[Rework Concept] Rengar, the Pridestalker

Tentakill Myself··1 votes·513 views

Rengar is completely unfun to play against at the moment. This rework concept is aimed at making him a healthier champion while emphasizing more on his "beast that hunts shit" and "high burst lion" thematic.


Passive - Unseen Predator

> While in brush or stealth, Rengar's basic attacks gain 475 bonus range and cause him to leap to the target, dealing 50% increased damage. This cannot occur if the enemy team has vision of Rengar.

Passive - Bonetooth Necklace

> When Rengar gets a kill or assist on a Champion or Epic Monster, he gains 1 stack of Bonetooth Necklace. Every 5 Stacks, he is allowed to enhance one of his abilities. Max 20 Stacks. > > Enhanced Passive = 125 Bonus Leap Range > Enhanced Q = 30% Additional Damage > Enhanced W = Heals Rengar for 10% of his missing HP > Enhanced E = Stuns for 1.75 seconds instead of Slowing. > Enhanced R = Movement Speed is doubled while not visible to the enemy team. > Because of this new passive, Ferocity has been removed and replaced with Mana.

Q - Savagery | 6/5.5/5/4.5/4 Second CD | 30/35/40/45/50 Mana

> Rengar's next attack within 3 seconds deals 30/60/90/120/150 (+0/5/10/15/20% AD) bonus physical damage. This damage can critically strike.

W - Battle Roar | 500 Circular Range | 12 Second CD | 70 Mana

> Rengar lets out a Battle Roar, dealing 50/80/110/140/170 (+1.0 AP) Magic Damage to all nearby enemies and gaining 6/7/8/9/10 Armor & Magic Resist for each enemy champion struck.

(NEW) E - Dagger Toss | 725 Range / 125 Width | 20 Second CD | 90 Mana

> Rengar throws his Dagger in a line, lodging in the first enemy champion hit and dealing (100% AD) Physical Damage. > If Rengar attacks the enemy champion the Dagger is lodged in, he rends the Dagger from them, reducing their armor by 5/7.5/10/12.5/15% and slowing them by 70% for 1.75 seconds.

R - Thrill of the Hunt | 2500/3000/3500 Circular Range | 150/110/70 Second CD | 125/150/175 Mana

> After channeling for 1.5 seconds while taking no damage, Rengar stealths for up to 20 seconds, gaining 70% increased movement speed. He will exit stealth after 4 seconds of not entering a brush, after being spotted by true sight, after using an ability, or after leaping on an enemy champion. During this time, Rengar also reveals all enemy champions within a large Circular Radius. > Context: This will force Rengar to strategically choose a path to the person he wants to assassinate, by making him travel through brush to get there and utilize the full duration of his ultimate.

2 Comments

La Bello2 votes

Id just rather them redo the entire passive and make him able to "track" people by showing literal footprints of champions just like scent vision in LoZ: Twilight Princess. If he Stands on the trail for 3 seconds he gains vision of the Enemy champion and retains it so long as he stays on the track.

Tikail1 votes

After channeling for 1.5 seconds, Rengar stealths for up to 10 seconds, gaining 70% increased movement speed. His stealth will cancel after taking damage, being spotted by true sight, or attacking an enemy champion. While stealthed, Rengar reveals all enemy champions within a large circular radius. Taking damage while channeling cancels this ability and places it on a reduced cooldown.

I did some clean up for the text, brevity and conciseness are key in games, and changed a couple of potentially ability breaking things.

20 seconds of stealth on a 70 second cooldown is insanely powerful for the utility the ult provides, even if it is channeled.

Breaking stealth after 4 seconds outside of a bush is an unnecessary punishment if taking damage or an action already breaks it. Having a reduced overall timer for stealth and allowing him to actually utilize it provides a bigger advantage for committing.

Giving a reduced cooldown upon being zoned while channeling allows a Rengar who is behind to still be of use to his team by the end of the teamfight or gank. Letting him be able to capitalize on cleaning up the enemy team after a teamfight is a key capability provided by assassins.

I do like everything else though, and I think that removing his empowerment is key to reworking him, as it takes up to much of his power curve and gives uncontrolled power when ahead, but no equalization when behind or caught up.

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