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Recommended Items
Runes: My Standard
Resolve
Precision
+10% Attack Speed
+6 Armor
+65 Base Health
Spells:
1
2
Flash
Ignite
Items
Ability Order standard
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
Champion Build Guide
Ability Description and uses
Passive - You Gain "fury" on autos and burrowed Q's which are consumed and replenish health while burrowed.
R - You can mark tagets by damageing them, while a enemy has a mark you can use the ability to quickly become untargetable and teleport to the marked champion. Dealing damage based on their missing health.best used for dives or if you need a minute of untargetability.
Q - An melee range auto emporment for 3 attacks that deal extra damage, best used in crowds for maximum effectiveness but isn't necissary.
W - Burrow allows you to enter the burrowed state, shortens you conventional vison range increases your MS and you cannot use basic attacks.Changes you to the burrowed moveset.
E - A single target bite that deals double and true damage when you have max fury.This is the basis and burst of rek'sai's damage.
Q - A low damage high range and velocity projectile that reveals enemys on hit.Best used to be annoying for poke, and revealing people in bushes.
W - Unburrow can be cast without a target to knock up the nearest enemy, but is better used by auto attacking the target so you never miss.Also cahnges you to your unburrowed moveset.
E - Allows Rek'sai to create tunnels through or outside of terrain for movement which can be reused after a short cooldown and expire after a long time.They can also be destroyed if an enemy stands on them for long enough.You can deploy a max of 8 tunnels at a time, tunnels can be used to help traversing to lane,tunnels to mid, and usinng them to engage or escape.
R - You can mark tagets by damageing them, while a enemy has a mark you can use the ability to quickly become untargetable and teleport to the marked champion. Dealing damage based on their missing health.best used for dives or if you need a minute of untargetability.
UnBurrowed Ablities
Q - An melee range auto emporment for 3 attacks that deal extra damage, best used in crowds for maximum effectiveness but isn't necissary.
W - Burrow allows you to enter the burrowed state, shortens you conventional vison range increases your MS and you cannot use basic attacks.Changes you to the burrowed moveset.
E - A single target bite that deals double and true damage when you have max fury.This is the basis and burst of rek'sai's damage.
Burroed Abilities
Q - A low damage high range and velocity projectile that reveals enemys on hit.Best used to be annoying for poke, and revealing people in bushes.
W - Unburrow can be cast without a target to knock up the nearest enemy, but is better used by auto attacking the target so you never miss.Also cahnges you to your unburrowed moveset.
E - Allows Rek'sai to create tunnels through or outside of terrain for movement which can be reused after a short cooldown and expire after a long time.They can also be destroyed if an enemy stands on them for long enough.You can deploy a max of 8 tunnels at a time, tunnels can be used to help traversing to lane,tunnels to mid, and usinng them to engage or escape.
Rune Breakdown
Tank
Resolve
Aftershock - Allows you to gain some tankyness on your knock-up which is the central idea around your kit.
Font Of Life - Helps slightly heal frienlys when you hit your knock-up, Helpful in lane for your ADC
Slot 3 - This is more up to what you think you need against your matchup.I useally go with bone plating.
Unflinching -Due to Rek'sai's squishyness and weakness to CC I find its best to minimize its effectiveness even if only slightly, especially early game.
Precision
- this section is always up to prefrence but this is what I normally runTriumph - Always take this, it helps solidify your escape after diving ability with R and helps when your in fights.
Legend:Tenacity - Same with unfliching i'll take this if I am facing a heavy CC support suchas Morg or Lux
Coup De Grace - Helps solidify your Kill pressure and Dive / Pick power.Normally I take this or last stand
Last Stand - helps kill opponents while your low, which you often are.
Item breakdown
Boots
It's to to user discression but I prefer Plated Steelcaps and Merc treads
Tank
Turbo Chemtank - Due to Rek'sai's slow MS I find that I have trouble cathcing up to people to knock the up, so this helps compensate for your Move speed.
Sterak's Gage - Gives some much needed damage as well as some health to support Chem tanks passive.Sterak's passive also increses your ability to stay alive with its passive
Chempunk Chainsword - It seems taht every game there is some kind of Heavy Life steal or omnivanmp character so its just best to but this.(gives AD and health)
Everythig Else - Boots and items past this point are up to your match-ups and personal preferance, though I reconmend that you look for items with health gain or resistances after this point.
The items I build ae listed in the items section of the guide.
AD
Stride Breaker - Aides you in "stickyness" to your opponents to compensate for your MS to secure more damage and hopefully a kill
Sterak's Gage - Gives some much needed damage as well as some health to keep you alive.Sterak's passive also increses your ability to stay alive with its passive
Deaths Dance - This is your main source of resistance with its "Ignore pain" passive and 45 Armour while still providing some good AD.
Everythig Else - Boots and items past this point are up to your match-ups and personal preferance, though I reconmend that you look for items with health gain or resistances after this point.
The items I build ae listed in the items section of the guide.
Tips and Placements


Just some tips
-
W knockup into Q autos until you have full fury for Q is a good standard Combo
If can always make sure to wait for full fury before you Q as this is the basis of your damage (Whats not to like about true damage?)
Don't all in if you can help it till 3 so you have a full damage combo and tunnels
Suprising people by tunneling from bushes or jsut the middle of lane is a good way of getting picks.
You can see your tunnel cooldown while in Unburrowed form if you look at the HUD Indicator
If you tunnel into a fight you need to be confident in your sucess becaseu you wont have much of an escape, that being said saving tunnel is a good escape meathod
Kinda like Alistar Flash Stun is always a opption you can even do this right out of a tunnel
You can still take burn damage and AOE effects like Morde passive while in R, so be wary fo this while your low on health
If you need a few seconds for your team to back you up your can R and hope help arrives or burrow after R and hope tunnel is up.
Tunnels will not allows travel what ever distance you want through terrain but to a legth limit so you wont be able to use long tunnels like you would Bard Portals
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