Shaco is a highly eccentric jungler, and an assassin. He tends to be the bane of solo que players, especially mid laners, as the lack of communication makes wreaking havoc far easier for a Shaco player.
He has the ability to turn invisible and teleport, clone himself, can place Jack-In-The-Boxes that fear enemies, meaning that a Shaco that plans ahead can use them to escape and generally just be a nuisance.
He has a high level of early game pressure just because he can be invisible does a high amount of damage very quickly, but he has weaknesses that are easily exploitable.
Passive – Backstab
Shaco's basic attack critically strikes for extra damage when striking a unit from behind. Units can't be Backstabbed more than once every few seconds, modified by Shaco's cooldown reduction.
Q – Deceive
Shaco becomes Invisible and teleports to target location. His next attack deals bonus damage.
W – Jack In The Box
Shaco creates a hidden animated Jack-in-the-Box. When triggered, it will fear and attack nearby enemies.
E – Two Shiv Poison
Shaco's Shivs passively poison targets on hit, slowing their movement speed. He can throw his Shivs to deal damage and poison the target. The thrown Shiv deals bonus damage based on the target's missing Health.
R – Hallucinate
Shaco creates an illusion of himself near him, which can attack nearby enemies (Deals reduced damage to turrets). Upon death, it explodes, spawning three mini Jack in the Boxes and dealing damage to nearby enemies.
Keep an eye on the fog of war, if you see a puff of smoke, Shaco is close and invisible.
Counterjungling one of Shaco's buffs early can greatly limit his early pressure.
If worst comes to worst, you can just play defensively. Shaco falls off pretty hard later in the game.
Think hard about fighting Shaco if he attacks you. Running away gives him the Backstab damage, but if you're strong enough to fight him after he has Q'd in, he has no way to run away.
Shaco dies really quickly against straight up dueling junglers
Will win every one on one against Shaco in the jungle, can counterjungle him, and while they both fall off in the late game, a mechanically sound Lee Sin, still brings peel and stylish picks for his team, while being no where near as buff-dependent as Shaco.
Udyr is a good counterjungler and powerful duelist. He'll just kill off Shaco, and, if he gets too far ahead, will start to splitpush relentlessly, threatening someone to try and duel him, and drawing multiple people from the enemy team, and running away.
She negates his ability to use his invisiblity to run away with her Tremor Sense, and it no slouch in an early one one one either.
Won't lose a one on one to Shaco, and more importantly can chase him down effectively if she has vision on him, with her own mobility.
Just itemize things that can provide sight and armor.
Sejuani is a tank jungler who brings a lot of CC, minor mobility and deceptively high early game damage to a team. She can lock down an entire enemy team with her ultimate, can slow enemies with her Permafrost and can do a large amount of damage over time with her Flail of the Northern Winds. Her base stats allow her to sustain well in the jungle, and her mobility, which can knock an enemy into the air, as well as slowing them, allows her to gank efficiently early. Still, she has her weaknesses that we can exploit to bring her down.
Passive – Frost
Damaging an enemy with an ability or basic attack grants Sejuani bonus Armor and reduces movement-slowing effects on her.
Q – Arctic Assault
Charges forward, dealing magic damage and knocking enemies into the air. The charge stops after knocking an enemy champion into the air.
W – Flail of the Northern Winds
Sejuani's next basic attack deals bonus magic damage to the target and enemies near it. She then spins her flail, dealing magic damage to nearby enemies.
E – Permafrost
Abilities and basic attacks apply Frost to enemies. Activating Permafrost damages and slows all nearby enemies with Frost.
R – Glacial Prison
Sejuani throws her True Ice bola in a line. If the bola hits an enemy champion, it shatters, stunning the target and nearby enemies. If the bola reaches its maximum range, it shatters and slows nearby enemies.
If you, at any point, dodge her ultimate or Arctic Assault, she's becomes extremely vulnerable. Punish her for missing those abilities.
Sejuani is not a very strong early game jungler, picking a strong duelist into her will put her in a bad position.
Standing in front of Sejuani if she tries to use her Arctic Assault to escape is a good way to doom her to committing to a losing fight.
