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Recommended Items
Runes: Conqueror
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Smite
Items
Ability Order
Fury of the Xer'Sai (PASSIVE)
Rek'Sai Passive Ability
Threats & Synergies
Elise
Cocoon makes this matchup kind of a pain to deal with. Be careful of tunneling towards her if her E is up or you're in for a free stun. You're both early game champions that spike at level 3, so you'll have to pull off more ganks or surprise her from a bush or something to pull ahead.
Kassadin
Rek'Sai's early gank pressure offsets Kassadin's weak laning phase, and Kassadin's crazy good scaling will supplement your relatively weak late game. The only downside to this combo is you'll have low mid priority, but Rek'Sai is better at ganking and stealing camps rather than directly fighting the enemy jungler in most cases anyways.
Kassadin
Rek'Sai's early gank pressure offsets Kassadin's weak laning phase, and Kassadin's crazy good scaling will supplement your relatively weak late game. The only downside to this combo is you'll have low mid priority, but Rek'Sai is better at ganking and stealing camps rather than directly fighting the enemy jungler in most cases anyways.


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Hi, I'm PsiGuard and welcome to my ![]() I first played Rek'Sai when she was released in December 2014 and promptly lost my first 5 games in a row even though she was really broken. Despite that early setback and numerous nerfs, she quickly became my best jungler as I played hundreds of games over the following years. Playing Rek'Sai taught me the power of map pressure from early ganks and vision as well as efficient pathing. Before we begin, I'd like to give a big thank-you to Jovy for her awesome graphics and help with coding this guide (as well as my other guides). Be sure to check out some of her other work at her signature shop and her own guides! |

Rek'Sai is a fighter/diver jungler with a strong blend of clear speed, jungle control and ganking power. Few junglers can match Rek'Sai's versatility in the early game. Whether power-farming with defensive vision, invading for steals and deep vision, or applying a ton of gank pressure, Rek'Sai can easily switch playstyles in the early game to suit the needs of her team. As a jack-of-all-trades, this leaves her with few weaknesses for enemy junglers to exploit and allows her to fit easily into most team compositions.
Rek'Sai's strength comes from her unpredictable pathing and strong scouting tools. She excels in jungle control thanks to




Rek'Sai's biggest weakness is her mediocre scaling and team fighting. While she can pull her own weight in a team fight, it can be very difficult to win fights if too many of your teammates are behind by the time teams start to group. If Rek'Sai is unable to establish any sort of advantage by mid game, she's outshined by many other junglers who have strong ultimates and defensive steroids for team fights. To deal with this weakness, Rek'Sai players need to control the pace of the game and generate advantages by the time both teams start to group. Using vision control and grouping or rotating for picks in the late game can also mitigate her vulnerabilities in straight 5v5 team fights.



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This is the best keystone for extended fights and offers the most damage for carrying games. It often won't fully stack in short burst combos which makes it less effective than ![]() |
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The other two runes here aren't worth it at all. Triumph also helps sustain you through team fights and keeps you alive in tower dives or other close fights. |
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Since there aren't any great attack speed items for Rek'Sai, this is one of the only places we can get it. I don't recommend ![]() |
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You'll often be executing low targets with ![]() |

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Gives you a sizable speed boost after casting ![]() ![]() ![]() |


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This rune is pretty strong early game and easy to proc with red buff or simply ![]() ![]() ![]() ![]() |
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I think ![]() ![]() |
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Super useful rune that grants up to 48 movement speed out of combat. Out of combat movement speed is always useful on junglers and the other options here aren't a high priority on ![]() |

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This spell is essential for jungling, as it unlocks the jungle-only items which you need to keep up in experience. The spell is also essential for securing monster objectives like buff camps, dragon and baron. Building ![]() ![]() |
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Flash - This is a core spell on most champions in the game and Rek'Sai is no exception. In addition to the flexibility it adds by allowing you to dodge skillshots, hop walls and escape death, Rek'Sai can also use Flash with ![]() |


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Rek'Sai's passive is her resource system - a fury bar that builds when she hits enemies with basic attacks, ![]() ![]() ![]() ![]() ![]() |

To make best use of your passive early game, start camps with




Rek'Sai loses 20 fury per second if she hasn't generated any in the last 5 seconds, so you can't keep the bar full by poking with


