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Rengar, The Pridestalker
This is a guide for jungle Rengar, as I do not have enough experience with him in toplane to give any sensible information.
Skillorder & reasoning
Q-W-E-W-W-R (first 6 levels) -> R>W>Q>E
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.
This passive (in combination with his ult) makes rengar a great chaser and incredibly strong in skirmishes around buffs & midlane brushes. Always carry a ward with you so you can chase blinks & flashes from brush over walls without using your own flash. When ganking a lane dont be hesitant to jump a creep if that puts you in a good spot (just dont pre-charge Q in those cases).
Savagery/Empowered Savagery
Rengar's next basic attack deals bonus damage and grants him increased attack speed for 3 seconds. No cost Cooldown: 6 seconds Physical Damage: 30 / 55 / 80 / 105 / 130 (+1.0 per attack damage) Attack Speed: 30 / 35 / 40 / 45 / 50 %
Ferocity Bonus: Savagery deals additional damage equal to 150% of Rengar's attack damage, and the Attack Speed bonus is doubled. Cost: 5 Ferocity No cooldown
Rengar's primary AD nuke and his attack speed steroid. Note that it scales of AD, not bonus AD; so it keeps gaining strength from levelling up. Taken on level 1 because it greatly increases the speed for killing your first buff, maxed second because it increases both your continuous and burst damage.Very straightforward in it's use; the only things to note are you can and by all means should use it on towers and when you're full ferocity you should cast it before your ult (as it consumes the ferocity instantly while your ult restores ferocity).
Battle Roar/Empowered Battle Roar
(Active): Rengar lets out a battle roar, damaging enemies and gaining bonus armor and magic resist for 3 seconds. No cost Radius of AoE: 500 Cooldown: 15 / 14 / 13 / 12 / 11 seconds Magic Damage: 75 / 120 / 165 / 210 / 255 (+1.0 per ability power) Bonus Armor & Magic Resistance: 20 / 30 / 40 / 50 / 60
Ferocity Bonus: Battle Roar also heals Rengar for 15% of his maximum health. Cost: 5 Ferocity No cooldown Radius of AoE: 500
Rengar's aoe jungle clearing sustaining early game burst damage tool (there's a mouthfull for you). Maxed first because it's your only aoe and when jungling you will be using the empowered version of this to sustain your health. Gives you great early burst for ganks and survivability through resistances & health gain. The empowered version does not have to hit anything in order to heal you.
Bola Strike/Empowered Bola Strike
Rengar throws a bola at his target, slowing it for 2.5 seconds. The slow decays over the duration. No cost Range: 575 Cooldown: 12 / 11 / 10 / 9 / 8 seconds Physical Damage: 60 / 105 / 150 / 195 / 240 (+0.7 per bonus attack damage) Slow: 50 / 55 / 60 / 65 / 70 %
Ferocity Bonus: 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. Cost: 5 Ferocity No cooldown Range: 575
Rengar's single target CC. Though seemingly lackluster actually incredibly powerfull. When both the basic & empowered version are used in succesion it provides 5 seconds of crowd control on a single target. Great for ganking early, catching out people mid/lategame and good for peeling for your carries.
Thrill of the Hunt
Rengar activates his predatory instincts, stealthing himself 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 7 seconds or until he uses an ability. Cooldown: 120 / 85 / 50 seconds Vision Radius: 2000 / 3000 / 4000 Movement Speed Bonus: 10 / 15 / 20 %
Rengar's Ultimate. During the laning phase you should always look to make something happen when your ultimate is up. The best way to abuse this ultimate is by just walking with the creeps into lane, press R and go kill someone. This allows you to circumvent all wards except in-lane vision wards; something you will only very rarely encounter (I've seen it once in over 50 ranked rengar jungle games). Post laning phase you use it to initiate on split targets (if the situation occurs, and you confirm this by ulting and getting vision), for vision (just like TF ult; except a lower radius but also a much lower cooldown), for repositioning/escaping during a teamfight and to cleanup. When you're behind and the opponents deny ward vision with oracles be liberal with using your ultimate to create a 4k radius "safe zone" so wards can get up/ambushes can be spotted.
Masteries
9/21/0 Because Rengar has mixed damage as well as a build in attack speed modifier you want to take +3ad, +1 ap/minion damage (really don't know about this point), 4% cdr & 10%magic pen in offense. In the defense tree make sure to take movespeed, cdr, max health, reduced damage taken from minions/everything, damage returned & extra gold on smite.