Timing your knockback abilities against Sejuani is key to playing against. Knocking her back prevents her from initiating on your team.
A strong duelist that will punish her for being weak early and set her so far behind that she struggles to become relevant later on. He can also interrupt her dash with his knockup.
The same as Xin Zhao, though you'll have to time the Vault Breaker to interrupt the Arctic Assault
Brings percent health damage, and a lot of early game pain to the jungle. Sejuani wants to avoid those things. Which is unfortunate for her, because Elise will bring her those things.
Things that cut through resistances/health are king. Last Whisper is a good item, and any form of spell immunity and/or tenacity is worth investing in.
Skarner is a tanky jungler that boasts move speed increases and CC, as well as extra artificial durability. He clears the jungle well, and is a deceptively good duelist thanks to his Fracture ability. and his Crystalline Exoskeleton.
He also starts a minigame involving Crystal Spires that can cause the entire playing field to shift in his favor in a fight. Still, all these mechanics mean that things can go wrong for him if he is misplayed, or outplayed, let's talk about how to do the latter.
Passive – Crystal Spires
Skarner's presence causes crystals to spawn in set locations around the map. While near crystals his team owns, Skarner gains tremendous movement speed, attack speed, and mana regeneration.
Q – Crystal Slash
Skarner lashes out with his claws, dealing physical damage to all nearby enemies and charging himself with Crystal Energy for several seconds if a unit is struck. If he casts Crystal Slash again while powered by Crystal Energy, he deals bonus magic damage.
W – Crystalline Exoskeleton
Skarner gains a shield and has increased Movement Speed while the shield persists.
E – Fracture
Skarner summons a blast of crystalline energy which deals damage to enemies struck and slows them. Basic attacking these enemies within a short window will stun them.
R – Impale
Skarner suppresses an enemy champion and deals damage to it. During this time, Skarner can move freely and will drag his helpless victim around with him. When the effect ends, the target will be dealt additional damage.
Skarner has a move speed boost, but without a blink or dash, knockback abilities are still strong against him, especially if they're used after or while he's used his Crystalline Exoskeleton, since he won't be able to chase as hard when it's deactivated.
Doing enough damage to Skarner will break his shield, and remove his movement speed bonus, weakening his chase potential, and the likelihood that you get pulled into his team.
Buy a QSS against Skarner. It'll remove a lot of Skarners value in his team comp.
Don't run into the jungle when Skarner is chasing you, unless you have help. The Spires make him capable of chasing you down easier, and hurting you worse.
You can do so much more than just fighting him. You can deny him much of his movement speed increase with a well timed Pillar of Ice. You also scale hard enough to fight him one on one in the midgame.
He cannot CC you, and you can carve through his shield. You do more damage, and while your ult does make your squishier, with a defensive items, it's negligible, as you eat through his health.
You can just permaslow him, and then laugh emote. He'll never catch anyone you're protecting.
A QSS or Mikaels is a good pickup, otherwise, just have health, the damage he does later in the game isn't very high, so actual defense types (Armor, MR) should be chosen based on the actual damage dealers of the enemy team.
Ivern is a jungler. unique in the fact that he's about as close to a pacifist as a champion gets. He can use his passive to easily take camps and buffs without fighting them, has the ability to make brush and can even create a sentinel to fight for him, somewhat alleviating his lackluster combat capabilities. All this means is that Ivern has a unique set of strengths, and weaknesses that, while different, aren't all that difficult to exploit, and I'm going to show you how in this guide.
Passive – Friend of the Forest
Ivern cannot attack or be attacked by non-epic monsters. Ivern can create magical groves on jungle camps which grow over time. When the grove is fully grown, Ivern may free the monsters to recieve gold and experience. After level 5 Ivern can share jungle buffs with allies.
Q – Rootcaller
Ivern conjures a vine, dealing damage and rooting enemy targets hit. Ivern's allies can dash to the rooted target.
W - Brushmaker
In brush, Ivern's attacks are ranged and deal bonus magic damage. Ivern can activate this ability to create a patch of brush.
E – Triggerseed
Ivern places a shield on an ally which explodes after a short duration slowing and damaging enemies.
