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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Unseen Predator (PASSIVE)
Rengar Passive Ability
UPDATES

As Rengar was recently buffed quite significantly, let's see what they did for him:
Bonetooth Necklace:
Now grants +5 Attack Damage.
This buff wasn't really significant. I've considered Bonetooth Necklase a risky item and I still do to this day. Those that really want to get it now get a slight buff but for me I still feel it's too much risk for your early game. Moving on...
Fixed a bug where Rengar could leap while rooted.
Kind of sucks that the bug fix resulted in a nerf when Rengar was/is already semi-unviable, but hey, these things aren't meant to happen. It's not really going to impact gameplay that much unless you're facing a lot of


Attack speed duration increased to 4 seconds from 3.
Fixed a bug where Savagery could be used three times consecutively.
Oooook, so that triple Savagery thing was a bug after all and so I've gotten rid of it on the other section. Again, the bug fix wasn't in Rengar's favor, but whatever. It doesn't happen often enough to make a big difference.
The Savagery duration buff was a nice change, but it wasn't the reason I changed the skilling order. Certainly, it is nice as it's a buff by 33% of the old value, but I've always been a burst-focused Rengar player, not a DPS. It didn't really change much for me overall.
Empowered Battle Roar now heals for 60-400 (based on champion level) instead of 10% of Rengar’s health.
Now this is where things get big for Rengar. This completely changed the mechanics behind Rengar's sustain as it now heals for a flat, non-scaling amount (sadly, that AD scaling rumor was false) instead of a percentage. This is definitely a huge improvement from the pitiful 10% it was. However, the question is if it brought back pre-nerf Rengar's ridiculous lane sustain.
To put into perspective, Rengar healed for 15% of his maximum health in the past. Now he heals for 400. Where the two values break even tells us whether this was an overall buff or a nerf. Thus I have done the math:
100 / 15 = 6.67 (this is the amount of 15s in 100)
6.67 x 400 = 2666.67 (this is the maximum health when 15% = 400)
So to clarify, we need to have had a total of 2667 health in the past to break even with the current value of 400, supposing that Rengar is at level 18. What does this mean?
Rengar has a base health stat of 1965. From masteries this goes up to 2192 health. 2667 - 2192 = 475. Any item we purchase which gives a health value over 475 makes our flat heal less powerful than Rengar's old scaling heal. Therefore, this change was certainly a buff to the overall healing, where we'd need 4000 health to break even with the new scaling, but whether it's a buff from OP Rengar depends on how much health you stacked. Overall, I actually like this buff. It makes tanky builds for Rengar less efficient but makes him fit more into the 'assassin' style he was meant to be. I'll be the first to say that his old sustain was a little too strong in lane and needed to be toned down a bit. This was a good buff that brought back some of Rengar's old power.
Initial delay reduced to 1 second from 1.25 (still can be delayed up to 3 seconds).
Stealth duration increased to 7 seconds from 5.
Not a bad buff, though it doesn't really change much. You're less likely to be in trouble when ganked and you have a few more valuable seconds on stealth to do whatever you have to. Pretty good overall.
I think these buffs were in the right direction for our dear one-eyed lion. Is he a strong pick now? Maybe, I haven't tried him in the ranked setting again yet. I think he might still need a few changes before I can fully approve him as being viable. But he's certainly no longer a weak champion anymore, and can be played viably again. Once I get a feel for him after his changes, I'll be able to form a more accurate opinion.




Rengar is a versatile assassin/bruiser hybrid type champion. This makes him a valuable asset to a team as he can kill squishy targets such as AP or AD Carries very quickly if in a team with a strong initiate and crowd control. In my opinion, Rengar should be played with the mindset of an assassin, as his kit gives him all the tools needed to jump past the frontline and kill primary targets.
I think Rengar is a very fun and powerful champion just because of how unique his kit is. He has a passive which functions as an infinite gap closer, functions on his own resource, and has a great ultimate with endless versatility. Though fairly high skillcap, a strong Rengar can provide power for his team unmatched by most top lane bruisers.
I can't take total credit for this guide. While this is my variation on how I play Rengar, certain aspects of it was inspired by other players, such as the R-W-E-Q sequence taken from Crs Westrice's Rengar build, among others. However, much of the reasoning behind my choices are entirely my own, so in essence, this guide is 'mine'.
If you're interested in this stuff, here's my ranked stats below:

PROS
+ Tanky champion with high burst + Has no mana resource + Extremely high mobility + Very few hard counters and major weaknesses |
CONS
- Ferocity is a hard resource to manage - ![]() - Easy to kite without bush unless he has his ultimate - Brings very little crowd control and utility to a team |
Additional Comment: Keep this in mind: Rengar is a very strong champion with very few weaknesses which can be exploited, making him a safe pick. However, his issue lies in the fact that aside from his ability to eliminate single targets, he brings very little utility-wise to his team. If your team is more focused on needing a more team-oriented champion, you may be hurting your team by choosing Rengar. |
Runes





Greater Quintessence of Attack Damage
If you plan on playing Rengar, you need to know that a lot of his power is in his early game. He is certainly better than a lot of bruisers late-game and has the potential to carry a game, but most of the time he needs to snowball to reach that point. If you want to snowball, you need to farm well and get ahead during the laning phase. AD runes are the best runes for the early game, and while they do fall off pretty hard late game, by that point your items will be carrying you much harder than any runes will.
greater mark of armor penetration
Greater Mark of Armor Penetration
However, with Season 3 changes, armor penetration has become a much stronger stat, as it now scales better when paired up with items such as


Greater Seal of Armor
Great runes to have on a top laner. You can trade hits better with these runes and they also reduce damage from minion aggro. The damage you take from the occasional autoattack or minion damage will build up when laning, even if you don't notice it. Learning how to freeze your lane (using your champion to keep minions on your side of the lane) is also very important when top laning, and these runes will make sure that the damage you take won't hurt you too badly.

Greater Glyph of Scaling Magic Resist
Since most of the time we'll be laning against AD rather than AP (unless they have


I don't see many reasons for running any other setup. Flash + Ignite is just the best for top laners in the current metagame. As an assassin, every source of damage is welcome and Flash is just flawless when it comes to any champion. If you run any spells less offensively oriented, you become less threatening in lane and lose a lot of your lane presence.

This is a no-brainer. Flash on an assassin is just necessary. You can't gap close on opponents without bush (or your ultimate) so it's very possible to be kited if the fighting scenario doesn't suit you. Flash doesn't interrupt the stealth on


Every source of damage is welcome. Sure, Ignite doesn't do so well late game, but if you can kill your lane opponent several times in lane with it, it becomes worth the trade-off. You lose so many kills if you don't run Ignite it's not even funny. This is your execution move. When you don't have Ignite people will start fighting back, and chances are if they have Ignite and you don't you will lose in straight up fights. Always take this spell.

Unseen Predator
This passive is what makes Rengar so unique. I don't think any champion has an ability even close to this. It basically allows you to infinitely gap close to a target as long as there's bushes nearby, which means anyone unfortunate enough to run into you in the jungle isn't going to get away. Since there's no cooldown to this ability, you can just sit in bushes on top lane all day and catch last hits or harass and they won't be able to react to it. It also synergizes with your ultimate to run past the frontlines of a team and attack the carries in the back.

Savagery
Your single target burst ability with a poor base but a ridiculous ratio when used with ferocity. It also gives an attack speed boost which is nice but not enough reason to prioritize this ability first. Savagery is a lot of early game damage however as you can use it to quickly auto-attack up to three times simultaneously then have a massive attack speed buff which makes it impossible for enemies to trade with you. A great ability late game as your AD should be pretty high and your auto-attacks will hurt, and you don't even need to build attack speed to attack quickly.

Battle Roar
In my opinion this is Rengar's strongest ability. It does AoE damage, gives you resistances and heals if your ferocity is maximized. Moreover, it does magic instead of physical damage, which may not seem a big deal but means that it completely ignores the armor runes that basically everyone runs top lane. It's rare to have a top laner run flat magic resist runes, and even if they do they still don't mitigate as much magic as physical damage. The heal is an amazing addition as it is essentially free sustain when laning. This is your best source of harass and sustain, and makes you very difficult to kill in teamfights.

Bola Strike
This is your only form of crowd control, so you better be sure to use it properly all the time throughout the game. The ability is unimpressive on its own, but there are two important things about it; one, it's your only ranged ability, and two, the enhanced version is a powerful snare that still applies the slow, essentially becoming an entire 3.5 seconds of movement impairing CC. You need Bola Strike to chase down opponents when there are no bushes nearby to proc your passive. Knowing when you need to throw out an enhanced bola instead of extra burst damage or a heal is vital when playing Rengar.

