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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Unseen Predator (PASSIVE)
Rengar Passive Ability
Threats & Synergies
Ivern
Pathing. Pathing. Pathing. If you can out path him and aid in team vision then you have a hope of surviving early mid game. Rengar wins late game.
Introduction
OP.GG= https://na.op.gg/summoner/userName=Redf%C3%B4x
Runes
Greater Mark of Attack Damage : Bruiser Rengar allows you to take AD in your Marks, in my eyes, if you gonna build Lethality, then you must take Lethality Runes because of the Nerfs to Lethality items( Youmuu's Ghostblade Edge of Night)
Greater Seal of Armor :Standard Seals here. These seals are for newer rengar players or a consistent, reliable early game. An all around great option.
Greater Seal of Scaling Armor :Might as well take scaling health. So no.
Greater Seal of Health :You're not that desperate are you...
Greater Seal of Scaling Health :Take these Seals if you are an experience Rengar player and understand how to clear your jungle properly.
So which set of Seals is optimal? A great article on the summenorschool subreddit explains this beautifully, check it out here Health V.S. Armour
In case your lazy, I'll summarize it here for you now. It depends on the game. If you are versing all AD then all armor is better. Are you against all AP, then scaling health is better. So what does this mean for you, take a hybrid page. Take some armor for early clears and the armor scales off of the health you buy and vise-versa.
Greater Glyph of Cooldown Reduction: See Below
Greater Glyph of Scaling Magic Resist: Since your items give you CDR, taking CDR in runes would cause you to overcap, plus this makes you tankier.
Greater Quintessence of Attack Damage: You do AD damage, these will help with early clears.
FEROCITY
Fury :Being that we are taking Hunter's Talisman NOT Hunter's Machete and most of Rengar's damage comes from abilities, fury is not optimal here.
Sorcery :Rengar's main form of damage comes from abilities and this mastery synergies very nicely with Hunter's Talisman, so take this!
Fresh Blood :While the extra damage is a lot, it is something. Take a point here.
Feast :If you struggle clearing the jungle, take a point here, others it is bad in the jungle.
Expose Weakness : You are not a tank, so don't even think about it...
Vampirism :Take two points here to help with the healing from you auto attacks. Your aoe damage which is Savagery only gets 33% lifesteal because it is an aoe attack rendering this mastery not very strong on aoe damaging attackers.
Natural Talent : extra AD is always nice... take 3 points here.
Bounty Hunter :High Risk, High Reward here. You are playing an assassin, so I take this mastery. It will become better than Double Edged Sword after three unique kills because then you will match the 3% damage increase from Double Edged Sword but not suffer the 1.5% increased damage taken. Also this mastery goes well with your passive.
[[double edged sword] :This mastery can help you in the early game, but as an assassin your are killing everyone. Most games if you kill 3 unique champions or more, bountry hunter out scales. I would not take this.
Battle Trance :You are playing an assassin. Assassins do burst damage, not sustained damage, so please do NOT take this mastery.
CUNNING
Wanderer :Movement speed is always nice, especially for an assassin, this mastery help your ganks, but savagery is better for early game clears, preference here.
[ Savagery :I personally value the faster clear time, so I take a point here.
Runic Affinity :I used to take this until all of the jungle timers got changed. Now You can hold Red and Blue buff for two minutes. With this mastery you can hold them for 15% longer, making the buffs last for two minutes and eighteen seconds. Decide for yourself if you value those 18 seconds.
Secret Stash :You are not laning, so please do not take this.
Assassin :Extra damage is good. All these little extra damages you are getting from masteries can add up to a quantifiable amount,so this is worth. Also the title of this mastery is assassin...
Merciless :This helps execute targets. Take 5 points here.
Meditation :Do I need to say anyting here?
Greenfather's Gift :This mastery is good for junglers because of all the bushes. Rengar should be going to bushes a lot too because of his passive. This is a good choice.