Runes
Red: AD or Arp (not going to go into this, the differences have been discussed to death and are easily found on these forums. Just note that Rengar gets some extra Arp from his necklace.). Yellow: Armor Blue: Mr or Mr/level Quints: Movespeed (movespeed quints always seem to be up for debate; I'm a strong believer in just smacking them on each and every melee jungler)
Items
There are multiple possibilities for building Rengar, from pure AD to pure AP. Going AP relies heavily on you getting ahead early to do anything and then you're still about as usefull as AP Tristana. Going pure AD gives you huge sustained damage but not being able to take damage while on the frontline doesn't yield as much succes as one might think. So we come to building tanky while weaving in some damage where possible. Your opening build should be boots & 3 health potions. The core build for rengar when in any kind of "normal" game is Merc Threads, Randuins Omen, Bonetooth Necklace, Spirit Visage. Merc threads are just the best boots for frontline champions against balanced team comps, Spirit visage boosts your W twice (more health -> more healing & base increased healing) while also boosting your damage output through cdr and giving some much needed MR. Randuins Omen is the best anti-Ad item for non mana users hands down. It's passive & active are good on any champion, but the active really shines on champions that can get into the thick of the fight. Bonetooth necklace is just really good value, when reasonably stacked & you're level 18 it's worth well over 2k gold (movespeed, armor penetration, leap range AND and bf sword worth of damage for 800 gold? yes please)
The buildup of these items depends on how the game goes, but usually goes alone the lines of HoG->Necklace->Kindlegem->mercs->Randuin->Spirit
Complete your build depending on the game.
A well timed oracle on Rengar can win you the game, as does proper warding. Don't be afraid to spend a bit of gold on these things.
An item of note for rengar is Bloodthirster. In a game where you aren't doing exceptionally well throwing out 3k gold early as a jungler for no direct survivability is just like jumping off a plane with no parachute; very exhillerating the first few moments till you hit something that hits back and you smash into little pieces. However when you get fed early your burst skyrockets with bt; since you have a 6.7 ad ratio if you combo properly with ult (fero Q, ult, fero Q, Q, E) It's a really nice item to get after your core regardless -if- you can survive long enough without additional defensive items.
Ferocity Use
Completely overlooking all things like basic map awareness, item choices, committing to bad fights etc. there's one aspect of Rengar you need to control in order to make him shine; What ability to use your ferocity on. When clearing camps it's simple, just press W for faster clearing & sustain. When you get to actually fight something else then creeps it gets a bit trickier though. Firstly, when you gank, always take note of your current ferocity before you go in so you know beforehand when you use your empowered ability. Don't gank before you have 2 ferocity (and are level 3 for that matter, level 2 ganks are not Rengars thing unless you sacrifice a lot of early clearing speed by skipping Roar till level 3) so a full rotation puts you on maximum ferocity. Your empowered Bola Strike should be used when your allies have enough damage and just need time; often in 2v1 or 3v2 situations. Because you level E last it -does- cut into your damage output & survivability and therefor should be used only in situations where you have the upper hand or a clutch peel is needed. Your empowered Roar should be used early for burst (because you max it first) and later in the game when you're being focussed. Your empowered Savagery should be used when you can do damage relatively unhindered; the single target damage quickly starts to outscale your Roar.
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Interesting, your preferred jungle build for him looks a lot like mine, although I generally pick up a lantern at some point, and leave off finishing either Visage or Randuin's until after I have a bit more damage.
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Great guide on explaining how he works, and I never tried a tanky, jungle Rengar. I honestly love his kit and grabbed him on release. I think it might be worth mentioning picking up a phage for a fmallet. He gets a ton of armor and mr from his roar so having more health does alot for him, plus the slow. I mostly play him top and have been having a ton of success with him up there. In jungle, and in lane its always better to max your roar over your Q. The 60 armor at level 9 is just huge. He duels like a badass and has great sustain.
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On September 17 2012 23:56 MeteorRise wrote: Great guide on explaining how he works, and I never tried a tanky, jungle Rengar. I honestly love his kit and grabbed him on release. I think it might be worth mentioning picking up a phage for a fmallet. He gets a ton of armor and mr from his roar so having more health does alot for him, plus the slow. I mostly play him top and have been having a ton of success with him up there. In jungle, and in lane its always better to max your roar over your Q. The 60 armor at level 9 is just huge. He duels like a badass and has great sustain. You have reasonable sticking power with red buff, his passive and bolas, and the build in the OP lets you activate Randuin's if you need some emergency extra slow to keep someone in range. Frozen Mallet is nice, but not absolutely necessary.
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Protip for ganking with Rengar: If you're going to use your ult to gank build up 5 Ferocity beforehand. Hit your ult and hit Q a half-second later. You'll stealth with the Empowered Q buff and refill your Ferocity, greatly increasing your damage when you actually attack.
Also, the Empowered Q and regular Q attack speed buffs stack. Combined you get 90-150% attack speed.
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Why not Q then ult? Does it change anything, apart from the additional duration before the buff expires?
