Rek’Sai: The Void Burrower

Rek’Sai is a jungle champion released on December 11, 2014. She is classified as a Diver (legacy classes: Fighter, Tank), played exclusively in the jungle. Unlike most champions, Rek’Sai uses Rage as her secondary resource bar rather than Mana – this distinction fundamentally changes how her kit functions at different points in a fight.

Her adaptive type is Physical, her range type is Melee (Attack Range: 175), and her base Movement Speed is 340 – one of the higher base MS values in the jungle. She last received changes in patch V25.23. Store price: 2400 Blue Essence / 880 RP.

Rek’Sai’s kit has a unique dual-form design where Q and W function differently depending on whether she is Burrowed or Unburrowed. Mastering when to swap between forms – and building Tunnel networks proactively during the game – is the single biggest difference between a mediocre and an exceptional Rek’Sai player.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6002546.84
HP52.512.33
Armor (AR)35123.49
Attack Damage (AD)62~119
Magic Resist (MR)3272.31
Movement Speed (MS)340340 (fixed)
Attack Range175 (Melee)175 (fixed)
Base AS0.667Windup%: 26.667%
Bonus AS0%39.33%
Crit. DMG200%200%
ResourceRage (secondary bar)

💡 Key Note: Rek’Sai uses Rage as a secondary resource – it has no mana cost on any ability. Rage is generated through basic attacks and ability hits, and consumed while Burrowed to heal. This means aggressive combat directly fuels her sustain, creating a high-pressure feedback loop that punishes passive play on either side of a gank.

Passive: Fury of the Xer’Sai

INNATE – Fury Generation:

  • Basic attacks generate 25 Fury on-hit (reduced to 4 per hit against minions, and 5 per hit against wards and plants)
  • Rek’Sai’s abilities other than Queen’s Wrath generate 25 Fury upon hitting at least one unit
  • Prey Seeker does not generate Fury against non-champions
  • After 8 seconds of being out of combat, she loses 20 Fury per second

INNATE – Burrowed Healing: When Rek’Sai becomes BURROWED, she consumes her current Fury over 3 seconds to heal for 0% – 100% (based on current Fury) of 9% – 21.29% (based on level) maximum health, stopping once fully consumed or she reaches full health. If she starts generating Fury while Burrowed, the consumption begins after a 5-second delay.

💡 Why This Matters: At full Rage (100 stacks), Burrowing restores up to 21.29% max HP at level 20 – one of the strongest built-in healing mechanics in the jungle. This makes Rek’Sai extremely difficult to zone out of the game through attrition. The key is always entering Burrow with a full or near-full Rage bar to maximize the heal.

⚡ Dual-Form System: Unburrowed vs. Burrowed

Rek’Sai’s Q and W abilities change completely depending on which form she is in. The Burrow toggle (Burrowed Q) is the gateway between the two states. Understanding when to swap is the core mechanical skill of playing Rek’Sai.

StateQ AbilityW AbilityKey Benefits
UnburrowedQueen’s Wrath – AoE empowered attacksFurious Bite – single-target bite (true dmg at max Fury)Normal attack range, standard vision
BurrowedBurrow – toggle to underground stateUnburrow – erupt from ground to knock upGhosted, bonus MS, Tremor Sense tracking, healing from Fury

Q (Unburrowed): Queen’s Wrath

Cooldown: 4 / 3.5 / 3 / 2.5 / 2 sec  |  Cast Time: None  |  Effect Radius: 325

ACTIVE: Rek’Sai gains 35% bonus attack speed for 3 seconds. Her next basic attack within the duration has an uncancellable windup and deals bonus physical damage to the target and surrounding enemies. Queen’s Wrath’s damage to the primary target is affected by critical strike modifiers.

If Rek’Sai completes an attack, the duration is refreshed, for up to 3 total empowered attacks. Queen’s Wrath also resets Rek’Sai’s basic attack timer.

ParameterValue
Bonus Physical Damage30 / 35 / 40 / 45 / 50 AD
Attack Speed Bonus35%
Max Empowered Attacks3
Targets HitPrimary target + surrounding enemies (AoE)

💡 Pro Tip: Queen’s Wrath’s attack timer reset means you can proc the first empowered hit immediately after activating Q with zero delay. Activate Q, instantly auto – the uncancellable windup ensures the hit lands even if the target flashes. Max Q first for the fastest cooldown on your primary damage tool.

Q (Burrowed): Burrow

Cooldown: 4 sec  |  Cast Time: None  |  Effect Radius: 1500 (Tremor Sense)

ACTIVE: Rek’Sai becomes BURROWED, reducing her attack range by 50 and her sight radius to 385 units, while gaining access to her Burrowed abilities. She also becomes ghosted and gains bonus movement speed, as well as Tremor Sense.

