Rengar Rework Concept
Resource: Prey Rengar has 11 total prey (All Dragons, Enemy Champions and Baron). The buffs received from Dragons and Baron are 2x more stronger. Slaying an enemy champion for the first time will grant** 2x amount of gold**(including first blood). If all 4 champions have already been slain once by Rengar, the next champion that Rengar kills that wasn't killed by Rengar before will grant** 4x the amount of gold** upon death (including bounty).
Hidden Effect- Feast on Prey All bleed effect heals Rengar for half damage bleed effect deals.
Q- Savagery Rengar's next auto attack will grant him** 5% bonus move speed and attack speed**.
For the next 4 seconds, Rengar's auto attacks will cause the enemy unit to bleed for** 20-30 (based on level)(+50% bonus AD) true damage** over 3 seconds stacking up to 5 times.
Savagery in my mind is not when you do a burst of overwhelming damage, but doing that damage over a period of time bleeding out. This can work in lane or in the jungle, I picture Rengar as an late game assassin that doesn't have as much trouble dealing with tanks than other assassins. In the jungle it works great because the true damage will melt through them. If you want, you can cap the amount of damage it does to minions and monsters.
W- Stalk the Prey Passive: Rengar passively gains 10% bonus move speed when out of combat and gains 5% extra natural vision range. If he is out of combat and isn't seen by the enemy champion, his next auto attack will cause him to leap at his target dealing **1% of target's total health as **damage.
Active- Rengar stands still for 1.75 and hides his presence for 15 seconds during this he cannot be seen by wards or turrets, he can only be seen in a small but long cone in front of all enemy champions (fog of war doesn't apply), once he is seen, he gains a buff called SPOTTED. Once he is seen, he no longer is able to leap at his prey. However, the buff SPOTTED grants him **20% bonus move speed **when running away from enemy champions. Until he is seen, he gains 30% bonus move speed for the duration.
I simply moved his original passive into his w passive, I think this fits Rengar's theme very well. He uses this to stalk his prey for his passive, since stealth is an unhealthy mechanic, I made it so that it has counterplay potential. Instead of being forced to buy a pink ward or red trinket, you have to occasionally do a 360 degree spin to make sure Rengar isn't near you. I envision the cone range for being able to spot Rengar thin but go very far, like Caitlyn passive headshot long.
E- Impale Rengar's next auto attack will cause the target to bleed for 1/5 of their total hp over 3 seconds, all healing effects are reduced by 50%. In addition, Rengar slows the target by 35% for 15 seconds. If Rengar used Stalk the Prey before Impaling his target, the cooldown of Stalk the Prey is reduced to 1.5 seconds.
Here's the idea for this, Rengar has potential to be an assassin, but that isn't what a hunter is. A hunter restricts his targets movement speed, then finish it off when it wastes its energy running away, this is the same concept. Rengar jumps, impale/slows them, runs out, does it again except not it's for the kill. However Rengar doesn't need to assassinate right away, by slowing your target, the enemy team is forced to stay around that target to protect them, if not your team can pick them off. By causing panic (like a true hunter), he can easily pick off the enemy team as they scatter trying to escape and triggering traps everywhere.
R- Bola Trap Every 6 seconds Rengar gains one Bola Trap, stacks up to 10 traps. When an enemy champion steps on this trap, they are slowed by 30% for 10 seconds.** Rengar is aware of their location for 11 seconds. **** Traps set by Rengar can't be seen**.
Hidden Effect: If Rengar manages to leap at the champion that triggered the trap, his Q and E have 2x their original effect. If Rengar impales the target before the bola trap expires, the** cooldown of Impale and Stalk the Prey is reduced to 0** once the bola trap expires.
I admit, the ultimate may be a bit lack luster, but I fear I probably overloaded his kit with all the cooldown refunds. Once I give it some more thought, I will tweak some broken parts, however this is what I feel Rengar should've been. As playing Teemo, it was always fun to hunt down a champion after they stepped on a shroom, Teemo felt more like a hunter to me than a scout, even when he went AP.
Final Thoughts Rengar's stealth was unhealthy, I fixed it to suit his theme and gave it some counter play potential. Rengar's identity was lost, he isn't seen as an assassin, since his kit isn't mechanically intense compared to Zed, Talon, LB, Katerina, Master Yi, etc. Rengar doesn't need to worry about positioning, he does his damage by pressing Q and W, the only thing he needs to worry about is escaping and landing his Bola Strike. This new kit fixes most of them (kinda, not sure I'm new to this :/). I mean this makes Rengar still useful when behind because of his passive, and initiation, his damage is more controllable since it depends on if the target is alone and their amount of total health, he can't burst but he can make them bleed out. I feel this kit makes him just better. It can look like too much, be we can always just tweak the numbers until it fits.
Let me know what you think down below, maybe leave some suggestions of your own. Thank you for reading! [slayer-pantheon-thumbs]