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Rengar Build Guide by Fudgeybrownies

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author Fudgeybrownies

The Kitty Assassin ~ Patch 5.23 (Updating)

Fudgeybrownies Last updated on November 27, 2015
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 18

Dangerous Game

Cunning: 0

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 12

Threats to Rengar with this build

Show all
Threat Champion Notes
Aatrox Doran's Blade
Gangplank Doran's Shield
Shen Doran's Blade

Welcome to my second guide!
This is the way I love to play Rengar, as a bursty assassin who can eliminate the enemy high priority champions before they realise you're there. Don't knock this build until you try it, I have been using it for quite a long time and it has consistently been very good for me. Please comment if you are going to downvote and let me know what I can do to improve.


Greater Quintessence of Attack Damage

Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Cooldown Reduction

This is essential on Rengar, as he scales with attack damage. This will basically just increase you damage by a hell of a lot, and give you some extra strength early for trading and killing minions. These are irreplaceable.

These do the same job as the quintessences, giving you extra essential damage for killing your enemy, and minions.

These will allow you to survive trades in lane and tank some minion damage if you need to freeze the lane, or if you're fighting the enemy near their minions. Scaling armour seals would make early game unbearable as you would become shredded.

Rengar is amazing with cooldown reduction, as he gets a good chunk of his damage from Savagery and Bola Strike. These allow you to use your abilities more often, for extended trades and quickly building up ferocity, as well as meaning you can use Thrill of the Hunt more often to assassinate and get fed, or escape if necessary. Interchangable with Greater Glyph of Scaling Magic Resist if the enemy team is very ability power heavy, and your team has a decent amount of damage already.

21/9/0 Offensive Assassin Rengar is what if prefer to play. You obviously need 21 points in Offense if you want to be an assassin dishing out as much damage as possible, with maximum points in Sorcery for greater cooldown reduction allowing more damage. You can consider changing this for Fury if you are against someone who insists on prolonged trades like Shyvana, but you should be trying to burst enemies down without needing this by late game, and your empowered Savagery will give plenty of attack speed when used with Youmuu's Ghostblade. 9 points in Defense so you dont get popped, as you need to be able to survive long enough to kill the targets, and you don't want to be dying in lane.

Skill Sequence

You usually want to start with Savagery, especially if you are confident in the matchup. Use Savagery against minions early to build up to 4 or 5 ferocity, then consider going in to try get some good damage on the enemy, as you are strong early with three abilities by level two including empowered ones. Consider maxing Bola Strike first if you are having trouble in lane, especially against ranged champs such as Jayce who can easily disengage.

Max Bola Strike second for more damage, a lower cooldown, and a greater slow to make chasing enemies or escaping far easier.

Max Battle Roar last, as it scales with ability power and doesn't do too much damage, and the heal scales with your level and missing health and not the level of the ability. You might get this third not fourth if you are taking a lot of damage and not doing well, as it will allow you to heal and it increases your armour and magic resist for trading or tanking harass.

Summoner Spells

I recommend taking this in most lanes, especially if you are against someone like Vladimir or Volibear who benefit greatly from healing, which you will want to reduce when trying to kill them. This increases kill potential and dueling strength by reducing their lifesteal, spellvamp, or whatever they have going for them, or for getting a kill when the enemy is just escaping.

I take this spell in almost every game, as it allows you to quickly escape or get that last auto to secure a kill. One of the most useful summoner spells in the game.

This is viable, but up to personal preference. Most viable in lanes where the enemy has no solid gap closer, or if it is based on movement speed, so you can ghost out of their range. This is honestly amazing with Rengar's ult, allowing you to quickly chase down your prey. This also has a significantly lower cooldown than flash and is better for escapes where you opponent can flash straight after you, or if your prey has flash, as you gain significantly more ground with this than Flash. Flash still maintains the utility of flashing over walls or quickly into range to secure a kill or use a bola.

I personally rarely take this, as Rengar is a kill based champion, who you want to be able to assassinate enemies with and get fed in lane. This can be used if you are against an enemy who will likely take this spell, and push hard for most of the game. You can also roam with it, but Rengar's ult is good for roaming as you cover quite a bit of ground with it.


Undeniably essential on Rengar. This will allow you to clear minion waves extremely quickly, as well as increase your damage massively increasing kill potential. The lifesteal combined with the AOE cleave effect allows great sustain, and the passive works on your Savagery, so it is amazing.

