Rengar Build Guide by Scoze
Not Updated For Current Season
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Not Updated For Current Season
// Rengar is very adapt at pursuing enemies in the jungle or other bushed areas. Due to his leap, he gas great potential ganking side lanes by leaping from the bush to either an enemy creep or champion and following it up with high damage and decent crowd control.
Pros / Cons
+ // Manaless
+ // Point target crowd control
+ // Tanky with Battle Roar
+ // Extremely powerful in bushed areas
+ // High single target burst with ferocity
- // Useless without ferociry
- // Difficulties generating ferociry early levels
- // Farm dependant
// You are able to get away with Boots of Speed + 3 Health Potions as long as you get a leash and use your skills properly.
// The Brutalizer is a good early buy on Rengar. All of it's stats are very desirable, particularly the cooldown reduction for obvious reasons, and the armor penetration. The armor penetration synergizes well with all the penetration you get from other areas, such as runes, masteries, and even the 3 Trophy Stack from Bonetooth Necklace.
The next item you want to get is situational. If you think you will be able to gank well or expect team fights such as forcing an early dragon, a Bonetooth Necklace is a good buy. If you die in team fight, you will still be able to gain stacks. As long as you assist in at least 2 kills. However if you expect none of these and are behind due to whatever reason (ie. bad level 1 fight, lost jungle) a Heart of Gold will be ideal. The health gained synergizes well with Battle Roar. Get the other item I mentioned in this paragraph after.
Boots of Mobility is a viable option for boots. It will allow you to turn invisible and quickly by pass wards or just walk into lane and gank.
// Your next few items are situational as well. Remember, HP is an EXTREMELY valuable stat on Rengar as his Battle Roar scales extremely well with it. The HP you gain from items is made to good use due to the high defensive stats Battle Roar gives you, as well as the 15% heal.
While in brush or stealth Rengar will leap at the target when using his basic attack.
Rengar builds 1 point of Ferocity with each ability he uses on enemies. When reaching 5 points of Ferocity, Rengar's next ability becomes empowered, granting it a bonus effect.
// Unseen Predator is a very powerful skill in the right environments. With a Red Buff, it is practically impossible to escape from Rengar in the jungle combined with his 50% target slow. This can also work as an escape mechanism, by juking into a bush and leaping into an enemy creep/champion or even jungle monsters. There are some positions that creates short cuts in the jungle with this skill if you have vision of a camp. For example, you are able to leap the Blue Buff from the bush behind its wall.
The next basic attack within 6 seconds deals 30/55/80/105/130 (+1*AD) physical damage. Grants 35/30/50/45/40% Attack Speed for 3 seconds.
Ferocity bonus: Additionally deals 150% of Rengar's Attack Damage (+1*AP) in bonus damage, and the Attack Speed bonus is doubled.
// An auto attack, combined with a Empowered Savagery into a normal Savagery provides you will a lot of burst allowing you to easily carries with no armor items. In addition, it gives you a nice attack speed boost making it very desirable to max first. Keep in mind this is an auto attack re-setter and allows you to heal a decent amount with the 3% life steal in the offense tree. Savagery and Empowered Savagery attack speed buffs stack.
Deals 120/75/255/210/165 (+1*AP) magic damage to enemies in the area. Grants 20/30/40/50/60 Armor and Magic resist for 3 seconds if an enemy is hit.
Ferocity bonus: Heals Rengar for 15% of his max health.
// Battle Roar allows Rengar to be extremely tanky in fights as well as sustaining himself in the jungle. Almost always in the jungle you want to be using your Ferocity for an Empowered Battle Roar as it heals 15% of your maximum HP regardless of the level. After your first or second buy you can get away with using Empowered Savagery in the jungle, and only use Empowered Battle Roar every now and then to heal. Battle Roar and Empowered Battle Roar's resistances bonuses do not stack, but refresh upon casting.
Throws a bola dealing 60/105/150/195/240 physical damage and slowing an enemy by 50/55/60/65/70%, Enemy Movement Speed recovers over 2.5 seconds.
Ferocity bonus: Roots the target for 1 second.
// Bola Strike is very strong ganking tool as it is a point target skill and offers a very long duration crowd control. When using both Empowered Bola Strike and Bola Strike, you get 1 second snare and 4s slow at 50% that decays over time on each cast. It also has decent damage dealing 60 damage at level one with a 0.7 bonus AD ratio each cast.
