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Rengar Build Guide by VenoxGuides

Assassin 1) Venox's Challenger Guide [Rengar]

Assassin 1) Venox's Challenger Guide [Rengar]

Updated on January 10, 2015
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League of Legends Build Guide Author VenoxGuides Build Guide By VenoxGuides 10,686 Views 3 Comments
10,686 Views 3 Comments League of Legends Build Guide Author VenoxGuides Rengar Build Guide By VenoxGuides Updated on January 10, 2015
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

Hello, I am Venox and I want to share with you my Challenger Rengar Guide! In this guide I will teach you the basics as well as more advanced mechanics and share with you my secrets to shredding unexpecting prey to pieces.

My only current account is on the oceanic server: Venox

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Links to all my pages are below this text▼

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About Rengar

Rengar is a Jungler or Top Laner. His ability allow you to pick off targets quickly unlike most Champions at the moment. He has incredible gap closing potential as well as good escape which makes him a solid pick in pretty much any situation.
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Lore

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.. Kha'Zix. 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.
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Abilities

Passive [Unseen Predator]:
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 seconds upon exiting brush or stealth. This will happen regardless of whether or not his target has sight of him, and has no internal cooldown. The range on the jump is increased by trophies on the item Bonetooth Necklace.

Q Ability [Savagery]:
► Normal: Rengar's next basic attack deals bonus damage.
► Empowered Savagery: Savagery deals modified damage. Additionally, Savagery grants Rengar bonus attack speed and increases his attack damage by 10% for 5 seconds.
► Cooldown: 6/5.5/5/4.5/4 seconds
► Range: n/a

W Ability [Battle Roar]:
► Normal: Rengar lets out a battle roar, damaging enemies for magic damage and gaining bonus armor and magic resist for 4 seconds. Rengar gains additional armor and magic resist for each enemy champion or large monster hit.
► Empowered Battle Roar: Battle Roar deals modified damage and also heals Rengar. Basic and Empowered Battle Roar's defense bonuses do not stack with each other.
► Cooldown: 12 seconds
► Range: 500

E Ability [Bola Strike]:
► Normal: Rengar throws a bola in the target direction, slowing it for 2.5 seconds by a percentage and dealing physical damage. The slow decays over the duration.
► Empowered Bola Strike: Bola Strike deals modified damage. Additionally, it roots the target for 1.75 seconds.
► Cooldown: 10 seconds
► Range: 1000

Ultimate [Thrill of the Hunt]
► Normal: Rengar activates his predatory instincts, gaining stealth after 1 second (delayed up to 3 seconds if taking damage) and vision of all nearby enemy champions for 7/12 seconds or until Rengar damages an enemy with one of his abilities or basic attacks. While stealthed, Rengar gains bonus movement speed while moving toward an enemy champion. Enemies are made aware that Rengar is nearby if he is less than 1250 units away. Upon exiting stealth, Rengar gains unconditional bonus movement speed and generates 1 Ferocity every 1 second for 5 seconds.
► Cooldown: 150/110/70 seconds
► Range: 2000/3000/4000
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Pro's & Con's

Pros:
Extreme burst, self heal, root, stealth, vision of enemies when ulting, gap closer when in brushes or stealth, slow/root, armor and magic resist increase.

Cons:
Lowered threat when bushes are not available, enemies know when you are nearby when using ultimate, All-In champion, weak when low on Ferocity and some champions can completely shut him down.
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Jungle Route

Red Buff (Smite)- Bird Camp - Wolves - Base - Gromp (Smite)- Blue Buff - Golems.
Clear camps from one end to another. Timers are a bit longer than before.
Preferably start will be the Krugs (golems), but this requires you to get a hard leash for about 10-20% remaining health on the camp. Smite the golems as soon as you can, you want the buff. Proceed to take Red Buff. It's now easier to take Red Buff since every 5th auto attack is stunning it, and Rengar's Enpowered Q gives alot of attack speed.

ONLY START GOLEMS IF YOUR TEAM CAN HELP YOU WITH IT.