- It resets your basic attack timer, allowing you to attack twice in quick succession if you cast Q immediately after a basic attack. This is something you should do almost always, except if you're chasing and don't have time to finish two attack animations. This also allows Rek'Sai to clear wards very quickly.
- It's not stated in the tooltip, but Queen's Wrath alters Rek'Sai's basic attack animation time, which actually gives her a small boost to her attack speed. In addition to the first point, this means you'll have noticeably higher DPS with Queen's Wrath even disregarding the base damage on the ability.
- Perhaps the most important point, the 4 second cooldown on this ability begins either when your third basic attack finishes OR when the ability times out after 5 seconds. This means after casting Q you MUST finish your three basic attacks as quickly as possible in order to minimize the downtime on the ability. You cannot prime the ability before starting a jungle camp for a reduced cooldown. This also means attack speed and attack resets (
Queen's Wrath,
Titanic Hydra) function as a sort of pseudo-cooldown-reduction for your Q since you'll start the cooldown faster if you can attack more quickly.
Bonus tip:




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When ![]() |
Since Rek'Sai is a manaless champion, Prey Seeker can be used as often as you want to poke enemies, check bushes or reveal jungle camps. It's also something you can use every time you are burrowed while clearing jungle camps. In general, using Prey Seeker just before


The most valuable part of this ability is the opportunities it offers to gain vision from long distances. You can safely scout bushes, check whether jungle camps are up or reveal enemy champions in fog-of-war without needing to ward, face-check or unburrow to see. Hitting this skillshot is incredibly important if you're chasing an enemy in fog of war since without the direct vision you can be easily juked while burrowed.
Hitting the initial



Prey Seeker has a very short cast time, so keep in mind you will stop moving very briefly when casting. It's quick enough that it's usually fine to use in chases but if you're just outside the edge of someone's range and running away, it can be better not to cast.

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While burrowed, Rek'Sai has very limited vision (she can only see what's directly on top of her) and must rely on ![]() |
Enemies will ONLY be pinged if they're moving, so Tremor Sense will not detect enemies waiting motionless in a bush or fog-of-war. On the plus side, all enemy champions will create the circles while moving, including invisible or camouflaged ones.
Invading while burrowed can allow you to detect the enemy jungler clearing their camps.
The delay between pings is long enough that you can be juked without direct vision of your target. Be sure to land


Another important aspect of Tremor Sense is that there is an audio cue when an enemy champion is detected in fog-of-war. Even if you don't notice the ping on screen, you'll hear a change from Rek'Sai's normal burrowed rumbling to a sort of humming sound (depends on which skin you're using). Having sound effects enabled at a volume you can hear them is important to detecting enemy champions as quickly as possible.
My team catches Riven stealing our Krugs because Tremor Sense detects her while she's taking the camp.
The cooldown of



The range on this ability is only 160, so make sure you're almost right underneath the target before unburrowing. If you miss your unburrow, you'll have to wait for the full 4 second cooldown of




You'll need to land


There is a lockout on how frequently you can knock up the same targets, indicated by a white circle underneath each target effected. When the circle disappears, that means you can knock up that target again. If a target is still in the immunity period, they are also immune to the damage of

Keep in mind that this applies to all enemies, including minions, even though the white circles don't show up beneath the minions (presumably to reduce visual clutter).
While burrowed, right-clicking an enemy that dashes in your direction will cause you to knock them up as soon as they enter your range.
Unburrow has only a 1 second cooldown, so you can


Rek'Sai can use active items including

Also worth noting that both the knockup and damage will be blocked by spell shields like






At 100 fury, this ability deals true damage with a 1.7 bonus AD ratio, which is massive for a basic ability. This is one of the main reasons we build AD items like



A neat trick to this ability is that the damage will go off as long as you're able to start the cast animation, even if your target goes out of range. This means if you get someone really low and then start to E, they can end up burning


Tunnels last for 10 minutes but can be destroyed if an enemy champion stands atop either end for 1.5 seconds. It also nets them a 5 gold bounty which is negligible; don't worry about it. Like


