Update LogSeptember 13th, 2012
Changed main rune set up, with explanation, no picture aid yet.
September 23rd, 2012
Added Last Whisper to my list of optional items.
September 25th, 2012
Added Spirit visage, Quick silver sash, and Guardian Angel to the item build chapter.
Added statistics and gold costs to all advanced build items in the item build chapter.
Fixed main rune set up.
September 27th, 2012
Updated his skills "Savagery", "Battle Roar", and "Thrill of the Hunt" As per latest patch.
Added new chapter "The Hunt is on!"
October 25th, 2012
As per new update the follow changes have been made:
- 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
November 25th, 2012
Began season 3 updates - masteries replaced
Item build adjusted
January 16th, 2013
Updated per patch changes.
February 20th, 2013
Removed person stat information on items as items are seeing way to many changes right now. When items begin to settle, I'll readd the information.
IntroductionWho am I?
I'm Slater, I've written numerous Guides over the years for the Monster Hunter series, as well as several other games. I've also written a several Guides for League of Legends. I Play support as my main role, and jungle as my secondary role.
Who Is Rengar?
Rengar, hes riot's version of the predator. And like the predator, Hes resilient, determined, lethal, and loves his trophies. From restraining his prey with tools, to tracking multiple targets while completely invisible, the hunt is all hes about. So lets all take walk on the wild side and learn a bit about this trophy hungry maniac.
Rengar can be played as either a solo top, or a jungler. For this guide, we'll focusing on the later, not the former. While Rengar's first 3 abilities are not initially the most unique, when combined with his manaless "Ferocity" system, all 3 of these abilities gain an additional effect or improvement. Using this, you can create several different attack combinations, giving you large amounts of burst damage. Rengar's ganking ability before level 6 is fairly good, but its much, much stronger after level 6 thanks to his ultimate's ability to cloak him. He also makes for a strong counter jungler thanks to his fast clearing times in the jungle. While Rengar has many good points, he is not without his draw backs.
Fast clear times
Strong self heal
Armor, Magic Resistance and Attack speed steroids
Armor and Magic Resistance buff duration refreshes off ferocity enhanced activation
Strong ganker post 6
Has his own optional Item
Easy to Kite
Hard to abuse gap closer for ganking
Armor and Magic Resistance buffs do not stack off ferocity enhanced activation
Slow debilitation decays over the course of the effect duration
Personal item looses it's value late game if you're not doing well.
Health 435 (+85)
Health regen. 4 (+0.4)
Attack damage 55 (+3)
Attack speed 0.679 (+2.85%)
Armor 16 (+3.5)
Magic res. 30 (+1.25)
Mov. speed 320
With the changes to masteries, not only with the introduction of new ones, but the placement of old ones, you now have the ability to make an even better page set up.
First off, You now have the ability to take points in the CDR mastery on the offense tree. The armor penetration provided by the weapon expertise mastery has been reduced by 2%. This isn't bad, but does make it less effective. Deadliness has been improved, as it now provides more AD per level, resulting in a better end at level 18 then it previously had. Havoc also revived an upgrade, increase it's damage altering potential by .5%.
Brute force was dropped in position on the tree, and was altered in that it still provide the same amount of AD, but for only 2 points as opposed to 3. Sunder has been nerfed however. Instead of the 6 armor pen it provided, it now provides 5. like the weapon expertise mastery, it's not a very large nerf. Lastly, Executioner received a nerf and a buff at the same time. Where it used to increase damage by 6% to targets below 40% health, it now increases your damage by only 5%, but it does so against targets under 50% health.
Another great aspect is the ability to now reduce your summoner spell cool downs. mastermind grants you a full 10% cdr for your summoner spells, combine that with summoner's insight, and your flash has even more cdr than before. Having flash ready more often, and the ability to use smite more often, makes the life of any jungler much easier.
The wander mastery is a rework of the season 2 mastery Swiftness. This mastery grants you an additional 2% movement speed, but only when outside of combat. this is helpful in it's ability to get you to the next camp in the jungle faster, as well as to a lane to gank. Because you are considered "in combat" when you've used an attack, or taken damage, you can use this for ganking as well until you've "entered combat".
This page goes 12/9/9, a variant of the old generic 9/12/9 page from Season 2.
The utility tree carries over the same points as the previous page I displayed.
The offense page is tree is shorter than the previous page in favor of points in the defense tree. This page however, retains the As and cdr masteries at full, as well as the havoc mastery. It places one point into butcher. This is odd in that that single point could be better placed, but your only other options for it aren't as helpful with but a single point, thus the point is placed here. As it does increase damage to creeps, it serves a purpose.
the defense tree places a point into summoner's resolve for the gold bonus on smite, increased armor from hardiness, and additional health to help with creep damage in the jungle.
Greater mark and Greater Quintessence of Strength
Flat attack damage runes over the scaling attack damage runes gives you a much greater boost to your damage at the start. Listed below, I show the difference between flat and scaling damage runes(note that each is listed as if you are using a full compliment of those runes: 9 for marks, 3 for quintessences)
Greater Mark of Strength - .95 = 8.55
Greater Mark of Might - .13(2.43) = 1.17(21.87)
Greater Quintessence of Strength - 2.25 = 6.75
Greater Quintessence of Might - +.25(4.5) = .75(13.5)
As you can see, Scaling runes will add up to a greater bonus in the long run, but as a jungler, it would be best to have the biggest boost possible at the start. If you're hoping to snowball into late game however, then I would advise using the scaling runes.
Greater Mark of Alacrity
6 of these will provide the same amount of attack speed that 3 greater quintessence of alacrity will. The boost of attack speed helps when clearing camps by allowing you to apply your basic attacks more often. While in later levels, 1 or 2 abilities can clear camps faster, the attack speed increase can translate into fighting enemy players.
