Introduction

Hello fellow summoners! I am CrimsonSkyz and this is my
Rengar- Fangs of Ferocity!(In Depth Solo Top & Jungle) guide!!! Yes I love the color red ^u^!
This is also my first guide on Mobafire. I had been thinking about building a guide a long time ago but there are already plenty of great guides on Mobafire and I do not object to the way they have been made. It is also because I am a lazy S.O.B.(for those who don't know what that means, hint: it's related to the male offspring of a female dog).
As you can probably tell this guide is REALLY LONG. Because this is my first guide I tried to make it as in-depth as possible with USEFUL INFO NOT SPAM AND SHET. Be prepared for a long read or you can simply go to the section you wish to know more about and just read that.
Please remember that when reading this guide:
And now... *sniff sniff* I present to you my
Rengar guide!!!
Glossary

Here is a list of LoL terminology
that is used in this guide:
- AD= attack damage
- AP= ability power
- CC= crowd control
- ArP= armor penetration
- CDR= cooldown reduction
- ADC= AD carry
- APC= AP carry
- CD= cooldown
- AA= auto attack
|
SPACE |
I use a lot of colors in this guide
and here is what each means:
- Dark Blue= CDR
- Light Blue= magic related
(ex: magic resist, magic damage)
- Red= Bad things for you,
AD related( physical damage)
- Orange= Buffs/Boosts,
Evolved abilities
- Light Green= Good things for you,
health related
- Light Yellow= A chapter in the guide
|
Note: Colors that are used for items have no meaning to them(ex: The BloodThirster). They are just colored to make the guide more aesthetically pleasing.
*Note: Right now the contents of this guide do not yet completely follow this glossary but I will try to fix this a.s.a.p.
Runes

| Runes |
Greater Mark of Armor Penetration
9
|
Greater Seal of Armor
9
|
Greater Glyph of Scaling Magic Resist
9
|
Greater Quintessence of Attack Damage
3
|
Standard runes for an AD carry/bruiser and jungler.
Marks
Greater Mark of Desolation runes help late game since
Rengar's damage starts to fall off there. They also help in the jungle as the armor of the monsters are quite high and cause somewhat of a problem early game.
Greater Mark of Attack Damage runes are also viable as they help you with your early game damage. Please keep in mind though that getting these runes will affect your late game.
Seals
Greater Seal of Armor runes provide you with a nice boost in armor. Crucial for soloing top lane and throughout the rest of the game, unless the enemy team goes all AP(which is highly unlikely). These will also help reduce the damage taken from jungle creeps.
Glyphs
Greater Glyph of Scaling Magic Resist is great for the MR per level.
Quintessences
Greater Quintessence of Attack Damage runes help boost your early game damage.
Summoner Spells

Preferred Summoner Spells
Ignite is a great spell to have. It is great for finishing off those pesky champs like
Teemo from getting away with 30 or less hp. The bonus it provides while on cooldown because of
Summoner's Wrath
is a great bonus to have.
Flash is one of the best summoner spells in the game. You can
Flash through walls and escape pursuing enemies. It's great since
Rengar does not have good escape mechanisms(
Bola Strike can be used to escape by slowing down an enemy but it can only be used against
one enemy). You can even
Flash out of annoying heavy damage dealing ultimates(ex:
Nunu's
Absolute Zero). Or you can
Flash in and ambush an unsuspecting enemy champ.
Smite is a must for jungling. In early levels,
Rengar cannot completely solo either of the buffs without taking a huge amount of damage so smite is required to lessen the amount of damage taken. It is also helpful for securing a buff that might be stolen from you or it can be the other way around and you can kill steal
Dragon
or
Baron
with it. The +10gold each time it is used, thanks to
Summoner's Resolve
, helps a lot with your income.
Other Viable Summoner Spells
Exhaust is a great spell to reduce damage taken, reduce enemy's movement speed, and reduce his or her armor if you have a point in
Summoner's Wrath
.
Ghost is a good spell if you don't think you can just
Flash and get away so easily from pursuing enemies.
Ghost can also be used to get across the map quickly for urgent situations or used to hunt down fleeing opponents
LIKE
Teemo.
MUAHAHAHAHAHA... but if he has plenty of
Noxious Traps to use don't bother chasing him.
Teleport is a spell that I
sometimes take as the
Solo Top. It is
helpful when getting back to your lane
as fast as possible so that the enemy laner(s) will not
damage/destroy your turret. Personally though, due to
Rengar's lack of
good escape mechanisms I usually take
Flash. I also take
Teleport if I don't think I can rely on my team's
jungler to help
occupy/protect my lane while I am gone.
The Bonetooth Necklace
Bonetooth Necklace
As many of you know,
Rengar has his own special in-game "
snowball" item and that is the
Bonetooth Necklace. This may be his very special item,
but if you do not build much trophies this item is pretty useless and should be sold for a better item. This item is also
replaceable late game. Although this is
Rengar's unique item, Riot has made it so that people will
not snowball too hard with this item for the cheap price of
800 gold. Don't get me wrong. This item is
great for snowballing
early game with the bonus effects, but as you progress towards
late game there are many items that outshine the
Bonetooth Necklace. You are, of course, always welcome to keep the
Bonetooth Necklace and focus on building the other
core items first before thinking about whether or not you should sell the
Bonetooth Necklace later on.
*Note: It is
IMPORTANT that you get
Bonetooth Necklace as soon as you can, you want to be able to earn stacks on it
a.s.a.p. or it is basically
useless late game
without stacks(you will
still get the
+2 attack damage per level but there are
plenty of
better options).
+10 attack damage
Unique Passive: +2 attack damage per level
Rengar collects trophies when killing Champions, and gains bonus effects based on how many trophies he has. Kills and assists grant 1 trophy, and 1 trophy is lost on death.
0-2 Trophies
Bonus: None
3-5 Trophies
Bonus:
- +10 armor penetration
- +5% cooldown reduction
6-8 Trophies
9-13 Trophies
14 Trophies
Abilities