ParameterValue
Bonus Movement Speed (Burrowed)5 / 10 / 15 / 20 / 25
Tremor Sense Range1500 units (obscured vision of non-visible moving enemies)
Sight Radius (Burrowed)385 units
GhostedYes (passes through units)

TREMOR SENSE: Rek’Sai and her allies gain obscured vision of non-visible, moving enemies within range at a rate of once every second. Once Burrow has been learned, Rek’Sai automatically becomes Burrowed upon completing a Recall channel or respawning.

💡 Pro Tip: Burrowed movement is Rek’Sai’s primary jungle clear movement tool. You move faster, pass through walls (ghosted), and track enemy movement. Use Burrow between camps to close distance and set up ganks while enemies think they’re safe. The Tremor Sense radius covers the majority of a standard jungle quadrant – you’ll know exactly when enemies are moving before they see you.

W (Unburrowed): Furious Bite

Cooldown: 6 sec  |  Cast Time: 0.25  |  Target Range: 225

ACTIVE: Rek’Sai bites the target enemy, dealing physical damage. At maximum Fury, Furious Bite deals 125% damage and is converted to true damage.

StateDamageScaling
Normal (< 100 Fury)80 / 108 / 136 / 164 / 192+64% bonus AD
Max Fury (100 Fury)100 / 135 / 170 / 205 / 240 (TRUE DAMAGE)+80% bonus AD

💡 Pro Tip: True damage bypasses all resistances including shields, armor, and magic resist. Landing a max-Fury Furious Bite on a tank deals the same damage as landing it on a squishy target – making it the best possible ability to dump into a frontliner who has stacked defenses. Always track your Fury bar before engaging: the difference between 192 physical damage and 240 true damage is the kill threshold in most 1v1 scenarios.

W (Burrowed): Unburrow

Cooldown: 12 sec (shares with Burrow toggle)  |  Cast Time: None  |  Effect Radius: 200

ACTIVE: Rek’Sai erupts from the ground at her current location, returning to Unburrowed state. She deals physical damage to nearby enemies and knocks them up for a brief duration. Unburrow is the primary engage tool when coming out of Burrowed form during a gank.

💡 Pro Tip: The Unburrow knock-up is the standard gank opener when approaching from an unexpected angle. Burrow toward the target, Unburrow directly underneath them for an instant knock-up – this gives zero reaction time since you’re invisible underground until the moment of eruption. Combine with Tunnel (E) to appear from a completely unexpected direction.

E: Tunnel

Cooldown: 26 / 24 / 22 / 20 / 18 sec  |  Cast Time: 0.35  |  Range: 800

ACTIVE: Rek’Sai (while Burrowed) digs a tunnel entrance in the target direction and an exit point at her destination. Both the entrance and exit can be used by Rek’Sai and all allied champions as a Blink between the two points. Tunnels persist on the map until Rek’Sai creates a new one (replacing the oldest) or they are manually destroyed by enemies.

Enemy Interaction: Enemy champions can stand on a Tunnel entrance to destroy it. Destroying a tunnel takes a few seconds of sustained presence on the spot. Rek’Sai can have a maximum of 8 active Tunnels on the map at any time.

💡 Pro Tip: Tunnels are the most underrated part of Rek’Sai’s kit at lower levels of play. Building a Tunnel network during the early and mid game creates permanent map infrastructure that enables teleport-style repositioning for the rest of the match. Place one Tunnel behind each objective (Baron, Dragon), one in each river bush, and one near your base as an emergency escape. A fully-developed Tunnel network makes Rek’Sai one of the most mobile champions in the game – not just for herself but for her entire team.

R: Void Rush (Ultimate)

Cost: No cost  |  Cooldown: 120 / 100 / 80 sec  |  Cast Time: 0.25  |  Target Range: 1500  |  Speed: 1400

PASSIVE: Rek’Sai applies Marked as Prey to enemy champions she damages, lasting for 5 seconds.

ACTIVE: Rek’Sai singles out the target enemy champion Marked as Prey, becoming displacement immune and unable to act and vanishing into the ground, as well as revealing the target for 2 seconds. After 0.9 seconds, she blinks to a location near the target, becoming targetable again and emerging from the ground to pounce at them. Upon arrival, she slashes at the target with her claws, dealing physical damage, and dashes 125 units through them.

ParameterValue
Physical Damage150 / 250 / 350 (+100% bonus AD)(+15/20/25% target max health)
Mark ApplicationAny damage from Rek’Sai marks the target for 5 seconds
Displacement ImmunityActive during the 0.9s vanish window
Target Reveal2 seconds
Dash Through on Arrival125 units

If cast while in BURROWED form, Rek’Sai will automatically Unburrow at the end of Void Rush’s cast time, placing Burrow on a 1-second cooldown without triggering Unburrow’s effects. If Burrow is already on cooldown, its remaining cooldown is set to 1 second.

