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All Guides Rek'Sai Guides [8.12] Rek'Sai - The most detailed Jungle Guide you will ever find - By Season 3-5 Challenger Honigdax
7
2
Updated
6 days ago
Views
9K
Comments
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Rek'Sai Statistics for Honigdax

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

Value
Average
Games Played
56
4
Win %
57
37
Kills
8.4
5.4
Assists
9.1
7.1
Deaths
4.9
6.6
KA:D Ratio
3.6
1.9
Gold Earned
12.5K
10.6K
Creep Score
46.4
120.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

The traditional combination of spells used by almost every Jungler then and now. Both of these spells are essential on Jungle Rek'Sai.


Having flash gives you the opportunity to single handedly carry teamfights but I'll get to that later on.

New Runes Back to Top

These are the runes that I have been running lately.

If I play bruisar Rek'Sai I like to take Precision as the primary and Domination as the secondary rune tree. Press the AttackPress%20the%20Attack.png?width=32 works well on Rek'Sai and gives you some nice damage for early game ganks. TriumphTriumph.png?width=32 is a must have. On the next step I like to switch between Legend: AlacrityLegend%20Alacrity.png?width=32 and Legend: TenacityLegend%20Tenacity.png?width=32. Take Alacrity against teams with very little CC and Tenacity against teams with (lots of) CC as it gives you 20% Tenacity at max stacks. Lastly take Coup De GraceCoup%20De%20Grace.png?width=32 as it is the best out of the last 3.
On your Domination page take Sudden ImpactSudden%20Impact.png?width=32 as well as Zombie WardZombie%20Ward.png?width=32. Sudden Impact gives you 5 seconds of Lethality everytime you use a tunnel which is great for early game ganks where enemies have very low armor. Zombie ward gives you great vision control and provides you with free information about the enemys movement.
179.png

Masteries Back to Top

*** IGNORE THESE ***


I prefer to go 18-12-0 on Rek'Sai currently because 'Fervor of Battle' works very well on Rek'sai. Why? Simply because you can generate the stacks very fast. You start with your Prey Seeker (1 stack), then you unburrow (1 stack) and while your target is stunned you can autohit (1 stack) and reset another autohit (1 stack) with your Queen's Wrath, next you use your Furious Bite (1 stack) and after that another autohit (1 stack). This gives you 6 stacks in ~ 1 second. This already equals 84 bonus damage per hit on level 18 which increases to 112 bonus damage per hit at 8 stacks (maximum).

I take Double-Edged Sword over Feast simply because you gain more than you lose. The rest doesn't need any more explanations because it simply is the best for Rek'Sai.

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

Classy start, first 3 levels I take Q->W->E, Q for the fastest jungle clear, W to regain health by burrowing between camps and then at level 3 take my E to get my tunnel placement going.


The placement of your tunnels is one of the most important things for Rek'Sai and is the factor that makes Rek'Sai insanely strong since it gives her one of the fastest Jungle clear of all Junglers. But I'll get to that later on in my guide.

I choose to max my E second to maximaze the damage out put and to reduce the cooldown of tunnels and re-entry of tunnels. So always max E second.
179.png

In depths ability Analysis:


Passive: 'Fury of the Xer'Sai'

  • Uses your Fury to give back HP while you are burrowed
  • Always make use of this when going from camp to camp in your Jungle
  • Wait until you are at 0 Fury before continuing your Jungle for maximum sustain.

Q: 'Quenns's Wrath / Prey Seeker'

1. 'Quenns's Wrath'
  • Rek'Sai gets extra damage onto her Auto Attacks and hits target around her
  • This is the ability for you main damage output
  • Always use one Auto Attack and then activate your Q right after your Auto Attack went off (this resets your Auto Attack)
2. 'Prey Seeker'
  • Rek'Sai throws a projectile onto her enemies that stops at the first target hit and deals Area of Effect damage around it.
  • Always use this as much as possible when you're about to start a teamfight to poke your enemies.
  • Use it before unburrowing for more damage output.

179.png

W: 'Burrow / Unburrow'

1. 'Burrow'
  • When used Rek'Sai burrows herself into the ground. Removing all vision (similiar to Graves' Smoke Screen) but giving you the ability to enemies who are moving with small circles (1650 Range)
  • It takes a while to get used to the different kind of vision but after I got used to it I started to like it a lot more than normal vision.
  • You can see invisible targets while burrowed, e.g. Shaco, Eve, Twitch, etc. which makes Rek'Sai a great counter to those invisible Champions.
2. 'Unburrow'
  • When used Rek'Sai instantly unburrows herself dealing AoE physical damage and knocking up all enemies around her (325 range).
  • Use this in combination with 4.png to surprise your enemies with some instant knock up and insane burst damage (check 'Combos' Section)
  • You can either simply rightclick the enemy to unburrow, but I prefer to press 'W' to unburrow myself. The reason: If you right click it uses autohit range (175) eventhough your Unburrow has a 250 range radius.
  • Patch 7.11 Update: Your Knock-Up can't hit multiple targets anymore. So now it is best to unburrow by rightclicking the enemy if you want to select a specific target out of a group of stacked enemies. Going for single targets can be done the same as before by using W to unburrow to increase your radius.

179.png

E: 'Furious Bite / Tunnel'

1. 'Furious Bite'
  • As the name says, this ability is a single target spell that scales with your Fury and deals tons of damage.
  • The more Fury you have, the more damage your 'Furious Bite' will deal. 
  • At 100 Fury this ability deals true damage.
  • This ability scales very well with AD, which is why I in most cases get some AD in my builds.
  • If you are ganking someone, always use it as late as possible as it will give you the maximum amount of damage since you have more time to stack your Fury.
2. 'Tunnel'
  • When used Rek'Sai creates a tunnel in a straight line and travels in it.
  • Your tunnels work over walls so you can use them to escape from a chase or save some time by not having to walk around a wall.
  • Your tunnels stay in place for 10 minutes which means you can build your own roads around the maps that you can use multiple times. To get the maximum out of this check the Section 'Tunnel Placement'.
  • Use this to engage teamfights and close the gap to the enemy backline.

179.png

R: 'Void Rush'

1. Passive:
  • Enemies damaged by Rek'Sai are Marked as Prey.
2. Active:
  • Rek'Sai can only use her ultimate on targets who are Marked as Prey.
  • After activating the ultimate, Rek'Sai burrows herself and becomes untargetable and unstoppable. After 1.5 seconds Rek'Sai emerges from the ground and leaps at the selected target.
  • Deals damage stacking with enemys missing health.
  • Can be dodged with flashes, leaps, dashes or quick movement.
  • There are many ways to use this ability. Check out the section 'Using your Ultimate' below for more information
  • Watch out: If you get level 6 during a fight and just skill your ultimate, the damage you did before did not mark enemies as Prey, so you have to damage them again after skilling your Ultimate in order to use it.

Items Back to Top

Starting Items

    The traditional starting items for Junglers these days, grab your Warding Totem to avoid early Jungle invades and secure your camps.
    Buy these as starters depending on your Route. If you do Buff -> Wolves -> Buff -> Gank, take Machete. If you want to do a full clear or start at the Raptors camp, start Talisman.

Core Items

    This is the standard itemization I go for when playing vs mixed Damage teams + having a tank toplane.
    Those are the items I go for if we don't have a tank on toplane (e.g. Vlad top) and I have to be the person to engage teamfights and soak up the damages. When you go for this build, your first item is Tiamat, then finish the Cinderhulk Enchantment and then finish Titanic Hydra.

Situational Items

    Also works well on Rek'Sai if you prefer the off-tank style.
    I take Randuins vs enemies that rely on Crits (e.g. Jinx, Tristana, Yasuo) and Dead Man's Plate against those who don't (e.g. Varus, Kog'Maw, Zed)
    I frequently swap between those to items. I take Adaptive Helmet against casters with short abilities CDs and repetitive dps such as Syndra, Corki or Karthus. And Spirit Visage against those with longer CDs and unique abilites such as Ahri or LeBlanc
    If I am snowballing I often buy Duskblade right after my Jungle item and Tier 1 boots. It gives you the opportunity to snowball even harder. But careful, you will be very squishy.
    If you play against full AP teams, it's nice to get Hexdrinker as 2nd item and upgrade it to Maw after you finished your 3rd or 4th item.
    Take Mercs against heavy CC teams with AP dmg. Take Tabis against teams with lots of AD (3 or more) and heavy autoattackers such as Draven, Tristana or Yasuo (His Q counts as autohit!)

READ CAREFULLY - ITEMIZATION IS IMPORTANT

As for starting items, always start with your 1039_32.png and 2x2003_32.png + 3340_32.png.

The following itemization works best if you have a Tank toplane (Sion, Maokai, etc.) and play vs enemies that build armor and deal mixed damage(Physical + Magical):


- On your first recall you grab 3706_32.png(this has highest priority to get early), and 2x 1036_32.png + 1001_32.png. If you can't afford all of these just buy them in the listed order.
- The point behind getting 3706_32.png very early is because it gives you very great gank potential vs immobile Champions (e.g. Varus, Diana, Draven, and many more...).
- The next step is to finish your 3707_32.png as soon as possible. The stats on this item are very strong for the early stages of the game. That means the earlier you get it, the faster you can go and oneshot people.
- Next step is to start building 3071_32.png, first get your 3044_32.png, then get your 3067_32.png and finish by building it into your 3071_32.png.
- Around here you should be upgrading your boosts to either 3111_32.png or 3047_32.png depending on the enemy team (Do they have lots of cc? Yes/no? - Do they have a lot of Auto Attackers? Yes/no?)
- Now you have a lot of Damage and some tankyness (enough for the early stages of the game). To be able to stay useful in upcoming fights you now have to get more Tanky. That's why I build 3053.pngnext. Usual Buildpath, first get 3052.png, then 1028.png and finally finish your 3053.png.
- Since we now have a very good amount of damage and HP we need to get some resistances.
- Next up is either 3143.png or 3194.png. My choice here always depends on who on the enemy team does the most damage. If they have a nicely farmed or even fed AD player, I go for Randuins and vice versa.


