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Rek'Sai
Rek'SaiSquare
General Information
TitleThe Void Burrower
PronounsShe/Her
Release DateDecember 11, 2014
Cost4800 BE 880 RP
AttributeFighter
Statistics

HP
600 (+ 99)

HPR
7.5 (+ 0.65)

MS
335

AD
58 (+ 3)

AS
0.667 (+ 2%)

RNG
175

AR
36 (+ 4.95)

MR
32 (+ 2.05)
Developer Info
DDragon KeyRekSai
Integer Key421
External Links
Universeuniverse.leagueoflegends.com
Game Info Wikileagueoflegends.fandom.com

Rek'Sai is a champion in League of Legends.

Lore[]

  • Biography
  • Story
The largest and fiercest of her species, Rek'Sai is a merciless predator that tunnels through the earth to ambush and devour her prey. Her insatiable hunger has laid waste to entire regions of the once-great Shuriman empire. Merchants, traders and armed caravans will go hundreds of miles out of their way to avoid these vast areas, though cunning bandits have been known to lure the unwary into her killing grounds. Once Rek'Sai detects you, your fate is sealed. There is no hope of escape; she is death from below the sand.
"Fear not ambush from the hills, nor winged beasts from the skies. The true terror of Shurima comes from the sand, and gives no warning of her presence."

- SivirSquareSivir

SAI KHALEEK

Six boys and a camel, and the boys were cheaper to replace. Some were orphans and escaped slaves, but most were off casts — teenagers abandoned by families too poor to keep them. When Shahib offered him the work, Jaheje hadn’t eaten in days.

Only the desperate would try crossing the Sai Kahleek, but those with any meager possessions bartered for Shahib. Jaheje looked across the cooking fire at the older boy. A few small tufts of facial hair had sprouted on Shahib’s cheeks, and his voice no longer cracked when he spoke. Few boys survived crossing the desert for more than a couple seasons. No one chose to do it after earning any money. No one except Shahib, who had walked the Sai Kahleek for almost ten years.


Shahib whistled and the other boys ran to his side. He showed them how to cut the callouses from their feet.

“Feel each step” he instructed. “Start with your big toe, then roll outward until your whole foot touches down. Only then do you shift your weight from your rear foot.” He stood and demonstrated how to move with long, silent strides.

“Practice” he explained. “If the camel walks too slowly, it will reveal our presence. You must be quiet, and you must be swift.”

Jaheje’s feet bled badly the first day; he nearly fainted from the pain. He practiced long after the caravan stopped and the ground cooled. By the fourth day, the pain was so intense, he used a bit of leather to bite down on. Shahib complimented him on his technique.

Shahib laughed as he indicated it to the other boys. “Watch” he said. “Jaheje is quieter than me. Copy how he moves. Each step as soft as a mouse, each stride as long as a gazelle. Yes, this is how you survive Sai Kahleek.”

Longing as much for the older boy’s praise as the training he needed to survive, Jaheje soon followed him everywhere. He saw how Shahib rested with one foot raised and wrapped around the pendant spear. He saw how Shahib retied the spear’s pendant every morning, making sure the flag’s cut-cloth always flowed like the leaves of a desert palm. He saw how Shahib’s eyes searched the desert in a pattern, over and over, stopping only when he closed them for sleep.


After the second moon, they arrived. From the top of the dunes, Jaheje looked down at the skeleton of the dead god. No one knew what the monster had been when alive, but its huge ribs raked into the sky, each casting a shadow that engulfed the caravan as they passed. Its bones meant they were entering the Sai Kahleek.

Northerners called Sai Kahleek the “Bone Sea” but this was a mistranslation. The Laaji tribes had never seen an ocean. Sai was the word the Laaji used for plains of sand and loosely packed rock, which were slow and painful to walk on. It meant the land was pockmarked with tunnels. It meant the Xer’Sai preyed here. It meant death lurked beneath the sand.


Dragging the old camel behind them, the team of boys left before dawn, a half day’s march ahead of the caravan.

Jaheje found his first burrow on the second day, and waved his signal flag. Shahib soft-stepped over to him. They approached the burrow cautiously and stopped a dozen yards from it. Its opening was no larger than a melon, but from it, the poisonous vapors of activity brewed. Shahib sent one of the boys back to redirect the caravan.

Jaheje looked back and asked Shahib “Can we kill a Xer’Sai that large?”

