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Updated on June 11, 2014
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League of Legends Build Guide Author IPodPulse Build Guide By IPodPulse 1,703 Views 0 Comments
1,703 Views 0 Comments League of Legends Build Guide Author IPodPulse Build Guide By IPodPulse Updated on June 11, 2014
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Table of Contents


Quick Guide

Preface

Basic Information

Advanced Tactics

Wrapping Up

Items
Synergies and Counters
Summoner Spells
Runes
Masteries
|

About the Author
Introduction
Who is Rengar?



|

Rengar's Skillset
Skilling Order
Itemization



|

Laning
Teamfighting




|

Synergies
Counters
Epilogue



|


Starting Items



Core Build



Boots


Offensive Items


Defensive Items


Synergies and Counters

Rengar is good against:


Rengar is weak against:


Rengar works well with:

Summoner Spells


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+
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Runes


This is perhaps the most basic rune page one should have. It has everything Rengar needs, the attack damage goes great with his early game lane phase. Combined with the doran's blades and Empowered Savagery you will have a high amount of AD that will ensure your success in duels. The armor seals are questionable to some people. Ever since the rune changes is April armor seals were claimed to be not as good as they used to be. However this is false due to Riot stating that they will provide every champion with a +3 armor rate. So technically you will continue having 12 armor. Now why are these good on Rengar? Well the main reason is due to the fact that you are a top lane assassin. unlike other Rengar builds our motive is to not build tanky items but to build damage and armor penetration, because of this we rely on early armor to secure our survival. We finally end with magic resist runes, we take flat magic resist because of 1. Rengar's low magic resist gain per level and 2. We are playing the role of an assassin which requires us to kill the enemy with the highest priority either it being an ADC or an APC or another role. Due to these reasons we take flat magic resist instead of other glyphs.

Masteries

Here is our mastery page for Rengar. This mastery page is extremely important due to the benefits it provides us. Masteries such as Executioner are required due to how it affects our damage output. We also take 2 points in Enchanted Armor for the 5% bonus armor and magic resist. You may be thinking why we take points in this and it is because of both our rune setup and Battle Roar, but more importantly Battle Roar. You see whenever we use Battle Roar we gain a set amount of armor and magic resist. This set amount increases with every level and it temporarily increases by 50% for every champion hit. Add that amount with an extra 5% of bonus armor and magic resist and you should be able to jump into team fights, gain tons of armor and deal tons of damage.




















































































































































































































About the Author

This Rengar guide is written by IPodPulse. I am a silver IV player who has played League of Legends for about 3 years. Though I am not fancy about ranked solo queue I do have plenty of experience in the top lane.

My personal experience with Rengar started with the day he came out. He is a very fun and unique champion. He was a great split pusher, his assassination capabilities were insane, and his kit overall was very fun. But it all changed when the fire nati- I mean Riot reworked him. While he doesn't have some of the pros he had pre rework he is still a great champion.

Now my main reason for playing Rengar is Ryan Choi. He is a challenger tier Rengar player and perhaps the best in the world. He also made a guide on Rengar. Now the reason why I base my guide off of him is because his guide lacks the useful information for a Rengar player. His guide contains 1-2 line sentences and isn't that informal at all. With my guide I plan on telling players everything I can about Rengar. Things like triple Q, bush control and combos. But my job is to inform you on Rengar, it is your job to learn by personal experience. After all a guide maker is the frame for your painting, it is your job to paint the picture. So lets get painting!

Introduction

Rengar is a top lane assassin that relies on his physical damage and attack damage items. He is able to burst people down with his combos like Savagery-> Empowered Savagery. His main role in fights is to take out the most valuable target. This usually means the enemy ADC or APC, however this isn't always true as each game can turn out differently.

Rengar is a great laner due to his lane presence, bush control, and no mana/energy issues. He has a built in heal that can help when taking large amounts of damage and his Bola Strike is great for chasing running enemies. With Tiamat his wave clear becomes astounding and his dueling potential practically doubles. His ultimate Thrill of the Hunt is great for picking of the enemy laner while he has low health and for ganking mid and bot. Not to mention what great gap closing potential it has. His passive Unseen Predator makes his great lane presence because of the enemy not knowing where Rengar is and the leap range can help secure you early kills.

Who is Rengar?

