Rengar; a Gameplay Update
Rengar is a champion with no middle ground, and what I mean by this is that he is either completely useless when behind and just feeds OR when he is ahead is super oppressive one shoting people from thin air. Neither of these creates a good, healthy gameplay for Rengar because one scenario is really bad for the Rengar player and the other is really bad for when against Rengar.
So to move Rengar from being in one extreme to the next based on the game will require some changes; the biggest problem areas when against Rengar is his current ultimate and passive (NOT the ferocity and empowered abilities to clarify), and the thing that has Rengar hard to come back from behind is a lack of utility to do so.
Basic Attack Range: 125 units Movement: 350 units per second
The Hunter's Ferocity (Passive): Rengar's abilities that hit an enemy grants one point of Ferocity, up to a maximum of 5 points at one time. At 5 points of Ferocity Rengar's next basic ability will be empowered and will consume 5 points of Ferocity, empowered abilities do not share cooldowns.
Rengar hunts for trophies attached to large monsters and enemy champions, every unit only has one of these trophies for the entirety of the game, Rengar gets the trophy if he directly executes or assists in the execute of the unit.
Your team's large monsters grant +2 attack damage per trophy. Enemy team's large monsters and Scuttle Crabs grant +3 attack damage per trophy. Enemy champions grant +6 attack damage per trophy.
Savage Predator (Q): Cooldown: 16/14/12/10/8 seconds; Range: 525 units Passive: Rengar's basic attacks deal 2/2.5/3/3.5/4% of his target's missing health as bonus physical damage on-hit (max 150/175/200/225/250 damage against monsters).
Active: Rengar's next basic attack is empowered gaining 400 units range causing him to leap at his target and dealing 40/60/80/100/120 bonus physical damage.
EMPOWERED Savage Predator: Rengar gains 66%(+3% per level) bonus attack speed for 3 seconds after he leaps.
Battle Roar (W): Static Cooldown: 1 second; Cost: 1 Charge; Range: 500 units Rengar lets out a mighty roar around him to deal 60/80/100/120/140(+40%AP) magic damage, 50% increased damage to non-champions, every large unit struck heals Rengar for 30/35/40/45/50(+10%AP) health. If Battle Roar hits an enemy champion Rengar gains 40% bonus movement speed for 2 seconds.
Rengar gains a charge every 18/16/14/12/10 seconds, up to a maximum of 3 charges at one time.
EMPOWERED Battle Roar: Battle Roar does not consume a charge and grants Rengar 36(+3 per level) bonus armor and 24(+2 per level) bonus magic resist for 3 seconds if it hits a large enemy unit.
Bola Strike (E): Static Cooldown: 0.5 second; Cost: 1 Charge; Range: 1000 units Rengar throws a bola in the target direction to deal 60/85/110/135/160(+50%Bonus AD) physical damage to the first enemy struck and slowing it down by 40/45/50/55/60% for 1.25 seconds, if the enemy is already slowed by a bola then it roots it in place for the same duration instead.
Rengar gains a charge every 26/22/18/14/10 seconds, up to a maximum of 3 charges at one time.
EMPOWERED Bola Strike: Bola Strike does not consume a charge and the slow/root duration increases to 1.75 seconds.
Thrill of the Hunt (R): Cooldown: 160/130/100 seconds; Range: Global Rengar channels for 1.5 seconds, if he takes champion or turret damage this channel is interrupted and the ability goes on a short cooldown, afterwards he jumps to the target area that is within brush. Upon arrival into the brush Rengar gains 100/140/180% out of combat bonus movement speed for 10 seconds that decays over the duration.
Rengar gains a full 5 points of Ferocity upon a successful channel.