Guide Rengar League of Legends S6

Unseen Predator

(Innate): 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.

Range: 600, 750 with 9 trophies

Tips :


A circle around Rengar shows you the range of your jump.

Dash at opponents from the tall grass

   This offers Rengar some mobility
After jumping on a target he will try to attack if it's a champion.

Rengar's collar increases the range of his passive by 150 with 9 stacks! The item gains a stack per kill/assist, and loses one with each death.

The passive has no cooldown so you can fire out this spell!

Renger's passive lets him go through walls as long as he has vision.

When Rengar comes out of a bush he benefits from the bush for less than 0.5 seconds when he can try and be quick by using his dash!


Savagery (Q)

(Active): Rengar's next basic attack deals bonus damage and grants him increased attack speed for 3 seconds.

  • No cost
  • Cooldown: 6 seconds

(Active) - Ferocity Bonus: Savagery deals additional damage equal to 150% of Rengar's attack damage, and the Attack Speed bonus is doubled.

Tips :


Rengar's base Q!

Rengar's burst!

   Attack speed, Rengar attacks quickly!
Rangar's main source of damage. This ability also resets the auto attack; letting you gain damage by using it just after a base attack!

The spell has a ratio of 2.0 attack damage with 5 points of ferocity! So with a good combo you can deal your attack damage 4 times as well as the spell's base damage. In other words, with a level 1 red potion, this is gonna hurt!

This ability is perfect for upping your ferocity gauge to make a last hit easier. Once stacked by 4, as soon as you use it again you can follow up immediately with the bonus. Try to use it on your opponent to harass him, that does a lot of damage!

The aim in the lane is to stack this spell at 4, to go back into the bush then to jump on your opponent to do the combo: base attack + Q + 2nd Q with the 5 points of ferocity. This will deal huge damage!

It is also possible to do it with 5 ferocity to be able to do: base attack > Q (5 points) > E then Q! Yes again with 3 points of ferocity, jump on your opponent to do a base attack > Q then E the Q (with 5 points of ferocity)!

Each attack speed buff from Q stacks, each one lasts 3 seconds! This gives Rengar an incredible attack speed! This therefore works very well with the Blade of the Ruined King.

The spell can crit but the critical bonus only activates on the base damage, so it isn't OP!

The spell will go into cooldown if Rengar doesn't attack in less than 6 seconds, similarly the cooldown on Q continues after having done the spell with the 5 points of ferocity if the base spell was already in cooldown.


Rengar's improved Q!


    Physical Damage: 30 / 55 / 80 / 105 / 130 (+1.0 per attack damage)

    Attack Speed: 30 / 35 / 40 / 45 / 50 %

    (Active) - Ferocity Bonus: Empowered Damage: 30 / 55 / 80 / 105 / 130 (+2.5 per attack damage)

    Empowered Attack Speed: 60 / 70 / 80 / 90 / 100 %

Battle Roar (W)

(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

(Active) - Ferocity Bonus: Battle Roar also heals Rengar for 15% of his maximum health.

Tips :


Rengar's Roar de base.

Bonus resistance, a potential spell heal and some zone damage!

   It'll be your opponent who roar
A very good spell for sustain in the lane because it provides you with an interesting armour and magic resistance buff, if it touches and opponent then this will only last 3 seconds.

Also if you use it well, with the ferocity bonus you will recover quite a bit of life as well as the basic effect. Be careful, this will cost you ferocity points, it is often better to play offensively with the double Q combo to heal yourself, because the aim of the top lane is to dominate the trades!

Be careful though of the ability's cooldown which is quite high, especially in the earlygame. Unfortunately the ratio is AP so you can't really make it a weapon of mass destruction for teamfights, but you can use it in an engage when you are taking damage. It is possible to play Rengar in AP by doing a double W but this has been very nerf, so it is not very effective!

The improved spell will heal Rengar whether he touches an opponent or not.

Doesn't have a casting time.


Rengar's improved Roar.


    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

Bola Strike (E)

(Active): Rengar throws a bola at his target, slowing it for 2.5 seconds. The slow decays over the duration.

  • No cost
  • Range: 575

(Active) - 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.

Tips :


Rengar's bolas

Bonus resistance, a potential heal spell and zone damage!

   Your opponents are going to cry
A good spell in the lane that lets you harass your opponent, given the high levels of base damage it deals. You can also use it to last hit easier and increase your ferocity gauge.

The slow applies on impact. If you use it with the bonus, you will apply a cage (a but like Ryze's cage) on your opponent instead of the simple slow. This can interesting to engage with an enemy or simply to escape. 


Rengar's bolas after improvement


    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 %

Thrill of the Hunt (R)

(Active): 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.

    Tips :


    Rengar sees red!

    The ultimate for catching your targets and gaining ferocity!

       Rengar has vision on nearby opponents
    An all in one ultilmate. It will be useful whether you want to gank or escape.

    In the lane phase it will make you pretty safe against your enemy jungler's ganks. On the other hand, with the move speed buff and by using your passive skillfully, you can surprise your opponent and try to quickly make a kill. 

    In teamfight it is also a good way to target and enemy carry and burst it quickly. Unfortunately you must watch out for oracles and other pink wards.

    The main interest of this spell is to do it once your cooldowns are done, then you wait for you cooldowns to charge at your target and use all your burst against him again! The vision this gives you will let you see opponents who could attack you.

    Rengar's dash with the ultimate will let you go through walls!

    If you cast this spell when your opponents have vision it will make a very recognisable sound.


      Cooldown: 120 / 85 / 50 seconds

      Vision Radius: 2000 / 3000 / 4000

      Movement Speed Bonus: 10 / 15 / 20 %

    Pros

    A huge burst coupled with good mobility, this champion is a real predator!

    Rengar doesn't need mana, this will be too easy.

    Rengar has an item that only he can carry.

    His ultimate makes him invisible and favours ganks and chases after teamfight.

    Very good sustain, in the lane or the jungle.

    The champion has a lot of attack speed!

    Cons

    He doesn't have a lot of controls.

    In AD the champion is a bit 'monotarget', he is better in guerilla mode.

    You need to manage the stacks or Ferocity well in the lane phase.

    He still needs some good stuff.