My Redo of the Rengar Rework
As many of us know, Rengar mains have been basically been thrown to the wind ever since the rework and the eventual nerfs that came soon after. Riots biggest point when reworking Rengar in the assassin update was to increase the counter play involved with him. Since his old ultimate made it near impossible to know when he was coming until he was actually on top of you. So here are my proposed changes and my reasons behind it. Feel free to leave your feedback. Try to keep it in a respectable manner though. This is merely a discussion and not a set in stone change that I'm preaching on Riots behalf. With that being said. Let us begin.
Passive: (Innate)- While in brush or camouflaged, Rengar's basic attacks have 725 range and cause him to leap to enemies beyond melee range. This bonus lasts for 0.5 seconds upon exiting brush or stealth. Leaping when on 0 Ferocity generates 1 Ferocity.
(Ferocity)- Rengar generates 1 Ferocity whenever he casts a basic ability. Upon reaching 4 Ferocity, his next basic ability is empowered, can be cast independently of its basic version's cooldown, incurs no cooldown of its own, grants Rengar 30 / 40 / 50% bonus movement speed for 1.5 seconds, and consumes all of his Ferocity. All Ferocity is lost after being out-of-combat for 7 seconds.
NEW - Rengar loses 1 stack of ferocity every 1.5 seconds that he is out of combat
(Bonetooth Necklace)- Rengar gains a trophy whenever a champion he damaged in the previous second dies. Rengar can only gain one trophy per enemy champion, up to 5, with an additional trophy made available through the event The Hunt is On!.
1 TROPHY: Rengar gains 1 (+1% bonus AD) bonus attack damage.
2 TROPHIES: Rengar gains 3 (+ 3% bonus AD) bonus attack damage.
3 TROPHIES: Rengar gains 7 (+ 7% bonus AD) bonus attack damage.
4 TROPHIES: Rengar gains 13 (+ 13% bonus AD) bonus attack damage.
5 TROPHIES: Rengar gains 20 (+ 20% bonus AD) bonus attack damage.
Head of Khaz'ix: Rengar gains 30 (+ 30% bonus AD) bonus attack damage.
NEW - 1 TROPHY: Rengar gains 2 (+ 2% bonus AD) bonus attack damage. 2 TROPHIES: Rengar gains 5 (+ 5% bonus AD) bonus attack damage. 3 TROPHIES: Rengar gains 8 (+ 8% bonus AD) bonus attack damage. 4 TROPHIES: Rengar gains 16 (+ 16% bonus AD) bonus attack damage. 5 TROPHIES: Rengar gains 24 (+ 24% bonus AD) bonus attack damage. HEAD OF KHA'ZIX: Rengar gains 32 (+ 32% bonus AD) bonus attack damage.
Reasoning - Rengars passive has been a huge part of his kit for a very long time. The bone tooth necklace is an integral part of how he plays and it should be shown that way. Riot did the right thing by making him become more deadly the more hunts he completes and its a very fair way to increase his damage for completing his passive. However The starting ratios on release were to high, after the nerfs the ratios are to low. Killing ever single champ on the map is still a difficult task. Especially when champs with difficult abilities to gank through (Example: shadows, dashes, in general) Or very tanky champs that can take alot of punishment and still get away (Example: ,, etc.). Rengars damage increasing passive should be rewarding. So a slight buff is all thats needed. The Ferocity change is simply to help Rengar clear in the early. Rengar stacks are a big part of his clear. So losing them all after a few seconds makes it a hell of a lot harder. This minor change can just help him get through that early clear a bit better.
Q: ACTIVE:~~ Rengar slashes all enemies in an arc in the target direction before piercing all enemies in line, dealing physical damage per strike.~~
PHYSICAL DAMAGE PER STRIKE: 25 / 45 / 65 / 85 / 105 (+ 20 / 30 / 40 / 50 / 60% bonus AD)
EMPOWERED ACTIVE: Savagery's total physical damage is increased to 120 - 392 (based on level) (+ 220% bonus AD).
If Rengar's cursor is outside of Savagery's maximum range when he inputs the target direction, he will dash forward a 150 units during the piercing strike as well as extending its range by the same amount.
Casting Savagery resets Rengar's auto-attack timer.
NEW - Reverted to Pre-rework Q Reasoning - Rengars new Q is simply put. Clunky as all hell. It doesn't work with his kit and honestly just doesn't feel right in the slightest. The exact number I wont mess with because I dont remember the old numbers so I wont even try to mess with the ratios. But they can be the same as the old one. Or be reduced slightly. What needs to happen though is his new Q needs to be removed. This is one of the biggest complaints about the new Rengars Kit.
