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Rengar Build Guide by One Stab

Jungle [14.7] In-Depth Grandmaster Rengar Jungle Guide

Jungle [14.7] In-Depth Grandmaster Rengar Jungle Guide

Updated on April 14, 2024
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League of Legends Build Guide Author One Stab Build Guide By One Stab 56 7 96,787 Views 7 Comments
56 7 96,787 Views 7 Comments
League of Legends Build Guide Author One Stab Rengar Build Guide By One Stab Updated on April 14, 2024
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Runes: First Strike

1 2 3 4
Inspiration
First Strike
Magical Footwear
Future's Market
Cosmic Insight

Domination
Sudden Impact
Relentless Hunter
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

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



Hi. I'm One Stab, a Grandmaster Rengar Enjoyer in Euw. In this In-Depth Guide I'm going to tell you everything u need to know to master Rengar. If you have any questions left after reading this guide, then the fastest way to reach out to me is my Discord. If you want to further improve on Jungle or Rengar or just watch some chill Gameplay, you can also check out my Twitch.

Pros


+ High Burst Damage

+ Great Carry Potential

+ Unique and Fun Playstyle

+ Very versatile Builds

+ Great at Destroying Towers

Cons


- Very Hard to Master

- No real Escape Abilities

- Vulnerable without Bushes

- Bad in Teamfights without R or Bushes

- Weak if Behind



PASSIVE ABILITY

Unseen Predator
While in brush , Rengar's basic attacks gain 725 range and cause him to leap to enemies beyond his normal melee range. This effect lingers for 0.25 seconds upon exiting brush but is lost immediately if flashing out. Leaping at any point after reaching 0 Ferocity generates 1 Ferocity.
INNATE: Rengar generates 1 Ferocity whenever he casts a basic ability. Reaching 4 Ferocity makes his next basic ability empowered, granting an additional cast along with 30 / 40 / 50% (based on level) bonus movement speed for 1.5 seconds at the cost of all Ferocity. Reaching 4 Ferocity with Savagery or Bola Strike locks its empowered version from use for 0.1 seconds before and after casting it. All Ferocity is lost after being out of combat for 10 seconds.
INNATE - BONETOOTH NECKLACE: Takedowns within 3 seconds of being damaged by Rengar grant him a Trophy per unique enemy champion, up to 5. Trophies grant 1% − 25% (based on trophies) bonus attack damage.


Rengar's bush and ferocity mechanics are what makes this champ so unique and challenging to play. Without proper ferocity management Rengar is not nearly as strong as he could be. Since attacking from a bush generates 1 free ferocity, you want to play around bushes in order to get your 4 stacks. Otherwise, you will be stuck at 3 ferocities after a full rotation of your spells and won't get the empowered Ability. So keep in mind, without a bush you are basically a minion (:
Q

Savagery
ACTIVE: Rengar's next two basic attacks within 3 seconds gain 40% bonus attack speed, with the first also becoming an unstoppable basic attack, gaining 25 bonus range and dealing 30 / 60 / 90 / 120 / 150 (+ 0 / 5 / 10 / 15 / 20% AD) (based on level) bonus physical damage. The damage is reduced by 40% against structures. This attack always critically strikes (not affected by critical strike damage) and its damage is increased by 0% − 66% (based on critical strike chance) .
EMPOWERED ACTIVE: Empowered Savagery deals 30 − 240 (based on level) (+ 40% AD) bonus physical damage and grants Rengar 50% − 101% (based on level) bonus attack speed for 5 seconds.


Savagery is Rengar's main damage source. It is an Autoattack (AA), which means that you can use it to reset AA's as I did in the Video above. If Savagery is not enough to finish off an enemy or a monster you almost always wanna AA-reset, as "AA - Q" is faster than "Q - AA"
W

Battle Roar
ACTIVE: Rengar lets out a battle roar, dealing 50 / 80 / 110 / 140 / 170 (+ 80% AP) magic damage to nearby enemies and 85 − 150 (based on level) bonus magic damage to monsters, and healing himself for 50% of the damage he's taken in the last 1.5 seconds. This is 75% effective versus Monster .
EMPOWERED ACTIVE: Empowered Battle Roar deals 50 − 220 (based on level) (+ 80% AP) magic damage and additionally cleanses Rengar of all crowd control.