R – Daisy
Ivern summons his Sentinel friend Daisy to fight with him. Daisy will send out a shockwave if she attacks the same champion three times in a row.
Iverns strength does not lie in his offensive capabilities, but in his utility. As a result, he can be ousted by strong duelists early.
Be careful around bushes. Ivern can do some respectable damage from there, and if you have any doubts, you can disengage from the fight.
Keep away from Triggerseeded enemies. The damage is okay, but the slow can ruin you, if you're not careful.
Don't let Daisy keep hitting you, she will land a shockwave on the third hit, for bonus damage. You don't want that.
Ivern isn't a champion with a bunch of defensive capabilities, so CC'ing him is usually a pretty bad time for him. Alistar can roam into the jungle and catch him, CC'ing him for someone to come kill him, or just harassing him during his clear. He can also CC him during teamfights.
Pretty much the same as Alistar, but with more damage.
He brings CC, early game damage and tankiness. All things Ivern doesn't want to have to deal with.
If for some reason, Ivern is doing a lot of damage, itemize magic resistance.
There’s nothing more aggravating than playing a slow jungler vs a Nunu. You’re clearing blue buff, when he hops over a wall and steals your blue. You stand for a few seconds, shocked, then you resign yourself to your fate and comfort yourself by clearing wolves. Unfortunately… He’s not going to stop. Throughout the game, you manage to get yourself a single buff. Nunu seems to always be there, laughing as he strolls away. You feel a great satisfaction at getting your first buff. Your mid laner, who hasn’t had a blue buff all game, feels significantly less happy.
Nunu is a tanky jungler with a focus on counterjungling. He’s not great at dueling, but because of his Q, he can walk up and steal camps with impunity.
It may seem unfair, but in this guide, I’ll be teaching you how to exploit his weaknesses and send this Yeti Rider back off the Rift into the mountains.
Passive – Visionary
After basic attacking 5 times, Nunu’s next ability has no mana cost.
Q – Consume
Nunu feasts upon a target monster, dealing true damage and healing himself. Casting this ability upon a large monster grants Nunu a Well-Fed stack, giving him movement speed out of combat, increased maximum health, and size. He can have up to 5 Well-Fed stacks.
W – Blood Boil
Nunu and the target ally champion gain movement speed and attack speed.
E – Ice Blast
Nunu throws out a snowball, slowing and dealing magic damage.
R – Absolute Zero
Nunu channels a blizzard, slowing all enemies around. Upon completing the channel, he deals damage to all enemies nearby. The damage increases for each second this ability is channeled.
Nunu gets very tanky very quickly but doesn’t do a lot of damage.
Whenever clearing a major objective, ward up, because Nunu’s Consume + Smite will always secure the objective.
Nunu isn’t a great ganker, so focus on early ganking, because he’s going to steal your camps anyways.
Nunu isn’t very good at clearing small minions, so taking just the largest monster when you counterjungle him and leaving the rest is the best strategy.
Nunu’s ultimate deals a ton of damage even if he’s building full tank. Your priority should be to avoid his ult.
If Nunu starts casting his ultimate in a bush, the range indicator is invisible. You won’t be able to notice it except that your champion will start being slowed for no reason.
Late game, Nunu is relegated to peeling for his ADC. If you’ve survived that long without becoming useless, it’s your time to shine.
If Nunu tries to invade you, you can destroy him. Your early game damage is too high for him to deal with, and he certainly can’t duel you. You also don’t need that much farm to be effective and have good early ganks. Build Titanic first, in order to catch up on the farm he’ll have stolen.
You can remove his slows if he ganks you, and you don’t want to farm too much with Eve anyways. Early gank all your lanes.
You’re a great duelist, so if Nunu comes to try to steal a camp, you can hunt him down.
Nunu has an abnormally high amount of health, so percentage health items like Blade of the Ruined King and Liandry’s Torment are good against him. Boots of Swiftness are also good for avoiding his permaslows.
There are a few things that always manage to give me a chill in this game. One is winning a teamfight, only to see a Tryndamere banging at our nexus. One is seeing Lulu cast all of her buffs on a fed Vayne. And the last is seeing Nocturne’s ult.
