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Recommended Items
Runes: LETHAL TEMPO (TRIFORCE)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Challenging Smite
Flash
Items
Threats & Synergies
Poppy
His W blocks your jump and he's super fast and tanky.
Ivern
Spawns bushes and thus allows you to close gaps with enemies. Also has the correct tools to support you with. Skirmishing with your team works best with the Conqueror playstyle.
Ivern
Spawns bushes and thus allows you to close gaps with enemies. Also has the correct tools to support you with. Skirmishing with your team works best with the Conqueror playstyle.
Champion Build Guide
You can chill and ask all your Rengar related questions in Agarandom's Discord server: https://discord.gg/GFf9jBYHY6
Come follow his stream, he's insane on Rengar! https://twitch.tv/agarandom
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Let's first talk about the order in which you level your abilities. On Rengar you can choose to level your Bola Strike second; it gives you way more damage than Battle Roar. However, with the Trinity Force build you'll have to max Battle Roar second, since your basic attacks already deal a lot of damage! The leveling sequence will be Bola Strike second max when you are going crit/lethality: It will be Battle Roar second max with the Trinity Force build: |
Since Rengar can go for multiple trees and thus make diverse rune-pages I'll go over a few basics here:
Lethal Tempo Lethal Tempo is the most amazing rune on Rengar and he can stack it quickly, it allows you to get a lot of Attack Speed while skirmishing in the jungle. Combined with double adaptive runes this grants you a lot of extra damage. It is useful later in the game, however it's less useful if fights are based on you assassinating a squishy champion. You can take Lethal Tempo if you think you'll be going for extended fights throughout the game or when you go bruiser Rengar with Trinity Force. |
First Strike First Strike is one of the best keystones on Rengar. It allows you to snowball the game out of control with the extra gold it grants; since you'll get your items faster. Going into the Inspiration Tree also allows you to take Magical Footwear (which gives you extra bonus movement speed), Future's Market (for faster item spikes) and Cosmic Insight for lower Smite cooldowns. True damage also helps a lot later in the game when enemies have started building armor. |
Electrocute This rune is amazing for when you gank and later in the game when you want to be one-shotting targets who aren't easy to catch. Electrocute is also a viable strategy when playing against champions who can go into invisibility, you can oneshot them before they go invisible. |
Dark Harvest Dark Harvest is amazing when you fight a lot; it allows you to scale even better than Electrocute if you can get yourself some kills. Combined with the item The Collector, the rune Dark Harvest proves lethal. |
Hail of Blades Hail of Blades will allow you to combo someone to death really fast and is especially good for early fighting. Hail of Blades is especially good when targets aren't that hard to catch (e.g. don't have dashes). It gives you more damage than the enemy and above all of that it allows you to go into the Domination tree. |
Fleet Footwork Fleet Footwork allows you to kite people more easily than you ever could with other runes; the healing gets stronger the later the game goes. There is no reason to play this rune anymore while the runes listed above are also available; you want damage, not healing. |
Precision In the Precision tree you can combo two of the following: Triumph, Legend: Alacrity or Legend: Tenacity or Legend: Bloodline and Coup de Grace. Personally I like to go for a more early game based approach if I take Precision, since I want to try and snowball on Rengar; that is Triumph with Legend: Alacrity. |
Domination You could go for Relentless Hunter or Ultimate Hunter, since they are both amazing tools for extra map impact and pressure. For the second rune you can go Sudden Impact for early-game power or Eyeball Collection for scaling. |
Sorcery In the Sorcery tree you can go for Absolute Focus and Gathering Storm if you want to scale even harder. Transcendence can be taken for some free extra ability haste. Waterwalking is another possibility; this rune is good when you want to invade fast (movement speed) or fight in the river. Nimbus Cloak and Nullifying Orb are also options you could go for, however they're way less useful than the other runes. |
Resolve In the Resolve tree you can take Bone Plating. Revitalize is also an amazing rune on Rengar. This could be an idea in some of the hard early-game matchups. |
Inspiration In the Inspiration Tree taking Magical Footwear for the gold efficiency is the best. Furthermore, you can choose between Future's Market and Cosmic Insight, however keep in mind that Cosmic Insight was nerfed this season. |
There are quite a few options for Rengar depending on your playstyle and the enemy team-composition. Take your time in champ-select and decide which runes will work best in that specific game. Take either one Attack Speed rune shard with one Adaptive Force rune shard or just straight go for two Adaptive Force rune shards, this choice is based on your preference, just remember that Attack Speed is more useful early-game if you don't go Lethal Tempo. Last rune shard is optional, but remember that Shield helps against monster damage.
Emberknife Emberknife works really well vs a lot of matchups, including Assassin matchups and dueling matchups, since it reduces the enemy damage with a whopping 20% for 4 whole seconds while you gain an X amount of true damage (depending on your champion level) for 2,5 seconds after you've smited the enemy. The burn works with in-game ticks and resets with every basic attack. |
Hailblade Hailblade is, at most, nice if you want to have that extra utility (slow) on your ganks and invades. It also deals damage instantly instead of overtime allowing you to one-shot people even faster. |
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DUSKBLADE |
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TRINITY FORCE |
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ECLIPSE |
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GOREDRINKER |
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WIT'S END |
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BLADE OF THE RUINED KING |
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DEATH'S DANCE |
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MAW OF MALMORTIUS |
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LORD DOMINIK'S REGARDS |
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ESSENCE REAVER |
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INFINITY EDGE |
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BLOODTHIRSTER |
IONIAN BOOTS OF LUCIDITY
Currently these boots are extremely cost-efficient for the stats (ability haste) it gives. If you don't need the defensive/tenacity stats of the other boots this is a must-go.