Thrill of the Hunt
Activates predatory instincts stealthing Rengar, and revealing enemy Champions within 2000/3000/4000 range.
Rengar gains 10/15/20% Movement Speed and 5 Ferocity over 3.75 seconds. Lasts 1 seconds or until Rengar uses an ability that removes his stealth.
// Key things to note about Thrill of the Hunt is that there is a fade time to go into invisible. Thus you are unable to leap or stop taking damage instantly after you use your ultimate, some thing you must need to take into consideration when using this skill. In addition, ferocity generation and vision of enemies is lost after you come out of stealth. The cooldown on this skill decreases dramatically each time you level it up. At level 16, it is possible, with some cooldown reduction to use it twice in a prolonged fight. There is also no global warning on his ultimate like Nocturne's Paranoia.
// 19/11 is an ideal mix of damage, gaining Sunder for armor penetration, as well as Indomitable in the defense tree to take less damage from the jungle.
Smite: // Smite is necessary to secure monster objectives such as Dragon and Baron and runic buff objectives such as Blue and Red. It also increases your jungling speed. A good thing to do when using Smite is to hover over the icon to see how much damage Smite will do and last hit the monster objectives once their HP falls below your current Smite damage.
Flash: // Flash is necessary on most champions, and one of those is Rengar. It allows for an instant gap closer to land Bola Strike or make use of the ability to leap in Thrill of the Hunt in order to secure kills when ganking early game.
Creeping / Jungling
Due to Rengar's strong level 2 ganks and not being reliant on Blue, he has various openings.
Path 1: Level 2 Gank
Route: Wraiths -> Red(Smite) -> Gank Top/Mid -> Wolves -> Blue(Smite) -> Shop
Skill Order: Q -> E -> W
This path attempts to gank very quickly using your passive to close a huge gap followed up by high damage and long crowd control, as well as Red Buff. Extremely strong level 2 kit and the strength of Red Buff. You are able to get kills really easily or force summoners and take them to really low HP as long as your ally follows up.
Path 2: Level 3 Gank
Route: Wolves -> Blue -> Red (Smite) -> Gank Top/Mid OR Wraiths -> Red -> Blue(Smite)
Skill Order: Q -> W -> E
This path is similar to the first path where you are aiming to gank very quickly however this gank is much stronger but comes a bit later. The most important thing to note is you need a really strong leash on the first buff you do in order to save Smite without losing much time or HP. Starting at Blue or Red depends on what side you are, and which lane you want to gank.
Path 3: Just Farm
Route: Wolves -> Blue (Smite) -> Wraiths -> Red -> Golems(Smite) -> Wraiths OR Wraiths -> Red(Smite) -> Golems -> Wraiths -> Wolves -> Blue(Smite)
Skill Order: Q -> W -> E -> Q
This last path just focuses on getting 4 while sustaining HP. You can start on either buff since you aren't dependant on blue buff. You are aiming to just farm till 4 then pressure the map with this route. You want to do this path when you do not expect to be able to kill certain lanes early as it will be pushed to their side or they are just difficult lanes to gank. With this skill order, you are able to choose to start ganking at level 3 with a point in every skill, without damaging your jungle speed/sustain by much.
Due to Rengar being manaless, he is able to start at either Blue or Red side. He is also able to gank from level two if you get Bola Strike level 2. Thus you should always be looking for ganking opportunities, just make sure you are going in with full ferocity. Lanes that have opportunities to gank are lanes that are pushed towards your side, have summoner spells on cooldown, and your laners have sufficient resources (HP, mana, cooldowns) to follow up on your gank. Lanes that need ganks are lanes that are behind either from the lane match up, or assistance or level one fights in the enemies favour. Whenever you do not see an opportunity to gank or have to put a lot of pressure on a certain lane, you should take the opportunity to farm your jungle or go to base and buy if you have money for a big buy (ie. getting Bonetooth Necklace). Look at Tactics section for how to gank efficiently. Counter jungling is a decent choice for Rengar since he has decent crowd control and fighting ability (read the Tactics section for counter jungling info). In addition, if one of your laners require you to hold the lane while they back, do so as well. You also want to control both your blue and red buffs, as well as the enemies. Timing the respawn time or knowing the general respawn time of these buffs are crucial for doing so. Control of Dragon also becomes a big factor and whenever your team has a safe opportunity to do so, you should take it. Rengar is not a jungler I would like Oracle's Elixir on since he dives in team fights and is not particularly mobile cross map.