Rengar does not use
mana. He instead uses
Ferocity as his secondary bar. Each
ability that
Rengar lands will generate one bar of
Ferocity.
Remember that
Rengar's abilities
must hit at least
one enemy to generate one bar of
Ferocity.
Although each of
Rengar's
empowered abilities have no
cooldown the
original not empowered abilities will stay on
cooldown for the
full duration after calculating in any cooldown reduction.
When using
empowered abilities remember that you can only use
ONE of them because it
costs five Ferocity to use each
empowered ability and
five is the
max amount of
Ferocity that
Rengar can build up and store.
After using an
empowered ability
Rengar's
Ferocity bar will go back down to zero(unless you have a
Bonetooth Necklace at 14 trophies and if it's used right after the activation of
Thrill of the Hunt, in that case you will have one
Ferocity leftover if
Rengar's
empowered ability hits an enemy) and you will no longer be able to use the other empowered abilities until you have built up
five Ferocity again.
*Note:
Rengar LOSES ALL HIS FEROCITY UPON DEATH.
When
Rengar has five Ferocity, "flames" will appear around his hands:
Abilities in general:
Unseen Predator
(Innate): While in brush or stealthed, Rengar gains bonus attack range and his attacks cause him to leap at his target. This bonus lasts for ~0.5 second upon exiting brush or stealth. This will happen regardless of whether or not his target has sight of him, and has no internal cooldown.
Range: 600, 750 with 9 trophies on Bonetooth Necklace.
Unseen Predator is what makes
Rengar great for ganking. With this innate, the enemy won't see you coming until you leap out and attack(or if the enemy is not too close to the brush and you will have to walk some distance to get into leap range).
Remember that the ability to leap on
Rengar's next basic attack will only last about
0.5 seconds. Check the
Jungling Route/Tips & Tricks section for good ways to use this innate ability.
Savagery
(Active): Rengar's next basic attack deals bonus damage and grants him increased attack speed for 3 seconds.
No cost
Cooldown: 6 seconds
Physical Damage: 30/ 60/ 90/ 120/ 150 (+1.0 per attack damage)
Attack Speed: 30 / 35 / 40 / 45 / 50 %
Empowered Savagery (Active) - Ferocity Bonus: Savagery deals additional damage equal to 150% of Rengar's attack damage, and the Attack Speed bonus is doubled.
Cost: 5 Ferocity
No cooldown
Empowered Damage: 30 / 60 / 90 / 120 / 150 (+2.5 per attack damage)
Empowered Attack Speed: 60 / 70 / 80 / 90 / 100 %
Savagery is
Rengar's own
attack speed steroid. This is the
main skill that you will be spamming throughout the entire game.
After being activated
Rengar's blade and claw have a
dark aura surrounding them indicating that
Rengar has received the attack speed buff and his next basic attack will deal bonus damage.
The normal
Savagery bonus
STACKS with the
empowered version of this ability. You can receive a total of
150% bonus attack speed.
Activating this ability will also
RESET your auto attack timer. It is good to land an auto attack then activate this skill to reset you auto attack timer to get an
extra hit. Technically
Savagery can crit but only the base damage(30 /55 /80 /105 /130)will be multiplied.
After hitting an enemy with
Savagery a dark sphere-shaped aura surrounds both of
Rengar's hands and remain til the end of the buff duration
Battle Roar
(Active): Rengar lets out a battle roar, damaging enemies and gaining bonus armor and magic resist for 3 seconds.
No cost
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Magic Damage: 75 / 120 / 165 / 210 / 255 (+0.8 per ability power)
Bonus Armor & Magic Resistance: 20 / 30 / 40 / 50 / 60
Empowered Battle Roar (Active) - Ferocity Bonus: Battle Roar also heals Rengar for 15% of his maximum health.
Cost: 5 Ferocity
No cooldown
Battle Roar is a
great ability that grants
bonus armor and magic resist ONLY if it hits an enemy!
If it hits an enemy
Rengar will be surrounded by a
dark aura for the duration of the buff. There will also be a
buff icon above the ability bar showing that
Rengar has received bonus armor and magic resist.
The heal from its
empowered version will proc
even if it doesn't hit an enemy. Basically a built in
Heal for
Rengar but it is
a lot better(especially
late game)!
After
Battle Roar hits an enemy, a dark aura covers
Rengar's body and pulsates for the duration of the buff
Bola Strike
(Active): Rengar throws a bola at his target, slowing it for 2.5 seconds. The slow decays over the duration.
No cost
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Physical Damage: 60 / 105 / 150 / 195 / 240 (+0.7 per bonus attack damage)
Slow: 50 / 55 / 60 / 65 / 70 %
Empowered Bola Strike (Active) - Ferocity Bonus: Bola Strike initially roots his target for 1 second. The slow is applied in full after the 1 second, and decays over the remaining 1.5 seconds.
Cost: 5 Ferocity
No cooldown
Bola Strike is
great for chasing or running from
one enemy. It is also the ability you use to build up
Ferocity from a
safe distance and/or harass your enemy laner(s) during the laning phase.
The
empowered version roots
Rengar's target for one second and after that one second(when the enemy is no longer rooted) the slow effect is applied. The debuff decays over time so it starts out with the full % slow and decreases over 1.5 seconds.
Range of Bola Strike
Thrill of the Hunt
(Active): Rengar activates his predatory instincts, stealthing himself and revealing all enemy Champions in a large radius around him. He gains movement speed and generates 1 Ferocity per 0.75s while stealthed. Lasts 7 seconds or until he uses an ability.
Cooldown: 120 / 85 / 50 seconds
Vision Radius: 2000 / 3000 / 4000
Movement Speed Bonus: 20 / 25 / 30 %
Thrill of the Hunt is
Rengar's
ultimate and just like all the other champs this is what defines
Rengar.
Rengar is a
ruthless predator that hunts down whatever and whomever he finds worthy to be placed in his den among his many other
glorious trophies.
Although it says that you will gain 1
Ferocity every 0.75seconds you will not be able to exceed the cap on his
Ferocity bar which is
five.
Rengar will only be able to generate
Ferocity during the
stealth duration. Using a basic attack or activating/using an ability(this only applies to
Battle Roar and
Bola Strike, activating
Savagery will
not cancel the stealth but attacking with
Savagery will) will
automatically cancel his stealth and stop his
Ferocity generation.
Having his stealth cancelled like that
also means that
Rengar has 0.5seconds before he is no longer able to leap on his next basic attack until he enters or exits brush or stealth again. During the stealth duration
Rengar will be able to leap at the enemy target thanks to his innate,
Unseen Predator.
Rengar's
ultimate is similar to
Nocturne's
ultimate
Paranoia.
However,
Rengar's
Thrill of the Hunt upon activation will not "
redden" the enemies screen like
Nocturne's
Paranoia. The
only screen that will turn "
red" during
Thrill of the Hunt will be yours. The enemy team will
not know that you have activated
Thrill of the Hunt, unless of course you
stealth right in front of their faces. Another neat little thing is that while
Thrill of the Hunt is active, you can see the hearts of enemy champions throbbing.
Build 1 & 2 Solo Top/Jungle A: Ability Sequences and Explanations
Build 1: Solo Top
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Bola Strike is taken at level 1 because you are
soloing top. As the
solo top laner you must play
cautiously and
safely. Recalling every few seconds because of any reckless game play will allow the enemies to push top lane and dominate that lane.
Bola Strike is an ability with many uses. It can: help you build
Ferocity from a
safe distance, harass the enemy laners, and if you want you can use it to last hit enemy minions. You really shouldn't be confronting the enemy laners as it is a 1 v 2 or 1v1(if they have a
jungler, that also means that their solo top will be playing safely and cautiously as well) so
Savagery is not yet needed(since getting in range to use
Savagery is
NOT playing safely/cautiously).
HOWEVER if
you are one of those people who would like to max
Savagery first to be more
aggressive than
passive, then feel free to do it. As I said before this guide is
NOT set in stone. You
may make your own changes to better suit your play style.
Battle Roar is taken next at level 2 to increase your lane sustain with its % heal. It is
important that you should only leave your lane when absolutely needed to or to get items. When you
do have to
leave ask your
jungler to watch over top lane until you get back(this way the enemy champ(s) will
not get to your
turret while you are all the way back at
base). There are also some exceptions to this "rule" of when to leave, in which case you should know whether or not you should recall. Use you common sense and logic when deciding.
A point is taken at level 3 and put into
Savagery as now(or soon) should be around the time your jungler decides to gank top lane.
Savagery is the
main ability that you spam during fights as it is on the shortest
cooldown.
Bola Strike is maxed out
first for several reasons. Early game as the
solo top, you should be
farming and
poking your enemies from time to time from a
safe distance. As
Bola Strike is
increased in rank the
cooldown is
decreased allowing you to
poke/harass more during the laning phase. It will also allow you to build
Ferocity faster from a
safe distance.
Savagery is maxed out
second as it will be your
main ability used in team fights and small skirmishes.
Battle Roar is maxed
last because it is a skill that is mainly used for its
utility not damage as it scales with only
AP and the
empowered version's % heal
stays the same no matter what rank it is(except for rank 0 of course).
As for
Thrill of the Hunt, like every ultimate you should take the opportunity to max this at every chance you get, which is at levels 6, 11, and 16.
Build 2: Jungle A
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This sequence is based on
ajungling with
Rengar.
Rengar is
not the best for clearing jungles so I take
advantage of his
great 1v1 power.
I invest a point in
Savagery at level 1 because that will be the
main move that you spam as
Rengar and it also has the shortest
cooldown. You will be using
Savagery very often for
ganks and
fighting monsters in the jungle.
At level 2 a point in placed in
Battle Roar to help
sustain you in the jungle. By using
Battle Roar you will gain bonus
armor and
magic resist which means that you will be taking less damage from the monsters.
At level 3 you put a point in
Bola Strike, this will allow you to dish out
more damage to the monsters.
Savagery is maxed first because, as I said before, it is your
most frequently used ability in and out of the jungle.
Bola Strike is maxed next to
improve your ganks, reduce its
cooldown, and
increase its
damage.
Battle Roar is maxed last because it scales only with
AP and is mainly used for its
utility not
damage. As for any other ultimate
Thrill of the Hunt is maxed at levels 6, 11, and 16.
Build 1 & 2 Solo Top/Jungle A: Item Build & Explanations

| Item Sequence |
Bonetooth Necklace
800
|
Mercury's Treads
1200
|
Frozen Mallet
3300
|
Atma's Impaler
2300
|
Randuin's Omen
3100
|
Maw of Malmortius
3200
|
Mercury' Treads
Mercury's Treads is a favorite among many players as it provides
magic resist for those bursty mages and
tenacity for those stuns, silences, and other forms of cc.
Other viable choices:
*Note: If you are
jungling, you can take
Ninja Tabi early game to
reduce damage taken from jungle creeps and sell it later to buy
Mercury's Treads.
Maw of Malmortius
Maw of Malmortius is
great against mages and can
save your life against spells like
Karthus's
Requiem and many other spells. It also has a
great passive that makes you
stronger as your health gets lower.
Other viable choices:
Banshee's Veil an item with an awesome spell shield that can block an enemy spell every 45seconds. The mana is wasted so I prefer getting
Maw of Malmortius over this. Get this if you don't have too much gold to waste and/or the enemy is using heavy damage spells often.
Force of Nature the one item with the highest amount of magic resist in the game. The passive synergizes greatly with all the health items you have bought. A bit overkill for the magic resist since you already have
Mercury's Treads and
Greater Glyph of Scaling Magic Resists, so get it if the enemy is AP heavy or if the AP carry of the enemy team is really fed.
Guardian Angel if you love reviving, getting away to piss the enemy team off, and/or finishing the enemy that you almost killed but you died first, this is the item for you. Look under
Guardian Angel in Build 4 Triforce: Item Build & Explanations for some tips on reviving.
- Remember that by getting these items you are losing attack damage with your already low attack damage build(
Warmog's Armor is somewhat of an exception as it indirectly provides AD through the passive of
Atma's Impaler).
CORE ITEMS
Frozen Mallet
Frozen Mallet is a
great item to have on
Rengar. The on hit slow allows him to hunt down his prey with ease. The extra
health helps with his
survivability since
Rengar is relatively
squishy. You also get attack damage, not a lot but better than nothing. This item is also
great for ganking as it will keep your targets in melee range.
Atma's Impaler
Atma's Impaler is another
great item to have on Rengar for this build as it synergizes well with all the health items that you have bought. It also provides you with a
good amount of
armor and
critical strike chance(which works well with the point you placed in
Lethality
).
Randuin's Omen
Randuin's Omen is your
main defensive item and the
Heart of Gold that builds into this provides a nice gold income every 10 seconds. In ranked games many players obtain one or more GP10 items(
Heart of Gold,
Philosopher's Stone,
Kage's Lucky Pick, and
Avarice Blade) to help with their gold income and build into late game items or sold late game to buy better items(they each eventually
pay for themselves but the time it takes varies).
Randuin's Omen has many different passives that make it an
excellent item to have.

