Rengar Build Guide by Slayus

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Slayus

Rengar - Nothing Will Escape! ~ Solo Top & Jungle ~

Slayus Last updated on May 21, 2013
5,791,760 222

Solo Top

Jungle

Rengar Build Rengar Build
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Build 1 (Cheat Sheet)

Champion Build: Rengar

Health 3340
Health Regen 11.2
Mana 0
Mana Regen 0
Armor 162
Magic Resist 144.500054
Dodge 0
Tenacity 35
Movement Speed 345
Gold Bonus 0
Attack Damage 284.3
Attack Speed 1.002
Crit Chance 0%S
Crit Damage 0%
Ability Power 0
Life Steal 12%
Spell Vamp 0
Armor Penetration 0
Magic Penetration 0
Cooldown Reduction 0%


Recommended Runes



Ability Sequence

2
7
9
12
13
Ability Key Q
3
14
15
17
18
Ability Key W
1
4
5
8
10
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0

Guide Top

Introduction



Welcome to my Rengar guide! Here you will find a guide on how to hunt your prey with the savage Rengar!

Rengar is a melee fighter who excels in both top lane and the jungle. With the help of his abilities and his unique resource called Ferocity, Rengar is sure to add plenty of his enemies heads to his trophy collection.

I started this guide off with a lot of basic information about the champion because I want my readers to understand the champion before getting into details like runes and item builds. If you already know everything there is to know about this awesome champion, feel free to skip to my Runes section with the table of contents above.

This guide is currently and will always be under construction in order to keep it up to date and as informative as possible. Thank you to everyone who supports and votes for this guide!!!!

WARNING: I am currently in the process of updating the Solo Top section of this guide. If something doesn't look right, message me or leave a comment and I will try to get it fixed ASAP! Thanks again for the support!


Guide Top

Lore - Rengar, the Pridestalker



On every wall of his den, the trophy hunter Rengar mounts the heads, horns, claws, and fangs of the most lethal creatures in Valoran. Though his collection is extensive, he remains unsatisfied, tirelessly seeking greater game. He takes time with every kill, studying his prey, learning, and preparing himself for the next encounter with the one monster he never managed to defeat.

Rengar never knew his real parents, but was raised by a human who was revered as a legendary hunter. He was an ideal pupil, intently absorbing the lessons of his father, and improving them with his uncanny feral instincts. Before his mane had fully grown, Rengar set off on his own and claimed a wide territory for himself. Along its perimeter, he mounted the skulls of his slain prey - a warning to would-be aggressors. He thought undisputed reign of a region would fulfill him, but instead, he grew restless. No beasts in his domain proved challenging prey, and without formidable adversaries to push his limits, Rengar's spirit waned. He feared that no worthwhile game remained, that he would never again feel the thrill of the hunt. Just when things seemed their bleakest, he encountered the monster. It was a disturbing, alien thing, distinctly out of place in his world. It bore huge scything claws and devoured any animal that strayed across its path. Overzealous at the prospect of a challenge, Rengar ambushed the monster in haste. It far outclassed anything he'd hunted before. Their fight was savage, and each suffered crippling wounds. Rengar lost an eye, but the most grievous blow was to his pride. He had never before failed to make the kill. Worse yet, the severity of his injuries forced him to retreat. Over the following days, he hovered on the threshold between life and death. He was wracked with pain, but beneath it, he felt a glimmer of joy. The hunt was on. If such powerful beings existed in the world, he would find them, and stack their heads high. The monster, however, was a kill he wanted to savor. On his den's largest wall, he reserves a space for the beast's head, a trophy he swears will one day be the centerpiece of his collection.