Greater Seal and Greater Glyph of resilience
Using both of these runes provides you with a good boost of armor that's great to have in the early stages of the game. If you take into account having 3 points in the hardiness mastery, starting with cloth armor, and Rengar's natural starting armor of 16, you will begin the game with 59 points of armor, which is none too shabby.
Greater mark of Alacrity
Provides you with an even greater boost to your Attack speed.
Greater Seal of Resilience
Armor is important for jungling to cut down on the amount of damage you take from jungle creeps. While it provides a lower amount of armor than the previous rune page does, it's only a 6 point difference.
Greater Glyph of Warding
Jungle creeps may not deal magic damage, but the enemy mid sure can(normally), as well as some solo tops. This boost to magic resistance is to help keep you alive when ganking a lane containing an AP based champion early in the game.
Greater Quintessence of Swiftness
Being able to move from one jungle camp to another is important. You want to be able to move between camps quickly in order to clear your jungle route faster, yet not to fast so as to end up waiting on camps to respawn. Additional move speed is also very useful if you plan to counter jungle you're enemy, and when ganking a lane, attempting to counter gank a lane, escaping and chasing.
Greater Mark of Desolation
This page is nearly identical to the previous page, save in this one aspect. Trading out attack speed, for armor penetration. 15 armor penetration may not be much later in the game, but early on, that 15 can really hurt the enemy you're ganking. Keep that in mind, this page is for when you plan to gank often early in the game.
This Page is similar to the second page, save for the fact that it trades out one of the movement speed quintessences in exchange for even more additional attack speed. Not much of a change, but some may find it favorable to them, others may not.
Smite is a very common summoner's spell taken by junglers. This spell does not harm enemy players, it's sole purpose is to aid in clearing the jungle by reducing time spent fighting one of the buff carrying creeps, and securing kills(and sometimes steals) on Dragon and Baron Nashor. This spell combined with the mastery "Summoner's Resolve", will grant you an additional 10 gold upon it's use, which is handy for a jungler. However, don't use this gold boost as an excuse to use the spell the second it comes off of cool down, as doing so results in you not having it available when you need it. You don't want to use it the second you engage, you want to use it when you're sure that it's damage will kill the target. Smite's damage grows as you lvl up.
This summoner's spell, when cast, leaves several debilitation's on the target that slows their movement speed by 40%, their Attack damage by 70%, and Ability and Item damage by 35% for 2.5 seconds. When combined with the mastery "Summoner's Wrath", the target's armor and magic resistance are reduced by 10 points. This spell is great for ganking as it helps to prevent the enemy from escaping, and weakens their ability to defend themselves as well, which in turn can save the lives of both you and your teammate. Later into the game, this spell is perfect for reducing the effectiveness of the enemy carry(usually the enemy AD carry). Be careful not to use this spell fleetingly in team fights, always try to pick your target carefully.
Other considerable Summoner spells
Flash is a great spell for chasing and escaping. You can use it to "jump" over walls(not all walls, but there are many you can jump over with it), which is useful for surprise attacks, and Dragon and Baron steals.
This Spell allows you teleport from any where on the map, to a friendly, non champion, unit or structure on the map. As you can imagine, this makes it very useful for giving aid to a lane in need when you're to far away to reach that lane in time on foot.
This spell will deal between 70-410(depending on your current level) true damage to target enemy for the next 5 seconds. This means that no amount of armor and magic resistance can stifle the damage this spell does. This spell also applies a healing debuff to the target which lasts the whole 5 second duration. Being able to cut the enemy's ability to heal is a priceless aid in securing a kill. Combined with the mastery "Summoner's Wrath", you will receive a small boost to both your ability power and attack damage the whole time the spell is on cooldown.
Ghost provides you with a movement speed buff for 10 seconds, which makes it very good for escape and chasing aspects. It's also very useful for sneaking into/out of the enemy jungle quickly when counter jungling them.
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.
The orange circle highlights the reach of his passive's "jump", while the cross is highlighting his current position in the brush.
A 2 part passive.
The first part of his passive is a gap closer. By hiding in a bush, or while under stealth, Rengar is able to leap onto any target within distance with his next basic attack(600 range standard, 750 range with a bonetooth necklace which has 9 trophies). While under the affects of stealth(which can be achieved by using his Ultimate ability), This portion of his passive is great. However, with out the effects of stealth present, it can seem pretty lackluster. Using this portion of his passive for ganking is rather difficult as it requires the enemy champion to be close enough to a bush in order for him to use the gap closer. This will happen rather rarely as mid lane players will tend to stay away from the bushes, and top and bottom lanes are usually not very close to the river bushes as well. However, It's perfect for an in lane gank. If you are capable of making your way into the lane without being noticed, you can position yourself into the bushes and close the gap much quicker. During team fights this gap closer can be useful as well depending on the location of the fight(fights near dragon or baron can warrant you the ability to use the near by bushes).
The second Part of his passive is the most important part. Every time you use one of Rengar's abilities(Q,W, and E), and it connects with a hostile unit, Rengar receives 1 stack. Upon reaching five stacks, Rengar's abilities(Q,W, and E) become more powerful. In addition to these abilities becoming more powerful, their cool downs are reset in a unique manner(basically giving you an extra skill to use). This allows you to use the same ability twice. Having the ability to use you're Q twice in row for example, or rooting one enemy and slowing another can be both painful and extremely useful as well. This part of his passive is also extremely important in allowing Rengar to stay out in the jungle for longer periods of time.
Rengar's next basic attack deals bonus damage and grants him increased Attack Speed for 3 seconds.
Physical Damage: 30/55/80/105/130 (+1.0 per attack damage)
Attack Speed: 30/35/40/45/50%
Ability Duration: 6 seconds
Cooldown: 6 seconds
Ferocity Bonus: Rengar deals enhanced damage, and his Attack Speed bonus increases.