The mid game is quite similar to the early game. However at this point, you are farming less as your carries may be taking your farm, and you have to be in position to gank and contest Red and Blue buffs, Dragon, and Baron. The same things you do to control those, applies in the mid game, time the respawn of the neutral objectives and buy wards to make the job safer. The power of Oracle's Elixir persist in the mid game, however you want your supports to get it. Vision Wards can suffice for the sake of securing Dragon. You are still able to gank well due to the ability to by pass wards or walk into lane into leap range with your ultimate, and you provide a lot of damage and a bit of crowd control.
In the late game, you are an assassin, you have to be killing or at least be a huge disturbance to carries. Itemize defense for the carry you want to kill, killing Brand? Get Hexdrinker and Spirit Visage, killing Ashe? Get Randuin's Omen. Baron also becomes the focal point of the game, with most fights taking place around the area. Basically, group with your team and get control of Baron. Have your support get an Oracle's Elixir and make plays with it.
In the team fight, you want to dive the enemy carries or focus off a crowd controlled target that is out of position. By using Thrill of the Hunt, you are able to get extremely good positioning to leap onto and destroy the enemy carry. As long as the enemy does not have Oracle's Elixir or a Vision Ward, you have 7 seconds(or 10 seconds if you somehow get 14 stacks) to wait for a good opportunity to jump the carry. Good opportunities are after they have used major skills, such as escapes or crowd control skills. Make sure you are at full ferocity before leaping else your damage will be sub par.
An example is you are trying to dive an AD, in this case Ezreal. He just used Arcane Shift to reposition, so he you have a time window to jump onto him without being able to get away by himself without using Flash.
Rengar at killing a single target quickly, making him a decent counter jungler. However, he has practically zero ability to escape after getting caught. The only ability to helps to him escape well is his ultimate, and that is not a skill you want to use for the sake of a Blue Wraith. When counter jungling, you must be aware of where the enemy jungler was last seen, and the status of your lanes. If creep waves is pushed towards your side, it is more likely you can be caught in the enemy jungle. You should almost never attempt to counter jungle if you do not have an idea where the enemy jungler is and if there is a ward where you walk through to get into their jungle.
Tips and Tricks
It is important to get full ferocity before coming to gank. This will allow you to easily open up with an Empowered Bola Strike to snare and slow your target. To initiate the gank, stand in a bush and leap on the enemy champion if you are able to. However, if that is not a possibility, leap on an enemy creep closest to the enemy champion. Immediately after, use Empowered Bola Strike on the enemy champion. Walk up and follow this sequence:
Auto Attack -> Savagery -> Battle Roar -> Continue auto attacking. Once the slow from Empowered Bola Strike expires (1.5s after the root ends) use Bola Strike to slow them again. If they are getting really close to a tower or Flash away, you can use Bola Strike slightly before the 1.5s, as Bola Strike is a diminishing slow.
Once you have Thrill of the Hunt, you can use the invisibility to walk through wards in the river and leap onto the enemy and follow the above sequence. If you have full ferocity and are able to leap from the bush with your ultimate, you can use Thrill of the Hunt to leap onto an escaping enemy with full ferocity. Remember there is a fade time for Thrill of the Hunt, and the ferocity generation ends if you cancel stealth before you regain ferocity.
Throughout the early levels, you want to be using your ferocity on Battle Roar to heal your HP. It also deals AoE damage so it does not slow your clear time by very much relative to using an Empowered Savagery in the early levels. Besides that, there is not much to optimize with Rengar's jungling, obviously use Savagery immediately after an auto attack as it is an auto attack resetter, and jump to jungle minions when you can to slightly make you faster.
Synergies and Counters
// Other champions that play similar and dive on the enemy carries work well with Rengar. Examples of such are Irelia, Diana, Ahri, Hecarim, etc. Gragas also works well with Rengar as Explosive Cask will deal a lot on damage to carries and separate the enemies from the aid of their allies allowing you to easily pick them off.
// Shen can be a nuisance to Rengar landing Shadow Dash on you as you are fading, or have faded from Thrill of the Hunt will force you to auto attack breaking your stealth. Twisted Fate's Destiny also proposes a problem in team fights as your invisibility will be useless, however you are still able to leap and gain ferocity. In addition, by having a very tanky team minimizes the potential of Rengar significantly. This can be achieved by having very tanky carries such as Urgot or Ryze.
Obviously an enemy Rengar will be annoying as his ultimate counters to an extent yours similar to Twisted Fate, but that won't happen in a ranked game.