Now before you go crying for Rek'sai nerfs... **wall of text**

AGarner··6 votes·2,136 views

Please actually take the time to learn to counter her! I love Rek'sai and she's already my jungle main, but please PLEASE take the time to learn her weakness before saying "OMG she has true damage she's obviously OP! HER Q DOES SO MUCH DAMAGE RITO PLSSS!!!!" Her Q is comparable to Xin Zhao's Q ability it just doesn't have the knockup. Yes her W is a knockup but it's only every 10 seconds Xin Zhao gets down to around 4 seconds for 1 knockup. She also doesn't have the ability to sustain as well as Xin Zhao her only form of sustain comes from her W which scales off of fury and isn't even a combat passive as it's over 5 seconds AS LONG as you stay in burrowed form. Her E does %120 of your AD at max rank of damage to your target (At %40 CDR it has a CD of 18 seconds) at max fury and max rank it deals %240 of your AD to the target in true damage.

Let's go over the abilities and there weaknesses in detail

P: Fury of the Xer'Sai: Activating Burrow with Fury will grant Fury of the Xer'Sai for 5 seconds, which causes Rek'Sai's next source of Fury generation to grant 15 bonus Fury and, so long as she remains burrowed, to expend 20% of her current Fury every second to restore health. The health restored is based on the amount of Fury expended, for a maximum of (25 × Rek'Sai's level) health over 5 seconds if she burrowed at 100 Fury. Fury of the Xer'Sai will not activate if Rek'Sai is at full health and her Fury will stop depleting if she reaches full health.

This is a out of combat heal or a heal for running/chasing ONLY you can't burrow and not deal damage to your target for 5 seconds to heal probably less health than you'll end healing for.

Q: Queen's Wrath: UNBURROWED - ACTIVE: Rek'Sai's next three basic attacks within 5 seconds deal bonus physical damage to her target and all surrounding enemies. PHYSICAL DAMAGE: 15 / 35 / 55 / 75 / 95 (+ 40% Bonus AD) TOTAL DAMAGE: 45 / 105 / 165 / 225 / 285 (+ 120% Bonus AD)

Q:Prey Seeker RANGE: 1300 COOLDOWN: 11 / 10 / 9 / 8 / 7 BURROWED - ACTIVE: Rek'Sai fires a pulse of void-charged earth in a straight line skill shot which detonates on the first enemy struck, dealing magic damage and revealing all non-stealthed enemies within X-range of the detonation for 2.5 seconds. MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 100% AP)

This is your main source of damage and I find it hard to kill someone without it. It has no special effects except for having a item 3077 tiamat effect.

Your burrowed Q deals no damage at the end of the game and is totally worthless except for revealing enemies.

W: Burrow/Unburrow Burrow RANGE: 1650 COOLDOWN: 4 seconds after unburrowing UNBURROWED - ACTIVE: Rek'Sai burrows into the ground, reducing her sight radius to X and disabling her basic attacks while gaining Tremor Sense, 15 / 20 / 25 / 30 flat movement speed, the ability to ignore unit collision and access to an alternate set of basic abilities. Tremor Sense: Enemy champions and neutral monsters within 1300-units that move within the Fog of War have their position revealed for Rek'Sai and her allies. This does not grant sight.

Unburrow COOLDOWN: 1 second after burrowing ON-TARGET COOLDOWN: 10 BURROWED - ACTIVE: Rek'Sai will burst out of the ground: dealing physical damage and Airborne icon knocking up surrounding enemies for up to 1 second, based on their proximity to Rek'Sai. Enemies cannot be affected again by Unburrow for a few seconds. PHYSICAL DAMAGE: 60 / 110 / 160 / 210 / 260 (+ 50% Bonus AD) Rek'Sai can attempt to basic attack enemies while Burrow.png burrowed to trigger Unburrow.

This is your ganking tool it knocks enemies DIRECTLY ABOVE you in the air for 1 second it's really useful if you can get to the enemy you want to knockup. it's tremor sense is useful for finding enemies and counterjungling but is EXTREMELY hard to use I found I got tunnel visioned a lot using it and it takes a few (maybe 10) games to get used to it and use it to your advantage. Afterwards it seemed like I had a hard time counterjungling when I didn't have tremmorsense on other junglers.