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MERCURY'S TREADS
These boots are very useful if you need some Tenacity. Tenacity becomes even more useful when you're building a bit more tanky or when the fights are extended.
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The standard full-clear route from Red Brambleback to Scuttle crab:
Try to get ferocity stacks by jumping to the blast cone that spawns at 1:20 (left-side of Red Brambleback); doing this will allow you to be done with your clear earlier. You can also decide to place a Control Ward in the bush below Krug if you think two potions aren't necessary to clear the jungle. This Control Ward will allow you to see whether the enemy jungler invades your Krugs after they clear Rift Scuttler. You can also keep your Control Ward for potential jungle fights.
The standard full-clear route from Blue Sentinel to Rift Scuttler:
The standard invade route from Red to enemy Red:
You can also invade on Rengar, because you are really strong early game. This pathing helps when the enemy has a champion that is doing his full-clear. You will most likely be able to meet the enemy jungler at Red Brambleback, allowing you to burn the enemies' summoner spells or even gain a kill. This can also be done when starting on Red Side.
The standard invade route from Blue Buff to enemy Blue:
This pathing helps when the enemy has a champion that is doing his full-clear. You will most likely be able to meet the enemy at their Blue Sentinel if they started with Red Brambleback. This can also be done when starting on Blue Side.
With Rengar you have a lot to learn but there also small mechanics and a few tricks you might not know yet:
#1. You have a time-window to jump on a target after you leave a bush; which means that you can do some jumps that you think you couldn't do. Furthermore, because you have a time-window, having more movement speed (e.g. with Fleet Footwork, empowered Savagery or items like Youmuu's Ghostblade) means you can jump further since you have a bit of extra time to do the jump and thus can take the jump later; allowing you to close the distance between you and the target. TLDR: Movement speed equals bush jump range.
#2. You can jump to all auto-attackable objects, including objects placed by champions, all wards and jungle plants. This allows you to do cool stuff, for example jumping to a ward and then to an enemy from there. This is very important to keep your ferocity stacks and to move around the map faster.
#3. There is a mechanic that allows you to use your Savagery thrice. Get full ferocity before a fight and wait for all your abilities to go off cooldown (you can see it ticking if you look at the abilities while in empowered mode) and after that just do a normal combo on someone, but now with an extra Savagery after it. Remember that you can use your abilities mid-air and that Thrill of the Hunt does not remove your ferocity.
#4. You can use Scryer's bloom to get vision of enemies, objectives or camps. Having vision means you'll be able to jump on it, if it is in range. Useful when you want to clear your Red Brambleback or Krugs for example.
#5. Hitting blast cones, scryer's bloom's and honeyfruits allow you to keep stacks. Being in combat (also taking damage from camps) will reset your passive. Keeping your stacks, for example, by tanking damage from one small raptor or mini-krug before a gank or fight is also very useful.
#6. Don't immediately jump on a target, especially in low-elo, if they have a dash of some sort. Most of the time if you just show yourself (by walking into their vision-range) they'll use the mobility ability as a reflex. If you jump after that, they'll have no chance of escaping.
#7. The difference between a decent and a bad Rengar is often which empowered ability they use in different scenarios. Think about what you want to do; sometimes using your Bola Strike to root an enemy to allow your team to kill him, is better than doing just a bit of damage but letting the enemy escape with low-health. Don't use your Battle Roar too early, this is a mistake a lot of people make; you're a glass-cannon with the assassin build; take as much damage as you can before using it to use it for it's fullest potential (given you don't need to use it to one-shot people).
#8. Don't use your ultimate Thrill of the Hunt prematurely; remember that it is also a tool to exert pressure. If you use it too early (way before a fight begins), people can just wait it out and you won't have the same amount of pressure anymore.
#9. If you're playing Teleport, you can use your ultimate ability before the Teleport instead of using it after the channel.
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IVERN |
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YUUMI |
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BARD |
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GALIO |
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JANNA |
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LEONA |
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LULU |
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NAMI |
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ORIANNA |
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PANTHEON |
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RAKAN |
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SERAPHINE |
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TARIC |
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THRESH |
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PYKE |
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MORGANA |
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NAUTILUS |
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SORAKA |
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TWISTED FATE |
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ZILEAN |
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ALISTAR |
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BLITZCRANK |
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BRAUM |
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KARMA |
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SENNA |
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SONA |
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TAHM KENCH |
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BRAND |
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LUX |
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SHACO |
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VELKOZ |
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ZYRA |
I hope you liked my guide. I hope I have the motivation to make more extensive guides for other champions too so I can help you guys out. Please leave a thumbs-up if you liked the guide and I'd love it if you could follow me on Twitch!
You can ask all your Rengar related questions in Agarandom's Discord server: https://discord.gg/GFf9jBYHY6
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