Battle Roar is Rengar's only defensive ability. You mainly use it for the heal when fighting enemies and clearing camps or for Combos and some little extra damage. Sometimes, after doing a Combo, you want to hold on to the 4 ferocities if you expect to be crowd control to cleanse it with your Empowered Battle Roar
E

Bola Strike
ACTIVE: Rengar throws a bola in the target direction, dealing 55 / 100 / 145 / 190 / 235 (+ 80% bonus AD) physical damage to the first enemy hit and slowing them by 30 / 45 / 60 / 75 / 90% (based on level) for 1.75 seconds, as well as revealing them for 2 seconds and granting sight of a 150-unit radius around them for the same duration.
EMPOWERED ACTIVE: Empowered Bola Strike deals 50 − 305 (based on level) (+ 80% bonus AD) physical damage and roots its target for 1.75 seconds.


Bola Strike is Rengar's only CC and skillshot Ability. It is mainly used in Combos for more damage but also to slow the enemies to prevent them from escaping. You usually only use your Empowered Bola Strike for CC to either follow up or to escape from someone.
R

Thrill of the Hunt
ACTIVE: Rengar activates his predatory instincts, revealing the nearest enemy champion and gaining 40 / 50 / 60% movement speed for a duration of 12 / 16 / 20s.
After 1 second, he also becomes camouflaged and gains Unseen Predator for the remaining duration. His next basic attack within normal attack range against any enemy unit or with Unseen Predator against the nearest enemy champion deals 50% bonus physical damage and reduces the target's Armor by 12 / 18 / 24 for 4 seconds.
The nearest enemy champion to Rengar alerts all of their allies within 1200 range about his presence, and they can sense him at 1600 range.
Attacking or casting abilities, though not Savagery, ends Thrill of the Hunt immediately.
Enemy champions revealed by Thrill of the Hunt stay visible within Rengar's reveal range while the stealth persists.


Thrill of the Hunt is mainly being used to hunt and kill someone but can also be used as a tool for zoning and escaping.


SUMMONER SPELLS
-
FLASH: This is a ground-targeted summoner spell that causes your champion to blink a short distance in the direction of the cursor. It is the best spell to take on almost any Champion and Rengar is definitely one of them. Flash can be used to escape, engage, move over walls and dodge abilities. Furthermore, it can be used in combination with Rengar's abilties, which I will show you in the Tips & Tricks part.
SMITE: This is a unit-targeted summoner spell. Smite deals true damage to large or medium monsters, enemy minions and heals you when cast against large monsters. It is the spell that any jungler requires.




Note: As of Season 14, Tiamat active is back..yaay. These combos were recorded with Ironspike Whip. All the combos remain the same though, regardless of having any Items or not. Be aware though that mastering Rengar is not just about being able to use these Combos but also about your Ferocity management. Your combo and the way you approach fights changes depending on your cooldowns and current stacks.

Q - E - - W - Emp Q/E/W

This is Rengar's most basic combo, the "Oneshot Combo", which you wanna be using to burst someone down. It's the most important combo, the other combos are just small extra steps for mastering this champ.
You Q before you jump, then E right after jumping, then follow up with Tiamat and W. Then depending on the situation, you can use an Empowered Q, E or W.
E does no longer have any cast time, so you can just aim it directly at the target.

The video shows the "Oneshot Combo" from two different perspectives, as well as with Emp Q and Emp W.



Emp Q - E - - W - Q - Emp Q

This is the "Triple Q Combo", which has an insane damage output and should usually be used whenever possible. You basically get 4 ferocity beforehand, then Emp Q before you jump, E right after jumping, then follow up with Tiamat and W, which is followed up with a Q and another Emp Q.

The video shows the "Triple Q Combo" from two different perspectives.



E - AA - Q - - W - Emp Q/E/W

This is the "Max Dmg Combo", which can be used if the usual "Oneshot Combo" is not enough to burst down the enemy and when the target has no possible escape. The "Max Dmg Combo" provides one more AA in about the same time, just a bit slower. You jump, E right after and then follow up with a Q, Tiamat, W right after landing. Then depending on the situation, you can use an Empowered Q, E or W.

The video shows the "Max Dmg Combo" from two different perspectives, as well as with Emp Q and Emp W.



AA - Q - E - - W - Emp Q/E/W

This is the combo that you can use when you are in a bush and an enemy is in melee attack range. You AA, then reset it with a Q and immediately follow up with an E, Tiamat, W. This leaves you with 4 ferocity so you can then decide what you want to use depending on the situation. Another variation would be , AA, E, Q, Tiamat, W but my variation looks better (:

The video shows the Combo as such, as well as with an Emp Q and Emp W



The first thing that you will need to do when the game starts, if no invading happens, is to clear jungle camps. So if you struggle to full clear efficiently I would advise you to go into practice mode and practice. Being able to clear efficiently is the most important step to being a good Jungler!

The video shows Red Buff and Blue Buff start without leash in 3:14.