E:Furious Bite RANGE: 250 COOLDOWN: 12 UNBURROWED - ACTIVE: Rek'Sai bites her target, dealing physical damage that is increased by 1% for every 1% of her current Fury. If Rek'Sai has full Fury, Furious Bite will deal true damage instead. MINIMUM PHYSICAL DAMAGE: 80 / 90 / 100 / 110 / 120% AD MAXIMUM/TRUE DAMAGE: 160 / 180 / 200 / 220 / 240% AD

Tunnel RANGE: 250 COOLDOWN: 20 / 19.5 / 19 / 18.5 / 18 ON-TARGET COOLDOWN: 12 BURROWED - ACTIVE: Rek'Sai digs in the direction of the mouse, leaving behind two connected Tunnel Entrances. Rek'Sai can interact with either entrances of a tunnel to traverse it. Rek'Sai cannot traverse the same tunnel again for a few seconds. Rek'Sai's tunnels last for up to 10 minutes and can have up to 8 pairs of Tunnel Entrances active on the map at the same time. Enemy champions can destroy a tunnel by standing on either entrance for 1.5 seconds. Destroying a tunnel once Rek'Sai is already enroute will not hinder her.

UNBURROWED: This is what makes me scared about the nerfs that lie ahead if people QQ about Rek'sai The unborrowed Q deals a lot of damage IF you get fed and can manage to get to full fury. she doesn't fury stack like Tryndamere it's either you kill them before you reach full fury or they kill you, there really isn't an inbetween. This is a really good ability but I've gone through a couple of games where this even with true damage deals less than most abilities.

BURROWED: This is your bread and butter gap closer this is how you get in melee range, this is your escape, this is your lifeline. But be warned if you're ganking and you are just a bit off with this ability you aren't getting near the enemy without burning your smite or your flash it's over if you miss this. If you manage to E directly to the enemy you get to knock them up and get a almost garunteed kill (asuming they don't flash or run away).

WOW, that was the longest wall of text i've ever written! AND WE'RE NOT DONE!!!

GENERAL COUNTER TIPS (A.K.A TL;DR)

  1. kill her at her second buff: seriously she's really vulnerable here and most of the time it's an insta-kill on her

  2. Ward: I can't stress this enough! If the enemy is playing rek'sai ward all you can and be watching for her remember without wards she will always see you first

  3. Always counterjungle: Her build is so frickin' expensive that if she doesn't get the gold from the monsters it's really all over for her.

  4. If you see Rek'sai in the top lane: For the love of God don't let her farm! Think of her as Nasus if she gets a lot of farm it may as well be over Gnar is a really good lane bully and can out run and out poke most of the time.

  5. Don't feed her: yeah yeah this ones a general counter to all champions, but I can't stand when I play Rek'sai and start to snowball and I see in chat "OMG Rek'sai is so OP!" no duh you gave her like 10 kills in the first ten minutes of course she's going to wreck your team!

If you get good at Rek'sai you can do miracles. I got a triple at about a 1/16 of my health thanks to a ziggs and braum keeping me alive "If you read this pc9 I love you man you really saved my life"

That's all if you read everything and liked it feel free to upvote so others can see. if you read all of it and didn't like it feel free to downvote I'm glad you took the time to actually read all the text

If you downvoted because of the title you probably won't even read this part (lol)

8 Comments

N3mO061 votes

Ok, nerf xin then

vortical421 votes

Good stuff. Any tips on runes/masteries? In the few games I've played so far I've been running my standard AD jungle pages (21/9/0 masteries, check my lolking profile if you want the exact setup) and I find it tough to even survive one side of the jungle, never mind a full clear. Is it worth going full defensive runes/masteries to stay alive? Also, what is your typical skill order?