Pros

+ High Burst Potential
+ Item-Independent
+ High Wave Clear with Tiamat
+ Fantastic ultimate
+ High Mobility
+ No energy or mana
+ Great lane presence
+ Awesome side quest when against a Kha'Zix



Rengar's Strengths

Rengar is an incredible laner because of his incredible early damage output. With just a Doran's Blade Rengar is able to get an easy level 1 kill. He is a champion who doesn't require extra items early game just to have some sort of effect against the enemy laner, and when he does get items he just becomes even stronger. Another benefit Rengar has is the fact that he has no mana or energy. He is a resource less champion which allows him to stay in lane longer which means more gold and xp for you compared to other champions with some sort of resource like mana. His high mobility scales great with his ultimate Thrill of the Hunt which allows him to pick off easy targets and he has an awesome side quest that allows him to kill his ultimate rival Kha'Zix. When Rengar kills Kha'Zix he will gain the Head of Kha'zix. An item that will replace your bonetooth necklace and provide Rengar instantly 20 stacks.

Rengar's Weakness's

Rengar like all champions is not perfect, he has problems like his full combo which can be extremely hard to pull of if you do not practice it enough times. The fact that he is a melee champion is quite scary considering your positioning during team fights. When you jump in a fight you plan on going for the high priority target, which can be extremely risky when the enemy team is doing their best to defend someone like their ADC. The biggest thing that will affect Rengar is crowd control or CC for short. Things like snares, stuns, or slows can really affect your gameplay, so you usually want to protect yourself from these sort of things with items like Mercurial Scimitar

Cons

- Weak Levels 1-3
- Combo is hard to pull off
- Melee
- Nerf made him weaker
- CC ruins him
- Bola Strike is a skill shot
- Kha'Zix will evolve a 4th time if you die to him




Rengar's Skillset


Unseen Predator
(Innate): The infamous passive that makes Rengar an amazing top laner and initiator. This innate allows Rengar to leap whenever he is in some sort of brush. This leads to early kills, easy farm, and great kiting potential. Early game the enemy has one of two choices to either ward the top brush or the river brush. The biggest mistake they can make is ward the top brush in order to "counter" you. This is perfect due to the fact that your leap range is pretty far and they leave the river open making them vulnerable to ganks. On top of that your kiting potential is limitless because the enemy most likely wont know where you are when you are in the top brush which proceeds them to worry and back off making them lose gold and XP. The innate also provides Rengar his resource of ferocity and important resource that affects Rengar gameplay.



Savagery
(Active): This is Rengar's primary damage and farming ability. It deals physical damage of 30 / 60 / 90 / 120 / 150 (+100 / 105 / 110 / 115 / 120 % AD). This ability has a low cooldown of 6 at level 1 and 4 at level 5. The ability itself is great for everything Rengar does. It is his primary form of damage and is an AA reset. The low cooldown allows for easy stacking of ferocity and his dueling potential is amazing becuase of the outright damage you can do to an opponent.


Empowered Savagery
(Active): Empowered Savagery is what makes Rengar the high damage assassin he was born to play. The skill costs 5 ferocity to use, it deals physical damage equal to 15 + (15 × Rengar's level) (+ 150% AD). Additionally, Savagery grants Rengar bonus 47 + (3 × Rengar's level) % attack speed and increases his attack damage by 10% for 5 seconds. This is what gives Rengar his amazing burst and killing potential, the attack speed and bonus attack damage it provides is extremely useful when dueling as it can give you the upper hand on both your AA and abilites


Battle roar
(Active):A great ability that allows Rengar to enter fights and survive long enough to kill his target and leave barely harmed. The ability itself deals 50 / 80 / 110 / 140 / 170 (+ 80% AP) magic damage while providing 10 / 15 / 20 / 25 / 30 armor and magic resist with a bonus of 5 / 7.5 / 10 / 12.5 / 15 per champion/large monster hit. As said earlier when we use this ability in team fights we gain a large amount of armor and magic resist. This will help us deal with our target while trying to take as little damage as we can.


Empowered Battle roar
(Active): Empowered Battle Roar is like regular Battle Roar but it deals more damage and provides a heal. The damage it deals is magic just like normal Battle Roar but deals 25 + (15 × Rengar's level) (+ 80% AP). His heal however heals 8 + (4 × Rengar's level) health, increased by 5.25% for every 1% of Rengar's missing health for up to 50 + (25 × Rengar's level) health. This is great for fights when you just need a little more health or when you took some harass from the enemy.


