Rengar - We all hate him

Lord Malpercio··3 votes·717 views

Rengar is, by definition, a feast or famine champion. He'll either be completely useless, or an absolute nightmare to anyone. His kit has very little counterplay once he even gets mildly ahead, and his passive enforces this. Even Rengar players admit this guy is as toxic and unhealthy as Veigar to the game. He needs a rework, plain and simple. So, let's take a look at his kit.

Passive: Unseen Predator, Ferocity, Bonetooth Necklace.

Whoa holy crap, three passives? Well, let's take a look at the first. Simply put, Rengar gains the ability to leap to his target on his next melee attack, if he happens to be in a bush or stealthed. One of the major issues with this is the lack of a cooldown. I'm sure ww've all seen those Rengar hijinkas where he literally can't be targeted because of bushes. But, to be fair, this isn't necessarily the cause of his toxicity. Lraping from STEALTH however, ends to be a much bigger deal. We'll talk about that later with his ult however.

Ferocity: Rengar is manaless, and gains a stack of ferocity upon using an ability. At 5 stacks, his abilities become empowered with bonus effects.

Seems cool at first glance, that it would set up some interesting gameplay choices, but it honestly just devolves into 'spam abilities until double Q is available, then go butcher the ADC.' His ulti ties into this issue, allowing him to generate 5 stacks rapidly, removing a lot of the necessity of choosing to use Bola Strike first for the snare. If the enemy flashes or anything, just snare them with the freebie 5 stacks!

Bonetooth Necklace: Miniature Sword of the Occult. A snowball item as a passive. This is why Rengar is forced into a feast or famine status. It's toxic and harmful to him.

PHEW, that was a lot. Okay, onto his actual abilities. Jesus christ, I'd hate to have to talk about Tahm Kench and how he has 3-4 abilities for every ability.

Q: Savagery: Rengar stabs his target, dealing damage. The Empowered version does a FUCKTON of damage and gives Rengar an Attack Speed boost.

Savagery is honestly one of the least toxic parts of Rengar's kit. It's -just- damage. Yeah, it hurts, a lot, but he is a melee assassin.

W: Battle Roar: Rengar lets out a battle roar, dealing magic damage to nearby enemies and gaining bonus armor and magic resistance for 4 seconds, increased by 50% for each affected enemy champion or large monster. Empowered version heals him, and heals him for more the lower his HP.

Why the fuck does an AD Assassin have a heal and tank stats that scale off of AP and HP? 'He needs something to survive after he all-ins?' No, he has a fuckton of bonus movement speed and a snare if he wants to escape.

E: Bola Strike. Skillshot that deals damage and slows a single target. Empowered version snares and deals increased damage.

My only issue with Bola Strike is that Rengar doesn't need it, and it gives him a lot of room to breathe if he messes up his all-in. He's got virtually unlimited gap closers in the jungle, and a massive MS bonus, along with stealth. It just serves to make it so that even if you get out of his range, he can just walk back up to you.

R: Thrill of the Hunt.

THis fucking thing. This ult, that Riot 'supposedly' reworked to make less toxic, is probably one of the most anti-fun things in the game. THere is nothing more frustrating than being in the middle of your entire team, and suddenly you die without warning. The '!' warning doesn't even appear until he's in leap range, his leap range is farther than pink ward detection, and you can't Zhonya's it because if you do so before he leaps, he just stays stealthed, and if you do it after you leap - Well, you're probably already dead since Rengar has been videotaped killing players in 0,01 seconds...

Now, on top of this stealth, it gives you 35% movespeed when moving towards enemy champions while stealthed, a 4000 range True Sight, regenerates 5 stacks of Ferocity so that you can use a second Empowered ability after ulting and leaving stealth, and gives you 40% movespeed after leaving stealth.

This guy is a walking nightmare of snowball. He either explodes a target, or multiple targets, or he dies without doing anything useful.

I propose a rework of his entire kit, and not just an excuse of one this time. A major overhaul.

Passive: Hunter's Pride: After killing or assisting in the kill of an enemy Champion, Rengar becomes immune to CC for 1/1.5/2 seconds.

Getting rid of his gimmicks, I feel Rengar needs to still be rewarded for killing champions, and retain his assassin role. Rengar is a very prideful hunter, and it's doubtful that after he claimed one hunt, he'd let anyone stop him. Yes, I am suggesting removing his ferocity mechanics, as he is the only champion in the game with said mechanic, and it's honestly a 'boring' mechanic. Even moreso than Rage on Shyvana.

Q: Savagery: Rengar leaps to his target, applying a bleed and wounding them for 3 seconds. A wounded Champion or Jungle Monster deals 10% less damage. Does not affect Baron/Dragon. The cooldown is reduced if Rengar uses Savagery from a bush.

W: Battle Roar: Deals minor damage around Rengar, and causes enemy champions hit to be inflicted with Fear. Jungle Monsters take increased damage.

This is a roar coming from a mighty knifecat of death. Rather than tanking and healing, wouldn't stunning terror at his sudden appearance be much more fitting? This gives him Crowd Control to hunt his prey with, without the ranged Bola Strike.

E: The Hunt is On!: Rengar marks an enemy champion from a distance, gaining vision of them. When moving towards his prey, he receives bonus movement speed and deals bonus damage to that target if they are isolated.

Yes, I want Rengar to have that lovely isolation mechanic that KhaZix has. They are already a duo pair of champions, claiming to be the best hunters, so why not? It also makes sense that Rengar would want to stalk his prey in the jungle, rather than dive into the middle of a lane.

R: "Always the Hunter": Rengar channels for two seconds, before creating a large pitfall trap that is invisible to enemies. He may only have one pitfall built at a time. Enemies who 'discover' the pitfall take a large chunk of %HP damage and are stunned for two seconds. Any enemies who stumble into the trap after the first champion triggers it are stunned for one second.

Rengar is a hunter. A classic part of hunting is traps and luring prey in for the kill. The %HP damage is meant to reflect that 'bigger' champions will be hurt more.

ANYWAYS I think this kit makes Rengar GENERALLY less toxic, gives him tools to counter jungle opponents other than a 'stat check'and keeps his assassin traits. He can also potentially stage grounds for a teamfight with his ult, or lure his victim into the trap.

4 Comments

Lord Malpercio1 votes

Sorry for the lack of a TL;DR

Here you go:

Rengar is toxic as fuck and needs reworked.

N3mO061 votes

Yes he need a rework to introduce more mechanics like nidalee and less feast/famine gamplay. Anyway he isn't so toxic that we can't play against him. A lots of time I was contered like Rengar's player from enamy comp or just a correct use of ward/pink during the fight ( also zhonyas and Ga work well). In those situation I was totally useless and my team was in 4v5. Always try to teamfight agaisnt a rengar, never split)

Lord Malpercio1 votes

I don't think Nidalee should ever be referred to for balance and design....

Lord Malpercio1 votes

All these ghost downvotes without posting opinions. Balance boards, y u do dis*[zombie-brand-mindblown]*

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