Like most dashes in the game,

In addition to its use as a dash, this ability can be used to leave tunnels in useful places on the map (usually traversing walls). You can have up to 8 tunnels (16 entrances) on the map at a time, with additional tunnels replacing earlier ones in the order they were created. Putting down tunnels gives you more options for pathing in the future without having to burn your 26s cooldown dash to hop a wall.
The tunnel I use to engage this fight also serves as an escape route once I'm low on health.
Each tunnel entrance is revealed separately to enemies if they gain vision of it, which allows you to hide a lot of tunnels (or at least half of a tunnel) in bushes to minimize the amount of information you give away and decrease the likelihood that they'll be stomped out by enemy champions.
The speed at which you pass through tunnels scales with your movement speed, so if you have stuff like boots and

You can also


I quickly



If you right-click an enemy near the start of your

Here I



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Void Rush is a conditional ultimate that can only be cast on enemy champions that Rek'Sai has damaged with a basic attack, ability or ![]() |
This ability can only be dodged if the target moves 1500 units away, which means it can't be



Note that Rek'Sai will only mark targets if she has



Since this ability deals execute damage, obviously you want to use it on targets that are low on health (below 1/3 or so if possible). However, in some cases you may want to ult even if the damage won't be enough to kill your target, since the untargetability and gap-closing functions of Void Rush are both really useful. Also since this ability is pretty easy to dodge, it can be safer to count on the reliability of this spell as an aggro-dropping and repositioning tool rather than an execute, especially in team fights.

I use the same sequence in all my Rek'Sai games. Start Q for the DPS boost on your first camp, W at level two to enable burrowing to make use of






I've looked into maxing E before Q, but you lose a significant amount of damage, especially since



Obviously put points into



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Hunter's Machete gives a better clear for Rek'Sai than ![]() |

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Switch to ![]() ![]() |

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For solo queue, I recommend going for ![]() ![]() ![]() ![]() ![]() ![]() |

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These boots usually offer the best durability, providing the dual benefits of armor and % damage reduction from enemy autoattacks. This is a must-buy against physical-heavy teams, but can also be useful against mixed-damage teams as it mitigates a lot more damage than ![]() |
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Against very long CCs like ![]() ![]() ![]() ![]() |


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Good early-mid game item that makes you tougher to CC and still grants great defensive stats. You can buy this before ![]() |
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This is a pretty safe option for armor if you're not sure which item to buy. The extra movement speed is great for getting in range for knockups and combined with the bonus from ![]() ![]() |
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Randuin's is a strong item against crit users. You can build it against one strong ADC (like a fed ![]() ![]() ![]() ![]() ![]() |
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Spirit Visage is a solid all-around magic resist item. The increased healing works on your potions, regen, ![]() |
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Adaptive Helm has a worse build path than ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


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Elemental Drakes Spawns At: 5:00 Respawn Time: 5:00 |
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Elder Dragon Spawns: 6:00 after a team gets 4 Drakes Respawn Time: 6:00 |
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Baron Nashor Spawns At: 20:00 Respawn Time: 6:00 |

Plants are stationary, neutral units with 1 health. They can be destroyed with a basic attack to trigger an effect. Three different types of plants will spawn in the jungle and river. Their spawn timers and locations vary slightly but for the most part they are fairly predictable. The first spawn locations for all plants are predetermined.


First inner cone spawn: 1:15 - 1:25 First outer cone spawn: 5:00 - 5:30 Inner cone respawn time: 5 - 7 minutes Outer cone respawn time: 5.5 - 6.5 minutes |
- Knocks away nearby units (including the attacker) when destroyed — even over walls.
- Blast Cones spawn in two spots per jungle quadrant, an inner point toward the center of the quadrant, and an outer point near Baron/Dragon.
- In an Infernal Rift game (3rd Dragon is Infernal), additional Blast Cones will spawn near each tri-bush by Gromp, by the Wolf Camp, in front of each base's gates and in the alcoves.

First spawn: 3:00 - 3:30, always at each quadrant’s spawn point nearest to the side lanes Next spawn time: 5 - 6.5 minutes at either spawn point, starting once a given quadrant's Scryer's Bloom is destroyed |
- When destroyed, releases vision-granting pollen in a large cone that flies in the direction the attacker was facing, revealing units and wards for 12 seconds (3 seconds on champions).
- Scryer's Bloom can spawn in two spots per jungle quadrant, close to river ramps.
- Only one Scryer's Bloom can be present per quadrant.
- In a Cloud Rift game (3rd Dragon is Cloud), additional Scryer's Blooms will spawn in front of each base's gates and in front of each tri-brush in the river.