Nocturne is a fighter with high damage who acts as an initiator and assassin. He’s great at farming, and great at catching people out of position.
It may shock you whenever you see him ult, but you have to be prepared for when the ult is coming for you. In this guide, I’ll turn this nightmare into a daydream.
Passive – Umbra Blades
Every 10 seconds, Nocturne’s next basic attack deals extra AOE damage and heals Nocturne. Basic attacks reduce the cooldown of this passive by 1 second.
Q – Duskbringer
Nocturne shoots a shadow in a line, dealing damage. Any enemy champions hit by the shadow create a trail for 5 seconds. If Nocturne is on this trail, he gains movement speed and attack damage.
W – Shroud of Darkness
Passive: Nocturne gains permanent bonus attack speed.
Active: Nocturne gains a spell shield that blocks the next enemy ability. If the shield blocks an enemy ability, the passive portion of this ability doubles.
E – Unspeakable Horror
Passive: Nocturne gains bonus movement speed when running towards feared enemies.
Active: Nocturne plants horrifying dreams in the mind of his target, dealing magic damage and fearing them after 2 seconds if they cannot break the tether between themselves and Nocturne.
R – Paranoia
Nocturne turns the screens of all enemy players dark. If he reactivates this ability, he dashes a long distance to an enemy champion, dealing physical damage
Nocturne thrives against split pushers. Stick with your team if you’re an adc.
Nocturne’s passive can come up multiple times in a duel if he keeps auto attacking. Be careful about prolonged trades.
Nocturne is pretty squishy, so if you group together he can’t dive your backline.
Nocturne is not terribly strong at early levels, so it’s a good time to counter jungle.
You can outduel Nocturne and scale better in the late game. Build Bloodrazor then go full tank.
You’re also a diver with good amounts of damage and a good initiation, but you’re tanky, while he’s squishy. You win early skirmishes. Build warriors, then either triforce or tank depending on how you’re doing.
Nocturne’s incredibly vulnerable to CC, and you’re a good duelist, his two biggest weaknesses. Build an AD item or two then build Armor in order to outscale him.
Nocturne does primarily physical damage, so build armor items against him.
Nidalee never seems to go away for long. Back in Season 2-3, she was a devastating poke mage, capable of destroying the health bar of a tank with only a few spears, and capable of one-shotting supports. With her rework, she became a strong top laner. When top lane Nidalee was nerfed, she became one of the strongest junglers in the game for what feels like an eternity.
Nidalee in her current form is a jungler with great clear, mobility, and damage. She lacks CC and is very squishy if caught.
It may seem difficult to win against someone with so many tools, but in this guide, I’ll teach you everything you need to send Nidalee down to Urgot level.
Passive – Surging Tides
Moving through bush makes Nidalee move faster. Hitting an enemy with Javelin Toss or Bushwack causes them to be Hunted, increasing Nidalee’s damage towards them.
Q – Javelin Toss/Takedown
Human: Nidalee hurls a javelin, which does magic damage based on how far it’s traveled.
Cougar: Nidalee’s next basic attack gains bonus range and does extra damage based on the target’s missing health.
W – Bushwhack/Pounce
Human: Nidalee places a trap. Enemy units that walk over the trap take magic damage and is revealed.
Cougar: Nidalee pounces towards a target direction, dealing damage to all enemies near her landing. If she Pounces towards a Hunted enemy, she Pounces further.
E – Primal Surge/Swipe
Human: Nidalee heals a friendly champion and grants them bonus attack speed.
Cougar: Nidalee claws at enemies in a target direction, dealing magic damage.
R – Aspect of the Cougar
Nidalee shifts between a human and a cougar, gaining different spells. As a human, she’s ranged while she’s melee as a cougar.
Nidalee’s ganks depend on her landing her Q, which is actually pretty slow. Dodge it.
Nidalee is snowbally but has no CC if she falls too far behind. If you can survive the early game, she’s pretty useless.
Nidalee gains a power spike at level 6, even if she doesn’t gain any new spells.
Nidalee is great at early cheeses. Ward up your jungle.