"Prey on the weak and you will survive, prey on the strong and you will live." -Rengar


Guide Top

Pros / Cons



Pros

+ Great burst and AS steroid
+ Easy ganks from brush
+ Naturally tanky
+ Slow / Snare CC
+ Decent built in sustain
+ Stealth that revels enemy champions
+ Bonetooth Necklace makes killing champions more rewarding
SPACESP Cons

- Easy to harass early game, especially by ranged champions
- Counter-jungled easily due to lack of escape
- Ultimate can be countered by Oracles
- Filler con
- filler con
- filler con


Guide Top

Skills



SOLO TOP SKILL SEQUENCE
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

JUNGLE SKILL SEQUENCE
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



Unseen Predator (Passive) - While in brush or stealth, Rengar will leap at the target when using his basic attack. Rengar builds 1 Ferocity with each ability he uses on enemies. When reaching 5 Ferocity, Rengar's next ability becomes empowered, granting it a bonus effect.
Range: 600 or 750 with 9 trophies on Bonetooth Necklace

Unseen Predator has no cooldown and the leap can be used repetitively. For example, when chasing through brush, Rengar can continually leap onto his target. The buff will also last for ~.5 second after leaving brush or stealth. Upon reaching 5 Ferocity all of Rengar's empowered abilities become available for use. Note that his cooldowns are not reset. After Rengar consumes his Ferocity, all of his abilities resume what remains of their cooldowns.



Savagery - Rengar's next basic attack deals bonus damage and grants him increased attack speed for 4 seconds.
Cost: None
Cooldown: 8 / 7.5 / 7 / 6.5 / 6 seconds
Physical Damage: 30 / 60 / 90 / 120 / 150 (+1.0 per attack damage)
Attack Speed Bonus: 30 / 35 / 40 / 45 / 50 %


Empowered Savagery - Savagery deals bonus damage equal to 150% of Rengar's attack damage, and the Attack Speed bonus is doubled.
Cost: 5 Ferocity
Cooldown: None
Physical Damage: 30 / 60 / 90 / 120 / 150 (+2 per attack damage)
Attack Speed Bonus: 60 / 70 / 80 / 90 / 100 %

Savagery is your main damage ability and Empowered Savagery ends up doing a ton of burst damage and a lot of sustained damage through the attack speed boost. This ability will also reset Rengar's attack timer so landing an auto-attack before using it will maximize the damage. Also, the attack speed buff from both Savagery and Empowered Savagery stack, so using them back to back is encouraged.



Battle Roar - Rengar lets out a battle roar, damaging enemies and gaining bonus armor and magic resist for 3 seconds.
Cost: None
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Magic Damage: 50 / 80 / 110 / 140 / 170 (+0.8 per ability power)
Bonus Armor & Magic Resist: 15 / 22 / 29 / 36 / 43


Empowered Battle Roar - Battle Roar also heals Rengar for 40 (+20*level).
Cost: 5 Ferocity
Cooldown: None
Magic Damage: 50 / 80 / 110 / 140 / 170 (+0.8 per ability power)
Bonus Armor & Magic Resist: 15 / 22 / 29 / 36 / 43
Maximum amount healed at level 18: 400

Battle Roar helps you stay tanky in fights without having to build a lot of defensive items. Rengar gets his sustain for Empowered Battle Roar which will heal him even if the ability does not hit an enemy. These two versions of the ability will not cause the armor and magic resist to stack, but will refresh the duration.



Bola Strike - Rengar throws a bola at his target, slowing them for 2.5 seconds. The slow decays over the duration.
Cost: None
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 - 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. Crowd control reduction will reduce each duration separately.
Cost: 5 Ferocity
Cooldown: None
Physical Damage: 60 / 105 / 150 / 195 / 240 (+0.7 per bonus attack damage)
Slow: 50 / 55 / 60 / 65 / 70 %

Bola Strike is Rengar's only CC ability. This is a target ability and applies full on-hit effects such as the ranged slow from Frozen Mallet. This ability can be priceless during ganks, especially if Empowered Bola Strike is used to snare the enemy.



