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Rek'Sai Build Guide by Dekue
Rek Sai - Queen Of The Jungle!
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+10% Attack Speed
Welcome to my Rek Sai Guide!
I am currently a Platinum 2 Rek Sai main.
Here i will be trying my best to guide you how to play the queen of the jungle.
-Insane Early Game Damage
-Have Gap Closer / Escape
-A lot Of Movement Speed
-Can Track Enemies Without Vision
-A lot Of Build Paths
-High Base AD
-Can Solo Carry A Team
-Good Ganking Potential
-Melee Crowd Control
-Ultimate Can Be Dodged By Dash, Blink Or Jump
-Hard To Master
-Need Good Map Awareness
I personly prefer HAIL OF BLADES
HAIL OF BLADES will enable you to hit ALL your 3 Q's when you knock up the enemy champion before they even hit the ground! Your Q is your main damage ability with HAIL OF BLADES you will be able to maximize your damage output! HAIL OF BLADES have only 4seconds cool down so you will have it up everytime!
ELECTRECUTE is another option.
and withELECTRECUTE Rek Sai adds the burst damage needed in the early game.
using color=#ff0000]CHEAP SHOT[/color] will maximize your damage specialy with HAIL OF BLADES! Since you hit guaranteed 3x Q when they are airborne.
Once you used your E as gap closer sudden impact will proc and adds even more damage thats what makes Rek Sai one of the best bruiser in game! (Also empowers your R)[Only use when you got ELECTRECUTE]
As Rek Saiyou want to snowball the game effectively and for each unique takedown you gain more damage which makes Rek Sai even more deadlier in mid game once you snowballed the game in your teams favor.
Rek Sai relies on his E as gap closer or escaping bad situations.
Rentless Hunter give you the extra movement speed needed for each unique takedowns.
After a sucessful takedown triumph will give you back an amount of HP back.
Use this to clear 1 extra camp before you back.
With Alacrity you can finish the first 3 solo camps much faster and healthier because of the bonus attack speed given by Alacrity also helps with HAIL OF BLADES
Rek'Sai generates 25 Fury upon dealing damage with basic attack and Unburrowed abilities, and loses 20 Fury per second if she hasn't generated any in the last 5 seconds.
While Burrowed, Rek'Sai consumes her current Fury over 3 seconds, healing up to 20-190 (based on level) health at 100 Fury, stopping once she consumes it all or returns to full health.
Q: Queen's Wrath / Prey Seeker
Queen's Wrath: Rek'Sai's next three basic attacks within 5 seconds deal 20 / 25 / 30 / 35 / 40 (+0.5 per bonus attack damage) bonus physical damage to her target and all surrounding enemies.
Prey Seeker: Rek'Sai fires a void-charged pulse in a target direction, stopping at the first enemy hit, dealing 60 / 90 / 120 / 150 / 180 (+0.5 per bonus attack damage) (+70% of ability power) physical damage to enemies in the area and revealing them for 2.5 seconds.
W: BURROW / UNBURROW
Burrow: Rek'Sai burrows into the ground, disabling her basic attacks and reducing her sight radius to 250, but gaining 15 / 20 / 25 / 30 bonus movement speed, ignoring unit collision, accessing an alternate set of basic abilities, and activating Tremor Sense.
Tremor Sense reveals enemy and neutral units in fog of war every 1.5 seconds if they are moving near Rek'Sai. Tremor Sense does not grant sight.
Unburrow: Rek'Sai bursts out of the ground, dealing 55 / 70 / 85 / 100 / 115 (+0.8 per bonus attack damage) physical damage and knocking up the closest enemy for 1 second, and briefly knocking aside other surrounding enemies.
Rek'Sai can attempt to basic attack enemies while burrowed to trigger Unburrow.
Unburrow cannot affect the same enemy again for 10 seconds (only the primary knockup target is granted immunity). Rek'Sai can also trigger Unburrow by issuing an attack command, applying the full knock up against her target.