💡 Pro Tip: The 15/20/25% max health scaling makes Void Rush a true execution tool against tanks. At rank 3 with 100% bonus AD build, a 4000 HP tank takes 1000 HP from the max health component alone – before the flat damage and AD scaling. Land any damage on a target to apply Mark first (auto, Queen’s Wrath, Furious Bite), then immediately activate R for the follow-up blink. The 0.9-second gap is displacement immune, making it nearly impossible to interrupt once committed.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Build Tunnels Immediately: The moment E is learned at level 3 or 4, start placing Tunnels in key locations – river brushes, objective pits, and gank approach corridors. These Tunnels will remain for the entire game and multiply in value every minute they’re active.
  • Burrow for Camp Transitions: Between jungle camps, stay in Burrowed form. The bonus movement speed and ghosting accelerates clear speed and repositioning. Unburrow only when auto-attacking is required.
  • Max Fury Before Ganks: Ensure 100 Fury before entering a gank so Furious Bite converts to true damage on the primary target. Farm 4 jungle monsters to fill Fury, then gank immediately while it’s capped.
  • Level 6 Spike: Void Rush makes Rek’Sai a global threat at level 6. The passive Mark applies on any damage, meaning a level 6 Rek’Sai can clear one camp, apply a Mark from range with Prey Seeker, then activate R from across the map to execute. Announce R availability to your team.

Mid Game (Levels 7–13)

  • Tunnel Network Expansion: Build Tunnels near Baron and Dragon before they spawn. A Tunnel next to each objective gives your team a guaranteed teleport arrival point during contest fights that completely bypasses the enemy’s vision setup.
  • Mark Application Rotation: Void Rush requires a Mark on the target. In rotations, prioritize marking high-value targets (ADC, fed carry) with any Q or auto hit during skirmishes so R is always available on the right target when the fight breaks out.
  • Burrowed Tracking: Tremor Sense covers 1500 units – that’s most of the river and nearby jungle camps. Staying Burrowed while pathing gives real-time information on enemy jungler movement, letting you predict counter-jungling attempts before they happen.

Late Game (Level 14+)

  • Tunnel as Team Teleport: Allies can use Tunnels too. In late-game sieges, placing a Tunnel near an enemy turret creates a split-second rotation tool for your entire team. A Tunnel behind the enemy team during a Baron fight can flip the engagement completely.
  • True Damage Execution: At full build with high bonus AD, Furious Bite’s max-Fury true damage becomes the highest single-hit physical conversion in the game after Void Rush. In 1v1 situations, dump Fury stacks with Queen’s Wrath autos, then close with Furious Bite when the bar is full.
  • R as Cleanup Tool: Don’t save R exclusively for opening engages. A retreating carry with 30% HP and an active Mark is a guaranteed kill. Void Rush’s blink range of 1500 units covers most of a teamfight’s retreat path.

⚔️ Core Combo Guide

  1. Standard Gank Combo: Burrow (approach underground) → Tunnel (appear from unexpected angle) → Unburrow under target (knock-up) → Queen’s Wrath (3 empowered autos) → Furious Bite at max Fury (true damage)
  2. R Execute Combo: Any damage to apply Mark → Void Rush (0.9s vanish + blink) → immediate Queen’s Wrath on landing → Furious Bite at max Fury
  3. Full Clear Into Gank: Burrow pathing between camps → fill Fury on camps → Tunnel toward gank target → Unburrow → R if target survives burst
  4. Objective Steal Combo: Pre-place Tunnel at objective pit → trigger R blink from jungle → Smite steal → Tunnel back to safety before enemy can react

❌ Common Mistakes and How to Avoid Them

  • Not Building Tunnels Proactively: Placing Tunnels reactively (only when you need them immediately) wastes their long-term value. Tunnels placed at level 4 are still active at level 18. Build the network during downtime between ganks, not in the middle of a fight when it’s too late to matter.
  • Using Furious Bite Without Max Fury: Furious Bite at less than 100 Fury deals physical damage that can be partially blocked by armor. True damage ignores all of this. Patience before committing the W guarantees the maximum conversion – the damage difference is significant enough to flip kill/no-kill thresholds.
  • Forgetting to Apply R Mark: Void Rush requires a Mark that lasts only 5 seconds. In chaotic fights, the Mark can expire before you activate R. Always confirm the Mark icon is active on your target before committing to the blink – an unmarked R target is an R on cooldown.
  • Healing on Low Fury: Burrowing with 20 Fury heals almost nothing. The passive’s healing is directly proportional to Fury amount. If you need emergency sustain, build Fury to maximum first through combat before going underground. An empty Fury bar gives you zero healing.
  • Ignoring Tremor Sense: Tremor Sense is free, real-time information that requires zero button presses. Most players overlook the mini-map pings when Tremor Sense activates. Actively watching for these indicators while Burrowed gives 1–2 second early warnings on enemy movement.