Empowered Damage: 30/55/80/105/130 (+2.0 per attack damage)
Empowered Attack Speed: 60/70/80/90/100%
Ability Duration: 6 seconds
While this ability's initial damage is rather low, and does not grow by much, it makes up for this by granting an attack speed boost, a relatively low cooldown, and 100% scaling with Rengar's total attack damage. This means that the bonus damage the ability receives isn't based off a percentage of his bonus attack damage(the extra damage that he receives from items), but ALL of his attack damage. With 5 ferocity, the attack speed boost doubles, and the scaling bonus increases to 200% of his total attack damage. By using the non-empowered and empowered versions of this ability, you can effectively give yourself and very large Attack speed boost, and deal a large amount of damage to a single target(dependent upon your total attack damage of course).
This ability is very useful for clearing jungle camps thanks the to attack speed increase, and is the best ability for building ferocity stacks early in the game as it's cooldown is much lower than that of his W and E(At ranks 1 and 2, his W and E have roughly twice the cooldown time of his Q). Using This ability also resets Rengar's auto attack time, meaning that you can use a basic attack, and then cast this to attack immediately instead of waiting for his next basic attack to come up. This does not mean you will attack, then hit with the ability and then attack again. This ability deals it's damage on top of your next basic attack, thus you will only attack twice in rapid succession with basic attacks(or three if you use the empowered version of the attack as well). Once cast, you have only 6 seconds to use an auto attack against a target before the effect ends and the ability goes on cooldown, so try and use this ability only when you're engaged and not before you engage. Also of note is that the damage from this ability does effect structures, so you can effectively use the ability the take down turrets, inhibitors, and the nexus much faster.
W: Battle Roar
Rengar lets out a battle roar, damaging enemies and gaining bonus Armor and Magic Resist for 3 seconds.
Damage: 50/80/110/140/170 (+ 80% AP)
Armor and Magic resistance bonus: 15/22/29/36/43
Range of AoE: 500
Cooldown: 15/14/13/12/11 seconds
Ferocity Bonus: Rengar heals himself for 40 + 20 health per level(400 max).
Battle Roar is Rengar's only ability which deals magic damage, thus scaling off of Ability power rather than attack damage. When cast, it deals damage in an area of effect to all targets close to Rengar. This is useful for dealing damage to multiple targets at once when you're clearing jungle camps, clearing minion waves, or in team fights. Once cast, Rengar also gains bonus armor and Magic resistance for 3 seconds. This is very useful in jungle as it cuts down on damage received thus saving you the use of a potion, which in turn allows you to stay in the jungle longer.
When enhanced by having 5 ferocity, the ability will in turn heal Rengar for an amount based on his current level(so per lvl) + 40. Just like the bonus armor and magic resistance, this will in turn save you the use of a potion and let you stay in the jungle longer. This heal will occur regardless of whether the ability damages anything or not, so it can be used to help keep you alive if you're being chased and you're low on health. Of note though, if you cast the non-enhanced version and the enhanced version back to back, the armor and magic resistance buffs WILL NOT STACK. However, doing so will refresh the timer on the buffs.
E: Bola Strike
Rengar throws a bola at his target, slowing them for 2.5 seconds, which decays over time.
Ferocity Bonus: Rengar roots the target for 1 second.
Damage: 60/105/150/195/240(+70% of Bonus attack damage)
Slow Effect: 50%/55%/60%/65%/70%
Cooldown: 12/11/10/9/8 seconds
Rengar's only debilitating ability. While it's range is short, that can only serve as a plus when attempting to bring down an enemy. When you're chasing an enemy champion, you're wanting to be close enough to ensure you can finish the enemy. With the short range on the ability, you can thus ensure you use as much of the slow advantage as possible. This ability is not good for harassment because of the range, so try not to use it as such(this of course applies to late game when trying to poke opposing players before a team fight breaks out, or if you happen to be laning). This ability can be useful for lasting hitting, so keep that in mind. The slow applied by this ability decays over the duration of the effect, so it's wise to remember that your target will not be debilitated for 70% for the whole 2.5 seconds.
When empowered, the ability will root it's target in place for 1 second. After the root has ended, the slow takes over in its full effect, and decays like normally. However, the duration of the slow is shorted from 2.5 seconds, to 1.5 seconds to account for the duration of the root effect.
R: Thrill of the Hunt
Rengar activates his predatory instincts, stealthing himself after 1 second (delayed up to 3 seconds if taking damage) and revealing all enemy Champions in a large radius around him. He gains movement speed and generates 1 Ferocity per 0.75s while stealthed. Lasts 5 seconds or until he uses an ability.
Stealth duration: 5 seconds(Ends on an attack or ability use)
Movement speed bonus: 20%/25%/30%
1 ferocity every .75 seconds
Vision Range: 2000/3000/4000
Cooldown: 120/85/50 seconds
This is Rengar's ultimate ability, or as I like to call it, Full Predator mode. Upon cast, Rengar becomes stealthed from enemy players, allowing him to move about unnoticed. While he is stealthed, his vision range is greatly enhanced, allowing him to spot enemy champions hiding in the fog of war, in the bushes, or even those that are stealthed(Champions that create clones of themselves are also revealed, preventing confusion with the clone). Rengar also begins to generate ferocity stacks without having to use an ability at a rapid rate. Within 3.75 seconds, Rengar can go from having 0 ferocity, to full ferocity. Rengar's passive ability to jump onto a target while he's concealed is active while hes stealthed by his ultimate. In addition to all of this, Rengar also gains a movement speed buff. The movement speed buff is handy in allowing Rengar to chase down enemies, and escape them as well.
When you use a basic attack, or an ability, the effect of his ult ends completely. This means that before attacking a target, it may be wise to allow it to build your ferocity up, or ensure that the enemy jungler is about to gank the same lane, and to get yourself into a better attack position. Do note that activating Rengar's Q will not drop the effect of this ability until you strike a target.
