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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Fury of the Xer'Sai (PASSIVE)
Rek'Sai Passive Ability
Version History
---Core added. Will spruce up the text with effects in the future, when time isn't constricting me
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A quick rundown:
The premise of her is a combination of
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Pros:
Fast Clear Time
Decent Mobility
Decent Tankiness
Decent Damage
Cons:
Limited Ganking Options
Little CC
Tunnel are easy to destroy
Slow to Start
Seriously, as Junglers go, she is very average. She is overall very average, and her build can vary wildly. She excels at clearing camps so fast that she can steal the enemy junglers camps with ease, stopping them cold. She tends to start slow, but once she hits mid-game, explodes with power. She can stop almost any jungler by smart playing, forcing them to stay in lane to keep up, which hurt the enemy team. That said, she has very little to offer a team fight without her
Tunnel/Unborrow combo. With a bit of build, she can use actives to pick off solo champs with ease and split push nicely, using her tunnels to clear jungle camps while at it, and with her
Void Rush, if anyone tries to break off and handle her, she just regroups with her team to 5v4 them.
She is really strong if she can place her tunnels where they can't be destroyed easily. Of course, this means, since her
Tunnel can be destroyed in about 1.5 seconds, she is also easy to cripple, so playing around that is also necessary. Using her tunnels as a type of ward can help, because even though they don't give sight, if one disappears, you know where someone is. Even the slightest info can help save a life or two, it helps.
Fast Clear Time
Decent Mobility
Decent Tankiness
Decent Damage
Cons:
Limited Ganking Options
Little CC
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Slow to Start
Seriously, as Junglers go, she is very average. She is overall very average, and her build can vary wildly. She excels at clearing camps so fast that she can steal the enemy junglers camps with ease, stopping them cold. She tends to start slow, but once she hits mid-game, explodes with power. She can stop almost any jungler by smart playing, forcing them to stay in lane to keep up, which hurt the enemy team. That said, she has very little to offer a team fight without her
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She is really strong if she can place her tunnels where they can't be destroyed easily. Of course, this means, since her
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Runes
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Every champ choice starts with before the game.
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For Quintessences, the obvious choice is Movement Speed. This helps with the clear time, positioning, ganking...it's almost TOO necessary. That said, there are other options. Lifesteal is another viable option, as it gives the early regeneration to stay out in the jungle longer, while Attack Speed is everything for her, so some more doesn't hurt. But Movement Speed is still the best you can place for you Quintessence slot.
For the Marks, Glyphs, and Seals, I gave it all to Defense. Health, Armor, and Magic Resist are good at all stages to help tank hits, as
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Defense isn't the only option, as I mentioned before. Attack Speed and Lifesteal both help early, and almost as much. Attack Damage can help too, since she relies on her auto-attacks.
Outside of that, I personally can't think of anything to boost her. Ability Power is almost useless, as
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For literally all jungles, this should be your only option.
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You aren't limited to these, despite them being your best options.
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Another two options are
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Try to stay away from
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As usual, take your R
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Usually, the next ability to max asap is the one that causes the highest damage. For
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After that, the next skill to max is the next highest damage. Again, her E
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Map to be added later.
Given the lack of mana, Red Brambleback is the prime choice. This is partially true: she does benefit most from the
Crest of Cinders. But in the early game, she needs fury to stay alive. The best way to do so early is by utilizing the AOE of her
Queen's Wrath.
So start Blue Sentinel? Not necessary. The cooldown is great and all, but with no need for mana, it is only half useful. The reason I mention blue side, though, is Gromp. HE is a great start, since his smite buff helps hurt the monsters attacking you, and if you are fast enough, your allies can leash blue in addition to Gromp. If you are really good, you can invade their red, leaving them high and dry, all before your first b. This is the ideal start, as you take the 3 strongest buffs and counter your opponent all in one move. Sadly, this is also the riskiest start, as it means your opponent may ambush you.
You can start Gromp and go to Wolves, but this will mean that by time you get to Red, your 2 pots will be gone. If you stay in base until the third comes up, you may be able to do this method safely, but I have not tried that as of yet. I will post more when I can do more tests.
