[14.15] How to 1v9 on REKSAI TOP | White Snow's In-Depth Rek'sai Guide to ALL THINGS TOP LANE






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Recommended Items
Runes: Standard
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order Standard
Fury of the Xer'Sai (PASSIVE)
Rek'Sai Passive Ability
Threats & Synergies
Darius
Do not get hooked in by his e with no tunnel up, let yourself get pushed in and call for jungle. If looking to trade, do short trades with unburrow -> 1q ONLY
Ivern
His q delivers you into aa range for a guaranteed unburrow, and e allows you to slow nearby enemies to get an unburrow otherwise. Keeps you alive really well in the thick of a fight as well.
Ivern
His q delivers you into aa range for a guaranteed unburrow, and e allows you to slow nearby enemies to get an unburrow otherwise. Keeps you alive really well in the thick of a fight as well.
Champion Build Guide
Hi, I'm White Snow, currently a 970+ LP/top 14 NA peak Challenger
![]() ![]() ![]() ![]() If you ever want to check out live gameplay with the listed runes, build paths, and playstyles, check me out at my stream !! If there's any outdated information about the guide, or if you want to say hi, feel free to join my discord at https://discord.gg/WnVXDTQGFG ! |
PROOF of HIGHEST RANKED Reksai TOP
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![]() Once you get items, you will first become impossible to escape due to your big ![]() ![]() |
Due to ![]() While you also do have a lot of leeway from behind, you will find yourself feeling much less useful when you're not fed and capable of threatning kills. When this happens, you'll find yourself unable to play for the same wincon as usual and will have to play for team and provide utility. If you do not enjoy being kite-prone or having a weak level 1-2, Reksai may not be the pick for you. |
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INNATE: ![]() ![]() When ![]() |
ACTIVE: Rek'Sai empowers her next three basic attacks within 3 seconds to have a 0.25-second cast time and deal bonus physical damage to the target and surrounding enemies. The damage to the primary target is affected by critical strike modifiers.![]() |
ACTIVE: ![]() |
ACTIVE: Rek'Sai becomes burrowed, reducing her attack range to 75 and her sight radius to 250 units while gaining access to her burrowed abilities. She also becomes ghosted and gains bonus movement speed, as well as Tremor Sense. TREMOR SENSE: Rek'Sai and her allies gain obscured vision of nearby enemy units that are moving every second. Once Burrow has been learned, Rek'Sai automatically becomes burrowed upon completing a Recall channel or respawning. |
ACTIVE: Rek'Sai becomes unburrowed, gaining access to her unburrowed abilities. Additionally, she deals physical damage to nearby enemies and knocks them aside. The enemy closest to the center is instead knocked up for 1 second, and cannot be affected by Unburrow again for some time. Rek'Sai can also trigger Unburrow by issuing an attack command, applying the knock up against the target once she is in attack range. |
ACTIVE: Rek'Sai bites the target enemy, dealing physical damage. At maximum Fury resource Fury, Furious Bite's damage is doubled and converted to true damage. |
ACTIVE: Rek'Sai dashes in the target direction, leaving behind a Tunnel with two interconnected entrances that lasts up to 10 minutes. The Tunnel can be traversed again when Rek'Sai targets either entrance, shutting down the Tunnel for a few seconds. Rek'Sai can have up to 8 Tunnels active on the map at once, but deploying beyond the maximum destroys the oldest one. Enemy champions can destroy a Tunnel by standing on either entrance for 1.5 seconds, granting them 5 Gold 5 upon successfully destroying the Tunnel. An UN-BURROWED Rek'Sai will automatically Burrow before entering the Tunnel and automatically Unburrow after exiting it. This does not put Burrow on cooldown nor trigger Fury of the Xer'Sai, but does trigger other Burrow effects and Unburrow. Rek'Sai cannot enter a tunnel while immobilized, grounded, or silenced. |
PASSIVE: Rek'Sai applies Marked as Prey to enemy champions she damages, lasting for 5 seconds. ACTIVE: Rek'Sai selects the target Marked as Prey, becoming displacement immune and icon 2 unable to act and vanishing into the ground. After 1.5 seconds, she becomes targetable again and emerges from the ground Un-Burrowed near the target and Dash pounces at them, dealing physical damage and dashing 125 units through them. If the target dies or is too far away before Rek'Sai vanishes, Void Rush is canceled with a 10-second cooldown. |
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![]() Below are items grouped by general stats, and explanations for when you'd run each item. |
Bruiser Items
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Survivability Items
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Jak'sho the protean
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Jak'Sho the Protean is a good final resist item, as the shield combined with the resistances can turn you into an end-game raidboss combined with other tank items. Make sure you already have health when buying this item, as resistances are useless without HP to go along with them.