Shahib scratched his chin, responding “Their skin gets harder with age.” Slowly, a grin appeared proudly. “Last season I killed one the size of a jackal. We lost the camel, but I killed it.”

Jaheje smiled, enjoying his mentor’s boast. But he found himself asking “Does Rek’Sai exist?”

Shahib chilled, his mood suddenly bitter. “I have seen her.” But before Jaheje could ask about the famous beast, Shahib stood and told Jaheje to keep moving. They crept away from the burrow, listening, waiting, scanning the horizon for any movement.


When Jaheje heard the first gong of a sounding bell, it took him a moment to process what it meant. Something was coming from behind them, to the east. He had been so focused on looking for hidden burrows, he had forgotten to watch the horizon.

The camel brayed, and Jaheje looked for the signal spears of the other boys in his crew. At the edge of his visibility, he could see their three flags.

The bell sounded again. The boy who had sighted the Xer’Sai would now use the sounding bell to confuse the beast. Jaheje had to chase the camel away from the path of the caravan and toward the lookout. Assuming the lookout wasn’t killed, the Xer’Sai would follow the camel away from the caravan and allow the lookout a safe path to retreat.

Jaheje could see Shahib running toward him. The bone-thin teen had abandoned silent-stepping, racing as fast as he could toward the camel and Jaheje. Shahib dropped his spear as a cloud of dust suddenly appeared behind him.

Jaheje ran to the huge king-bell attached to the camel. He dragged it down to the ground and struck it with all of his might. Even muffled by the earth, the sound battered his ears. He kept hitting, but the cloud of dust pursuing Shahib didn’t change course. Each second it gained ground.

At the moment, it seemed certain to overtake Shahib. Instead of running or dodging, he froze and screamed “Don’t move!”

The other boys stood as motionless as their bodies would allow. At the exact instant, the old camel began running.

And then, before a word could be spoken, an energy crackle hit them like a wall. The hair on Jaheje’s neck stood on end.

“It’s close” Jaheje whispered.

“No” Shahib warned. “It’s not close. It’s big.” And for the first time Jaheje saw real fear on the older boy’s face.

Shahib scanned the desert, looking for a fin, a dust cloud, anything. Then he judged the distance. “The caravan’s too far. If it heads for the camel we can make it to the rocks.”

Jaheje desperately turned, looking for the hidden creature. “Where is it?!”

In the distance, they heard the camel bray in pain. The animal’s screams ended suddenly.

“What could kill a camel that quickly?” Jaheje asked.

Shahib pushed them forward. “We have to reach the rocks” he insisted.

And with that, they began to run.

When Shahib told them to stop, they stopped. When he indicated for them to silent-step, they did so. Jaheje could only hope Shahib saw what he did not.

But the black rocks seemed to run away from them. No matter how many steps they took, they never grew closer. So they ran as clouds covered the sun and the desert became black. They ran as the wind swept away their trail. They ran knowing the Xer’Sai was behind them; knowing it heard every misstep, every stumble. They ran knowing that it followed, and that every mistake led it closer.


When Jaheje saw it, it seemed to be a giant mouth cut into the rock, vapors hissing from it menacingly. The burrow’s entrance was so large, even standing upright, he would be able to walk into it without lowering his head.

“Rek’Sai” he whispered in terrified awe. As he turned, he realized that all around them, the black stone was pockmarked with the creature’s giant tunnels.

Young Xalee gave voice to the horrible realization that they all understood: “She can tunnel through rock.” The cliffs they had thought to be their salvation were instead Rek’Sai’s lair.

“We should go back, try and reach the caravan” Xalee suggested.

“Try if you like” Shahib answered.

“We can silent-step.”

“A day’s travel” Shahib cautioned. “Can you travel soundlessly for a whole day?”

“What will you do Shahib?” Jaheje asked.

“If we go back, we will die in the Sai Kahleek. I will go forward and pray a guardian watches over me.”

Xalee asked “Where does this valley lead?”

“It doesn’t matter where it leads. It is our only choice.”

They moved cautiously along the cliffs, entering a wind cut valley, and hoping it would lead to water soon. Avoiding the monstrous burrows was impossible. Each boy silently prayed Rek’Sai had heard, and pursued, the distant caravan instead of them.