This is a great ability for pulling off successful ganks, however, pink wards counter this ability as they will alert enemy players that you're stalking around invisibly. Also, when activated within enemy sight, a sound will be made audible to the enemy. This sound will alert them that you've just used your ultimate. however, when activated from inside a bush, or within the fog of war, no sound will occur.
Levels: 1, 13, 15, 17, 18
With its short cooldown and attack speed buff, this ability is a must have for level 1. It will help in clearing that first buff much faster, which is very important for helping you hit level 2 much faster.
Levels: 2, 4, 5, 7, 9
This will be the first ability you max out. While it wont be receiving any kind of scaling boost(unless you build hybrid items), it will aid you in clearing camps faster due to it's AoE and is great in team fights, and it is your only ability other than your E that has any range to it. It has the highest cooldown of all your abilities, and lowering that cooldown is important. A short Cooldown on this means you can use the resistance bonus it grants more often.
Levels: 3, 8, 10, 12, 14
The second ability you need to max out. It's got good initial damage, decent scaling with your attack damage, but whats most important is the slow effect. You want to build up the debilitation's effect to increase it's usefulness, but the slow is a decaying slow still, thus the reason for taking it second.
Levels: 6, 11, 16
Your ult will first become available at level 6, and then upgrades every 5 levels after that. When it comes up for an upgrade, it takes priority over everything else.
Item BuildsStarting Items
A great starting choice for items would be Cloth armor + 5 potions, But try not to feel as if you're limited to that being your only starting option. You could just as easily start with Hunter machete + 5 potions. Either way, you will need buy Cloth armor and boots of speed at some point.
You're going to want to build a Madreds razors as this item will improve your jungling speed, and then eventually building into wriggles lantern. You also may want to try picking up Bone tooth necklace or Doran'sbalde, so long as your funds permit you to do so. You will also need to buy Boots of speed if you didn't start with them.
You're going to begin working on your core items. Phage is another one of your core items. It's an important step if you choose to build Frozen mallet or Trinity force. Brutalizer gives you some decent AD, armor penetration, and CDR to boot. It also builds into the new reworked Black cleaver.
- Begin working on you're core items
- Use the current state of the game, and your funds, as a means to determine what item is most important for you to have right now, and which ones you can waited on, or just left out.
- Plan you're more advanced items buys now rather than last minute.
Beginning you're advanced purchases
When to Begin buying these more advanced items will be decided by the situation. You may begin buying them before finishing your core items, or you may hold off until your core items are done. You may have to buy a particular item over another possibly because of the need for survivability. Never attempt to stick to a single route when buying your items, always be ready to adapt and change to the state of the game. Items to keep in the forefront of your mind of course are those that are built from your core items, and then the items that are not build from your core.
The Brutalizer is a decent item, as it provides some very good benefits early. 25 AD early in the game is strong, but CDR and armor pen are big deals early on, especially CDR. CDR helps to improve your DPS by allowing you to use abilities much more often, combine that with rengar's great AD scaling and some armor pen and you have a powerful early game champ.
Frozen mallet is a great item on any Melee Bruiser. It not only gives a decently big boost to HP, but it gives a bit of bonus attack damage to boot. But it's true coup de grace is it's on hit effect. Whenever you strike the enemy, their movement speed is reduced by 40%. It can free up your E for use against another target to assist a teammate, which is very useful in a team fight. The simple fact that it applies itself on hit means you can keep your enemy slowed as long as you're able to continue striking them. However, do note think that the slow will stack the more you hit them, it doesn't work that way.
Trinity force is a great item, which provides numerous boosts to your champion. It also comes with two passive abilities, one which provides a chance to slow the target by 25%, and another which is triggered upon use of an ability adding bonus damage to your next attack. It provides more stats than frozen mallet does over all, but it does not compare to it in bonus HP and Frozen mallet's slow effect is much, much better. Also of note is that Trinity force is much more expensive than Frozen mallet.
Mercury's treads grant you increased movement speed over boots of speed, along with additional Magic Resistance. This magic resistance makes it great to use against ability power heavy teams. Another aspect of these boots is it's passive ability which reduces the duration of all debilitation's on your champion. This ability alone can sometimes make these boots the best choice.
These grant you additional movement speed like mercury's treads, but instead of the bonus magic resist, they give you additional armor. They also pack a very useful passive which reduces all damage from basic attacks by 10%, which makes them very useful against an enemy AD carry for example. However, they do note reduce magic damage nor do they reduce damage from turrets.
This item provides you with a good boost to your armor. It also carries a passive ability that grants you the ability to reduce your attacker's attack speed for 2 seconds. This can make you much more difficult to deal with in a 1 on 1 fight. In excellent item for defense and winning early duels with.
Grants addition armor, and a large amount of health. it also carries the passive from warden's mail, but with a slight adjustment. It will now grant you the ability to slow your attacker down movement speed wise. This item also carries it's own, and very useful and powerful passive. Upon activating this passive, an AoE that slows movement and attack speeds off all enemies within range of the AoE for 2 seconds occurs. On top of this, for every 100 points of armor and magic resistance you have, the duration of this AoE is increased by 1 second. So by the time you buy this item, you'll be guaranteed to slow enemies for at least 3 seconds. This ability is very useful to your team, so its wise to know when you should be using it, and when you shouldn't be.
Personally, I feel this Item is a must on Rengar. It's a great choice whether you're wanting to snow ball into late game or not. It provides a great boost to not only your attack damage, but it gives a hefty amount of life steal. With it's rework, it presents a much stronger starting presence then it used to, and having that 10 bonus ad transferred to being static AD makes a large difference.