First spawn: 6:00 - 6:30 minutes Respawn time: 5.5 - 7 minutes |
- Drops 5 fruits on the ground when killed.
- Each fruit heals for 3.5% of max health or 8 (+6 per level) flat health, whichever is higher.
- Eating a fruit slows you for 35% for 0.25 seconds.
- Honeyfruit spawn along river walls, starting near Dragon or Baron pits and slowly extending closer toward lanes over the course of the game.
- If a Honeyfruit isn't taken before its respawn timer completes, a second Honeyfruit may spawn. No more than two Honeyfruits can exist per half of the river.

As a jungler, you have the most agency when it comes to traversing the map to place down vision, especially in the enemy jungle. When it's safe to do so, try to place deep wards to keep track of the enemy jungler.
Placing a


As the game progresses, you may have to start placing wards nearer to your base if you're losing, or deeper into the enemy jungle if you are winning. Always remember to place a






This is still my preferred route after the preseason 10 jungle changes. Finishing Raptors will put you in a position to gank the enemy mid laner while they're still level 2.
If you can't find a way to gank, you can also invade the enemy jungle (if the enemy jungler didn't start at their Blue) or continue on to your Wolves and then take the nearby Scuttle.
Using the above route, I'm able to gank mid while

If you do start Blue, take Gromp and then Red for gank pressure, or Gromp, Wolves and then Red for efficiency. You'll take more damage if you start at Blue buff since Rek'Sai has a harder time clearing Gromp. That said, you can't really skip Gromp since you'll need its XP to hit level 3 with a blue side start. Start blue side only with a strong leash from your bot lane or if you have a really good reason to path towards your red side (like a guaranteed side lane gank).

Vertical jungling is when both junglers are repeatedly clearing one half of the allied jungle and one half of the enemy jungle, favoring one side of the map. This splits the map into a "strong side" and "weak side" for each team. For example, if you're on blue team and are repeatedly clearing your red-side jungle (south) and the enemy blue-side jungle (east), your team's bottom side will be the strong side of the map. You'll be in a better position to gank bottom lane without fear of counterganks and you'll have better vision control and objective control. Likewise, the opposite side of the map will be dominated by the enemy jungler, making it your team's weak side.
Vertical jungling can be an active choice you make or a forced one due to a poor matchup. For example, you see

An example of an active choice would be if you and your team (this works better in arranged teams than it does in solo queue) decide to focus all of your team's pressure on one side lane at the expense of the other. Maybe you have a hypercarry bottom that your team will be camping and a

Vertical jungling is pretty complicated for new junglers and can be pretty messy outside of coordinated teams. Be open to the concepts and feel free to practice it, but for most players I recommend sticking to more standard routes or simple, quick invades while you're still learning to jungle.


Top lane tends to be the easiest lane to gank, as top laners have sparse ward control and often play very aggressive to win lane 1v1. Since top is a long lane, you can usually find opportunities to either gank pushing enemies from a flank or to dive the enemy tower. Ganking top is most rewarding when you can turn a losing lane into a winning one, but in some matchups this isn't really feasible.
Analyze the top lane matchup and see what strengths and weaknesses both champions have. Provide vision control for aggressive laners like




Use

Below are some useful tunnel locations that you can use to surprise enemy top laners while giving them little time to react.
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Mid lane can be very difficult to gank, depending on matchup. Some champions like







If you have strong setup like




If your mid lane is pushing constantly, don't worry if you can't gank his lane opponent. Put down wards to protect your pushing mid laner from enemy ganks (and be sure to countergank if you see one coming). Ask your mid laner to help you in invades and ganks if they're pushing, since it'll be almost impossible for the enemy mid laner to help while they're farming under tower.
If your mid laner is getting pushed under tower, but you can't effectively gank the enemy mid, be very wary about going past river and watch for the enemy mid to roam to other lanes or even your jungle. Place wards defensively to spot enemy roams.
Be really careful about diving mid, since the two mid towers are very close together, making it easy to retreat. You're also in the center of the map, so it's much more likely that the enemy jungler is nearby.
Here are a couple useful tunnel locations that can be used to gank mid. For the tunnel into the river bush, you'll want to put it down and use it later when your

