Runes vs Aatrox: FLEET
HIGH Econ: Eclipse/Kraken, Executioner's prio (KILL HIM!)
MID Econ: Eclipse, Executioner's (POKE then kill)
LOW Econ: Stasis/Everfrost (Focus splitting and proxy)
Doran's Blade + pot start.
Strengths: AoE, Sustain, CC Chain, Tankiness, Bruiser builds, Mid-game teamfights
Weaknesses: Split sieging, mid-high range threats, only has low-mid range damage, linear build paths, most mains are Peter Files
Generally I prefer Fleet vs Aatrox to avoid his Q hitboxes (especially since Rengar is so fat) BUT Tempo will probably make short work of this weakling.
SNOWBALL + he has bruiser comp: Bork, Sunderer, Executioner's core rush, you can duel him with this set up as long as you have gold/XP advantage, just be sure to not let him get sweet-spots. If you're 2-3 levels up with 1/2 or 1 item you can just 1 shot him
SNOWBALL + squishy comp: Eclipse into 1 shot crit or lethal depending on economy
EQUAL lane: Sunderer > bruiser/stasis
LOSING: Stasis + waveclear kite with E max after W, prioritize waveclear
Runes vs Akali: LT, Grasp, Fleet
HIGH Econ: Eclipse > Crit, Vamp Scepter prio (can purchase Hexdrinker as well if extra AP on enemy team)
MID Econ: Eclipse, prio on hexdrinker for sidelane
LOW Econ: Goredrinker
Since new 12.6* E buff, Akali is FREELO. E reveals her and she just dies on CD.
Strengths: Disruption with W, Mobility, Mixed damage, very safe laning, Build flexibility, TP + Ignite (for now)
Weaknesses: Burst pattern completely countered by WW, R reveals her through shroud, W max stomps her since she can't dodge those, very gankable once you're 6 jungle can 1 shot + you jump later on, Fairly balanced champion
Level 6 threat if she has ignite, otherwise she NEVER has duel potential when you play lane correctly.
Pretty free lane, max W first for free hits during her shroud (Q will cancel frequently if she gets to fog you, so W is just more reliable).
Her burst pattern is completely countered by 4W + W, so abuse that + a little extra HP and your base stats make her incapable of hanging in lane or dueling you.
Grasp is generally strongest here, jump in poke, WW and 2nd wind will heal you for more than she deals.
Max: W > Q > E
Anivia
P: 240
Q: 12 > 8
W: 17
E: 4
R: 4 > 2
MID/LATE GAME THREAT
Generally you won't be laning vs Anivia BUT her zone control and tankiness from passive + CC etc. makes for a very difficult birb to fight against.
Stasis build is generally useless vs her, similar to Jinx or Caitlyn, so prio BRUISER, ASSASSIN, CRIT
Runes vs Camille: LT, Grasp, Fleet, Conq (up to preference)
HIGH Econ: BT > Kraken > Crit, Vamp Scepter prio (Q MAX)
MID Econ: Eclipse, Hullbreaker
LOW Econ: Goredrinker, Stasis (W max)
Strengths: True damage, ungankable, shield, giga imbalanced champion, engage from screen away, guaranteed kills at 6+
Weaknesses: Lack of Waveclear, only abusers play her (they blow at League,) will FREQUENTLY try to duel without shield or Q up, Rengar has MIXED damage for her shields, MELEE only
In lane phase Camille is pretty free, but her scaling + itemization gives her great split/teamfighting vs Rengar.
At 2-3 items (equal gold for both) she wins, always, so be careful for complete all-ins and try to finesse the fights.
If she chases you into brush level 1 and you don't have stacks, she actually wins with equal summoners.
Shield can be messed with by maxing W first and only spamming those onto her, then you all-in around level 5 since she won't have a physical shield.
Don't dive her without super reliable team mate as her R drops your aggro and isolates you, then her E will let her just run away for free.
OP champ but free lane phase.
Max: Q > W > E, W > Q > E if behind.
Cassiopeia
P: -
Q: 3.5
W: 24 > 16
E: 0.75
R: 120 > 80
Runes vs Cass: LT, Fleet, Conq, First Strike
HIGH Econ: BT > Kraken > Crit, Vamp Scepter prio (Q MAX)
MID Econ: Eclipse, Hullbreaker
LOW Econ: Goredrinker, Stasis (W max); Anathema's + Everfrost
Strengths: Insane carry potential, very safe if played correctly, giga scaling, Crown + Exhaust OP vs Rengar atm
Weaknesses: Immobile mage, only low-mid range damage, Hard CC is very telegraphed on R, W CD is huge, CANT BUILD BOOTS this includes Merc treads, which means Anathema's > > > her
Cass is a super free lane, you can go for Ignite + Damage builds (Crit, Lethality) or even AD Bruiser and be fine, as she has low move speed (can't build boots) and no good peel until level 6 in the TOP LANE which is much less forgiving for immobile mages.