As the sunlight crept over the edge of the valley, it revealed the desolate obstacle they faced. It was impossible to walk silently in the canyon, for bones were scattered underfoot. The sound of each footstep echoed with a hollow lifelessness.


She launched from an unseen hole behind them, which had appeared dead. For Jaheje, everything became a blur.

“Back!” Shahib screamed to the others. “Get downwind!”

The warning was already too late for Xalee. The creature brought down the boy like a wolf taking a mouse. Her huge fangs snapped Xalee’s spine, killing him before he could cry out.

Rek’Sai loomed above Jaheje, twice his height. Her powerful forelimbs stalked left and right. Her leech-like tail, many times the size of an alligator, dragged behind her body. Her long tongue rose, then swayed like a dancing cobra, sniffing the wind.

Jaheje could feel every muscle in his body aching to move. He stood transfixed as the huge Xer’Sai turned toward him. Gore covered the beast’s eyeless face and armored beak.

Rek’Sai was so alien and perfect in her deadliness, Jeheje felt his mouth open in awe. The boy gripped his spear staff, certain he wouldn’t be able to pierce her armored hide if she attacked.

“Down!” Shahib barked.

All the boys ducked flat to the earth as Rek’Sai’s “fin” pulsed a sickly green color. Jaheje could feel the invisible energy crackling above him.

The Xer’Sai turned, facing the distant caravan. Her tongue sniffed the air again, and considered the distance. Suddenly, the fin returned to its original violet color, and Rek’Sai pulled Kall’s body down into her burrow.

Save the pool of thickening blood and Xalee’s absence, no evidence of the great beast remained.

Shahib whispered to go. The survivors silently retreated, deeper into the canyon.


No one spoke. The dark stone, pockmarked with burrows, robbed them of the ability to speak, to cry, to mourn.

Breaking free of the spell, his exhaustion cast over him. Jaheje looked around the canyon walls. He realized in an instant the enormity of what stalked them and why Shahib had decided to press on. Since Omah ‘Azir’s time, when stone was clay and Shurima built itself to the sun, Rek’Sai had fed here. This valley was hers alone. And all believed the Xer’Sai existed only to eat.

“But why do they stay here?” Jaheje said aloud.

Suddenly, the monster appeared. She burst out of the ground in front of them, diving at Jaheje.

Jaheje ducked as Rek’Sai soared past him, her mass blocking the sun. As she landed, her forelimbs ripped apart the ground and she disappeared beneath the surface.

Hidden in the brush, VezKah, the youngest boy, motioned Jaheje closer. Just then, his mouth opened in horror. A pulse of dark energy ripped from Rek’Sai’s fin, tearing apart the earth as she rushed toward VezKah. The earth cracked apart as Rek’Sai ripped the ground up and threw the boy into the air. VezKah landed in a heap as the huge fin rushed toward them.

Together, Shahib and Jaheje ran out of the gully as quickly as they could.

The creature lurched forward, then slowed a rhythm, which matched the swerving pattern of her pursuit. She pushed them even further into the valley, blocking any other road of escape.

Silent-stepping was meaningless now. Rek’Sai was too close. All that was left was to run.


When Caleeb lost his breath, Rek’Sai took him. Seeing this, Shahib stopped. He collected Caleeb’s spear and waited. All around him, the air churned and bent like a reflection in the water.

“What are you doing?” Jaheje whispered.

“I will be the camel. Go silently.” Shahib acknowledged the walls around them. “Tell people what you have seen here.”

Jaheje followed Shahib’s eyeline. Behind him, the stone cliffs had been cut apart by burrows into a pattern of intersecting circles. From them, a bizarre connection of ink-black energy flowed and dripped like a sticky liquid. And through this matrix, an incompressible reality bent and twisted as someplace else prepared itself to enter our world.

Hidden in this isolated valley, the true lair of Xer’Sai was a half-constructed tunnel. A tunnel to the nightmare place where these creatures had been born, and fouler things waited hungrily at this unfinished gateway to our world.

“Keep going, Jaheje” Shahib said with a tired smile. “Each step as soft as a mouse, each stride as long as a gazelle. You must survive the Sai Kahleek.”


Jaheje made it to the far cliff before he heard the scream. Turning to look, Jaheje rolled his foot down, then slid his heel to the ground just as Shahib had taught him.

He did this as his teacher was reduced to the sound of bones snapping, and the great beast chewing.