[/IMG]
Other Item(s):
Wriggle's Lantern
The reason why I didn't list
Wriggle's Lantern is because it is gotten early game but sold late game to make room for much better items.
Wriggle's Lantern is a great item early game for solo top and jungle. It provides
armor which is good against
physical damage from enemy champions and monsters. It also provides attack damage and life steal which helps with
sustain in both the jungle and in lane. The
unique passive helps you
clear the jungle a lot faster as well. You also get a
FREE 3 minute ward that you can use to keep an eye on activity in the river, jungle, or at the buffs.
Build 1 & 2 Solo Top/Jungle A: Item Sequence
Early Game:
CHOOSE
and 5x
|
SPACE |
OR |
SPACE |
and 3x
|
Personally I would start out with
Cloth Armor and the 5x
Health Potions to be on the safe side as I will be in either a 1v1 or 1v2 top lane situation. It will also help reduce damage from monsters in the jungle.
The
Cloth Armor is also great for rushing
Wriggle's Lantern my favorite solo top item and a favorite for many junglers. It provides armor, life steal, attack damage, a good passive for ensuring the killing blow on a minion(if it procs), and
FREE 3MIN WARD.
WARDS SAVE LIVES. It is not just the
jungler's job to place wards.
Everyone on the team must ward their areas so it easier for your teammates to see incoming
ganks if enemy laner(s) go MIA(
REMEMBER TO CALL MIAs)!!!
If you think you can handle your lane without the extra armor then go for
Boots of Speed and 3x
Health Potions. For jungling, you can also start off with
Boots of Speed 3x
Health Potions if you trust your leasher to give you a good leash. Soon you should have your
Wriggle's Lantern. Now either get
Mercury's Treads or
Heart of Gold.
Get Mercury's Treads first if:
- The enemy laner has CCs.
- You need to get back to your lane quickly.
- The enemy laner does some or a lot of magic damage(ex:
Rumble).
|
SPACE |
Get Heart of Gold first if:
- You are falling behind in minion kills and need the extra gold.
- You need more health.
- Reasons opposite to
Mercury's Treads
|
*Note: You are always welcome to stack 2-3
Doran's Blades if you want good cost efficient early game damage.
**Note: If you are jungling take
Heart of Gold first since the gold income in the jungle is quite low, and you will fall behind if you don't get this as soon as possible.
Mercury's Treads are taken later since the monsters in the jungle deal physical damage not magic damage.
Mid Game:
and
At the start of
mid game you should have by now a
Giant's Belt. If you do not already have this, farm more til you have enough and get it
as soon as possible. You already have
armor from
Wriggle's Lantern and
Greater Seal of Armors. You also already have
magic resist from
Mercury's Treads and
Greater Glyph of Scaling Magic Resists.
Armor and
magic resist are
great to have but they are not as useful if you have a
low health pool.
Heart of Gold already provides you with
+250 health but it is not enough. By the middle of
mid game, you should have rushed
Frozen Mallet(which is built from
Giant's Belt) and
Atma's Impaler.
Frozen Mallet will provide you with
even more health, some
attack damage, and an
on-hit slow! The
on-hit slow from your basic attacks will help you when chasing down prey and keeping the targeted enemy close to
you and/or
your team. The CC from
Frozen Mallet will increase the power of your
ganks and give you and your teammates more time to dish out more damage.
Atma's Impaler will provide you with
armor(an
important aspect for playing
solo top because most top laners deal
physical damage, that is why you build
tanky like
Fiora and
Irelia). It also provides critical chance and a unique passive that gives you
attack damage equal to
1.5% of
Rengar's
max health. It works
great with the
health bonuses from
Frozen Mallet, your
Greater Seal of Vitality runes if you chose to take those instead of
Greater Seal of Armor, and
Randuin's Omen(which you will get late game).
*Note: If you are doing relatively well in solo top lane, you can pick up a
Trinity Force instead of
Frozen Mallet in this case replace
Atma's Impaler with a
Warmog's Armor or
Sunfire Cape(both of which will be built from the leftover
Giant's Belt). Both provide the
extra health you need and if you chose
Sunfire Cape it will also provide
armor and a nice passive of continual
AoE(area of effect) damage.
However, I do not recommend doing this for people who are
supportive jungling with
Rengar. The main reason is that a
supportive jungler's job is to create
good ganks to help get
your team's AD carry or AP carry
fed. It is important that you do
not fall behind in kills but it is even
more important that you share the kills with the carries but they get a larger portion of that share.
Trinity Force is a great item to have for
bursting down enemies but that is a job for your
carries not you, the
supportive jungler.
Frozen Mallet is what
helps you keep the
enemies in range for
your carries to burst them down and should not be replaced. If you have the gold to build
Trinity Force it means that you are taking
most of the kills and not successfully doing your job as the
supportive jungler(however, you can be doing a
great job as a
supportive jungler and all the assists from
successful ganks have given you a
huge load of gold, if this is the situation you're in then go for it).
**Note: Pick up an early
Hexdrinker if you are continually being harassed by magic damage and need the extra magic resist and shield. The
Hexdrinker will be built into a
Maw of Malmortius late game.
Late Game:
and
Now it is
late game and most of your build should be finished. The finishing touches are
Randuin's Omen and
Maw of Malmortius.
Randuin's Omen is built from
Heart of Gold and it provides plenty of different and
useful passives.
Maw of Malmortius is built off of the
Hexdrinker and it provides an even stronger
magic damage shield(it does
not protect you from physical damage), a
decent amount of magic resist, a
great amount of attack damage, and an
awesome passive that makes you
stronger as your health gets
lower! You are also welcome to browse through the
Situational Items list if you want something else and it is not listed under viable choices from the previous chapter.
Build 3 Jungle B: Ability Sequence and Explanations
Build 3: Jungle B
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This sequence is based on
ajungling with
Rengar.
Rengar is
not the best for clearing jungles so I take
advantage of his
great 1v1 power.
I invest a point in
Savagery at level 1 because that will be the
main move that you spam as
Rengar and it also has the shortest
cooldown. You will be using
Savagery very often for
ganks and
fighting monsters in the jungle.
At level 2 a point in placed in
Battle Roar to help
sustain you in the jungle. By using
Battle Roar you will gain bonus
armor and
magic resist which means that you will be taking less damage from the monsters.
At level 3 you put a point in
Bola Strike, this will allow you to dish out
more damage to the monsters.
Savagery is maxed first because, as I said before, it is your
most frequently used ability in and out of the jungle.
Bola Strike is maxed next to
improve your ganks, reduce its
cooldown, and
increase its
damage.
Battle Roar is maxed last because it scales only with
AP and is mainly used for its
utility not
damage. As for any other ultimate
Thrill of the Hunt is maxed at levels 6, 11, and 16.
Build 3 Jungle B: Item Build & Explanations