⚙️ Recommended Build and Itemization

Core Items

  • Sundered Sky: Provides AD, HP, and a Lifesteal burst on the first hit – which synergizes with Queen’s Wrath’s empowered uncancellable swing. The bonus HP scales Void Rush’s max-health damage. Best opener for most matchups.
  • Black Cleaver: Rek’Sai’s 3-hit Queen’s Wrath loop shreds armor stacks rapidly. At full Black Cleaver stacks, the percentage armor reduction amplifies every subsequent hit including Furious Bite’s true damage base damage. The HP and CDR are also valuable.
  • Death’s Dance: Delayed damage mitigation turns burst hits into sustained damage. On a champion who plans to sit inside a teamfight for extended periods, Death’s Dance significantly extends Rek’Sai’s effective HP during the fight window where she’s actually dealing damage.

Situational Items

  • Sterak’s Gage: The shield activates during Void Rush’s 0.9-second vanish window in many scenarios, providing an instant buffer on landing. Against burst-heavy assassin comps, this buys the second needed to complete the combo.
  • Serylda’s Grudge: Armor penetration amplifies every hit including the true-damage-converted Furious Bite’s base component. The slow on hit also prevents kiting after the initial R dash-through.
  • Randuin’s Omen: Against heavy crit ADC compositions, Randuin’s reduces crit damage received and provides significant HP. Rek’Sai naturally dives backlines – surviving the ADC’s return fire is mandatory for a successful dive.

⚔️ Counter Picks & Matchups

✅ Rek’Sai Counters

1. Amumu – Amumu has zero mobility tools to escape a Burrowed approach. Rek’Sai’s Unburrow knock-up cancels his Bandage Toss, and the R blink reaches him in any position on the map. He can’t fight back through Rek’Sai’s natural durability in 1v1.

2. Hecarim – Speed-dependent engage junglers lose their primary advantage against Rek’Sai’s equal or superior map mobility via Tunnels. Void Rush marks Hecarim with any skirmish contact and eliminates the escape angle he relies on.

3. Warwick – Despite Warwick’s healing, Rek’Sai’s true damage Furious Bite bypasses his resistance stacking. Unburrow knock-up interrupts his Infinite Duress if timed correctly, and her faster early clear wins the first-gank race reliably.

❌ Rek’Sai is Countered By

1. Lee Sin – Lee Sin can Dragon’s Rage Rek’Sai away from her target immediately after R blink, canceling the dash-through and repositioning her into the enemy team. His early jungle skirmish damage also wins trades before Rek’Sai can build Fury.

2. Trundle – Trundle’s Subjugate drains Rek’Sai’s armor and MR, which both contribute to her natural durability. The pillar (E) blocks Burrowed pathing angles, and his sustained damage loop outheals Rek’Sai’s passive during prolonged trades.

3. Kha’Zix – Kha’Zix’s Evolved Wings jump resets deny Rek’Sai’s tracking. Isolation damage hits Rek’Sai hardest during the Burrowed approach where she has reduced vision range. The matchup favors whichever player completes their first item faster.

FAQ

Q: Does Furious Bite deal true damage or physical damage?

A: It depends on Fury. Below 100 Fury, it’s physical damage affected by armor. At exactly 100 Fury, the ability converts entirely to true damage at 125% of the base value – bypassing all defenses. This conversion is why Fury management is central to Rek’Sai’s damage output.

Q: How many Tunnels can Rek’Sai have active at once?

A: Up to 8 Tunnels can exist simultaneously. Creating a new Tunnel beyond the maximum replaces the oldest one. In practice, 8 Tunnels is enough to cover every major map location – Baron pit, Dragon pit, both river brushes, both jungle quadrants, and two emergency escape routes near base.

Q: Can Void Rush be interrupted during the 0.9-second vanish?

A: No. Rek’Sai gains displacement immunity during the vanish window. Abilities that would knock back, knock up, or stun have no effect until she arrives at the target. The only way to stop Void Rush is to use an ability that suppresses or transforms the target before the cast completes.

Q: Can allied champions use Rek’Sai’s Tunnels?

A: Yes, any allied champion can enter a Tunnel entrance and blink to the other end. This makes Rek’Sai’s E a team-wide mobility tool in addition to a personal movement option. Coordinate with teammates about Tunnel locations during setup phases before major objectives.

Q: Is Rek’Sai good for solo queue?

A: Rek’Sai is a high-ceiling solo queue jungler. Her global R pressure at level 6 creates genuine cross-map threat that most elo ranges struggle to respect properly. The Tunnel network is largely self-sufficient without coordination. Her main weakness is that she rewards proactive, high-tempo play – passive games where she can’t generate early pressure are her worst-case scenarios.

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