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On September 18 2012 00:17 Jumbled wrote:Show nested quote +On September 17 2012 23:56 MeteorRise wrote: Great guide on explaining how he works, and I never tried a tanky, jungle Rengar. I honestly love his kit and grabbed him on release. I think it might be worth mentioning picking up a phage for a fmallet. He gets a ton of armor and mr from his roar so having more health does alot for him, plus the slow. I mostly play him top and have been having a ton of success with him up there. In jungle, and in lane its always better to max your roar over your Q. The 60 armor at level 9 is just huge. He duels like a badass and has great sustain. You have reasonable sticking power with red buff, his passive and bolas, and the build in the OP lets you activate Randuin's if you need some emergency extra slow to keep someone in range. Frozen Mallet is nice, but not absolutely necessary.
Basically what jumbled says; in my experience the extra sticking power is not noticeable enough to delay other items when jungling. I can see it working when you have an advantage toplane though.
On September 18 2012 00:29 Seuss wrote: Protip for ganking with Rengar: If you're going to use your ult to gank build up 5 Ferocity beforehand. Hit your ult and hit Q a half-second later. You'll stealth with the Empowered Q buff and refill your Ferocity, greatly increasing your damage when you actually attack.
Also, the Empowered Q and regular Q attack speed buffs stack. Combined you get 90-150% attack speed.
I touched upon this briefly in my thoughts about Q usage. And yes you can activate Q before ult; if you choose to activate Q after ult for longer buff duration you just need to be sure to activate Q before your first ferocity tick hits from your ultimate.
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On September 18 2012 01:09 Schwopzi wrote:Show nested quote +On September 18 2012 00:29 Seuss wrote: Protip for ganking with Rengar: If you're going to use your ult to gank build up 5 Ferocity beforehand. Hit your ult and hit Q a half-second later. You'll stealth with the Empowered Q buff and refill your Ferocity, greatly increasing your damage when you actually attack.
Also, the Empowered Q and regular Q attack speed buffs stack. Combined you get 90-150% attack speed. I touched upon this briefly in my thoughts about Q usage. And yes you can activate Q before ult; if you choose to activate Q after ult for longer buff duration you just need to be sure to activate Q before your first ferocity tick hits from your ultimate.
The first tick comes the moment you stealth, which is approximately 0.75s after you press R (presuming you're not taking damage). That half or whole second you gain can sometimes be the difference between ganking with Empowered Q, or having it fade just before you initiate the gank/trade.
In any case, prepping Empowered Q before using Rengar's ultimate was important enough to his play that I felt it was worth mentioning (even though you'd touched on it). The difference it makes is huge.
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What's your opinion on getting an early brutaliser on jungle rengar? Like after HoG, belining your necklace until after your first defensive item? Except for defences it has all the stats Rengar needs.
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On September 18 2012 04:12 Solaris.playgu wrote: What's your opinion on getting an early brutaliser on jungle rengar? Like after HoG, belining your necklace until after your first defensive item? Except for defences it has all the stats Rengar needs.
I didn't really discuss the stacking of necklace, but on just 3 trophies it's almost as strong as brutalizer for 500 gold less; on 6 trophies you get 25 movespeed which is huge (about as big of a movespeed boost as you get from movespeed quints+defensive movespeed masteries). The other 2 levels are noticeable improvements as well, being able to leap further is so strong. And to top it off it scales with levels. All in all I feel necklace is better then brutalizer if you can be a part of plays, and Rengar excels at making favourable fights happen while dodging bad ones. As I favour building well rounded I don't like the idea of stacking 2 very similar offensive items; so I go for the better item.
On September 18 2012 04:04 Seuss wrote:Show nested quote +On September 18 2012 01:09 Schwopzi wrote:On September 18 2012 00:29 Seuss wrote: Protip for ganking with Rengar: If you're going to use your ult to gank build up 5 Ferocity beforehand. Hit your ult and hit Q a half-second later. You'll stealth with the Empowered Q buff and refill your Ferocity, greatly increasing your damage when you actually attack.
Also, the Empowered Q and regular Q attack speed buffs stack. Combined you get 90-150% attack speed. I touched upon this briefly in my thoughts about Q usage. And yes you can activate Q before ult; if you choose to activate Q after ult for longer buff duration you just need to be sure to activate Q before your first ferocity tick hits from your ultimate. The first tick comes the moment you stealth, which is approximately 0.75s after you press R (presuming you're not taking damage). That half or whole second you gain can sometimes be the difference between ganking with Empowered Q, or having it fade just before you initiate the gank/trade. In any case, prepping Empowered Q before using Rengar's ultimate was important enough to his play that I felt it was worth mentioning (even though you'd touched on it). The difference it makes is huge.
I will update OP with some more detail on this subject and other bits when i get to it. Very valid point though as even on level 6 the added burst is ~210 damage (~230 with ad red runes).