Your passive in brush can outrange her damage + W if you walk behind, or ahead of it, just position in the middle of brush instead of the very edge, BUT if she uses W like this she's wasting it anyway.
Pulling wave level 1 is optimal in this lane, but be careful for her guiding the wave as she will get free ~200 hp poke off against you.
Longsword + 3 pot start
Protobelt/Galeforce can be used to bait her R during your ult [VIDEO SOON]
GIGA FREE LANE, prio a little sustain + damage and you're set.
MID GAME she becomes a threat with Crown, especially if she goes Conq + Exhaust, which means you need to go in, disengage, maybe re-engage or simply walk entirely away. Crown 😒
Usually you can walk through her W if you have stacks, otherwise run away and out and WW 2 of her E procs.
Build vs Conq: Q > 3E > W > 45E
Build vs Phase: Q > W > E
Cho'Gath
P: -
Q: 6
W: 13 > 9
E: 8 > 4
R: 80
Runes vs Cho: LT, Grasp, Conqueror, Phase Rush (Descending order)
HIGH Econ: BT > Kraken > Crit, Vamp Scepter prio (Q MAX)
MID Econ: Goredrinker, Black Cleaver (W max)
LOW Econ: Goredrinker, Stasis (W max)
Strengths: Giga tank, CC demon, huge executes, late game dueling, unkillable late game
Weaknesses: Early, Q is easily dodged, immobile, can't miss E
Remember to 4W + W his burst if you're getting ganked, and prioritize removing the silence + slow from E. Slow from Q can't really be removed since you're knocked up and that won't cleanse for you to do anything else, unless you flash.
Bork counters him hard BUT isn't the best for Rengar's kit unfortunately. In general, you won't be dueling him but abusing wave clear and roaming vs Cho match-up.
Max: Q > W > E, W > E > Q if losing
Darius
P: -
Q: 9 > 5
W: 5
E: 24 > 14
R: 120 > 80
Runes vs Darius: LT, Conqueror, Grasp, Phase Rush (preference, if LT CONQ TAKE BONEPLATING)
HIGH Econ: BT > Kraken > Crit, Vamp Scepter prio (Q MAX)
MID Econ: Goredrinker, Black Cleaver (W max)
LOW Econ: Goredrinker, Stasis (W max)
Weaknesses: Easily kited, Darius players are inflated, telegraphed aggression = gankable, usually doesn't take ignite
Since ~12.5: Everyone is taking ignite, which gives them FAR BETTER duel potential into Rengar, what sucks with this currently is the jg meta being full clear > coinflip burger boy bottom lane.
||||Tempo + HP Bruiser||||
Ignite + Teleport will help with this match-up a lot, as Darius never goes Teleport so you can abuse your 2nd health bar after an all-in/he uses Ghost + Flash for a kill.
vs Darius, remember to 4W his E so he does not get to abuse you with his full stacks instantly.
4E is also great, since usually he will set you up so he can ghost, then all-in. SHORT trades are preferred but in general you lose the all-ins if both have equal HP etc.
Ignite him when he is Qing at low HP, and abuse the fact that all Darius players are boosted monkeys :^]
Edge of Night is decent into him, as it disallows him from RUINING your jumps with E.
Stasis helps in ARAM teamfight games vs Darius, ]]]while Hullbreaker slows his offense when forced to split.[[[ Nerfed FeelsBadMan
Max: Q > W > E, W > E > Q when losing
In general 4E will be better than 4Q in most "trades" since he has all-in potential and we don't.
Dr. Mundo
P: 60 > 15
Q: 4
W: 17 > 13
E: 8 > 6
R: 110
Runes vs Mundo: LT, Conqueror, Grasp
HIGH Econ: BT > Kraken > Crit, Vamp Scepter prio (Q MAX)
MID Econ: Goredrinker, Black Cleaver (W max)
LOW Econ: Goredrinker, Stasis (W max)
Strengths: can always CS, huge scaling, passive deters Lowe junglers, most people don't even know what he does now
Mundo match-up is pretty free, especially if you just go Kraken (he will usually rush his sunfire mythic + Anathema's and Tabi) so since you're dealing out true damage with ignite + Kraken, a lot of his stats just don't do anything.
Executioner's obviously great vs him, and pay attention to creep waves when he Es a minion for last hit, it's a projectile, he can combine this into a Q for some decent harass so try to save your Ws for that.
His passive denies 1 hard CC, and gives him a little barrel similar to Poppy passive to pick up for a large heal, deny the heal and the 4E is actually great harass during lane.
If you've got stacks, land a 4E and stand on his little passive he'll lose a nice chunk of HP.
Runes vs Fiora: Grasp, LT, Conq, Phase Rush (W max for almost all)
HIGH Econ: BT > Kraken > Crit, Vamp Scepter prio (Q MAX)
MID Econ: Goredrinker, STOPWATCH, BC + DD (W max)
LOW Econ: Goredrinker, Stasis (W max)
Strengths: Duels, Mobility, Sustain
Weaknesses: AWFUL waveclear, Melee only, telegraphed CC
This is a match-up where "cheating" the lane phase is recommended. W max, waveclear, proxy, play around the map.
