How to win the jungle race as Locke against Rek'Sai · Matchup data reviewed on patch 26.15
Read from Locke's seat: the race windows this plan plays for against Rek'Sai.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Respect Rek'Sai | Fury-fueled Q autos clear fast and win the first raptor fight, and Locke has no clean answer to it at the first buff — an Unburrow knock-up from an unseen tunnel starts every fight on her terms. Ward her tunnel entrances — if you can't see the burrow line, don't walk the river, and give up your opening camps rather than the kill. |
| Level 2 Skirmish | Respect Rek'Sai | The window on the second camp belongs to Rek'Sai: the Unburrow knock-up gives a free engage on anyone walking their tunnels. Your own line is real — the blink-auto mark consume chunks hard, but spending E in a duel spends the escape too — but it arrives second here. Ward her tunnel entrances — if you can't see the burrow line, don't walk the river, then refuse the level-2 skirmish. |
| Level 3 Route | Danger — Avoid Rek'Sai | Hard no-contest for Locke at level 3: the full tunnel network plus knock-up means they dictate where every fight starts, and an Unburrow knock-up from an unseen tunnel starts every fight on her terms. Ward her tunnel entrances — if you can't see the burrow line, don't walk the river. Path opposite, ward your entrances, and let the clock carry you to your own spike. |
| Levels 4-5 Macro | Danger — Avoid Rek'Sai | Do not be seen by Rek'Sai at levels 4-5 — you lose every exchange. Full-clear away from them, ward your entrances, and trade map pressure, not HP. |
| Level 6 Breakpoint | Respect Rek'Sai's R | Rek'Sai wins the breakpoint outright — Void Rush executes anyone they have prey-marked, and Void Rush's untargetable execute finishes any trade that drops you low. Stay above execute range — a marked duel at half HP is already over, then trade objectives cross-map until your items land. |
| First Item Spike | Lich Bane / Shadowflame Spike | Lich Bane turns every blink-consume into a Spellblade chunk and Shadowflame sharpens the low-HP crunch. This is your strongest duel window of the game — cash it on a pick, not a coin-flip. Rek'Sai's first item is a real jump in duel power, but it is also close to the end of her scaling curve. |
| 2+ Items Scaling | Locke Favoured at Full Build | Late game you are a cleanup engine, not a frontliner: enter second, blink the marked kill, and chain E resets. Every sealed soul permanently raises the totem floor — your scaling is the seal count. |
Start Red with a leash and Q the camp from max nail range — W’s grey-health refund keeps the clear honest, but full clears cost real HP, so path toward a healthy scuttle, not a fight. Rek'Sai clears fast on Fury-fuelled attacks and Furious Bite, and her tunnels make her map speed better than her clear suggests.
Ranked by the race windows in Locke's plans — the jungle race carries no win-rate sample.
The full Locke vs Rek'Sai report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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Rek'Sai pressures 5 of the 7 windows in this race — survive the early game and scale into your windows.
Not exactly — Rek'Sai pressures 5 of the 7 windows, so Locke is playing catch-up and has to lean on the map.
Playing the other side? Rek'Sai vs Locke guide →
All Locke jungle matchups →
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