Rek'Sai Jungle Build & Guide — Patch 26.18

Tactical Dashboard
Core Abilities
Skill Order
Primary Combo
Core Items
Situational Items
Runes

Domination fits a burst diver: Electrocute fires after W knock-up + AA + E bite (~1.5s). Sudden Impact gives 20-80 true damage on each R untarget, Grisly Mementos adds trinket Ability Haste on takedowns to keep wards and Tunnel up, Relentless Hunter speeds gank rotations.
Precision secondary: Triumph heals on takedown (snowball insurance after a successful R commit) and Coup de Grace adds +8% damage to enemies under 40% HP — exactly when your E max-Fury bite triggers true damage.
If the enemy team has 3+ hard CC abilities (Lissandra R, Maokai roots, Sejuani Q), swap Precision for Resolve with Bone Plating (3 hits deal 30-60 less damage) and Unflinching (10 armor and magic resist while crowd controlled). You trade snowball for CC survivability.
Win Condition
Snowball early ganks with W tunnel pre-6, then pick squishy targets with R untarget into W knock-up + max-Fury E bite. Eclipse + Voltaic give the burst, true-damage bite finishes through armor.
Weakness
Short range and no instant gap-close on cooldown. Hard-CC chained on you mid-R untarget cancels the burst window, and shield-stacked carries soak the bite before max Fury caps.
Overview
Rek'Sai is a melee diver / skirmisher (a champion that jumps onto the enemy carry and wins short fights). Her kit is a toggle: above ground she damages with Queen's Wrath (Q) AOE attacks and bites with Furious Bite (E), while Burrow (W) sinks her underground for bonus Move Speed and tremor-sense (she sees enemies through brush and fog by their movement). She has no mana — every ability is gated by Fury, a resource she builds by hitting things and spends to heal while burrowed. Her ultimate Void Rush (R) marks any enemy she has damaged in the last 5 seconds: cast it, she goes untargetable for 0.9 seconds, then lunges for heavy damage based on the target's max Health.
The game plan is fast clear with Q AOE, level 3 ganks through Tunnel (E) from unexpected angles, and a level 6 power spike (the moment your champion becomes much stronger) the moment R is up. After 6, your job is pickoffs (eliminating isolated enemies away from teamfights): wait for a carry to step out of vision, mark them with a Burrowed Q skillshot, then R-untarget through any incoming spell and finish with W knock-up + max-Fury E bite. Advanced skill expression sits in tunnel placement and in timing R into an enemy ability — the untarget window dodges most skillshots.
Recommended Build
Starting items:
Gustwalker Hatchling (450g) +
1 Health Potion (50g). That is the full 500 gold you start with; the Refillable Potion is a first-back purchase, not a start. The companion needs 35 treats to finish growing, so the jungle quest closes well into the mid-game, not during the first clear.
Core items (in order):
Gustwalker Hatchling — jungle companion. It grows on the large monsters you kill (15 treats for the first evolution, 35 for the last: one treat per large monster plus one every 60 seconds) and upgrades your Smite at each step. Fully grown it gives 30% Move Speed while you stand in a brush and 45% right after you kill a large monster, which stacks on top of Burrowed W's speed buff and turns clear-into-gank transitions into surprise dives.
Eclipse — first legendary item, first big power spike (the moment in the game when your champion becomes much stronger). Two separate hits on the same champion within 2 seconds proc bonus physical damage worth 8% of the target's max Health plus a shield of 150 (+40% bonus AD). Those are the melee values, and W knock-up into AA into E bite hits exactly that cadence, so the proc is essentially free on every R commit.
Plated Steelcaps — default boots vs. most enemy comps. They reduce damage from basic attacks (AA = auto-attack), which matters against marksmen (long-range physical damage carries like Caitlyn or Jinx) when you R onto their backline.
Voltaic Cyclosword — Lethality (Armor-piercing stat for low-Armor targets) plus an Energized passive: damaging an enemy champion with an ability charges it, and the charged attack then deals bonus physical damage based on the target's current Health and grants you bonus Lethality for 4 seconds. Queen's Wrath (Q) and Furious Bite (E) both charge it, so the follow-up bite hits harder.
Black Cleaver — Armor shred that stacks per hit, plus HP, Ability Haste and, since 26.16, 45 AD instead of 40. Solves the late-game problem of bruisers (tanky champions that build some Armor) stat-checking your burst — you carve through their resistances over a 3-4 second skirmish, and the max-Fury E bite hits harder while you do it. The item's move-speed burst on dealing damage is unchanged for melee champions — 26.16 halved it only for ranged buyers — so it still keeps you on a target that tries to walk out between bites.
