Rengar Build Guide by be_cracked
Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Huge Rengar Nerf was inbound. I think this guide/way to play Rengar is still viable. I changed some things. Look them up in the Beginning of the New General section.
Hey everyone, I'm be_cracked and this will be my first Guide ever.
This is a Solo Top Guide. I will add a Jungle Section soon.
I will try my best to make this a good Guide and hopefully help some of you to become a at least a bit better with Rengar. He is a really fun and also strong Solo Top and Jungler.
I play him as a more Assasin Bursty but still Bruiser like Type on Solo Top.
This Guide is still work in progress!
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
I think this guide/way to play Rengar is still viable, but I added Heart of Gold to standard item purchase. Also you have to use your 5 Ferocity more often on you W instead of jumping on the enemy and bursting with Q. (But AP Bonus from Sheen ftw :)
Also think about getting now Vampirism for the extra 3% Lifesteal, especially if you won't get Dorans Blade, if you want more lane sustain. Because of the nerf, which decreased Rengars Liferegen by 50%, you might need it.
Pros / Cons
+ Very fun Passive
+ Good Slow/Root
+ Lane Sustain
+ Amazing Stealth Ultimatewith low CD
and even reveals any champs
+ Bonetooth Necklace gives unique Bonuses
- If Junglling easy countered
- Without Brush in reach you
no use of your passive
The Runes I use are pretty standard, I assume.
You can variate them as you want, although you should stick at least to Greater Seal of Armor and Greater Glyph of Scaling Magic Resist for enough Armor and Magic Resist.
Greater Mark of Desolation Since some Armor Pen is better than full AD in my opinion, which you will get from you Bonetooth Necklace and Greater Quintessence of Attack Damage. But if you want you can of course also use Greater Mark of Attack Damage.
You also could use Greater Mark of Attack Speed for some insane Attack Speed in combination with Savagery, but since you do not really rely on auto attacks I do not recommend them.
You also can go for Vampirism and Butcher or anything else you like. The only important thing is that you have spent enough points to get Executioner . This Skill is just a too amazing finisher as you could not give it a point.
I thought about it once again and since you get "pretty much" of Crit Chance from Trinity Force and Atma's Impaler this 10% Extra Damage isn't really that bad. I think you can spare this one 1% CD Reduction/the one point in Sorcery .
The Rest of you skillpoints should be spent in Durability & Veteran's Scars , maxing each of it.
Everything else is not a solid choice in my opinion, unless you are jungling.
Here a possible full Defense Tree.
So I think your Skillpoints are better spent in the Defense Tree.
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.
With this passive you can go all wild and hop around in the Jungle, leaving your victim no chance to escape.
Note: Unseen Predator has no cooldown, so you can jump again and again. Also the buff lasts for 0.5 seconds after you went out of the brush and you can still jump to a target within this amount of time.
Your normal and your empowered Skills have independent Cooldowns, which means that you can use Savagery with 4 Ferocity and immidiatly after .
The jump now counts as an auto attack and will deal the damage of Savagery.
Savagery- Rengar's next basic attack deals bonus damage and grants him increased attack speed for 3 seconds.
Your main damage tool.
Empowered Savagery - Savagery deals bonus damage equal to 150% of Rengar's attack damage, and the Attack Speed bonus is doubled.
Just an amazing burst and with the attack speed buff also some more sustain damage.
Battle Roar - Rengar lets out a battle roar, damaging enemies and gaining bonus armor and magic resist for 3 seconds.
Empowered Battle Roar - Battle Roar also heals Rengar for 15% of his maximum health.
Good defense and with the heal also very good lane sustain ability
Bola Strike - Rengar throws a bola at his target, slowing them for 2.5 seconds. The slow decays over the duration.
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.
Helps you, if you jump out of your brush to harass the enemy, to stop them from following you and deal real damage back.
Thrill of the Hunt (Ultimate) - Rengar activates his predatory instincts, stealthing 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.
Great for securing kills, as well as ganking and getting ganked.
Also amazing short Cooldown. on Lvl 3 this ultimate only has 45 seconds of it.
I see a lot of Rengars maxing Bola Strike after Savagery, which might be good choice if you are Jungling, but for Laning I more like to have the extra resistents of Battle Roar.
So Summoner Spells...
Mostly this depents on which you like more but I'll list the Pro's and Con's of them here.
This is my most loved Summoner Spell. You can go over walls and make and escape out of mostly every gank and bad situation. Or it helps you to close up on an enemy and secure a kill. You also can nicely combine it with Unseen Predator to move great distances in a blinc of an eye. I prefer it over Ghost.