Thrill of the Hunt (Ultimate) - Rengar activates his predatory instincts, stealthing after 1 second 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.
Cost: None
Vision Radius: 2000 / 3000 / 4000
Cooldown: 140 / 105 / 70 seconds
Movement Speed Bonus: 20 / 25 / 30 %

Thrill of the Hunt is what makes jungling on Rengar so attractive. The real power behind this ability is the vision it provides. It allows you and your team to see all champions within the vision radius, including champions inside of brush and other stealth champions. This ability can also be used as a great escape for when things go bad or to just get focus off of you in a team fight. Also, activating Savagery will not break stealth. Knowing when to use this ability will separate the good Rengar players from the great. NOTE: The fade time on this ability is now 1 second instead of .75 and taking any damage, pushes the fade time another 1 second (up to 3 seconds). Using this ability as an escape tool is not as reliable as before!


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Runes



SOLO TOP

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
3

Greater Mark of Attack Damage x9 - Early attack damage will help you last hit minions and help you come out on top of any early fights.
Other Mark Options:
Greater Mark of Armor Penetration - Another good choice for any AD champion. These will help you late game when enemies start to build up their armor.

Greater Seal of Armor x9 - Standard pick for almost all melee champions. It will help lower damage taken from most of the popular top lane champions.
Other Seal Options:
Greater Seal of Scaling Health - A good replacement if you plan on building like a bruiser rather than a fighter/assassin.

Greater Glyph of Scaling Magic Resist x9 - Another standard pick for almost every champion these days. This will help in late game when the enemy AP carry is dishing out a ton of damage.
Other Glyph Options:
Greater Glyph of Cooldown Reduction - Being able to use your abilities faster means you gain ferocity faster which can improve your damage output quite a bit.

Greater Quintessence of Attack Damage x3 - Once again this will help early game with last hitting and trade offs. These can easily be changed for one of the options below.
Other Options for Quints:
Greater Quintessence of Movement Speed - Being able to keep up with a fleeing enemy helps Rengar utilize the attack speed boost from Savagery, and also helps you travel the map a bit faster.
Greater Quintessence of Health - I would only suggest using these if you are new to the champion and find yourself dying a lot early game. Rengar is easily harassed and these can help cushion the blow.



JUNGLE

Runes

Greater Mark of Armor Penetration
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Movement Speed
3
Greater Mark of Attack Damage x9 - Helps clears the jungle faster and more damage for early ganks.
Other Mark Options:
Greater Mark of Attack Speed - Rengar doesn't have one of the fastest jungle clear times, so having a boost to attack speed can help him clear just a bit faster.

Greater Seal of Armor x9 - Standard for jungling due to them lowering the damage taken from most monsters which allows for more ganking.
Other Seal Options:
Greater Seal of Scaling Health - Another viable option, but not optimal.

Greater Glyph of Scaling Magic Resist x9 - Once again, this is a standard pick for almost any champion due to the damage AP carries dish out late game.
Other Glyph Options:
Greater Glyph of Cooldown Reduction - If you don't think you will have any issues with enemy AP carries, feel free to swap for these to increase your ferocity generation.

Greater Quintessence of Movement Speed x3 - These will help you move around the jungle faster and make it easier to get in position for ganks.
Other Options for Quints:
Greater Quintessence of Attack Damage - Helps you deal a bit more damage to jungle mobs which will increase your clear time and helps you deal more damage for early ganks.
Greater Quintessence of Armor Penetration - Only take these if you did not take the Greater Mark of Armor Penetration and are worried about enemies building armor. These will also help reduce the armor of monsters in the jungle.
Greater Quintessence of Health -If you are a beginner to the jungle, these can help you stay alive, even with a few mistakes. It will also make you a bit harder to counter-jungle early in the game.


Guide Top

Masteries



SOLO TOP

Masteries
1/1
4/4
2/4
4/1
3/1
1/1
2/3
3/1
1/3
4/2
3/1
1/3
1/3

OFFENSE
SPACE Summoner's Wrath - Improves both Ignite and Ghost for a single point.