Bandit :If you were playing in lane, then this could be an option... but your not, so just don't.
Dangerous Game :This mastery helps Rengar kill someone and get out alive. This combined with his Battle Roar makes this a tempting mastery. Between this and Greenfather's Gift , it's purely preference.
Precision: This mastery helps you scale into the late game.
Intelligence :CDR is king. Read the chapter on CDR to learn why this is so good. Take 5 points here.
Stormraider's Surge :I really value this mastery alot. The extra movespeed is so nice to dodge croud control, bait out abilities, or just run away. This mastery takes some practice, if you can learn how to properly use this mastery it is the best mastery to take.
Thunderlord's Decree :This mastery is great for beginning Rengar players or someone who just wants that extra damage in their combos. This is very easy to proc, so this is a solid option for Rengar.
Windspeaker's Blessing :You are not Ivern or a support, so please no.
Skirmisher's Sabre - Warrior :Complete this first. In most cases red smite will be better unless you are playing against a highly mobile team and you didn't bring Stormraider's Surge , then consider blue smite. The cost efficiency is very good giving you 60 AD and 10% CDR. Compare the cost of other ad items and this one just wins. Build this.
Black Cleaver: An all around great item. It gives you extra health and the ability to shred some armor. This also brings you to 30% CDR.
Lord Dominik's Regards: This item is an excellent pick up when there are tanks on the team. Get this verse teams that are stacking armor and health.
Mortal Reminder :This item accels at taking down tanks as well as stoping healing making it particular effective against champions like
Maw of Malmortius: A great item against heavy AP comps or if the enemy APC is fed...feelsbadman
Mercurial Scimitar :A great item against comps that heavy a lot of hard cc. Like Stormraider's Surge and Edge of Nightthis item requires practice. Do not buy it if you can not use it properly. Also Rengar has built in Mercurial Scimitar.
Ravenous Hydra :The life steal and health regen are nice, although Assassin Rengar can struggle to benefit from these stats as he tends to get his damage of in bursts. Add in the Tiamat active to your combo as a bit more burst.
Bloodthirster :An okay item for the raw damage, while the shield gives you a bit more time to survive. A decent 6th item.
Death's Dance :Raw AD and healing off your abilites, seems too good to be true? Nope! The other passive on this item is what really makes it shine. The damage you take in is converted into a bleed. Who cares how you take the damage, right away or in 5 seconds... delaying the inevitable I guess. Because Rengar can now lose his stacks, the back that you are bleeding keeps you in combat allowing you to hold on to your stacks for 5 extra seconds, which is a long time in a team fight.
Guardian Angel :This can be very crutial in team fights. Let's say you jump in and one shot the adc, but then get focused down. Now your Guardian Angel pops, and your team collapse around you, baiting then enemy to focus you down. The mind games you can play with this item, especially in low elo. A very good item, especially when path 7.9 drops, it will be even better. Build this a large portion of your games.
Maxing Savagery first is the best. Gives you more damage. Especially since they nerfed Rengar's Savagery, now more than ever, max it!
Now what do you max second? You should max Battle Roar because the cooldown of Battle Roar at rank 1 is 20 seconds. No thanks. This ability helps so much with negating damage taken from champions and the jungle.
Finally you will be maxing Bola Strike last. I value suriving longer over extra damage because if you can surive for longer than you can get off that extra damage...think about it!
Boots of Swiftness :If the enemy team has a lot of slows, consider picking up these boots. This is a very situational pick. Not reccomended most games espcially since defensive boots are so good.
Ionian Boots of Lucidity :These boots are excellent if you get an early lead as they aid in maxing out that CDR. Careful to not overcap on CDR and consider switching out to a defenisve boots at 30+ minutes.
Mercury's Treads :If the enemy team has a lot of soft and hard cc, build this item. The more time you get to move, the high potential you have to kill.
Ninja Tabi :The best boots in the game right now, if the enemy team has more than 2 AD threats, build this boot.
