RENGAR BUILD GUIDE: [S3]An overall guide by Ventrullia

by Ventrullia (last updated over a year ago)

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Greater Mark of Attack Damage(+8.55 attack damage)
Greater Seal of Armor( +12.69 armor)
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
mastery 1 mastery 1 1/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
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mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 2/3
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mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
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mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
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mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
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mastery 1 mastery 1 0/1
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0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Unseen Predator
WBattle Roar
EBola Strike
RThrill of the Hunt
View Skill Order Details



mastery 1 mastery 1 1/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
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mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
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mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Unseen Predator
WBattle Roar
EBola Strike
RThrill of the Hunt

Champion Matchups

About Rengar

Recently, the 'hot fix' Riot had made to Rengar and certain other champions had made people think he was buffed dealing a very high amount of damage. Little do they know that Rengar was like this all along, apart from the slight changes they made.

Rengar is a high damage dealing assassin who has extra predatory features such as stealth, mobility and chasing potential. He is best known for singling opponents out, which is probably his strongest point.

Rengar can be played as both attack damage based and ability power based, however he is most effective as a hybrid. His strongest roles are top, mid and jungle.

  • Hybrid damage
  • High mobility
  • Incredible burst damage
  • Great escape + chase mechanics
  • Stealth
  • One of the fastest clearing times (jungle)
  • Incredible sustain
  • No mana dependency
  • Strong pusher

  • Disadvantaged in areas with no brush
  • Not very tanky early
  • Can be extremely kited
  • Can be item countered by and

The Masteries

Announcement: New information about the mastery pages coming soon

Vs. Weak early champs:
For lanes like this, I take 24/6/0 to increase early damage output and win trades/obtain kills. You want to be able to kill them before they hit level 6.

Vs. Harass/Range champs:
These lanes can be very annoying, especially going against a Nidalee, Jayce or Kennen. The masteries I would take would be 9/21/0 increasing MR and armor as well as increasing health and health regen. You can also increase the resistance against AoE damage (Jayce, GP, Kennen).
NOTE: If you feel that you will not do enough damage, you could still go as recommended.

Vs. Burst/Tanky champs:
With champions like this, I would use the 21/9/0(recommended) simply because you have armor to resist the inflicted damage and you can inflict more damage in trades.

When Jungling:
When I jungle, I take a point out of the defensive mastery "Resistance" and place it in "Summoner's Resolve". This grants you 10 extra gold upon every use of which is helpful if you are jungling.
I also take a point out of the offensive mastery "Summoner's Wrath" and place it in "Butcher". This increases the damage you inflict on Minions and monsters. Since you aren't using , it is a useless mastery to have.
NOTE: You can keep it if you are using or . These should only be used if you are experienced, otherwise take as the second spell.

The Runes

Announcement: I've been asked to look into 'critical' runes. They could be viable on Rengar as is effected by critical chance. I will soon be looking into it.

9x Armor/Magic pen Marks
9x Armor Seals
9x Mr/L Glyphs
3x Flat AD Quints

Recently, I changed my marks to Armor/Magic pen runes just to try it out. After 3 games, I had received first blood in 2 of them and dominated my lane early in the other. I am still testing there effectiveness, however I've provided you with these runes as they may improve your gameplay.

Like most top laners, it's great to have increase armor as the majority of your opposing laners are mostly likely to be AD. Works great with Battle Roar.

Magic resist per level is good for champions that have mixed damage, but recommended to change to flat magic resistance for enemies like Katarina, Vladimir, Kennen, etc.

I run Flat AD quints for early game advantage, nothing more to it. If I am winning trades then it will allow me to obtain an easy first blood or a kill once I hit level 4.

NOTE: It is viable to swap your seals with AD Flats if fighting someone who lacks armor, burst damage or builds AP.

Thanks to THEMathKid98 for the fix.

Summoner Spells

This are mostly used on top laners. The reason why this is common is because they are greatly handy in situations such as securing kills, escaping and offensive use.

Ignite Pros:
  • Ignite deals true damage over time, used to secure kills or lessen healing effects
  • During on cooldown, ignite gives you extra ability power and attack damage (Summoner's Wrath mastery)
Ignite Cons:
  • If Summoner's Wrath is not used, bonuses will not occur

Can be replaced with:

Flash Pros:
  • Can flash onto the targets location and surprise attack them
  • Good for escaping, such as flashing over terrain
Flash Cons:
  • Long cooldown
  • Can't flash over every wall

However these two summoner spells are definitely recommended.

Spells not to use:

This is not a viable spell simply because the items built on Rengar already increase his movement speed. Not to mention gives increased movement speed while activated.

A heal on Rengar is like using a Clarity with a non-mana dependant champion, it is not needed. At full ferocity, Rengar can use to increase both armor and magic resist AND heal himself for 15% of his max health.

This spell is totally useless on Rengar as his dependency is not mana, it ferocity. It will take no effect what so ever upon use (apart from healing surrounding allies with some mana).

This should never be taken when top laning, especially on Rengar. At level 6, Rengar's ultimate showing every champion within a massive radius, hence making this spell useless.

This isn't recommended at all. People use this just so they can respawn quicker and try not to lose any creeps or some rubbish.

People feel safer using this as it drops all the crowd control effects inflicted on you, but this spell is not recommended simply because you can build items with Tenacity (lower crowd control effects by 35% commonly).

If you are jungling with Rengar:

Replace with this spell as it allows you to deal damage on monsters in the jungle and grants you 10+ gold on use (Must have a point in 'Summoner's Resolve' mastery).


Passive: Unseen Predator
While in brush or stealth, Rengar will leap at the target when using his basic attack. Rengar builds 1 Ferocity with each ability he uses on enemies. When reaching 5 Ferocity, Rengar's next ability becomes empowered, granting it a bonus effect.

Hot fix update: Jumping to enemies from brush has increased in efficiency.

This passive is one of the most useful for chasing champions and ganking lanes. The passive can be empowered by trophies on Rengar's , increasing the distance he can jump to allowing more efficient ganks.

