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All Guides Rek'Sai Guides (5.13)As if one knockup isn't enough CC
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Updated
2 years ago
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Rek'Sai Statistics for NobleSupremacy

Author's performance with Rek'Sai compared to the ranked average.

Value
Average
Games Played
1
5
Win %
0
37
Kills
3.0
4.8
Assists
6.0
7.9
Deaths
7.0
6.4
KA:D Ratio
1.3
2.0
Gold Earned
9.3K
10.8K
Creep Score
42.0
59.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

As with almost every jungler, these are the only two summoner spells I'd recommend. If you feel as if you can take on the risk of replacing flash with 12.png or 3.png do so at your own risk.


Don't look at 421_64.png's tunnel as an excuse to replace flash though. Its quite a  reliable escape, but since it's cooldown is so long its always better to have flash on hand. You will be using your E to engage mostly so it won't be active during a fight unless you are able to get the kill or tank it out long enough. Flash is also great for extra engage as you get huge distance using your tunnel and then flashing for a knockup (Which can also be an extra incentive to escaping).

New Runes Back to Top

Abilities Back to Top

Q
W
E
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
2
14
15
17
18
E
3
8
10
12
13
R
6
11
16

   (In-depth explanation for abilities in champion details)

Start and max Q first as this is your main source of damage. It applies Aoe as well which is great for clearing camps and minion waves. Your Q is also an auto-reset, as in you want to be sure to have a normal aa go off just before using it that way you can get an extra somwhat free aa in when killing camps especially early on. Upon level 2 put a point in W. This will allow you to get sustain and gives a nice knockup when initially fighting camps as well as the extra damage from your alternate Q. Afterwards put a point in E as this allows you to deal extra damage as well as allowing you to tunnel for mobility and ganking lanes. Be sure to max E second to get more damage out of it, then your R and lastly your W.

Items Back to Top

Starting Items

    As of patch 4.21(&5.1) this is the only start for any jungler basically because of the gold increase from jungle monsters. This was the basic/only real start for most junglers before anyway, including Rek'Sai.

Core Items

    (Refer to cinderhulk build over warriors) Choose a jungle item and focus on upgrading it to warriors. I prefer stalkers for the slow whilst ganking but you can go ranger's if it is to your preference. Warriors is Rek'Sai's main damage item. The armor pen and cooldown also proc very well with her abilities. Get normal boots sometime during this to help gank and get around.
    After warriors build a Randuin's. At this point you will want to focus on becoming tanky. Randuin's provides great stats as well as a slow which is great for Rek'Sai since her only cc is one knockup (Even though it is very good on its own) I generally go Tabis but if the enemy team is cc heavy or possibly ap then build mercs.
    After Randuin's you probably want to build mr unless their entire team is ad. Banshees is most likely your best choice but if your support is not building towards locket its a nice item on Rek'Sai and does great against teams with a good amount of cc. Spirit visage is optional but I do not recommend it over either of the other two. Hexdrinker is great as well for the mr, shield, and extra ad. This is usually the only other ad item I would build as well.
    Finally choose your last two items. I generally go for Sunfire and Thornmail but Warmongs is also a good replacement for one such as thornamail if the enemy team is not very aa heavy or the adc is behind. You can also finish a Maw if you decided to go hexdrinker earlier
    Example of full build. (Always go homeguards for enchantment) Please refer to cinderhulk for current meta build over warrior.
    Due to Cinderhulk having a large impact on the tank Meta, it is pretty advisable to drop the warrior to full tank build and just go straigh full tank. I Do insist on buying a black cleaver for damage though as it gives a great health boost for the cinderhulk bonus +huge cdr but as for preference, you do not have to.
    Example of full build with Cinderhulk

Situational Items

    Be sure to switch out trinket ward for sweeping lens either after first back or around level 9 and be sure to always stock up on wards when possible.
    I've seen players in lcs using this on Rek'Sai. Great if you can abuse it often and well but I would not recommend it, at least not in solo q.
    If you want to build attack speed Rek'Sai just make these two your core rushed items and follow the rest of the build path Randuin's and onward.
    The only items I would recommend of these four if you are to use them is the hydra or Triforce which you would build after warriors. Choose one or the other and if you are still greedy for damage it is possible to go Bc and Ls for armor shreading (Which I don't recommend if you choose to go triforce).

   Everything needed to know about what to build and build order is below each recommended item box. Just know that Rek'Sai is generally built tanky but is also good with one or two more damage items as well as fun.