W: PASSIVE: Rengar stores 50% of all damage he's taken in the last 1.5 seconds as Grey Health (75% versus monsters).
ACTIVE: Rengar lets out a battle roar, dealing magic damage to nearby enemies and healing Rengar for his Grey Health.
MAGIC DAMAGE: 50 / 80 / 110 / 140 / 170 (+ 80% AP)
EMPOWERED ACTIVE: Battle Roar's base magic damage is modified to 50 - 220 (based on level), will remove all active crowd control effects, in addition to its normal heal.
NEW - Rengar will gain CC Immunity for 2.5 seconds but will NOT cleanse any current hard CC he has on him, this includes (Roots, Snares, Stuns, Knockups, Knockbacks, etc. Slows will be cleansed)
**Reasoning -**Riot did a good job with this ability. Helps Rengar sustain as well as have some chance of escape in a teamfight. However with the Q being reverted and his passive being improved for stacks I dont believe he needs more healing from monsters then normal damage. So that will be removed, the damage ratios will remain the same. Also after hearing some feedback I have decided to change up the Cleansing effect of Rengars Reworked W. This change will make W for Rengar more of an important choice. Granting him slow immunity but not hard cc means he may want to pop his empowered W at the beginning after hes jumped on his target giving him a short burst of movement speed, cleansing any slows, and granting cc immunity for 2.5 seconds. However if the enemy catches Rengar in the act he can be CC'd and the the W will not cleanse him. Just grant him immunity to any cc afterwards.
E: ACTIVE: Rengar throws a bola in the target direction, dealing physical damage to the first enemy hit and Slow icon slowing them for 1.75 seconds. PHYSICAL DAMAGE: 50 / 95 / 140 / 185 / 230 (+ 70% bonus AD) SLOW: 30 / 45 / 60 / 75 / 90% EMPOWERED ACTIVE: Bola Strike's base physical damage is increased to 50 - 305 (based on level) and using it Root icon roots its target for 1.75 seconds.
Reasoning - Nothing to change here. this is simply put a very well made ability. Simple yet very useful. Nothing to see, nothing to change.
R:ACTIVE: Rengar channels his predatory instincts, becoming camouflaged after 2 seconds and gaining 40% bonus movement speed while camouflaged. Attacking or casting most spells ends Thrill of the Hunt.
CAMOUFLAGE DURATION: 12 / 16 / 20
Rengar gains Sight icon unit vision of the nearest enemy champion, who he can leap to for a guaranteed critical strike.
NEW - Okay so this is the biggest change.
Rengar gains vision depending on the level of his ultimate.
Rank 1: Rengar gains vision of the nearest enemy champion, who he can leap to for a guaranteed critical strike.
Rank 2: Rengar gains true sight of the nearest enemy champion. who he can leap to for a guaranteed critical strike (This can track stealthed and camouflaged units)
Rank 3: Rengar gains true sight of all nearby enemy champions within his ultimate range but gets a guaranteed critical strike on the enemy closest to Rengar.
Rengars Ultimate now has a global warning: (Let the hunt begin....) Rengars ultimate presents a warning icon on all champions within 1000 units of Rengar
Reasoning - Rengars Ultimate has been the center of his controversial counter play issue. People said that you didn't have enough time to get away because he was practically on top of you by the time you knew he had used his ultimate. My solution is a global announcement saying simply that Rengar is coming. Similar to Nocturnes ultimate. Except with a bit more time to react. Rengars voice will be heard over the game (Much like Sions massive bell noise) This gives the enemy time to realize "Shit Rengar might be coming maybe i should back up a second" Or they can risk it and stay in their current position. However if they choose to stay they are given another very small window to run with a warning above their head saying Rengar is withing 1000 units of you. You need to either stand and fight or get going right now. This gives Rengars ultimate counter play while still providing him a chance to do something. Rengars ultimate has given been given to much counter play and his kit as a whole is sharing this issue. Which is forcing his win rate to suffer greatly.
Overall I think these changes and tweaks could make Rengar a far better and balanced champion allowing his win rate to increase but still keeping him within the realm of being decently strong but not OP. This will allow him to be a true assassin once again, and if Riot will let Talon delete people faster then a blink of an eye, I think that these changes are not too outlandish or overpowering, but tell me what you guys think and what your thoughts another rework or what you think needs to be changed!