When you get into a game there are 2 questions that you need to ask yourself:
1. What is the win condition on either team?
2. How are the matchups, who will have prio? ( priority in lane)

So depending on the answer, your pathing will always adapt. In general there are 3 First Clear Paths that you can consider.
1. Full clear starting Red Buff
2. Full Clear starting Blue Buff
3. Three camps into invade

The Full Clear paths are the most common since they are consistent and safe. You don't risk loosing tempo, xp and gold by trying to get an invade or gank off that ends up not working. Whether you start red buff or blue buff is decided by your win condition and prio, which changes every game. You usually always want to full clear towards the lane that you think is gonna have prio. The reason for that is that your laner will be the first to move if you try to contest the scuttle or fight the enemy jungler. In some scenarios it can make sense to path towards your weak lane when the enemy jgler plays something such as Elise who wants to look for these early dives, so that you can counter it and prevent your weak side from falling behind and the enemies from snowballing.

If you want to do a 3 camps into invade, there are certain factors that should be met.
1. You have to win the 1v1 vs the enemy jungler (champs such as Evelynn and Diana are easy to invade as Rengar
2. Your lane should have prio on the side that you want to invade the enemy jungler so that your laners can move first when help is needed.
3. You should obviously know where the enemy jungler started. If you want to invade him at his Red buff but he had started there and is already pathing towards blue buff then you are just wasting your time trying to invade something that is not even there.
4. Do not invade if the first 3 factors are not met, it is just too risky and not worth it.

If it does work out tho, then congrats, you tilted the enemy jungler + the enemy laners since they'll be mad about the "jgl gap".

Btw, there are many ways of 3 camps clear into invade such as Red Buff > Krugs > Raptors > inv Blue Buff or Red Buff > Blue Buff > Gromp > inv Red Buff ..the other way around and so on..
All these are possible, its just about what lane of yours is going to have prio and where the enemy jungler will be.

If you are newer to the game and your pathing decisions don't always work out, dont get frustrated. Knowing how the matchups work, knowing when you're allowed to invade or full clear, knowing what the win conditions are does take a lot of experience, and that you will get by time :)



Ganking on Rengar is a bit more difficult since he doesn't have any reliable CC like Gragas's Body Slam and Rek'Sai's Unburrow or any reliable jumps like Kha'Zix's Leap. Rengar completely depends on his passive's jump and ferocity system. Thus, he depends on bushes and his Ult Thrill of the Hunt in order to make ganks successfull. Otherwise, Rengar is quite weak and can't rly initiate any ganks, atleast not if the lane you plan on ganking isn't completely overextended. So what you usually want to be doing pre level 6 or when your ult is down, is to gank from bushes that are either inside a lane or leading into it. Oftentimes, the enemies won't be in your jump range, which means that you want your teammates to initiate the fight by baiting, which can be tricky. If you try to gank with your Ult, you usually wanna try to flank in order to cut off their escape. If you run straight at them, they might just be able to run away cause of the marker above their head that warns them "!". Knowing how and when to approach ganks as Rengar is just rly specific and depends a lot on the situation. So it's a lot about experience and takes time to figure out how to make it work. In the video below, I provided some examples of how you can and usually should approach ganks as Rengar to give you some more ideas.





Early Game

The best scenario for Assassin 's such as Rengar is to get ahead in early game in order to snowball the game. The worst scenario is to fall behind and be useless. So what can we do to get to the best case scenario?
First of all you need to be aware that Rengar is extremely good at early skirmishing if u make good use of his ferocity and play around bushes .

When the game starts and you start clearing your camps, you always want to be paying attention to the map, think about as to where the enemy jungler could be at that moment, ping potential ganks, and keep track of your lanes. Maybe there is a potential gank? Maybe your lane has prio and you can try to look for invades, contest scuttle and look for skirmishes? In general, find ways to get a lead.

Though, DO NOT overforce ganks or overforce trying to make plays when there are no good opportunities. As an assassin Jungler you don't want to unnessecarily fall behind in tempo! Rengar is good in clearing camps, so if there are no opportunities, just continue farming while still looking for some and keeping track of the enemy jungler in order to potentially invade or counter gank, depending on your laners prios.
If you managed to get 1000 gold on your first base you will have Serrated Dirk, which allows you to dish out lots of damage already. So try to abuse it. You preferably want to take fights around the jungle or river since there are many bushes that you can utilize.
Though, keep in mind, you don't win games by getting kills, you win games by getting objectives, so don't forget to look out for Drakes and Rift Herald . If your lane has prio and you can take it, then you probably should.
If the rare case happens that everyone is playing safe and there are no opportunities, just farm unil you're level 6 and then try to make plays happen with your Ult Thrill of the Hunt.