The new version of black cleaver is so much better then before. Dropping it's AS boost was a great idea, as it traded that out for a much better passive. While granting AD, Health, CDR, and flat armor pen, its passive allows it to shred armor even further. Before, it's passive would shred by only auto attacks and as a flat amount instead of as a percentage. Not it shreds on percentage, and whenever you deal physical damage, meaning that Rengar's skills can trigger the shred(the exception being his W). a very strong item that should be taken.
This item gives you additional Attack damage, and additional magic resistance. It's first passive gives you additional attack damage for each 2.5% of health you're missing, which can possibly make a difference in a fight, the determining factor of whether you're the winner or loser. It's second passive is an improved version of it's base item hexdrinker. When your health drops below a certain point, You're granted a shield which will absorb 400 magic damage. This makes this a great item to have when facing a team heavy in AP reliant champions.
If you're wanting to try going after a hybrid build for Rengar, I would not ignore the possibility of using this item. It provides attack damage, ability power, spell vamp and life steal. All of this comes packaged with an activated ability to hit an enemy for 300 magic damage, and reduce their movement speed by 50% for 3 seconds. this effectively gives you another way to debilitate your enemy, and later on in team fights, you'll have the ability to disable 3 enemy champions in rapid succession. On top of this, using your AA, Q and E against enemy champions will reduce the cooldown on the item, effectively allowing you to use the ability much more often, which is great for improving DPS in team fights.
Fair amount of bonus AD, but provides a solid amount of armor penetration. If you find yourself lacking Punch late game, and you really want to have that punch, this item is for you. However, Don't build this in the place of a much needed defensive item. This item wont help you much if you can't stay alive, so don't think of this as a must have, only a maybe.
Provides a good boost to your magic resistence, and it has an activated ability that can be priceless against specific enemy team compositions, namely those with multiple champions possessing hard crowd control effects. Upon activation, all debuffs and crowd control effects are removed. This is very handy during team fights for keeping you in a state capable of of not being melted due to slows, stuns, defensive debuffs, etc. It's relatively low price makes it affordable even if you should be having gold issues.
Spirit Visage is a great item, for it's price, it grants you additional magic resistence, Bonus health, cool down reduction and an increase to all of your regeneration effects. If you find yourself in a situation early on in which the enemy team's AP champion/s are putting forth more damage then you expect, you may need to pick this up. It's increase to your health regeneration will also provide you with a better sustain, effectively allowing you to stay in the jungle longer.
Upon death, Guardian angel will revive you with 30% of your maximum health, thus the more health you have, the better off you can return with. This carries 2 benefits, as well as a draw back. It gives you a second chance to fight the enemy, allowing you to either reduce their numbers, or reduce their health enough for your team to finish them should you die again, or you're able to escape alive. It allows you a chance to maintain your killing streak, should you be able to stay alive and escape. It's draw back however is that competent players will wait for you to revive and then instantly kill you again. Keep that in mind when considering it's use.
!!!Because you are a jungler, do not ignore buying wards!!!
This Item is exclusive to Rengar. It conforms to his "hunter status" by granting you a trophy stack every time you kill an enemy, or receive an assist for a kill, with one stack lost upon death. The item itself costs only 800 Gold, and provides many different effects.
It's initial effect grants Rengar an additional 5 AD, +2 attack damage per level. So for 800 gold, you can acquire 41 bonus attack damage.
Along with it's initial effect, it uses it's trophy stacks to grant Rengar additional effects.
- 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.
That's a lot of goodness for only 800 gold. However, despite all this, you have to be doing well in the kills and assists departments in order to move up this ladder, and stay up there. So as you can imagine, having a bad game lessens the power of this item.
Early on, this item is great to have, and should be a normal pickup for you, but as the game progresses, It may be best to sell the item off to pay for and make room for more powerful items. If you're not able to keep the stacks up on this item, or find that you're unable to accumulate high numbers of stacks with it, you should sell it off when it comes time to build a more powerful item. If you're doing very well, you may want to keep it. If you're able to activate multiple, if not all of the item's effects, and keep it that way, then holding onto the item is a fantastic idea.
You are not obligated to buy this item, thus if you would rather buy something else, then buy all means do so. The point is to find the perfect choice amongst all the options before you that best suits you.
Because Rengar does not use mana, so you don't need to get blue early, or at all. You have two options to go with at the start. You can choose to start wraiths and then move onto Red buff, or start red buff. Either way you choose, you will need a bit of assistance from your team.
1. Wraiths: When they spawn, begin attacking them right away. Your mid lane teammate should be applying damage to them enough so that you can kill them off as fast as possible and with as little damage to you as possible so as to save a potion before moving onto red buff.
2. Red buff: Moving from wraiths to here, your mid lane(or possibly even your bottom/top lane teammate/s) will deal the first blow, thus distracting it(called a leash) so as to allow you time to damage it with out it damaging you back. If both lanes came to help you, you'll be able to kill it much easier with the damage from all of them. However, it is common for just mid lane to assist you, and they will generally only strike it once before leaving. You may also have a teammate that doesn't just run off the second they strike it. You may get that one special teammate that keeps it distracted for a prolonged time allowing you to either deal large damage or kill it with out it attack you.
3. Wolves: On your way to this camp, you have the option to stop and gank mid lane. Doing so is a great way to return the favor of them giving you the leash you needed. However keep in mind that it is risky to do so as you may be low on HP(even with a potion activated). Either way, Wolves camp is an easy to clear camp. The wolves do deal an occasional critical hit, but its nothing to really worry about.
4. Golems: The Golems are rather strong compared to the other small camps, so when you arrive, focus the large golem first. He's the strongest one and the one you actually need to worry about out of the two.
5. Blue Buff: You don't use mana, so blue buff isn't that important on you. the buff does grant cooldown reduction, but it's better to give the buff to your AP mid. Giving them the buff this early is also a good way to help them gain a lane advantage, which falls into your role's job of assisting your teammates.