Nidalee is highly mobile and can often come at you from angles you may not expect.
Nidalee is a good early-game duelist. Try to avoid fights.
Nidalee is highly vulnerable to CC. She depends on her mobility to avoid damage. If you stun her, she’s dead.
You have equally strong dueling power, equally good farming and mobility, but you scale much better. Build crit if the enemy comp is building tank, or build Lethality if you’re ahead and their team is squishy.
You can outfarm her with equally good sustain. Don’t try to duel her but try to have an impact by ganking often, as your teamfights are much stronger late game.
You have way more utility, and can make it out of bad situations decently easy. Build tank.
The biggest counter to Nidalee is a Banshee’s Veil, as it means she can’t hunt you. However, that’s very difficult to build early, so an early Solari on your support will mean your carries will be safe.
Gragas is a tanky CC bot of a jungler, when played optimally. He's a pretty well rounded champion with early game damage, mobility and damage reduction. He's experienced quite a few nerfs as a result of his continued relevance in the jungle for awhile. Still he comes packed with crowd control, displacement and mobility that make him a terror as he becomes less killable as the game goes on.
Passive – Serpentine Grace
On ability use, Gragas takes a drink restoring 4% of his max Health. This effect can only happen every 8 seconds.
Q – Miasma
Gragas rolls his cask to a location, which can be activated to explode or will explode on its own after 4 seconds. Enemies struck by the blast have their Movement Speed slowed.
Gragas rolls his cask to a location. When reactivated, or after 4 seconds, the cask will explode, dealing magic damage to nearby enemies and slowing their movement speed for 2 seconds.The damage and slow amount increase as the cask ferments.
W – Miasma
Gragas guzzles down brew from his cask for 1 second. After finishing, he becomes drunkenly empowered, dealing magic damage to all nearby enemies on his next basic attack and reducing damage received.
Gragas guzzles down his brew, taking reduced damage for 2.5 seconds.After finishing his drink, his next basic attack deals magic damage to nearby enemies equal bonus maximum health damage.
E – Twin Fang
Gragas charges to a location and collides with the first enemy unit he comes across, dealing damage to all nearby enemy units and stunning them.
Gragas charges forward, colliding with the first enemy unit. He deals magic damage to enemies in the area and bumps them back, stunning them for 1 second.
R – Petrifying Gaze
Gragas hurls his cask to a location, dealing damage and knocking back enemies caught in the blast radius.
Gragas hurls his cask, causing it to explode when it lands. Enemies hit take magic damage and are knocked away from the explosion.
Do not be afraid to flash the explosive cask, if he gets no one with it, his entire ability to disengage or split a team is removed and he's significantly less useful.
Do not underestimate Gragas' early game damage output with his Drunken Rage applied, it can turn a fight in his favor if you find each other in the jungle.
Gragas' damage falls off later in the game, use this knowledge to plan your aggression, and force him to run out of situations he'd prefer to be involved in, such as neutral objective.
He beats Gragas if he finds him, and forces him to bodyslam to safety or die. He will constantly slow Gragas and then true damage swing him and Undertow him and repeat the process until Gragas is dead. If Gragas tries to ult, Olaf will ult and not care.
She does less damage in a single rotation that Gragas, but her cooldowns are really low, so she can get in two damage rotations before he does. She can easily invade him and make his life in the jungle miserable and in the late game still wins the one on one.
Lee sin beats up Gragas a lot of the time. Gragas really doesn't want to one vs. one him in the jungle, but many times it'll come to that, just because of how easily Lee Sin can counterjungle the man.
Not her, herself, but her vaunted E makes Gragas hate his life. He can't hit a target near his team because Morgana can just Black Shield the straggler on disengages (Who should always be the tank on a good team anyway) She just makes being useful a little more difficult for him to do.
If Gragas is destroying your team early, or you're going to counterjungle him, minor magic resist isn't a bad buy. If you're building AP, invest in a Zhonyas, it'll save you from the Gragas ultimates, and if you're not AP, buy a banshees veil, it'll still save you from the gragas ultimates. Otherwise, Gragas is a tank that needs to get in close, and can be kited fairly easily if he doesn't have his ultimate. A Last Whisper item and Phantom Dancer have a lot of value against champions like that.