Rengar is a non-mana dependant champion, hence you can keep using your abilities without outsustaining yourself. Infact, your must use your abilities as much as possible to increase your ferocity which allows extra effects on each of your abilities excluding the ultimate(extra ultimate effect comes from ).

Q: Savagery
Rengar's next basic attack deals bonus damage and grants him increased Attack Speed for a short duration.

Ferocity Bonus: Rengar deals enhanced damage and his Attack Speed bonus increases.


Now I have edited this section a few times now, but due to the constant nerfs Rengar receives it has been proven that maxing Savagery after R and E is better as Bola strike(E) does more base damage over time while Savagery will have base damage, but the ratio damage will remain 100% of your base damage per level.

However, when going for the kill always use this at full ferocity as it does higher damage. If harassing use Bola strikes.

Note: Critical strikes affect this ability, so you have a chance on hitting a very high amount after activation.

W: Battle Roar
Rengar lets out a battle roar, damaging enemies and gaining bonus Armor and Magic Resist for a short duration.

Ferocity Bonus: Rengar heals himself for a large amount.

Hot fix update: This skill allows movement when activated instead of stopping. The damage remains the same.

This ability allows Rengar to sustain greatly due to the increase Armor and Magic resist. At full ferocity, Rengar can heal himself for 15% of his maximum health. This ability does not gain a ferocity point if the AoE damage does not hit an enemy, however at full ferocity the healing still works without having to.

NOTE: Building a does not increase the healing effect at full ferocity.

E: Bola Strike
Rengar throws a bola at his target, slowing them for a short duration.

Ferocity Bonus: Rengar roots the target.

A very useful ability. Use it to farm minions and gain ferocity stacks. When chasing opponents, applies a slow based on a percentage depending on skill level. Can use to harass enemies in lane. Max this first.

When ganking other lanes, this is the skill you should lead with at max ferocity. When the stun subsides, use it again to slow down.

Use this to harass your opponent, if going for a kill then use Savagery at full ferocity instead.

R: Thrill of the Hunt
Rengar activates his predatory instincts, stealthing and revealing all enemy champions in a large radius around him. He gains Movement Speed and rapidly generates Ferocity while stealthed.

Hot fix update: Increased movement speed while activated.

One of the most useful ultimates in the game. Rengar can use this to stealth himself as well as increase his movement speed AND increase his ferocity bar to maximum. It is greatly useful for when you are ganking or passing a ward as it has a long duration(longer with 14 trophies). You can also jump to enemies while stealthed.

This can be useful in team fights when targeting certain champions. That is his main role. In team fights, I usually stealth myself and head straight towards the ADC and kill them within a matter of seconds using the at full ferocity.

Skill Order & Combos

Your skill order depends entirely on who you are going to lane against and how it will affect you later in the game.

When opposing AP(melee):
Skill order:

Maxing order:

You want to be able to sustain against the AP damage these champions will inflict, so you want to take first and max it out for increasing sustain and healing affects(full ferocity). At level 4, get a point in and you will be able to kill them with ease leading with at 4 ferocity points, jumping to your target from the brush, activating once again to do extra damage and finish off with and .

Some people would probably feel more secure with the heal combo instead which is basically having activated, jumping onto your target and at full ferocity, using to heal. The problem with this is that you then waste an opportunity to do more damage, so make sure you're well above enough health before engaging.

When opposing AP(mage):
Skill order:

Maxing order:

This is similar to fighting against melee AP carries but you want to be able to keep up in farm without being harassed because of their basic attack range. Take a point in first and use that to last hit if you are under harassment. Take a point in and use that to increase your magic resist to minimize harassment damage. At this point you can start harassing as well, though you will not do maximum damage. However, if you use for last hits you should have increases in ferocity, use the effect to heal yourself.

After getting a point in , your trades will succeed with satisfying damage. You will be able to trade back as well as be able to possibly kill your target. Once you're level 4, take a point in and you will have a 70% chance of killing your target. That does not mean to say be stupid about it and turret dive. You still want to have enough health to sustain.

When opposing 'Bruisers':
Skill order:

Maxing order:

Taking a point in first allows you to farm safely while increasing ferocity. At level 2 you can be a bit more secure and trade back damage, although it is recommended you play passive till level 3 after taking a point in for better damage trades. At level 4, your damage will increase significantly although many of these champions have silences, stuns, shields, etc. It would be better to wait till 5 after taking another point in then head in from the brush using your passive and having activated at 4 ferocity. After your next , use for armor increase and to either slow them down for the kill or to get away.

Knowing what combo to use in what situtation:
First, learn the skill set and use them to your advantage. For instance, with at full ferocity, many think the healing effect will only work if the AoE damage hits an enemy. This is not true. You can use it to heal yourself anywhere at max ferocity, you just will not receive the bonuses.

Combo for ganking another lane:
Activate and wait till you are at full ferocity. Once you're good to go, jump to the target and use for the root effect, then and leave with . The reason you use instead of at full ferocity is because you have someone else assisting in the kill, there is no need for extra damage. Don't steal the kill if possible, give the advantage to the laner you've ganked for.

Combo for your lane:
If your jungler is ganking, or you are simply just engaging for a kill, lead with , activate and finish with .

However, if your ferocity bar is full after using , use instead. Otherwise, at 4 ferocity use and after hitting your target for the last ferocity increase, use once more for extra damage and attack speed bonus.

If you have your jungler ready to gank, gain atleast 4 ferocity and make your enemy paranoid. Run into one of the northern brushes, and hopefully your opponent run south near the river brush to be somewhat protected from your pouncing ability. If successful, have your jungler engage first. If your opponent tries to escape through the lane to their tower, jump on to them with activated and then root them with . Use for extra damage and once they start to move again slow them with another .

Effective use of combo example:

Note: the video was produced by someone else, this content is not my own.
Author: DrTerribleGamer

Items - Knowing what to build

Starting Items:
This is the most safest starting set. Should usually start with when versing burst champions or when your team includes Janna (speed boost, equivalent to boots of speed).