Bola Strike
(Active):A long range skill shot that slows and deals a good amount of damage. When thrown Bola Strike will deal 50 / 100 / 150 / 200 / 250 (+ 70% bonus AD) and apply a slow of 60 / 65 / 70 / 75 / 80%. This skill is great for catching up to slow enemies or to slow them down to help you run away when at low health. The damage is deals is pretty good and works really well mid-late game since we get most of our AD around that time.


Empowered Bola Strike
(Active):The empowered version of Bola Strike deals damage equal to 25 + (25 × Rengar's level) (+ 70% bonus AD), but instead of applying a slow it applies a snare that lasts 1.75 seconds. This ability is extremely useful for catching enemies that escape you when you use your ultimate or when your jungler decides to gank top. The snare will allow you and your jungler to apply lots of damage and potentially get the kill.



Thrill of the Hunt
(Active): A great escape and gap closing ability. When activated Rengar becomes stealthed after 1 second or 3 if taking damage. When stealthed Rengar is given vision of any enemies within a radius of 2000 / 3000 / 4000 for 7/12 seconds or until Rengar deals damage to an enemy. While he is stealthed he is given a movement speed boost of 15/30%. When unstealthed Rengar is given a movement speed boost of 25 / 35 / 45 % while generating 5 ferocity. This is what gives Rengar the title of "unseen predator". This ability allows Rengar to enter teamfights, gank lanes and overall dominate the battle grounds.

Skilling Order



1




Q
2




W
3




E
4




Q
5




Q
6




R
7




Q
8




E
9




Q
10




E
11




R
12




E
13




E
14




W
15




W
16




R
17




W
18




W

Zed's skilling order is fairly straightforward; prioritising the abilities that grant him damage output. Razor Shuriken is chosen to be maxed out first due to the decreasing resource cost, the reality that it has significantly higher range and the construct of multiple Razor Shurikens - possible as a result of the shadows provided by Living Shadow and Death Mark - dealing additional damage while multiple Shadow Slashes will not. Living Shadow is maxed out last due to it generally being used for its utility, that is; duplicating abilities and acting as a gap-closer.

Itemization



Starting Items

In general one wants to opt for a start that consists of a Doran's Blade and one Health Potion as it provides enough sustain in almost all matchups and the health allows the possibility for early skirmishes and all-ins which is not possible when one would start Long Sword. One can opt for a Long Sword start when playing against a low presence mid-laner and/or jungler as it allows for a quick transition into The Brutalizer, a Hexdrinker or a Bilgewater Cutlass.



Core Items

Zed's core items are fairly straightforward. Do keep in mind that with core items I do not imply that these items are meant to be purchased at the exact same point in time every single game. These items should simply be part of the six item build one's trying to complete during the particular game, the order and point in time may vary based on the current conditions in the game (e.g. Playing against a Malphite player, who immediately aquires a multitude of armour items, might require an early Last Whisper).


Upgrading Vampiric Scepter

These two items, Ravenous Hydra and Blade of the Ruined King, are the two major upgrades for one's Vampiric Scepter. In the majority of the games however, one generally winds up purchasing both although one of those will be a core item and the other will be supplementary. One should generally opt for Hydra when you do not require the sticking power that Blade of the Ruined King offers and/or when one's opponent opts for bunch of armour without additional health to back this up.


Cleaver's Role

Both Ghostblade and Cleaver are possible upgrades for one's Brutalizer. Black Cleaver is generally the better item due to the fact that Zed primarily offers multi-target damage in the form of area-of-effect abilities (i.e. Razor Shuriken and Shadow Slash). Additionally, Black Cleaver removes armour rather than simply penetrating it, which means one's allied units will benefit from this which can be invaluable as it allows allies without a significant amount of armour penetration to still deal with enemy - generally tanky - bruisers. One should opt for Youmuu's Ghostblade when dealing with high priority targets who possess high mobility.



Defensive Items

Zed's item build can be further diversified by utilising one of these defensive items. Mercurial Scimitar and Spirit Visage are the better ones as Scimitar deals with crowd control and powerful abilities such as Chum the Waters while Spirit Visage has some offensive qualities, that is; ten percent cool down reduction and the increment of one's healing caused by Ravenous Hydra and/or Blade of the Ruined King, which makes Visage the best item when one finds themselves dedicated to split-pushing.

