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Recommended Items
Runes:
+10% Attack Speed
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
Spells:
Flash
Smite
Items
Ability Order
Fury of the Xer'Sai (PASSIVE)
Rek'Sai Passive Ability
Threats & Synergies
Zilean
He'll drop bombs on tunnel entrances and ult your burst targets.
Galio
A Galio ulting onto your engage makes teams want to run, allowing you free damage and your knock-up guaranteeing his ult lands properly. Amazing synergy.
Galio
A Galio ulting onto your engage makes teams want to run, allowing you free damage and your knock-up guaranteeing his ult lands properly. Amazing synergy.
Champion Build Guide

Rek'sai, the rift's "best girl". Why haven't you played this wonderful champion yet? It's simple...! You are either afraid of the dark, don't like winning or you simply haven't heard of her yet!
You may think that this champion is bad or hard to play, that she's just a downgrade from

Pros
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+ High mobility + Both ranged and melee + Ultimate outplay potential + "True vision" + Extremely safe invades + Strong both early and late-game + Deletes squishy champions + Easy escapes/unique pathing options + Build option variety |
To a seasoned Rek'sai, the "lack of vision" is actually true sight, the paths in the jungle are just recommendations and towers are just momentary inconveniences between you and your prey. Rek'sai has extreme burst potential and provides exactly what your team needs depending on how you build, whether it is burst assassin, tanky CC bot or simply a mobile ward with a smite. |
Cons
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- Difficult to learn/master - Extremely squishy with damage builds - Ultimate has a short windup - Not great in team fights - Can't tell which enemy is which - Difficult to carry late - Not much damage pre-serrated dirk - Tunnels have long cooldown early |
Similarly to many assassins, Rek'sai relies on flank 'n gank, or picking up the squishies from the backline before collapsing on the tanks, and if she can't get to them or there's too much CC she is kind of dead in the water. The lack of vision whilst ![]() |

Keystones
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Hail of Blades This is the keystone of choice for Rek'sai. ![]() ![]() ![]() | |
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Electrocute![]() ![]() ![]() ![]() | |
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Predator Rek'sai relies on ambush and sudden burst rather than running around as fast as possible with sirens blaring. Leave this obnoxiousness to ![]() | |
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Dark Harvest This rune is strictly worse on jungle champions since the rework made stacks only accessible by damaging champions, meaning at most one stack per gank. You already scale, so don't worry about it and take something reliable. |
Runes
Tier 1
Cheap Shot
You can proc this with your knock-up allowing decent damage off of your Q, but nothing more in your kit benefits from it. |
Taste of Blood
You're not laning against anyone, so why would you take this rune? You already have plenty of healing from your ![]() |
Sudden Impact
![]() ![]() ![]() |
Tier 2
Zombie Ward
When first learning to play this champion the "lack" of vision is extremely disorienting, making this a very friendly option for becoming used to the unique playstyle that is Rek'sai. |
Ghost Poro
This rune is best on defensive junglers or against invading junglers. Rek'sai would rather trade camps or kill someone. |
Eyeball Collection
Any increase in damage is generally your best option, and this makes scaling somewhat easier. I personally run this every time. |
Tier 3


To summarize the sub-tree, your runes of choice are


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Triumph is vital on Rek'sai as you will be ulting into towers more often than not, and getting a kill or two and being able to walk away alive because of the heal is a wonderful feeling. ![]() ![]() |
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Coup de Grace is the rune of choice for almost any champion with an execute ability when taking the precision tree. The other options aren't really relevant; if their full team is tanks, sure, ![]() ![]() |
Runes of note:
If the enemy team has a ridiculous amount of CC,




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Queen's Wrath/Prey Seeker (Q): Unburrowed, Rek'sai's Q ![]() While burrowed it becomes ![]() |
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Burrow/Unburrow (W): Probably the most unique aspect of Rek'sai's kit, ![]() ![]() ![]() ![]() |
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Furious Bite/Tunnel (E): While unburrowed, Rek'sai's E is ![]() Using E while burrowed activates Rek'sai's ![]() |
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Void Rush (R): Rek'sai's ultimate ![]() ![]() ![]() It is possible to dodge the ability, but requires ![]() ![]() |
Audio ques for Rek'sai's abilities:
Tremor Sense -

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Stalker's Blade - Warrior - Fairly straightforward, finish your jungle item and boots before building anything else. Warrior gives damage which you need to be able to burst your targets. We take this over ![]() ![]() ![]() ![]() |
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Berserker's Greaves - The only boots that increase your damage output. If you're really struggling to not die late game you can swap them for ![]() ![]() |
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Duskblade of Draktharr - Duskblade is typically the first item you go after finishing boots and your jungle item. Rek'sai gets a very early power spike with ![]() ![]() ![]() |
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Youmuu's Ghostblade - You typically want to build Youmuu's just after ![]() ![]() |
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Guardian Angel - When the threats on the enemy team are bursty, attack damage-based champions such as ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Black Cleaver - I typically don't recommend locking Rek'sai into a tank-heavy comp as you'd be better off taking someone like ![]() ![]() ![]() ![]() ![]() ![]() |
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Locket of the Iron Solari - This last item is highly situational and typically means the rest of your team failed in champ select. Taking ![]() |
Your early rotation when clearing camps is









That's Q* - AA - Q - E - Q - W - Q* - AA - Q, using Q as an auto-reset and auto-attacking while abilities are on cooldown.
My preferred style of clear is to invade the top jungle buff, taking your toplaner with you and your midlaner if they are willing. You do a lot of damage at level one and can easily trade well against most junglers/toplaners, assuming you run into them. If you run into enemies while doing this, just back up and clear your own top buff.
After this clear Raptors if you're topside or Gromp if you're botside then immediately gank toplane.
When ganking make sure to ping so your laner can keep vision of the enemy and follow up on your knock-up.
Come in behind the enemy, only using your tunnel if they react too quickly or after they





On any gank, your general combo is knock-up+Q, run the full Q out then E at max fury, throwing out a



Post 6 you can easily tower dive. In this clip I run for a regular gank, but because my laners didn't have vision of them I was unable to dodge the hook, and having that immediately followed by an



In this clip you can see how I use the terrain to extend my




When it comes to teamfighting with Rek'sai, you basically want to play it in a similar way as a gank, but instead you more rely on other team members to engage and follow up with your own CC, poking with





opportunity can always come knocking, and Rek'sai loves a free meal.
Pathing options for

Full map

North:

East:

West:

South:

Crazy, I know, but I've played Rek'sai as a support a decent amount and believe she has several reasons to work well in the role, which I will list. Ideally this will be a pick for counter-engage such as against








Eternal vision - As long as you're burrowed you can see anyone coming to gank your lane, even if they have a control ward in the river. You can also use this against supports that try to poke you from the bushes in lane. This also applies to invisible laners and junglers, such as



Endless poke - No mana means unlimited uses of your

Skill-shot bait - Enemy laners will attempt to collapse your tunnels to reduce your mobility, but in order to do so they have to stand still, making them easy targets for

Amazing sustain - Using both

Proper CC and Engage - Your tunnels can be used for engages as well as disengages and a good support will try and get between you and their carry, but that just gives you a closer target for your knock-up. If the carry decides to reengage, you've got a separate knock-up cooldown for them too!
If you decide to try this out, build almost the same as the regular build with the exception of



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