| Item Sequence |
Mercury's Treads
1200
|
Bonetooth Necklace
800
|
Trinity Force
3843
|
The Bloodthirster
3200
|
Maw of Malmortius
3200
|
Randuin's Omen
3100
|
Mercury' Treads
Mercury's Treads is a favorite among many players as it provides
magic resist for those bursty mages and
tenacity for those stuns, silences, and other forms of cc.
Other viable choices:
Maw of Malmortius
Maw of Malmortius is
great against mages and can
save your life against spells like
Karthus's
Requiem and many other spells. It also has a
great passive that makes you
stronger as your health gets lower.
Other viable choices:
Banshee's Veil an item with an awesome spell shield that can block an enemy spell every 45seconds. The mana is wasted so I prefer getting
Maw of Malmortius over this. Get this if you don't have too much gold to waste and/or the enemy is using heavy damage spells often.
Force of Nature the one item with the highest amount of magic resist in the game. The passive synergizes greatly with all the health items you have bought. A bit overkill for the magic resist since you already have
Mercury's Treads and
Greater Glyph of Scaling Magic Resists, so get it if the enemy is AP heavy or if the AP carry of the enemy team is really fed.
Guardian Angel if you love reviving, getting away to piss the enemy team off, and/or finishing the enemy that you almost killed but you died first, this is the item for you. Look under
Guardian Angel in Build 4 Triforce: Item Build & Explanations for some tips on reviving.
- Remember that by getting these items you are losing attack damage.
CORE ITEMS
Trinity Force
Trinity Force is the
most expensive item in game. It is expensive but
worth the cost.
Trinity Force has
plenty of useful boosts and
passives that each
benefit
Rengar, except for the
250 mana. This is a
perfect item for players who want to be more
aggressive as
Rengar. The
burst damage that
Trinity Force supplies
Rengar with will make his ganks
extremely strong. Thanks to
Rengar's high base damage
Trinity Force will deal a
huge amount damage with its improved
Sheen passive. The
earlier you get this, the
earlier you can
snowball!
The Bloodthirster
The Bloodthirster is a
very powerful item. It provides the
second most amount of
attack damage when
fully stacked.
Life steal is also very
important for
AD carries and
bruisers. It will help sustain you during fights, ganks, and jungling.
The Bloodthirster also benefits
Rengar's
Savagery greatly because of its
insane AD ratio. A fully stacked
The Bloodthirster will give
250 more damage to
empowered
Savagery!!!
Randuin's Omen
Randuin's Omen is your
main defensive item and the
Heart of Gold that builds into this provides a nice
gold income every 10 seconds. In ranked games many players obtain one or more GP10 items(
Heart of Gold,
Philosopher's Stone,
Kage's Lucky Pick, and
Avarice Blade) to help with their gold income and build into late game items or sold late game to buy better items(they each eventually
pay for themselves but the time it takes varies).
Randuin's Omen has many different passives that make it an
excellent item to have. It provides
health,
hp5(health regen per 5 seconds),
CDR, and a passive that really hurts enemy
AD carries and
bruisers.

[/IMG]
Other Item(s):
Wriggle's Lantern
The reason why I didn't list
Wriggle's Lantern is because it is gotten early game but sold late game to make room for much better items.
Wriggle's Lantern is a
great item early game for
jungle. It provides
armor which is good against
physical damage from enemy champions and monsters. It also provides
attack damage and
life steal which
helps a lot with
sustain in the
jungle. The
unique passive helps you
clear the
jungle a lot faster as well. You also get a
FREE 3 minute ward that you can use to
keep an eye on activity in the
river,
jungle, or at the
buffs.
Build 3 Jungle B: Item Sequence
Early Game:
CHOOSE
and 5x
|
SPACE |
OR |
SPACE |
and 3x
|
Starting off with
Cloth Armor will
reduce the amount of damage that
jungle creeps can do to
Rengar. This will help
Rengar stay in the
jungle longer and last longer in
early ganks:
- If you are on blue team, you would normally try to gank bot lane. That is where the AD carry and support champions usually are. By getting
Cloth Armor you will reduce damage taken while ganking the enemy AD carry.
- If you are on purple team, you would normally try to gank top lane first and the enemy top laner is usually an AD champion. By getting
Cloth Armor you can reduce the damage you take from ganking him or her.
Cloth Armor is also rushed into an
early
Wriggle's Lantern.
Wriggle's Lantern will help
increase
Rengar's
jungle speed.
Wriggle's Lantern is also a
favorite among many
junglers.
The
other viable starting item setup is
Boots of Speed and 3x
Health Potions. Take the
Boots of Speed if you know that you will get a
good leash and won't need the
extra armor from
Cloth Armor. It will also help
increase your
mobility for moving around the
jungle camps and
ganks.
Soon you should have
Wriggle's Lantern and
Heart of Gold(which helps with your
gold income). The
gold income is
very low in the
jungle so
Heart of Gold is rushed
a.s.a.p. Now get
Mercury's Treads to improve your
mobility and get
tenacity and
magic resist. The
tenacity will help
Rengar during ganks against
enemies with CC and the
magic resist will
help in ganking the
AP mid laner.
Next on the list is
Phage it will help improve
Rengar's
ganks with its
slow proc. It will also provide a
decent amount of
health. After taking
Phage get
Sheen.
Sheen's passive will help you deal
more damage throughout the game.
Phage is taken
first because keeping the
enemy champ(s) in range with
Phage's
slow proc is
more important than
burst from
Sheen. If
Rengar can't stay within
melee range, he can't
deal damage.
Mid Game:
and
Now finish
Trinity Force for the improved procs of
Sheen and
Phage. Getting
Trinity Force fast will help
Rengar burst down
enemies during
ganks and
team fights. It will also help keep enemies in
melee range allowing you to deal
damage effectively.
The next item to have mid game is
The Bloodthirster. It will give you a
huge amount of
attack damage and
life steal.
The Bloodthirster is usually paired with
Trinity Force to provide a
champion with a
huge boost in damage.
The Bloodthirster's
life steal will heal you a good amount and it will heal an
even larger amount from
damage dealt by
Trinity Force's
Sheen proc.
Late Game:
and
Now it is
late game and most of your build should be finished. The finishing touches are
Maw of Malmortius and
Randuin's Omen.
Maw of Malmortius is built off of the
Hexdrinker and it provides an even stronger
magic damage shield(it does
not protect you from physical damage), a
decent amount of
magic resist, a
great amount of attack damage, and an
awesome passive that makes you
stronger as your health gets
lower!
Randuin's Omen is the last item to get. Because it is easier to get ability power
Maw of Malmortius was bought first. By buying
Randuin's Omen last you will get even more out of
Heart of Gold's gold per 10second passive. If the enemy team is more AD focused or the enemy AD champion(s) is/are really fed, you can get
Randuin's Omen before
Maw of Malmortius.
Jungle Rengar


This is the section where I show you how I jungle with
Rengar. You may have noticed that there is a Jungle A and Jungle B builds. For me there are two kinds of junglers: the supportive and the aggressive junglers. Jungle A is the supportive jungler build and Jungle B is the aggressive jungler build.
A supportive jungler is a jungler who helps get his team's AD and AP carries fed through ganks. As the supportive jungler you will still get kills but the majority of the kills will be given to the carries to help them better complete their role(which is obviously to carry the team).
The aggressive jungler is basically the opposite of the supportive jungler. You build more offensive than tanky and take most of the kills from ganks. You will become more like an AD carry.
Jungle Route/ Tips and Tricks

Route:
Wraiths--> Lizard Elder--> Mini Golems--> Wraiths--> Wolves--> Ancient Golem

You first go to
wraiths
and kill them then go to the
Lizard Elder
to obtain the red buff. Ask your teammates for a leash if you can as the
Lizard Elder
isn't easy to beat 1v1 at level 1. Remember to make sure that your leasher doesn't stay in range and steal your experience.
Next go to the mini golems, you can use the shortcut(found below this part) so that you don't waste time walking around the wall. Even though you attack the smaller golem with
Rengar's leap, you should switch and target the larger golem. Take out the larger golem first so that you don't take as much damage. Sustain in the jungle is very important.
By now the wraiths should have respawned and you should go kill them. After killing them go to
wolves
then obtain the
blue buff
.
The other times let your mid laner get the buff. Because
Rengar does not use mana it would be better if the AP carry of your team obtain the blue buff. The main reason you kill the
Ancient Golem
is for the experience and gold.
If you still want the blue buff for yourself try to steal the buff from the enemy jungle(later on, not early game).
Remember to build up Ferocity and spam empowered
Battle Roar while in the jungle to heal yourself so that you will not have to recall as much. You should also heal yourself so that you are at full health and ready to gank. Also build Ferocity before you gank. This will increase the power of your ganks by starting off with one of
Rengar's empowered abilities.
After killing the
Ancient Golem
try to gank top lane unless top lane does not need one. Now check mid or bot lane to see if they need a gank(s). If no ganks are needed just keep on jungling or counter jungling(for experienced players) until you feel like ganking or when a gank is needed. This does not mean that you should not gank often. Sometimes you will need to ask a teammate to let the enemy push a little so that you can gank.
The majority of a jungler's gold income and gained experience come from ganks/teamfights. You should gank at every GOOD opportunity and help push lanes at every GOOD opportunity. Take advantage when the enemies recall back to base to heal then PUSH the lane and you might destroy a turret or severely damage it.