Jaheje watched as Rek’Sai opened her maw and pulled a sticky ball of dark energy from Shahib’s ruined body. The ball rotated as tendrils dripped to the ground, sticking and stretching as Rek’Sai manipulated it into a pattern, which she attached between two of the burrows.

Jaheje looked away, then turned silently and soft-stepped out of the valley.


Jaheje ran out of sweat the next day. He felt his dry eyes scratching against his eyelids. His lips swelled, then split open bloodlessly.

When his calf muscles locked in a cramp from dehydration, and he was no longer able to soft-step, only then did he fall to the ground to cry. He cried for the days of hunger he’d suffered before joining Shahib’s caravan. He cried for knowing his parents off cast him instead of his brothers. He cried for Shahib, the first person who’d shown him kindness. And it was those last tears that dragged him back onto his cramped legs and made him stand. Knowing each shaky and tired step revealed his position to any Xer’Sai nearby, Jahejbe stumbled onward.


When Jaheje reached the great river Renek and told his story, few believed him. But soon, those who tried to cross the Sai Kahleek with any meager possessions left, bartered for Jaheje. And Jaheje taught off cast boys how to cut the callouses from their feet and how to soft-step by rolling their heel. He taught them how to survive the Sai Kahleek, and he warned his students of the monster named Rek’Sai.

Abilities[]

Fury of the Xer'Sai Fury of the Xer'Sai [Passive]

Innate: While Rek'Sai is unburrowed, her basic attacks and spells generate Fury.

Burrowing consumes Fury over 3 seconds to restore Health.

Health Restored: 10 [+2 - 10% max]
Queen's Wrath Queen's Wrath Unburrowed [Q]
Cost: No Cost Cooldown: 4 / 3.5 / 3 / 2.5 / 2 Seconds Area of Effect: 325

Active: Rek'Sai's next three basic attacks within 3 seconds deal bonus Physical Damage to nearby enemies. Physical Damage: (+30 / 35 / 40 / 45 / 50% total)
Total Damage: (+90 / 105 / 120 / 135 / 150% total)
Burrow Burrow Unburrowed [W]
Cost: No Cost Cooldown: 4 Seconds Area of Effect: 1300

Active: Burrow into the ground.

Burrowed Effects: New abilities, bonus Movement Speed, reduced vision range, disabled basic attacks, and gains Tremor Sense: Nearby enemies that move in Fog of War have their position revealed to Rek'Sai and her Allies.
Movement Speed Bonus: 5 / 10 / 15 (based on level)
Furious Bite Furious Bite Unburrowed [E]
Cost: No Cost Cooldown: 12 Seconds Range: 225

Active: Rek'Sai bites a target, dealing Physical Damage. At max Fury, the bite does 100% more and deals True Damage. Physical Damage: 5 / 10 / 15 / 20 / 25 (+70% total)
True Damage: 10 / 20 / 30 / 40 / 50 (+140% total)

Eye - Show AllUnburrowedBurrowedEye - Show AllUnburrowedBurrowed

Void Rush Void Rush [R]
Cost: No Cost Cooldown: 100 / 90 / 80 seconds Range: 1500

Passive: Dealing damage to enemy Champions marks them for the next 5 seconds.
Active: Rek'Sai lets out a harrowing scream before burrowing underground seeking out a marked target. Moments later she leaps from underground, dealing Physical Damage.
Physical Damage: 100 / 250 / 400 (+175% bonus)
[+20 / 25 / 30% target's missing]

Patch History[]

Patch 9.19

Base armor increased. Unburrowed Q now works on turrets.

We're making Rek'Sai's auto attacks work the way players expect them along with some more durability.

Base Stats

ARMOR : [33] 36

Queen's Wrath Q - Queen's Wrath

FACE MY WRATH : Rek'Sai's Unburrowed Q now works on turrets


Patch 9.9
Base attack damage and attack damage growth decreased. Empowered Q cooldown increased. E min and true damage decreased.

Rek'Sai is another example of a champion we've been trying to quell a bit due to her status as a "must-pick" for her role. We're hitting two birds with one stone by taking some bark out of her bite and tidying up some of her base stats.