DO NOT ROAM unless you have wave set up, as she takes turrets almost as fast as us.
Flash her riposte if you're away from brush, use 4E from brush if she lacks vision, can usually cheese out a snare and get away from her.
You only win duels when you are up ~2k gold in items or ~2 levels.
Special note: when her vitals are set in her direction, you can reset them by walking out of range and back again. Just be sure to not miss minions/ruin stacks for it.
Also, when all-ins occur, you can coast the wall to avoid letting her proc all vitals.
Gangplank
P: 15
Q: 4.5
W: 24 > 12
E: 18 > 14
R: 180 > 140
Runes vs Gangplank: LT, Grasp, First Strike
HIGH Econ: Eclipse > Crit
MID Econ: Goredrinker, DD (W max)
LOW Econ: Goredrinker, Stasis (W max)
Strengths: Scaling, Global ult, Sustain, Teamfights
Vs GP if he doesn't have resolve secondary (boneplating, specifically) or primary, he is completely screwed. You can 1 shot him any time you have stacks.
It's very easy to jump to his barrels, smack him, and then abuse double W to win trades.
Avoid level 1 fight if he has ignite, as he is a stronger stat-ball than you. Wait for 2-3 then all-in.
Don't let him B if he has level 6 for free, as he can just ult wave and you get 0 'tempo' on the play.
Always use target champ only when you're ulting him because of the barrels!!! Don't be a noob like you've seen me do on stream before... 😔
Be PATIENT don't mindlessly aggro him when he's next to barrels, their slow + ult is huge and can save him while delaying you enough for jungler gank. Prioritize the barrels, then him, and slowly chip down his health bar before a clean all-in.
Runes vs Gragas: First Strike, Grasp, Phase Rush, Fleet
HIGH Econ: CRIT + Edge of Night
MID Econ: LETHAL + Edge
LOW Econ: Stasis/AP + Everfrost
Strengths: AoE, Peel, Survivability, Giga CC, Can always interrupt jumps*
Weaknesses: Melee, poor split siege, poor objective take (solo), essentially he's WORTHLESS alone but AMAZING with 1-2 allies
Notes:
Snare from brush > jump for 4 stacks > snare is the only "advantage" combo you'll have against Gragas, all else he can interrupt with his E and win trades/disengage.
TAKE RELENTLESS HUNTER. PERMA ROAM. Grag waveclear is good, but siege is bad and his roam isn't as fast as you with Relentless hunter.
Grasp + Doran's Shield lets you outsustain his level 1-4 but eventually he becomes unkillable and enormous CC.
Weaknesses: No hard CC, low-mid range, AD Only, can hide behind minions for less "pellets," All Graves players are utter Dog ****.
Notes: W max gets higher value due to his huge waveclear, Harassing levels 1-4 is huge until he gets his Vamp Scepter, Grasp + WW wins vs him at all times, DO NOT LEASH level 1 or you heavily lose Prio, pay attention to his Grit passive and avoid extended trades
Runes vs Heimer: Grasp, Conq, Fleet
HIGH Econ: Conq + Bruiser
MID Econ: Grasp + Stasis
LOW Econ: Fleet + smite Lethality (you for 1 in late game, or split potential)
Strengths: VERY good turtling, great siege, insane Baron potential, super safe pick, magic damage, 'hyper carry' if fights go his way.
Weaknesses: Immobile, Heimer players are weak af, no sustain, glued to turrets, ult dependent for skirmishes
Notes: Figure out your 1 shot combos on his turrets, and play the mana game/charge game vs his turrets + W/E poke. Save 4 stack for his E or the charged turret shots, Ravenous Hydra is strong here for the AoE to kill his turrets.
It takes 2 smites to kill his big turret.
DONT let him cheese your jungle's Blue/Red (depending which team you are).
Runes vs Illaoi:
HIGH Econ: Tempo + CRIT 1 shot her
MID Econ: Conq + Sunderer
LOW Econ: Grasp + Tank
Strengths: GREAT at all-ins, enormous split potential, great teamfights when they go her way, statball goddess
Weaknesses: E and R reliant, has basically no level 1, feast or famine off her E/R, can just walk away from her big abilities, gets DOMINATED by zone control (Syndra, Veigar, etc.)
Notes: Kill her tentacles and try to set them up on BAD spots on the walls for her, Double W after her E gets some damage off, use the tentacles for fleet stacks + Ferocity if you have fleet
Irelia
P: -
Q: 11 > 7
W: 20 > 12
E: 16 > 12
R: 140 > 100
Runes vs Irelia: CONQ, TEMPO, GRASP
HIGH Econ: ECLIPSE + CRIT
MID Econ: WHIP + BRUISER
LOW Econ: STASIS
Strengths: All-ins, "Unkillable" Hyper-Mobile, Enormous 1 item spike, huge range
Weaknesses:
Notes:
Janna
Smite Enchanter Top** Not generally going to get picked too often, but pretty effective when it is.