The following itemization works best if you don't have a tank on your team and are matched up against enemies with mixed damage(Physical + Magical):


- On your first recall always grab 2x1036.png or even the 3077.png if you have the Gold for it. The reason of going Tiamat before anything else is because it gives you a fast clearing speed and good damage in ganks.
- Next up you grab either 3751_32.png if you have 1.000Gold or more, if you have less than that just get 3715_32.png + 1001_32.png or 1028_32.png depending on your preferences.
- Next step finish your 3717_32.png.
- At this point I only finish my 3748.png when me or my team already have a small lead. In every other scenario I work towards either 3143.png or 3194.png. This again depends on who of the enemies deals the most damage.
- After finishing one of the 2 items above, I now go for the one i don't have yet.
- Once I finished both my 3143.png and 3194.pngI finish my 3748.png.
- Now the last item I always go for is 3083.png.

Matchups Back to Top

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

  • Aatrox
    Easy
  • Ahri
    Easy
  • Akali
    Easy
  • Alistar
    Medium
  • Amumu
    Easy
  • Anivia
    Medium
  • Ashe
    Easy
  • Azir
    Medium
  • Bard
    Easy
  • Blitzcrank
    Easy
  • Brand
    Easy
  • Braum
    Easy
  • Caitlyn
    Easy
  • Cassiopeia
    Medium
  • Cho'Gath
    Medium
  • Corki
    Easy
  • Darius
    Easy
  • Diana
    Easy
  • Dr. Mundo
    Easy
  • Draven
    Easy
  • Ekko
    Easy
  • Elise
    Easy
  • Evelynn
    Easy
  • Ezreal
    Easy
  • Fiddlesticks
    Medium
  • Fiora
    Easy
  • Fizz
    Medium
  • Galio
    Easy
  • Gangplank
    Easy
  • Garen
    Easy
  • Gnar
    Easy
  • Gragas
    Medium
  • Graves
    Easy
  • Hecarim
    Easy
  • Heimerdinger
    Easy
  • Irelia
    Easy
  • Janna
    Hard
  • Jarvan IV
    Easy
  • Jax
    Easy
  • Jayce
    Easy
  • Jinx
    Easy
  • Kindred
    Hard
  • Lee Sin
    Easy
  • Master Yi
    Easy
  • Nidalee
    Easy
  • Nocturne
    Easy
  • Nunu
    Easy
  • Pantheon
    Easy
  • Rengar
    Easy
  • Sejuani
    Easy
  • Shaco
    Easy
  • Vi
    Easy
  • Zac
    Easy

VS

Aatrox

Easy

Laningphase:

You can interrupt his Q by using your W at the moment he starts launching it. This makes him a reallly easy target for ganks.

Teamfights:

The same pretty much goes for teamfights, just keep him away from your backline by interrupting his jumps and he won't be able to do much.

VS

Ahri

Easy

Laningphase:

Ahri is fairly easy to gank pre 6 since she is very squishy and doesn't have any escape tools. You have to watch out for your Charm so. What you wanna do is that you juke the Charm before actually going on her with your tunnel. Because during your Tunnel-Time you are not able to dodge anything and she has a very easy time landing a Charm on you.

Teamfights:

You can interrupt one of her Ultimate Jumps simply by using your W the moment she launches her ultimate. Using this tool should give you the opportunity to either chunk her down very fast or simply protect your carries by blocking Ahri off.

VS

Akali

Easy

Laningphase:

Akali is very easy to gank as Rek'Sai. She doesn't have any escapes and you can see her even if she goes into her invisibility circle by burrowing yourself.

Teamfights:

You can easily interrupt her ultimate with your W Skill and also you are able to see where she is moving in her invisibility circle as long as you are burrowed. This way you can keep your carries safe and totally disable Akali as her biggest strength is her high oneshot-potential on carries.

VS

Alistar

Medium

Laningphase:

Alistar can cockblock you quite hard, he has 2 spells that can stop you from getting to his carries or himself. This makes him a more difficult target for ganks.

Teamfights:

What you wanna do in this matchup is to either wait for a moment where Alistar splits from his carries or you simply wait for him to make the first move and blow his cc spells so you can rush at his backline with a tunnel.

VS

Amumu

Easy

Counterjungle:

Do not be scared of counterjungling Amumu, you are A LOT stronger than he is, especially in the early levels. And if enemies move to help Amumu you simply tunnel over a wall and run to safety.

Teamfights:

I've never had problems with playing vs an Amumu. What you wanna do in this matchup is to mostly block him and keep him away from your backline so he isn't able to get good ultimates on your carries. In order to achieve that, simply position yourself between Amumu and your backline so if he tries to land a Q on your carries you just block it and after that cc him so he can't get close to your carries.

VS

Anivia

Medium

Laningphase:

Ganking an Anivia can be quite tricky as Rek'Sai, if you gank her she can hit her stun very easily on you, as your tunnel only works in straight lines and so does her stun, so she can always be able to stun you quite easily during your tunnel-travel-time. Besides that, very good Anivia players can even stop you Mid-Tunnel by using her Wall at the right time.

In order to successfully gank an Anivia, just wait for her to use her stun and then go on her. She doesn't have any escape so after she uses her stun it's an easy kill.

Teamfights:

Same goes here, you have to watch out for her stun and wall before you make an engage. But if she uses both spells and has nothing to stop you, you can just rush at her, cc her and damage her until your team follows up.

VS

Ashe

Easy

Laningphase:

Ganking and playing against an Ashe is no problem unless the Ashe is more fed than you are. For ganks she has no escape tools and her slow is not noticeable early on. 

Teamfights:

In teamfights you have to watch out that you don't get ulted by her when you want to make an engage on her. Besides that you should always be stronger than an Ashe and be able to keep her busy in teamfights or even kill her.

VS

Azir

Medium

Laningphase:

Azir is a very annoying Champion to play against. But he is still vulnerable to ganks. What you wanna do when ganking an Azir is that you should appear behind him and not gank him from a side. If you gank him from a side he will simply use his Q->E Combo with a soldier and get out to safety. If you gank him from behind and cut his way off he can't go anywhere with that combo since you block him off. (However watch out that you don't get ulted into his tower if you gank him from behind, this strategy can be very risky after level 6).

Teamfights:

For teamfights you go on him and make him use his ult defensively, this removes a lot of pressure from your team as a good Azir ult can single handedly turn teamfights. Besides that you should be fast with your engages and not give him the opportunity to poke you or your team (this is Azirs strength, just deny him from poking your team and you are good to go)

VS

Bard

Easy

Laningphase:

Bard is a Champion that is fairly easy to gank. Just make sure you don't have any minions/Champions behind you so his Slow from his Q doesn't turn into a stun and you are good to go as he has no escape tools and is very squishy early on.

Teamfights:

For teamfights you can ignore him unless he is very far out of position and you can chunk him down without getting into trouble with his teammates.

VS

Blitzcrank

Easy

Laningphase:

A very easy matchup, easy to gank and also easy to handle in teamfights.
If you are tanky enough you can simply bait him into hooking you and then once he hooked you, you can go onto his backline.


Teamfights:

Easy to handle in teamfights. If you are tanky enough you can simply bait him into hooking you and then once he hooked you, you can go onto his backline.
This was you are basicly using Blitzcrank as your own engage tool.

VS

Brand

Easy

Laningphase:

Brand is very vulnerable to ganks, he has no escape and a low base movementspeed. Besides that he can't really stun you fast enough to stop you from knocking him up.
You can gank Brand from each side as long as it is not warded.

Teamfights:

Brands biggest strength is his burst damage onto squishies. To stop him from doing that simply engage on him as fast as possible and make him waste his spells on you, you should always be doing more damage than he does in a 1vs1 so don't fear him.

VS

Braum

Easy

Laningphase:

Quite a good target for your ganks but not the best either. He has a small gapcloser that he can use to allies or minions, however you as Rek'Sai can interrupt that jump quite easily by unburrowing at the right moment.

Teamfights:

In teamfights you have to watch out to not jump onto their backline alone. If you go in alone Braum will apply his passive on you an within less than a second you are stunned and enemy carries can flee. But as long as you have atleast one teammate follow you into battle, you should not be scared of engaging vs Braum.

VS

Caitlyn

Easy

Laningphase:

Caitlyn is one of the safest AD Carries in the game. She has a high range which gives her the opportunity to always stay at a safe distance to her enemies. If you manage to get a tunnel into a knockup on her though you can very easily trade with her and kill her. Caitlyn has very low Defense stats which plays well into your cards. Besides that you can interrupt her escape tool with your unburrow ability.

Teamfights:

Try to find an engage on her, if you manage to knock her up you get enough time to do a lot of damage to her. If she gets away however and you just used all your gapclosers, simply back off and don't chase her as she can now freely damage you.

VS

Cassiopeia

Medium

Laningphase:

Very vulnerable to ganks pre 6. She doesn't have an escape tool, but she gets a nice amount of movementspeed if she hits a Q on you or your ally. Try to gank her from sides or behind with a tunnel and you should be able to kill her as long as your teammate follows up.

Teamfights:

Try to keep her away from your carries and don't give her the opportunity to ult your backline. If you can get an engage on her and knock her up you should always do it. This should force her to use her ultimate for you and take away a lot of pressure from your carries.

VS

Cho'Gath

Medium

Laningphase:

You should definitely get some ganks on Cho'Gath early on. Don't give him the opportunity to get 6 Ultimate stacks and turn into some unkillable beast.

Teamfights:

Watch out when trying to engage on his backline, Cho'Gath can really fuck you up. If he silences you, you are not able to unburrow. So wait for him to either use it his silence or wait till he splits away from his backline.

VS

Corki

Easy

Laningphase:

Corki is not hard to gank for Rek'Sai. You want to show up behind him so you can interrupt his W when he uses it. After that you can easily kill him as he is very squishy.

Teamfights:

Same pretty much goes for teamfights. You are able to duel him 1vs1, so you shouldn't be scared to engage on him in teamfights and cc him till your team follows up.

VS

Darius

Easy

Laningphase:

Easy to gank, you can camp this guy. He got no escapetools and toplane is a very LONG lane so you can easily kill him if he pushes or overextends. Be careful to not get oneshot by him however at level 1.