*If you would rather start blue buff and work through the jungle, that is fine as well, however, you'll make more use out of red then you ever will out of blue.*
This route is not set in stone. If you started wraiths before red, they'll have respawned by the time you finish off the wolves, so you may want to stop there before going to golems(and wolves should be back by the time you get back that way for blue buff). The key is to clear your camps as often as possible, so your jungle route will change. Do not ignore the lanes. If you see that they need assistance, it would be best to gank that lane, and your camps can wait.
Also try and ward during your route. If you have , you can use it to ward every so often, but it's a good idea to buy a ward every so often as well(your mid lane and top lanes will love you for it).
GankingGanking is the act of assisting another lane by putting the enemy team in that lane at a disadvantage and either forcing them to disengage and retreat, thus giving your teammate/s some relief, or killing them, thus giving everyone that was a part of the kill additional gold, and creating relief in that lane for your team. Ganking is best done when a lane is pushed in your team's direction, thus exposing the backs of the enemy. This gives you and you're teammates a better chance at scoring a kill. Ganking a lane that isn't pushed is harder to do. This is because the enemy is positioned closer to their own tower, thus giving them the ability to more easily escape the gank alive.
Ganking from inside the lane
As previously described, it is difficult to use Rengar's passive for ganking. The best means of ganking with it is from inside the lane. However, ganking from inside the difficult to do. In order to do so, you must be able to enter the lane without being seen, and enter the bushes. At this point it becomes a waiting game of picking the right time to jump. This means you could be spending a long time waiting in the bushes.
Staying in the lane to long leads to you leeching experience, which sets your teammates back. It's best to not spend much time waiting, so what you can do is get as close as possible while remaining concealed, and then just pop out of the bushes. You could either pop out and head right at them, or just reveal yourself for a brief second as you make your way into another bush. With your teammates nearby, this can cause the enemy players to go on the defensive and retreat rather than attempt to fight a 3 v 2. What ever you do, do not spend to much time in one lane like this or you will fall behind in gold, experience, and the other players on your team will begin to get cross with you.
Mid lane gives you the ability to come in from either the top portion or bottom portion of the map. As Rengar, you most likely will never be able to use your passive to gank from the bushes that line the lane in river. This is because mid lane will generally be expecting ganks at any time, thus they try to avoid getting near the bushes.
You also need to keep in mind that one or both of these bushes could be warded, which means that you wont be able to properly gank the lane. Don't fret though, When they see you, they will generally back off and retreat to their turret while you're in the bush in order to avoid getting killed. If they stay however, it means that they've got their jungler nearby. Take this as a warning that if you attempt to gank, you will get counter ganked. Note that the placement of the enemy ward will be in a position that they will see you even if you choose to come at them from the river entrances to their jungle, avoiding the bushes.
Top lane provides you with the ability to gank from a bottom position. This means you will be traveling up to the lane to gank it. When ganking this lane, there is the main entrance to the lane from the river. Purple side poses another entrance that branches into their jungle and to the river. Blue side however does not posses this entrance. You can attempt to gank blue side at top by going through the jungle and then into the lane, but this exposes you to vision from their turret, as well as damage from that turret.
This lane will generally try to place a ward in the bush on the left side of the river wall, and in the bush between the entrance to the river and purple jungle. be weary of these areas, as well as further down river, being warded. You wont be able to gank from the bush on purple's side, but it is very possible to gank from the bush on the left side of the river(more so if you're on blue side and purple is pushing the lane).
Bottom lane is much like top lane, save for the fact that the entrances are reversed, and you enter from a top down position. Be weary though as bottom lane should normally be more difficult to gank then the other lanes. This is because the lane has 2 enemy champs in it, and one of them(the support), buys wards very often. Because of this, the river can be warded as far up as dragon, giving them a very good head start on avoiding you.
Counter Jungler?Rengar's clear times are fast, and his post lvl 6 ganks are great thanks to his ultimate(much like warwick). His Pre-lvl 6 ganks are good, and he has a great kit. Butt does Rengar make for a good counter jungler?
Personally, I think that Rengar makes for a fine counter jungler. He's not as strong a counter jungler as Mundo, Shyvana, Olaf or Udyr are, but hes fast enough to pull it off and walk away happy, and then go gank a lane. Keep in mind that you're the jungler, If you never bother to gank, then you're not doing your job, and your team is going to get upset with you. That aside though, Rengar is a great counter jungler. His Q and ferocity system can allow him to quickly finish off the large monsters in the camp, and make off to his own jungle. His Ultimate can allow him to escape easily should his invasion go wrong. His kit offers him great sustain in the jungle, thus it should be no problem for him to be a counter jungler.
If you choose to play him as a counter jungler, Buying a few extra wards will come in handy. These wards should be placed in the enemy jungle to not only assist you(and your team) in tracking the enemy jungler, but it will alert you to when the enemy's camps have respawned.
How to hurt the enemy
Your goal isn't to kill the whole camp, but to only kill the large monster of the camp, and possibly a small one. What this does is it prevents the enemy jungler from attaining all the gold they should from the camp because the smaller creeps are only worth 5 gold, where as the bigger ones are worth more. In addition to this, the creeps you killed will not respawn due to the fact that there are still creeps left in the camp. This forces the enemy jungler to have to finish off the camp(receiving only 5 or 10 gold) and wait for it to respawn so that they can receive the full amount. NEVER KILL THE WHOLE CAMP. doing so doesn't hurt them as much, and the goal to counter jungling to to hurt them as much as possible.
Early GameFrom the get go, You will make your starting item selection(see Item build section). After you have selected and bought your starting items, your next goal is to decide where on the jungle route you want to begin. As I previously stated, Blue buff isn't as useful to you as it is to mana based champions, so you're better off going for a route to red buff(it's still your choice where to start, but I will go on from a red buff route). !!!BE PREPARED FOR A LEVEL 1 INVASION!!! do not make the mistake of assuming that the enemy team will not invade. Even though you're starting a red buff route, you will want to have whoever is closest to blue buff keep an eye out for an invasion(this will be top if you're on blue side, bot if you're on purple side).