Your role as jungler is to:
- GANK, GANK, and GANK
- Keep watch of ALL the lanes in case your teammates need to recall(to get items or if they are severely injured) and need someone to watch over their lane til they get back(go to the lane and push back either to get the playing field "neutral" or push hard if the enemy laner(s) is/are not there so that you can land several hits on his/their turret(s), and possibly destroy them.
- Counter jungle(for experienced junglers).
WHEN TO GANK A LANE
Simply answer these questions:
- Is the ___ laner getting harassed a lot and/or zoned?
- Did your ___ laner ask for a gank?
- Is the ___ laner having any difficulty with his or her opposing laner(s)?
- Did a teammate say "care" to a lane? If yes, which lane?
- Are there enemies that are MIA? If yes, which of your lanes is getting pushed the most? An enemy gank is most likely going to occur at the lane that you or your team has pushed the most.
If you answered
yes to any or several of those questions, you should gank the lane that is in need of help(ex: "
care top" means you should go to the top lane and help counter the incoming gank).
When you try to gank:
- Make sure that you don't run into the enemy jungler or MIAs if they are also ganking the lane you want to gank/counter-gank. You want to be the one feeding off the enemy NOT the other way around.
- Make sure that the player you are going to gank with has a good amount of health to survive if the gank is unsuccessful.
- Pay attention to the enemy of the lane you are about to gank. If they are moving away and keeping a good distance from the river it means an enemy is nearby and saw you arriving or there is a ward somewhere along your path.
- MAKE SURE that your teammate KNOWS that you are about to GANK. I can't stress enough on how IMPORTANT this is!!! If they don't know you are ganking they will not help which leads to an unsuccessful gank which may lead to your own death which then leads to you saying." WHAT THE FHUCK MAN! WHY DIDN'T YOU F@#%ING HELP ME! FHUCKING NOOB!!!" Well guess what? YOU DIDN'T FHUCKING TELL THE PERSON THAT YOU WERE GONNA GANK. PINGING IS NICE BUT YOU SHOULD ALSO TYPE IT JUST TO MAKE SURE THE PERSON WILL HELP. DON'T BLAME OTHER PEOPLE FOR YOUR OWN MISTAKES.
If; however, you did tell the player to help gank the enemy and he or she does not help. Either the person is too low on health and should not risk going into a fight that he or she might die in(this means you should not have decided to gank that particular lane) or you can think in your mind a
aYOU NOOB!!!
*Note: If the enemy team has destroyed one of your turrets, the enemies of that particular lane will most likely start to help push the other lanes. In that case you must be careful when jungling(especially if you're counter jungling) as the enemies will be in the jungle roaming about. They might also take your jungle's buffs/creeps to decrease the amount of experience you can gain, so be careful. Or you can hunt them down for venturing to deep into your territory.
Getting the blue buff:
Ward the
blue buff and start at either of the
red points(enter the bush). Now that you are in the
brush and at the
starting point and if the
Ancient Golem
is warded, you can simply
right click the
Ancient Golem
and you will leap to it with your next basic attack thanks to
Rengar's innate,
Unseen Predator.
Keep in mind this trick will only work if you can
see the
Ancient Golem
.
Getting the red buff:
Using the leap for this one is
tricky. You can only do it the
exact way shown in the picture(unless you have
9-13 trophies on your
Bonetooth Necklace then it will be
easier).
Red buff must also be
warded! Now you must exit the brush and go
left of the map until the
Lizard Elder
is in range of your leap. When you are in range
right click the
Lizard Elder
to leap and attack.
Remember that you only have
0.5seconds before you can no longer leap on
Rengar's next basic attack until
Rengar enters or exits brush or stealth. You
must actually right click the
left side of the map to move left.
If you simply right click the
Lizard Elder
you will move to the
right of the map and you will
not be able to leap due to the somewhat
thick wall on the
right side of the
Lizard Elder
.
You can
only do it on the
left because the wall to the left of the
Lizard Elder
is thin enough for you to get into leap range. This trick is hard to pull off and will require some practice. When attempting this trick
TIMING AND POSITIONING IS ESSENTIAL.
*Note: The left and right directions are based on
YOUR left and right!
<-LEFT & RIGHT->
The Mini Golems:
This one is
really easy. Just start at the
red point in the
brush and right click the
smaller golem. Now
Rengar has leaped to the mini golems. Remember they must be warded too!
*Note: You can also use these tricks for escaping pursuing enemies if you have a ward on you and if the creeps aren't dead(not there).
Build 4 Triforce: Ability Sequence and Explanations
Build 4: Triforce
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This setup is focused on
Rengar being an
AD carry(bot) or
bruiser(top). If you chose to be the
AD carry go
bot lane with a
good support champ to help you. This is also the
alternative build for
Solo Top. Choose this if you
do not want to be so
tanky and you
want to be more
aggressive.
An early point in
Savagery at level 1 can
help you obtain
first blood at the start of the game.
However, it is not guaranteed that you will get it. This may also
backfire and cause you to give the enemy team
first blood, so charge at
your own risk.
Bola Strike is taken at level 2 to give you
early game harass as mentioned in the
Solo Top section. It is also useful for securing kills/ first blood(if not already taken by you or someone else).
Battle Roar is taken at level 3 for more lane sustain. Your lane mate's support champion may be enough for helping you with sustain but better safe than sorry, and using the
empowered version can sometimes
save your skin in tough situations. The bonus
armor and
magic resist is also a nice boost.
As the
AD carry/bruiser, you will want to take down enemy champions
fast. Maxing
Savagery will help you with your role since the
higher rank it is, the more bonus
attack speed you will get.
Bola Strike is maxed second to
lower its
cooldown and
increase the % slow. In my opinion
Savagery>
Bola Strike because I want to deal the
most damage in a
short amount of time and maxing
Savagery will
help a lot. If you prefer, you may max
Bola Strike first and
Savagery second. Again this is of my
own personal preference and you may add your own tweaks to this guide to better suit your play style.
Battle Roar is maxed last. This skill only scales off AP and because this is AD
Rengar there won't be much AP too boost
Battle Roar anyways.
Thrill of the Hunt is maxed at levels 6, 11, and 16.
Build 4 Triforce: Item Build & Explanations