E: FURIOUS BITE / TUNNEL
Furious Bite: Rek'Sai bites the target enemy, dealing 55 / 65 / 75 / 85 / 95 (+0.85 per bonus attack damage) physical damage. At maximum Fury the damage is doubled and converted to true damage.
Tunnel: Rek'Sai digs in the direction she is currently facing, leaving behind two connected Tunnel Entrances. Rek'Sai can interact with either entrances of a tunnel to traverse it. Rek'Sai cannot traverse the same tunnel again for 10 / 8 / 6 / 4 / 2 seconds.
Rek'Sai's tunnels last for up to 10 minutes and can have up to 8 pairs of Tunnel Entrances active on the map at the same time. Enemy champions can destroy a tunnel by standing on either entrance for 1.5 seconds. Destroying a tunnel once Rek'Sai is already en route will not hinder her.
R: VOID RUSH
Passive: Rek'Sai's basic attacks and damaging abilities mark enemy champions as Prey for 5 seconds.
Active: Rek'Sai selects a Prey-marked enemy, burrowing after a 0.35 second cast time before emerging from underground and leaping at her target after an additional 0.75 seconds, dealing 100 / 250 / 400 (+2.0 per bonus attack damage) (+20 / 25 / 30% target's missing health) physical damage.
Rek'Sai is unstoppable during both the cast and leap.
Red > Krugs > Raptors > Gank/Wolves > Blue > Gromp > Scuttle
Krugs and Raptors gives the most EXP and Gold in the jungle so try to get it as much as possible! After RED Buff , Krugs and Raptors you will hit lvl 3 unlike other camps.
Also make sure to buy a CONTROL WARD and place it in the bush behind the baron camp.
This will play a BIG ROLE like:
-Preventing a counter jungle
-Preventing enemy mid laner to roam though your jungle
-Canceling enemy wards when attempting to Herald/Baron
Also buy Oracle Lens since you can use your E as wards!
Just leave tunnels in enemy jungle to keep having track where the enemy Jungler is.
When you see your tunnel disappear on the map there is most likely an enemy.
You can also use your Oracle lens to cancel enemy wards when ganking so they wont see it coming!
This will also increase your overall map awareness!
Rek Sai can kill the scuttle crab really fast so always try to get the scuttle and secure the river for your team!
Having the river under your team's control is very critical!
It can denie enemy ganks or even cancel an enemy Dragon or Baron attempt!
So after a failed gank or before setting up a gank take it when you can.
It also gives huge amount of EXP.
Rek Sai got very high impact in early games.
Abuse it and punish enemy Laners for their misplays and early commits.
(The video is outdated since the scuttle spawn time change and the hail ofblades buff.)
When having vision of the enemy Jungler try to gank or counter jungle his/her other side of the jungle while also leaving deep enemy jungle tunnels to gain track of enemies when they are destroying your tunnels!
Rek Sai is a very unique champion with unique abilities.
Specialy when you play against a champion with stealth (Evelynn Twitch Shaco etc.)
Since you can still track them while you are borrowed.
You can also use your E as wards to have track of enemies.
Here i saw my tunnel dissapear from the map and instantly warn my team.
The best way to set up a gank is not coming from the river.
Instead go from the backline! Your E makes great ways to make a nice gank.
For example: the botlane tribush which is most likey warded...
just use your oracle lens and cancel the enemy vision to pass by!
use your E as gap closer and kill the target with your team!
or atleast burn their flash! :)
When to gank?
Gank when you see a chance! Improve your decision making!
Specialy when you know they have no flash, it mostly end up in your team's favor.
Also when the target used a specific ability with crowd control it will make things much easier since crowd control abilities have long cool downs.
Who to gank?
I prefer to always gank the WINNING lane and snowball the game!
Unless you are confident enough to gank a losing lane.
Ganking a losing lane will most likely get yourself killed.
So just kindly ask your losing lane to play safe.