Another common starting set because of the extra speed. Should only use this when up against weak early champions.

I usually run this against AP melee champions or champions that are weak early. Very effective when you're allied with Janna. Allows increased early damage, however is high risk.

I only usually start this when I know I am at a great disadvantage in lane, not recommended due to gold cost. You can switch to flat MR blues instead in your rune page.

Early Game:
ninja-tabi OR mercurys-treads AND long-sword OR dorans-blade

If your laning against a champion who has unmanageable crowd control then you want to build Mercurys Treads for the tenacity boost, otherwise if they are pure AD with no CC then build Ninja Tabis for armor.

If you want to be able to build straight into a phage for your trinity force, then a longsword is viable. You can buy a doran's blade or two instead if you feel that you will snowball against your opposition. Though I recommend longsword due to three things:

1. If you are vsing an AP champion(akali, katarina, diana, etc) then you can build that into a hexdrinker for extra magic resist and damage.

2. If you are vsing a tanky AD champion(Jarvan, Garen, etc) then you can build a brutalizer on your next recall allowing you armor penetration and cooldown reduction.

3. If you feel like rushing into your Trinity force, then you can build a phage with the extra gold you've received.

Early Game - Jungling:

Useful as it provides armor, attack damage and lifesteal. It's active effect provides you a free sight ward every 3 minutes. It's passive effect has a chance of dealing 300 magical damage to minions or monsters, useful for clearing jungle faster.

Next Back(Situational):
NOTE: Only buy the bonetooth necklace if your kills + assists are higher then your deaths, otherwise wait till your next back to get it.

phage OR the-brutalizer OR hexdrinker
As listed above, these items are situational and can be built depending on status in lane/who you're laning against.

Mid Game:

There is an alternative to this item; read further down.

When you build the sheen for the build however, buy the amplifying tome first. Rengar uses no mana hence it would be a waste to buy the sapphire crystal when you could increase your damage output.

The reasoning for Trinity force:
Rengar's abilities don't only base themselves off of his base attack damage. His 'Battle Roar' ability has his damage based off of ability power, hence building a Trinity force enables his 'W' to be useful and keep up in damage.

NOTE: Rengar can be built pure AP, but building him that way will result in a lower advantage. It is great for team fights due to the AoE damage and he clears waves faster, though his ability kit is based on physical damage. This is why I choose to build him some what of a hybrid for both magic damage and physical attack.

When building a Trinity force, get the Phage first, zeal second sheen last.

Guardian's Angel is always a great item to have for the bonus increase in armor and magic resistance as well as the revival passive.

If you've built a Hexdrinker then build it into a:
Damage increases the lower your health is, provides magic resist and works well with Bola Strike.

If you've built a Brutilizer then build it into a:
I don't recommend this, but if you find good use for it, do as you wish.

Situational Late Game Items:
If you're versing a heavy AP opposition, building a force of nature allows increased magic resist and restores a percentage of your health per second.

The passive allows cooldown reduction and has a chance to slow attackers as well as increase attack speed. It can also be activated in team fights to reduce the overall speed(both attack and movement) for a duration depending on both their armor and magic resist. The only time this should be built is if the opposing team has high magic resist and armor.

If your team is losing in team fights then build an Aegis of the Legion. Not only does this increase your health, armor and magic resistance but it has an aura effect which give them resistance and armor bonuses as well as extra damage.

End game build (vs. Heavy AP):

End game build (vs. Heavy AD):
ninja-tabibonetooth-necklace(maw-of-malmortius OR youmuus-ghostblade)trinity-forceguardian-angelranduins-omen

End game build (vs. Balanced):

The boots can be replaced IF your bonetooth necklace has 9+ trophies.

Other Viable Items:

Building a bloodthirster is very powerful on Rengar as his main damage is physical attack damage. Bonuses increase with each minion kill you obtain after purchase.

A Hextech gunblade provides both attack, magic and active damage. The spellvamp increases the amount of healing you gain using Battle Roar.

End game build (High damage output):

Items not to build:

My Rengar Replays

These are some of the games I've played. You must have LoLReplay to view these.

If you don't have LoLReplay installed on your computer, you can download it at: http://www.leaguereplays.com/

If you have any problems, contact me immediately.

Jungle Rengar:

More soon to come.

Early Game

Starting out:
Rengar is most effective when his ferocity is at maximum. Depending on what base you are starting at, you are highly recommended to follow the procedures below.

If laning:
Blue base: Many find this the easier side to be on
  • Take a point in any skill you wish to start with
  • Watch your Blue Golem's area for invasions
  • At 1:40, you can safely increase furocity by assisting your jungler at Wolves
  • At 1:55, you can assist your jungler once again with the Blue buff
  • If assisting with blue: Leave after you gain a ferocity or two

Purple base:
  • Take a point in any skill you wish to start with
  • Wait in the brush between your top two towers
  • At 1:40, activate the skill you chose and make sure it hits one of them golems
  • Don't kill the golems, if you attempt to do so you will take unnecessary damage
  • Once you have 3-4 stacks of ferocity, head out into your lane

The most effective skill to take is when doing this method. It has the lowest cooldown.

Because you have ferocity stacks now, you will be able to lane easier. At level two you can harass with high damage, take control of your lane and possibly even get a first blood.

Use your to farm minions as much as possible, this is a safe way to gain ferocity stacks and not lose health to harassment.

Upon recalling back to base, make sure to buy atleast as these will allow vision in areas that the enemy jungler may gank you through.

NOTE: Don't think because Rengar has high burst damage that he will just dominate lane. Harass when you can, but don't chase if they are above 30% health and your skills are on cooldown. Many people make this mistake which will cost you mid and late game dominance.

If Jungling:
Rengar can start at either point, my preferred choice is Wraith's Camp. Why? Rengar uses no mana, though the Blue Golem's buff may apply cooldown reduction, it is much less effective in ganks. I would recommend giving the Blue Golem's buff to your AP carry.