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Bottom lane is the riskiest place to gank, but also the most rewarding. You have the opportunity for a double kill (or on a countergank, a triple kill) and you can use that numbers advantage to take a tower or kill dragon. If you gank very early (at level 3 or 4), your bot laners might need to use that time to just push in the wave and recall for their items, so don't force objectives too hastily if it'll cost your laners a good recall timing.
Bot lane is tough to gank because they have much better ward coverage and double the combat summoner spells to use against you. Be sure to keep track of which summoners the enemy bot laners have used before you gank. Ask your bot lane for help if you don't know which summoners are up. If you're going to wait for a few seconds in a bush, make sure it isn't warded!. River bush and tribush are often warded, so only camp there if you have a


My team's vision control of the bottom river allows me to quickly set up this lane gank.
Here's a screenshot of some useful tunnel locations for ganking bot. You can gank through river if you're on blue team and the enemy bot lane is pushed, or you can tunnel straight past the tower if they can't retreat through river. Note that for the two tunnels near tower, the upper one will force you to take a tower shot, but you'll remain in the bush (can be useful if there's a ward outside of the bush). If you use the lower tunnel, you won't take a tower shot.

Here are some other useful tunnel locations that don't quite fit into the other categories. Tunneling through dragon or baron walls can allow you to access the river or enemy jungle in spots that are very seldom warded early game. The tunnels by blue and red buff can be used to give you a safe exit if you're invading for a steal.
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If you manage to kill your target in a successful gank, you'll usually want to help your laner push the wave to the enemy tower so that your minions are killed by the tower, denying the enemy laner gold and experience. The minion waves will also reset to the center of the lane, giving your teammate time to go back to base and buy items and return to a safe position. One exception to the push-after-ganking rule is if you gank very early in the game against an enemy with


After a successful gank, usually when pushing to the enemy tower, you may want to take a minion tax. This means you'll take some of the farm to help you keep up in gold since you had to spend time ganking rather than farming your jungle. You'll generally want to tax more heavily if your laner gets the kill off a gank and tax lightly if you took the kill. Many low-ranked players (and occasionally some high-ranked ones too) are selfish or ignorant and think that taxing their lane is going to ruin their farm and cause them to lose the lane. They're wrong, as taxing in moderation keeps a jungler's gold and experience relevant throughout the game, but if your laner freaks out because you took a few minions (or pushed their lane, some people think this is a bad thing all the time), you may want to just leave so they don't feed or AFK or something.

Holding lanes is an often necessary duty of a jungler and is something you should be happy to do (since it gives you a lot of gold and XP). If your laner dies or needs to go back to base, you may need to "hold" or "cover" their lane by clearing out enemy minions pushing to your tower. If the enemy laner goes back to base or is dead, you may wish to push the wave to the enemy tower. Only do this if you can finish pushing before the enemy laner gets back to lane or they can freeze it in front of their tower, making it difficult for your laner to farm safely. Usually holding a lane consists of either clearing the current wave that is at your tower or pushing completely to the enemy tower. Don't just sit in a lane and last-hit because it's a waste of your time.


Since you can't just jump into the enemy team and expect to overpower them with a direct engage (like









If you don't have anything like that, analyze your composition to see what strengths you do have. If you have a super strong late game






Above all, make sure to prioritize objectives and teammates over farm late game. That doesn't mean you should stop farming entirely, but you should not be clearing a wave bottom if it gives away baron and you should not be farming camps while your team is looking to fight. Remember that Tremor Sense and

In team fights, you'll have to decide whether or not you can kill the enemy backline. If you can (perhaps with the help of another diver like





Honestly, late game can be pretty tough for Rek'Sai. Be ready to assume a supportive role and let your teammates (who are hopefully strong by this point) do the work. If only one of your carries is strong, do whatever is necessary to keep them alive through fights. If only one of the enemy carries is strong, use everything you can do shut them down at the start of the fight if possible.

Thank you for reading my

A special thank you to those who have supported my guides with votes, Scout points and advice that have been instrumental in bringing my guides to the level of quality they are today.
![]() | A very special thank you to Jovy for her wonderful graphics used in this guide as well as her help with coding all my guides. All the fancy headers, table of contents and most of the other graphics you see in my guides are from her. Be sure to check out some of her other work at her signature shop and her own guides! |
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