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Rek'Sai Build Guide by Doubtfull

Jungle [S11] Doubtfull's Challenger Rek'sai Guide

Jungle [S11] Doubtfull's Challenger Rek'sai Guide

Updated on October 12, 2021
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League of Legends Build Guide Author Doubtfull Build Guide By Doubtfull 476 19 551,713 Views 23 Comments
476 19 551,713 Views 23 Comments League of Legends Build Guide Author Doubtfull Rek'Sai Build Guide By Doubtfull Updated on October 12, 2021
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Doubtfull's Featured Video
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Runes: Bruiser Page (Most Common)

1 2
Precision
Conqueror
Triumph
Legend: Alacrity
Coup de Grace

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

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Jungle Role
Ranked #21 in
Jungle Role
Win 52%
Get More Stats
Jungle Role Ranked #21 in
Jungle Role
Win 52%
More Rek'Sai Runes
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Threats & Synergies

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Champion Build Guide

[S11] Doubtfull's Challenger Rek'sai Guide

By Doubtfull

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Hey everyone! I'm Doubtfull and I have been playing Rek'Sai since her release in 2014. I have over 2M+ mastery points across my accounts, hit challenger the last 3 years, and peaked top 10 in NA.
I love to play Rek'Sai because she feels like she has more agency in the game than any other champion. With her gank routes, unique play style, and relevance at nearly every stage of the game I hope that this guide gives you the confidence and fun that I’ve been able to have with her the past few years.

If you have any questions, please feel free to use any of the links below to get in contact with me!

...Twitch.....Youtube.....Twitter.....Discord..

Business Inquiries: xdoubtfull@gmail.com

BRUISER REK’SAI


This is my preferred way of playing rek’sai. You need to take Conqueror and Stridebreaker.

+ higher sustained DPS
+ can be a pseudo frontline
+ makes diving easier
+ GREAT at mid game teamfighting
+ good into teams with a lot of bruisers or tanks

- kind of a stat check champion, so you are really useless when behind.

This is the most popular build for Rek’sai. You can take either Conqueror or Hail of Blades, but you always take Prowler’s Claw as your mythic of choice.

+ highest single target burst
+ better against high mobility champions
+ can assassinate carries even when behind
+ good into teams with a lot of squishy targets

- can’t frontline and not great in team fights

ASSASSIN REK’SAI





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Conqueror: Rek'sai has one of, if not the, best AD scaling in the game. The free AD that this keystone provides along with the sustainability make it the best choice for Rek'Sai. It also allows us to spec into the precision tree which is perfect for Rek'sai.


Triumph: -- This is the only real choice for rek'sai in this branch, but it is perfect. The healing is great for team fighting and diving, and the free gold is always nice too!


Legend: Alacrity: --Attack speed is an extremely underrated stat on rek'sai. This allows us to perform our combo even quicker, and increases our clear speed as well. I take this virtually every game, unless I need tenacity but can't build mercs in the game.


Coup de Grace: This is pretty much always going to be better than last stand for us, so we take it. Rek'sai plays very similar to an assassin and we get a lot of value out of this rune.



























Hail of Blades:This is my preferred keystone to take when I am building Assassin Rek'sai. This gives you a huge initial burst of damage and is perfect for single target destruction.



Cheap Shot: -- Surprisingly the damage from Cheap Shot while more often than not surpass the damage from Sudden Impact, so we take this.



Eyeball Collection: --This is an easy choice for Rek'sai. Kills aren't too difficult to come by.



Ultimate Hunter: You have a few options in this tree. Personally I don't think Relntless Hunter is that great anymore, and Rek'sai's kill potential is often times gated by her Ult cooldown, so I go for this rune. Another good option is Ravenous Hunter.



















FAQ

Why Conqueror over Hail of Blades?
Rek’sai has the highest AD scalings in the game making Conqueror very useful. She also uses all of the sub trees in Precision extremely well. If you land your burrowed Q and AA reset correctly, you can land your True damage E before targets can react, making HoB less useful.

Why Ravenous Hunter over Relentless Hunter?
S11 gave us a lot of tools to gap close onto targets, making the relentless hunter less valuable. On top of this Ravenous Hunter is just very strong right now, and really useful in the longer fights that we aim to have with the bruiser build.

Why Ultimate Hunter over Relentless Hunter?
For the same reasons above, Relentless isn’t as important as it once was. This build is extremely strong and your kills are only gated by your ultimate and Prowler’s Claw cool down, so we take Ultimate Hunter.

Why Inspiration over Precision Secondary?
Again the Assassin build just wants to use its burst combo as frequently as possible, but it is gated by item and Ult cooldowns. We take this path for Cosmic Insight so we can Flash/Prowler’s claw more frequently. Free boots are nice too and let us rush our Mythic.

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Prowler’s Claw
This item has incredible synergy with Rek’sai, giving her a ton of burst and a powerful gapcloser. Build this every game with Assassin Rek’sai.

Edge of Night
This has been a Rek’sai item since season 10 and this year is no different. It gives you a ton of HP and shield that is useful for helping you land your combo. Build this 2nd every game.

Guardian Angel
There isn’t really a better item for a kamikaze backline threatener than Guardian Angel. This lets you recklessly dive enemy carries in the mid to late game and set up fights for your team. The buildpath lets you make a stopwatch play as well which is also great for buying time for your team to follow up on your plays.

Sterak’s Gage
A really powerful item this season that is great for, once again, diving the backline. The shield gives you time to get your combo off and can enable you to make more crazy plays.