P: -
Q: 12
W: 12
E: 15 > 9
R: 150 > 120
Runes vs Janna: FLEET
HIGH Econ: SPLIT PUSH BUILD + Edge of Night
MID Econ: SPLIT PUSH BUILD
LOW Econ: AP SPLIT PUSH
Strengths: Disruptive to your team, tilting af, HUGE PEEL, Overloaded champ in general, Pilotable by a child playing with an etch-a-sketch
Runes vs Malphite: GRASP, W Max
HIGH Econ: Sunderer, Lethal
MID Econ: Sunderer, AP
LOW Econ: Tanky AP
Strengths: Super reliable STONEWALL tactics, is always useful in teamfights, insane scaling vs AD, INCREDIBLY EASY.
Weaknesses: 0 Agency in lane, Team reliant, low waveclear, weak split siege, weak at objectives
Notes: 4W > flash can be used if you fail to flash his R
Jump grasp proc > wait for his tradeback > W 4W is best trade option
Harass him under turret with 4 stacks near mages, he WILL ult you then you can 4WW his combo + turret shots, wasting his CD
Win by 100+ cs or he will outscale.
Malzahar
P: 30 > 12
Q: 6
W: 8
E: 15 > 7
R: 140 > 80
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Maokai
P: 30 > 20 (-4 per ability, or getting hit by yours)
Q: 8 > 5
W: 13 > 9
E: 10
R: 120 > 100
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Master Yi
P: 3rd hit
Q: 20 > 18 (-1 per AA)
W: 9
E: 18
R: 85
Runes vs Tahm: Grasp
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Taliyah
P: 2
Q: 7 > 3
W: 14 > 8
E: 18 > 14
R: 180 > 120
Runes vs Taliyah:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Talon
P: -
Q: 8 > 6
W: 9 > 7
E: 2
R: 100 > 60
Runes vs Talon:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Teemo
P:
Q: 7
W: 14
E: -
R: 30 > 20
Runes vs Teemo: GRASP, LETHAL
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Trundle
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Tryndamere
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Udyr
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Urgot
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Vayne
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Vex
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Vi
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Viego
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Vladimir
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Volibear
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Warwick
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Wukong
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Yasuo
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Yone
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Yorick
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Zac
Special Interactions vs Zac:
Zilean
P:
Q:
W:
E:
R:
Runes vs Garen:
HIGH Econ:
MID Econ:
LOW Econ:
Strengths:
Weaknesses:
Notes:
Amumu
Jungle match-up*
Weaknesses: Early clear is exploitable, highly ultimate reliant, can't solo single target drags too well, very telegraphed CC (can captain jack easily), purely magic damage, Amumu players are generally incapable.
Strengths: Heavy Center for teamfights, AP scaling meaning great itemization vs us, versatile mythics, Insane chain CC and difficult to cleanse properly post 6, great gank potential, decently mobile
Generally vs Amumu try to scout his start, and match him with an invade. The lower his level, the better for your skirmishes.
In teamfights, use your ult to scout out isolated areas and abuse those, rather than clumping up and going for true "teamfights" where both teams statball into each other and burgerflip til result. ISOLATE THEM!!!
Extended fights if he has items over you actually go his way, as he has great scaling.
Diana
Jungle match-up*
Weaknesses: Like most APs early clear is exploitable, herbivore style and hence will tunnel on FARM over objectives/ganks, no hard CC early, loses almost all duels to Rengar if you have CDs
Strengths: farm speed, scaling, teamfighting, AoE Synergy, AP allowed to build Proto/Zhonya's etc.
Just like others listed who want to do full clear, LOOK TO INVADE. Take Ignite + Conq/Tempo and just perma fight them. You will 99% of all fights, even if their team rotates.
When she gets 6, avoid 2v2s or 3v3s where she is allowed to use it and instead try to pick people off in isolated areas, or catch HER in her jungle and try to waste her ult.
Ekko
Jungle match-up*
Jungling vs Ekko can be frustrating due to his disruptive mobility and super forgiving ult, not to mention just about every Ekko abuser is also a duo abuser. REGARDLESS!
Weaknesses: Early clear is mediocre and exploitable, prioritizes damage in builds (can 1 shot,) snare disables his mobility, bad at early skirmishes til items
Strengths: Incredible scaling, bounty system, mobility, disruption in teamfights, diving potential, duo synergy, counterganks
Making moves early vs Ekko is your best bet, level 3 rush with double buff into invade, and maintaining invades through out the game trying to duel him before his level 6 or items.
Prioritize 4 stack E once he's level 6, and before then 4 stack Q.
If you are forcing a gank with R and they know about it for ~3+ seconds from the notifier, save your stack combo for W since Ekko's counterganks are INSANELY good.
