and makes him difficult to assassinate easily.
Kha'Zix is not a difficult champion to deal with. His low CC and low damage output can make easy prey for Rek'Sai.
Lee Sin's high mobility can make him a difficult opponent to fight. His ultimate often times can ruin a good initiate.
Although Master Yi is known for being a deadly assassin, Rek'Sai's tankiness counters it quite well. Some armor and a good surprise can easily shut down a Yi in most circumstances.
Maokai's hard ganks can get him fed up a bit. His damage output can be an issue but overall, Rek'Sai will win fights if you play it well.
Nautilus' tankiness will be a slight annoyance along with his pull, as long as you can dodge his Q and try to initiate when his ult is down, you're good to go.
His high damage output and quick initiates can make him a nightmare. Tread carefully around this beast. Don't roam carefree or on low health.
Nunu & Willump
Nunu's high CC potential can be quite the challenge. Rek'Sai efficiently counters Nunu. Interrupt Nunu's ult with Unburrow. This will cause much less burst damage to you and your team.
Olaf's high life steal at a close range can make fighting him very difficult. Only initiate with a team. A 1v1 almost will never work.
Be wary of his stun. Being able to Tunnel out of his Ultimate before it comes down helps a lot and can ruin counter ganks.
Rammus' high damage at close range and damage dealt back to the dealer can make him a scary champion to fight. Try to have an AP champ help you fight him. You won't be able to do it alone.
Rengar's ultimate can easily be predicted by Tremor Sense. He walking into bushes can also be very noticeable by Rek'Sai. Any initiate attempts can be quickly shut down by Unburrow.
Sejuani's high CC and tankiness will make her a difficult opponent to fight. Try to keep your team spread out so a 4 or 5 man ult never takes place.
Shaco's fear from his boxes and the damage they bring is very annoying. Shaco is very squishy, so a good initiate will guarantee a kill.
Shyvana's tankiness and poke can be annoying, but should not be an issue. She only has the escape of her ultimate, so try to initiate when it's down.
Sion's extremely high health will make him a difficult opponent to take down alone. His damage output is commonly low, so don't be afraid to try to shred some of his health by yourself.
Skarner's tankiness and high CC potenial with his ult and slow can make him a difficult opponent. Be careful around him during teamfights as he can catch you and pull you to certain death.
Trundle's high CC and tankiness can be difficult to deal with. He has a low damage output and is not too much of a nuisance.
The magician's range, stun, and poke potential can make him a deadly opponent. His ult poses a high counter gank potential as well as an anti-escape.
Udyr's stun can be difficult to deal with, as well as his high movement speed. Rek'Sai's CC can quickly shred an Udyr. It is a pretty even fight overall.
Vi's high CC and chase abilities can make cat fights with her difficult. Try to kill her early on before she gets too tanky.
Volibear's high chase potential and flip can make him difficult to face. His tankiness is also an issue. Be careful while fighting him.
Wukong's high damage output and high CC makes him a tough monkey to face. Try initiating with other people and steal blues early game.
Xin Zhao's extremely high damage output and tankiness makes him a strong opponent to Rek'Sai. Try stealing blue buffs. Xin's full combo is very mana costly.
Zac's high tankiness, CC, and chase potential makes him a very difficult opponent to fight. He does not have a high damage output. Try to ignore him, and focus the carries.
Amumu's tankiness and initiate potential along with the stun from his ultimate makes him a sad, but tough mummy to handle. A hard initiate will be the best way to kill him.
Ekko's high damage output along with evasiveness plus resistance to bursts (his ult) causes him to be very annoying in just about every aspect.
Early Jungle Clearing and Clearing Strategy
Clear camps by moving in Burrowed, then Unburrow and turn on Queen's Wrath. When basic attacks and Queen's Wrath fills up your fury bar, use Furious Bite to deal extra true damage. Prey Seeker can be used to deal a little extra damage before starting a camp or to gain vision for a long-range smite. Use Tunnel to move between jungle camps quicker.
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