Given the lack of mana, Red Brambleback is the prime choice. This is partially true: she does benefit most from the
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So start Blue Sentinel? Not necessary. The cooldown is great and all, but with no need for mana, it is only half useful. The reason I mention blue side, though, is Gromp. HE is a great start, since his smite buff helps hurt the monsters attacking you, and if you are fast enough, your allies can leash blue in addition to Gromp. If you are really good, you can invade their red, leaving them high and dry, all before your first b. This is the ideal start, as you take the 3 strongest buffs and counter your opponent all in one move. Sadly, this is also the riskiest start, as it means your opponent may ambush you.
You can start Gromp and go to Wolves, but this will mean that by time you get to Red, your 2 pots will be gone. If you stay in base until the third comes up, you may be able to do this method safely, but I have not tried that as of yet. I will post more when I can do more tests.
By far, the longest, and arguably most important, section. I am going to divide it, since that will make this faster.
Everyone who plays the Jungle role should know the four items. Each one changes
Smite to do something else. As much as I would like to say which one to pick, this choice is primarily up to you, and how you play. Luckily, these are split into two categories to narrow things down.
On one side is
Poacher's Knife and
Ranger's Trailblazer. These two are made to clear camps. The Knife speeds you up by adding movement and reduced cooldown for
Smite, while the Trailblazer basically uses
Smite on the entire camp. Both play well to the fact Rek'Sai typically stays in the jungle instead of ganks. I feel like
Poacher's Knife is better, because she leaves the opponents high and dry by just leaving a minion behind. Wrecks their clear times, and for her, that is the goal.
However, if you prefer to gank, and do so often, feel free to try the other two. I personally do not play her this way, so they do not help me. Of those two, I feel the
Stalker's Blade to be the better option. With only her E to ambush and chase, the slowing effect from that item helps her keep up. To me, the
Skirmisher's Sabre is primarily for champions who cannot survive a few hits with ease, but can chase. Assassin's would love this, but for her, it's rather unnecessary.
As for the enchantment, Given how she stays in the jungle, Devourer is by far the most useful. This gives her increased attack speed and damage that increases the longer she remains in jungle. As I have said before, this is what she does best, and thus, this enchantment rewards her for how she normally plays. The next best thing she can wield is the Warrior enchantment. It gives her more power plus armor penetration, so she needs less attacks to get the job done. I don't go this route because she builds
The Brutalizer for
Black Cleaver, and I don't think they stack together.
The other two enchantments become useless on her, sadly. The Juggernaut enchantment is powerful, but the
Mercury's Treads, as one of her few Magic Resistance items, would then be wasted. As for the Magus enchantment, she doesn't scale well off of Ability Power. No sense in wasting gold and an item slot.
For this, both of these items are amazing on her. In fact, they can be used rather interchangeably. Both have a great active and amazing passives. The reason I personally use
Blade of the Ruined King is two-fold: First, she has AOE thanks to her Q. More isn't required for her clear time. Second, and the tipping point for me, is that most junglers build health to help them tank hits. The passive and active on
Blade of the Ruined King shred that health, making it hard to tank her. Add in the magic damage from Devourer, and high attack speed from both items, and she just shreds enemies. The slow from the active helps as well, since as I have said many times before, she only has her
Tunnel as her in and out.
And on the other hand, the increased AD and Lifesteal, plus the Health Regeneration...stat-wise,
Ravenous Hydra is better. The active is paltry on her, but its low cooldown allows you to spam it, making up for it. The splash damage is a tad unnecessary, given her Q, but does help. The choice is yours.
This choice is easy. As she needs a bit of tank, Armor is a key factor. In this,
Thornmail and
Frozen Heart give the most, followed by
Randuin's Omen. However, Health is just as necessary, so the added health plus slowing active make
Randuin's Omen the best choice. After all,
Thornmail is really only useful against a team of 4 or more AD Champions, while
Frozen Heart gives a chunk of useless mana.
Sunfire Aegis, although it does give both health and armor, like
Randuin's Omen, it doesn't give nearly enough. Besides, it has a nasty downside for jungles: procing aggro from the monsters. Monsters will attack you if you get too close, and that may give you away if you are hiding for some reason. Overall,
Randuin's Omen is just better for junglers.
Magic Resistance is by far one of the hardest things to get. Though many items carry Magic Resistance, few have it high enough to drastically alter damage, unlike armor, where a single item can have 100 armor. Since we only want 1 or 2 Magic Resistance items, the higher, the better. Few can match
Spirit Visage and
Banshee's Veil, which both help greatly.
Spirit Visage has a great bonus with the increase of healing, and the cooldown is something we lack on the build so far.