AGarner1 votes

{quoted} Good stuff. Any tips on runes/masteries? In the few games I've played so far I've been running my standard AD jungle pages (21/9/0 masteries, check my lolking profile if you want the exact setup) and I find it tough to even survive one side of the jungle, never mind a full clear. Is it worth going full defensive runes/masteries to stay alive? Also, what is your typical skill order?

for masteries I have also been running 21/9/0 but with Rek'sai and her abilty to survive early I might try running 9/21/0 or even 0/21/9 I can post up the masteries if they work.

for skill order Your Q is your bread and butter my skill order is R>Q>E>W the way I see it is because of the fact that E scales off of AD for true damage it's not very useful if you run tank because it'll be dealing very little true damage.

In terms of build and this is very important. always buy either a spirit visage or a warmogs I tried out all the other tank items that would be good on her and these seem to really help.

Quickly I don't think tri-force is that good on her because there's just better items to get (e.g black cleaver, Yomuu's) I tend to run her as an assassin and 100-0 people in a full second but she has a lot of ablility to be a utility tank.

EDIT: Don't buy devourers rek'sai is really good with armorpen so I tend to buy Warriors.

vortical421 votes

I have been playing around with builds some more and so far 13/17/0 seems to be the sweet spot between tankyness and damage. I'm still not sure what the optimum offensive masteries are yet. Early CDR is really strong on her (more Q means faster clear ). On the other hand, taking that 5% from masteries means I also have to devote some of my runes to CDR to get to 10%.

As for items, I've been running juggernaut and it seems to work pretty well. I may switch back to warrior though and see how it works now that I have a better feel for how to play. After that, I go for Hydra and then either a Randuins or SV. I don't know that warmogs would be that great. It is really expensive for a jungler. Also, since the heal from burrow is a flat amount, Rek tends to get more value from Armor/MR than health.

AGarner1 votes

{quoted}

I have been playing around with builds some more and so far 13/17/0 seems to be the sweet spot between tankyness and damage. I'm still not sure what the optimum offensive masteries are yet. Early CDR is really strong on her (more Q means faster clear ). On the other hand, taking that 5% from masteries means I also have to devote some of my runes to CDR to get to 10%.

As for items, I've been running juggernaut and it seems to work pretty well. I may switch back to warrior though and see how it works now that I have a better feel for how to play. After that, I go for Hydra and then either a Randuins or SV. I don't know that warmogs would be that great. It is really expensive for a jungler. Also, since the heal from burrow is a flat amount, Rek tends to get more value from Armor/MR than health.

I generally have a liking for health because I never see armor save me like health does I also like Warmogs because Rek'sai gets pretty low after long engagments and that health regen helps with seige and anti seige. I wouldn't take the %5 CDR as all the items I pick up gets me to %40 so I see it as a waste and the %10 AS is much more helpful (quicker Q).

vortical421 votes

I usually do go for the AS masteries; the choice is between the CDR masteries and the 'bladeweaving' line. The problem with not taking the CDR masteries is that it can really hurt you if you get behind. I usually don't get any items with CDR (other than the jungle item) until my third or fourth item. Hydra is pretty much always my second core pickup. Third item usually ends up being Randuins or Sunfire. For a character like rek, I'm just not sure 10% CDR until 20 or 30 minutes in is enough.

As for Warmogs, I guess it is just personal preference. For me, the last thing I want to do with rek is get into an extended seige situation. Rek is designed to get in, do her thing, and get out again asap. For hit and run tactics, making the heal from her burrow more effective, seems a lot more useful than the slow drip you get from warmogs.

AGarner1 votes

{quoted}

I usually do go for the AS masteries; the choice is between the CDR masteries and the 'bladeweaving' line. The problem with not taking the CDR masteries is that it can really hurt you if you get behind. I usually don't get any items with CDR (other than the jungle item) until my third or fourth item. Hydra is pretty much always my second core pickup. Third item usually ends up being Randuins or Sunfire. For a character like rek, I'm just not sure 10% CDR until 20 or 30 minutes in is enough.

As for Warmogs, I guess it is just personal preference. For me, the last thing I want to do with rek is get into an extended seige situation. Rek is designed to get in, do her thing, and get out again asap. For hit and run tactics, making the heal from her burrow more effective, seems a lot more useful than the slow drip you get from warmogs.

I understand this I tend to play her full assassin so I really have no defense items but if you were to tank warmogs keeps you their and spirit visage just makes an out of combat heal a bit stronger.

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