Fury - Passive attack speed to increase your damage output.

Sorcery - Lowers your cooldowns which allows you to build Ferocity faster.

Deadliness - More AD that scales with you as you level to help increase your damage.

Weapon Expertise - Reduce enemy damage reduction they gain from armor.

Havoc - Overall damage increase.

Brute Force - Early game AD to help last hit and increase the damage of Savagery.

Sunder - Helps you deal more damage to enemies with high armor. Helps the most early game by causing enemy champions to take damage as if they had no armor.

Executioner - Doing more damage to low health enemies will help you secure kills and win 1v1 fights.


DEFENSE
SPACE Durability - Extra health to increase the amount Empowered Battle Roar restores.

Hardiness - Armor to help reduce the physical damage you take from harass.

Resistance - Just 1 point to get you down to the next tier, but also free magic resist is always good.

Veteran's Scars - A boost to early game health to help you survive any early ganks. Think of this a free Greater Quintessence of Health.





JUNGLE

Masteries
2/4
2/1
4/1
1/1
1/2
4/2
2/2
1/1
1/1
2/1
1/3
1/3
3/1
2/1
1/1
1/1
1/1

OFFENSE
SPACE Fury - Passive attack speed to increase your damage output.

Butcher - Increased damage to jungle mobs to help clear faster.

Deadliness - More AD that scales with you as you level to help increase your damage.

Weapon Expertise - Reduce enemy damage reduction they gain from armor. Also lowers the jungle mobs armor so that you are closer to dealing true damage.


DEFENSE
SPACE Summoner's Resolve - Improves the summoner spell Smite.

Durability - Extra health to increase the amount Empowered Battle Roar restores.

Tough Skin - Reduces the overall damage you take from the jungle mobs.

Hardiness - Armor to help reduce the physical damage you take from jungle mobs.

Bladed Armor - Helps clear the jungle faster by causing damage to jungle mobs each time they attack you.

Unyielding - Overall damage reduction from champions

Veteran's Scars - A boost to early game health to help you leave the jungle with more HP for ganks. Think of this a free Greater Quintessence of Health.

Block - More reduced champion damage.

Tenacious - Shortens the amount of time you are stunned or knocked up. Very important as a stun that lasts too long can cause a swift death.

Juggernaut - Increases your health and scales with health gained from levels/items.

Legendary Armor - A small boost to your armor and magic resist gained through runes & items.

Reinforced Armor - Helps a lot against most AD carries and auto-attack champions.

Honor Guard - Overall damage reduction.


Guide Top

Summoner Spells


SOLO TOP


SPACESPACESPACE
Ignite
SPA Helps secure your kills and get the upper hand on healing enemies. Standard pick for most top lane champions. SPACESPACE


SPACESPACESPACE
Ghost
SPA Great for escaping, but also very key to chasing. This will help you stay with them even after they Flash away. SPACESPACE




JUNGLE


SPACESPACESPACE
Smite
SPA Required for all junglers. Use this to not only clear the jungle, but as a way to secure/steal jungle mobs like Dragon and Baron. SPACESPACE


SPACESPACESPACE
Ghost
SPA Once again, great for catching up with fleeing enemies even after they flash away. If you are worried about getting counter-jungled, you may want to replace this with Flash. SPACESPACE




OTHER VIABLE CHOICES


SPACESPACESPACE
Flash
SPA A decent replacement for Ghost as it will allow you to flash over walls in the jungle. It also allows you to overextend a bit more seeing as you can escape most ganks by hopping over a wall or out of reach. SPACESPACE


SPACESPACESPACE
Exhaust
SPA Some people prefer this to Ignite. It is a solid choice and will give you the upper hand on 1v1 fights. This can also replace Ghost when jungling to help with ganks. SPACESPACE


SPACESPACESPACE
Heal
SPA A decent choice if you are new to a champion, but you will be sacrificing your kill secure spell. Do not use this when jungling! SPACESPACE


Guide Top

Solo Top Items



REMINDER: This is just one of many ways to build Rengar. I do not list a full 6 items here because a good player adjusts their build each game based on the type of enemies they face. To round out this build you will need to add 2 items from the Situational Items section. If you would like a example of a full build please refer to the Purchase Order from the Solo Top icon at the top of this guide.


