Been theorycrafting a Rengar rework for awhile. Thoughts?
Passive: Rengar becomes a better hunter with each victory. Rengar will gain a point towards his bonetooth necklace when: a unique enemy champion dies after Rengar has damaged them in the past 1.5 seconds, when an an epic monster dies if Rengar has damaged it in the past 1.5 seconds for the first time, and when he reaches 150 cs. Rengar can leap if he is in brush... Range = 550 units.
1 point: Rengar's leap range is increased by 50 2 points: Rengar gains additional out-of-combat movement speed 3 points: Rengar gains additional movement speed while in Thrill of the Hunt 4 points: Rengar has a slight increase to his attack damage and attack speed 7 points: Rengar has become the ultimate hunter! His leap range is increased by 125, and Thrill of the Hunt will reveal ALL enemy champions within its detection radius.
Q Savagery: (behaves the same as old Rengar Q) Rengar critically strikes for 100% - 120% total AD (no base damage) and WOUNDS his target for 1.5 seconds.
WOUNDED: Wounded enemies are slowed by 20% and are revealed to Rengar as long as they are not stealthed. Additionally, Rengar gains 10% - 60% bonus attack speed when attacking a wounded enemy.
EMPOWERED Q: Wounded duration is increased to 3 seconds, damage is increased to 110% - 130% total AD, and all WOUNDED attributes are doubled. (40% slow, 20% - 120% attack speed)
W Battle Roar: Rengar lets out a battle roar, briefly revealing himself to nearby enemies, and dealing magic damage in an area around him. Rengar gains 5-17 armor and magic resist. for 5 seconds. If he is damaged by a WOUNDED target, he can gain up to 20-80 additional armor depending on how much physical damage the WOUNDED target as dealt to him, and 20-80 additional magic resist depending on how much magic damage the WOUNDED target is dealt to him. (The additional armor/magic resist will reach its maximum if Rengar has received damage equal to 40% of his maximum health by the wounded target)
EMPOWERED: Rengar loses any previous benefits from his normal battle roar. Instead he gains 20% movement speed, heals himself for 25-350 health, and gains 35% - 75% slow resist.
E bola: (Just an idea to balance out Rengar's bonuses from wounding targets. Not sure if this is necessary) Rengar throws a bola, which fully deploys after traveling 275 units, dealing 50 / 95 / 140 / 185 / 230 (+ 70% bonus AD) and slowing them by 35% - 75% for 1.75 seconds. If it does not deploy before hitting a target, it will instead deal 10 / 19 / 28 / 37 / 46 (+20% bonus AD) instead and are slowed for 5% - 17%. (Maybe bola is no longer castable during leap, but I don't like the sounds of it. Could be a potential help balance-wise)
EMPOWERED: Deals damage based on Rengar's level (or scales with ability level), and if it fully deploys it will root the target it hits for 1.75 seconds. If it does not deploy, the damage is halved, and the target is slowed for 35% - 75%.
R Thrill of the Hunt: Rengar camouflages himself for up to 12 / 18 / 24 seconds, does NOT alert any nearby targets, and reveals the nearest enemy champion. While Rengar is camouflaged, he can reactivate Thrill of the Hunt to gain the ability to leap after 2 seconds. Once he reactivates Thrill of the Hunt, all enemies within 2000 units are alerted to his presence.