[Fun Post] Rengar Re-imagining

Stacona··1 votes·247 views

This is for fun, but I want to create a kit for Rengar that makes more sense to his character because flying out of stealth to kill his target does not makes to his character. Rengar is someone that is very sloppy and will gruesomely rip you apart, so less burst-assassin and just more someone that tries to kill his target the ugliest way possible.


Attack Speed: 0.575 +1.5% per level (Very low, meaning any attack speed buffs from abilities will be really high to feel like the buff is doing something significant. Also base cooldown reduction multiplicative stacks with normal cooldown reduction, meaning base cooldown reduction applies first and then normal cooldown reduction applies after that, based on the new value, everything is locked to one champion so everything can be balanced accordingly.)

Resource Bar: For this re-imagining he has no Ferocity and instead he get Adrenaline, which is a system that makes him more powerful the longer he stays in combat for, up to a cap. 1 point of adrenaline = 1 second in combat, dealing or taking damage; max bar goes down with levels, decaying twice as fast 5 seconds out of combat (power of the buff is based on the percentage of the bar filled).


Adrenaline Rush (Passive): Max Bar: 24 -1 per level (6 at level 18) Rengar heals for 2% of his base health from his abilities and attacks against large units on-hit.

While in combat, Rengar gains Adrenaline for every second he remains in combat and decaying twice as fast when out of combat, gaining up to 200% bonus attack speed, 40% bonus movement speed, and 75% base cooldown reduction for his basic abilities.

Slashes (Q): Cooldown: 4 seconds; Range: 200 units, 180 degrees / 200+150 units Rengar slashes in the direction he is facing, dealing 10/15/20/25/30(+30%AD) physical damage, in middle of the animation this can be cast again to perform a second slash with the other arm.

During the animation of the second slash, Rengar can cast Slashes a third time to do a short pounce forward, dealing 20/30/40/50/60(+60%AD) true damage in a line and getting his claws stuck in the ground for 0.75 second (this acts like self-suppression).

Battle Roar (W): Cooldown: 20/19/18/17/16 seconds; Range: 500 units Rengar let's out a mighty roar, dealing 60/80/100/120/140(+50%AP) magic damage and filling Adrenaline by 20% per large unit struck.

If Rengar's claws were stuck in the ground then he pulls them out, knocking up enemies directly around him for 1.25 seconds and dealing 20/25/30/35/40(+20%AD) bonus physical damage.

Unrelenting Killer (E): Cooldown: 20 seconds; Cost: 20% Current Health Rengar battle readies himself for 3 seconds, increasing his healing to 3% of his base health and granting himself 20/25/30/35/40% damage reduction and up to 20% additional damage reduction based on Rengar's Adrenaline.

Prey Hunt (R): Cooldown: 180/130/80 seconds; Range: 2000 units Rengar targets an enemy champion and rushes at full speed [900 units per second] while becoming unstoppable until he reaches his target, upon colliding with his target he deals 30/40/50(+20%AD) physical damage 5 times over 1.5 seconds, each hit grants him 10% Adrenaline.


2 Comments

xelaker2 votes

More fun post: Rengar goes away forever and I can walk within 2 miles of my bushes again :)

Honestly I'd like him to have a sort of system like Ryze with his combo choices. different combos would have slightly differing effects and such. Maybe after the snare his next Q does bonus damage. Lower base damage abilities with the potential to hit harder, or cc harder and so on. Just a thought anyways, I hate the whole fly out of a bush and one shot a squishy then maybe run away or get gangbanged.

Stacona1 votes

I rather have Rengar move away from any burst damage and be a lot more chip damage, he can win by out living his opponent and slowly dwindle his target's health away. Basically still functions as an assassin, but one that is actually unique rather than come out of no where, go for the one-shot or die, but with a kitty skin! I want all of the assassin to be re-built from the ground up and make them actually unique instead of being the same with a different cosmetic look to them.

I like my idea of just being a crazy kitty with blades tearing his foe piece by piece by piece by piece by piece by piece... you get the idea, until they are dead. Give him tools to survive the fight, maybe be built off-damage and off-tanky, but his ability to come out of no where and one-shot is also removed which might not be as flashy for the player, but just spamming abilities and slowly bringing down his target's health is actually more fun.

                                    ~ One big thing with this kit idea is skill through decision making, like when to use abilities like W or E since W can use to charge adreline faster or for a knock-up after using 3 Qs (shorter range) and E with its huge health cost and potential for even more damage reduction with comboing and waiting, if he should use R or not because he is committed to going all the way in at that point and cannot back out, or use 2 Qs or all 3 Qs since the 3rd Q also suppresses him afterwards only able to use W - cannot attack or move - 2 Qs could lead to more damage, but that 3rd Q enables your only CC.

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