Rengar's Jungle Route:
  • Wraiths' Camp .1
  • Red Lizards' Camp .2
  • Golems' Camp .3
  • Wolves' Camp .4
  • Blue Golems' Camp .5

These are the times they spawn:
  • Wraiths - 1:40
  • Wolves - 1:40
  • Golems - 1:40
  • Red Lizards - 1:55
  • Blue Golems - 1:55

Here is a map that shows these camps. The amount of circles represent the order of clearing.
(See Jungle Route above)

You can make more effective use of your jungle route by starting at the Wolves' Camp first. If you do this, you can make it so your Red Lizards' Camp at 1:55, clear Wraiths and by the time you've done that you can head back to Wolves and kill the Blue Golems.

When ganking, look at lanes that are pushed. These will possibly be the most effective ganks. You can also gank if your ally's lane is pushed by going through the lane's brush instead of through the river.

When counter jungling, make sure to buy and plant them at the enemy's Red Lizards' Camp and Blue Golems' camp. This allows you to see if they are present in that area, this comes in handy for stealing buffs and setting up jungle ganks.

As a jungler, you are also in charge of timing the Dragon's Camp. A good time to kill the dragon both your middle and bottom lane have killed an enemy OR if the enemy team is out of position. When the dragon hits lower then 800 health, use to secure the kill. This is really important as it gives 190 gold to all your team mates. When you've killed it, write down the time in your chat and plus 6 minutes onto it. This is when the dragon will respawn.

TIP: Make sure there are no enemy wards around the area. You can succeed in this task by planting a down in that area. You can also use an which grants you vision of all invisible objects until you die.

Mid Game

Assisting jungle ganks:
Assisting your jungler can easily gain you either a kill, assist or deny the opposing jungler's gold income. If your lane is pushed and/or the opposing laner is dead and you see your jungler invading the enemy teams jungle, run down and assist him. If his golems, wraiths or red lizards are up, kill the biggest one and leave atleast 1 small minion. If you find the jungler, you and your jungler can either secure the kill or scare him away.

Gank other lanes:
This is really effective on Rengar especially if you're level 6 and have . If your mates' lane is being zoned, activate , wait till full ferocity and pounce on your victim then snare them to the ground. You could lead with at full ferocity, however this could result in you taking the kill or not being able to secure because they got away. There is 2-3 of you anyways so you shouldn't really need that extra damage.

Avoiding ganks:
Zoning on Rengar is one of his strongest points. You can harass from afar, sustain greatly and deal damage up close. However, you should never extend to the point where your vulnerable to a gank... Unless you have . Sure you can have wards placed, however many seem to not know about lane ganks. If you are ganked by surprise and cannot get out in anyway, using is a safe alternative. If you can get away using the effects of your passive or just in general, then try not to waste as it could come in handy use later.

Getting back to lane:
I don't recommend this, but it seems as if it is popular. If your lane is being pushed and you don't want to lose CS, activate to get back quicker. It also gives you that full ferocity bonus hence you can clear faster or harass.

This idea was mentioned because I've had requests to add it in the guide. It is not efficient, however it does give you benefits. The only downside is that you have to wait until the cooldown refreshes and in this time, could leave you open to a gank if pushed. The items you build on Rengar should give you enough movement speed already to get back to your lane.

Late Game

Towers, Dragon and Baron:
Rengar's ability set includes sustain, high damage output and stealth. He is the perfect champion when it comes to taking down towers, soloing dragon and even soloing baron if you are building tanky.

Rengar can clear minion waves very fast and due to this, can be from one side of the lane to the enemies tower in no time. Rengar's works on towers as well, and due to his attack speed he is able to take down towers as if they were Wolves. If you plan to push and take towers, make sure you have to escape if confronted by the enemy team.

Rengar can effectively take dragons without the enemy team noticing. His high burst damage gives him both sustain, damage and can easily secure it without smite. Very effective if your team is low on gold.

If you are planning to build Rengar as a tank while dealing damage then you could easily solo him at levels 15-18. At full ferocity, make sure that you heal yourself using . Even if your health is high, don't make the mistake of using because it increase a large amount of damage. You can however use that to secure the baron kill.

Due to the increased movement speed, Rengar is also very useful when it comes to clearing wards. If you have an oracle, your speed should all you to get from one side of the map to the other finding all the wards you need to clear and give your team that much of an advantage.

Team Fights

Rengar is somewhat of an assassin in team fights. His role to take down the highest damage dealing opponent is a very easy task.

Initiated team fights:
When your team has initiated the fight or is about to, activate and wait till full ferocity. Usually, the highest damage dealer is the ADC or APC. At full ferocity, activate and pounce on your target. You will be surprised how much damage Rengar can do at this point, especially in team fights.

Rengar has great poke potential, even without the use of .

Most team usually wait for initiation of team fights whether it be because their ultimates are on cooldown, a team member is not present or other reasons.

If you see that one of the enemies have extended, set them right with a . You can also use if they are in range. This also give you an advantage as it increases your ferocity bar.

If you are getting poked down, you can just restore your health at full ferocity using . If you're low and cannot heal, don't ever waste . Either recall if you have the chance or gain ferocity on jungle creeps.

This is why it is good to have . Due to it's lifesteal and spellvamp bonuses it allows you to heal you're health back on minions using both basic attacks AND abilities.

Singling out opponents:
Singling out stragglers with Rengar is the task he was built for. If you know there is an enemy close by but you cannot see him, using reveals the surrounding area to you and your team mates even if they are hidden.

The effective use of this can:
  • Allow you to chase efficiently and know where they're going
  • Stop you from being lured into a trap
  • Allow you to secure the kill since you're at full ferocity
  • Makes your opponent think he is safe

Match ups (Laning only)

Common Oppositions: (Name, Difficulty - 10 being hardest)

(Darius, 4)

Darius is a high damage dealing champion and he is really annoying early game as he would be able to out trade you pre level 3. However you have more sustain then him. At full ferocity, you can use to heal 15% of your health and when you are higher health then him you can engage with activated at full ferocity. An alternative to trading all together is to harass using so he cannot pull you in. After level 6, Darius can use his ultimate which interacts with his passive. With each hit, Darius marks his opponent with a blood symbol which constantly damages you till a few seconds later. Each mark increases the amount of true damage his ultimate does. You can harass, but don't engage until your health is much higher then his and in this case, use at full ferocity if you need to for increase health and armor.