Teamfights:

If you made him fall behind in Laningphase by ganking him you can pretty much ignore him in Teamfights now. If he is even or even fed however you should keep him away from your carries and help your carries kill him when he tries to make a move on them.

VS

Diana

Easy

Laningphase:

Easy to gank. Diana doesn't have any kind of escape tools except for her 4.png, so just gank her whenever you are around Midlane.

Teamfights:

Rek'Sai is quite a good counter to Diana in teamfights. You can interrupt her R very easily by using your unburrow skill at the right moment. This way she doesn't haver the opportunity to get on your carries and you can keep her useless for teamfights if you keep an eye on her.

VS

Dr. Mundo

Easy

Laningphase:

Since he doesn't have any escape tools pre 6 you should do atleast one gank on him and try to get a kill on him to give your teammate an advantage over him.

Teamfights:

Mundo can't do much except for annoying your Carries so you can in most cases ignore him and just focus on their backline. If you have 3071_32.png however you can remove 30% of Dr. Mundos armor and give your AD Carry the opportunity to kill him faster.

VS

Draven

Easy

Laningphase:

The best way to kick a Draven out of the game is to not give him chances to get ANY kills early so he can't make use of his passive and not allow him to snowball. You should also be ganking him to destroy his laning which is very strong and take away his Passive Stacks.
Ganking him can be quite tricky however as he can interrupt your tunneling with his E, so make sure to get to him from behind and not give him any chances of escape.

Teamfights:

In teamfights it's also hard to get onto Draven. If Draven is paying attention to you 24/7 he will always save his E to interrupt your tunnel. 
If you flank him however and appear behind him and his team you are able to go on him without problems and fight him till your team follows up.

VS

Ekko

Easy

Laningphase:

Ekko is fairly easy to gank. He is very squishy but watch out for his gapcloser (he can jump away from you when you gank him). But as long as you knock him up and your Teammate can follow up with some CC or damage you should be able to kill Ekko.

Teamfights:

Ekko is very strong at oneshotting squishy people. You are Rek'Sai however, he can't oneshot you and you should be able to 1vs1 him as long as he isn't overfed. Simply keep him away from your carries and take away the pressure from your team by taking care of him in Teamfights.

VS

Elise

Easy

Counterjungle:

Elise is quite strong in the early game but you are stronger, you don't have to counter jungle her but you can always go for it if you want to.

Teamfights:

As long as Elise isn't fed you can ignore her and simply target her carries.

VS

Evelynn

Easy

Counterjungle and Early Game:

Most Evelynn players try to kill cheese you at your first buff and kill you at level 2. To avoid that simply go for the safe Jungle Route and start at your Buff (see Jungle Routes Section below).
If she doesn't manage to get an early kill on you, you can always go for her Jungle as she doesn't have any CC to hold you and you can always escape with your tunnel over a wall and she can't follow you as she has no gapcloser herself.

Teamfights:

The strength of Evelynn is to flank and get good ultimates. Just stay burrowed and keep your eyes wide open, if Evelynn comes close to you or your team you will see her with your passive. Then you can deny her by going on her while she tries to flank as long as she is alone.

VS

Ezreal

Easy

Laningphase:

Ezreal has a gapcloser that works similiar to 4.png, therefore he is a bit harder to gank than other AD Carries but still quite easy to gank with Rek'Sai. Try to show up behind him and cut his way to safety off. Simply knock him up and apply as much damage as possible to him.

Teamfights:

In teamfights Ezreal is still an easy target for Rek'Sai as she can easily 1vs1 him and take around 100->60% of his HP in a short amount of time. After he Flashes or E's away from you, you shouldn't chase and simply go back to helping your carries killing the enemy frontline.

VS

Fiddlesticks

Medium

Counterjungle:

You can freely go into his Jungle whenever you want. You are a lot stronger than Fiddlesticks in 1vs1 situations. But always keep an eye on the enemy Solo Lanes when going for invades!

Teamfights:

Fiddlesticks will try to Ultimate onto your team from the Fog of War, keep an eye on your surroundings while being burrowed and watch out for Fiddlesticks, if you see him channeling his ult close to you, you can Flash onto him and knock him up to stop his Ult Channel, making him useless for the fight.

VS

Fiora

Easy

Laningphase:

Fiora has a strong laning phase and will give your teammate a hard time in the lane. But she is very vulnerable to ganks. Try to get 1-2 ganks on her pre 6 and make her blow her summoners or get a kill. This will take away some pressure from your teammate.

Teamfights:

Fiora will try to jump your Carries and burst them down with her Ultimate. You can interrupt her Q jumps with your unburrow skill. If she gets to Ultimate one of your carries, stay close to eachother so her Ultimate damage splits onto you and your Carry and then you can kill her after she gets out of her Ultimate.

VS

Fizz

Medium

Laningphase:

Ganking Fizz isn't that easy, he will use his E to dodge your knock up, if you gank him, do not unburrow until he uses his E, wait for him to use it and then knock him up when he lands and gets targetable again.

Teamfights:

If he is fed, make sure that you block his Ultimate so it doesn't reach your Carries, besides that you can use your unburrow skill to cancel his Q making it deal no damage at all.

VS

Galio

Easy

Laningphase:

Easy to gank as he has no escape tools, but he is quite tanky and can slow you when you gank him.


Teamfights:

Stay burrowed until he uses his Ultimate, this way you will automaticly interrupt his Ultimate the moment he uses it, as you will knock him up.

VS

Gangplank

Easy

Laningphase:

Easy to gank as he as no tools of escape.

Teamfights:

You can in most cases ignore Gangplank in teamfights as he is no threat to your team or yourself. Only if he somehow managed to get a huge advantage you should be taking care of him.

VS

Garen

Easy

Laningphase:

Easy to gank as most Garen players like to trade a lot with their lane opponent. Simply gank him whenever he pushes and you get a guaranteed kill or Flash.

Teamfights:

The only thing that is annoying about a Garen is that he can silence you while you are burrowed and making you unable to unburrow yourself for the duration of the silence.

VS

Gnar

Easy

Laningphase:

Ganking Gnar is fairly easy to if you get the trick of canceling his jump.
Especially when he is in his Mini Gnar form you should be ganking him from behind. This way you can easily cancel his jump with your unburrow skill and get a guaranteed kill or Flash.

Teamfights:

Keep an eye on his rage bar. If he has around 90 out of 100 rage he will most likely try to get a double jump into Mid-Air-Transform onto your backline. Simply position yourself between Gnar and your backline and cancel is jump with your unburrow skill when he tries to close the gap.

VS

Gragas

Medium

Counterjungle:

Don't be scared to counter his jungle. But don't do it if you are behind. Gragas doesn't have huge amounts of burst damage early so he can't burst you down if he spots you in his jungle. What he can do though is to interrupt your tunnel with his Bodyslam(E), so watch out when you use your tunnels close to Gragas.

Teamfights:

Gragas has a lot of tools to keep you away from his Carries such as his Bodyslam and his Ultimate. Wait for him to use those skills before you make a move onto his Carries or simply wait for him to move away from his Carries.

VS

Graves

Easy

Laningphase:

Ganking a Graves is fairly easy, his dash(E) is easy to interrupt with your unburrow so take advantage of this. Gank him from behind so you can easily interrupt his Dash.

Teamfights:

Simply tunnel onto him and flash if needed. You are stronger than Graves at any point assuming you are even in gold.

VS

Hecarim

Easy

Laningphase:

Check Jungle-Routes ('Cheese 'em!!')

Teamfights:

Hecarims goal is to jump onto your Carries and deal as much damage as possible. So if he is fed you should peel him of for your Carries. The combination of your Black Cleaver Passive and your CC gives your Carries an easy time killing Hecarim.

VS

Heimerdinger

Easy

Laningphase:

The most annoying and strongest thing about Heimerdinger are his turrets which makes him a harder target for ganks. If you gank him watch out for the positioning of his turrets and try to avoid them. If he places an Upgraded Turret with his Ultimate simply smite it and it will die instantly which will minimize Heimerdingers damage output.

Teamfights:

As said above, his strongest damage out put are his turrets, try to avoid them when fighting or simply smite them. Besides that Heimerdinger is no threat for you and you can ignore him unless he is very fed.

VS

Irelia

Easy

Laningphase:

Ganking an Irelia is quite easy for Rek'Sai. The only thing you have to watch out for is her stun. Try to time your knock up with her stun. That means you have to unburrow yourself the moment you see the animation of her stun. This way both of you get stunned but your teammate has the time to follow up and you should get a kill on Irelia.

Teamfights:

Unless Irelia is fed you can ignore her as your Carries should be able to take care of her without you. If she is fed though simply stay close to your Carries and knock Irelia up when she wants to go in and focus her until she is dead.

VS

Janna

Hard

Laningphase:

Ganking a good Janna is very hard for Rek'Sai. Only way you can gank her is when you are coming from far behind and she has nowhere to go. She can tornado you during your Tunnel-Travel-Time and then Ultimate you away from her Carries.

Teamfights:

Same pretty much goes for teamfights. You have to try to flank her team and show up behind them. Else Janna will simply Q + Ult you away from her Carries. This is why Janna is quite a great counter to Rek'Sai.

VS

Jarvan IV

Easy

Counterjungle:

You can freely take his Jungle but you should still watch your Minimap and check when enemy laners are moving to help Jarvan. Besides that you are stronger in a 1vs1 with Jarvan.

Teamfights:

Unless he goes out of position you can just ignore him and focus on his Carries. Besides that you can cancel his E->Q combo if you time at at the right moment.

VS

Jax

Easy

Laningphase:

Gank him 1-2 times before 6 and he shouldn't be a big threat that you have to take care of later on. You can interrupt his Jump with your unburrow.

Teamfights:

If he deals good damage you should peel for your Carries. If you have Black Cleaver you take away a lot of his Armor and give your Carries the ability to kill him faster with the combination of your CC.

VS

Jayce

Easy

Laningphase:

Jayce doesn't have any escape tools. If he overextends or pushes you can always gank him and get a free kill or flash.

Teamfights:

The biggest strength of Jayce is his poke. Try to engage on him and his team before he gets to poke down your Allies unless you have a stronger poke Comp.

VS

Jinx

Easy

Laningphase:

Jinx is an easy target for ganks as she has no tools of escape. If you get your knock up onto her it's a secured kill or Flash burned.