SOLO TOP CORE ITEMS


Bonetooth Necklace


Mercury's Treads
Standard boots for any champion that has to get within melee range. The CC reduction is priceless and the magic resist is just icing on the cake. You will see in the Situational Items section that these can often be replaced with Ninja Tabi when facing heavy AD enemies.

Bonetooth Necklace Bonetooth Necklace
This is a unique item that only Rengar can purchase. I find this item extremely worth getting and makes you feel like a real hunter! If you find yourself with this item late game and you haven't gotten at least 6 stacks you might want to think out selling it for another item.

Frozen Mallet
Grab this for the passive alone! Once you hit an enemy they will never get away and you will rip them apart with your high attack speed. The large boost to your HP and AD also help make this a core item.

Bloodthirster
The boost to AD and sustain from this item is too good to pass up on Rengar. Some even choose to build this before Frozen Mallet for extra killing power.


Guide Top

Jungle Items



REMINDER: Like the above build, not all 6 item slots are filled. Fill the remaining slots with items from the Situational Items section. If you would like a example of a full build please refer to the Purchase Order from the Jungle icon at the top of this guide.

JUNGLE CORE ITEMS


Bonetooth Necklace


Mercury's Treads
Like I said in the section above, these are standard for most melee range champions and can be replaced with Ninja Tabi in certain situations.

Blade of the Ruined King
While Rengar doesn't need a ton of help in the sustain department thanks to Empowered Battle Roar, the passive will shred through high HP targets and the active it great for chasing down an opponent that tries to escape.

Bonetooth Necklace Bonetooth Necklace
Rengar's signature item. As a jungler, you should be able to stack this item pretty high which makes it that much better of an item to have. The increased range on your passive leap with 9 trophies makes ganking that much easier.

Frozen Mallet
This item is too good to not use on Rengar. The perma-slow this item gives you is priceless and will help ganking that much easier.


Guide Top

Situational Items



NOTE: Items listed below are not always viable and I will try to explain when and why I use them. Also, these are not the only situational items that can be built, just the ones that work best for me.


Ninja Tabi
This is a great replacement for Mercury's Treads if you are facing a AD/auto-attack heavy enemy and they don't have a lot of CC.

Atma's Impaler
If you are lacking a good off-tank/bruiser on your team, this item can help you fill that roll. It also has great synergy with Frozen Mallet.

Maw of Malmortius
A great item if you are going up against a well farmed AP carry. The shield will save your life more times than you can count and the extra AD as you take damage doesn't hurt either. If you plan on getting this item you will want to build Hexdrinker in early/mid game.

Spirit Visage
Another great item to combat AP carries. It also helps your Empowered Battle Roar heal you for a bit more and cooldown reduction is always helpful.

Guardian Angel
This is a great late game item. It gives you a good boost to both armor & magic resist, but the real power comes from the revive. The reason I call this a late game item is because during early/mid game a death usually is due to a mistake or a gank and being revived isn't going to really help, but during team fights it can help turn the tides.

Randuin's Omen
Another great late game item to counter AD heavy teams. Using your ult to sneak into a team fight and using the active on this item can do wonders.

Last Whisper
I would suggest only building this if you are going up against an enemy that has 110+ armor or this item will not be using its full potential. A great item when facing tanks such as Rammus and Malphite.

Trinity Force
I would suggest building the Phage and/or Sheen first and then finishing out this amazing item. While Rengar does not benefit from all of the stats, the passive proc of 150% of your base AD and the slow passive are enough to make the item worth the gold.