You can use flash over walls when he's going to hit his dash so be sure to save it for areas with brush.
Plat+ this is a decent ban due to the duo abusers.
Elise
Jungle match-up*
***As of the current meta (~Patch 12.6) Elise really isn't a threat or all too common.
Similar to Ekko, her disruption and invulnerability is INFURIATING but luckily she is a far less reliable carry, and is almost FORCED to play around solo lanes (due to her single target kit).
Weaknesses: Lack of AoE, clear speed, telegraphed burst and CC, slightly dated kit
Strengths: Burst, reliable CC combos, diving, disruption, mobility, most Elise MAINS are clean at jg and the champ in general*
Against Elise we've got 2 choices, full clear or get a GOOD counter on her first 1-2 ganks. Full clear is easier and more reliable, but allows HER to be in the driver seat for the beginning of the match.
When jumping her if she is spider form, don't use any abilities midair (unless E is DEFINITELY on CD) OR if she's human form, use QWE midair and then cleanse her stun with 4W.
You win at almost all points in the game vs her in duels, but if she is intelligent with her CC/rappel she is pretty unkillable.
If she has IGNITE + Conq, she can actually burst/duel you depending on how the fight turns out, so care for her summs.
In general if you prefer not to do the 2 clear paths (full clear, or match then counter) you can instead cycle ganks bot permanently and hope to tilt them*
This is cringe cheesy gameplay but whatever wins you the game!
Evelynn
* match-up difficulty varies, Vs Rengar Eve is USELESS but its a 5v5 game, if your team is running it or refuses to work together she can QUICKLY take over games. Cancer champ.
Weaknesses: Doesn't come online until 6 and is HIGHLY ult reliant, all Eve players are trash, Rengar R reveals during mid/late game, can't duel, can't keep pace with your farm and invades
Strengths: Post 6 picks, HARD counter to side-laning, excellent Baron/Dragon steal, allowed to build pure damage, plat and below teams DO NOT buy pink wards
When picking her off with R, remember not to full combo midair as her R will dodge EVERYTHING, if you have dusk don't even use Q midair just let the slow hit her and she will ult away.
Fiddlesticks
Aurora
14.15*
Not too difficult now that Riot hot-fixed, and we know how she works!
Careful of her Q + Q2 poke, and her ult is similar to Camille, except you can dodge it, and you can flash out!
NOTE: E is bugged sometimes not giving vision during her invis, be wary!
What's up MOBAFIRE I'm Dekar173, aka Best Rengar NA pretty much since this champion has existed. I have over 100 mastery points on the champ (idk the actual number, too many different accounts) and am the guy who's discovered every exploit, tool, and build this champ has ever been known for.
DON'T FORGET in conjunction with this guide to download U DOT G G using my link, and if you're trying to STOMP some noobs don't forget to get an account at TURBOSMURFS DOT GG USING CODE DKR15 for 15% off on all your purchases!
I love Rengar. I love his aesthetic, I love his voicelines, I love one-shotting crybaby ADC mains, I love one-shotting their loser over-attached mother supports, I love having dozens of different builds work for me in any situation, and as of 11.23, I love the fact he never gets banned 😂
If you'd like to learn how to play this champ, or even just what to do vs him to counter him, this is the place to be 😏 And if you want to watch me in action, check out my stream!
W > E Max
Teleport + Flash is standard for top lane, due to the nature of the lane, and the importance of XP + map movement.
TP Synergizes with Rengar kit twice over ( Thrill of the Hunt + Teleport for camo TP, and teleport from brush for 1 free jump) but is less effective on him over-all than a Malphite or Ornn due to his kit in general. He is a frontline, yes, but he is not a 'Center' or primary engage tool.
Regardless, If you are newer to top lane, this is the combo that will be least punishing if you die levels 1-3, for example (enemy doesn't have enough waveclear to get a perfect shove, and once you respawn you're back to lane in 5 seconds).
Flash is obviously great for chasing, especially since we have no dashes/blinks meaning if someone goes over a wall, we can't really chase.
In general if your opponent has a really important "land this skill to win fights" save Flash to dodge it (Malphite) otherwise use it for chase on priority targets.
Ignite + Flash is a bit more offensive, prioritizing the survival and offensive capabilities of Flash combined with Ignite for finishing those kills.
Current meta, 11.22, imo it's the weakest of the combos.
Without Teleport to save you from losing GIGA xp on cheese ganks/flubs in duels, you're kind of screwed in a very FEAST OR FAMINE scenario, and top lane is supposed*** to be played the most reserved of all the lanes. Boring af, but we play for elo...
Ignite + Teleport is the best current combination of spells for top laners- Ignite for kill + turn potential (ESPECIALLY the lower the elo) and Teleport for tempo/playmaking crossmap.
If you want to play meta (solo queue) as Rengar top, this is the pickup.
