Rengar Rework Ideas

PlaymakerBGT·8/4/2016, 4:34:54 PM·1 votes·785 views

Rengar Rework Ideas (Lack of cc, Ability damage, high mobility, defensive skill to avoid damage) - passive same, trinket same, While leaping, Rengar is immune to all damage and cc - Savagery: no longer auto attack reset. Next 3 auto attacks have increased damage. First attack generates ferocity Increased damage on next 4 auto attacks, Increased damage overall, Increased attack speed on next 4 auto attacks (Empowered version cannot be cast while non-empowered savagery attacks still remain.) - Battle Roar: Deals damage, gives Rengar lifesteal against targets hit for 5 seconds. Rengar's basic attacks against enemies hit with Battle Roar gain increased damage based on the target's missing health. - Bola Strike: slows the first enemy hit, Rengar can leap to the slowed target Increased damage, Range, Ignores non-champion units - Thrill of the Hunt: Mostly same, the target he leaps to from stealth becomes marked as prey. If Rengar kills his prey within 10 seconds his next basic attack will leap to the target Explanation: Rengar's biggest issue is his ability to 100-0 a target in less than 1 seconds from stealth. This rework is designed to increase ttime it takes for Rengar to kill his target to give the opponent an opportunity for counter play, while also giving Rengar an effective way of leaving combat if he is successful in his hunt.

Riot has said that an assassin in their eyes generally has a lack of cc, most of their damage comes from abilities, very mobile, and has some ability or mechanic that will allow them to reduce or negate damage if timed properly.

Passive: New leap mechanic allows Rengar to avoid cc and damage if timed properly. This now means leaping at your target if no longer a brainless mechanic and requires timing and knowledge of your prey. More on leaping in a little bit.

Q: The problem with Rengar's current Q is the auto attack reset and increased damage allows him to do insane damage almost instantly. This new Q is designed to do the same amount of damage but spread out over a longer period of time rather than all at once. The reason the empowered version of this skill cannot be cast while the original is still active is to stop players from leaping in with 4 ferocity to get the bonus damage then triggering the empowered version immediately to give extra free damage.

W: Increasing Resitances and healing doesn't really go along with the assassin idea or Rengar's concept at all. He stalks his prey, learns their weaknesses and then savagely assassinates them. This new W fits his concept much better. The lifesteal gives him better 1v1 and resembles the bloodlust he experiences while taking down a target and the empowered version allows him to finish off his target after a successful hunt.

E: Rengar's empowered E is an issue for counterplay since he can root you for almost 2 seconds and kill you before the root is over all from stealth. This also violates the lack of cc Riot wants for assassins. The new E gives Rengar a way to stick to his target and increase his mobility.

Ult: This ability is core to what makes Rengar Rengar, However since his initial burst is being reduced with this rework he needs a way to reliably escape after a successful hunt otherwise he will most likely die unless the target is all alone. By marking his target as prey when leaping from his ult, you designate the target of the hunt. If you kill your prey you should be rewarded with a way of then leaving the battle. The 10 second buffer gives you enouogh time to use your ferocity combo from stealth, then also utilize the ferocity gained from your ult if the target survives the initial attack.

With these changes the Rengar player now needs to be much more aware of the situation and his prey rather than just rolling his face on the keyboard and watching his target die. This rework also gives the target of the assassination counterplay when being attacked. Rengar's ferocity combos now become much more dynamic and individualized based on the target. For mobile champions, Rengar must effectively use his bola's to allow him to leap to his target and close the gap they create. His empowered bola allows him to chase down targets that are far away or that try to use minions or monsters as a shield. Rengar's new immunity while leaping is essential for taking down targets with hard cc or any carry that has a support with them such as Morgana or Nautilus. Rengar's new empowered W will make the player have to consider if they want to use the ferocity on their Q for more sustained damage or on their W to quickly finish off a target. The ratios should be balanced so that against enemies with full or near to full health your empowered Q is the better choice and for enemies with under half health your empower W will kill them quicker. Rengar can now use his empowered Q at the start of his assassination attempt and if he is unable to kill the target before his ult generates the ferocity back, he can then use his empowered W to finish off what remains of the target.

Please let me know what you think of these potential changes and upvote if you like the concept!

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