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Rengar Build Guide by Jkuhl8

How AP Rengar Got Fed

How AP Rengar Got Fed

Updated on January 10, 2016
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League of Legends Build Guide Author Jkuhl8 Build Guide By Jkuhl8 145,425 Views 2 Comments
145,425 Views 2 Comments League of Legends Build Guide Author Jkuhl8 Rengar Build Guide By Jkuhl8 Updated on January 10, 2016
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Introduction

Hello summoners,
I go by the username jkuhl8 and I am a jungle main. I am by no means great at league of legends, but I enjoy playing it and consider myself a decent player. I like to play AP Rengar in the jungle a lot, and get flamed by a surprising amount of teammates when they see my items at first, However, I have also changed a lot of peoples minds about it, and generally they accept it as viable after they see me do it, and be successful. So, I decided to create this guide, to share my personal build with everyone. I encourage you to try this build out, and hopefully, you will have as much fun with it as I have. I don't really make guides, so the format will be off probably, but I hope that doesn't discourage you from reading.
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Pros/Cons

Pros
- High Burst
- Free Spells
- Unique Kit
- Can Snowball Hard
- Excellent AoE

Cons
- Squishy
- Easily Focused
- Hard to Master
- Relies on Ferocity
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Counters

-Tanks
Any champ that builds a lot of hp, and has a lot of cc can be a big problem for you. Being AP means that you don't have a lot of sustained damage. Try to let your teammates kill the tanks for you, and murder the squishy carries on their team.

-Protectors
Champions the can shield and heal their allies can also pose a threat to you, since they will save the champion you are trying to murder, which will get you killed. Try to catch people out when they are alone for easy kills.
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Synergies

-Protectors
These champions can also work well with you since they will save your life after you jump in to assassinate the other teams carries

-Crowd Control
Your teammates can cc the enemy and set you up with easy kills.
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Summoner Spells

Smite is mandatory because you will be jungling.

For the second summoner spell, I prefer to take flash because its very versatile. Another option would be taking exhaust, because its great for securing kills, and preventing an enemy carry from dealing to much damage.
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Further Ability Choice Explantion

Level 1: Take q for clear time
Level 2: Take w because it will give you extra armor and magic resist while clearing
Level 3: Take e to be able to generate ferocity faster
Level 4: Take q. Even though you are going AP, this will help your early clear immensely, especially because you wont have enough AP at this point to make upgrading your w worth it yet.
Level 5: Take q again. Same reasoning as with level 4
Level 6: Take your r no explanation needed
Levels 7 - 10: Take your w because at this point in the game you should be getting more AP, and you need it upgraded to increase your burst, and have it up more often
Level 11: Take r, No explanation needed
Level 12 - 13: Take your q because it will increase your burst damage
Level 14 - 15: Take e because its the only skill left to max
Level 16: No explanation needed
Level 17-18: Take e because its the only skill left to max
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Further Item Explanation

Stalkers Blade w/ Runeglaive: I chose stalkers blade for the slow and extra burst damage, however you can also take trackers if your team requires more vision. Runeglaive is basically required since you are going to be AP.

Hextech Gunblade: Since you are putting 3 points in your q early on, and maxing your w, the mixed damage from Gunblade improves your damage immensely. The active ability on it also improves your burst and helps you stick to your target.

Ionian Boots of Lucidity: Having your abilities up as soon as you can is vital to being successful as Rengar, the 10% cdr you get helps a lot.

Zhonya's Hourglass: Since you are going to be diving into their team, you will be able to zhonyas after you kill one of their carries. This gives a chance for your team to catch up to you and save your life.

Luden's Echo: This item will help you burst down the enemies, and the movement speed will help you catch out people that are out of position.

Rabadon's Deathcap: This item will provide you with a lot of extra AP which will increase your damage alot.
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Jungle Routes

Regardless of what side you start on, you are going to want to follow this initial path.

Krugs (Smite) --> Redbuff --> Wolves --> Bluebuff --> Gank (optional) --> Scuttle--> Gromp

This is what I find to be the optimal route. When you're fighting the camps, you should be attacking them, then backing off while your aa resets, and then go back in. This will save you tons of health on your initial clear. For ganks, you are going to want to walk through the lane and walk into the brush bot or top, or, if they are very overextended, come through the river and kill them. When you are ganking, make sure that you already have 5 stacks, because that will help a lot.
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Tips and Tricks

Keep in mind that your q will reset your auto-attacks. When you are jungling, you should save your q to use until after you auto-attack for the highest damage output. Same goes for when attacking champions.

When you want to engage fights with your ult, you should try to be at five stacks before going in.

In Early fights, you should triple q because you wont have as much AP as you need yet

Lategame in fights, you should ult with 4 stacks, and before you jump them hit q, hit them with hextech gunblade, then w, w, e. This combo will kill their carries in fights, and deal a lot of AoE to the rest of their team.
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