A standard level 1 play that MIGHT look like an int, but will actually completely win you the lane, is taking a huge terrible trade into Ignite + Flash (or just 0 Teleport players in general) and abusing the second health bar for lane control and freezes.
Remember for top lane, the biggest strength you can have is HP advantage and XP advantage, gold spent is meaningless if you're 1-2 levels behind.
For those of you who just watched Arcane and are new to the game- welcome! BUT, if you're going to jungle, always take Smite, and always buy the little "Emberknife" item -- it gives you a lot of damage and free HP while killing the monsters in the jungle!
For those of you who AREN'T new, remember to take whatever second summoner you think is best for the scenario, herbivore enemy JG? Ignite will help invade them. Giga duelist/end-game AoE? Exhaust. Gank spammer? Teleport is solid.
Or if you just prefer to play standard, Flash is never bad.
For those of you spamming JG, I've got some in-depth early clear explanations and demonstrations on Youtube! [LINK]
Just remember, what summoners you take is FAR less important than fluidity in clears and optimization on your kiting + pathing.
Anything and everything can be 'abused' into certain match-ups, don't be afraid to experiment into certain champs like Kennen or Nocturne (ALL IN CHAMPS) with something like Exhaust, or even taking Barrier + Heal with tank runes + items and just being a frontline menace.
Just because I don't list a build or rune combo doesn't mean it's 'incorrect' to use. That's the beauty of such a deep and richly complex game as League of Legends, different things work for different players and styles!
Intro
SPLIT
SPLIT is a niche or playstyle that is implied by the name; you want to be SPLIT pushing, creating pressure elsewhere, usually because of one or all of these reasons:
********************************************** Their teamfight is very good YOU personally are unstoppable on the split push Enemy top laner is more important in fights than you are Hail Mary prayer play to create pressure, and get enemy to mess up 🙏
**********************************************
Edge of Night is a great last item almost always in current meta, Guardian Angel doesn't help splitting much since you only want to use it for teamfights, but if your job switches from SPLIT to TEAMFIGHT ( Elder Dragon or Baron would be good examples to fight for) Guardian Angel can be a good pick-up.
Notes: Hullbreaker doesn't work when allies are near, so always ping it and it'll tell them to FU**%^CK OFF.
Hullbreaker is REALLY GOOD vs certain champs who lack waveclear, since it buffs the tank and makes it nearly unkillable.
Always be sure to pay attention to your Divine Sunderer procs so you can siege turrets most effectively (DONE)
Q midair for extra damage on tier 2 turrets (DONE)
STASIS
The STASIS build/core items are generally used for frontlining in teamfights. Rengar doesn't have Malphite R, Amumu R, etc. so he needs to be soaking up important cooldowns while putting out damage during fights in order to be effective.
In fights, your priority will be Empowered Battle Roar to cleanse CC/heal as much as possible, and your normal W for big heals and damage. There's one primary question you should be asking yourself in mid-late game and that is:
What's my job in fights? PEEL strong carries. Is Aphelios your win cond? Peel him. DIVE strong backliners. Is enemy MF shredding your team 24/7? Zone her off so she doesn't get to fight properly. WAVECLEAR between objectives to gain map control aka "Tempo"
In teamfights, try to prioritize getting a full rotation off and placing yourself in a brush before your Zhonya's Hourglass or Guardian Angel is being used (stasis items). This way you've got a jump in order to gain yourself stacks and hopefully another rotation of abilities once you res/get out of stasis. (CLIP)
LETHALITY
AS OF 11.23: Axiom Arc IS OVERLOADED!!! Abuse it! >:)
In the current meta this item set/niche isn't really going to be too effective on Rengar, Stopwatch, self peel ( Ezreal E, Talon R, Qiyana invis etc.) will just make them run away B U T
up against comps with 2-3 squishies ( Lux, Vex, Jhin, etc) it'll generally be pretty effective if you can get in and 1 shot in teamfights/before objectives, catch someone on the side lanes, or just in general they overstep.
What's my job with this build? PICKS: use R to isolate and find out choice targets who are alone (usually supp trying to get vision, or ADC who got a camp/sidelane) ONE SHOT PRIO TARGETS IN FIGHTS: If enemy Aphelios is strong af, and you're able to 1 shot him, that's almost always a good trade for a late game teamfight.
General rule of thumb if on the spreadsheet they have Edge of Night next to their name for 'item counters' you want to rush it, or get it second item. This is due to those self peel options being INSANELY op vs Rengar ult engages.
For others, for example a comp that only has maybe 1 of those listed, just rush the Youmuu's Ghostblade + Eclipse etc.
HP BRUISER, in the current meta probably the strongest combo of items that lets you do everything your team wants/ Rengar is capable of.
Great synergy with Grasp of the Undying rune set up, combines well with most/all of the other item sets. Best BASE item set to follow for Rengar top.
You'll still 1 shot squishies if they lack exhaust, or self peel, you'll survive enough to get multiple rotations of abilities off during teamfights, and you're capable of split-pushing vs most of the duelists in the game (never, ever Fiora Cancer Lowe champ).