Situational items:
Youmuu's Ghostblade — vs. squishy enemy backline (Caitlyn + Ahri + Lux). The Move Speed active lets R close from further out, then the Lethality damage chunks the carry before their peelers (allies that protect the carry) can interrupt.
Mercury's Treads — swap from Steelcaps when the enemy has 3+ hard crowd-control abilities (CC = stuns, roots, fears that lock your character). Tenacity reduces those CC durations, so when R untarget ends you aren't immediately re-chained.
Maw of Malmortius — vs. AP burst threats (Syndra, Veigar, Lissandra). The magic shield triggers exactly when an AP threat is mid-combo on you during the R lunge animation.
Serpent's Fang — vs. heavy shield comps (Lulu R Wild Growth, Karma R, Janna E Eye of the Storm). Cuts shields by 50% so your max-Fury E bite chunks the carry instead of bouncing off.
Guardian Angel — vs. 5-man wombo teamfight comps. The on-death revive lets you R deep into their backline and trade your life for the enemy carry's, then re-position and re-engage after the resurrection.
Boots:
Plated Steelcaps is default vs. AD-heavy enemies. Switch to
Mercury's Treads when the enemy team has more hard crowd control than basic-attack damage.
Skill order: Max Q first (clear speed + main DPS), E second (true damage at max Fury), W last. Take a point in R at levels 6, 11, 16.
Runes: Primary Domination with Electrocute, Sudden Impact, Grisly Mementos, Relentless Hunter. Secondary Precision with Triumph and Coup de Grace, or Resolve with Bone Plating and Second Wind if the enemy team chains 3+ ability-based crowd control on you.
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Champions RekSai beats
Immobile farm AP scaling jungler
Karthus has only Wall of Pain slow as defense and no dash to escape Rek'Sai's Burrow tremor-sense reveal. Un-burrow knock-up locks him for Furious Bite max-Fury true damage that bypasses any HP regen.
KarthusSleep-AoE AP jungler without hard CC outside R
Lillia has zero hard crowd control outside Lilting Lullaby (R) and no dash to escape Burrow tremor-sense reveal. Un-burrow knock-up interrupts the Lilting Lullaby cast, and the Void Rush untargetable window dodges the Swirlseed (E) slow that would otherwise keep her at range.
LilliaBandage-pull AoE stun tank jungler
Amumu's Bandage Toss is a slow projectile Rek'Sai sidesteps via Burrow tunnel reposition. Un-burrow knock-up interrupts Curse of the Sad Mummy channel before the multi-target stun fires, and Void Rush untargetable window dodges his Despair AoE tick damage during the re-emerge.
AmumuChain-CC frostbite tank jungler
Sejuani has no dash to escape Burrow tremor-sense reveal, and Glacial Prison R is a slow skillshot Rek'Sai dodges with Void Rush untargetable window. Un-burrow knock-up interrupts Arctic Assault charge mid-cast.
SejuaniSustain auto-attack skirmisher jungler
Void Rush goes untargetable for the cast window, dodging Master Yi's Alpha Strike re-emerge auto and denying his Wuju Style true-damage burst. Max-Fury Furious Bite true damage then deals damage through Meditate channel heal.
Master Yi
Champions that beat RekSai
Root-chain AP control tank jungler
Maokai's Twisted Advance W roots Rek'Sai mid-Queen's Wrath Q stack, breaking the Fury build pattern. Nature's Grasp R sends a long-range wave of rooting vines that locks her during the Void Rush re-emerge animation, denying the lunge follow-up.
MaokaiSelf-stasis AP control mage jungler
Lissandra's Glacial Path E engages onto Rek'Sai mid-Burrow and Frozen Tomb R punishes the Void Rush re-emerge — when Rek'Sai lands she's in animation lock and Frozen Tomb stuns before her next cast. Ring of Frost root chains into Ice Shard slow, breaking her Tunnel escape angle.
LissandraCC-immune berserker jungler
Olaf's Ragnarok R cleanses Burrow knock-up and grants unstoppable status, so Void Rush untargetable does not save Rek'Sai from his Undertow axe spam or Reckless Swing true-damage burst.
OlafWall-dashing transforming bruiser jungler
Kayn's Shadow Step E phases through Rek'Sai's tunnels and walls, denying her reposition tool. Umbral Trespass untargetable window replicates her Void Rush untargetable mark with extra Rhaast lifesteal burst, and Reaping Slash dash bypasses Burrow tremor-sense reveal entirely.