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Tunnel Networks
With ![]() While in lane, the standard desired tunnel network is simple - two tunnels running through the three bushes as pictured below. This placement not only hides all 4 entrances from vision without wards, but also allows for a quick excape from enemy ganks while pushed up alongside the far track of the lane, as far as possible from any potential gankers. If against champions who want you to be the walls, however, having a network running in the middle of the lane in a place where minions won't interfere with you clicking on your tunnels works as well. ![]() When the enemy tier 1 turret is down, your tunnel network will change to be closer the the inside track of the lane, with the game plan of traversing as many walls as possible to make you hard to catch without a copious amount of dashes, as well as having the advantage of faster travel due to using the inside track of the lane. This way, you secure an exit strategy, movement into the enemy jungle, and a quick way of rotation all in one. Don't forget that tunnels made over walls can be longer than normal, as the end of the tunnel will be put to the closes point to the intended exit if the original exit wouldve been inside a wall. Tunnel Knockup![]() Final Tips- When unburrowing on a mobile target, aim to cancel whatever movement abilities they may have to catch them out in an awkawrds position - The above point also applies to channels - You can buffer cc as long as it doesn't cancel dashes using your tunnels, both the cast and entering pre-existing tunnels. You can near-nullify stuns, roots, and grounds this way. - You can hide the start of your tunnel animation by starting unburrowed, then pressing w and e immediately as your burrowed abilities are immediately available the second you burrow - Your threat in lane comes from being burrowed, try to be underground as much as possible. When burrowed, you can't be engaged on due to the knockup and you can use it to threaten a good trade if they waste cooldowns. - After Fury generation was nerfed, make sure you're unburrowing and using unburrowed e constantly to generate fury faster than with just aas. |
Laning Phase (Winning Matchup)![]()
Step 1: Your first goal is to hit level 2 as quickly as possible. Your unburrow has very little use without your q to follow up, and it's hard to trade against certain matchups with only q. In the event of matchups that you can't just walk up and auto them to death, you're going to want to take control of the wave by immediately pushing it quickly with q, or by sitting back with w and denying any level 1 engages with the knockup. Once you hit level 2, you can start trading against weaker enemies with unburrow -> aa -> 3 q empowered autos, or you can farm with burrowed q until you hit level 3.
step 2: Once you hit level 3, you have the safety of your tunnels to resort to, if you have the push. Look to set them up ahead of time as pictured in the above section. Against melees, look to initiate trades with knockup and follow up with an aa -> 2 qs -> e -> last q (optional), as 4 hits fully charge your fury for e. Against ranged champions, you can trade by either spacing them and baiting them into w range or gapclosing first with a tunnel, ideally a pre-existing one so you have one to disengage with, and trading normally. step 3: Once you have wave control, try to zone the enemy laner off cs and last hits by threatening a knockup trade whenever a minion they want to kill is low. After enough trades, you can look to dive, especially after 6, by using a tunnel to escape after a knockup -> combo or by dodging a turret shot with r to reset turret damage/prevent stacking and escaping turret range with a tunnel. If you're able to properly crash the wave, look to let it push back without letting it grow too big. Once it's pushed to your side of the lane, you can look to freeze and assume complete control over the lane until you get to the point where you think you can dive on repeat, in which case you can look to trade aggressively before crashing waves to set up dives. If you actually get enough of a lead, you can look to zone enemies off their turret between tier 1 and 2 starting from level 6, if you're sure their jungler will not be coming by. |
Laning Phase (Losing Matchup)
Every now and then, and when you start learning the pick, you might find yourself falling behind due to ganks or misplays. You might also just be in a terrible matchup. Don't worry, as these situations are almost always easy to get out of. It feels terrible, but there are some key things you need to remember.
First, you must not die simply for a little bit of cs. You are able to farm relatively safely using your knockup tools and your burrowed q. Focus on staying within XP range and keeping the wave from slow pushing, as this will let the enemy laner freeze the wave on you. In the event of an enemy freeze, you're going to need to have your jungler break that freeze. Look for roams when the enemy laner recalls at a convenient time, or look to outplay dives. ![]() |
Mid Game
In the mid game, you are looking to rotate to objectives, create pressure on the map, and get resources so you can keep getting ahead, or back in the game if you're in a bad spot. Generally, your game plan will be to:
- Split down a side lane (Same side as the next neutral obj if your tp is down for it, else on the opposite side of the map)
- Ward your sides (So you don't get caught on the split) while setting up your tunnel network
- once you're pushed up and have pressure with your wave, (@river or past), you can either invade and steal camps if it's safe (vision control important), group up with your team for a play, or look for a pick (Also vision dependent).
- After a successful pick/play, look to gain an advantage on the map by either stealing jg resources, setting up wards for objectives, taking neutral objectives, or getting turrets.
- After gaining a lead, reset before the enemy team can abuse your unspent gold.
After this, you can rinse and repeat until the game ends.
Your goals are generally to gain an advantage, get an objective or map pressure or prep, and reset and keep your tempo going as a team. The above is simply an example of how to do so, and it may vary from game to game.
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