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Spells:
Flash
Smite
Items
Ability Order
Fury of the Xer'Sai (PASSIVE)
Rek'Sai Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
I am not a high level player, hence this guide is written purely as an introductory guide to picking up Rek'sai. I hope to differentiate this guide from the others by pointing out the most obvious and important things to note in order to begin your journey of Rek'sai mastery.
The way I play Rek'sai and the way I believe is the easiest to learn Rek'sai is a primary tank/secondary bruiser build. Built this way (with chilling smite), Rek'sai is vastly useful with solid engage and utility even when playing from behind. Full AD Rek'sai is fun, but I find that she can fall behind and become useless without building some level of tankiness.
I hope you enjoy this guide! If you find this type of guide useful, be sure to check out my Nautilus support guide here!
Pros
- Fast jungle clear, enabling you to apply early gank pressure and defense against invaders.
- Reasonable dueling and attack damage with your Q.
- Gap closer and mobility with tunnels. Enables creative ganks and daring escapes (counterjungle with little risk)
- Insane sustain with your passive.
- Global presence with your ultimate.
- Tremor sense provides OP vision for invading and defense of jungle areas.
- AOE CC with your un-burrow ability.
- Manaless.
As you can see, Rek'sai has a lot going for her in a lot of areas!
Cons
- Slightly squishy in the early game before your Cinderhulk.
- Outscaled in damage by other AD junglers (hence it is important to tank up to remain relevant).
- Tunnels are easily destroyed which restricts your mobility.
- Limited siege.
- Fast jungle clear, enabling you to apply early gank pressure and defense against invaders.
- Reasonable dueling and attack damage with your Q.
- Gap closer and mobility with tunnels. Enables creative ganks and daring escapes (counterjungle with little risk)
- Insane sustain with your passive.
- Global presence with your ultimate.
- Tremor sense provides OP vision for invading and defense of jungle areas.
- AOE CC with your un-burrow ability.
- Manaless.
As you can see, Rek'sai has a lot going for her in a lot of areas!
Cons
- Slightly squishy in the early game before your Cinderhulk.
- Outscaled in damage by other AD junglers (hence it is important to tank up to remain relevant).
- Tunnels are easily destroyed which restricts your mobility.
- Limited siege.
Go for attack speed, armor and MR for runes.
- Attack speed greatly helps your jungle clear, not just for Rek'sai, it is also viable for most attack based junglers. Rek'sai has an especially lethal level 3 so rush and gank a lane.
- Armor, MR standard runes to fill out your slots. AP is basically useless for Rek'sai (unless you are building a cheesy AP burrowed Q Rek'sai poke-machine...in which case, may God have mercy on your soul!)
- Attack speed greatly helps your jungle clear, not just for Rek'sai, it is also viable for most attack based junglers. Rek'sai has an especially lethal level 3 so rush and gank a lane.
- Armor, MR standard runes to fill out your slots. AP is basically useless for Rek'sai (unless you are building a cheesy AP burrowed Q Rek'sai poke-machine...in which case, may God have mercy on your soul!)
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