| Item Sequence |
Bonetooth Necklace
800
|
Mercury's Treads
1200
|
Trinity Force
3843
|
The Bloodthirster
3200
|
Warmog's Armor
2830
|
Guardian Angel
2600
|
Mercury' Treads
Mercury's Treads is a favorite among many players as it provides
magic resist for those bursty mages and
tenacity for those stuns, silences, and other forms of cc.
Other viable choices:
Warmog's Armor
Warmog's Armor is bought to provide you with a large chunk of health so that you won't die as fast.
Warmog's Armor will also benefit
Battle Roar as you will heal
more because you have
more health.
Other viable choices:
Sunfire Cape is an excellent item to replace
Warmog's Armor as it also provides a good amount of health and armor. It also provides a useful AoE damaging passive. Because
Rengar is melee he will have to stick to enemies, something that
Rengar excels at with his
Bola Strike and the passive from
Trinity Force, to deal damage. Over time the damage output from
Sunfire Cape can devastate the enemy's health pool.
Thornmail is very useful if the enemy team is mostly AD or if the enemy AD carry/bruiser is fed. Getting this item will punish their ADC a lot. The
Thornmail also provides the highest amount of armor in game.
Spirit Visage provides health, CDR, magic resist, and an excellent passive that increases healing effects on
Rengar! That means healing from your
The Bloodthirster and
Battle Roar will be better buy 15%!!!
Spirit Visage is not part of the main build because I don't think it provides enough health especially late game. You may take a
Spirit Visage early game and then sell it late game to make room for a
Warmog's Armor. However, I don't really recommend this because you need to get a
Warmog's Armor early in order to earn stacks on it a.s.a.p.
Randuin's Omen overall a great item for
Rengar. If you like getting this better than getting pure health, then go for it. I chose to get
Warmog's Armor because I am already getting a sufficient amount of armor from
Guardian Angel and your
Greater Seal of Armors and do not need to have an excess amount of armor.
*Note: If you are being harassed a lot by the enemy AD champ(s), go build
Randuin's Omen instead of getting a
Warmog's Armor. This is called
countering the
enemy build to
deny them from
feeding off you. Building armor is
NOT just for the tank. You
must also build
armor or else
YOU ARE SCREWED. During
teamfights either
you or
your AD carry(if you used this build as
solo top) will be
targetted first. The
enemy will try to get around your
tank and try to
kill you, so if you have
no armor or
bonus health. You
will end up like the
Teemo in
Build 5: Infinity from the
Ability Sequences and Explanations===>
R.I.P.
CORE ITEMS
Trinity Force
Trinity Force is one of the
best items in the game.
Rengar will make use of each of
Trinity Force's stats except for the
mana of course. Because
Rengar doesn't have much
escape mechanisms the
bonus movement speed is a
great thing to have to
flee or to
chase. It provides
attack speed allowing
Rengar to dish out more damage.
Trinity Force also has a
built in slow that has a 25% proc chance. The
best thing about
Trinity Force is the passive that is similar but
a lot stronger than
Sheen's. Thanks to
Rengar's
empowered abilities in
addition to his
basic abilities,
Rengar is able to proc the
Sheen passive
effectively and
burst down
enemies.
The Bloodthirster
The Bloodthirster gives the
second most amount of
attack damage in game when
fully stacked. It also provides you with
life steal to help you
stay in your lane.
The Bloodthirster is a
very strong item and can be found in most guides featuring
AD carries or
bruisers. The
attack damage that
The Bloodthirster gives
combined with the damage given from
Trinity Force is
sufficient enough for you to fulfill your role as the
solo top or as the
AD carry. It will then allow you to move onto
much needed defensive items.
Guardian Angel
Guardian Angel is your
only defensive item that provides
armor and
magic resist(except for
Mercury's Treads). The extra
armor and
magic resist will make you harder to kill and
Guardian Angel also has a
great passive with a
5min cooldown that
revives you with a portion of your health.
Reviving constantly and
getting away will also prevent the enemy team from getting
fed. It is also
great because if you fight an enemy but you
die first and he or she is
almost dead you can
revive and
finish them off.
1 for
Rengar and 0 for enemy ;).
*Tips when Reviving:
Build 4 Triforce: Item Sequence
Early Game:
CHOOSE
and 5x
|
SPACE |
OR |
SPACE |
and 3x
|
I have
already explained some reasons to why I would start out with
Cloth Armor and 5x
Health Potions in
Build 1 & 2 Solo Top/Jungle A: Item Sequence. If you chose to take
Cloth Armor it will be built into
Guardian Angel late game.
You can choose
Boots of Speed for more
mobility to get away quickly if your first
encounter with the
enemy laner(s) goes bad for you(ex: you go to check the
brush at
top or
bot lane and...
BAM--> EXHAUSTED AND GETTING "BURSTED" DOWN. In your head you might be thinking:
SHYT I GOTTA GTFO). If you think this might happen to you
THEN TAKE THE BOOTS. You will be glad you did.
Now we move on to getting 2x
Doran's Blades, but if you took
Cloth Armor as a
starting item get
Boots of Speed before stacking
Doran's Blades. The
Doran's Blades will
help with your
early game damage and give you more
last hitting power. Next get
Bonetooth Necklace for
more damage and it is
important to get it early so you can get
stacks faster. Now it is time to add some
magic resist to your set of items so get
Mercury's Treads.
Next take
Phage which will be built later on into
Trinity Force.
Phage is taken
first as
opposed to
Sheen because
Sheen's passive is better
later on when
Rengar's base attack damage
increases. The
ability power given by
Sheen only helps damage with
Battle Roar which is
not used for
damage but for
utility. And obviously
Rengar has no use for the
mana provided by
Sheen so
Phage is the
better choice. The
Phage will provide
Rengar with stats that he will
actually use
early game:
health,
attack damage, and a
slow effect for
chasing prey or
running from pursuers.
A
Vampiric Scepter is bought to better help your
sustain during the
laning phase and will be later built into
The Bloodthirster.
Mid Game:
and
Now it is
mid game and you should have rushed the
first and most important item of your
core build:
Trinity Force. By getting it
early you can start
snowballing as
Rengar. You will be able to
burst down
enemies because
Rengar's abilities have fairly short
cooldowns allowing you to proc the
effects of
Trinity Force easily and
often.
The next item is
The Bloodthirster. This will
greatly increase your
damage and provide you with more
sustain in and out of fights. The
faster you can get
The Bloodthirster the
faster you can gain the
stacks and
acquire even
more damage and
life steal.
Late Game:
and
It's
late game and you do
not want to lose your
stacks on
The Bloodthirster as it is a
pain in the butt to get them all back.
To increase your
survivability,
Warmog's Armor is rushed as soon as possible for the
huge health boost and so that you can start earning stacks on it for even
more health and
survivability.
Guardian Angel is the
final finishing touch to the build and is
built off of the
Cloth Armor if you chose it as your starting item. The
Guardian Angel will provide you with
armor and
magic resist AND the ability to
REVIVE(which has a 5 min cooldown). You will also be able to use those
nice tips explained in the previous section ;) in case you ever need them.
Hopefully not :)! Reviving will also help you keep you
The Bloodthirster stacks! But if you get
killed after being
reviveda
athe person/people that
killed you!!!
Build 5 Infinity: Ability Sequence and Explanations

Build 5: Infinity
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The reasons behind this ability sequence is pretty much the same for
Build 4: Triforce. If you didn't read it here it is:
"This setup is focused on
Rengar being an
AD carry(bot) or
bruiser(top). If you chose to be the
AD carry go
bot lane with a
good support champ to help you. This is also the
alternative build for
Solo Top. Choose this if you
do not want to be so
tanky and you
want to be more
aggressive.
An early point in
Savagery at level 1 can
help you obtain
first blood at the start of the game.
However, it is not guaranteed that you will get it. This may also
backfire and cause you to give the enemy team
first blood, so charge at
your own risk.
Bola Strike is taken at level 2 to give you
early game harass as mentioned in the
Solo Top section. It is also useful for securing kills/ first blood(if not already taken by you or someone else).
Battle Roar is taken at level 3 for more lane sustain. Your lane mate's support champion may be enough for helping you with sustain but better safe than sorry, and using the
empowered version can sometimes
save your skin in tough situations. The bonus
armor and
magic resist is also a nice boost.
As the
AD carry/bruiser, you will want to take down enemy champions
fast. Maxing
Savagery will help you with your role since the
higher rank it is, the more bonus
attack speed you will get.
Bola Strike is maxed second to
lower its
cooldown and
increase the % slow. In my opinion
Savagery>
Bola Strike because I want to deal the
most damage in a
short amount of time and maxing
Savagery will
help a lot. If you prefer, you may max
Bola Strike first and
Savagery second. Again this is of my
own personal preference and you may add your own tweaks to this guide to better suit your play style."
In addition to the above information, this build has its own perks and reasons for maxing
Savagery first:
Savagery is maxed
first because the
bonus attack speed from the
basic ability combined with the
bonus attack speed from the
empowered ability
PLUS your
Infinity Edge and
Youmuu's Ghostblade will allow you to deal a
HUGE number of
critical strikes to an enemy champion. Against a squishy champ like
Teemo...
R.I.P.
.
Thrill of the Hunt is maxed at levels 6, 11, and 16.
Build 5 Infinity: Item Build & Explanations