EDIT: Due to the knew tank meta, it is advisable (as it is now explained in the item section) to drop warriors for cinderhulk and go full tank. If you feel the need to build damage or would just like to for fun then I would still go with the suggested alternatives, but as for now  Rek'Sai is at her prime within the cinderhulk/tank meta.

Please refer to the later items that reccommends cinderhulk over warriors.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Fiora
    Easy
  • Jarvan IV
    Medium
  • Lee Sin
    Medium
  • Lissandra
    Easy
  • Pantheon
    Medium
  • Warwick
    Medium
  • Yasuo
    Easy

VS

Fiora

Easy

She has no escapes other than flash. She can outdamage you if she has a good amount of farm and/or kills but if you play it right from the start and gank her then there is no way out for her. Abuse this to shut her out early game. Oh, and 3075_32.png.

VS

Jarvan IV

Medium

VS

Lee Sin

Medium

VS

Lissandra

Easy

Her only escape is her E which you can easily counter by waiting until she activates it and then knocking her up before she is able to get away, negating the ability entirely. Try to do this by staying ahead of her and making sure that you are able to go under her whenever she tries to flee. You can also chase her down and knock her up as she is mid E by slowing her with your chilling smite (or randuins).

VS

Pantheon

Medium

VS

Warwick

Medium

Not hard to jungle against but probably not an insta shut out. if he ults you while burrowed you can follow up by knocking up instantly. I'd advise only fighting with teammates or if you have a good enough lead. Also, if he decides to ult you mid E (as you begin to tunnel) you will still go to the end of your tunnel but you will just be suppressed the normal amount of time. So, if you E over a wall when he ults you its easy escape and you wasted his ult.

VS

Yasuo

Easy

His escape is his E which is only reliable if he has minions to jump on. If he tries to E onto you then you can instantly knock him up and fight.

In-Depth Explanation on Abilities and Ability usage Back to Top

  • 421_64.png's passive is her rage meter. This builds up as you aa whether that be with normal aa's or with your Q active. Rage decreases upon burrowing which drains into health (This is 421_64.png's mean of sustain). Upon reaching 100 rage it also allows your unburrowed E to apply bonus true damage (Which is why you should usually wait until 100 before using E).
  • 421_64.png's Q is her main source of damage and will be maxed first ALWAYS. It applies extra damage to her next three auto attacks and adds an aoe effect which is great whilst clearing camps, minion waves, or hitting multiple people during fights. You Q is also an auto reset, as in it will proc instantly upon being activated so be sure to abuse this early on by aaing and then using your Q right after as this allows you to have a free/extra quick aa (mainly while clearing camps). While burrowed she gets a very long range skill shot that extends as far as her tremor senses go. Upon hitting an enemy it will deal a small amount of ap damage as well as marking them for a short time. This is great for getting vision on enemies and even killing someone who may have ran under tower or gotten away in the early game and managed to escape with barely any hp.
  • W is 421_64.png's mobility, sustain, and cc. You gain faster move speed whilst burrowed as well as alternate abilities for both your Q and E. Abuse the sustain early after clearing a camp and moving on to the next one and always engage with your knockup (as well as using Q just before to get a slight extra bit of damage on camps. If you stand in the middle of the camp then the aoe from the burrowed Q will hit all the monsters). 
  • E is extra damage, engage for teamfights and ganking, mobility between camps and moving around, gap closing, chasing, and escaping. When your passive reaches 100 your E will deal bonus true damage so always try to save it when fighting until your rage is fully built up. This usually does not apply to camps you eventually clear too quickly and can be used whenver when doing those. Use your E when farming in jungle to get between camps faster and even add tunnels to give you free mobility when you come back. (Note that tunnels eventually break over a period of time or when an enemy stands on it for a few seconds). Place your tunnels intelligently as well since it applies to your ult which is a free tp to whichever tunnel you choose. This makes placing tunnels inside the enemy jungle and near lanes to gank a smart choice. Always use your E to engage while ganking or maybe save it to bait a 4.png and still be able to possibly chase them down with a tunnel. As your tunnel must be used whilst burrowed it allows you to knockup upon engaing. You want to aim your E ahead of or directly at the enemy to be sure you can knock them up after closing in. Your E is what assures you of kills and/or keeping yourself allive. Use it to escape just as you would when flashing, try to juke or go over walls. Tunnels you may have already placed around the map may help when doing so as well.
  • Your ult is basically a free 12.png as well as bonus attack speed. It's usefullness relies on your placement of tunnels. You can use it to get back to your jungle quickly or get to a lane you wish to gank faster. Even joining in on teamfights or setting yourself to split is possible. Just think of it as a normal 12.png that you yourself have to set up tactically or conveniently (Comparing tower 12.pnging to a ward gank 12.png) This is also another reason why homeguards are so usefull on 421_64.png as you are able to run at blistering speeds from your ult  to join a fight or surprise and unsuspecting enemy.