Graves is an AD Carry jungler with high mobility, burst and a fairly unique CC that makes him different to play against. Graves is a champion who is dependant on his lanes having CC so that he can successfully gank for them, and is also dependant on the positioning of the player so that he can do damage without dying immediately.
Graves has a dash the doubles as a resistance steroid the more he uses it, which enables him to get closer to the front line than other ranged champions and also allows him to jungle effectively.
Passive – New Destiny
Graves's shotgun holds two shells. After firing them he must reload. Each attack fires several bullets in a cone. Hitting an enemy with multiple bullets does bonus damage. These bullets cannot pass through units.
Q – End of the Line
Graves fires an explosive shell that detonates after 2 seconds, or 0.2 seconds if it strikes terrain.Fires a powder round that deals physical damage to enemies in a line.
After 2 seconds or 0.2 seconds on collision with terrain, the round detonates, dealing physical damage to all nearby enemies.
W – Smoke Screen
Graves fires a smoke canister at the target area creating a cloud of smoke. Enemies inside the smoke cloud have reduced sight range and Movement Speed.
Creates a cloud of Black Smoke lasting 4 seconds. Enemies inside Black Smoke cannot see out. Deals magic damage and slows on impact.
E – Quickdraw
Dashes in a direction, reloading one shell. For 4 seconds, Graves gains True Grit.Basic attack hits lower the cooldown of Quickdraw by 0.5 seconds and, against non-minions, also refresh True Grit. True Grit grants Armor and Magic Resist (stacks up to 4 times).
R – Collateral Damage
Fires an explosive shell with such force that it knocks Graves back. The shell deals physical damage to the first enemy hit. After hitting an enemy Champion or reaching the end of its range, the shell explodes, physical damage in a cone.
Don't fight Graves near walls, he can force the explosion of End of the Line and get extra damage in a fight that way.
Try and lock Graves down before a fight, he's still an AD Carry and as such, will do a lot of damage if he's allowed to live for the entire engagment.
If Graves has no shells, he's a dead man, watch for the quickdraw though and don't get baited into extending a fight if he has it, he can get a shell back instantly with it, and gets extra resistances.
Watch his items, Graves can do a bruiser build that makes him deceptively tanky when coupled with quickdraw. Items like Steraks Gage can do wonders for his survivability. Treat him with the respect you'd treat any other bruiser if you see him itemizing this way.
She has high pressure early and with a single landed spear, totally evaporates Graves hopes and dreams of winning a one on one with her. She can counterjungle him and get away really easily and generally just be a pain to him as he tries to hit six. He has to buy a Hexdrinker for this matchup.
A safe jungler, a fast farmer, a level three ganker and someone who's not easy to counter jungle and has high base stats of her one. Rek'Sai isn't someone that Graves really wants to deal with, especially since a good Rek'Sai will have a lot more information to play around with.
Ganks at 3...And 4...And really until grouping happens. And she's really good at it too, she can punish Graves for powerfarming and can even outdamage him in early one on one's if she plays it well.
Armor is the name of the game. There really aren't specialized items to get against Graves. A Frozen Heart perhaps, to lower his attack speed, and a Randuins to stop him from running away so fast or chasing so much as well as to decrease criticial strikes damage, but these aren't items unique to playing against Graves, you should be buying them most of the time for the enemy bot lane ADC anyway.
Rek'Sai is a high pressure early game jungler with the potential to have global presence and a sonar sense that makes counterjungling her difficult. She has high base damages, but falls off as the game goes on and teams begin to group against her, still her ultimate allows her to maintain higher levels of objective control as the game progresses.
Passive – Fury of the Xer'Sai
Rek'Sai generates 5 Fury every time she lands a basic attack and 10 Fury every time she lands Queen's Wrath, Unburrow or Furious Bite, plus 2.5 additional Fury per enemy hit beyond the first. Rek'Sai loses 20 Fury per second if she has not gained any in the last 5 seconds.