Quick notes:
  • Harass with
  • Bait his Q and his E, engage with both are on cooldown
  • If caught by his pull, activate for increase armor
  • Out sustain him using at full ferocity
  • Don't engage below 65% health, make sure you're health is atleast 40% higher than his.

(Garen, 3)
Most players have problems laning against Garen due to his silence, defence, speed and the amount of damage his ultimate does. You will know when he is trying to attack you as he will use his Q(you will see his hands shine). Avoid trading with him at this time and wait till it either expires or till he wastes it on a minion. When the mistake is made, jump on him with activated, following with and for the complete exchange. If you're at full ferocity, you can add additional damage using . Harass using when possible.

Quick notes:
  • Stay away when silence is active
  • Harass with as much as possible
  • If building armor, use at full ferocity

(Irelia, 4)
Many guides, whether it be on Rengar or another champion, state the same thing about Irelia. Don't engage when she has activated her true damage nor should you engage when she has her dash. If her stuns are annoying you, build tenacity and get to the nearest brush ASAP and jump to a minion for safety. She is weak pre 6, post 6 her harass is a bit more of a problem, but you want to get the best advantage before she hits level 9 as that is when she is at her prime.

Quick notes:
  • Don't engage when her true damage is activated
  • If she uses her dash and it does not kill a minion, you can trade back up close
  • Harass with as much as possible but safely
  • Use the brush to your advantage

(Nasus, 3)
Pre 6, Nasus is at his weakest. Harass him as much as possible with or and deny him as much gold as possible. If he tries to farm using his Q(Siphoning Strike), it will empower the future Siphoning Strikes, so if he activates try to make him waste it. After level 6, try to bait his ultimate which basically empowers him (like renekton) giving him bonus health as well as an AoE effect that drains champions' max health and converts it into bonus damage for the duration of the activated ultimate.

Quick notes:
  • Harass him as much as possible
  • Bait his slow and his Siphoning strike
  • Don't let him farm with his Q
  • After level 6, bait him into using his Ultimate
  • Due to dependency on mana, engage if he is low.

(Olaf, 3)
Olaf can be a real pain to most champions, however with Rengar's skill set, it seems Olaf is a very manageable lane. Dodge his Axes and deny him the opportunity to get it back. If he throws his Axe and has his lifesteal on cooldown, engage at full ferocity leading in with if you are above 50% health or if for the heal. After level 6, don't engage Olaf at any time as he would be able to out trade you if you have not had an early advantage.

Quick notes:
  • Dodge his Axes, harass back with
  • Engage when lifesteal and Axe is down, if he has his true damage lead in with instead of at full ferocity
  • Deny his retrieval of his Axe
  • Don't engage after level 6

(Pantheon, 3)
The first day Rengar had been released, my first lane with him was against a Pantheon. I lost that lane because I was not familiar with his skill set. The next time I had fought a Pantheon top lane, it was easier then killing Golems.
Pantheon's Spears are lock on shots, so you can just simply farm from the brush, jumping in with activated and then as he will harass you as soon as you come out. If you want to engage but his shield is up and he is close to the brush, quickly run into the brush, jump with a normal attack and combo him in order of: . If he stuns you, run behind him because he will probably use 'Heartseeker Strike'. Once behind him, harass with and run away safely.

Quick notes:
  • Farm from brush, activate to increase armor and take less damage from spears
  • Before engaging, use a normal attack(use the brush to jump), then use a combo suited to your situation
  • If stunned, move towards the back of him and harass
Thanks to Malakim for the spear change notice.

(Renekton, 5)
Many have difficulty fighting against a Renekton and think he is one of Rengar's counters. I initially though so too, but after having experience fighting him, it is a manageable lane.
If you have a strong jungler(Udyr, Lee sin, etc), you could ask for a level 2 gank to make your lane much easier.
However, your jungler will have to gank other lanes too, meanwhile here is what you can do. When Renekton dashes towards you, use and for extra bonuses and damage. When he disengages, use and go back to farming. I usually choose to bully Renekton with to the point where he just hugs tower to farm and waits for ganks. If he does hug turret however, just farm safely using and staying near the brush. I don't recommend this however, when I play I usually like to be safe, however just make sure you have sight coverage over the tribrush and the river. At level 6 he is much like Nasus, his ultimate gives him increased health and damages enemies around him. Try and bait it out and once it is finish you can then do the usual routine.

Quick notes:
  • Get early gank if you have a strong jungler
  • If he uses his Slice n Dice move, combo with , when he runs use and disengage.
  • When he is level 6, bait his Ultimate. Don't harass or engage till it is on cooldown.
  • Use to your advantage (farm, harass)

(Teemo, 3)
Teemo is really annoying to those who are just starting out with Rengar, however he is just like any other lane. He is weak and very vulnerable pre level 6 and you should take every chance to harass and bully him. If he tries to harass you with his Blinding dart, use to trade back the damage and once the blinding duration is over, jump on him with activated and use (if you have then use that to disengage and run away).
Teemo also has high mobility even before he hits level 6. His W allows him increased movement speed. If he tries to get away using this, run into the brush and pounce on him leading with combo. He is EXTREMELY weak to at full ferocity so keep that in mind.
Once he hits level 6, it would be wise to by an oracle otherwise stay away from the brush when chasing him. His mushrooms can prevent your passive from working to its full potential. Though you may catch up to him, the poison will damage you and without you noticing, leave you in a fatal position.