Base Stats

ATTACK DAMAGE : [65.5] 64
ATTACK DAMAGE GROWTH : [3.35] 3

Prey Seeker Q - Prey Seeker

COOLDOWN : [11/10/9/8/7]
12/11.5/11/10.5/10

Furious Bite E - Furious Bite

MINIMUM DAMAGE : [55/65/75/85/95]
50/60/70/80/90
EMPOWERED TRUE DAMAGE : [110/130/150/170/190]
100/120/140/160/180


Patch 9.6
R cooldown increased late; ratio decreased.

We added a lot of reliability to Rek’Sai’s ultimate in 9.4, which has been especially impactful in higher-tier games. We're following up by slightly nerfing its raw strength to make her less of a "must-pick" for junglers across the board.

Void Rush R - Void Rush

COOLDOWN : [100/80/60]
100/90/80 seconds
RATIO : [+2.0] +1.75 bonus attack damage


Patch 9.5
Fixed a bug where R could deal damage twice.

Conqueror plus the changes we made to Rek'Sai last patch are bringing her up to scary levels. We're going to see how this patch’s Conqueror nerfs land before directly looking into nerfing Rek'Sai. As a reminder, read below for the hotfix that went live in 9.4.

Mid-Patch 9.4 update
Reminder: This change has been live for a while already.

BUGFIX : Fixed a bug where Void Rush could deal damage twice if Rek'Sai's target Flashed away the instant Void Rush's damage was dealt


Patch 9.4
Burrowed Q now grants Fury. Unburrowed Q ends when burrowed for more than 1 second. Rek'Sai now burrows on respawn. Tremor Sense visuals brightened. R is undodgeable.

We took a quality-of-life pass at Rek'Sai's abilities, implementing smaller visual additions and kit revisions to help her feel better to play. Queen's Wrath will come off cooldown earlier after clearing a camp since Rek'Sai no longer has to wait for the buff to expire before the cooldown starts, and (a couple of very specific cases aside) Void Rush is no longer avoidable.

Fury of the Xer'Sai Passive - Fury of the Xer'Sai

NOT ORANGEBUT : Fury Bar now changes color from yellow to red when charged to max

Prey Seeker Q - Prey Seeker

FAST AND THE FURY-OUS : Now grants 25 Fury to match Rek'Sai's other abilities

Queen's Wrath Q - Queen's Wrath

CALM DOWN : Effect now ends and goes on cooldown if Rek'Sai is burrowed for more than 1 second

Burrow W - Burrow

TREMOR SENSE : Tracking visuals for nearby enemies brightened
6 MORE WEEKS OF WINTER : Rek'Sai immediately burrows on respawn once she has at least one point in W

Void Rush R - Void Rush

GOTTA GO FAST : Enemies can now only dodge Void Rush by dashing or blinking massive distances away from Rek'Sai


v8.14
Q and R damage ratios increased.

Queen's Wrath Q - Queen's Wrath

DAMAGE RATIO : [0.4] 0.5 bonus attack damage

Prey Seeker Q - Prey Seeker

DAMAGE RATIO : [0.4] 0.5 bonus attack damage

Void Rush R - Void Rush

DAMAGE RATIO : [1.85] 2.0 bonus attack damage


v8.8

Bugfixin'

Fury of the Xer'Sai Passive - Fury of the Xer'Sai

HANGRY Rek'Sai's fury no longer decays from being out of combat while she is consuming it for burrowed regeneration
TIMELY Rek'Sai's out of combat fury decay now begins precisely at 8 seconds (as opposed to 8-9 seconds)


v7.22

BASE ARMOR : [24] 33
BASE ATTACK DAMAGE : [57.5] 66

Queen's Wrath Q - Queen's Wrath

BASE DAMAGE : [15/20/25/30/35]
20/25/30/35/40

Un-burrow W - Un-burrow

BASE DAMAGE : [50/65/80/95/110]
55/70/85/100/115

Furious Bite E - Furious Bite

BASE DAMAGE : [50/60/70/80/90]
55/65/75/85/95


v7.13
Void Rush AD ratio increased. W unburrow speed standardized.

After a couple of patches, we’re pretty comfortable with where Rek’Sai sits right now. We think there’s still slightly more room for Void Rush to scale, and we’re also making Rek’Sai’s gameplay more fluid and consistent.