Since you are running Armor Pen Runes you have a slightly slower start than some other junglers at this early stage of the game.

If your team cannot help you:

Start Red buff and do two more camps of choice (prefer Birds and Wolves. After that go back to base and buy Stalker's Blade. As far I think this is the best item on Rengar, since it gives incredible gank potential with the slow. I've recently changed from Ranger's Trailblazer.

Go back to the jungle and take Blue Buff, followed by the rest of your jungle. If you now have enough health to attempt a gank do so, if not go back and buy a Long Sword. Keep the Long Sword and farm for Tiamat. Get Mobility Boots after the Tiamat, followed by Boots of Mobility. Next is Brutalizer.
Tiamat will be your most important item. Keep it on a button easily available! Follow Build Guide. You will just have to watch for gank potentials or be nearby in case of a gank by the enemy jungler. Every jungler is different. Be prepared for any situation.

Remember that bushes are your greates team mates. Remember to ult fram lane, since you can not afford getting spotted when ulting. Cooldown is too long for messing up. Mobility Boots will help catching up even when they get the ! above their head. Later in the game you have to be sure that you are not seen when ulting, as this will give the enemy team time to sweep you.

Another important thing when jungling Rengar is to keep your Ferocity high between camps in case of a fight. Rengar without 5 Ferocity is kinda weak, but Rengar with 5 Ferocity can pretty much wreck anything. Keep your Ferocity high by using 3-5 abilities in camps, even if you have to wait a few seconds to use an ability. This is most important if you have your Ultimate up, since you NEED to have 5 Ferocity when ulting.
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Invading

When and how to invade depends entierly on two things. You need to know where the jungler is and that you have a plan. In early stages of the game, an invade to kill the enemy jungler can be made easy by warding one of the buffs or by seeing movement near it. You can then judge by champion clear speed how long it will take for them to start their other buff. Once you are done with your Red Buff + one camp, you can start moving over there and contest.

This is the easiest invade, but keep an eye out for mid-lane leaving. They might have seen you move into their jungle. Remember that their mid-laneer is closer to the enemy jungle than what your mid-laner is, so be careful when moving in for the invade.

You can always invade if you know where the enemy jungler started. If unwarded, you can move into the bush by the buff get a better view. Also you can jump from it. This makes the invade alot easier, since you can apply red buff to slow the enemy jungler, and he can't really get away because of the bushes in the jungle. Unless he can fight you, or his mid-laner is moving in for you, you shouldn't loose the invade.

Small jungle creep gives even more XP now, so leave only 1 when taking camps in the enemy jungle. It's also great to smite enemy wolves to get the moving ward inside the jungle.
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Smite Targets

Season 5 introduced alot of new things to the jungle, including Smite changes and camp changes. The jungle itself is alot harder now. Smiting camps also gives a bonus effect, of those the most beneficial to you will be Bird Camp, Wolves, Red Buff and Gromp:

Smiting the big Bird will give you an aura that will detect any green wards in the area, giving you true sight when near it. You can then find the ward and dispose of it.

Smiting Wolves spawns a ward that will travel next to the bush at the Blue buff, giving vision over the area. If it detects an enemy champion, it will follow them for a short time.

Smiting Red Buff gives you a lot of health back. Smite it as late as you can since it is % Missing Health it heals for.

Smiting Gromp will give you a dot on your auto attacks. This is not only good for ganks, but also clearing camps.
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Targets

As always, aiming for carries will be your best bet. However some items can make you want to change targets. Most AP carries are loving the Zhonya's Hourglass. This item is basically Rengar Insurance. Most AD carries however lack items to protect themselves other than the reaction of their team. As I said in the section above, they might not get the time to react if you do the combo perectly. Speed will be your greatest weapon against carries. Carries without good escapes in their kit will be the easiest prey. Ezreal, Caitlyn, Lucian and Tristana have natural escape and have to be killed quickly!
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Combo's

