Rengar Rework Idea

JoroA·2/14/2017, 12:08:32 PM·1 votes·853 views

P - 4 Lethality per unique champion kills. Rengar gains empowered abilities when exiting combat (He no longer gains ferocity by casting abilities) His empowered abilities are no longer resets.

Q - his next basic attack will deal additional 50/100/150/200/250 and grant him 100% attack speed for 2 seconds. 8 sec cd EMP Q - Also grants 20% life steal for the duration W - No longer deals damage, now grants 20/25/30/35/40 damage reduction for 2 seconds 8 sec cd EMP W - All nearby enemies hit by battle roar take additional 20% increased damage from Rengar for the duration E - 50/100/150/200/250 + 1.0 of bonus AD, slow changed to 40/50/60/70/80% duration increased to 2 sec from 1.75 8 sec cd EMP E - Root increased to 2 sec R - Now just turns camouflaged. (Evelyn stealth) There is no longer an indicator, but he cannot leap any more from ult (needs a brush) No longer crits. Now reveals all nearby enemies. 90/80/70 sec cd

Context for each individual point: P - Lethality is easier to balance than flat AD and % AD His current ferocity is too much like Renekton and does not fit an assassin. Instead of getting ferocity by casting abilities, make it the opposite. Whenever he exits combat (for example 6 seconds not taking/doing damage) his next ability will be empowered, BUT it is not a reset, simply he will have to choose at the start of the fight, witch ability he wants to empower. With just this change he will feel like an assassin. He will also be better at jungling. Only downside is that his laning might suffer, however he was always a jungler 1st and foremost.

Q and EMP Q - His Q should be like it was when he was released - empowered attack with longer CD but granting attack speed and when empowered instead of granting insane attack speed and higher damage, give it sustain for healthier clears. its numbers should be higher since in this version you cannot reset (In other words you cannot double Q and his attack speed duration should be lower, but should be higher in numbers, so that he can be kited for counter play purposes. With this change his sustain has been moved to his Q instead of his old W and if he wants the sustain he needs to put himself at risk.

W and EMP W - The reason for this change is the following: Rengar is an assassin. His empowered abilities can only be at the start of combat. Where Q is about sustained damage, W is for increasing the vulnerability for his prey. As a trade off it no longer deals damage. It is now only a Utility tool.

E and EMP E - Since you can no longer use double Q or E he will need a slight increase in numbers so i think a small ratio buff on his primary hunting tool seems about right. Also his slow at rank 5 is a bit too high at the moment, making his empowered snare not that good of a choice. Lowering it slightly would fix this problem a bit.

R - What does this change exactly does is: a) You can now play around Rengar. Simply do not stay near bushes whenever he is around level 6. b) If you seem him ult you can just back away from him. c) He can still gank without bushes, however he can no longer burst you mid air. He would have to snare you and run up to you to deal his damage. d) It puts more emphasis on his passive unseen predator. It reveals all nearby enemies once again for team utility purposes

Play pattern strengths and weaknesses:

As you might have noticed his Cooldown numbers are all the same on his basic abilities. The reason for this is that he is an assassin, meaning he should use his full rotation around the same time and it should be available every time he is out of combat, so that he can have a choice witch empowered ability he can use.

  • His optimal damage rotation would be Empowered W to increase his defenses and damage then E for the slow and Q for the finisher
  • His optimal gank is from using his ult to position and snare his target for the team while if he is focused he can use his W to survive their burst and Q to deal damage to a target of his choice
  • He would also be far more flexible in terms of execution. With the empowered W change it will indeed be a game changer, however unlike the CC immunity and cleanse it will depend on how it is used and when. To start a fight with a cc for a team? To start a fight with an empowered W that will lower the enemies resistances? or to simply duel 1v1 with his sustain Q? Now he has options to choose from.

This rework is inspired mostly by his previous versions, just altered a bit so that they can function in a less toxic play style. - A slightly altered version of his release version of Q - A slightly altered version of his older W - A slightly altered version of his current E - And his ult is a combination of the current camouflage system and older versions

2 Comments

Wylderthanu2/14/2017, 2:14:20 PM1 votes

Rengar Rework Idea:

Revert rework