Starting your Jungling Route
Once you've begun your route, taking out wraiths and red buff, check the states of each lane. When checking the lanes, view them on the mini map. If you notice that your teammates are closer their turret instead of being in the center of the lane, go ahead and pan your camera over to that lane. If you see that your teammates are being pushed, then you may want to gank that lane to help give your team some relief. If there are no lanes in need of assistance, continue on your jungling route. You can still gank, but the enemy is more likely to escape, thus costing you time that could be used gaining gold and experience.
Don't return to base to soon!
Try and stay out in the jungle for as long as you can. This is so that you can A. prevent yourself from falling to far behind in levels and gold, and B. be able to help your team by ganking a lane when they need one. If you can, try to stay out in the jungle until you hit level 6. This will give you a great start on your experience. It will also allow you to have a much greater amount of gold, thus possibly giving you the ability to buy multiple items when you return to base(you may be well able to finish off a few core items).
Creating Map Vision
Make sure that during your first return trip to base, you pick up at least one ward(one ward is better than no wards). This ward is for you to use to assist either top lane or mid lane(bottom lane's support should have things covered for their lane). Place this ward into either a position that that will serve to help both mid and top lanes, or place it at which ever lane seems to be generating the most trouble from the enemy jungler. Either way, you will either end up warding for both of these lanes, or you may not have to ward for them at all. In the event that you don't have to ward for these lanes, use the wards that you have to keep in eye out on Dragon, or for tracking the enemy jungler so you can be ready to counter jungle them at some point.
If things happen to be going badly for you this early, don't fret, this is only the early game, meaning things are still up in the air and can change in a heart beat.
Mid GameBy this point in the game, you should have your core items finished, and starting work on more advanced items. Dragon secures become more important by this point, so make sure you keep it warded and pay attention to that point of the map. If you see something going on over there, you and you're team may need to intervene as the enemy team may be trying to take dragon. The experience an gold from dragon is important, so don't let the other team have it, but do not just aimlessly walk into a fight where you are severely outnumbered unless you can pull off a successful dragon steal for sure.
The first half of the mid game is still apart of the laning phase, which is approaching it's end. So keep moving from jungle camp to jungle camp as you normally would. If you are counter jungling, then don't stop, counter jungling now is still just as harmful to the enemy as it is during the early game. Remember to still keep an eye on other lanes, and apply aid when needed. By this point, wards will start to become even more valuable, so be sure to place wards at important places such as river entrances, the enemy jungle, your jungle, and Dragon and Baron. When the laning phase ends, you don't want to be running around alone to much, lest you be caught unaware and killed. Stay with, or close to teammates in case any of you come under attack so that you may provide aid to one another.
After the Laning Phase
In addition to securing dragon, you should be assisting your teammates in attempts to take down any turrets that the team is focusing on. Destroying these turrets not only offers you and your team some benefit with extra gold, but it clears a path for you're team into the enemy base. When going after the turrets, you do not need to continue on to the next one after destroying one. If you see that the enemy is building some resistance around their turret, do not dive in at the turret, and do not dive in at the enemy. Just stick with your team, and allow your team to poke at the other team. More about this Will be covered in the team fights section, under the sub section "Team fights around structures".
Late GameThe laning phase is long over, and it's getting close to the time to end the game. Dragon secures are still important as they will net your team gold to finish off items they'll need for any upcoming team fights. Baron is also an aspect to consider. Yes Baron can be fought and killed during the mid game, but he becomes much more focused during late game as teams are trying to finish the game. Keep him warded and watch for the enemy team attempting to take him. Do be advised that the enemy team will be using Baron as a challenge to your team to enter into a team fight with them, or surrender Baron to them. Your team will possibly do the same as well.
During this stage of the game, there will be few to almost no small skirmishes, as most skirmishes will be team fights. Success or failure in a team fight can determine who wins the game, which is what makes these fights so important. Forcing the enemy to engage you in a team fight allows your team the opportunity to remove several threats from the game temporarily in order to make your push into their base much easier, and thus more successful.More about team fights can be found in the team fights section of this guide.
Taking the enemy base
If your team manages to make it into the enemy base, your next target is the first inhibitor you come to. Destroying this inhibitor allows your nexus to spawn super minions, which are very useful should your team be forced out of the enemy base. If your team is not forced out of the base, you will obviously move next into destroying the turrets protecting the nexus. These turrets are positioned rather close together so fighting enemy champions under them is much more difficult as you could draw the attention of both on to you(which is even worse should you be at half or lower in health). Focus on the turrets unless the enemy begins to appear in numbers forcing you to back off.
When the turrets come down, focus everything on the nexus, ignoring enemy champions. I say to ignore them because their attempts to stop you will mean nothing should you destroy their nexus, and if you managed to move your creep wave up to the nexus, they could finish it off in the event the enemy does kill you. Remember that your Q boosts the strength of your next basic attack, so spam it against the nexus(and turrets obviously) to bring it down faster.
Defending in late game
On the other side of things, the case in which the enemy is forcing its way closer to or into your base, you'll need to defend it with all efficiency. If you posses a competent team, you should be able to successfully defend your base. Just do as you would in any team fight, and use your turrets to your advantage. If your team succeeds in defeating the invading players, now would be an intelligent time for your team to push into the enemy base. If there are enemy creeps still in your base, leaving one player behind(possibly even yourself) there to mop them up is a wise decision as it will allow your creeps to advance onward as well. Just because the enemy team is dead however does not mean you will win the game. If there are still enemy turrets present, you will have to deal with them, and you may also need to bring down the enemy inhibitor.
As the Enemy team respawns, they may do one of two things:
1. those who respawn may run forward to put up some resistance. This can be favorable to you because if your team out numbers them, you can kill them off and thus keeping your team in an advantageous state.