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I see, when looking closer at it I realize you are right. I've always just kind of ignored the necklace unless I start getting fed early because of its' resemblance to a snowball item, but maybe it´s worth getting anyway, even if you´re behind?
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I really get it depending on how my team and me are doing. If we control the map and get in on alot of kills, necklace. If its the other way around Id rather build more tanky faster (HoG, Kindle) to be able to tank abit for my carrys in a teamfight.
Also I dont get it when my laners are passive earlygame. For example a vlad top and a soraka bot. They wont help to kill anyone early on
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Is it worth trying to build attack speed on him (100% attack speed steroid on empowered Q wtf), or should I just play Warwick instead?
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On September 18 2012 20:35 Ferrose wrote:Is it worth trying to build attack speed on him (100% attack speed steroid on empowered Q wtf), or should I just play Warwick instead?
Because of his attack speed steroid & 2 of his skills scaling of ad, while none scale off attack speed, ad is much more cost-effective as offensive stat on rengar.
You could always build madreds when you're like 10-0 though if that's your thing.
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As an aside, Rengar is absolutely brutal on TT. The hyper-efficiency of his Necklace is incredibly strong, and escaping him is close to impossible if he catches you in the jungle. He also demolishes towers and objectives. It's incredibly fun and no one TL B played last night seemed to expect Rengar to be such a problem.
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After watching Diamond play him a few games and looking up his profile on Elobuff he seems to like 9/21/0 with AD reds and quints, armor yellows, and MR/lvl blues. He goes like 2xDoran's with HoG and Bonetooth Necklace. He gets Aegis and Randuin's nearly every game too and I've seen him build GA, Spirit Visage, and Phage a few times.
Apparently Darien has been playing him too, but I haven't seen so I don't know his build.
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On September 20 2012 03:04 Ferrose wrote: After watching Diamond play him a few games and looking up his profile on Elobuff he seems to like 9/21/0 with AD reds and quints, armor yellows, and MR/lvl blues. He goes like 2xDoran's with HoG and Bonetooth Necklace. He gets Aegis and Randuin's nearly every game too and I've seen him build GA, Spirit Visage, and Phage a few times.
Apparently Darien has been playing him too, but I haven't seen so I don't know his build.
Aegis is really good; probably better then visage when you can rely on your team. However in solo queue I prefer to get stronger myself because of the nature of solo queue (everyone should know what I mean here ^^). If you play with people you trust to be decent, then by all means get aegis.
That being said, at the moment I'm trying necklace -> phage -> mercs -> triforce when I get fed (which seems to be every game since the patch, these buffs are just too funny). Since you don't pauze to W anymore a longer chase with spread out abilities is much more feasible, making triforce better then it was. Still situational though, but it allows you to better become the dominant factor in midgame in those games you can & have to carry (i.e. you have multiple cleanup kills)
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I'm on the rocks regarding Trinity Force. It's not that his base AD is bad (it's middling) but that his mechanics heavily favor AD. For the same cost you could have BT + Necklace with gold to spare. In terms of damage potential BT alone is vastly stronger than Trinity, especially now that Q's attack speed has been fixed and W's AP ratio has been nerfed.
It's a tough case of judging whether the utility on Trinity is worth the additional cost and lower damage. Movespeed is always strong, and with 150% attack speed the slow is close to guaranteed. I don't think there's a right answer, or at least I can't tell which is correct without a lot of play.
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On September 20 2012 06:43 Seuss wrote: I'm on the rocks regarding Trinity Force. It's not that his base AD is bad (it's middling) but that his mechanics heavily favor AD. For the same cost you could have BT + Necklace with gold to spare. In terms of damage potential BT alone is vastly stronger than Trinity, especially now that Q's attack speed has been fixed and W's AP ratio has been nerfed.
It's a tough case of judging whether the utility on Trinity is worth the additional cost and lower damage. Movespeed is always strong, and with 150% attack speed the slow is close to guaranteed. I don't think there's a right answer, or at least I can't tell which is correct without a lot of play.
After having played with necklace-> bt & necklace -> tf, trinity force first just feels stronger in the midgame. When going trinity I still build a bt if the game goes on that long because it helps a lot to keep your damage high when you're carrying(a guardian angel first though). But these are just thoughts after playing ~7-8 games post patch; still need more experience to be definitive (though I'm starting to see an eerie amount of rengar bans, so experimentation might slow down).
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One key thing to keep in mind is that Necklace + BT/Trinity isn't a fair comparison. There's a 1000g gap between BT and Trinity, meaning you should have your Chain Vest/Kindlegem/Negatron/whatever to go along with BT when you compare the two. How well you keep BT stacked also plays a big role, as unstacked BT is not better than Trinity Force.
It's one of those things I don't think there will be a settled answer to, though the community consensus (at far as Elobuff is concerned) is to build Trinity Force (it's used twice as often as BT).
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