KaynIsolation-burst AD assassin jungler
Kha'Zix's Taste Their Fear Q deals bonus damage to isolated targets — exactly the position Rek'Sai's R Void Rush puts her in during the lunge. Leap evolution dodges Un-burrow knock-up.
Kha Zix
Key matchups
- Kha'Zix: Mirror skirmisher. He bursts isolated targets — exactly the position R puts you in. Don't open a 1v1 in his Evolution range; group with a laner past level 6 and play around vision (wards in his jungle entrances) so you spot his Leap before he spots you.
- Lee Sin: Loses pre-6 (his level 3 all-in with Sonic Wave + Tempest beats your Q+W). Power-farm the clear, avoid invades into red side, and re-engage after Eclipse — his W shield won't heal as much as your Burrowed Fury heal at that point.
- Maokai: Counter (picked specifically to neutralize you). His Twisted Advance roots you mid-bite. Don't R onto a carry next to him; wait for the carry to rotate alone.
- Wukong: Even, decided by who lands CC first. His E Nimbus Strike dashes and slows; your W Un-burrow knocks him up. If you Burrow before he dashes, tremor-sense reveals his real body vs. the clone and the knock-up wins the trade.
- Graves: Favored. Tunnel lets you re-enter from behind a wall after he blows Quickdraw, so the second engage hits a target with no dash. Hold R until he uses Smoke Screen — the untarget window dodges his auto burst inside the smoke.
Power spikes & win conditions
- Level 3: All three basic abilities online. First gank window — Tunnel through a side wall, Q AOE on the wave, W knock-up on the laner who has no Flash up.
- Level 6: First Void Rush. Pickoff threat (eliminating an isolated enemy) becomes real: R-untarget through an enemy disengage spell (Janna R, Lulu W), W knock-up on landing, max-Fury E bite for true damage.
- Eclipse completion (~ minute 10-12): First major dueling spike (the moment you can win 1v1 fights reliably). Eclipse procs on the second hit of every combo and Burrowed Fury heal closes the gap on jungle skirmishes.
- Voltaic Cyclosword + boots (~ minute 18-22): R-into-target combo one-shots squishies with no Armor item. Force objective fights (Dragon, Baron) here — the charged Voltaic attack adds current-Health damage and bonus Lethality on top of the bite.
- Black Cleaver (~ minute 25-30): Late-game Armor shred turns a 3-second bruiser duel into a 1.5-second one. Pull it forward ahead of
Voltaic Cyclosword whenever the enemy side-laner is already stacking Armor. That was true before 26.16 as well: the reason to buy it is the 30% Armor cut, not the five points of AD the patch added. The buff makes the same purchase slightly better, it does not change when you make it. This is the spike that lets you split-push (push a side lane alone to force the enemy to respond) and 1v1 their side-laner cleanly.
Common mistakes
- R-ing onto a target with no mark. Void Rush requires you to have damaged the enemy in the last 5 seconds. Always tag the target with Burrowed Q or an AA before pressing R, or the button is grayed out at the exact moment you need it.
- Spending the tunnel you already placed. Casting Tunnel is cheap: it comes back in 18 seconds at rank 1 and 14 at rank 5, so using one to disengage costs you almost nothing. What is expensive is burning the entrance you already built, because that is your second engage angle, and rebuilding it in front of the enemy gives the play away.
- Holding Fury at max while clearing. Fury caps at 100; every AA past the cap is wasted because the bite only spends one bar. Spend max-Fury E on the last big camp to top off HP via the bite's trade, then continue clearing.
- R-untargeting too late. Void Rush's untarget window starts on cast — if you wait until a Veigar Event Horizon is already up around you, R doesn't dodge the stun. Press R before the enemy spell lands, not in reaction to it.
- Skipping Burrowed Q vision. Burrowed Q is a short skillshot that reveals enemies hit, even in fog. One Burrowed Q in the river bush wins half your pre-Dragon skirmishes before they start.
Advanced tip
Practice the R-into-W cancel timing: cast R the instant you see an enemy CC ability start (Sejuani Q charging, Maokai Twisted Advance trail). The 0.9-second untarget window dodges the projectile and lands you on top of the caster. When the untarget animation ends, queue Burrowed W → Un-burrow knock-up so the second you re-appear, the enemy is locked airborne. This converts a "you would have eaten the CC and died" position into "you dodged the spell and hard-CC'd them first" — roughly a one-HP-bar swing in your favor.
Past patches
No previous versions available.