Usually I prioritize this sort of build up against the heavy bruisers in top lane + reliable gankers like Xin Zhao, Jarvan IV.
Notes: Always pay attention to your grasp procs, Divine Sunderer, or for lower economy, Goredrinker rotations (and positioning to get bigger heals).
A Demolish proc will almost always give you a plate if you're sitting there AAing the turret, and the CD is about 2 1/2 waves so just be patient between tank waves and you can proc it almost on cooldown.
CRIT build is going to be the highest economy build out of them all. You'll have the highest DPS, best dueling (on your own terms) and highest carry potential.
Of course, it's also the hardest to pull off when you're not farming the best or accelerated by kills + turret plates etc. so it isn't recommended when you're 7cs/min, 0 kills at 12 minutes into the game.
Battle Roar max is for lanes where we prioritize the short instant trades + disengage Empowered Battle Roar provides, as well as lanes where we want instant waveclear to create 'priority' in the top lane.
Savagery Max is for lanes where you are generally dominating, or at least have kill potential vs your lane opponent in duels.
Savagery max strengths include the kill potential, better sieging (since Savagery is AA reset, ASPD Steroid, and gives stacks for more Empowered Savagery)
Savagery max weaknesses are generally vs tougher lanes or people who you struggle to get Savagery off on + abuse the ASPD steroid against.
Notes: Remember scaling off Empowered Battle Roar is per level, not the points put into the skill. 4W is still great to use even if you're maxing Savagery first.
Same notes apply, except for ganks sometimes Empowered Savagery will be enough to simply 1 shot opponent if your jungler gets their damage off as well.
Generally this skill order is reserved for someone like Jax, since you can really abuse his trade patterns in top lane with Battle Roar max and an extra point or two into Bola Strike lets you escape any aggression he might throw at you. We don't fully max the Bola Strike as the slow gets diminishing returns at higher levels and doesn't help with stacks since the CD never goes down.
ASSASSIN
This page is generally for 1 shot Rengar, where you prioritize the Bola Strike for slows over the Battle Roar since you are going for all-ins off ult rotations/them getting near brush (Prayge)
Damage between Battle Roar max vs Bola Strike max is pretty similar, BUT Battle Roar gives a larger slow allowing you to stick on the target far longer and get more AAs in.
This is the standard Conqueror page, and imo the most reliable set up for learning Rengar.
Conqueror is generally MID-HIGH economy with itemization, in order to get the most out of your set up you need to be farming well, and getting competitive amounts of XP.
Strengths:
Precision Tree -- which lets you use Legend: Alacrity (fluidity of AAs + combos) Triumph (AMAZING for turning close fights) and either Coup de Grace, or Last Stand, which are rather interchangeable imo but based on playstyle, and enemy champs in current meta I'd say Last Stand is superior most of the time.
Ease of use -- Conqueror is very easy to use. You hit them with abilities and item effects, and you get stacks. Simple! At 12 stacks you have lifesteal and hit like a truck.
Imo, the lower the elo, the better this page becomes. Enemy players won't be able to identify scenarios where you have 1 shot potential, and ganks oftentimes (especially plat and below) will end up with the jungler handing you a double buff, Triumph proc, full conq stacks and sometimes a quick level up. Double Kill >:)
CONS:
Bad stick potential -- since you're Rengar you really just have brush or ultimate for gap closers, so if someone has a stun or other reliable disengage + Kite, they'll end up living.
Very linear -- and doesn't combo with Rengar's 'optimal' trade pattern of 4WW, walk away, re-engage (or reset).
Feast or Famine -- In lanes where you already lose 1v1, you will lose even harder due to lack of mix-ups in playstyle or build diversity.
Over-all, Conqueror is still fantastic for just about any lane, and going to be the most reliable for learning Rengar Top for anyone starting out on him up there.
GRASP
Grasp of the Undying is going to be the standard RELIABLE page, for any economy (gold/xp per min) vs any composition. As long as you understand how to properly time grasp procs during all-ins, kite using it, abuse 4WW for max heals + dps, it's VERY good for laning phase.
In general, if you expect to be camped or they have 3-4x Divers ( Diana, Xin Zhao, Fiora, Camille, etc.) Grasp of the Undying will be very strong BECAUSE you will be spamming Battle Roar and Empowered Battle Roar, you will want the extra sustain from green tree, and you will be itemizing in general for stasis, since it counters their entire comp at that point.
Flexibility -- Whether you go Battle Roar max, Savagery max, or a combo of the 2 with Fiendish Codex, D Seal, etc. or just straight up AD, or even HP Bruiser, Grasp of the Undying synergizes with them very well. It's NOT the best for 1 shot, or HIGH ECON HP Bruiser, but it's always at the very least decent.