Quick notes:
  • If he uses blind dart on you, harass back with
  • Bully him when his blind dart is on cooldown using the combo
  • When engaging at full ferocity, always use first. If you are low health, just farm and heal using
  • After level 6, don't chase him through the brush(unless you've oracles)

(Wukong, 4)
Wukong is EXTREMELY weak levels 1-2, take advantage of harassments when possible and try to get first blood in these levels. If he dashes at you, slow him down and harass with which ever combo you feel is necessary. Once he has a point in his clone ability, you'll notice. When fighting, make sure he is not just standing still, if he is it is probably the fake one so move away from it or run where you think he would go. At level 6, he gets annoying. His ultimate is an AoE knock up while doing damage per second. If he activates his ulti and you've been knocked in the air, run to the brush and jump to a minion.

Quick notes:
  • EXTREMELY weak levels 1-2
  • Harass when he dashes towards you(lead with )
  • Don't be fooled by his clone(can use oracles or vision wards to help)
  • If caught in ultimate, use brush to jump to minion

Harder Oppositions: (Name, Difficulty - 10 being hardest)

(Jax, 7)
Before level 6, Jax is somewhat manageable. He can dodge your basic attacks for a small duration (if is activated, it is counted as a basic attack). It also reduces AoE damage, so is reduced if he is hit by it. He basically has the same skill set as Rengar with minor differences. After level 6, Jax gains a new passive when he takes a point in his ultimate. Every third basic attack, Jax deals additional magic damage and increases his magic resistance and armor for within a duration. It is somewhat like , but this is what makes Jax deadly. Because the magic damage dealt is based off his ability power, it is hard to continue laning against him. In this case you want to gain an advantage by ganking other lanes.

Quick notes:
  • Gain as much of an advantage before he hits level 6
  • His passive increases his attack speed each successful basic attack
  • Don't engage him while he has his dodge up, more damage is inflicted
  • If he jumps to you with it activated, run to the closest brush possible and try and get out of his stun range
  • Post 6, don't engage without help
  • If he is absent from lane (e.g. at base), gank other lanes and try and get an advantage in assists and kills
  • If his ultimate is active, never fight him. You have a much higher death rate.

(Kennen, 6)
Supposedly a counter to Rengar due to kiting harassment and stuns. Kennen can be a pain considering he is another champion who uses a different resource then mana resulting in a longer sustain. If he harasses you early, don't be afraid to whop out a combo on him. His lightning rush provides him with high mobility, don't chase him. After level 6, his ultimate does really high damage. Try not to engage him while it is up.

Quick notes:
  • You can farm safely with
  • If he harasses you, trade back harder and heal at full ferocity
  • Take advantage when his Lightning Rush is down
  • After level 6, don't engage if he activates his ultimate.
  • His passive marks you, after the third mark you'll be stunned. Avoid this by not engaging for a small duration.

(Malphite, 6)
Malphite is VERY mana reliable. He is weakest early so take the highest advantage of it. His passive gives him a shield which absorbs 10% of his maximum health. You can counter his passive with your abilities. Take first and each time he slows you, you slow him. Every time he activates 'Ground Slam', use . If he tries to do close up damage with 'Brutal Strikes' activated, activate and harass back. When he gets his ultimate, you've got to be as careful as possible, especially when they have a strong jungler such as Alistar, Lee sin, Diana or anyone with heavy CC. You can try and bait his ultimate by timing it correctly and knowing when he will use it. If he builds tanky again your attack damage, use always at full ferocity.

Quick notes:
  • Lower his shield, keep it down by harassing with
  • Counter his skills with your similar skills
  • Bait his ultimate because he gets his jungler to come
  • If he is building straight armor, use at full ferocity

(Riven, 8)
Riven is a strong, mobile, high bursting champion. She is one of the strongest top lanes to play against and can give you a run for your money. Early game, don't engage at all, simply farm safe using . The only time you can actually engage her without the high potential of dying is if you have your jungler ganking your lane. If you can, get a early gank on her. Once you have this advantage you have to try and keep it that way. At level 6, Riven can 1v1 any champion, even if they've an advantage over her. Her ultimate increases her damage by 20%, increases her attack range and depending on how low your health is, do anywhere from 240-480(+1.8 per attack damage) base damage.

Quick notes:
  • Strong early and mid, farm with
  • Ask your jungler for a early gank for advantage in lane
  • If she over extends, harass with and
  • After 6, don't engage until her ultimate is on cooldown

(Sion, 6)
Sion is really easy early game, the only thing that may annoy you is his passive which decreases the damage of auto attacks, and since Rengar's overall damage (including ) are basic attacks, it makes him suffer lightly. When he hits level 6, his ultimate gives him lifesteal and 50% bonus attack speed. This lifesteal can range from 35%-100% depending on how many points he has on it AND has a unique splash effect which heals his surrounding allies for half. You can win early game against him, when it comes to late game, it is impossible to beat him 1v1. When laning after 6, push your lane and roam. There is no point to stick around, you cannot engage him. He will win trades because of the lifesteal.

Quick notes:
  • Bully early game, gain an advantage
  • If he has shield up and you're engaging, take it down fast
  • When he is level 3, get your jungler to gank as he can inflict extra damage (ability)
  • After level 6, engaging is not an option, push lane and roam
  • While roaming, keep an eye on your tower, he clears very fast

(Udyr, 5.5)
Udyr is a match up where I find it really easy to kill him. I usually start or against him, however this is my choice, stay safe with the recommended start items.
He is probably his strongest at level 1. Unless you have full ferocity and a point in , I would suggest you don't engage until level 4. His tiger stance is underestimated, but deals a large amount of damage at level 1. You can trade back at full ferocity and out trade him, but he can still do a large amount of damage back. At level 4, you out sustain him. If he harasses you, use for armor bonuses. At full ferocity, heals you, so if your low use that. You also out trade him after level 4.
Because Udyr has no ultimate, he is manageable after level 6. His usual core item is , when he has that he does start to do damage. But even after that he is manageable. Bully him out of lane as quick as possible (make sure his jungler isn't around) and push your lane. Once you've done that, visit some other lanes and help them out.