Teamfights:

In Teamfights you just have to be as annoying as you can be for Jinx. If you go onto her and she has to focus you only she won't be a threat for your team. And since you are stronger than Jinx in a 1vs1 she needs atleast one ally top help her which gives your team a 4vs3 situation and removes a lot of pressure.

VS

Kindred

Hard

Kindred is a very annoying Champ to play against as Rek'Sai. She can kite you forever. But she is also very squishy. This means what you should do is flank her and get a knock up on her and do as much damage as you can before she gets out of your stun. Then you back off before she can damage you.

The reason why you are not supposed to continue damaging is because she has her kindredR.png Ultimate and she also has her kindredW.png W and kindredQ.png Q to kite you. But since she is very squishy compared to you you should be able to chunk her down to 50% or less and maybe force her to panic ultimate. After she ults you can kill her.

VS

Lee Sin

Easy

Counterjungle:

Lee Sin isn't the easiest target to counter jungle and you should only go into his Jungle if you have a lead on him or see him somewhere else on the map (e.g. Lee Sin is bot, so you can freely go into his Top Side Jungle).

Teamfights:

Lee Sins biggest strength is to kick one of your allies into his team. To prevent that from happening simply position yourself between Lee Sin and your backline and block all of his Q's and if he lands a Q and goes for it anyway you can interrupt him Mid-Air with your unburrow Skill (w).

VS

Master Yi

Easy

Counterjungle:

You can always go into his Jungle as long as you are not behind. If things get close just use your tunnel over a wall and make sure he can't follow you with his Alpha Strike, then you easily get away from him. Also you are stronger than Yi and most stages of the game.

Teamfights:

Simply keep Master Yi away from your Carries. If he goes in just knock him up and you should already be able to take away 50-100% of his HP with just one combo as most Master Yi players go for full damage.

VS

Nidalee

Easy

Counterjungle:

  • Nidalee is extremely squishy early on. Abuse this by going for early invades and skirmishes in her Jungle.
  • As long as you don't get hit by one of your Javelins you can always fight her.
  • If you don't get your stun on her right away, do not chase her as she has a higher mobility than you do and can easily kite you.

Teamfights:

  • Nidalees biggest strength is her poke before a fight breaks out.
  • Your job is to engage as fast as possible when you play against a Nidalee.
  • The best way to get a nice engage is to flank her team from a side or from behind. This way you can get a good engage and knock up multiple people.
  • If you can't get a flank you can also tunnel straight at her team and do a Flash Knock-up onto multiple people.

VS

Nocturne

Easy

Counterjungle:

  • Nocturne ain't a strong Champion for early skirmishes and most Nocturne players just powerfarm their Jungle until they hit level 6.
  • Rek'Sai on the other hand is a Champion that loves early skirmishes. So simply invade Nocturne whenever you can and force him to fight you.
  • He can spellshield your knock up or your E if he times it correctly. Try to bait his spellshield and wait for it to run out before you use your E.
  • Besides this try to avoid his Q when you get into a fight with him. This reduces his AD drasticly.

Teamfights:

  • Nocturnes biggest strength for teamfights is to jump onto one of your Carries and try to pick them off quickly.
  • Your job when playing against a well farmed/fed Nocturne is to stay with your Carries and knock Nocturne up as soon as he ults onto your Carry (wait until he landed on your Carry as you can't CC him as long as he is flying in is ult).
  • After you get the knock up, simply focus him down with the help of your Carry.
  • After you killed him. Proceed by going for his backline.

VS

Nunu

Easy

Counterjungle:

  • In most cases Nunu will try to take as much of your Jungle as possible (Nunus job is to make the enemy Jungler more useless than he is himself).
  • You can easily go into his Jungle as he does not provide any hard CC or damage early on.
  • Make sure you have a tunnel up to get out over a wall, this way Nunu cannot follow up.
  • But be careful, he can slow your attack speed which makes you a lot weaker than usually in a 1vs1.

Teamfights:

  • Simply ignore Nunu, the only thing he is good for is buffing his AD Carry to give him bonus Movement and Attack speed.

VS

Pantheon

Easy

Counterjungle:

  • Pantheon has his biggest impact during the Early Game. He is very strong in early skirmishes.
  • As long as you have 100% HP, you can go for his Jungle as Pantheon doesn't have any kinds of sustain and will mostly be 60% HP or lower in his own Jungle early on.
  • As long as you find him with less HP than you, you can fight him early on.

Teamfights:

  • Pantheons job is to get a nice Ultimate onto your Carries and stun a target to give his team time to follow up.
  • As Rek'Sai you have multiple ways to avoid this from happening.
  • If you see him ulting your backline, stay close to your most important Carry (e.g. fed Jinx)
  • If Pantheon manages to into stun range of Jinx, do not panic. Now you just have to time your Knock Up at the right moment in order to cancel his stun. The easiest way to do this is to position yourself between your fed Jinx and Pantheon and then simply use your unburrow the moment you see Pantheons stun animation go off.

VS

Rengar

Easy

Counterjungle:

  • Rengar is a Champion that likes to farm his Jungle a lot during the early stages of the game in order to hit Level 6 as soon as possible.
  • You can always go for an invade on his Jungle as you are a lot stronger than Rengar early on.

Teamfights:

  • This is where Rek'Sai shines. Whenever Rengar uses his ult, simply stay burrowed and you will see Rengar with your Passive since you can see invisible units while being burrowed.
  • When he ults, stay with your Carries and knock Rengar up as soon as he jumps onto one of your Carries and then just kill Rengar with the help of your team and proceed to go for the rest of his team.

VS

Sejuani

Easy

Counterjungle:

  • Sejuanni doesn't have lots of damage early on, but she is fairly tanky which makes it hard for you to kill her.
  • Anyways, you can always go for her Jungle and try to steal a few camps as there is not much Sejuanni can do during her early Levels in order to stop you.
  • Watch out for her teammates though, as Sejuanni can slow and CC you for a while and can also follow you over walls with her Q.

Teamfights:

  • When playing against a Sejuanni, you should never fight in tight spots, such as in the Jungle.
  • You need a big area to fight her, this way your team can split up and avoid her Ultimate.
  • If you are tanky enough, position yourself between Sejuanni and your team and block her Ultimate for your team.
  • If you have your Black Cleaver you can simply focus Sejuanni down with the help of your AD Carry as you remove a lot of her armor.
  • If Sejuanni isn't a big factor in the game, simply go for her Carries and ignore Sejuanni.

VS

Shaco

Easy

Counterjungle:

You can counterjungle him since you are stronger in a 1vs1 but you always have to watch out for his teammates when you do so and save a tunnel to escape from them.

Teamfights:

Rek'Sai is probably the biggest counter to Shaco there is. Let's just think about what's making Shaco strong for a moment. Most Shaco players like to fool their enemies with tricky usages of their invisibility. As Rek'Sai however you can ALWAYS see Shaco. If he goes invisible close to you, simple quickly burrow yourself and you will be able to see where he goes.

Early game against Shaco(IMPORTANT!!):
Most Shaco players will try to kill you at your first buff. To avoid that I always start at my first buff when I play against Shacos.
- If I am Blue Side, I start at my Red and give away my Krugs to Botlane and then head towards Wolves -> Blue Buff and start ganking.
- If I am Purple Side, I smite (ONLY SMITE!!!) Gromp and then go straight to my blue and give away Gromp to my Botlane. After that I head over to Wolves and finally to my Red buff. After that I start ganking.

VS

Vi

Easy

Counterjungle:

  • From Level 1-5, Vi is weaker than you and you can take fights with her in her Jungle.
  • Try to get an advantage over her early on by stealing a few of her Camps or by spotting her in her Jungle and kill her.
  • Vi doesn't have any kinds of sustain, meaning she will be mostly low HP in her Jungle early on, use this to your advantage.

Teamfights:

  • Vi's job is to get an ultimate onto one of your Carries and CC that person until her team follows up.
  • Your job when playing against Vi is to peel for that person that she is ulting. In order to do that you have to use your knock up wisely. DO NOT use it when Vi is still traveling in your Ult, you can't CC her during this time.
  • So wait until she finishes her Ultimate and then quickly knock her up and kill her with the help of your Carries.

VS

Zac

Easy

Counterjungle:

  • Zac doesn't have lots of damage early on which makes it easy for you to invade his Jungle.
  • Especially because you can use your knock up to cancel his jump (Zac players max their jump first, this way you can avoid his biggest damage output spell).

Teamfights:

  • Zac's job is to get a nice jump onto your team and then use his Ultimate to CC your team long enough for his team to follow up.
  • As Rek'Sai you can easily stop him from doing that however.
  • Simply position yourself between Zac and your backline (you should be right in the middle).
  • Now wait for him to go for his jump and the moment you see him jumping onto your backline simply wait until he is right above you and then use your knock up.
  • This way his knock up gets canceled and does not deal any damage or CC to you or your team.
  • And since Zac is now on you and not on your backline he can only hit you with his Ultimate. This takes away a lot of pressure from your Carries, giving them an easier time to win the fight.

About me Back to Top

Not sure where to start about myself. I'm simply a person that really enjoyed playing League of Legends throughout the years and still does so. I started playing in Season 1 and reached Gold there (~1500) elo, which sure was far away from Pro Level but I also did it with around 50 ranked matches because I mostly played normal games with my real life mates. In Season 2 I quickly reached Platinum and started playing in higher elo and loved the competition in it. Being able to compare yourself world wide to other players was really thrilling for me and always motivated to keep going and get better while constantly improving my Gameplay. In Season 3 I then reached Challenger after lurking around Dia 1 90LP~ for the entire season getting +2s, +1s, +0s per win. In the last month of the season I got lucky with a 12 game winstreak and managed to get Challenger before the season end.

Since Season 3 I've always been Challenger, had a few offers by known teams but turned them down due school or other things. Throughout my journey to Challenger I had many, many people (streamers, friends, SoloQ players) who gave me tips and who I looked up to and started copying their gameplay and modify it to get the maximum out of it. I don't think I would have made it this far without getting feedback from others. This is why I think it is very important to take feedback and critic from others.


