Early Game (Levels 1–6)
Start positioned near your front line but do not face-check the enemy wave. Rek'Sai needs to see the enemy to land a meaningful Q. Use your first few waves to test their spacing. Throw Queen's Wrath (Q) from max range to fish for damage and generate Fury. If you hit a cluster of enemies, follow with a quick auto-attack reset using Burrow/Unburrow (E) to extend the trade, then back off immediately.
Your Snowball is your only reliable engage tool. Do not waste it for minor poke. Wait for an enemy to step up for farm or overextend for a trade. If you land Snowball, fly in, auto them, then use your Burrow E knockup to chain crowd control. If you miss Snowball, play further back until it returns. You are vulnerable to kiting when it is down.
Focus on pushing the wave if your team has wave-clear. A pushed wave lets you reset and heal. If you are against heavy poke, stall near your tower and use Burrow W to move faster and dodge skill shots. Do not force fights when you are low on Fury; your sustain relies on that resource.
- Position: Mid-range behind your caster minions. Avoid standing in open ground.
- Trading: Q for poke and Fury. Short E auto-reset trades. Disengage before their cooldowns come back up.
- Snowball: Save for all-in or to close a gap on an isolated target. Do not use it just to check bushes.
- Augments: If you have an early damage augment, look for aggressive trades. If you have a defensive or sustain augment, soak pressure and heal off the wave.
- Push or Stall: Push if you have Fury and health advantage. Stall if the enemy has strong level 1-3 poke.
- Ahead: Zone enemies off their wave. Use your presence to deny them health relics.
- Behind: Give up ground. Burrow to dodge and wait for them to overextend under your tower.
- Next Move: Hit level 6 and unlock your ultimate. Look for a reset or a roam to a side lane if the mode allows.
Mid Game (Levels 7–11)
Now you have Void Rush (R). This changes your threat range entirely. You no longer need to walk up to start a fight. Look for enemies who have used their escape tools or are sitting at half health. Your ultimate lets you bypass their front line and delete a squishy target. Use this to create a 4v5 before their team can react.
Your position should shift based on your augment power. If you have a strong dueling or healing augment, play forward and challenge anyone who walks into your Q range. If you are still building core items, hover near your team's engage. Use Burrow often to gain vision of approaching enemies. The tremor sense gives your team free information on enemy positions in the lane's side paths.
Snowball becomes a setup tool for your ultimate. Land Snowball on a priority target, fly in, knock them up with Burrow E, then immediately R if they flash or dash away. This chain is your primary kill pattern. Do not use R to start a fight if the enemy has hard crowd control ready; you will get stopped and killed.
- Position: Flank angles when possible. In lane, stay on the side your team is pushing from.
- Trading: Look for the Snowball into E knockup combo. Save R for the chase or to finish a low-health target.
- Snowball: Use it to force a target's flash. If they burn flash, you can often R to catch them.
- Augments: Lean into your augment's strength. Damage augments make you an assassin; tank augments let you dive their back line and survive.
- Push or Stall: Push with your team. Your R gives you global pressure on any visible target.
- Ahead: Force fights around health relics. Dive the back line and force the enemy carries to run.
- Behind: Wait for the enemy to dive your team. Use R to counter-engage on their back line while your team peels.
- Next Move: Secure any major objective. Group with your team for the inevitable all-in fight.
Late Game (Levels 12+)
Team fights are everything now. Your job is to find the enemy carry and remove them from the fight. Do not front-line for your team unless you built full tank. You are an opportunistic diver. Hover in Burrow form on the flanks. Wait for the enemy to commit their crowd control on your teammates. Once their key cooldowns are down, target their highest damage dealer.
Your ultimate has a lower cooldown at this stage. Use it to punish anyone caught out of position. If you see an enemy alone, R to them, knock them up, and burst them down. Even if you die in the process, trading 1-for-1 with an enemy carry is usually worth it for your team.
Snowball is your safety net if your R puts you in a bad spot. After you dive, look to Snowball out to a safer enemy or a minion if you are getting focused. Do not tunnel vision on one target. If your initial dive fails, Burrow out, heal up, and look for a second entry.
- Position: Flank or hidden in a side bush. Do not stand with your supports.
- Trading: Full commit or no commit. Half-measures get you kited and killed.
- Snowball: Use for the initial engage or to escape after your R dive.
- Augments: Your late-game augment should define your role. Follow its lead—dive, peel, or sustain.
- Push or Stall: Push as a unit. Do not get caught alone; your R does not save you from a 1v5.
- Ahead: Force the enemy to fight on your terms. Dive their back line and end the game.
- Behind: Protect your own carries. Use your knockup on anyone who dives them, then look for a counter-R on a low enemy.
- Next Move: End the game. Win the final team fight, push the core, and close out.