Here is one variation of my favorite builds to use. It is of my own personal preference, and I simply play it for fun. You might like this build if you love to see yourself as
Rengar dishing out HUGE amounts of damage in a short amount of time. As I stated previously, the item build that is shown is just one of the different variations of the builds that I use. I suppose you could call this item build somewhat of a "Glass Cannon" build.
I will also provide the other builds as it seems that several people are interested in seeing them. I will not; however, provide detailed explanations to the other builds. I will only be providing a detailed explanation and item sequence to the one currently featured on this guide.
If you think that one of the builds should be actually featured(given a detailed item explanations, item sequence etc.) on this guide just let me know. If there are enough requests I will feature it on the guide.
My Other Build(s):
Glass Cannon:
Ionian Boots of Lucidity-->
Bonetooth Necklace-->
Trinity Force-->
Infinity Edge-->
The Bloodthirster-->
Phantom Dancer-->
Phantom Dancer(optional: sell
Ionian Boots of Lucidity and buy
Phantom Dancer. You still have a large amount of movement speed even if you have no boots since you have 24% movespeed from 2x
Phantom Dancers, 12%movespeed from
Trinity Force and +25movespeed if you have a 6+ stacked
Bonetooth Necklace)
Now it's time for the actual item build and explanations for
Build 5: Infinity
| Item Sequence |
Bonetooth Necklace
800
|
Mercury's Treads
1200
|
Infinity Edge
3800
|
Youmuu's Ghostblade
2700
|
The Bloodthirster
3200
|
Randuin's Omen
3100
|
Mercury' Treads
Mercury's Treads: is a favorite among many players as it provides
magic resist for those bursty mages and
tenacity for those stuns, silences, and other forms of cc.
Other viable choices:
Randuin's Omen
Randuin's Omen is your
main and
ONLY defensive item(that provides armor) and the
Heart of Gold that builds into this provides a nice
gold income every 10 seconds. In
ranked games many players obtain one or more
GP10 items(
Heart of Gold,
Philosopher's Stone,
Kage's Lucky Pick, and
Avarice Blade) to help with their gold income and build into
late game items or sold late game to buy better items(they each eventually
pay for themselves but the time it takes varies).
Randuin's Omen has many
different passives that make it an
excellent item to have, but it can be replaced with another item. Suitable replacements for
Randuin's Omen can be found in the
Situational Items chapter.
CORE ITEMS
Infinity Edge
Infinity Edge: This is your
main damage item. It should not be replaced! It provides critical chance which helps its own
passive! Your critical damage will now deal
250% damage instead of
200%!!! You will actually be doing
260% damage when you deal a critical because of the point in
Lethality
! When
combined with
attack speed boosts from
Savagery,
empowered
Savagery,
AND
Youmuu's Ghostblade you will be doing
INSANE amounts of damage
each second!!!
The Bloodthirster
The Bloodthirster gives the
second most amount of
attack damage in game when
fully stacked. It also provides you with
life steal to help you
stay in your lane and in fights. You will
heal from your attacks and
heal even more if you do a
critical and
Infinity Edge makes you
heal even more than you normally would with regular criticals!!!
Youmuu's Ghostblade
Youmuu's Ghostblade is a very popular item with
Rengar as it provides
CDR,
armor pen,
attack damage,
crit strike chance,
AND an
AWESOME unique active that provides
attack speed and
% movespeed!!! It also works
very well with
Infinity Edge. The
unique active provides
% movement speed which is
helpful for chasing enemies or fleeing from them. It also provides a
large amount of attack speed therefore increasing the number of
critical strikes that you deal to an enemy in a certain amount of time.
Other viable choices:
Build 5 Infinity: Item Sequence
Early Game:
CHOOSE
and 5x
|
SPACE |
OR |
SPACE |
and 3x
|
Mid Game:
Mid game is here! By now you should have your
main damage item
Infinity Edge! If not,
FARM FARM FARM(and of course
KILL KILL KILL) and get
Infinity Edge A.S.A.P.
Next on the list is
Youmuu's Ghostblade. It will provide you
better versions of the stats on
The Brutalizer in addition to it's critical strike chance which benefits
Infinity Edge and unique passive which increases your
attack speed by 50% and
movement speed by 20%! It is
helpful in
bursting down an enemy champion or
running from enemies when needed.
To finish off the
mid game build, buy a
B. F. Sword to
further boost your damage.
Late Game:
and
Late game and your build is
ALMOST DONE! Now upgrade your
B. F. Sword from the end of
mid game and
Vampiric Scepter from the end of
early game into
The Bloodthirster!!! With this you will get a
huge boost to your
damage and your
sustain. Remember that if you land a
critical strike, you will
heal even more from your
life steal than you normally would from an average non-critical attack.
MORE DAMAGE= MORE SUSTAIN >:D!
The
last item to finish off your build is
Randuin's Omen! As I said in previous chapters, it is your
main defensive item that provides
plenty of
useful stats on
Rengar. It also keeps you from taking
a lot of damage. Everyone needs
armor and
magic resist! The final
cherry on top :)
Build 6 CDR: Ability Sequence and Explanations
Build 6: CDR
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The starting sequence has the same reasons for
aBuild 4: Triforce. Then the ability sequence changes. The reason why
Bola Strike and
Battle Roar are maxed first and second is to reduce their
cooldowns.
Lower cooldowns will then make it easier for you to obtain
Ferocity faster. At each rank the
cooldown on
Savagery stays the same so it is maxed last.
Points that are put in
Battle Roar and
Bola Strike alternate. The reason is because the item build
lacks defensive items. You will rely on
Battle Roar for the
defensive bonuses. By maxing
Battle Roar, it will lower the
cooldown allowing you to have the
defensive boosts more often. As
Battle Roar increases in rank, the
armor and
magic resist bonuses also increase. You will still need a good source of damage and crowd control so you also max
Bola Strike.
This build focuses on
CDR and
abusing the improved
Sheen proc in
Trinity Force. By reducing the
cooldowns on all of
Rengar's skills, he is able to use them
more often therefore
increasing the number times
Trinity Force procs.
You
already get
a lot of boosts from
Trinity Force for just
4070gold. It is
good deal but why not make it an even
better deal? Abusing
Trinity Force and using it to its
full potential provides you with
insane bursts of
damage.
Infinity Edge will provide a
huge amount of
damage and boost to your
critical strikes to
compensate for the lost attack speed from not maxing
Savagery first. Then as usual, max
Thrill of the Hunt at levels 6, 11, and 16.
Build 6 CDR: Item Build & Explanations

| Item Sequence |
Ionian Boots of Lucidity
1000
|
Bonetooth Necklace
800
|
Trinity Force
3843
|
Spirit Visage
2200
|
Infinity Edge
3800
|
Youmuu's Ghostblade
2700
|
Ionian Boots of Lucidity
Ionian Boots of Lucidity is a cheap efficient way to obtain CDR. For jsut 1050gold you get 15% CDR and tier 2 movement speed!
Other viable choices:
Spirit Visage
Spirit Visage provides
Rengar with a decent amount of
magic resist,
health, 10%
CDR, and an
excellent passive that boosts the
heal from
empowered
Battle Roar and
life steal.
Other viable choices:
The Bloodthirster: Some people like being glass cannons on
Rengar. If you are one of those people then get this instead of
Spirit Visage.
Sunfire Cape is an excellent item to have since it provides a good amount of health and armor. It also provides a useful AoE damaging passive. Because
Rengar is melee he will have to stick to enemies, something that
Rengar excels at with his
Bola Strike and the passive from
Trinity Force, to deal damage. Over time the damage output from
Sunfire Cape can devastate the enemy's health pool.
Thornmail is very useful if the enemy team is mostly AD or if the enemy AD carry/bruiser is fed. Getting this item will punish their ADC a lot. The
Thornmail also provides the highest amount of armor in game.
Randuin's Omen overall a great item for
Rengar. If you would rather have more health and armor than magic resist get this.
Randuin's Omen won't provide magic resist, a similar passive, and as much CDR as
Spirit Visage. It is also much more expensive than
Spirit Visage.
Warmog's Armor: Not enough health? Then get a
Warmog's Armor. It provides plenty of health and it will provide even more health if you get stacks on it.

CORE ITEMS
Trinity Force
More BURST= More DAMAGE= SUPER HAPPY
Rengar
Infinity Edge
Infinity Edge: An
awesome item to have. It is one of the
best items in game for
AD champs. It provides
critical chance which helps its own
passive! Your critical damage will now deal
250% damage instead of
200%!!! You will actually be doing
260% damage when you deal a critical because of the point in
Lethality
! The
insane damage output given by
Infinity Edge will
compensate for not maxing
Savagery first.
Youmuu's Ghostblade
Youmuu's Ghostblade is a
great item that is built off of
The Brutalizer, a very popular solo top item as it provides
armor penetration,
10% CDR, and
attack damage.
Youmuu's Ghostblade is an
improved version of
The Brutalizer. It provides
more CDR,
more armor penetration,
more attack damage,
critical strike chance(which helps
Infinity Edge), and a very useful
unique active. The
unique active will give you
+50% attack speed and
20% movement speed. It can help you burst down and/or chase an enemy or you can use it to run away.
Other viable choices:
Build 6 CDR: Item Sequence
Early Game:
CHOOSE
and 5x
|
SPACE |
OR |
SPACE |
and 3x
|
I like to play
defensively as it is usually
AD based champs who are in
top or
bot lane. Taking
Cloth Armor will
reduce the damage I take and it helps me get
first blood easier(sometimes).
Even if I don't get
first blood, I can stay in lane longer with the extra
Health Potions. Even though I can
heal with
empowered
Battle Roar it
takes time, especially
early game, to build up
Ferocity. Sometimes I need to
heal a.s.a.p. and the
enemy laner(s) will not let me get close enough to his or her minions to build
Ferocity, especially if he or she is
ranged or has
ranged pokes.
If you don't think you'll have this kind of problem you are welcome to start off with
Boots of Speed. The
Cloth Armor isn't built into anything unless you decide to build
Ninja Tabi.
Ninja Tabi is the
cheapest pair of boots there is. It will
help you get back to your lane faster. It will also help reduce the damage dealt by the
enemy laner(s) unless he or she is
magic damage based.
However, since this is a
CDR build I focus on getting
Ionian Boots of Lucidity. By the time I recall I always have
enough gold for
Ionian Boots of Lucidity so I don't usually build
Ninja Tabi(when I get back to base I either sell the
Cloth Armor for
210gold or save it and sell it later).
Get
Bonetooth Necklace before getting any boots, unless you need the
movement speed to get back to your lane.
Next buy
Phage to increase you
health,
attack damage, and give
Rengar a slow proc. It will help you and your
jungler have a
more successful gank if it procs. The slow from
Phage stacks with the slow from
Bola Strike so it will make the
enemy laner very slow and easy to gank.
Now finish your early game build with
The Brutalizer. It will give you a good amount of
armor penetration so that your damage will not fall off quickly. It will also provide you with
attack damage and
CDR(totaling to
25% CDR with the current build).
Mid Game:
By mid game you should have the
absolute core item
Trinity Force! If you get it really early it really sucks... for the enemy team
HUEHUEHUE!!!
With
25% CDR you can spam
Trinity Force a lot and burst down all the
enemy squishies. More kills= More stacks for your
Bonetooth Necklace :D.
Next item on the list is
Spirit Visage. It will give you
bonus health,
magic resist, and almost max
CDR. It will also provide a passive that buffs the heal on
Rengar's
empowered
Battle Roar.
The
last item of the
mid game build is
Infinity Edge. It will provide a
large amount of
attack damage and increase the damage of your
critical strikes to 250%(but it's 260% with
Lethality
)!!! Sometimes if you are getting
fed and think that you have enough
CDR you can simply rush
Infinity Edge instead of buying
Spirit Visage first. This usually means that you are getting
really fed so you can skip
Spirit Visage and move on to
Youmuu's Ghostblade and another item.
Late Game:
Now it is
late game and it's time for
Youmuu's Ghostblade! It will provide
Rengar with
all the boosts mentioned in the previous chapter. You can
easily burst down enemies(unless they build a lot of armor). If you were really fed before and skipped
Spirit Visage I suggest getting
The Bloodthirster as your
final item, unless the
enemy team has
a lot of
armor and you need
Last Whisper. You can also browse through the
Situational Items chapter for your last item.
Situational Items

This is where all the situational items are listed. This list will show situational items for ALL of the guides. However, some of them will refer to a specific build(s), which means that I find it situational for ONLY the specified build(s), which will be listed. I will also give reasons to why it is not situational for the other builds. In each builds' Item Build & Explanations chapter, the items that are usually replaced by situational items are bolded in yellow.
Remember that the situational items replace items that are NOT core items. Some of the core items have a special note that references its own possible replacement. Only for those type of items can you use a situational item as a replacement for that particular "core item", although I personally do not recommend it. But since it is you who is playing
Rengar and not me, go ahead and replace it if you really want to.
If you want to suggest a situational item or suggest it to be added as a core item of a certain build you are welcome to do so.

