Rek'Sai Build Guide by Doubtfull
[S11] Doubtfull's Challenger Rek'sai GuideBy Doubtfull | Updated on January 14, 2021
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Runes: Bruiser Page 1 (Most Common)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Level up guide
Threats & Synergies
Olaf wins this match up pre-six. You can win after six if you haven't fallen behind, but you need to knock him up before he gets his ult off. This is a VERY difficult match up in high Elo, but probably something you won't see/won't have as much trouble with the farther down the ladder you are.
Rek'sai loses this match up at all points in the game. Graves outfarms rek'sai, and 3/4 abilities in his kit help him kite you. He also gets insane amounts of armor from his grit passive. This is my priority ban if I want to play rek'sai in high elo. Less of a threat the further down the ladder you are, as players aren't as good at kiting.
Rek'sai can threaten kindred at most points in the game. The new items in season 11 make this match up really easy as it is very difficult for Kindred to kite you. Playing around her ult post 6 and you should be fine.
Elise can CC you and burst you down. It can be difficult to get on top of her. Mercs are great to have, and edge of night can prevent a lot of her damage. Don't forget to take MR in this match up, and try not to face check bushes (use prey seeker). I find myself building mercury treads early on in this match up.
Ekko has a lot of tools to kite you, and can simply ult back to full health after your combo. This is an incredibly annoying match up for rek'sai. Be aware that he can ult your ult.
Amumu has no reliable way to escape from Rek'sai, and with conqueror you will always win this 1v1. Look to punish him in the early-mid game. The later the game goes, the harder it will be for you.
Easy match up. Your tremor sense reveals her and you can punish her in the early game, preventing her from scaling into a beast later. Remember that she can dodge your ult with hers.
VERY difficult match up. Fiddle can sustain your burst, and has many forms off CC to make it difficult to do much of anything before you die. His W drain also damages you even when ulting. Avoid this match up.
This match up is hard against a good gragas, but in most elos won't be too bad. Watch out for his burst, his E takes priority over your W knock up.
You win this 1v1 in the early/mid game pretty hard. Pre 6 he has no way to get away from you. Find him, flash on him, and delete him. Post 6 you might try to time your ult to dodge his, but that is mostly a guessing game.
Ivern is an odd match up that I don't have enough experience in. He can be annoying to stay on top of and kill, and late game he will protect the backline from you. I don't love playing this match up.
This is a pretty easy match up. I usually make sure I use my first ward to protect my midland from a level 2 gank (in-between mid and red). After that, I look for every opportunity to fight him in the early game. It's possible to cancel his EQ with your knock up, but very hard to do consistently.
Karthus is another champion who is only really a problem at the top of the ladder. He generally power farms a lot, so it shouldn't be too hard to find him in his jungle and 100-0, especially post 6.
Kayn is extremely easy to bully in the early game, but if he gets ahead of you he can be a real pain. Try to counter gank and keep him down in the early game. Be hyper aware of moving in a way that will help you dodge his W's, as that is a core part of his kit. If you build lethality and are a little ahead, you can 1 shot him with your combo before he can ult you.
This match up can be difficult, and it usually goes to whoever the aggressor is. He can cancel your E with his R, and prevent you from ulting. I usually try to full combo him asap and ult before he gets that 2nd charge of his camo off. This might be a good match up for red smite, though I usually still go blue.
This is one of rek'sai's best match ups. You are stronger than Lee Sin at pretty much every part of the game, unless he gets really far ahead.If you have conqueror you shouldn't ever lose a 1v1 unless the fight starts out at a disadvantage. Remember you can cancel the 2nd part of his Q with your knock up (you can save your allies too).
Nidalee is a skill match up that favored Rek'sai. Dodging her spears while burrowed can be difficult, so sometimes I find myself unburrowing just for vision. You can cancel her leap ability with your knock up. If you flash onto her, she is usually squishy enough that your combo will one shot her, though remember that she does have a heal. She will also build Zhonya's more than likely at some point, so watch out for that as well.
I've never had too much trouble with this match up, but I know other people have. When you go underneath Nocturne he will use his spell shield, break it with your burrowed Q and then combo him. Use your ult just when his fear is about to land and you will dodge that.
This match up can be tricky. Take Conqueror for sure and try to bully him in the early game. He likes to lane gank so if you have a lane that is pushed in, make sure that you warn them about this. If you can get wards in his jungle to spot out his path, that will go a long way.
This match up can be annoying if the Master Yi takes Ignite. Try to bully him out of the game early by tracking him in his jungle. Take red smite as blue smite doesn't do anything against him. Don't let him alpha strike your knock up or you are in trouble.
Nunu & Willump
Nunu is extremely difficult for rek'sai to 1 shot with her combo, and scales much, much better. This match up is very difficult. You probably won't get very far by trying to punish the Nunu directly, so focus on getting your lanes ahead.
This is a really easy match up for Rek'Sai. With conqueror you shouldn't ever lose a fight, so look for as often as possible in the early game. Watch our for her lane ganks with ult post 6. If you can, pop her passive with your burrowed Q before going in to combo.
Rek'sai's tremor sense is a huge help with tracking Shaco during his shenanigans. You can also tell which Shaco is the real one if you have knocked him up with your W, as the W timer will be underneath him. Try to invade and mess up his boxes level 1 if you can get your team to follow you.
Shyvana won't do anything in the early game typically, so you have free roam to torment her lanes. Make sure you have dragon warded at all times against this champion. You can get free wins from her trying to sneak solo dragon after her first back.
Rek'sai destroys Skarner in the 1v1 early game, so try to abuse this as much as possible. Post 6, Skarner can make it very difficult for Rek'Sai to play the game. This might be a game where you want to build tanks after warrior, and I suggest a Guardian Angel as well.
Sylas is very weak in the early game. Take advantage of his bad clear and look to invade if you can. Once he gets redsmite and a jungle item he can win 1v1's.
Trundle can cancel your tunnels with his pillar and barring him falling really far behind, he will win 1v1's as well. Try to avoid him at all costs and get your lanes ahead.
Udyr is pretty annoying. He will win the 1v1's against you, but you can get away from him by using your W defensively, and tunneling over walls. Your ganks are better than his, so use that to your advantage and snowball your lanes.
Xin is an all in champion, who loses the all in to rek'sai. Try to get on top of him whenever you can, as long as he isn't too far ahead of you, you should be able to 1 shot him. Similar to j4, I use my level 1 ward to defend my midland from level 2 ganks by placing a ward in-between mid and the enemy red buff.
Zac will usually start red and full clear to blue side. He likes to get low on his clear, and you can take advantage of this by full clearing your red side and then invading him at his wolves. Keep in mind lane priorities, and that they can teleport to his blobs to make him invulnerable. If they do this, he will still be one auto attack away from death, so you might be able to still kill him and get away.
Flash onto Vi when she is channeling her Q and you can cancel it and one shot her. You can use your ult to dodge her Q or even her ult. This is a pretty easy match up, as long as you don't start the fight off by getting punched in the face by her Q.
Anyone with good gank set up is fantastic for Rek'Sai
Having a support champion who will speed you up and heal you shore's a lot of Rek'sai's weaknesses.
Champion Build Guide
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
➤ 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.
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.
➤ 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.
➤ 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.
➤ 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.)
➤ 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.
➤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
➤I rarely if ever build this item. If you REALLY need anti heal, buying an Executioner's Calling is pretty much always better.
➤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.
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.
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.
As Rek'Sai your job is to assassinate the backline in teamfights. You must find ways to Unburrow/ Flash onto the enemy carry’s. 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.
|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.