Quick notes:
  • Don't engage level 1
  • You've more sustain and damage after level 4
  • After level 6, bully him out of lane, push, and roam

(Vladimir, 7)
Frustration occurs to many when facing a Vladimir, especially one who knows how to play. Vladimir's dependance is health, if used wrong Rengar will dominate lane, however the right use can create annoyance. Vladimir sustenance is mainly from his 'Transfusion' ability. It allows him to take some of your health and replenish his own. He can also turn into a pull of blood, making it easier for him to turret dive and dodge attacks. After level 6, he has an area of effect (AoE) ultimate that infects your allies in an area. After a few seconds, the ability activates causing great damage. Vladimir is also hard to play against due to his passive. His passive grants him 1 ability power for every 40 health he has and 1.4 health for every ability he has.

Rengar is a good match to Vladimir, use him correctly and the lane is won. Early game, farm minions using your passive to jump from the brush to last hit. Make sure is always activated while doing so (increases ferocity). At full ferocity, pounce on him with activated. This should be an easy first blood. Later in the game, he starts to get tanky. If you cannot kill him, push your lane and help other lanes. Gain as much of an advantage as you can. Build items that increase both magic resistance and attack damage, such as and build it into . An early should also help with the magic resistance.

Quick notes:
  • Make him paranoid with your passive to farm creeps while increasing ferocity
  • At full ferocity(pre level 6), pounce on him with active
  • If you've gained an advantage, try to keep it
  • If you are having difficulty killing him, push your lane and help others

(Xin Zhao, 6)
I find Xin Zhao REALLY easy to lane against, however, I've decided to include him into the harder section simply because others don't. Early game, take control of your brush. If he dashes to you, run into the brush and jump to a minion. At full ferocity, just take him down with activated. Xin Zhao does have some sustain as his 'Battle Cry' gives him a healing passive, when active the healing is doubled and his attack speed is increased. Basically, try and get the highest advantage you can early. After 6, his ultimate can do quite some damage. You can fake an engage on him and make him waste it by using at full ferocity to heal yourself. In team fights, he basically has the same role Rengar does, take out the highest damage dealer. Xin Zhao's passive allows him to mark a champion, and his ultimate hits everyone else away apart from the champion he has marked, allowing his team to find who he has targeted and kill them. In this case, you want to take him out AFTER taking out the highest damage dealer.

Quick notes:
  • Weak early game, take advantage
  • Take possession of your brush, hide in if he dashes and jump to a minion
  • After 6, bait his ultimate by fake engaging, using at full ferocity to heal
  • In team fights, kill him straight after taking out the highest damage dealer

Hardest Oppositions: (Name, Difficulty - 10 being hardest)

(Fiora, 9.5)
Fiora is one of Rengar's counters. She can parry and deal significant amount of damage back. When she has a , she is most dangerous. She can increase her attack speed and sustain possibly more then Rengar can while stealing life back. At level 6, she has the ability to turret dive without taking any damage until the ultimate subsides. if you are at low health, don't try to heal. Go back to base and heal there.

Quick notes:
  • She is weakest levels 1-2, try get first blood with
  • Ask your jungler for early gank
  • If she has activated her parry, don't engage till it subsides
  • When she has , she wins all trades, stay safe
  • Push your lane when you can and roam
  • At level 6, she can dive you without taking damage
  • Recall as much as possible to get an item advantage over her

(Jayce, 9)
Jayce is one of the hardest champions to face, not just against Rengar. He has mobility, range, melee and incredible burst. At level 1, try and get the first blood at full ferocity. Stay behind your minions at level 2+ to dodge his accelerating shock blast. When engaging, it would be wise to save your ferocity for to heal. When he is below 50% health, engage full ferocity activating for the bonus damage. After level 9, he can out damage you, even if you have the advantage. Have your jungler gank right away. Push your lane when possible and roam.

Quick notes:
  • Weakest at level 1, gain advantage with brush control and
  • Stay behind minions to dodge accelerating shock blast
  • Use at full ferocity when he is above 50% health
  • After level 9, ask your jungler to gank for advantage
  • Push lane and roam when possible

(Nidalee, 8)
Personally, Nidalee is a breeze for me. However, due to her range and her spears, some players do have trouble. Early, Nidalee is very vulnerable. Stay behind your minions for her spears OR you can bait them and dodge them. Once that is on cooldown, harass her using the brush and strive her from killing minions. As soon as you hit level 2, it is first blood guaranteed with at full ferocity. At level 6, she has substantial burst damage. Don't be surprised by it, if she harasses you with her cougar form, use for heal. Once you have , gain full ferocity and burst her down with your combo then ultimate once more to gain ferocity again.

Quick notes:
  • Stay behind minions for her spears
  • Harass her when spear on cooldown
  • First blood guaranteed at level 2
  • Don't be surprised by her cougar form burst

(Rumble, 8)
Rumble is considered to be one of the strongest top lanes. Little do many know that he is weakest early game. Between levels 1-3, wait till his Flamethrower is on cooldown. Once it is, burst him down with your combo. After level 3, Rumble can overheat. If he is overheated, don't engage until the duration is over. He does 25% increased damage while in this state. After level 6, Rumble has an AoE ultimate. It damages enemies in an area overtime and slows them. Just stand out of this area if he uses it on you.

NOTE: If you are having trouble early game, get your jungler to help you out.

Quick notes:
  • Weak early game
  • Most vulnerable when flamethrower on cooldown
  • Don't engage when he has flamethrower activate and is overheated
  • If he is overheated and has used something other then flamethrower, engage
  • After 6, avoid the area of his ult

(Trundle, 9)
Possibly the biggest pain in the ass to lane against. He is a true counter to Rengar as his 'Rabid Bite' ability halves your attack damage for 8 seconds. During this time he has increased attack damage. His Contaminate is also another pain when laning against him as it increases his potential to chase you + win in trades. And last but not least, his ultimate 'Agony' overpowers you. You should, at NO POINT, trade or even get near him. Farm safely with your bola strike and try and get your jungler to gank for you as much as possible. When if he is absent from the lane, push your lane to his tower and roam, don't stay there as you're already at a disadvantage. While roaming, kill wraith, golem and wolf camps and help out other lanes (gank).