Mid Game

Mid-game starts when the first turret has been taken down. After that turret has been taken, whoevers lane that was now has the opportunity to roam, push down different lanes, and apply pressure to upcoming objectives. You have to be aware that the Lanes don't have a clear set up anymore and it can get wild. Rengar likes skirmishing, Rengar likes wild :)

In mid-game your job is to make progress in winning the game. You don't just do that by killing people over and over but by getting objectives, be it Turrets , Dragons or Rift Herald / Baron . If you are behind you want to farm as much as possible while looking out for opportunities of getting a gank off or mby even an objective in order to get back to the game. Thus, stick to your strong teammates! Not just to make such plays possible, but also to prevent them from loosing their lead.
If you are ahead, you still want to do the same thing but you can be a lot more agressive and also try to look for invades around your strong teammates, to steal some camps and get some picks. When you have two Items, let's say Hubris and Profane Hydra you will be extremely strong and can oneshot any squishies, even if you're a bit behind. So try and abuse that.
There are 3 common mistakes that many junglers make:
1. Neglect their farm and objectives and go for unnessecary flippy plays instead.
2. Try to make plays around weak teammates and throw.
3. Neglect the tempo of their teammates, go for plays without backup and throw.
Don't be one of those!
Late Game

So the grouping phase for the big objective fights have started. Fortunately Rengar does scale really well into the late-game. Upon being full-build he is able to oneshot anything if he gets the right angle. There are several ways of utilizing him, depending on yours and the enemies team composition. In general though you don't want to be just clearing your jungle camps anymore. In this phase of the game, you want to look out for sneaky picks and catch people off guard in between those teamfight timers if possible. Thus, you want to be sneaking around already a minute before Baron or Dragon spawns before the enemies are grouped. If you manage to get a pick and a teamfight breaks out where the enemies are outnumbered, then that's perfect, it's exactly what you want to do as Rengar to win in Late game.

If the enemies are just stacking together and grouping all the time or you just can't find an opening, then you have to ask yourself: "How do we win this game?"
Do we have a better teamfight? If yes, then stick together and go for these big objectives. Is our teamfight worse and I can't get a pick? If yes, then go side and demolish these towers or force an enemy to answer your split push so you can potentially get a pick off.

Nonetheless it's also important to be aware of Rengar's weaknesses. He does not really have any tools to siege towers, so you are better off just splitting. What you can do tho is to zone people with your ult to perhaps allow your team to get a tower.
Also, you don't really have any escape tools besides your ultimate Thrill of the Hunt so you gotta respect the tempo of your and the enemies team to not get caught yourself when your trying to go for a pick.



Your job in a teamfight as an Assassin is to kill the carries, which can be quite tricky to pull off. You want to find a way around the enemy frontliners and find the right angle to flank the carries to jump on them. Thrill of the Hunt is obviously the tool that enables you to do so. If it is not up, then you won't really have much impact in a fight unless there are bushes around you that you can utilize. In general, it is always of an advantage to be fighting around bushes, since this is the area where Rengar is most effective. Without them you can easily be kited.

It is important to remain as calm as possible when a teamfight breaks out and to find the right angle first before you jump in. As Rengar you are not supposed to engage first unless you are 100% sure that you can get a kill and get out again. Most of the times tho the enemies will have their spells ready to just CC you and take you down. Usually you want to wait until the enemies have used some of their main abilites that might have prevented you from jumping in or killing the carries.

In the video below I show you two examples as to how you can approach fights as Rengar.



Double Jump

The "Double Jump" is a rly useful mechanic as it enables a lot of outplay potential in specific situations and suprises the enemies. You basically just jump on a ward or an enemy that is inside a bush, then use Q - Savagery , which resets the AA to then jump onto another target. You can also follow up with combos as shown in the video below + some examples.


Flash Jumps

Rengar can use his Flash after pressing E - Bola Strike to increase the travel distance while cancelling the animation. He can also use his Flash while jumping, which 1. allows him to do the E - Flash Combo mid-air 2. to do other combos mid air, then Flash to escape or follow up on another target 3. to Flash Jgl Plants, which is all shown in the video below + some examples.
Useful Jumps

There are many useful jumps that Rengar is capable of doing, which you might not know yet if you're new to Rengar. They can be used to be faster in the jgl, to chase someone down or to escape.






Rengar is a very fun to play and versatile champion and a nightmare for all adc mains. I also think that he can be really broken if you're good at him.
If there is something that remains unclear to you or if any questions come up, don't hesitate to leave them in the Discussion section or ask them directly through my Discord Server and I'll gladly answer them.
If you enjoyed this guide or learned a thing or two, I would appreciate a follow on Twitch or Youtube.
If you have read this far, I commend you for your diligence and wish you good luck in Solo Queue and a successful Hunt!
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