Queen's Wrath Q - Queen's Wrath

SO FRESH SO QUEEN : Spells queued while attacking are handled better

Un-burrow W - Un-burrow

UNBURROW SPEED : Now takes the same time to unburrow whether you press W or attack a target (0.15 seconds)
BUGFIX : Knockback effect for secondary targets no longer lasts slightly longer than intended

Void Rush R - Void Rush

RATIO : [1.6 bonus attack damage] 1.85 bonus attack damage
HUD PING : Void Rush can now properly be HUD-pinged to display its cooldown or readiness, regardless of whether a marked target is in range
GREEN CIRCLE : Void Rush’s cooldown availability now displays accurately for allies in the HUD
SPECTATOR NOISE : Prey marks no longer show up for spectators


v7.12
Base AD up. Armor per level up. W unburrow damage up. R more reliably hits targets.

Rek'Sai’s ability update has left her a bit on the weak side overall. We’re looking to push some base reliability back into her kit, so we’re upping the acquisition range on Void Rush and feeding her some base stats.

Base stats

BASE ATTACK DAMAGE : [55.628] 57.5
ARMOR GROWTH STAT : [3.4] 3.75

Un-burrow W - Un-burrow

RATIO : [0.4] 0.8 bonus attack damage

Void Rush R - Void Rush

TARGET ACQUISITION : Void Rush is now much harder to dodge. Rek’Sai’s target should no longer be able to walk out of damage range without exceptional amounts of movement speed (or a dash/flash).


v7.11
Rek’Sai’s ultimate now launches her at a target she’s recently damaged. Tunnels can be re-entered more quickly. Base damages down, scaling up.

Rek’Sai is a ferocious predator who strikes fear into the hearts of her prey as she hunts them. The way Rek’Sai is currently played —a vanguard who sets up plays for her team—just doesn’t sync up with that promised fantasy.

We see a lot of potential for Rek’Sai, and this update is an opportunity to double down on Rek’Sai’s predatory instincts. Rek’Sai should be feared for her individual threat, not the followup of her team. With these changes, we’re reimagining a Rek’Sai who has better backline access in teamfights and does more damage when she gets in there, but is less consistent when behind or built tanky.

For more information, check our our post on Rek’Sai’s update.

Base stats

HEALTH GROWTH STAT : [90] 85

Fury of the Xer'Sai Passive - Fury of the Xer'Sai
Fury generation faster. Burrowed health regeneration ticks more quickly but max regeneration is down.

FURY GENERATION : [5 for basic attacks, 10 for unburrowed abilities, 2.5 for additional units hit beyond the first by abilities] 25 for all attacks and unburrowed abilities
MAX BURROWED HEALTH REGENERATION : [25-450 (at levels 1-18) over 5 seconds] 20-190 (at levels 1-18) over 3 seconds

Queen's Wrath Q - Queen's Wrath
Base damage down at later ranks. Ratio doubled.

DAMAGE : [15/25/35/45/55 (+0.2 bonus attack damage)] 15/20/25/30/35 (+0.4 bonus attack damage)

Prey Seeker Q - Prey Seeker
Now has a bonus AD ratio. Does physical damage instead of magic.

RATIO 0.4 bonus attack damage (in addition to the existing 0.7 ability power ratio)
DAMAGE TYPE : [Magic] Physical

Un-burrow W - Un-burrow
Primary target is still knocked up, others are now knocked back.

BASE DAMAGE : [40/80/120/160/200] 50/65/80/95/110
DISPLACEMENT : [0.5-1 second knockup on all nearby enemies based on proximity to Rek'Sai] 1 second knockup on the primary target; 250 range knockback to other nearby enemies
IMMUNITY : Only the knocked up target is granted immunity from further knock-ups
IMMUNITY DURATION : [10/9.5/9/8.5/8 seconds] 10 seconds at all ranks
STOP AND SMELL THE ROSE ROOTS Rek’Sai can interact with Plants by attacking them while burrowed

Furious Bite E - Furious Bite
Now has base damage, and scales off bonus AD instead of total AD. Damage no longer scales linearly with Fury, but full-Fury casts still deal double damage as true damage.

DAMAGE : [80/90/100/110/120% total attack damage] 50/60/70/80/90 (+ 0.85 bonus attack damage)
RAMP-UP Damage no longer scales linearly with Rek’Sai’s current Fury
THRESHOLD : Damage still doubled and dealt as True Damage at max Fury

Tunnel E - Tunnel
Tunnel creation and re-entry cooldowns both reduced at later ranks.