There is some Champions that work really well with Rengar. These are usually champions that can follow up on a initiate either by Rengar himself or just being able to keep up with Rengar as the fight breaks loose. Malphite, Braum or anyone who can follow up with CC can cover Rengar enough for him to wreck the enemy team. The greatest Champions however to combo Rengar with is Orianna. Orianna's E (shield) makes the ball invisible when Rengar is invisible, and Rengar can jump into the entire enemy team followed by Orianna's ultimate.
Morgana can also work really well with Rengar. Her spell-shield makes it hard to CC Rengar in the moment he jumps onto someone.
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Items

DAMAGE ITEMS

► Blade of the Ruined King Is a great pick if you're versing hp heavy champions as the passive on it will tear them apart also its active can greatly help you hunt down your enemies as it slows them down and gives it to you. With the added bonus of the AS and life-steal its a good choice when you're versing tanky champions.
► The Black Cleaver works with rengar so well its as if it was rengars right hand. The Black Cleaver's passive reduces enemy champions/minions Armour by 5% and can stack up to 5 TIMES! This stacks with q's making it very strong when fighting high Armour champions with the added cool-down and armour penetration you cannot go wrong with buying this item. If the The Black Cleaver is rengars right hand. The Ravenous Hydra is rengars left hand. This item was purely made for rengar as it works the best with him hydra's passive makes Your attacks deal up to 60% of your Attack Damage to units around your target as physical damage (185 range), decaying down to 20% near the edge. This shares your burst around when diving into team-fights, this also gives rengar massive clear power as it only takes 2-4 hits with q's to clear camps.
► Bonetooth Necklace (Yellow) is now a Trinket!!! so you don't have to fight over which item you should sell to acquire this glorious item. They've completely change it, Although in a good way as you can not lose stacks upon death but the downside is the stack requirements are higher to obtain to get the passives.
► Maw of Malmortius is very good offensively and defensively as it gives you good amount of damage and magic resist but the icing on the cake is its passive. Upon taking magic damage that would reduce health below 30%, grants a shield that absorbs 400 magic damage for 5 seconds. This shield can save you from many life threatening situations because i have been saved by it countless times.
►Trinity Force can greatly increase your damage output because of Sheen passive its like a free q while q'ing and the bonus health and attack speed is not forgotten as it can help you take down champs faster and sustain for longer periods of time.
► Infinity Edge is just for that extra damage output it can give you amazing outcomes while q'ing and hitting a critical but what really makes it shine it the 70+ damage. This paired up with Trinity Force = the hand of god as you can use it to make people disappear.
► Ranger's Trailblazer - Warrior in my opinion is the best jungle item for rengar as the passive really helps clear out jungle camp's with ease with the passive accompanied with Rengar's Battle Roar they clears out camps with multiple monster in a steady pace.
►Last Whisper is a great item it you plan on deleting champions on the battlefield as paired up with Ravenous Hydra and The Black Cleaver you have yourself a complete Rambo kit risky choice if they're all tanky but if not it becomes your best-friend.
► Youmuu's Ghostblade this item is great if you're just starting build your items as this can help you chase enemies with its active as it gives MS when activated and also the penetration and cool-down this will help dish out lots of damage and the critical will help you hit high amounts randomly


ARMOUR AND MAGIC RESIST

► Randuin's Omen is a very good defensive choice while playing as rengar and if you used correctly it becomes overpower'd for example if you activate it after jumping into a champ bursting them they will have the decrease movement speed giving you more time to hit some more q's and e's.
► Spirit Visage is awesome with rengar as it's passive works so well with the other items. Its passive increases your self-healing, health regen, life steal and spell vamp by 20% This give you more life-steal and the most important it give you 20% Cool-down reduction, This is killer when using rengar cause it means more q's in less time. Don't forget the health regeneration and bonus mr and hp.
► Guardian Angel is an interesting item to buy as it gives you the option to start engaging more in team-fights as you know you don't die instantly and this helps greatly with bursting with hydra and running away while your team finishes them off.
► Sunfire Cape is an awesome item if you want some decent amount of armour and health but the most important part about this item is it's passive which deals 40 magic damage per second which is amazing combined with Ravenous Hydra you'll be able to clear camps fast and lane minions faster. The more farm you have the more items you can buy and with that said you'll be able to complete your build faster.
► Thornmail is an item you buy if the enemy team is mostly ad, meaning all the main lane champions only afflict attack damage its a good item choice if you're planning to become your teams meat shield. This will allow you to take most of the damage when fighting in teams which in-turn will damage them as well. Great choice if they're all AD.
► Banshee's Veil is a great item for when you're versing a team with a lot of heavy cc as the spell shield can block some of the snares/stuns that can effect you. This is great when you're chasing a opponent with snares as they wont be able to slow your movements down. Buy this items when you feel that the enemy team has a reasonable amount of cc that will restrict your movements and it will benefit you a lot.