So you have items, masteries, and runes all aiding in your CDR. Where to begin?
The Basics
Cooldown Reduction allows you to output more spells than you could without CDR. The more CDR you have the more rotations of spells you can get off.
So What?
For Rengar, CDR is king because the more abilities you can get off, the more damage you can do. With all damaging abilities, the more rotations of spells you can get off the better.
In-Depth
If you are still not convinced then read below.
I will be giving stats having 15% and 45% CDR because if you use the runes set up above, you will have 15% CDR lvl 1 and get 45% CDR throughout the game.
Let's start with Rengar's main ability Savagery:
Level 1 Cooldown=4 seconds
-
15%CDR= 4x.15=.6 4-.6=
Level 5 Cooldown=4 seconds
-
15%CDR= 4x.15=.6 4-.60=
40%CDR= 4x.40=1.6 4-1.6=2.4 seconds
45%CDR= 4x.45=1.8 4-1.8=2.2 seconds
*Note- I will be following the same formula for the remainder abilities.
Now on to Rengar's Battle Roar :
Level 1 Cooldown=20 seconds
-
15%CDR=17 seconds
Level 5 Cooldown=12 seconds
-
15%CDR=10.2 seconds
40%CDR=7.2 seconds
45%CDR=6.6 seconds
Rengar's Bola Strike
Level 1 Cooldown=10 seconds
-
15%CDR=8.5 seconds
Level 5 Cooldown=10 seconds
-
15%CDR=8.5 seconds
40%CDR=6 seconds
45%CDR=5.5 seconds
Rengar's Ultimate: Thrill of the Hunt
Level 1 Cooldown=130 seconds
-
15%CDR=110.5 seconds
40%CDR=78 seconds
45%CDR=71.5 seconds
Level 2 Cooldown=100 seconds
-
15%CDR=85 seconds
40%CDR=60 seconds
45%CDR=55 seconds
Level 3 Cooldown=70 seconds
-
15%CDR=59.5 seconds
40%CDR=42 seconds
45%CDR=38.5 seconds
These numbers show why it can be so crucial to take the mastery Intelligence , especially early as the 5% CDR helps your spell rotation a ton. Late game, your ult cooldown is reduced by nearly 5 seconds from 40% to 45%. More ults=more kill=more objectives=more wins.
Mid Game Jungling
Now comes the tricky part. Mid game jungling. How do you know when to farm and when to gank? That is called pathing, and it is something very hard to teach, but rather experience is the best mentor of this idea. The best I can provide you is with an example. Let's say that you have a Riven top lane against a Darius. The enemy jungler is Lee Sin. About 15 minutes in the game you are pathing towards top side. Riven is overextended top lane and your wolves, blue buff, and gromp are all up. What do you do? You could farm your jungle and move into river. You could go sit in a bush top lane to countergank the eminent Lee Sin gank. What if he doesn't show? Then you wasted your time. Maybe not, maybe you force Darius out of lane and take first tower or rift skuttler. If you somehow followed that then you realize there is so many moving pieces, hencing making it very difficult to understand. I would recommend watching high elo twitch streamers and pay close attention to there decision making in the jungle. Best of luck!
Late Game Jungling
A general rule here is if the camp is up, take it. Late game Rengar's clear's very efficiently so you can take whatever you want. Now if the enemy team is on baron,you may want to skip that wolf camp...
Sometimes it can be difficult to do this, especially in higher Elo. The biggest tip I can give is to hold your ult for as long as possible. Now if you see a lone ADC bot, and the rest of the team is top/mid, then go do your job, but generally, let your team engage. As your team soaks damage and CC, you flank and take out the APC and ADC.
Finally, the better understand you have of the game and what each champion could possibly do, the better decision making you can make on whether to jump in? Could the Thresh flash flay you away from the ADC and CC you to death? Assume yes, until the enemy team proves to not be able to make a higher level play like that. Understand the game before you play someone like Rengar.
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