How to win the jungle race as Rek'Sai against Locke · Matchup data reviewed on patch 26.15
Read from Rek'Sai's seat: the race windows this plan plays for against Locke.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Rek'Sai Favoured | Fury-fueled Q autos clear fast and win the first raptor fight. Locke can make it awkward — a stacked nail string into the blink-through consume deletes half a health bar — but not before either of you has a second camp down. Trade, then walk away with a camp and a chunk of their health bar. |
| Level 2 Skirmish | Rek'Sai Favoured | The Unburrow knock-up gives a free engage on anyone walking your tunnels. The margin is thin: the blink-auto mark consume chunks hard, but spending E in a duel spends the escape too, and one slow camp on your side hands the window straight back, so keep the trade short. Fight him at full marks-zero and punish the ten seconds after his blink — E is his only exit. |
| Level 3 Route | Rek'Sai Dominant | The full tunnel network plus knock-up means you dictate where every fight starts. W's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP, and as the first scuttle timer lands that is not an answer. Take the level-3 river fight and make Locke path away from the camps you want. |
| Levels 4-5 Macro | Rek'Sai Dominant — Keep Fighting | Nothing about 4-5 helps Locke here: he uses 4-5 to bank marks at range, then blinks in the moment the nail count says the kill is there, while you can take any duel you can reach. Invade on the clear-timer, not on a whim. |
| Level 6 Breakpoint | Void Rush Favoured | Void Rush executes anyone you have prey-marked — chunk first, then commit. Locke's six is not empty — Purgatory executes anyone who fights below the floor inside his totem — 'almost dead' becomes dead. Take the duel from even health rather than from behind, and leave the totem zone above the threshold and kill him while E is down — his execute can't chase. |
| First Item Spike | Lich Bane / Shadowflame Spike | His Lich Bane spike is real: the blink-consume chunk one-shots chipped squishies. Respect the first-item window, then note his E is still a one-way door — punish every spent blink. Locke's first item makes the mark consume hit for a real chunk, which is when the blink stops being a poke tool. |
| 2+ Items Scaling | Respect Locke Late — End Early | Late-game Locke scales with his seal count, not his items — deny executes and his floor never rises. Focus him when E is down and never let "almost dead" linger inside Purgatory. |
Standard start — his level-1 clear is ranged but mana-hungry and his duel is honest at best; you dictate the early tempo, not him. Locke clears at range with Ritual Nails and banks marks while doing it, so his first scuttle arrives with stacks up.
Ranked by the race windows in Rek'Sai's plans — the jungle race carries no win-rate sample.
The full Rek'Sai vs Locke 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's race plan controls 6 of the 7 windows — Rek'Sai holds the tempo advantage in this jungle matchup.
Not exactly — Rek'Sai's race plan controls 6 of the 7 windows, so Locke is playing catch-up and has to lean on the map.
Playing the other side? Locke vs Rek'Sai guide →
All Rek'Sai jungle matchups →
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