The item Guardian Angel can not only aid Zed in surviving an elusive teamfight but it also provides a good amount of resistances (i.e. Armour and Magic Resist). This item should generally be purchased when ahead and/or when the game draws to a close as then especially it can make the difference between victory and defeat.

Banshee's Veil is an uncommon item, albeit not by any means rendered inferior. The Veil has its applications such as nullifying poke but it can also be a very powerful against champions who are heavily reliant on comboing their abilities (e.g. Diana, LeBlanc, Brand).

Laning

Zed's aforementioned laning phase is consistently strong, with the exception of the first three levels as then his combo isn't available to him yet. This combination, or sequence, of abilities - sometimes referred to as the main harassment combo - is composed of using all of Zed's basic abilities (i.e. Razor Shuriken, Living Shadow and Shadow Slash) in a predefined succession.

In order to perform this combo, one should open with conjuring a shadow on the enemy champion's current location. Then quickly follow-up with Shadow Slash as this will slow one's adversary significantly which paves the way to strike them with at least one Razor Shuriken, albeit one should aim to strike them with both. Afterwards, one may opt for exchanging positions with this aforementioned shadow although that is more often than not ill-advised. One should seek to master this combo as it is a vital aspect of Zed's core gameplay.

Once Death Mark has been unlocked, one should look for opportunities to kill one's lane opponent and/or repair to either the bot- or top lane in order to tip the scales into one's team's favour as Death Mark is an excellent engage tool.

When engaging, it is wise to open up with Death Mark - if possible - and continue one's pursuit with Living Shadow rather than the reverse as Death Mark leaves a shadow behind at one's original location which can be exchanged positions with from any given distance, in contrast to Zed's Living Shadow. One should also bear in mind that Death Mark will render Zed untargetable for a brief moment which means that it will also reset all tower aggro.

Teamfighting

The teamfights are a delicate matter when one's playing Zed as the moment of engaging is very important. If one conducts an engage at the wrong place, the wrong time, and/or an improper timespan then it is almost a certainty that one will either waste their abilities or even ruin the entire teamfight.

Any Zed player is to be expected to execute a certain task, that is; taking out the highest priority target. High priorty targets include, but are not limited to, the AD carry - or marksman - and the AP carry. However, simply eliminating them from the game will not be sufficient as one needs to make sure they have little or no impact on the current teamfight. Once that task is executed properly, one can seek out other targets and/or help out their teammembers albeit should be noted that if one completes that task flawlessly, that the teamfight is usually won as a result.

Synergies

Zed synergises well with a great variety of champions, which is one of the many reasons he's a strong champion in general. Champions who possess (area-of-effect) crowd control are a great asset to him and his kit as it allows him to take out his target(s) with greater ease. Prime examples of these champions would be Kennen, Vi, and Lissandra.

Champions that match Zed's mobility are also great teammembers because they need to be able to follow-up on Zed's swift engages that will occur as the window of opportunity is more often than not very small for assassins. Great examples of these kind of champions are: Lee Sin, Elise, and Riven.

Counters

Zed's aforementioned greatest ally turns out to also be his greatest enemy. crowd control has the ability to render a Zed player utterly useless and helpless. Although Tenacity, Cleanse, Quicksilver and proper use of Living Shadow and Death Mark can generally deal with most issues.

Zed's more direct counter is anything that prevents him from executing his task, which is; taking out his target. Champions such as Kayle, Yorick and Zilean can make this incredibly problematic. Lulu is also a tough champion to deal with due to the reality that the health increment of Wild Growth cannot be dimished by any way. Lissandra is Zed's most worthy adversary as Frozen Tomb renders it virtually impossible to kill her.

Certain items that can prevent one from completing their task include, but are not limited to, Quicksilver Sash, Guardian Angel, and Zhonya's Hourglass. One should try to anticipate their timespan of usage and capitalise accordingly. All aforementioned applies to the summoner spell Barrier similarly.

Epilogue

This concludes my teachings regarding the Art of the Shadows. I do trust that the reader obtained all necessary information regarding Zed, The Master of Shadows. Questions, remarks and suggestions are to be left on the discussion page of this guide.

Do not fear the shrouded path,
GrandmistressD

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