Thrill of the Hunt
I love this ultimate. It doesn't cause any massive effect or change the face of a teamfight in any way, but there's just so much to do with it. While it's on a staggering cooldown early on in the game, later on it can be used whenever necessary without too long of a wait. It basically makes you ungankable unless the enemy has true sight, and is also a great ganking tool in itself. Even if you're just duelling, you can use this ultimate as an extra part of your combo due to the ferocity you generate while in your ultimate. There are many tricks you can pull with your ultimate which can screw with people in so many ways, so you'd better get used to it.
So you might think that after the damage nerfs to

On the other hand, one thing that did change was the levelling of






This new build I have focuses on building cooldown reduction to abuse the power of Rengar's abilities. The great part about this build is that all the CDR items in the build give amazing stats and bonuses which synergize perfectly with Rengar's kit. I will elaborate below.
Starting Items
Now this is an interesting change. With the boots nerf in Season 3, you actually now have alternative options for what to start with in lane. You can do the old school boots start, but you can also opt for armor for more sustain or a long sword for damage output.




It's not the strongest start anymore, but still has viability as it allows purchasing of three potions and you'll inevitably upgrade the boots. You get a weaker early game when starting like this, unfortunately, but it's made up for by the fact that you can rush







A defensive start which keeps you in the lane for a long time. If you're against a tough physical lane, this is the best way to go. The problem is that unlike the other starts, you'll end up selling the Cloth Armor most of the time unless you're building it into





An aggressive start. If you know you can bully the enemy laner around without trouble and you're not afraid of the jungler, you can start like this and rush

Laning Phase

This is such a powerful early game item. You should always rush it if your main priority is damage, since it gives all the stats an AD bruiser/assassin would want. Later you build this into


Rengar needs a way to stick to opponents when



In recent times, and through experimentation, I've come up with a build which seems completely ridiculous. The idea is to rush to 40% cooldown reduction as soon as possible, and abuse your low cooldown and Ferocity-enhanced abilities to full potential. Ionian Boots of Lucidity is one of the cheapest sources of high cooldown reduction, and will add up with


Mid Game

So Trinity Force took a blow from the nerfbat in Season 3, and yet I moved it to the front of my build. What am I thinking, putting this overpriced thing at the front? Well, it's a matter of priority. While many champions are currently forgoing the heavily priced Trinity Force for the cheaper


Obviously this should be here, being one of the most overpowered AD items that exists right now. This item actually was what made me change my skilling order. Since the item requires stacking of the debuff, attack speed became important as Rengar has only two abilities which do physical damage, leaving the other stacks dependent on his auto-attacks. In terms of stats, we can see why we want this. Armor pen, shred, health, AD, and cooldown reduction are all essential stats for Rengar, and this item is cheap as well for what it gives. Now, with this in our build, we currently have 25% cooldown reduction.

Behold, the



Final Options
This is where builds can begin to deviate and change depending on the situation. There are a variety of items which are useful to Rengar in the late game, which you can choose based on what you want and what you may need. Keep in mind these are not all the viable options, just a few of what I consider to be the best.

This item just keeps being pushed back in my build, but unlike


Good item to get if you're being focused and killed in teamfights. This item presents the enemy team with a dilemma. Rengar is not an easy target to ignore in fights as he can easily reach a carry and burst them, but he's also tanky enough to be a pain to take down in fights. With Guardian Angel, you present the enemy with a lose-lose situation in which you need to be taken down, but it's usually more effort than it's worth to.