Amazing. The armour penetration at early levels will shred the enemy top and high priority targets who will likely build little armour, meaning the flat pen will be better than a last whisper at early levels. Also gives a nice chunk of attack damage and 15% crit chance for some sneaky crits and extra damage early. The cooldown reduction is amazing for obvious reasons on a cooldown based champion who has no mana costs and wants to get ferocity fast. The active is where this truly shines, as it goes amazingly well with Thrill of the Hunt, allowing you to quickly catch up to enemies to destroy them, or escape a gank. This also gives 40% attack speed for 6 seconds on a 45 second cooldown!! The dueling enhancement is insane, get this item!

Tons of damage. The Phage effect gives you a nice chunk of health and attack damage, as well as a passive allowing you to keep up with any prey, especially if you know how to orbwalk, or assassinate a carry and use the burst of movement speed to get out before the enemy knows what happened. The Sheen gives you the amazing spellblade passive, which will enhance your Savagery massively, and you will proc this a lot with the constant use of abilities. Zeal gives very nice stats, movement speed to increase the massive mobility this build offers, as well as attack speed and crit chance for extra dueling potential or burst.

Reduces the effectiveness of slows, allowing you to escape or chase through measly crowd control thrown at you. These give you enough movement speed to initiate a fight, and kill them or even back out with the movement speed. It's just amazing how good these are on Rengar, as he benefits a lot from movement speed being a melee assassin. You could get the homeguard enchantment if you are losing and your base is being sieged, or you have to recall often. Mercury's Treads are also viable against high ability power and crowd control teams.

As you are getting this late, the enemy team will likely have some armour built up, so it is perfect timing as the armour penetration is percentage based, meaning it is most useful when the enemy has a decent amount of armour built up.

Massive attack damage boost as well as critical strike chance enhancement. This combined with Youmuu's Ghostblade and the Trinity Force give you a total of 45% critical strike chance, which is amazing considering how high your attack speed gets with your empowered Savagery and youmuu's active. Also increases critical strike damage significantly. Only get this item when fed and confident, as you will be very squishy, but able to pop anyone.

This will just increase your effective tankiness with increased resistances,and this item is relatively inexpensive. The passive is obviously the reason it is so strong, allowing you to dive headlong onto enemy carries in a teamfight, and die after killing them. This also often means people are less likely to focus you as for some reason people avoid killing people who have this, no matter how fed.

Allow you to dive onto a carry who will likely insinctively drop their cc on you straight away, so you will not be affected. Also general tankiness benefits you if your team is already damage heavy.

General tankiness and resistance to an ability power heavy team, as well as a nice chunk of cooldown reduction. The passive is very nice as it enhcances your empowered Battle Roar and general lifesteal you will want with you Savagery and Ravenous Hydra.

250 more gold than the Sunfire Cape, for far superior stats. This only lacks the aura which does a small amount of magic damage, but you want to be bursting people down and focusing carries. This item offers amazing resistances against any team, as it gives a lot of health and armour, as well as amazing effects. The active slows any enemies near you, allowing you to catch them or escape, and the passive slows your enemy's attack speed when they attack you with basic attacks, increasing your dueling potential, and making the enemy ADC less threatening when trying to burst them down.

Armour shredding, a lot of cooldown reduction, health, attack damage. All amazing on Rengar, but this actually isn't always the best choice. Choose this when you need a little bit of extra health, and the enemy is stacking a lot of armour, as Rengar can get the passive of this item stacking very quickly, but this doesnt offer the best burst damage. It is viable depending on how the game is swinging.

Want damage and magic resist? This item is very nice. The shield is very good against enemy teams who do a lot of magic damage that you need to avoid. The passive, which increases your attack damage the lower your health is, can be very good if you are having issues dueling or assassinating. The upgrade from Hexdrinker to this item is actually not very cost efficient, so do not upgrade until late game.

Need health? Getting kited? Here is the answer. This is basically a huge chunk of health, along with a bit of nice attack damage, but most importantly it slows enemies when you use basic attacks, which is 90% of what you do.

This has recently come into popularity on Rengar, and for good reason, as it offers heaps of attack speed and crit chance, as well as some nice movement speed and a helpful passive.You can buy this as part of your build if doing well, or replace your boots with it and the rest of your build you should have enough movement spped.

Thanks for Reading

I really do appreciate any feedback, and will try improve upon anything you think isn't quite up to scratch. Please comment on what is actually wrong with this guide if you are going to downvote. Thank you for reading! I will continue to work on this guide when I have time, and update it with any changes to the game, and I will try implement some champion matchups, but for the most part they are self explanatory.

Check out my Udyr guide: Godyr the Phoenix