BOOTS

► Mercury's Treads are useful boots they give you a reasonable amount of magic resist but what you're really after is the passive Tenacity which makes the duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%. This can help you a lot when chasing down champions with high cc and if you get caught by there stun/snare it lasts shorter giving you enough time to recover and start again.
► Ionian Boots of Lucidity give you a 15% cool-down reduction rate which is useful if you are building high damage output Rengar because the cool-down on his abilities are lower'd meaning you are able to recharge ferocity faster giving you more chances to deal more bonus damage from Savagery.
► Boots of Mobility These boots are great if you plan on ganking a lot as the bonus 60 movement speed you get while you're out of combat for 5 seconds. This passive will help you travel to jungle camps faster which you can use to your advantage and counter jungle the other jungler. With this and Unseen Predator you'll be able to chase down most champions easily.
► Ninja Tabi are boots that you buy only if there team is mostly consisted of AD champions as buying any other boots will be not as useful. The boots passive is great as it blocks 10% of the opposing teams damage this is a great item if you're planning to become the tank of the team, because there damage will be reduced giving you more time to absorbed as much punishment in team-fights as possible
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Masteries

Double-Edged Sword Like its name, this is indeed a double-edged sword but that extra damage can be the difference between killing a champion and letting him go. Sorcery The cool-down reduction will help you be more consistent when using your abilities pair'ed up with the 5% cool-down with the Runes you start off with 10% cool-down. Butcher This will help you clear your jungle camps a bit faster but you may not notice at all but in reality it will be saving you time. Spell Weaving This will give you an extra damage boost from abilities. Brute Force This gives you a good amount of extra damage without buying items. Martial Mastery Just like Brute Force any extra damage you can obtain is great boost to your maximum damage output. Executioner This is great for when you're hunting low level champion with your ultimate and also it can greatly increase the chance of grabbing first blood as they always have 50% health or lower. Warlord Again with everything on this mastery page this will increase your damage output elevate the chances of grabbing a kill. Devastating Strikes Who doesn't love Armor penetration this will help you a lot when damaging champions and minions.Havoc 3% damage it may not seem a lot but this can affect your damage out-put greatly.

Enchanted Armor Who doesn't love more armor and magic resist for no reason. This will give you a good boost to your defensive stats. Tough Skin This will allow you to sustain longer while farming camps as there damage is reduced. Veteran's Scars It may not seem like a lot of health has been added to your champion but it's appreciated when after finishing a camp and you're below 36 hp you know that without this you would've died. Bladed Armor This helps you clear camps just a tad faster as the camp monsters get a bleed affect which damages them over-time. Juggernaut 3% health maximum health which means if you have 1000hp you gain an extra 30hp this may more seem a lot but it adds up over time.
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Bushes

Rengar's power when fighting inside the jungle is extraordinary if you use your surroundings. You can use bushes to stick onto your target like a true hunter should. Also yo can do some awesome jukes. This makes Rengar a powerful counterjungler, but also a threat when moving into his jungle. Since only a handful of champions can fight him at any stage of the game, being in places with bushes around makes Rengar at least twice the threat he was. You might even have to move away from your target in order to jump to them. This is called thinking outside the box, or bush in this case.
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Conclusion

Rengar is a very mobile champion, he has a lot in his kit and brings a lot to a team composition.

Dont forget to check out my other webpages for news on upcoming guides as well as commentaries and gameplays!
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