Your answer to crowd control that may pose a threat to you. Abilities such as





On the other hand, against enemy heavy burst this should be an option. I've said before that I don't consider this a defense-focused item, but that's not to say the shield doesn't save you in life-or-death situations (fuuuuuu


My favorite armor item in the game, and in my opinion the best, tied with

Where is Bonetooth Necklace?
Bonetooth Necklace
"Passive: Rengar collects trophies when killing Champions, and gains bonus effects based on how many trophies he has. Kills and assists grant 1 trophy, and 1 trophy is lost on death.
3 Trophies: +10 armor penetration +5% cooldown reduction
6 Trophies: +25 movement speed
9 Trophies: Rengar's leap gains 150 bonus range.
14 Trophies: Thrill of the Hunt's duration is increased by 3 seconds. Additionally, Rengar's next ability used after activating Thrill of the Hunt generates 1 bonus Ferocity.
UNIQUE Passive: +2 attack damage per level"
So, some people might be wondering, where is that awesome unique item only

Bonetooth Necklace, while a great and cost efficient item for when you are ahead and can get stacks, is actually not so strong when put into perspective. Especially after the latest nerf lowered the gains from it, it's just not worth purchasing anymore.
Getting it early game is obviously the most popular choice. You want stacks as soon as possible to reap the awesome rewards from the trophies. Unfortunately, the time you'd be getting this is around levels 5-6. At this point the amount of AD you'd get from Bonetooth Necklace is 10-12. You're spending 800 gold on an item which provides the same AD than a



Getting it mid game seems reasonable. You have enough items to keep yourself strong, and there's still plenty of time and opportunities to get kills and assists. However, again, is it worth slowing your build down 800 gold for maybe around 20-30 AD? By this point, the early rewards from Bonetooth Necklace are inconsequential and you're aiming for the higher bonuses, such as the ultimate duration and leap range, but until then you're hauling around an item which still provides less than a


Don't even think about buying this late game. You're never going to get this thing to full stacks any time past 40-50 minutes unless you're just steamrolling, at which point it doesn't really matter what items you get. Again, you're taking up space for an item which you're not going to take full potential of, is it worth it?
Certainly, bonetooth necklace is an amazing item... if you can stack the whole thing up. However, unless you're stomping the enemy I just don't see a window of opportunity where you can stack this thing up without crippling your build... I'd say just pass on this item and buy something more reliable.
The Hunt Is On
There is one scenario however where purchasing bonetooth necklace is an interesting option, and that is when the opposing team has the champion


Note: This will be removed soon in favor of a better tips and info section, whic will include details on how to play Rengar in the laning phase, teamfights and more elaborate detail on ability use.
One of the things I love most about playing Rengar is the sheer number of tricky moves you can pull when playing him. There are many cool tricks with Rengar's abilities which no other champions are capable of which even I haven't fully discovered or mastered yet.
Bush Juking
Pretty much the most common one, and can really piss off gankers if you can position yourself well and your minions are in a favorable spot. Basically, when a jungler comes to gank and you don't have your ultimate, you hide in the bush, wait, then jump to the minion furthest away when they come to facecheck, and you escape. Easy way to get away from a bad situation.
Alternatively, you can use this tactic to stall for cooldowns by simply jumping to minions, going back into the bush when they try to chase, then doing it again. I've won some hilarious 2v1 fights this way simply by dodging skillshots and waiting for cooldowns this way.
Jumping over Walls
Great for escaping jungle fights. You may need to use your ultimate for this one, but for example when fighting next to the red camp you can just jump over the Baron/Dragon wall for an easy escape.
Jumping to Enemy Wards
Not a trick you can pull off often, since it requires you or a nearby teammate to have true vision and for a ward to be in/close to a bush, but you can actually jump to enemy wards! This will make enemies regret placing their wards where you get away. This also works with


Thrill of the Hunt Reveal
Some people seem to forget this, but



General: Rengar synergizes well with champions who can provide buffs, displace enemies or initiate. Generally, supports with movement speed buffs or shields will work well with Rengar.




--Honorable Mentions:





General: Rengar's counters are champions who can either nullify the effect of his ultimate or prevent him from doing his role of killing the enemy carry. If these champions are in the game and are focused on shutting you down you'll have to change your role and play less efficiently.




I am really glad that few people play


--Honorable Mentions:





Also check out my guide to

Thanks for reading my guide on Rengar, if you guys enjoyed then please leave a comment and upvote. If you think there's room for improvement, also leave a message and I will endeavor to make changes where necessary.
Good hunting!
-SoH

December 04, 2012 - Guide has been released! :-D
December 06, 2012 - Guide has been updated for S3 - Items have been altered slightly on both cheat sheet and item section, minor changes in other areas.
December 07, 2012 - Minor fix on the 'Runes' section since the renaming messed them up, everything else is the same.
January 21, 2013 - Guide has been significantly updated, with a reevaluated item section and minor changes in other areas.
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