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.
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 × 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..
Queen's Wrath / Prey Seeker
(Unburrowed - Active) Rek'Sai's next three basic attacks within 5 seconds deal bonus physical damage to her target and all surrounding enemies.
Total Damage: 45 / 90 / 135 / 180 / 225 (+80% of bonus Attack Damage)
(Burrowed - Active) Rek'Sai fires a pulse of void-charged earth forward in a line that damages the first enemy hit, dealing magic damage and revealing all enemies within X-range of the target for 2.5 seconds.
(Unburrowed - Active) Rek'Sai burrows into the ground, reducing her sight radius to X and disabling her basic attacks while gaining: Tremor Sense; 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.
Cooldown: 4 Seconds
Movement Speed Bonus: 15 / 20 / 25
(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.
Rek'Sai can attempt to basic attack enemies while burrowed to trigger Unburrow.
(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.
(Active) Rek'Sai gains bonus attack speed. (Active) Rek'Sai targets one of her Tunnel Entrances and begins channeling. In addition to disabling effects, Void Rush's channel will be interrupted if Rek'Sai takes damage from champions or turrets. Interrupting Void Rush will put the ability on an 8 second cooldown.
If Rek'Sai successfully channels for 1.5 seconds, she will burrow into the ground and rapidly dash to the target tunnel, becoming untargetable until she reaches one of her tunnel entrances. This will not put the target entrance on cooldown.
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.
Passive - Fury of the Xer'Sai
REMOVED HATH NO FURY : No longer grants 15 bonus Fury on Rek'Sai's first strike within 5 seconds of burrowing
"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."
"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."
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."
Q - Queen's Wrath
RATIO : 0.3 bonus attack damage⇒ 0.2 bonus attack damage
E - Tunnel
COOLDOWN ON REUSING TUNNELS : 10 seconds⇒ 10/9/8/7/6 seconds
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)."
Q - Queen's Wrath
BASE DAMAGE : 15/30/45/60/75 physical damage⇒ 15/25/35/45/55 physical damage
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
"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). "
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
Q - Prey Seeker
RATIO : 1.0 ability power at all ranks⇒ 0.7 ability power at all ranks
W - Unburrow
RATIO : 0.5 bonus attack damage at all ranks⇒ 0.4 bonus attack damage at all ranks