And the feeling that I had back then when I had people who helped me is the feeling I want to give you with this guide. I try to deliver you the most detailed guide that you can get for this Champion. If I had such a guide back then I would have surely started my journey to Challenger even earlier.

And ever since I have been a very dedicated Jungle Main, who used to look up to many pro players. I have over 5000 games in the Jungle and gathered a lot of knowledge in that time. Now I want to give this knowledge to others and help them climb in their Leagues and reach their dreams.

Mindset Back to Top

This is probably the most important thing to improving: You HAVE TO work on yourself and be as dedicated as you can get. Everyone does mistakes and so do you. Whenever you die think of a way you could have survived it. Think about what you did in the last minute and think about how it affected your death and how you could have avoided it.

If you lose a Dragon, think of what you could have done to either stop that from happening or think of something you could have done in exchange for the Dragon (this can even be counter jungling around the upper Jungle or trying to get a tower or kill on the other side of the map while the rest of the team focuses on the Dragon).
If one of your teammates dies, think of a way you could have prevented that from happening.

Another important thing is that you should be aware of the map at any point as the Jungler. Whenever you do a Camp or walk around in your Jungle. Don't just look at your Champ clearing out the camp. Look around the lanes and see what they do. By doing this you can see which lane will be pushed within the next minute, which lanes are in trouble and who might need your help. This is why you always have to check what your teammates are doing. Because it is your job as the Jungler to help them as much as possible and it is also your job to gank lanes where the enemies overextend.

Try to plan your Jungle for the next 2-5 (maybe even more if you get good at it) minutes. By checking your lanes and constantly looking for a weakness in the enemies team you can plan your Route very well and should always do it to not waste any time. This means that you should not just randomly go for a gank somewhere. Your ganks should be planned already a few minutes ago and you have to be sure that it will be a success. If you plan on ganking an enemy who has an escape tool and at the same time your teammate on that lane doesn't have any CC you should only gank that lane when the enemy is already overextending hard. Because in every other situation, you just waste your time here and don't get anything from it. If you go for such a gank that in the end doesn't work out that means that you could have done a few Jungle camps in that same time which means you lose experience and Gold in the long term which will result in you falling behind.

And this is why I find myself dominating almost every single game of SoloQ as long as I get Jungle. I always manage to get ahead on my Jungler because almost EVERY Jungler (even you) wastes a lot of time by failing ganks or walking around without knowing what to do. If you simply get that perfect combination of Jungle clearing and Ganking (this sure takes a while) you will always (yes, always) get atleast 2 levels and atleast 1000 Gold ahead on your Jungler. Which puts your team in an overall better spot when it comes to teamfights and Dragon control. And from this point you will continue outscaling your enemy Jungler if you just keep up your perfect combo of Ganking and Jungling.

But in this section I not only want to talk about your mindset. SoloQ is a lot about mentality. This goes from tilting to people flaming others and raging at others. It's nothing nice to do and I personally just ignore people like this. But you can also use this to your advantage. You are the Jungler. You have the power to completely tilt the entire enemy team by simply playing a flawless game. You can decide to camp a particular person and make that person go crazy. Once you achieved this the person might end up playing worse.

This is also why it is very nice to get an early Dragon. It not only gives you those fancy stats. A big part about the Dragon is the mindset behind it. If you pull of a successful Botgank and get 2 kills + a Dragon the teamscore can be 2-0 + a Dragon on your site. At this point the enemy toplaner might already be influenced simply by thinking of that his team gave away 2 kills and a Dragon, which can result in him playing less than his capabilities simply because of the demotivation by an early failure of other teammates. And all that eventhough nothing has yet happened in his lane.

Basic Jungle Knowledge Back to Top

In this section I'm gonna break down what jungling even means. This is not based on Rek'Sai but rather on Jungle in general

As the Jungler your job is to farm up in your Jungle in order to not fall behind and at same time apply pressure to lanes by ganking whenever you are able to.
Your goal as a Jungler is to find perfect combination of farming and ganking. You have to always think a few minutes ahead and think of where you will be within the next 2-5 minutes. The more you walk around doing nothing the more you are falling behind or missing out an advantage. So try to always be very determined about your ganks and your routes.

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How to gank successfully in general

Whenever you are waiting in a bush the best way to gank the opponent is the most simple one but many don't even know about it.
The best moment to go in and start your gank is when your enemy is going for a cs. If you see a minion below 50hp, he will go for it and kill it. So you have to go on him the moment he walks toward the minion. In this moment most players also don't pay attention to their surroundings and focus onto the minion (unless you are in high elo, but you still apply this trick there as well). So you have about 0.5 seconds where your enemy does not check his surroundings as he focuses on the minion, use this time window to engage on him.

179.png

Whenever you clear a camp

Now this is one very important thing that I want you to do every time you clear a camp or move from one camp to the other. Always look at your lanes. Switch between Top-, Mid- and Botlane do constantly see their progress. This way you have a much easier time at calculating your ganks and planning your Jungle Route. If you keep doing this you will see things like f.ex. Toplane is building up a huge wave and will be pushing in 60 seconds so you can gank or dive that lane in 60 seconds. Same goes for every other lane. And you also see when your allies drop low on health and can anticipate the enemy Junglers movements and possibly countergank him while he ganks one of your teammates who currently have low HP and much, much more. The possibilities are endless!
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Efficiency

The efficiency of a Jungler can be measured by the time his camps are up. A Jungler with maximum efficiency would clear a camp right when it respawns (This is what pro Junglers try to do to perfection). Now this alone isn't very hard, you could just play Master Yi or Shyvana and afk farm your Jungle for maximum efficiency. But this way you don't help your team very much. And this is where it gets tricky and where even Pro Players struggle to reach maximum efficiency. When you make a gank or a play for an objective you have to consider the respawntimers of all your Jungle camps. If you go for a gank on Botlane, but have your entire Top Jungle uncleared you will lose out on efficiency or even worse have the enemy Jungler steal your Top side Jungle camps.

When it gets to the later stages of the game this gets less important. But as long as the paning phase is not over, you have to try and reach maximum efficiency to get an early lead onto the enemy Jungle. I remember a wise man called "TheOddOne" once said "A jungle camp is better than a failed gank". So try to apply this to your game by thinking if a gank can work before you brainlessly walk into the lane that you are trying to gank.

Wards & Vision Back to Top

This section applies best if you get 3711.png but works very well with your Trinket3340.png too.

Warding is one of the most important things in order to win games. Especially in SoloQ people don't really give a damn about wards. Which is slightly stupid because wards are very important and give you so much information about the enemy team if placed correctly. In the following picture you can see some very nice wards that you can place.

AG50vh0.png

The green circles are obviously green wards and the pink circles are pink wards (lol, no shit sherlock). Update: Pink wards = Red/Control wards.

Starting with the pink wards. The 2 in the river are mostly useful to avoid ganks and are nice for the early game. The one at the enemy Red buff can and should be placed as early as possible. With Nidalee you can easily pounce over the Baron wall to get there quickly, place it and get out again. This pink ward NEVER gets cleared. Everytime I place it, I have it up for around 15 minutes and see the Jungler multiple times passing by. But people never check this bush. And with this ward you will see the enemy Jungler whenever he goes for his Red Buff or his Krugs.

Now the green wards. They give you insane amounts of information about the enemy Team and mostly about their Jungler. The enemies are not very likely to spot and clear these wards early on. So get them down whenever you can.
The ones in the Midlane are wards you place whenever you take down a turret. This gives you information about each Jungle entrance and you can see the Midlaner and Jungler rotating around that ward which gives you great amounts of information.

If you fall behind early on, you will be placing the same wards, but simply in your own Jungle.


The following map shows the same wards if you are playing Purple Side:

dsoCnNR.png

Turrets, Map Pressure and Objectives Back to Top

In this section I will focus on the meaning of objectives and how you can translate small leads in the early game into putting your entire team ahead of the enemy team.
179.png

Turrets

So let's start with something that everyone thinks he is familiar with, turrets. Turrets play a big role in League. Not only do they give protection and safety. They also provide a lot of pressure on the map. This pressure is lost when a turret is killed.

Getting the first turret of the game is important. ~72% of all teams that take the First Turret in SoloQ end up winning the game. That is quite a big number. The first Turret gives a lot of Gold to the people who take it down as well as a small amount of gold to the entire team globally. So you want to do everything in your power as a Jungler to focus on that First Turret Gold.


Turret gold

Every turret (first or fifth turret) gives 100 global Gold, as well as 250 Gold split among those who took it down. The first turret Kill gives an additional 300 Gold to the players who participated in taking it down. So taking down the first turret already translates into a 1050 (100 x 5 + 250 + 300) Gold Lead for the team who takes it.

There is a strategy that a lot of Pro Players use to snowball one specific player (usually the ADC) by giving the First Blood Turret gold to that person alone. To do this, they let the ADC take that turret Solo. The other people can still damage it, the only thing that matters is that they are not within a 2000 units radius when the turret falls. This gives the ADC 650 Gold (100 + 250 + 300) which is the same value as 2 kills and gives them a bigger advantage over the enemy ADC. You can apply this in SoloQ too by letting your teammates have the Gold solo if they can snowball well.


Map Pressure gained by taking down Turrets

Another thing that most people don't realize or don't abuse enough is the map pressure that you win by taking down a turret.

Outer Turrets Map Pressure Small.jpg

This graphic goes to show how much of the map pressure is lost when an outer turret is taken down. After you take down an outer turret, you can set up vision in the green area much more freely. This makes it harder for the enemies to rotate through their own Jungle without being spotted. In Pro Play this kind of Map Pressure forces people to take long detours to avoid their own Jungle because they usually to not want to be spotted by wards. This results in a lot of time lost for rotations giving you an edge to be faster in those kind of rotations.

So by taking down a turret you effectively give the enemies less space to move in. Allowing you to push for deeper vision and get deeper into the enemies half of the map. This also gives a lot more Dragon and Herald/Baron safety. Enemies can't just go to ward those areas without taking the risk of being caught because they have longer ways to retreat to the safety of a turret.

The Map Pressure is also the reason why you always see the Mid Turret go down last in Pro Play. Losing the Mid Turret first would give up an insane amount of Map Pressure. This would result in the Jungler not being able to jungle freely because he might be spotted by wards. The Midlaner who lost its turret is also forced to play a lot more defensive and can barely roam to help other lanes anymore.