It gives you a clear advantage in 1on1 situations and for ganking. Your target is absolutly locked down and can't return very much damage in you direction.
I'm still not sure which one is better with Rengar. Ignite is that kill securing, Absolut Damage and Healreduction ability, that can save you from some angry "KARTHUS! REQUIM!" shouts.
I was never a big fan of ghost. I don't like it because it's easier to use, yes, but for that you trade in a lot of potential you got with Flash. If you take Summoner's Wrath you of course have the buffed Exhaust/ Ignite + a buffed Ghost, something you do not got with Flash but I think that's not that big of a lose.
This is a good choice if you are new to the champion. Helps you to survive some situations, but loses it's effectivness in late game.
The 3 Health Potions you'll take with you help you to stay in lane until you get your Battle Roar.
After my boots I often buy Doran's Blade because of it early game effectiveness to overpower my oppenent even more. If everything works good I get an early kill, am able to farm and keep the enemy away from it. (Video for Laning Phase coming soon.)
Why Trinity over Frozen Mallet?
I prefer Trinity Force over Frozen Mallet because of the extra damage.
Especially if you look at the on cast effect. Increased base Attack Damage by 150%. Now think about that in combination with Empowered Savagery. Amazing burst.
Also the slow of Trinity Force is good enough in my opinion. No total lock down like Frozen Mallet but good enough. The extra Movement Speed doens't hurt as well. With stacked Bonetooth Necklace I end up with 455. But Frozen Mallet is still a very viable choice.
I don't get Frozen Mallet but I still need some more late game tankyness. So I go for a Warmogs after Trinity Force. In my opinion this is the best way to go because, since Rengar is naturally pretty tanky, you go for early damage and amazing burst when most of your enemies are still squishy and you will have the momentum of suprise on your side. You'll get feeded fast (if you are doing it right). If it you have some trouble consider getting a Heart of Gold for "selfrefunding tankyness over time".
So many beautiful boots. Which shall I take?
- This boots are a must have if the enemy got a lot of CC. It reduces the duration the CC affects you by 35%. The MR is also nice to have against some Champions.
- If you face an enemy team with low CC and lot of AD you can go for Ninja Tabi to reduce the damage you recieve. I actualy get them quite frequently lately duo to the high advantage they give you in a 1on1 Situatin with your AD opponent.
- In my opinion other boots are better. You don't need the CD Reduction so hard that this boots would be necessary.
- I never tried them, but as you got a nice slow and your Grasshopper Passive I don't think you'll need them.
- This is no AP Guide.
- Armor, Some crit chance and (although it was nerfed) good synergy with Warmogs. I like and recommend this item very much.
- Good if the enemy AP Carry is doing well. Especially against combo relying champions like LeBlanc.
- Good if the enemy AD Carry is melting your teams health. Reducing his Attack Speed is a good way to prevent him from winning the game. Probably more an item for your team's main tank.
The Mana of course is useless, but the CD Reduction isn't that bad.
- Can be a viable choice from time to time to resist AD Damage and send some back.
- As you will want to focus squishy targets (AD Carry) in teamfights and burst them down, the slow when they attack you can help you to keep them out of the teamfight until you killed them. Also it's a great 'anti-chasing' tool.
The active ability on this one is also nice, as you easly can get behind the enemy team with your Ultimate and stop/slow their retread (if your team manages to force them into one).
If you know you will go for Randuin's Omen you should buy Heart of Gold earlier in the came because of the passive Gold per Time-Effect and some early life.
- A very good choice if you want to get some MR but not lose too much damage. Also the shield can save your *** plenty of times.
Force of Natur - I would only recommend this item if the enemy AP Carry is really fed. The additional Movement Speed is okay and the percental lifereg for tanks pretty nice.
- Additional Resistance and a mighty life saver. If you are having trouble because you get focused consider this item.
-Definetly a beatiful item for Rengar. "But this is a supporter item. I won't get that ****!" Maybe that's what you are thinking right now. But think of it!
+250 Life: K.
15% CD: Amazing!
12% Lifesteal & 20% Attackspeed for you AND allies nearby: **** yeah!
Thanks & Changelog
If you liked this guide vote it up and leave a comment.
If you didn't write a comment and tell me what I can do better.
Also thanks you JhoiJhoi for his "How to make a Guide"-Guide
Bye, for now,
28.11.2012 - Changed standard Item purchase (added Heart of Gold), Added 'General' Section, working on 'Counters'
22.10.2012 - Changed the main masteries
02.10.2012 - Added Results of a Player
30.09.2012 - Added some more details to Item-section (Warmogs)
26.09.2012 - Added Pro/Con Section, Fixed some errors
25.09.2012 - Published Guide
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