COOLDOWN : [26/24/22/20/18] 26/23/20/17/14 seconds
RE-ENTRY COOLDOWN : [10/9/8/7/6] 10/8/6/4/2 seconds

Void Rush R - Void Rush
Rek’Sai marks champions she damages and can dash to a marked target, dealing damage based off their missing health.

PREY : Rek’Sai passively marks enemy champions she damages as Prey for 5 seconds
VOID RUSH : Rek’Sai targets a Prey-marked enemy, burrowing after a 0.35 second cast time before emerging from underground and leaping at her target after an additional 0.75 seconds.
UNSTOPPABLE : Rek’Sai is unstoppable during both the cast and leap
DAMAGE : 100/250/400 (+1.6 bonus attack damage)(+20/25/30% target’s missing health)
COOLDOWN : 100/80/60 seconds
RANGE : 1500


v6.18
Base armor and armor per level down.

When Rek’Sai was released, we positioned her as a member of the Fighter class: a durable, damage-focused melee champion that wants to hunt down prey and finish it off herself. In the months following release, however, our balance work on Rek’Sai de-emphasized her damage threat in favor of her team utility strengths. Her optimal playstyle settled into the Vanguard (offensive tank) space, and that identity mismatch has caused a lot of player frustration. So, when Rek’Sai’s competitive dominance put her on the balance radar, we resolved not to make the same mistake twice.

Overall, fixing Rek’Sai’s role requires more than being cognizant of where to cut power, and we won’t promise that this’ll be the last time Rek’Sai visits the patch notes. That said, pushing her back toward kill-or-be-killed skirmishes is the first step in the process.

General

BASE ARMOR : [28.3] 24
ARMOR GROWTH STAT : [3.75] 3.4


v6.17
E and R cooldowns increased.

Rek’Sai is, by design, a champion with great mobility tools. But as we discussed earlier (see: Gragas), the degree to which she’s digging around in the early game is over the top. Rather than carefully calculating whether she needs to use Tunnel to get somewhere or save it to make a play once she arrives, Rek’Sai frequently gets to do both. We’re pulling back on that availability to force Rek’Sai to make meaningful choices with her resources.

Void Rush shares Tunnel’s early-uptime problem, though it leads to different frustrations. Because Rek’Sai can so frequently zoom across the Rift, grouping up early to make map-wide plays against her team can feel like a pointless endeavor. Try to trade turrets? Rek’Sai ults to defend hers. Try to stop her split-push? Rek’Sai ults away to safety. Try to take Dragon or Rift Herald? Rek’Sai ults to contest it. Void Rush should tip the scales in the favor of Rek’Sai’s team wherever she chooses to fly off to, but it should also be a signal to enemies that they’ve got a realistic chance to make a play elsewhere on the map.

Tunnel E - Tunnel

COOLDOWN : [20/19.5/19/18.5/18 seconds ] 26/24/22/20/18 seconds

Void Rush R - Void Rush

COOLDOWN : [150/110/70 seconds] 180/140/100 seconds


v6.14
W’s cooldown on tracking individual targets up.

Often in the patch notes, we’ll refer to certain high-variance mechanics or champions - the success of which varies heavily depending on a player’s skill or group coordination. Vision’s one of these mechanics - while things like warding are important (really, do it), it’s more where you ward and how your team uses that information that can make or break a strategic stand-off.

When it comes to variance in champion abilities, Rek’Sai’s Tremor Sense has some of the highest in the League. It’s one thing to know where your enemies are, but when Rek’Sai provides near-perfect information on enemy positions, things start to get pretty crazy (like increasing skillshot accuracy or almost completely deterring invades). We’re looking to dial back Rek’Sai’s team contributions, making the information she provides more about telling you ‘They’re somewhere over here!’ rather than ‘They’re exactly here!’ Tremor Sense is still one of the most powerful information-gathering tools in the game, but allowing enemies more ways to play against it keeps it feeling like a proper mind-game and not just an ankle monitor.

Burrow W - Burrow

TREMOR SENSE REFRESH PER TARGET : [0.75 seconds] 1.5 seconds
GOTTA TIPTOE Tremor Sense won’t alert Rek’Sai if the enemy is minorly moving to modify their facing


v5.17
Passive no longer provides bonus Fury.