This picture shows you how much Map Pressure is lost by losing the Mid Turret first:

Mid Turrets Map Pressure Small.jpg

Losing the Mid Turret alone gives away the Pressure on 4 Jungle Camps as well as the objectives Herald and Dragon. Also it means that the Midlaner has to avoid the green area if possible as they would be warded in Higher Elos and Pro Play. This makes efficient roams by the Midlaner almost impossible.

Source for win-stats: https://www.leagueofgraphs.com/rankings/win-stats

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Scuttle Crab

The 2 Scuttle Crabs spawn in both rivers and patrol their rivers until they get killed. Once killed they provide a small field of vision for 75 seconds as well as a 30% Speed Boost inside the field for the team who took it down.

The Scuttle Crab has 60 Armor and 60 Magic resist. If you use ANY CC spells onto a Scuttle Crab its Armor and MR goes down to 10 each. So make sure to use your CC at the beginning.

Take down the Scuttle Crab whenever you pass it to gain following advantages:
  • Free Vision in that area to spot Midlane Roams or the enemy Jungler if they pass it.
  • Your Midlaner can roam to a sidelane faster due to the Speed Boost inside the Scuttle Field.
  • The enemies can't roam through the river to a sidelane without being spotted or having to take long detours.
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Rift Herald

The Rift Herald is the newest addition to the Rift. It's a monster in the Barons Pit that spawns at 9:50 and disappears at 19:50 if it wasn't killed earlier. It is quite tanky but has a mechanic that makes it easy to take down anyway. Every 3 seconds during combat the Eye on the Back of the Rift Herald will open. Hitting the Rift Herald on the back while the Eye is opened causes it to take 12% True Damage of her Maximum Health.

The Rift Herald also has 2 abilities. One being 'Charge' where he charges forward after a brief channel dealing 200% AD damage. The other being 'Swipe' where he deals 300% AD damage in a kone in front of him after a brief channel. These 2 abilities are easy to avoid, so don't get hit by them.

Solo'ing Herald: In order to abuse the Eye you have to wait for it to open. Once the Eye is open you have to wait for the Rift Herald to do another Autohit and right after the Herald did that Autohit you have to quickly move behind it and hit it in the Back for the extra true damage.

Using Herald:

Herald is used to siege down turrets. The best way to do this is to get 4-5 members of your team together and siege down one lane as a team. Activate the Herald from the Fog of War in order to not be interrupted while summoning him. When the Herald prepares for his Attack onto the turret, many people especially in lower Elos will try to attack it, making them an easy target to pick up.

So you should always try to kill people who overextend or try to defend their turrets. If noone of the enemy team overextends, you can just take the turret and back off again.179.png

Baron Nashor

Baron Nashor spawns at 19:50 and is one of the most important objectives in the game. The Key to contesting the Baron is to have good vision around the area. If you are making a call to take down the Baron you should have atleast 3 Control Wards 2055.png spread around the River and the Baron Pit. You also need a few Green Wards3340.png3649.png inside of the enemies upper Jungle so you can see anyone who is trying to move towards Baron to stop you. So you can either turn onto them and fight them or to stop the Baron and retreat.

Your vision placement should look like this (if you are Blue Side):
Baron Choke2.png

In this scenario the enemy team has no vision on the Baron area as well as you having vision over their Jungle. This is what it should look like if you have a small lead and want to set up a Baron.

Now let's assume that you were doing Baron and you see the enemies (brown arrows) approach Baron from Midlane towards their Jungle (you spot them on a ward). In this case you should stop the Baron and block their path into the river to protect your vision. This is also a good spot for you to poke down the enemies because they have very limited vision on your carries who are still in the river behind the frontline and are protected by Control Wards.

Since the chokepoint here is so extremely narrow it is impossible for the enemies to get a good engage which forces them to back off or engage a fight that they are most likely to lose. This is also why you see Pro Players usually approach Baron from the Midlane as this is a much wider entrance into the river and gives more room for engages.

The Yellow arrow shows the proper way to check a Baron if you are the team that has no vision on it.
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Dragons

Now lets jump to our favoute lizard-like creatures on the rift. The Dragon has seen a ton of Changes in the 8 Seasons of League and is now in a schizophrenic state where he can't decide whether he should be a cool red Dragon with sick flames or some strange windy Dragon that couldn't even blow away a 2 story-house of cards.

There are currently 5 different types of Dragons:
  • The Infernal Dragon (8/ 16/ 24% increased AD & AP)
  • The Mountain Dragon (10/ 20/ 30% additional damage to epic Monsters and Turrets as true damage)
  • The Ocean Dragon (restores 4/ 8/ 12% of missing health and mana over 5 seconds if not damaged by Champions or Turrets for 8 seconds)
  • The Cloud Dragon (grants 25/ 50/ 75 out of combant movement speed)
  • The Elder Dragon (Big boye! Grants a 150 seconds buff that: Increases all Dragon effects by 50%, 45 + x(total number of Dragons killed) bonus true damage over 3 seconds everytime you hit an ability or autohit against non-turrets)

Few things to note that not everyone knows:

  • Each Dragon type can only spawn a maximum of 3 times, except for Elder Dragon.
  • There can only be 3 unique Dragon types in a game. So if the first 3 Dragons are Infernal, Cloud and Ocean. There will never be a Mountain Dragon in this game.
  • The Elder Dragon cannot spawn before 35:00 minutes into the game and spawns 6 minutes after the last Dragon was killed. So if you kill the last Dragon at 34:59 minutes, the Elder Dragon will spawn it 40:59 minutes.

I have already listed the Dragons by importance. This means that I value Infernal Dragon the highest and Cloud Dragon the lowest. If I have the choice between a turret and an Infernal Dragon, I usually choose the Infernal Dragon. If it was an Ocean Dragon instead I would most likely go for the turret. Of course this is all situational.

The first Dragon is usually done around 7-9 minutes on average. If you play against a Jungler like Shyvana that can solo it before that time, make sure to keep the Dragon warded, especially when it is an Infernal, Mountain or Ocean Dragon.



Tunnel Placement Back to Top

Tunnel Placement:

This is in my opinion the factor that makes Rek'Sai as strong as she is. Using your tunnels to travel in between Jungle Camps saves you A LOT of time. It also gives you a very good lead on your enemy Jungler in no time. What we want to achieve is that we can travel our entire Jungle by jumping from tunnel to tunnel.


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This is what your basic Tunnel Placement should look like after a few minutes of placing tunnels. The 2 tunnel into your river are not too important and I don't always use them. In most cases you don't need them but they are cool if you want to save some time on your way to the scuttle crab. You should manage to only place 7/8 tunnels in your jungle so you can always use 1 tunnel for ganks without destroying any of your other tunnels in your jungle.

The reason why this works so great and gives you a huge advantage on the enemy Jungler is because you avoid every wall between Jungle camps and take the fastest way between camps.

How to use Tremor Sense Back to Top

Rek'Sais Tremor Sense gives her the ability to detect enemy movement without having vision on them. Minions and monsters are shown as small circles, Champions are shown as larger circles. Only things that move can be detected, so the champions and monster who stand still will not be spotted.

The Tremor Sense in combination with Rek'Sais with Prey Seeker gives Rek'Sai insane control over areas with no vision. She is able to check bushes with her Prey Seeker, so she doesn't have to facecheck. She can also sit in a bush with no vision and see anyone moving nearby with her Tremor Sense. This is very strong in lategame when it is all about catching people off guard.

Invisibible Champions

Another strength of her Tremor Sense is that it gives Rek'Sai the ability to see where an invisible Champion is moving towards. This is very strong when you are ganking a Botlane that has an ADC Twitch for example as you will see his movement eventhough he is invisible. This also works great against Evelynn when she tries to flank your team during Mid-/Lategame teamfights. Or if you are fighting a Shaco and he goes invisible you can just burrow yourself to see where he is going so that he won't get away that easy.


Using your Ultimate Back to Top

There are dozens of different ways to use Rek'sais ultimate. It can be used to finish people with low HP, reset turret aggro during a dive, chase after targets, you can dodge abilities with it and you can even use it to make yourself untargetable during a teamfight (e.g. after an engage you made) in order to make people stop focussing you for a brief moment and to give your team time to catch up. Let's talk about these different uses.


Using Ult to kill people

Let's that with the most obvious use that comes most people to mind first when they read the tooltip of Rek'Sais ultimate: Killing people. The only way to get a feeling for this is by trying it over and over again. There are too many factors playing in that make the difference if you can or can not kill somebody with your ultimate. It depends on the enemies HP, their Armor, your AD, your Lethality as well as potential shields and heals from the enemy team that might be up. So the best advice I can give you here if you just picked up Rek'Sai recently is to use your ultimate as often as possible or even try it in the practice tool with different builds and different targets to see how much damage you deal when. Once you get a feeling for your damage, you will get more and more efficient with your ultimate.


Resetting aggro during a dive

This is a very important use of Rek'Sais as well as other champions kits. Many champs have tools to reset turret aggro, but let's focus on Rek'Sai. The point of this technique is to tank the turret for as long as possible, giving you more time to kill the enemy during a dive. I give a detailed discription including a video of this technique in the section "How to dive with Rek'Sai" down below. So check that out.

Problematic: Tanking the turret for too long might result in a death for you.


Chasing people

As Rek'Sai you usually need to use your tunnel in order to get onto a target. Now if you deal enough damage, the enemy might be forced to try to escape from you. This is why you should always save your ultimate until the enemy uses their Flashes4.png or other escape tools. Then if the target is low enough or if you think you can kill them even if your ultimate doesn't finish them off right away, you can use your ultimate to dive in. And since they used their escape spell already, they are unlikely to dodge your ultimate. But this also needs practice and experience. The more you do this, the more you will make mistakes that you won't make again. It's a process of learning from your previous experiences and figuring out when it is okay and when it is not okay to ultimate after people.

Problematic: If the target jumps away from you before you use your ultimate, there might also be his teammates around to protect him. This is why it is important that you keep an eye on the enemy teams locations when trying to pull of something like this.


