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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Unseen Predator (PASSIVE)
Rengar Passive Ability
Introduction
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In top lane, tank Rengar runs a seemingly uncommon setup that actually seems to be what almost everyone runs these days. Hybrid Penetration marks are a must for tank rengar's hybrid damage output for the first half of the game. Armor Seals are taken as they are pretty much standard. Quints are left up to preference. AP quints make Rengar trade better, Lifesteal gives him even more sustain, and AD Quints aid in CS and help rengar's sustained damage output. for Glyphs, take CDR if against an AD opponent and flat Magic Resist against an AP opponent. If you really want, Scaling MR is also an option against an AD opponent, but cooldown reduction is much more desired (especially after the

This entire build is centered around maxing









Starting Items






The Bonetooth Necklace
bonetooth necklace Rengar's signature item. Gives AD based on level and bonuses based on kills and assists achieved since buying; all at only 800 gold. 95% of the time you should be building this at SOME point in the game, however when you buy this item is extremely important. Never, ever rush bonetooth necklace. the bonuses it offers aren't very good early on and you won't really start to accumulate stacks until lane phase ends. It's generally best to build this around when teamfights start, as at that point it'll be extremely cost efficient and you'll be able to quickly build up stacks. Even if you're way behind, a bonetooth is ridiculously efficient once you hit the later levels as at level 18 it will give you almost a BF sword worth of AD at less than half of the price. Eventually however, when you've completed the rest of your build, you'll want to sell this for something better as there are many items that just offer more to Rengar. Overall Bonetooth is an extremely effective item from early-mid game all the way to late game and it's important to build it at some point in the game.
Boots




Core Items




Offensive Items






Defensive Items




Passive - Unseen Predator
While in brush or stealthed, Rengar gains bonus attack range and his attacks cause him to leap at his target. This bonus lasts for ~0.5 second upon exiting brush or stealth. This will happen regardless of whether or not his target has sight of him, and has no internal cooldown.Easily one of the better passives out there. Though it's situational, it gives rengar an on demand targeted gap closer with no cost or cooldown. This is very useful during lane phase as it allows you to zone a large area of the lane from the bush while still being able to farm using the leap. Unseen Predator also becomes an on demand gap closer when combined with


Q - Savagery
Rengar's next basic attack deals 30 / 60 / 90 / 120 / 150 (+1.0 per attack damage) physical damage and grants him 30 / 35 / 40 / 45 / 50 % attack speed for 3 seconds.Gives you a small damage boost and an attack speed buff useful but has a very short duration. on a low cooldown from level 1 so it's great for last hitting and generating ferocity quickly.

Empowered Savagery
Savagery deals bonus damage equal to 150% of Rengar's attack damage, and the Attack Speed bonus is doubled. Stacks with Savagery's Attack Speed Bonus.This is the spell you'll see take staggering chunks of health off of people at early levels. This has a total AD scaling of 2.0 and gives you a rather large attack speed steroid for a short duration. This is what snowballing DPS Rengar's tend to max and numbers wise maxing this gives you the best DPS. however, all you get from maxing this is DPS. you go from a versatile champion to a linear one, which is why I've never liked maxing this no matter what style of rengar I'm playing.

W - Battle Roar
Rengar lets out a battle roar, dealing 50 / 80 / 110 / 140 / 170 (+0.8 per ability power) magic damage and gaining 15 / 22 / 29 / 36 / 43 armor and magic resist for 3 seconds.This spell has been burned to the ground since Rengar's release but it's still what's making him strong today. Maxing it provides you with solid hybrid burst, a large heal, and tons of defensive stats whenever you trade with ferocity. Try to use the normal version of this spell at the start of an engagement to get the bonus defensive stats active.

Empowered Battle Roar
Battle Roar also heals Rengar for 20 + (10 × level) health, increased up to 100% based on rengar's missing health.As stated before, trading with this makes rengar win almost every trade assuming W is maxed first. Try to wait to use the empowered version until you're not at full health so you don't waste the heal. Also if you can in a longer engage try to count out 3 seconds between your two Roar casts so you can be buffed up for as long as possible.

E - Bola Strike
Rengar throws a bola at his target, dealing 60 / 105 / 150 / 195 / 240 (+0.7 per bonus attack damage) physical damage and slowing them by 50 / 55 / 60 / 65 / 70 % for 2.5 seconds. The slow decays over the duration.Extremely annoying lane harass if it's maxed first. Even though its range is short it allows you to effectively kite a good number of tops while generating ferocity due to its potent slow. It also functions as an aid in escaping and chasing and helps you stick to people which is extremely important for any melee.