2. they'll stand by and wait for other members of their team to respawn, and then charge in on your team. This could be potentially bad for your team as you and your teammates very likely wont be full on health/mana, and facing down a team of players with full health/mana puts you at a disadvantage. So its wise for your team to back off at this point, you repelled them from your base and managed to push the waves to their base, which is a great victory onto itself.
Team FightsIn a team fight, the goal is obviously to win the fight by eliminating all enemy players, or enough of them that it forces the remaining players to flee in fear of giving up an ace. When engaging in a team fight it is important to know who among the enemy are the biggest threats. These are the players you need to focus and kill first. Not focusing these players(this includes your whole team) can lead to your team losing a fight. With out their biggest threats around, the enemy team will not be able to win the fight(unless some circumstance places your team at a disadvantage).
Another important aspect to remember is don't get kited away from your team. If an enemy who is nearly dead tries to escape, don't just blindly rush after them. Your team could still be facing down the other 4 enemy players, so stay with the big fight to give your team an advantage in manpower. If the player that ran off decides to come back, then feel free to end them. Only chase down a fleeing enemy if the enemy team has taken several losses, and it is assured that not only can you finish your target, but that your team is guaranteed to win the fight.
Think before you use that ferocity!
Because Rengar's abilities receive bonuses from his ferocity system when its ready, you need to be smart about your choice of ability to use that ferocity with. You don't just want to double Q a target because it will deal a huge amount of damage to them, consider your other options. Using an empowered W will regain you some health, potentially saving your life and keeping you in the fight. An empowered E can stop a fleeing threat, such as a wounded AD carry, in their tracks so your team can finish them and ensure that they can't cause trouble for the rest of the fight. Always consider your options in what would best benefit your team, not just you.
Team fights around structures
During mid and late game, team fights will break out around turrets. The key here is not to be all gung ho. Stick with your team as they poke at the other team, all the while waiting for one of the enemy champions to make a mistake. If you find an enemy out of position, such as they moved up out of the turrets range(which is protecting them for the most part), and your team pounces on him, then you now have a fight. Here you can attempt to kite enemies out of turret range to allow you and your teammates some ease from the additional damage of the turrets. Fighting under the enemy turret may be completely unavoidable, so do not count on your enemy to follow your team out of turret range, unless they have a clear advantage. Either way, as you would with any team fight, you need to focus down on the biggest threats and kill them ASAP.
If you are on the defending side of things, you want to try and get the enemy fight you under the turret. Doing this is made easier by having a champion such as Blitzcrank for example, who can initiate the fight by simply pulling an enemy player under you tower(Nautilus works to, just not as well). If your team does not posses the means to pull an enemy player out of position, that's fine, just be ready and do not stand still as you're teammates with greater range poke at the enemy. If you find the enemy is not willing to engage under your turret, that is fine as well as an intelligent group will back off if they find the situation to be unfavorable and not correctable. When they retreat, do note follow, stay back for a moment to be sure they left and than go about what ever business you were attending to.
Team fights at Dragon and Baron
Both Dragon and Baron are located in alcoves along the river. While Dragon can be kitted out of his alcove, baron cannot. Fighting in the alcoves has it's good and bad sides of things. First being that you have no way to escape unless you have flash, or an ability to jump over walls(thankfully with Rengar, you can use your ult to become stealthed and escape). The second being that you have only a small amount of space to maneuver, which gives the enemy(as well as you) an easier time landing skill shots. Another issue with team fights in these areas is that one side will almost always be out numbered, meaning your team could be placed into a situation where you have to deal with a sixth source of damage. However, these locations are perfect for forcing the enemy team into a team fight, which makes it best for your team to ignore engaging Dragon or Baron, and wait for the enemy team to make their way there to challenge you.
Near these areas, there are bushes, and several entrances to the river. If your setting up the challenge, your team will most likely want wait inside the bushes. The enemy will obviously expect you to do this, but it allows your team the advantage of faking out the enemy team as to how many people are waiting in the bushes. This can allow your team the ability to pull some trickiness such as jumping the enemy team from behind when they attempt to engage players hiding in the bushes. If your team is the one coming to oppose the team waiting at baron, It's wise to plan ahead on how to approach them. Dropping a quick ward over the wall to Dragon or Baron to give a bit of vision, regardless to whether they're there or not, is a good idea. Do not dive into the bushes present, even getting to close to the bushes can be bad. Instead allow them to engage your team.
The Hunt Is On!
When Both rengar, and Kha'zix are on opposing teams, at an unspecified time during the match, when certain conditions are met, an special event triggers. Kha'zix must have used all 3 of his evolution points, However the conditions for Rengar's side is in debate, it is assured that he must be in possession of a Bonetooth Necklace(currently speculated to require 14 trophies on it). If the conditions are not met, the event will not trigger.
Each champion receives a non stat effecting bonus that requires them to kill the opposing champion(assists count). When one champion has slain the other, they receive a special bonus.
If Rengar kills Kha'zix, Rengar's Bonetooth Necklace becomes a new Item called, "Head of Kha'Zix". This item has all the same stats that bonetooth Necklace possess. However, the item is automatically upgraded to full trophy stacks, and the stacks can no longer be lost upon death.
If Kha'zix kills Rengar, Kha'zix gains a forth evolutionary point.
There are still many unknown details about this event. As more details are unfolded concerning this event, I will further update this section about them.
Final CommentsIn conclusion, Rengar is good jungler. He has good pre 6, and great post 6 ganks, fast clear times, makes for a good Counter jungler, and has a great kit behind him. If you've taken the Time to read this guide, I thank you. If this guide has helped anyone in anyway, then I've done my job.
If you have any constructive criticism, please leave it, I'm always open to listening to others so long as they present their criticism in a civil manner.
Again, thank you for taking the time to read this.