Dodging abilities

This is not something I do very often myself but sometimes it's a nice way to use your ultimate. It is possible to use Rek'Sais ultimate to dodge some long cooldown abilities. This is however not a play about reaction times but rather about predictions due to the rather long casting time of Rek'Sais ultimate. Some examples for this can be abilities that can be predicted 1-2 seconds in advance (e.g. Orianna Ult) or abilities that ravel rather slowly (e.g. Maokai Ult). This use is highly situational and is only recommendable for advanced Rek'Sai players.

Problematic: Even if you dodge an ability you might find yourself in a bad spot afterwards because you automatically jump onto the target you ultimate and you can't cancel that.


Stalling in a teamfight

Using your ultimate simply to make yourself untargetable during a teamfight is a nice use of your ult and let me show you why. Imagine this. You are in a fight and are toe to toe with the enemy frontline while your carries are behind you damaging the enemy frontline (the enemy backline meanwhile doing the same to you). If you now use your ultimate you onto any of the enemy frontliners you will be untargetable for a good 2 seconds. 2 seconds is a lot in lategame teamfights. During this time each of your carries does 500-1.000 DPS to the enemy frontline. Meanwhile the enemy backline has lost their focus because they can't attack you anymore. They can't step forwad to attack your backline either because that will put them in a vulnerable spot once you get out of your untargetable stance. The enemy frontline also can't immediatly turn onto your backline. So you can see that using your ultimate like this can result in your team getting more damage done than the enemy team.

Problematic: If you use ultimate on an enemy backline target, you are most likely dead 1 second after you finish your ultimate or just get kited to death, so always ultimate the frontline in this scenario.




Jungle Routes Back to Top

Blue Side:

Standard Jungle Route:

- Red buff -> Wolves -> Blue Buff -> Scuttle Crab/Gank Top or Mid if possible.

Level 3 Botlane-Route:

I take this Route whenever I see that the enemy Botlane has no escape spells except for their Summoners. This could be an MF/Sona lane for example. It's important to let your Toplaner know that you won't be Toplane at level 3 so he should be careful. Also tell your Botlane to not push their lane too hard.

- Blue Buff -> Wolves -> Red Buff -> Gank Path 2.b or 2.c.


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Red Side:

Standard Jungle Route:

- Blue Buff -> Wolves -> Red Buff -> Scuttle Crab/Gank Top or Mid if possible.

Level 3 Botlane-Route:

Same reasoning as mentioned above.

- Red Buff -> Wolves -> Blue Buff -> Gank path



Combos Back to Top

The most important Combo to know:

This Combo has to be used for EVERY Jungle Camp and should be used when ganking too as it gives you the maximum amount of damage.

  • At the beginning of the Combo you are burrowed.
  • Use your Q -> Unburrow -> Autohit -> Q -> Autohit -> E -> Autohit (This can all be done within 1 second - the time of your knockup. So practice this Combo in Custom Games because you have to get it done as fast as possible for ganks).



The usual Jungle Camp Combo:

This is simply the basic order of how you should use your spells when doing a Jungle Camp.
  • At the beginning of the Combo you are burrowed.
  • Use your Q -> Unburrow -> Autohit -> Q -> Autohit -> E -> Autohit -> Q + 2 Autohits -> Burrow -> Q -> Unburrow -> Auto -> Q -> Auto... repeat

The surprise Flash Knock-Up:

You want to use this to get a secured knock up onto your enemies (mostly onto squishy targets).
  • At the beginning of the Combo you are burrowed.
  • Flash close to your enemy and quickly after flashing use your W to unburrow yourself.
  • Now continue with your basic Combo (See above, 'Most imporant Combo').
Skip to 11:10 in the video (I was not able to start it at that time, Sorry)


In the Video you can see how I surprise to people by ganking them from behind AND using my Flash Knock up to get an undodgeable knock up on two which gives me secured kills. 
The reason I did this combo in this case was because both Nautilus and Vayne have CC. I focus Nautilus first since he got the biggest amount of cc, after that I switch to Vayne and completely ignore Master Yi for the moment.
Once I killed Vayne I turn my focus onto Master Yi as I can still knock him up and manage to kill him with some kiting and the help of my Anivia.

The proper way to engage a Teamfight:

This can be used if you want to engage a Teamfight and give your team the opportunity to follow up.
  • At the beginning you are burrowed.
  • Use your E straight onto the enemy team.
  • Continue with the 'Surprise Flash-Knock up'

Gank Pathes Back to Top

If you are playing on Blue Side:

Gank Paths Blue Side_Small2.jpg

The Green and Red dots show you were to place Wards or Control Wards when you go for a gank. These wards can hlep you spot the enemy Jungler if he comes for a Counter Gank so you can back off safely.

1.a:

I choose this path when I want to gank Toplane while it is pushed and I know that he has a ward in the River-Bush.

1.b:

I choose this gank path when I know that my enemy Midlaner has warded around the upper River but I am not sure where exactly and when Midlane is slightly pushed or more.

2.a:

This is a simple gank path for Midlane that works everytime as long as there are no wards around. Use Blast Cone to get into the Dragon pit and proceed as shown.

2.b:

This gank path works almost everytime. Simply take it when you know that Tribush is warded and botlane is slightly pushed or more. Use Blast Cone to get over the Dragon wall and proceed as shown. You will show up behind their Botlane and surprise them with a knock up which should lead into a kill or force a few Summoner spells. Note here to walk as close to the wall as possible as shown in the picture to avoid getting spotted by Tribush wards.
Try this path by starting Blue level 1 -> Wolves -> Red buff. Then do this gank.

2.c:

This path is even better for ganking Botlane but takes a bit longer to set up as you have to walk around more. If you use this path you won't be spotted by wards in the River bush or Tribush however.

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If you are playing on Red Side:


Gank Paths Red Side.jpg

1.a:

This path works well if the enemy is pushing a bit and you know that tribush is warded.

1.b:

This path works if both Tribush and River Bush are warded. It also works if the enemy isn't pushing much or if the lane is even.

1.c:

I choose this gank path when I know that my enemy Midlaner has warded into my Jungle but I am not sure where exactly and when Midlane is slightly pushed or more.

2.a:

This is a simple gank path for Midlane that works everytime as long as there are no wards around.

2.b:

This gank path works almost everytime. Simply take it when you know that River Bush is warded and Botlane is slightly pushed or more. You will show up behind their Botlane and surprise them with a knock up which should lead into a kill or forced Summoner spells.

2.c:

This path only works if the enemy Botlane is pushing very hard, basically attacking your turret.

8-Step-Snowball Plan Back to Top

8-Step-Snowball Plan

This small guide is supposed to show you how you, as a Jungler, can translate a small lead into a huge Gold Lead for your team.

I usually initiate this play when I am around level 5-6. Prior to this I usually do 1-2 ganks for Top/Midlane and clear my Jungle 2 times.

The following graphic is supposed to help you understand the steps of the plan. Steps are shortened with 'S: x'. So Step 2 becomes 'S: 2'.

8 Step Snowball Guide.jpg

Step 1.: Gank Botlane, get a kill or force enemies to recall. For the gank you can also use Gank Path “2.b” or “2.c” from the Gank Path-Section quite well. You’re now left with two options:

Step 1.1: Force the Turret for First Turret Gold.

Step 1.2: Take Dragon (take Dragon only if it’s Infernal, else execute step 1.1!)

Step 2.: (If Turret didn’t fall, repeat Step 1) Tell your Botlane to go Top and your Top to go Bot! Recall yourself, too.

Step 3.: Join your ADC and Support in Toplane and force the tower/dive the enemy Toplaner. Watch your pathing and make sure the enemy Toplaner spots you as late as possible. Don’t show up until the wave is fully pushed into the enemy turret so you can surprise them and dive 3vs1 immediately. Also drop a Control Ward (shown as dark red dot) in Tribush (if you bought one) as well as a Trinket ward in the shown spot (shown as green dot). You will need this vision to spot the enemy Jungler early enough so you can cancel a dive or back off if things get too risky.

Step 4.: After you took the Toplane Turret, go straight for Herald and take it yourself. The enemy Toplaner most likely can’t help as he is busy farming the Toplane wave you just left him after taking the tower. In most cases the enemy ADC/Support are also still in Botlane.

Step 5.: Tell your ADC and Support to reset and recall yourself too.

Step 6.: Tell your ADC and Support to group Midlane and join them.

Step 7.: Once your 4 members are in Midlane, use Herald in Fog of War and push for the Turret. In the picture you are portrait as the yellow dot, spawning the Herald over the thin wall to save travel time.

Step 8.: After Mid turret has fallen or if the enemies defended the turret you can go for Dragon (in case it wasn’t an Infernal which you already killed in step 1.2). If the enemies took the Dragon in the meantime while you did Toplane and Herald, it is fine too because it wasn’t a very impactful Dragon either.


Summary: Once you can execute this strategy well you will be able to get your team a Gold Lead of about 3050 ( 100 x 5 x 3 + 250 x 5 + 300) Gold. This is the Gold lead you get without taking any Kills and is purely from Turrets. This shows that you should not greed for kills in this strategy and stick to objectives.

On top of that you might be able to get a Dragon. You also have completely opened up the map and forced the enemies to play a lot more passive because they can no longer overextend into your half of the map without being punished.

I do this strategy almost every game and found great success with it. After you pulled this off successfully you’ll have no time to rest. Now you have to place wards deep into the enemy Jungle to see when the enemies rotate in between lanes and be able to catch them. This I will cover more in depth in another section.


Keep in mind however that this strategy is only an example of the dozens of strategies that are used in Pro Play and Higher Elo. I chose this strategy as an example because it highlights the importance of objectives and shows how an objective oriented playstyle is often a lot better than a kill oriented playstyle. The objective oriented playstyle is better in most cases because it provides a Gold Lead for your entire team instead of just funneling that Gold into yourself.

Basic Behaviour in Teamfights Back to Top

If everyone is even:

  • Poke with your Q while you are burrowed.
  • Wait for enemies to split up
  • If you see an opportunity tunnel onto their backline and close the gap with flash if needed to get a knock up on multiple people. Go on till your team follows up
  • If your team doesn't follow up simply back out and don't continue.

