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Rengar General Guide by QJunge

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League of Legends Build Guide Author QJunge

[6.12] A Serious Jungle AP Rengar Guide

QJunge Last updated on June 26, 2016
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Ability Sequence

2
9
10
12
13
Ability Key Q
1
4
5
7
8
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
1/
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0


Guide Top

Introduction

Welcome


Hey everybody :-), I'm QJunge, and this is an AP Rengar Jungle Guide. I worked hard to make this guide the best I could, and I would appreciate any and all feedback that you guys may provide. It's incredible if you one-shoot a carry of your enemies and they're crying. I hope you enjoy it, try it out and leave comments please :)

The guide isn't complete. I will work on it.


Table of Content


  1. Pros & Cons: what are the positive and negative aspects playing Rengar?
  2. Champion Abilities: how does Rengar work?
  3. Masteries, Runes & Summoner Spells: why choose this one?
  4. Core Items: which items makes the build strong?
  5. Other Items: why use which items?
  6. Combos & Calculations: what things you have to note?
  7. Summary: short summary to Rengar
  8. Change Log


Guide Top

Pros & Cons



In Work

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Champion Abilities



In Work

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Masteries, Runes & Summoner Spells


Masteries

I think this is the best choice.

Explanations: Sorcery , Double Edged Sword and Oppressor increase your W Battle Roar damage. You could use Natural Talent , but with Vampirism , you have more sustain and the bonus stats, you get are way too low. Savagery helps you in the jungle, and Assassin and Merciless are a must-have for assassins (like AP Rengar). Dangerous Game can rescue your life sometimes, Bandit isn't worth anyway. Precision and Thunderlord's Decree give you a bit extra-damage, what you will need, killing enemies ^^


Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/5
1/1
5/1
1/1


Runes
Runes

Greater Mark of Precision
5

Greater Mark of Magic Penetration
4

Greater Seal of Armor
9

Greater Glyph of Cooldown Reduction
6

Greater Glyph of Scaling Cooldown Reduction
3

Greater Quintessence of Ability Power
3

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Core Items



In Work

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Other Items


in work

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Combos & Calculations


One-Shoot-Combo

The One-Shoot-Combo just works in the late game or if you are strong ahead. It's just simple. Gather free ferocity stacks. If you're victim is near, activate your Q Savagery, twice your W Battle Roar and your E Bola Strike. It works with 4 stacks too, but the point is, that if you're activate your modified W first, you have a little delay. In lower elo it makes no difference, but higher it could be a problem, if you get instantly stunned.

For Example: We have Full Build at Level 18 (the first one), one infernal drake, no potion and killed 4 different champions. Then we have 15 (Runes) + 60 (Jungle Item) + 80 (Lich Bane) + 60 (Protobelt) + 120 (Rabadons) + 80 (Void Staff) = 415 AP without bonueses. We have to add masteries and the Item's passives.

Calculation: 415 AP * (1 + 0,35 (Rabadons) + 0,08 (Drake)) = 593,45 AP

We want to One-Shoot an ADC like Ezreal. If he build no defensive Item he has normally 30 + 12,06 (Runes) = 42,06 Magic Resistance, 84,88 + 9 (Runes) = 93,88 Armor and 1924 HP at Level 18. Now we substract our Penetration it makes (42,06 * 0,65 ( Void Staff)) - 15 ( Sorcerer's Shoes - 8,4 ( Precision ) - 6,58 (Runes) = -2,641 Magic Resistance. So let's say, we do with magic damage true damage. For armor it's about 93,88 - 8,4 = 85,5 Armor (53,9% Reduction).

Let's see how much damage we make with a Q, 2 x W, E combo. (we have 3 Ferocity-Stacks)
  1. Q Savagery: 120 (Base AD with Drake at Level 18) + (150 + 0,2 * 120) = 294 physical damage and 0,75 * 111 + 0,5 * 593,5 ( Lich Bane) = 380 magical damage. Now we need the masteries bonuses: and come to 294 * 1,09 = 320,5 physical and 380 * 1,09 = 414,2magical damage. We need to subtract the reduction and get 320,5 * 0,461 + 414,2 = 562.
  2. W Battle Roar: (170 + 0,8 * 593,5) * 1,11 = 715 magical damage, and additional the Echo-effect: (60 + 0,1 * 593,5) * 1,09 = 130 magical damage. In addition: 715 + 130 = 845
  3. W with Ferocity Bonus Battle Roar: (240 + 0,8 * 593,5) * 1,16 (additional 5% because of merciless) = 829 magical damage, and it procs thunderlord with (180 + 0,3 * 9 + 0,1 * 593,5) * 1,14 = 276 magical damage. We get 829 + 276 = 1105

    Now we can add up the summands and come to about 545 + 800 + 1047 = 2512 damage. We could activate additional Hextech Protobelt-01 (it would makes atleast (150 + 0,35 * 593,5) * 1,09 = 390 damage) and your E Bola Strike ((250 + 0,7 * 9) * 1,11 * 0,461 = 131).

Okay. Ezreal is dead. Another point is, that Rengar's W makes AoE-damage, that's why it's better, if you join teamfights after you're teammates or a tank engages, so you make quite a lot of damage around you. It's just an example, sometimes it's harder (if they build some MR) and sometimes easier (for Example a lot of Lucian's play with AS Runes instead of MR-Runes). And if you switch your Jungle-Item and your Boots, you have a bit more AP.

Nightblue3
He is a challenger, who is maining jungle and playing sometimes this weird, but effective build, for example:
You can learn a lot!
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Guide Top

Summary


in work

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Change Log

  • Patch 6.12: Build added
  • added Combos & Calculations
  • added Runes & Masteries Explanations


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