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Rek'Sai Build Guide by EVElution

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Rek'Sai Jungle

By EVElution | Updated on January 9, 2019
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Runes:

Domination
Electrocute
Sudden Impact
Eyeball Collection
Relentless Hunter

Sorcery
Absolute Focus
Waterwalking

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

LeagueSpy Logo
Jungle Role
Ranked #43 in
Jungle Role
Win 49%
Get More Stats


Im a dia player and play lol since season 3. i played more than thousand games and i wanna share my knowledge with you. In this Rek'Sai guide i will show you which runes you´ll use and how you use Rek'Sai´s abilitys and some tipps and tricks. maybe i can help you to perform better with Rek'Sai after you read this guide.

I'll be uploading montages from time to time and I‘ll be posting my latest video in this section.


PROS + unexpected burst in early-mid
+ dash/jump
+ a lot movementspeed
+ u can see enemys through a wall
+ a lot aoe
- ulti is dodgable
- not a lot of cc for a jungler
- squishy in early
CONS



SUMMONER SPELLS
-
With flash u instantly teleport 425 units. As you should know flash is the most important summoner spell which you should use on every champion. Flash will help you to secure kills or escape dangerous sitations. You can flash over almost every wall in the game. It´s better to flash to secure a kill or safe your life than beeing greedy and die at the end or let the enemy escape. U got a dash with Rek´sai but you should still take flash on her its just to
important.
You need to take smite with you on every jungler. It has a 90 second cooldown and can have up to 2 charges. If u have 2 charges you should smite something because you just waste time not using it. You cant use it twice in a row because it has a 15second cooldown between charges. You do 390-1000 damage depending on your level on monsters. You also get some HP back which can rly help you if you counterjungle or get counterjungled. You need smite or you cant buy the jungleitem. And you need the additional experience from the jungleitem to be even usefull in the game as a jungler. You should always have a smite charge left over if baron or drake is up so you can secure them. You can enhance your smite with jungleitems but more of that down below.



Start Items
as jungler you need to decide for a jungleritem at the start. If machete or talisman depends on the jungler. I would favour the machete because u get 10% lifesteal and 35 bonus damage on your autoattacks. Both items give you bonus exp per junglecamp. The machete is very important for all autoattack based junglers because u need it to build the higher jungleitems, and dont forget smite or you wont be able to buy the jungleitems.
Now lets talk about the potions for the jungle. The refillable potion gives you 2 charges which restore 125 HP each and refill as soon as you hit the base. Normal health pots would give you 150 HP but they would be gone after using. The normal pots regenerate 150 HP over 15 seconds and the refillable regenerates 125 Hp over 12 seconds so it has a bit higher chance to save u from a ignite. As soon as you hit the base one time and refilled your refillable potion its already more worth than the 3 base potions. 3 pots heal you for 450 HP and the refillable after one back heals you overall for 500 HP. If u dont need the refillable potion anymore u can sell it for 60 gold , i definetly prefer the refillable potion.

Rush
With stalkers blade warrior you get 60 AD and 10% cooldownreduction aswell as a better version of smite. With this smite enhancement you can smite champions aswell. U do 28-164 damage on champions based on your level and you steal 20% movementspeed for 2 seconds, that means u get 20% movementspeed while he looses 20% for 2 seconds. The warrior enhancement is good for high damage which helps you to nuke the enemys away. In lategame it is often good to change to a tank jungle item as soon as you hit fullbuild because u need the tankiness especially if you only go for tank items after this one.
Black cleaver gives a lot of good stats like 40AD 20% cooldown reduction and 400 HP more. The passive is pretty good too u get more movementspeed after a autoattack. This is very helpfull to chase down enemys. You get 60 movementspeed after a kill or a assist if the enemy is marked whith the second passive of the item , while u only get 20 movementspeed on a autoattack. The second passive gives you armor penetration which gets increased the more damage you do to your enemy. The enemy loses 4% for each attack you hit on him till a maximum of 24% after 6 hits. This item is pretty good for you teammates that do AD damage.