Banshee's Veil is good if you need the shield, like if you are against a
Karthus.
However, neither add more than a little tank. Tank is good, but added damage can also help.
Maw of Malmortius and
Wit's End both help with that greatly. The on-hit bonus of the latter might help more, if it stacks with Devourer, and I think it does.
Mercurial Scimitar is really useful too, especially if against serious CC, or a
Fizz. The active keeps the negative effect off of her, though she is not usually the target. It's more a matter of what is needed for the team compilation. A tank in the top lets you focus more on damage, while an assassin or a fighter might call for a tankier build.
As I said before, Magic Resistance is usually small, and
Mercury's Treads not only gives a decent amount, but a good passive. In fact, the passive is so good, that this is my usual go to for any tanky champion.
Ninja Tabi is another decent choice, especially early game. Meanwhile, both
Boots of Swiftness and
Mobility Boots help gank lanes, chase enemies, and clear your jungle.
Berserker's Greaves add extra attacks, and with the Devourer enchantment, can really boost your attack speed. This is really up to how you play, though I think the
Mercury's Treads are better in general.
As for your last item, you have to choose based on how you are playing. I chose
Black Cleaver, as its damage and armor penetration help pack on the hurt without giving up much tankiness. With Devourer and
Wit's End, you will attack rapidly enough that most enemies won't be able to tank your hits via armor, and with
Blade of the Ruined King, even health can't help them. The only worry is
Thornmail, as it deals you magic damage for each hit. This shouldn't be nearly enough to stop you, however, so it ties everything together nicely (if you get this far).
Jungle Item
Everyone who plays the Jungle role should know the four items. Each one changes
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On one side is
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However, if you prefer to gank, and do so often, feel free to try the other two. I personally do not play her this way, so they do not help me. Of those two, I feel the
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As for the enchantment, Given how she stays in the jungle, Devourer is by far the most useful. This gives her increased attack speed and damage that increases the longer she remains in jungle. As I have said before, this is what she does best, and thus, this enchantment rewards her for how she normally plays. The next best thing she can wield is the Warrior enchantment. It gives her more power plus armor penetration, so she needs less attacks to get the job done. I don't go this route because she builds
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The other two enchantments become useless on her, sadly. The Juggernaut enchantment is powerful, but the
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Lifesteal Item:
For this, both of these items are amazing on her. In fact, they can be used rather interchangeably. Both have a great active and amazing passives. The reason I personally use
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And on the other hand, the increased AD and Lifesteal, plus the Health Regeneration...stat-wise,
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Armor item:
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This choice is easy. As she needs a bit of tank, Armor is a key factor. In this,
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Magic Resistance Item
Magic Resistance is by far one of the hardest things to get. Though many items carry Magic Resistance, few have it high enough to drastically alter damage, unlike armor, where a single item can have 100 armor. Since we only want 1 or 2 Magic Resistance items, the higher, the better. Few can match
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However, neither add more than a little tank. Tank is good, but added damage can also help.
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Boots:
As I said before, Magic Resistance is usually small, and
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As for your last item, you have to choose based on how you are playing. I chose
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Although she just came out, I have faced off against a few. More will be added as time passes, but for now, I will put the 2 big ones.
Lee Sin 7/10
This one was listed as the counter in the Champion Spotlight. As a result, I have faced him 3 times. I can say this, for certain: he may be faster than
Rek'Sai, but he is not her counter. He is difficult to handle, but her fast clear eventually wins out, forcing him to lane. As long as you are careful, this matchup is only a 7/10.
Rengar 10/10
Here is the key one.
Rengar can easily out-damage her, and with his recovery and tankiness, he matches her. He may clear camps slower than she does, but his ganks can overwhelm, and he can easily just farm there. Add in the threat of him split-pushing, and he can quickly surpass her.
Like I said, more will be added in time.
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This one was listed as the counter in the Champion Spotlight. As a result, I have faced him 3 times. I can say this, for certain: he may be faster than
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Here is the key one.
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Like I said, more will be added in time.
In closing,
Rek'Sai is a well-rounded Jungle with a decent kit, able to offer a lot without compromising her core as someone who stops junglers from being able to jungle. In one sentence, she is an anti-jungle jungler with a high enough damage to be a huge nuisance. Hopefully, she will fill your heart as well, making her a permanent addition to your teams.
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