Empowered Bola Strike
Bola Strike initially roots his target for 1 second. The slow is applied in full after the 1 second, and decays over the remaining 1.5 seconds. Crowd control reduction will reduce each duration separately.Empowered




R - Thrill of the Hunt
Rengar activates his predatory instincts, stealthing and revealing all enemy Champions in a 2000 / 3000 / 4000 radius around him. He gains 20 / 25 / 30 % movement speed and generates 1 Ferocity per 0.75s while stealthed. Lasts 7 seconds or until he uses an ability.It feels very good to use this ultimate. It brings no damage to the table, but proper use of this can put you at a large advantage in any situation. In lane it's mainly effective to secure kills when your opponent thinks you've left and punish your opponent for being greedy. This spell makes you nearly ungankable post-6 and helps you gank other lanes extremely well post-6. Later in the game this ability is on an extremely short cooldown and helps in giving your team map vision, which wins games. In teamfights ideally you'll want to use this to initiate as you'll be going in first as tank rengar.
There are a few things about tank rengar's lane phase that make it pretty easy and straightforward for the player.
1) you have free casting
2) it is very hard to trade with you
3) you have targetted ranged harass
4) you have lane wide mobility
5) you have good waveclear
6) you have good sustain
7) you easily follow up on ganks with your passive and are strong 2v2
Rengar does all of these things extremely well without many downsides. his escape early is weak but his sustain makes him very resilient if he does survive, leaving the main weaknesses as a lack of solo kill potential and a lack of all in power post 6. weaknesses that can easily be mitigated by forcing short trades often using rengar's passive. In general, you're going to almost always want to use empowered W when you have 5 ferocity (preferably to damage an enemy champion as well) and you're going to always want to use your E to harass your lane opponent as soon as it's off cooldown. Q is generally saved to aid in last hitting. Remember Rengar is rewarded for using his abilities as much as possible so don't be afraid to spam, just be mindful of your cooldowns and stay safe when you're on cooldown or have low ferocity. Also remember you don't have to keep spamming abilities once you have 5 ferocity, one of the scariest things to deal with is an enemy Rengar with 5 ferocity just hanging out in the lane bush, refusing to use his empowered ability already so his opponent won't have to play so scared.
Tank Rengar's powercurve in the lane phase is somewhat the opposite of what it is on DPS Rengar. Tank Rengar is very weak until level 3 or so and becomes strong at level 5. He dips a lot at level 6 as his ultimate doesn't give him any tangible strength. Rengar hits his powerspike for the game when he hits level 9-10 or so and when he completes his sunfire cape. From there it's steady descent until he's just kinda average late late game.
Also remember that rengar's ultimate is best used for roaming, so if your lane opponent is being a pansy you can always shove to their tower and disappear for awhile, either to gank or to clear jungle camps. just being MIA with your ultimate up will should make opponents in other lanes be afraid of you just showing up. If you can though, try to make an appearance in some sort of fights or skirmishes in mid game, as that's when Rengar peaks and it's these fights that truly end up deciding games. During midgame Rengar can generlly be disrespectful of enemy damage outputs and just jump in and roar away as with just a sunfire and a maxed W he's nigh unkillable mid game. Mid game is the time where you gotta make your Rengar pick count so get in there and get your hands dirty!
1) you have free casting
2) it is very hard to trade with you
3) you have targetted ranged harass
4) you have lane wide mobility
5) you have good waveclear
6) you have good sustain
7) you easily follow up on ganks with your passive and are strong 2v2
Rengar does all of these things extremely well without many downsides. his escape early is weak but his sustain makes him very resilient if he does survive, leaving the main weaknesses as a lack of solo kill potential and a lack of all in power post 6. weaknesses that can easily be mitigated by forcing short trades often using rengar's passive. In general, you're going to almost always want to use empowered W when you have 5 ferocity (preferably to damage an enemy champion as well) and you're going to always want to use your E to harass your lane opponent as soon as it's off cooldown. Q is generally saved to aid in last hitting. Remember Rengar is rewarded for using his abilities as much as possible so don't be afraid to spam, just be mindful of your cooldowns and stay safe when you're on cooldown or have low ferocity. Also remember you don't have to keep spamming abilities once you have 5 ferocity, one of the scariest things to deal with is an enemy Rengar with 5 ferocity just hanging out in the lane bush, refusing to use his empowered ability already so his opponent won't have to play so scared.
Tank Rengar's powercurve in the lane phase is somewhat the opposite of what it is on DPS Rengar. Tank Rengar is very weak until level 3 or so and becomes strong at level 5. He dips a lot at level 6 as his ultimate doesn't give him any tangible strength. Rengar hits his powerspike for the game when he hits level 9-10 or so and when he completes his sunfire cape. From there it's steady descent until he's just kinda average late late game.
Also remember that rengar's ultimate is best used for roaming, so if your lane opponent is being a pansy you can always shove to their tower and disappear for awhile, either to gank or to clear jungle camps. just being MIA with your ultimate up will should make opponents in other lanes be afraid of you just showing up. If you can though, try to make an appearance in some sort of fights or skirmishes in mid game, as that's when Rengar peaks and it's these fights that truly end up deciding games. During midgame Rengar can generlly be disrespectful of enemy damage outputs and just jump in and roar away as with just a sunfire and a maxed W he's nigh unkillable mid game. Mid game is the time where you gotta make your Rengar pick count so get in there and get your hands dirty!
Tank Rengar pays for his early game strength by not scaling nearly as well as some of his top lane counterparts as he'll be truly lacking in the damage department without actually building it, leaving him to be less unkillable in the long run. As such it's important to be at least somewhat mindful about jumping into 5 people, as you definitely still can evaporate. Rengar late game works best when used as a secondary initiator, or when used to combo ults (Rengar + Shen, Rengar + Orianna). Once a teamfight has started, Rengar's really looking to single out something he can get hit sustained damage output onto. something like the ADC might often be no good as they'll have too much peel on them for you to get enough damage out to drop them, while focusing tanks is never wise if avoidable. In the end it's very important to assess each teamfight differently and decide on the fly what the best course of action is. Should I dive the ADC? Should I clean X enemy up? Should I peel this assassin? Rengar has a wide Range of tools and ends up being very balanced stat wise so unlike say zed who will always just dive someone, Rengar can do many things decently. Generally it will just take game experience to learn what to do in what scenario to teamfight effectively as a bruiser Rengar and not just tunnel vision one action. this swiss army knife role in teamfights is really the difficulty that acts as the counterbalance for rengar's fairly straightfoward lane phase.
Whatever you do in teamfights, it's important to never forget proper mechanics, so here's a short "checklist" of good mechanical Rengar habits to remind yourself of for teamfights and any engages really.
Apart from that, one thing I'll not is you do NOT have to worry about staggering Qs when using empowered Q as the attack speed bonuses of Q and empowered Qs will stack.
Whatever you do in teamfights, it's important to never forget proper mechanics, so here's a short "checklist" of good mechanical Rengar habits to remind yourself of for teamfights and any engages really.
- Am I using my Qs right after autos when possible to take advantage of the auto reset?
- Am I staggering my Ws to lengthen the Armor/MR Buff?
- Am I avoiding using empowered W at full health?
- Am I staggering my Es to lengthen the CC?
- Am I animation canceling my autos?
- Am I using the bushes when chasing?
- Am I using item actives?
Apart from that, one thing I'll not is you do NOT have to worry about staggering Qs when using empowered Q as the attack speed bonuses of Q and empowered Qs will stack.
Disadvantage