As long as Rek'Sai remains burrowed, she expends 20% of her accumulated Fury every second to heal herself.This stops once Rek'Sai consumes all of her Fury or returns to full health.
Q – Queens Wrath/Prey Seeker
UNBURROWED - Rek'Sai's next three basic attacks within 5 seconds deal bonus physical damage to her target and all surrounding enemies.
Queen's Wrath resets Rek'Sai's autoattack timer.
BURROWED - Rek'Sai fires a void-charged pulse in a target direction that detonates on the first enemy struck, dealing magic damage to all enemies in the area and Sight icon revealing them for 2.5 seconds.
W – Burrow/Unburrow
UNBORROWED - Rek'Sai burrows into the ground, reducing her sight range and disabling her basic attacks while gaining 15 / 20 / 25 / 30 bonus movement speed, immunity to unit collision, access to an alternate set of basic abilities and Tremor Sense.
With Tremor Sense activated, enemy and neutral units that move near Rek'Sai have their position revealed to her and her allies every 1.5 seconds. This does not grant Sight icon sight, but can be seen through Fog of War.
Unburrow: BORROWED - Rek'Sai bursts out of the ground, dealing physical damage to surrounding enemies and knocking them up for up to 1 second, based on their proximity to her upon emerging. Enemies cannot be affected again by Unburrow for a few seconds.
E – Furious Bite/Tunnel
UNBORROWED - Rek'Sai bites the target enemy, dealing physical damage that is increased by 1% for every point of current Fury. If Rek'Sai has full Fury, Furious Bite deals true damage instead.
Tunnel: BURROWED -Rek'Sai dashes in the direction of the cursor, leaving behind two connected tunnel entrances. She can interact with either entrance to traverse the tunnel again, but each tunnel shuts down for a few seconds after being used, momentarily preventing further traversal.
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.
R – Void Rush
PASSIVE: Rek'Sai gains bonus attack speed.
Upon reaching the edge of the map, striking an enemy champion, or upon the reactivation of Whirling Death, the axes slowly come to a stop before changing direction and returning to Draven, dealing the same physical damage to every enemy struck on the way back.
Whirling Death deals 8% less damage for each unit hit, down to a minimum of 40%. This reduction resets when the axes' reverse direction.
This one sounds simple, but people will always not do it for some reason. Do NOT leave her tunnels alive. Every Tunnel she has is more objective control for her team and possible counterganks for her. This is one of her most powerful tools, the ability to be anywhere on the map. Whatever you do, kill those tunnels.
Against ranged champions, Rek'Sai is reliant on the Flash-Unborrow combo, if she doesn't have flash, she's not very strong against ranged champions with dashes and will find herself being kited and chunked at best.
Do not attempt to counterjungle Rek'Sai, especially in the early game. Her Tremor Sense allows her to see when someone is in her jungle and she can easily hide out of sight and call for assistance from a laner when she senses your presence.
If Rek'Sai builds a damage item after her jungle enchantment, she'll be really squishy. At this point your team can CC and kill her in any engagment, making teamfights a fast 4v5.
Nidalee can kill her at level 2, then again when she has her Runic Echos, and really until Rek'Sai gets a sufficient amount of Magic Resist. A Nidalee that can land her spears will win any 2v2 in a gank/countergank scenario up until the Rek'Sai has sufficient resistances.
A Shyvana that takes Smite and Exhaust can win a one on one against Rek'Sai, but generally Shyvana will simply be more useful than Rek'Sai in teamfights, so she's a good pick for either aggressive or standard playstyles in this matchup.
Elise will outdamage Rek'Sai if she lands her Cocoon, in every early game skirmish. and without flash, in melee range, it'll be hard for Rek'Sai to avoid the skillshot. Still, these champions are about equal in early game pressure, and both get less relevant stat-wise as the game goes on.
Armor and pink wards. She does almost exclusively physical damage, and is a strong counterjungler. I recommend a sunfire cape to make fighting her more possible, and a Randuins Omen to keep it off of your backline or to stopher from running away. Wards are the most important part, thanks to her ability to counterjungle really well. If you can catch her in your jungle and collapse, you can easily set her behind and destroy her ability to fight later thanks to how behind the curve she is.