Zeke's Herald
If you have a AD heavy team and your support does not grab this, it can help you and your team tremendously. Thanks StreatRiot15 for reminding me of this item and how well it works with Rengar.

Warmog's Armor
Another great item to build if you need to fill the off-tank/bruiser role. Pairing this up with Atma's Impaler is ideal. Make sure you replace any other HP items with a more offensive item.


Guide Top

Gameplay - Solo Top



ANOTHER REMINDER: The descriptions below are an explanation of how most games will go. Depending on how well you last hit and kills you get or give, the game could go completely different. Remember that a good player does not blindly follow these guides and adapts to each and every game.


Early Game
Most of the time you will want to start off the game with Boots of Speed and Health Potionx3. If you see that your top lane opponent is an aggressive AD such as Riven you may want to get Cloth Armor and Health Potionx5 so that you don't get forced out of your lane early. Use your abilities to not only last hit, but also to build up Ferocity. Try to harass each time you reach 5 stacks of Ferocity. Remember to use Empowered Battle Roar to keep yourself in lane longer.

On your first trip back you will want to get at least a Long Sword and a Sight Ward along with a few Health Potion. Make sure to ward either the bush in river or in front of Baron to avoid being ganked. Continue to farm and harass and ping to notify your jungle if you get them low enough or they overextend. Now here you get the option of either building Phage to become a bit more tanky and then your Bonetooth Necklace or you can save up for a B. F. Sword to be a bit more offensive. I usually go with the Phage first just because the slow proc can help a lot when going in for the kill.




Mid Game
By the beginning of mid game you should have your Mercury's Treads or Ninja Tabi . You should also have Phage, Bonetooth Necklace and be working towards Frozen Mallet. If you chose to go for the B. F. Sword then you should have followed that with Bonetooth Necklace and be working towards The Bloodthirster. If you find yourself having issues with an AP champion you may want to grab Hexdrinker before finishing out Frozen Mallet or The Bloodthirster.

Team Fights
Allow your tank to initiate and use Thrill of the Hunt to seek out either their AD or AP carry. Make sure to not stray too far from your team or else you will get focused. Another good strategy in team fights is to wait for initiation and be waiting in brush and leap onto your target. You can then use Thrill of the Hunt to chase down runners or to escape possible retaliation.




Late Game
By late game you should have your core items and be deciding on what last two items will help you win the game. Continue to hunt down and kill the enemy AD and/or AP carry and also make sure to be involved in every team fight. Even if you don't get kills every time, you will still get trophy stacks on Bonetooth Necklace from the assists.


Guide Top

Gameplay - Jungle



JUNGLE ROUTE



Wraiths --> Lizard --> Small Golems --> Wraiths --> Wolves --> Blue Golem


Early Game
Begin the game with Hunter's Machete and Health Potionx5. Head over to Wraiths. After killing the Wraiths, have someone leash the Lizard Elder. You will want to use a Health Potion here and Smite. Continue onto the Small golem camp and kill them starting with the larger one. Use another Health Potion on your way back to Wraiths. After killing Wraiths you can pop a Health Potion and look for a gank at mid/bot or continue onto Wolves. Finally finish your first clear of the jungle with the Ancient Golem. Remember to go back and get Red buff every five minutes or so and to help your mid take Blue buff whenever it is up.

On your first trip back you are going to want Madred's Razors and a few Health Potion or a Long Sword if you have the gold. Continue to clear the jungle and the enemy jungle if you are an experienced jungler. Look for ganks whenever you are traveling between camps and also make sure to keep dragon warded if your support in not already.

Ganking
Once you hit level 6 you will stop focusing on the jungle as much and be actively looking for ganks. The easiest way to gank is to activate Thrill of the Hunt before you are within vision range of your enemy. By the time you are positioned behind them you will have full Ferocity. Leap onto them and open up with Empowered Savagery followed by Savagery. This will deal a huge amount of damage and will give you a very large attack speed boost. Slow them with Bola Strike as they try to run and just keep slashing away.