OFFENSIVE ITEMS
The Bloodthirster is usually taken by players who think they need life steal or more damage on
Rengar. This item should only be taken if you are using Builds 1, 2, or 6 since Builds 3, 4, and 5 already have
The Bloodthirster.
Youmuu's Ghostblade is a very
popular and
viable item for
Rengar. It provides
CDR that many
Rengar players
love, decent armor pen, decent attack damage, critical strike chance, and a
very useful unique active. The only build that
Youmuu's Ghostblade is not referenced in is
Build 4: Triforce. You can replace
Warmog's Armor if you want more
damage than
health.
Last Whisper:
None of my item builds have any
armor penetration(except
Build 5: Infinity and
Build 6: CDR). If the
enemy team starts to build
a lot of
armor get this. I tend to replace a
defensive item( from the build I am currently using) with
Last Whisper.
Last Whisper is usually a
late game item so by then you should know if you are
fed and
need the
armor pen. If you
aren't fed then you really shouldn't get
Last Whisper in place of a
defensive item.
Trinity Force is a great item for players looking for a lot of heavy burst damage. Only Builds 1, 2, and 5 do not have this item. For Builds 1 and 2 build the
Phage from early game into
Trinity Force instead of
Frozen Mallet. For Build 5 just don't replace
Infinity Edge, that's the reason why it's called
Build 5: Infinity.
Infinity Edge is one of the strongest attack damage items in game. It provides you with +80 attack damage, 25% critical chance, and an awesome unique passive! Your critical strikes will deal 250% damage(+50% more damage than a regular critical strike)! Get this if you are really fed. Only builds without this item are builds 1, 2, 3, and 4.
Madred's Bloodrazor is actually a
very good item for
Rengar due to his
crazy dps with boosts from
Savagery and its
empowered version.
Madred's Bloodrazor provides
armor,
attack speed,
attack damage, and its
unique passive that can
shred through
tanks(unless they built a lot of
magic resist).
However, the cost of this item is
very high so get it late game if you are fed. Replace
Randuin's Omen from Builds 1, 2, 3, or 5 since
Madred's Bloodrazor also
Sword of the Occult: The
snowball item of
AD carries and
bruisers. Get this if you are getting
a lot of kills fast and easy. At 20 stacks,
Sword of the Occult will provide
15% movement speed( the
highest amount given by an item in-game) which can be used to chase or escape enemies. This cheap sword also provides the
highest amount of
AD in game when fully stacked, which is 110 attack damage. Get this item
early game to get the stacks
as soon as possible or else it is
useless. By buying this item, each time you die you lose a
third of your
current stacks on
Sword of the Occult. You will also become
top priority on the
enemy team's hit list to prevent you from gaining max stacks.
Buy this item at your own risk!!!
DEFENSIVE ITEMS
Warmog's Armor as you will lose a
chunk of
magic resist,
attack damage and your
magic damage absorbing shield!
Sunfire Cape: A
great item to have as it provides
armor,
health and an
awesome AoE damaging aura! It
synergizes very well with
Atma's Impaler and
Frozen Mallet(since the
on-hit slow keeps
enemies in range for
Sunfire Cape to continuously deal damage).
Sunfire Cape is
already listed as a situational replacement for
Warmog's Armor in
Build 4: Trinity. Only Builds 1, 2, 3, 5, and 6 do not have this referenced as a
situational item. For Builds 1, 2, 3, and 5, replace
Randuin's Omen as it provides
similar health and
armor boosts. For
Build 6:CDR, replace
Spirit Visage with
Sunfire Cape
Thornmail is very
useful if the enemy team is
mostly AD or if the enemy
AD carry/bruiser is
fed. Getting this item will punish their
AD carry a lot. The
Thornmail also provides the
highest amount of
armor in game. Once again,
Thornmail is another item
already listed as a situational replacement for
Warmog's Armor in
Build 4: Trinity. Only Builds 1, 2, 3, 5, and 6 do not have this referenced as a
situational item. Again,
Randuin's Omen or
Spirit Visage is replaced.
Force of Nature: The
bane of all magic damage champions. This item provides the
most magic resist in game which is 76. It also provides
health regen based on
1.75% of your champion's max health +40 HP5(health per 5 seconds) and
8% movemment speed. This item is a bit
overkill for dealing with
magic damage based enemy champs so only get this if they are fed. Replace
Randuin's Omen from Builds 1, 2, 3, or 5. Replace
Warmog's Armor or
Guardian Angel from Build 4. Replace
Spirit Visage from Build 6.
Quicksilver Sash: This provides a good amount of magic resist and a unique passive that is similar to but better than
Cleanse and on a shorter cooldown! Here's how it goes:
- Enemy
Malzahar or
Warwick appears and sees you. In his head he is probably thinking:, "I'm gonna ulti(
Nether Grasp or
Infinite Duress whichever champ it is) you and get an easy kill :D!"
- -
Malzahar or
Warwick ultis you-
- Then *SURPRISE* you activate
Quicksilver Sash and cancel their ulti.
- Then you either punish him for suppressing you and kill him or get away and live!
- Either way you can watch him RAGE for wasting his ulti. huehuehue...

Guardian Angel: The
only item in game that provides you with
BOTH armor and
magic resist. It also provides a
unique passive with a
5minute cooldown that revives you upon death. It is similar to the summoner spell
Revive but you only revive with
750 health and
350 mana(but for
Rengar you don't get any mana since
Rengar uses ferocity) and you revive at the same exact spot you died. Get this item if you
die a lot or
love reviving. Again, Build 4 already has
Zeke's Herald: An item that provides
health,
CDR, and a
helpful aura consisting of
life steal and
attack speed. Each and every one of these boosts benefit
Rengar. There isn't really a
specific item that I replace with
Zeke's Herald so you can go
choose for yourself. Items that can be replaced are the items that are
bolded in yellow found in each builds'
Item Build & Explanations chapters.
Ability Combos

Time for the combos!!!
Early Game Harass:
Explanation: First of all,
you and
your opponent must be
near the brush located at the sides of the wall in the
middle of top lane.
Enter the brush and then, thanks to
Rengar's innate:
Unseen Predator, you can leap at the
enemy on
Rengar's next basic attack. After you leap/attack, activate
Savagery immediately to
reset your attack timer and auto attack again. Now activate
Battle Roar to deal sudden
burst damage and
reduce damage taken from
enemy retaliation. Fire
Bola Strike at the enemy
while retreating back into the
brush. Repeat. Eventually the
enemy will be like this:
OMFG I'M NOT STAYING NEAR THE FHUCKING BRUSH ANYMORE...
Explanation: Since it is
1v2 the odds are in the
enemies' favor so you can't really risk getting in
melee range. All you can really do is constantly
Bola Strike. You
could try the above method for
1v1 if you are
really sure that they won't do a lot of
damage on you after the combo.
*
Tip: You can use
Unseen Predator to leap at an
enemy minion that is
close but
not too close to the
enemy champ(s). Use the leap to
position
Rengar, so that the
enemy champ(s) will be in range of
Bola Strike. Fire
Bola Strike at an
enemy champ and re-enter the
brush. Repeat.
Intimidation/Zoning:
Whether it is
1v1 or
1v2, you can still try to
intimidate/zone the
enemy champ(s). By staying in the
brush and
leaping at
enemy minions constantly, it will cause the
enemy champ(s) to play safer.
He/they will try to keep
his/their distance from
your brush to stay out of
Rengar's leap range.
He/they will stay out of your "
zone" to avoid any unnecessary confrontations.
This type of method may seem
strange but it
works. Whether or not this works,
depends on how
strong the
enemy champ(s) is/are.
For
1v1 situations, champs like
Rumble and
Darius might not be intimidated.
For
1v2 situations, if you're facing two champs like
Darius and
Volibear this method
won't work. They can easily
overpower
Rengar so they won't be intimidated. If they are intimidated... lol wtf.
For a
more in-depth look at
zoning click
here.
Some people wanted know the music at the end of the tutorial so here it is:
Bad Apple!!