Ever the professional staple, Rek’Sai is a character who feels desynced in terms of strength. What she provides to a team (unparalleled scouting, vision control and global mobility) are far harder to feel than gnawing your face off, giving her the nod over other junglers time and time again. Another powerful-yet-invisible mechanic is her passive’s bonus fury, giving her an edge in combat for repeatedly going underground - something that already rewards her with a fair bit of speed and CC as-is. We’re interested in finding ways to shift power around to make Rek’Sai feel more visceral, but for the moment pulling this makes her less powerful when it comes to skirmishing again and again where she’s already way ahead of the pack.

Fury of the Xer'Sai Passive - Fury of the Xer'Sai

HATH NO FURY No longer grants 15 bonus Fury on Rek'Sai's first strike within 5 seconds of burrowing


v5.13
W's knockup radius lowered.

"For a jungler that's meant to be an map-wide menace in the early phases of the game, Rek'Sai's found resilience transitioning into a knock-up machine once teamfights begin, often catching multiple enemies off guard. Interrupting crucial targets with a well-timed Un-burrow is the kind of high moment we want the queen to have in her games, but its generous range often catches people it appears it would otherwise miss. She'll still have all the elements of a dominant jungle-beast, but will need to demonstrate higher precision to get the same results."
  • Un-burrow W - Un-burrow
    • KNOCK UP RADIUS : 200 160

v5.10
Base health down.

"Rek'Sai's one of those gals who's been very strong for some time, and it's something we couldn't help but notice when she stayed viable and competitive through two large shifts in the jungle item metagame (Warrior and Cinderhulk). That said, we don't just want to kick her out of the feasibility forest (the diversity dirigible flies over it), so we're going for a light change to reduce the reliability of her level 3 ganks."
  • General
    • BASE HEALTH : 611.2 570

v5.7
Q damage down. Rek'Sai can use tunnels more often

"High clear speeds, high damage, and the best tool for hunting enemies through the Fog of War - Rek'Sai has many, if not all the tools you'd want in a jungler (or a hungry void predator). As we've done in previous patches, we're taking the edge off of her bite in exchange for more end-game usability and tunnel-enabled mobility."
  • Queen's Wrath Q - Queen's Wrath
    • RATIO : 0.3 bonus attack damage 0.2 bonus attack damage
  • Tunnel E - Tunnel
    • COOLDOWN ON REUSING TUNNELS : 10 seconds 10/9/8/7/6 seconds

v5.5

  • Tunnel E - Tunnel
    • TUNNEL COUNT : Now uses the ward spawning UI to show the number of existing tunnels vs the maximum as well as displaying which tunnel will be destroyed once you've reached the limit

v5.2

Q's unburrowed damage is slightly lower, W's burrowed (technically unburrowing, given its use) damage has been reduced.

"The league's latest addition is still Rek'ing more than she should in the early-game. Lowering her bases should help keep her from tunneling too hard onto your carries, while increasing the number of knock-ups she gets in a fight allows her to aggressively re-engage against fleeing opponents or defensively peel when on the back foot (Claw? Tendril? Whatever the Xer'Sai have as appendages)."
  • Queen's Wrath Q - Queen's Wrath
    • BASE DAMAGE : 15/30/45/60/75 physical damage 15/25/35/45/55 physical damage
  • Unburrow W - Unburrow
    • BASE DAMAGE : 60/110/160/210/260 physical damage 40/80/120/160/200 physical damage
    • ENEMY KNOCKUP IMMUNITY : 10 seconds at all ranks 10/9.5/9/8.5/8 seconds

v5.1

"Rek'Sai's a unique champion with a lot of mastery required to make full use of her piles of strategic mobility options - all of which is currently undermined (heh) by her raw strength as a duelist. While we want the queen to hold her own in a fight, holding her own in a fight against 4 people and getting out alive isn't quite what we had intended (sorry marksmen). "
  • Queen's Wrath Q - Queen's Wrath
    • BASE DAMAGE : 15/35/55/75/95 physical damage 15/30/45/60/75 physical damage
    • PER ATTACK RATIO : 0.4 bonus attack damage at all ranks 0.3 bonus attack damage at all ranks
  • Prey Seeker Q - Prey Seeker
    • RATIO : 1.0 ability power at all ranks 0.7 ability power at all ranks
  • Unburrow W - Unburrow
    • RATIO : 0.5 bonus attack damage at all ranks 0.4 bonus attack damage at all ranks

v4.21

Rek'SaiSquareRek'Sai released


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