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Stridebreaker
This is a less popular mythic, but my personal favorite on Rek'Sai. This mythic makes her more of a bruiser champion, and gives her the stats she wants to dive targets under turret and dominate team fights. I build this almost every single game. Use the active to slow targets and deal out extra damage. The cooldown is very low so you can use it multiple times a fight, as opposed to Prowler's Claw.

Black Cleaver
This item has been the go to 2nd item for Rek'Sai for so long, but I'm sad to say that it isn't that great anymore. I think the item is a bit too expensive right now, and the stats that it has to offer aren't as great as they were last season. I would only build this if you're against an armor stacking team and your team needs the armor shred utility.

Chempunk Chainsword
There seems to be a lot of healing in the preseason so I imagine I'll be building this item quite a lot. Solid chance we only sit on the 800g Executioner's Calling. I only build this if the enemy backline as a way of healing themselves ( Soraka, Yuumi, etc.)

Death’s Dance
This item is very powerful when you are playing into an extremely heavy AD comp. It gives you damage and survivability, everything you would want from an item. I'm usually stack choosing between this and Guardian Angel.

Dead Man’s Plate
This item can be decent when you are behind. It gives you great stats into an AD heavy comp, the move speed can help you get onto a carry trying to kite you, or escape from a dicey situation. Not to mention that it also gives you some damage and a slow when you do get on top of someone! This is a great option if you think you need to be tankier in a fight.

Randuin’s Omen
This is a great defensive item into team's with multiple sources of Crit heavy champions. Example: Yasuo, Yone, Tryndamere, any ADC building crit. It reduces a significant amount of damage, and even offers a slow which can help you escape, or stop people from escaping. A great niche item for Rek'Sai

Thornmail
I rarely if ever build this item. If you REALLY need anti heal, buying an Executioner's Calling is pretty much always better.


Hexdrinker
This is a solid defensive option when you are against multiple AP threats (usually an AP jungler) but you don't want to build a straight up defensive item. You probably shouldn't upgrade to a Maw of Malmortius until later in the game.


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Rek'Sai has 1 combo but with a few variations. Each piece of the combo gives Rek'Sai 25 Fury which is critical to using your max fury. When done correctly, you can do this before the enemy can Flash away after being knocked up.

Standard Combo:
Q(burrowed), W, AA, Q, E

Flash Combo:
Q(b), F, W, AA, Q, E

Ult Combo:
Q(b), W, AA, Q, E, R

PATH
Red
Raptors
Wolves
Blue
Gromp
Scuttle

If there are obvious ganks available in any lane, you can look for them (though beware possible counter ganks depending on where the enemy jungler started)

Often times if there isn't anything obvious available, I will simply continue to farm my wolves , Blue , and then be at Scuttle Crab at 3:15.

If you are against a weak early game jungler ( Hecarim, Zac, Amumu, etc) it might be better to be less efficient with your pathing and try to find them in their jungle once you are level 3.

Try not to base before 1k+ gold, as its bad to leave base without Chilling Smite and a Long Sword.

Beyond this point, play for your win condition. Secure neutral objectives if you can, be efficient with your time, and look out for opportunities to surprise people with your Tunnels/tremor sense.
Teamfighting

Rek'Sai is infamous for having a poor late game,
but I don't believe it is nearly as bad as most people make it out to be.




As Rek'Sai your job is to assassinate the backline in teamfights. You must find ways to Unburrow + Flash onto the enemy carries. This usually involves letting someone else, on either team, engage the fight first. Then in the chaos of the teamfight, you Unburrow + Flash onto an unsuspecting carry and 100-0 them with your combo. If you can distract the enemy team, assassinate a carry, and even get away, then you are doing your job.


Try to keep track of enemy CD’s, Zhonya's Hourglass, Flash etc and when the timing is right, you go in. It will take a lot of practice to get good at playing Rek'Sai in teamfights, but with a lot of practice you can convert your early game advantages into wins in the late game.
Try to keep track of enemy CD’s, Zhonya's Hourglass, Flash etc and when the timing is right, you go in. It will take a lot of practice to get good at playing Rek'Sai in teamfights, but with a lot of practice you can convert your early game advantages into wins in the late game.
After clearing a camp, set up a tunnel over the wall to the next camp. This will allow you to clear faster on your next camp rotation. Combine your True damage Furious Bite with your Smite for the best execute on neutral objectives.

If you press W to Unburrow, it will knock up the closest target and deal damage/push back the remaining targets.

If you right click to auto attack while Burrowed, it will knock up the target you selected. Use this to make sure you knock up the right target in a gank, or to clear camps as fast as possible (knock up the small wolves first, and the big one last to deal triple Unburrow damage to the big one).


You can extend the range of your knock up by pressing Unburrow instead of right clicking

This does however run this risk of you missing your Unburrow due to the target flashing, using an invulnerability move ( Vladimir Sanguine Pool, Fizz Playful / Trickster), or you misjudging the range of the ability. To guarantee the knock up, just right click.


You can use your Void Rush to gap close & chase down enemies.

After landing a burrowed Q Prey Seeker, Unburrow yourself before Void Rushing. This allows your Burrow ability to immediately go on CD, so that when you land from your Void Rush you can immediately go back underground and knock the target up.


You can use your Tunnel to ‘cancel’ certain types of stuns.

For example, if you are about to be hit by a Twisted Fate gold card or an Annie stun, cast your Tunnel right before you are hit and your tunnel will still go through, while you are waiting out the CC duration. This does not work on abilities with displacement effects such as Syndra Scatter the Weak or Sejuani Arctic Assault.

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Doubtfull Rek'Sai Guide
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[S11] Doubtfull's Challenger Rek'sai Guide

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