Neutral




Advantage












thanks to jhoi-jhoi's Guide to Making a Guide for general guide making things. If you want to make a guide it would be a good idea to check it out.
If you found this guide informative I'd encourage you to upvote it and tell others about so more can see it. If you have any idea for how to improve it, let me know, I'm very open to suggestions.
I also have made a solo-top warwick guide which can be found here and a stream which can be found here
Thanks for reading and be sure to comment and let me know what you think of this guide. Thanks!
If you found this guide informative I'd encourage you to upvote it and tell others about so more can see it. If you have any idea for how to improve it, let me know, I'm very open to suggestions.
I also have made a solo-top warwick guide which can be found here and a stream which can be found here
Thanks for reading and be sure to comment and let me know what you think of this guide. Thanks!
-9/11/12 Guide Released!
-9/26/12 Guide Updated for changes to Rengar.
Teemo and
Kennen matchups added.
-12/29/13 Guide Revamped for Season 4! Massive changes in most sections!
-12/30/13
Darius ,
Zac,
Nidalee, and
Wukong matchups added
-12/31/13
Garen matchup added
-1/2/14
Yasuo matchup added
-1/4/14
Elise matchup added
-1/9/14
Akali matchup added
-1/15/14 Changes made as a result of Rengar nerfs in patch 4.1
-9/26/12 Guide Updated for changes to Rengar.


-12/29/13 Guide Revamped for Season 4! Massive changes in most sections!
-12/30/13




-12/31/13

-1/2/14

-1/4/14

-1/9/14

-1/15/14 Changes made as a result of Rengar nerfs in patch 4.1
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