Teamfighting -- Stasis is one of the strongest tools in all of League, and its big strength is in teamfights, pulling resources and baiting cooldowns, ESPECIALLY if you've got double stasis, or your Empowered Battle Roar set up after Zhonya's Hourglass or Stopwatch wears off. It's HUGE in teamfights.
Reiterate, ECONOMY -- Sometimes the game simply does not go your way. You INT, you lag out, you're afk taking a Fat ****he for first 3 minutes, who knows. REGARDLESS, if you max Battle Roar, rush Zhonya's Hourglass + Guardian Angel, and just frontline, you'll always be useful in fights, but also as someone cleaning up sidelanes and gaining wave control.
Weaknesses:
All-ins and One Shots -- Grasp of the Undying is going to be a short trades rune, as opposed to having the kill/duel potential of something like Conqueror. Knowing this, remember if your lane opponent DOES have Conqueror, to kite them and avoid letting them stack it up (and when it IS stacked, reset for a few seconds and then go for next rotation).
High Economy -- If you have Grasp of the Undying compared to Hail of Blades, your 1 shots aren't as strong. Compared to Conqueror, your duels and split pushing will be weaker. Compared to Fleet Footwork, your stick onto mages and kiting will be weaker. In exchange for the most reliable rune page, you're giving up more synergy with certain item sets and playstyles.
Difficulty of Use -- Using Grasp of the Undying **optimally** isn't the easiest thing to do. In fights you need to proc Grasp of the Undying as often as possible, when taking turrets or poking you need to AVOID tunneling for Demolish procs etc. and these are habits that can be really difficult to avoid in a game like League where you're constantly wanting to take as many advantages away from your opponent as possible.
Clip: optimal grasp timing
HAIL OF BLADES
Hail of Blades is going to be your standard Lethality/1 Shot rune page. Vs lots of squishies, or 2-3 priority targets who don't have insta-peel ( Zhonya's Hourglass Abusers, Lulu, Gragas E, etc. things of that nature) then Hail of Blades is a strong choice that game in mid-late game.
For lane phase, it's generally outmatched by other runes since it doesn't provide sustain, and many of the meta champs in top lane counter assassins, as well as vs Rengar just about everyone takes bone-plating which counters Hail of Blades HARD.
It makes up for this weakness by being very good at 1 shotting the priority targets, and if you DO happen to snowball or have a good match-up, it's very very abusive.
Strengths:
High Economy -- Hail of Blades is the best rune for 1 shotting on Rengar, giving the highest amount of dps available in runes/keystones.
Carry Potential/Snowballing -- This strength goes hand in hand with High Econ, but just as a sidenote for many if you duo and have a jungle friend who can play around you, ( Ivern,,,,, Kreygasm) snowballing through top is incredibly easy with this rune page.
Weaknesses:
Feast or Famine -- Similar to Conqueror but EVEN WORSE, if they have self peel, the quick shields or even just boneplating, it's much more difficult to abuse them. You'll have to finesse multiple trades or get jg visits 1-2x vs most of the meta match-ups. For this reason I wouldn't particularly recommend HoB except for a minority of your games.
HIGH ECONOMY -- hand in hand with feast or famine, Hail of Blades is ONLY high economy. If you get camped? Misplay? You're absolutely screwed. Even just accidentally taking this rune page vs difficult match-ups will leave you in a Pit Of Despair,,,,
Clip: HoB free auto on leap, how to combo with it
LETHAL TEMPO
11.23 gave a HUGE BUFF to Lethal Tempo, so it's the new go-to rune page for mid-high economy.
Level 1 or level 2 you have enormous kill potential, and they can't really kite out of it without flashing due to the new +50 range buff at max stacks!
Strengths:
Precision Tree -- which lets you use Legend: Bloodline (with LT we get to use Legend: Bloodline, as alacrity isn't too necessary) Triumph (AMAZING for turning close fights) and either Coup de Grace, or Last Stand, which are rather interchangeable imo but based on playstyle, and enemy champs in current meta I'd say Last Stand is superior most of the time.
Dueling -- There is absolutely no better rune rn for dueling, teamfighting, etc. so really it's no contest. This is due to how good it is in general, but also due to Rengar ability to stack it quickly and abuse it hard with his Savagery and Empowered Savagery attack speed steroids/auto cancels.
Teamfighting -- In combination with the Turbo Chemtank + Titanic Hydra build, you'll find yourself completely dumpstering just about any teamfight due to how tanky you are but also how much sheer dps you put out. Abuse it!
Weaknesses:
Need to stack -- If you don't get to AA, you don't get stacks. Similar to Conqueror.
Stasis -- You lose your stacks with Stasis, which is counterintuitive/productive slightly similar to Sterak's Gage, or the new Crown of the Shattered Queen mythic (AP item, but your Battle Roar is a heal and that's the MAIN purpose of it, so you don't really get to use any of that when you have Ali ult do you?)
Probably getting nerfed VERY soon -- it's overloaded af. I don't see any reason why they wouldn't nerf it but it IS Riot.
You must be logged in to comment. Please login or register.