If you play against fed Assasins and Bruisars:

  • Poke with your Q while you are burrowed.
  • Wait for the enemies to make the first move and stay close to your Carries
  • If they make a move onto your Carries, knock up the targets close to your Carries and help them focusing them down.
  • Keep this up till they are dead and then switch onto the enemy Backline.

If you play against fed AD/AP Carries:

  • If they are very fed and you are not able to 1vs1 them you have to wait for them to do a mistake
  • Poke with your Q while you are burrowed
  • If they go out of position or you think you are stronger engage onto them with a tunnel into Flash into knock up and do your basic combo and back off or continue if you see your team following up.

How to dive turrets with Rek'Sai Back to Top

Pre Level 6

If you are in a 2vs1 (or more) situation and you want to dive do it like this:
  • Get closer to your enemy while being burrowed (Do not use your tunnel yet).
  • Unburrow yourself when you are close to the enemy and knock him up.
  • Tank the turret and damage your opponent as long as possible.
  • When you are around 20% HP, quickly burrow yourself and tunnel out of towerrange and flee or return after you lost aggro to finish of the kill.

****VIDEO INCOMING SOON****

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Level 6 and Higher

This situation also focuses on dives that are 2vs1 (or more):

  • Use your tunnel to get into turret range and onto your target if necessary (you won't need it for escape in this situation)
  • Unburrow yourself when you are close enough to the enemy and knock him up.
  • Tank the turret and do your standard combo until you are down to 300-500 HP (If you play against people with execution abilities like Garen or Darius you should stop at 500-800 HP)
  • Use your Ultimate. This will make you untargetable and make you lose turret aggro. Now your teammate has 1.5 seconds to damage the enemy to take turret aggro.
  • After you finished your ult, you will have lost turret aggro in most cases and can continue damaging the enemy while your teammate tanks the turret.
  • In some unlucky circumstances you might still have the turret aggro at this point. In this case just walk out of turret range to lose aggro and bail out if you're too low on HP to continue.

****VIDEO INCOMING SOON****

When to tax Back to Top

Taxing lanes:

When you tax lanes you should never do it randomly to not upset your teammates. If you get a successful gank and get a kill you have to push the lane so that the enemy loses as many creeps and as much experience as possible. While pushing the lane you can soak up some nice gold and experience. This also gives you a stronger lead over your enemy jungler which increases your jungle pressure a lot.

(Skip to 4:00)


Here you can see when to tax a lane. We got a kill on Lulu and because she was now dead for a decent amount of time I help him push the land so that Lulu loses minions to her turret. This way she loses both experience and gold. It also allows my toplaner to go back without losing minions, because Lulus lane will be pushing after the turret has killed all the minions.

Timing Summoner Spells Back to Top

Timing 4.png:

Before you continue reading: Make sure you have your chat time stamps activated ingame.

This is one of the most important things in the entire game. And I barely see people doing it.
Especially when you jungle you have a lot of time to write down stuff between your Camps.

What you should do is that whenever you see someone use his 4.png, lets say Lulu, is to press Tab and ping Lulus Flash to save it in chat. Will look like this:

>>> [3:15] Rek'Sai: [Lulu Flash] <<<

Now you can calculate their 4.png with by checking the timestamp next to your name, in this case '[3:15]'
First press >TAB< and hover over Lulus Flash, this way you can see if you has the Reduced Summoner Spells Cooldowns.
Her Flash should have either 300, 285, 270 or 255 seconds cooldown depending on her Runes and choice of boots.
Lets assume Lulus flash has 285 seconds Cooldown because she has Cosmic InsightCosmic%20Insight.png?width=32 and no Ionian Boots3158.png.
After you finish your gank and go back to jungle or base you have time to calculate the time when her Flash will be up again.

In this case 3:15 + 285 seconds = 8:00. Sometimes I like to calculate it like this to make it easier: (3:15 + 5:00) - 15 seconds = 8:00. Write this in chat

>>> [3:40] Rek'Sai: 8.00 lulu f <<<

Now my teammates and I know the exact time window of when Lulu is vulnerable to ganks.

That's why it is a very important thing to do for Junglers to time enemys Summoners and abuse the fact that they don't have a flash.


Timing other spells:

Some other spells that you can time very easily:
12.png Cooldown for this spell is 300 seconds (5minutes) or 200 seconds if the Teleport is canceled.
7.png This is a spell you should always be timing. It has 240 seconds (4minutes) so it's easy to calculate. During this spell is down you can pretty much get freekills on the target as he will not get any HP back after trading with you or get movement speed to kite you.

Why do I play Rek'Sai? Back to Top

Rek'Sai is a very versatile Champion. You can build her as a Tank, as a Bruisar or as a Damage dealer.

You can apply a lot of pressure with Rek'Sai as you have a high amount of sustain in your Jungle and can clear camps forever. This means you can always gank lanes.

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Great Champions to have on your team Back to Top

For Toplane I love playing with a Maokai. Maokai is probably the best Toplaner combined with a Jungle Rek'Sai.

  • He is a very strong Tank, this gives you the ability to go for an damage oriented build.
  • Maokai can set up ganks insanely good. Everytime I have a Maokai on my Team I like to camp Toplane since he got a Snare, a Knock back and a slow + very good damage.
  • Maokai can build 3800_32.png which is insanely good to have when playing Rek'Sai as it gives you a huge movement boost.

For Midlane it's really cool to have an Orianna or a Yasuo.

1. Orianna:
  • She can simply put her ball on you and you can flash onto multiple enemies and pull off a big stun which gives Orianna a really good ultimate.
  • Orianna can also speed you up which makes engages easier for you to get onto the enemies team.
  • Orianna has lots of damages and can always get the Blue Buff because Rek'Sai doesn't need it
2. Yasuo:
  • I personally love playing with Yasuos who know how Rek'Sai works.
  • You can easily use your surprise Flash-Knock up to hit multiple targets and give Yasuo free Ultimate onto the enemy Carries, which can result in Yasuo and you winning 2vs5 fights.

For ADC it is really awesome to have a Sivir.

  • Sivir has an ultimate that gives you an insane amount of Movement Speed, with that you can easily get onto enemy Carries in no time.

A Support that works great with Rek'Sai is Alistar or anyone that can follow up.

  • If you have an Alistar on your team you can always use your tunnel to get onto the enemy backline and knock people up.
  • While you stun and cc the enemies Alistar gets enough time to follow you and get great Combos onto the targets you just stunned.
  • Alistar is also a very strong tank which gives you the opportunity to go for a more damage oriented build an he can tank a lot of stuff with his Ultimate.

Full Gameplay Commentary Back to Top

***This is an older video before Rek'Sai was reworked. Check out my stream to see newer footage.***


Here's an example of how I play Rek'Sai.
This game was on my Smurf in Diamond V.

Last words, Stream, Social Media Back to Top

First of all I want to thank you for taking you time to read this Guide. I hope it's helping you understanding and mastering the Champion I love the most. :)


I have to say I really, really enjoyed working on this Guide. It was a lot of fun and if people find it helpful I'm totally up for more Guides on other Champions in the Jungle!

If this Guide helped you I'd be very pleased if you Support me by liking this Guide or sharing it with friends.

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You can also check me out on Facebook, which is also where you can contact me personally if you have any further questions that were not answered in the Guide.

https://www.facebook.com/HonigdaxLoL

You can also follow me on Twitch which is where I stream educational and informative content of high elo EUW
SoloQ.

https://www.twitch.tv/Honigdax

If you are more into memes and picuters of the food I make, check out my Twitter.

https://www.twitter.com/Honiigdax



That's it from me, let me know if you liked the Guide and I wish you bests of luck and success on the fields of justice! (:

Change Log and Updates Back to Top

After selling this guide for 3 years on Elo Boost pages where it recieved tons of positive feedback, I fully reworked it and published it on 1st of December 2017.
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25th January 2018 - Patch 8.2 Update:

  • Nothing changed this patch for Rek'Sai. Unaffected by any item changes in this patch.
  • Zombie Ward has been nerfed in the early game but is still worth taking.
  • Coup de Grâce has been nerfed from 9% to 7% but is still worth taking.

8th February 2018 - Patch 8.3 Update:

  • Nothing changed about Rek'Sai.
  • Small nerfs to the giants Sejuanni and Jarvan IV, putting Rek'Sai in a slightly better spot than before.

22nd February 2018 - Patch 8.4 Update:

  • Nothing changed about Rek'Sai.
  • Blat Cone first spawn time increased to between 300-330 seconds after game start. This affects some of your early gank pathes.

8th March 2018 - Patch 8.5 Update:

  • No changes to Rek'Sai or Jungle in general.

21st March 2018 - Patch 8.6 Update:

  • No changes to Rek'Sai or Jungle in general.

4th April 2018 - Patch 8.7 Update:

  • No changes to Rek'Sai or Jungle in general.

16th April 2018 - Patch 8.8 Update:

  • Very, very, very small change to how Rek'Sais passive works. Fury doesn't decay when it is used for regeneration anymore.
  • Oracle trinket upgrade 3364.png avaiable from lvl 1 instead of lvl 9.

26th April 2018 - Patch 8.9 Update:

  • No changes to Rek'sai or Jungle in general.

10th May 2018 - Patch 8.10 Update:

  • No changes to Rek'Sai.
  • Huge changes to how Jungle experience distribution works.
  • Changes to Scuttle Crab:
  • Gives more gold depending on level (70-140; Level 1-9)
  • More experience (115-230; Level 1-9) (Used to be 10 at any Level)
  • After the both initial crabs in each river are killed only one will spawn in a random river.
  • Spawn time: 2:00 (used to be 2:15)
  • Respawn time: 135 seconds (used to be 180 seconds)

These changes turn the scuttle Crab into a contested objective for both teams. The experience it gives is now equal/higher to the experience granted by a blue or red buff.

31st May 2018 - Patch 8.11 Update:

  • No changes to Rek'Sai
  • Scuttle Crab respawn time and shrine duration raised by 15 seconds each.
  • Wolves, Krugs, Raptors and Gromp give slightly more EXP on levels 2-7 (unchanged for Level 1)

12th June 2018 - Patch 8.12 Update:

  • No changes to Rek'Sai or the Jungle
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