Rek'Sai

Rek'Sai

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// Stats

700Health
0/100Mana
50Attack Damage
100Ability Power
0.55Attack Speed
40Armor
40Magic Resist
1Range

// Ability

Uproot

Passive: Restore 10 / 14 / 20 Health each second, tripled for 3 seconds after casting. Active: Lunge out of the ground, Stunning adjacent enemies for 1 second and dealing 70 / 105 / 160 (ap) magic damage to them.

Health Regen Flat[ 10 / 14 / 20 ]
Spell Damageap[ 70 / 105 / 160 ]

// Cast timeline

0.91 smana lock per cast
0.91 scast window

From the mana bar filling until mana can come in again. No mana comes in during this time.

0 / 100mana at start / to cast
+5mana per attack
0.55attacks per second
0.36 sattack delay: from the start of an attack until it hits
0.37 safter the hit until it can cast or attack again
0.0 s0.55 attacks/s0/100
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)

First cast at 35.27 s with 0.55 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 100/100: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 0.91 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.91 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.27 s at base attack speed (the attack delay is 20% of the attack animation).
  4. Attack loop: the attack lands at 20% of the attack animation (mana granted) and unlocks at 40%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  5. Mana gain: 5 per attack; combat starts at 0/100.
  6. Overflow is banked: mana past 100 from attacks or regen is kept through the cast (98/100 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

// Damage calculation

Measured at 2 stars on a level 8 board the Trait Explorer builds around its traits (optimal tall, its traits at their lowest breakpoint, teammates at 2 stars without items, positioned by role), against a level 8 enemy comp (Elderwood Lux, Ornn, Xayah, Alistar, LeBlanc, Hecarim, Ezreal, Gnar: 3 tanks, 1 melee, 4 ranged, 2 stars), over 20 seconds of combat with real cast times, mana lock and item effects.

Its board: Rek'Sai, Blossom Lux, Karma, Yorick, Yunara, Azir, Ahri, Sett.

30DPS with no items

// Survivability

Alone, no items, 2 stars: its own damage against a 30 armor / 30 magic resist dummy, and what it soaks under 600 damage per second, half physical, from 4 attackers, over 20 s.

35DPS alone
1,823Effective health · dies at 3 s
7,688Best tank buildSterak's GageWarmog's ArmorGargoyle Stoneplate

Open in the DPS calculatorOpen in the effective health calculator

Builds are ranked by calculated damage: every damage item alone first, then every 3-item combination of the 12 best. Ability model confidence: high. Change the enemies, items and teammates in the calculator.

// Itemized Roles

Main TankSituationalWarmog's ArmorGargoyle StoneplateSpirit Visage

1-cost AP Tank (game role tag). Tanks take the frontline item set. Mana lock 0.91 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.

Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.