Quick notes:
  • Don't even try to trade with him
  • Have your jungler gank as often as possible
  • Farm safely with bola strike
  • If absent from lane, push your minions to his tower and roam
  • After 6, he has the biggest advantage on you, play smart

Thanks to 'Dided' who mentioned Trundle

Not complete, will be soon.

Rengar Updates

This chapter listed all the updates that have been made to Rengar.


-Unseen Predator
  • Leaping from brush is smoother
  • Auto attacks leaped target
-Bola Strike (hidden)
  • Reduced damage it inflicts
-Battle Roar
  • Enabled moving while activating
-Thrill of the hunt
  • Increase movement speed while activated

  • Cooldown increased to 8/7.5/7/6.5/6 seconds from 6 seconds at all ranks
-Battle Roar
  • Damage reduced to 60/100/140/180/220 from 75/120/165/210/255
  • Armor and Magic resist bonus reduced to 15/22/29/36/43 from 20/30/40/50/60


  • When both Rengar and Kha'Zix have 3 points in their ultimates, a quest is applied to them. 'The Hunt is On!' requires either one to kill the other. Doing so gives unique buffs. Rengar receives the 'Head of Kha'Zix', but if Kha'Zix obtains the kill, he receives an extra evolution point.

  • When stealthed, you can no longer double jump


  • Base Health Regeneration reduced to 4 from 8
  • Health Regeneration per level reduced to 0.4 from 0.8
  • Bonetooth Necklace no longer grants a base +10 Attack Damage
  • Savagery Empowered Attack Damage ratio reduced to 2.0 from 2.5
  • Thrill of the Hunt
  • Stealth duration reduced to 5 seconds from 7
  • Cooldown increased to 140/105/70 seconds from 120/85/50


-Battle Roar
  • Base damage reduced to 50/80/110/140/170 from 60/100/140/180/220
  • Heal reduced to 10% from 15%
-Thrill of the Hunt
  • Fade time increased to 1.25 from .75 seconds
  • Now has fade pushback time (1 second per hit, up to 3 seconds)



  • Improved build
  • Added other viable items
  • Altered skill leveling (max first)
  • Added 'Match Ups' chapter
  • Fixed skill order
  • Added information on 'Match Ups' chapter
  • Various champions added (Match Ups)
  • Thanks to 'THEMathKid98', a slight mix up has been fixed.
  • More champion 'Match Ups' added
  • Added a video showing effective use of Rengar's passive
  • Edited item builds with new research and viable items
  • Fixed skill order (once again)
  • Added Early and Mid game chapters
  • Minimized size of Item build section
  • Added more information into building section
  • Adjusted Pantheon's Match up (spear are now lock on, not skill shot)
  • Added Late Game chapter
  • Added team fight mechanics
  • Beginning ferocity build note has been included
  • More information has been added to 'Summoner spells'
  • Touched up 'About' section
  • Added Hot fix updates to skills
  • In-depth information for leveling Rengar's skills has also been added (including why I max first)
  • Harder champions added in 'Match Ups'.
  • Adjusted skill order again, hidden hot fix to Rengar
  • More champions added
  • Rewrote 'About Rengar'
  • Added 'Rengar Updates' chapter
  • Added information on Jungling in Item build sections and Early game
  • Added Jungling Masteries
  • Added Jungling routes and tips
  • Vladimir has been added to champion match ups
  • The update section now includes the interaction with
  • Added Nidalee and Rumble to section
  • Rearranged the skill order, adjusted mastery points
  • Runes have been changed
  • Changed item build section, includes better item builds and clearer information
  • An update log has been added
  • Added 'Trundle' to the match ups
  • Changed guide to suit s3
  • Edited the skill leveling sequence and the skill section

Final Comments

The reason I made this guide is because most people misjudge Rengar. He is not underpowered, infact he is quite the opposite. Learning to use his skill mechanics does not take long, and when you finally master it Rengar could be quite unstoppable.

I've taken AP into consideration now and have adjusted the item build for the full effective use of Rengar's skill set.

I will be making new chapters soon containing the following:
  • Techniques
  • Matchups
  • Mid laning
  • Logbook
  • Media
  • FAQ
  • Early/Mid/Late game
  • Team fights
  • Jungle

Thank you for viewing this guide. If you have any questions or extra information for this guide, be sure to post it and I'll reply asap.


May 19, 2013 - 05:12 AM #1

Although I do disagree with some of the items and the builds you proposed and I will not use them, I like the fact that you covered top lane champions you might be facing. It is quite detailed and has given me the info I needed. Keep up the good work man, and don't let yourself brought down because people dislike without reading the entire guide!

March 5, 2013 - 11:33 PM #2

Please remove FoN from items :)

March 2, 2013 - 05:14 PM #3

-.- wayyy too many dislikes for the effort and quality of the guide

January 18, 2013 - 12:05 PM #4

can i translate this?

December 31, 2012 - 08:11 AM #5

Why does this have 25 dislikes it's a good guide Dx

December 18, 2012 - 09:46 AM #6

Will do soon.

December 16, 2012 - 07:33 PM #7

you really should fix the masteries if this is gonna be a season 3 guide bc you still have season 2 masteries on there and that doesnt help me when im trying to figure out what to do about my rengar build.

December 1, 2012 - 04:57 AM #8

Honestly, it is all situational. If I am up against someone whose really tanky, I go brutiliser first. Then again you could build that anyways due to the cooldown reduction it grants you.

If I am up against someone with true damage or high burst, I get the phage, finishing trinity after I get the bonetooth necklace and tier 2 boots.

November 30, 2012 - 02:49 PM #9

With my experience with rengar a brutaliser and phage as first items after shoes are what helps you stay fed and they are items that really make you ahead of enemies. :p

November 13, 2012 - 07:45 AM #10


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