Which Smite to Choose and Why (Chilling) Back to Top

  • The reason I reccomend 3706_32.png is because I find the slow to be immensely helpful for 421_64.pngAlthough one knockup may be enough cc for this champ, cc from items and smite benefit her greatly (Hence 3143_32.png rush). Sometimes you might be just a little far away from the enemy after coming in for a gank with your tunnel but chilling smite allows you to close that final gap. Not only does it slow the enemy but it also steals speed, quickening yourself as well. This makes that last gap close or attempted getaway much easier to close in on. I feel as if 3713_32.png is more for champions who already have enough cc and benefit more from smiting camps whether it be for the bonuses or faster clearing. 3715_32.png has its benefits but I feel as if the slow from chilling smite is much more beneficial to 421_64.png than what challenging smite has to offer. And for anyone who may be curious, 3711_32.png shouldn't even be considered on 421_64.png. This is the worst smite in my opinion, as well as for a lot of others, and I see only few select champs it has any use for. Be cautious where you decide to use your smite in jungle and decide whether or not you will have enough time to use it for a gank or whether or not you will be, as it could be the very difference as to whether or not you succesfully get a kill, which can benefit a lot with early game ganks.

Short Explanation/Clarification for Guide Back to Top

   I made this section just to give a quick explanation on certain points of the guide in case they would cause some confusion later on. I made the guide somewhat flexible. All the item choices before Cinderhulk was shows were produced before the tank meta came into play. I those build parts because I did not want to remove the old aspect and although the meta has shifted I still feel as if it could be a viable build, but for the best I'd still recoommend you go cinderhulk. Also, in my summoner ability section I strongly suggest 4.png/11.png as your ONLY abilities to consider. I feel as if this is a no brainer for any jungler, with exceptions for some (ex. 35_64.pngor120_64.png) however I gave the suggestion in the extra notes as alternatives in case someone wanted to TRY something different. I list only what I think is optimal but If I feel as if there are other ways I can suggest to build the champion, whether it be fun or experimental, I'd like to list them in case someone would be interested. 

   
   As of 5.11 (and shortly before) I suggest only my listed cinderhulk build as the most optimal build path. The previously stated pieces of equipment would of course fit in the final build (exclude damage items). If you would like to try the old warriors build I would suggest it for fun. The situational section is also basically made for fun/experimental builds (also made before cinderhulk meta), like the original 3710_32.png+3153_32.png build from release, or the alternate 3707_32.png+3074_32.png that competed with attack speed 421_64.png to see if raw damage/AOE was the true way to go. Everything i feel previously was or is vital is listed in the core section (acception for smite choice, in which it is already explained why 3706_32.png is the way to go but 3713_32.png is somewhat considerable).

   If anything in the meta shifts to cause anything to override the cinderhulk or put old builds back in place then I will be sure to update. Thank you for reading and I hope this cleared any possible questioning you may have had before. Feel free to comment openly to ask anything you would like.

ALSO, please leave a like if you read or found the guide helpful. I greatly appreciate it and it is the only thing I ask for in return. Again, thank you all!

My Experience with League and Rek'Sai Back to Top

   Firstly I'd like to say hello to everyone and thank you for viewing my guide. I am a Silver NA player and I have been playing league for about a year now. Please dont regard to my rank or time playing as a reason not to appreciate my guide though. I don't play ranked often, if not at all, so it honestly does not give much feedback to me as a player. I prefer and enjoy normal queue with friends and sometimes by myself. I also watch a lot of league including LCS, not only for entertainment but to study how people use and build champions. This guide's depth may be aimed more towards noobie-ish players who may need an exact run through of the champion but my goal was to provide an in depth explanation for everything you can do with this champion. I'd love to possibly add visuals in the future like a map with marks for the best spots to tunnel and gank and possibly other things like level 3/4 dragons on first back (after I test it again as it seems to have stopped working after one of the pacthes). 


   Again I appreciate you taking the time to check out my guide and hope that you refer back to it again whenever you need a refresher when playing the champion. Goodluck my fellow summoners!
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