Mid Game
At the beginning of mid game you should have Mercury's Treads or Ninja Tabi, Bilgewater Cutlass and Bonetooth Necklace if you have gotten a few kills/assists. If you are struggling with an AP champion I would get Hexdrinker followed by your Phage. From there you will continue to control the jungle and dragon for your team and finish out Blade of the Ruined King or if you need tankiness, finish your Frozen Mallet.

Team Fights
Allow your tank to initiate and use Thrill of the Hunt to seek out either their AD or AP carry. Make sure to not stray too far from your team or else you will get focused. Another good strategy in team fights is to wait for initiation and be waiting in brush and leap onto your target. You can then use Thrill of the Hunt to chase down runners or to escape possible retaliation.




Late Game
This phase of the game is pretty much the same as mid game except you will only be focusing on buff camps and team fights. Choose your last two items based on the enemy team and what your team requires. A lot of junglers end up being off-tanks/bruisers so you may be pushed into that roll and need to build some of the tanky items from the Situational Items section. You may also want to sell Madred's Razors for another late game item if the game lasts long enough.


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Trophies!



Thank you Ricardonn for these results!
Here are some results from Omglogan
Thank you aker333 for sharing your success!

Results from Ruken


Wolfscream shared their results


Here are some results from MusGarasia


Finally, some results from KuroTofu


Thank you Keithioa for the awesome results!




I am currently overloaded with match history results at the moment. Thank you everyone for sending me your results when using my guide. I am glad to have helped. I will be rotating match results as time passes.


Guide Top

Final Thoughts & Change Log



This is one of my favorite champions in LoL. Unfortunately I do not get to play as much as I used to, but I hope that this guide can continue to help people enjoy one of the best champions in the League!

Please leave a constructive comment if you do/don't agree with some of my decisions so that I can make this guide even better, especially if you are going to vote.

Thanks goes out to jhoijhoi for their guide on how to build a good guide. I got a lot of BBCode and ideas there.

THANK YOU FOR READING MY GUIDE!! HOPE IT HELPS YOU BECOME A TRUE HEADHUNTER!!

SIDE NOTE: My girlfriend and I recently had our first child so I will not be actively watching this guide like I was when it was first created. Don't worry though... I will still check in on a regular basis and keep the information up to date. Thanks again for all your support and kind words. I hope my guide continues to help new Rengar players!





CHANGE LOG


4/15/2013 - Overhauled the Jungle portion of this guide to better match my play style in Season 3. I changed just about everything except my jungle path
4/11/2013 - Changed masteries and ability sequence for Solo Top section to better reflect how I am currently playing him
12/14/2012 - Adjusted numbers for Battle Roar and Thrill of the Hunt due to changes in the Preseason Balance Update 2
12/14/2012 - Nerf to Battle Roar and Thrill of the Hunt in Preseason Balance Update 1
12/5/2012 - Updated mastery pages/section and item order/item section to reflect the changes made in the Preseason 3 Patch
10/25/2012 - Changed the numbers on Empowered Savagery and Thrill of the Hunt to match the nerf Rengar received in the Shadow Isles Patch and also re-thinking the use of bonetooth necklace seeing as they nerfed that too
9/27/2012 - Adjusted the numbers on Savagery and Battle Roar due to the nerfs received in the Late Sept. Patch and added player results
9/24/2012 - Updated skills per World Champ Hotfix and added a few match results
9/5/2012 - Reformatted a few of the sections so they look "pretty" and added another players result screenshot
8/31/2012 - Updated the masteries section with more detailed information.
8/30/2012 - Added result screenshots from two players!
8/27/2012 - Fixed a few grammar errors, added more detail to Flash & added duration to Battle Roar
8/24/2012 - Added banners to each section & Zeke's Herald to the Situational Items
8/24/2012 - Published guide