Use your brain
Titanic hydra is very expensive but u get alot of tankiness and more damage the more hp you have. You do more damage based on your max HP as a onhit effect on each autoattack. Enemys or minions behind your target while get damaged aswell by the onhit effect. U should by this as one of your last items because you need a lot of HP before it gets really usefull. It has an active whith a empowerd autoattack u can use it aswell to cancel a autoattack.
You get 50% base attack damage as bonus attack damage and 450 HP . THe good thing about this item is that it gives you a huge shield aswell as 30% tenacity if u get bursted. This means if you get 400-1800 damage based on your level in between 5 seconds the passive with the shield gets activated. Ranged characters cant buy this item.
you get 40 armor and 40 attack damage which makes you alot stronger against enemys with physical damage but the main reason for buying this item is the passive. You will get revived upon death with 50% of your hp. This passive has a 5 minute cooldown and after you triggerd it you can sell it at lategame if you have enough money.
You get 10% cooldownreduction, 350 HP and 55 magic resistance. You need to look for yourself when it is usefull to buy. WHen u get hit by a magic ability this item lets you take 20% less damage by this spell for 4 seconds so its only good if you have a mage as an enemy like khartus.
You get 10%, 450Hp and 55 magic resistance aswell as 100% increased base health regeneration which gets buffed by this item even more because if you build it you get 30% increased healing from every source. But even without the passive its the goto item if the enemys do alot of magic damage.
You get tons of Armor and HP. You gain momentum stacks if you move but you can trigger them before they reach 100 unlike statikks. You do 1 damage per stack and if you hit 100 and you play as a melee character you slow down the enemy for 50% for 1
second. The more stacks you have the more bonus movementspeed u gain till a maximum of 60 movementspeed on 100 stacks. All stacks will be used on your autoattacks. You buy this item if u have a hard time catching the enemy.
U buy randuins if you need a armor item against a team with alot of crit damage. you lower the damage from critical autoattacks by 20%. not only adc´s got crit, yasuo is a good example. When a enemy attacks you his attackspeed gets lowerd by 15% for one second. With the active you can slow down enemys close to you by 55% for 2 seconds. You can use this item pretty well if you chase somebody or somebody chases you or in teamfights if you hit alot of enemys with it.
If you dont deal enough damage in your team you can go for malmortius as a offtank if the enemys deal alot of ap damage. the magic shield absorbs 350 magic damage if your HP is below 30% for 5 seconds. If the shield gets triggerd you gain 10% lifesteal/spellvamp and 20 AD. Not the best item for a tank but pretty usefull in some situations.
You only get 250HP but 80 Armor and a passive which makes every adc cry. when enemys attack you with autoattack they get 25+10% damage of your bonus armor. But thats not all the enemys get grievous wounds aswell which lowers theyre healing. This item is best combined with other armor items because the damage from the passive gets increased aswell. The enemys that attack you will get 15% lower attackspeed for 1 second aswell.



Keystone


Electrocute
  • Electrocute: Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 50 - 220 (based on level) (+ 50% bonus AD) (+ 30% AP) Adaptive damage.
    ADAPTIVE DAMAGE: Deals either physical or magic damage depending on your bonus statistics, defaulting to physical damage.

    50 - 25 (based on level) seconds


Slot 1

Sudden Impact
  • Sudden Impact: Going in combat by affecting an enemy champion within 3 seconds of using a dash, blink or Teleport, or exiting from invisibility or camouflage, grants 10 Lethality and 8 Magic Penetration for the next 5 seconds. If the triggering effect deals damage it will also benefit from the penetration.

Slot 2

Eyeball Collection
  • Eyeball Collection: Collect eyeballs for champion and ward takedowns. Gain an adaptive bonus of 0.6 Attack Damage or 1 Ability Power per eyeball collected.
    Upon completing your collection at 20 eyeballs, additionally gain an adaptive bonus of 6 attack damage, or 10 ability power.
    Collect 2 eyeballs per champion kill, 1 eyeball per champion assist or ward takedown.

Slot 3

Relentless Hunter
  • Relentless Hunter: Gain 8 out-of-combat movement speed plus 8 per Bounty Hunter stack.
    Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.

Slot 1/2

Absolute Focus
  • Absolute Focus: While above 70% health, gain an adaptive bonus of 3-24 attack damage or 5-40 ability power


Waterwalking
  • Waterwalking: Gain 25 Movement Speed and an adaptive bonus of up to 18 attack damage or 30 ability power when in the river.


Fury of the Xer'Sai (Passive)



Innate: While Rek'Sai is un-burrowed, her basic attacks and spells generate Fury.
Burrowing consumes Fury over 3 seconds to restore Health.
Health Restored: 20-190 (at levels 1-18)




Queen's Wrath (Q)


TARGET RANGE: 1250
COOLDOWN: 10 / 9 / 8 / 7 / 6
Active: Rek'Sai's next three basic attacks within 5 seconds deal bonus Physical Damage to nearby enemies. Physical Damage: 20 / 25 / 30 / 35 / 40 (+40% bonus)

Total Damage: 60 / 75 / 90 / 105 / 120 (+120% bonus)




Burrow (W)


TARGET RANGE: 1650
COOLDOWN: 4
Active: Burrow into the ground.

Burrowed Effects: New abilities, bonus Movement Speed, reduced vision range, disabled basic attacks, and gains Tremor Sense: Nearby enemies that move in Fog of War have their position revealed to Rek'Sai and her Allies. Movement Speed Bonus: 15 / 20 / 25%


Furious Bite (E)


TARGET RANGE: 250
COOLDOWN: 12
Active: Rek'Sai bites a target, dealing Physical Damage. At max Fury, the bite does 100% more and deals True Damage. Physical Damage: 55 / 65 / 75 / 85 / 95 (+85% bonus)
True Damage: 110 / 130 / 150 / 170 / 190 (+170% bonus)





Void Rush (R)


TARGET RANGE: 1500
COOLDOWN: 100 / 80 / 60
Passive: Dealing damage to enemy Champions marks them for the next 5 seconds.
Active: Rek'Sai lets out a harrowing scream before burrowing underground seeking out a marked target. Moments later she leaps from underground, dealing Physical Damage. Physical Damage: 100 / 250 / 400 (+185% bonus)
[+20 / 25 / 30% target's missing]




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League of Legends Build Guide Author EVElution
EVElution Rek'Sai Guide
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