My Ideas For The Rengar Rework Coming In The Assassin Class Update

PlaymakerBGT··6 votes·1,692 views

TL:DR - https://youtu.be/zPZ-n_k-m0k

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 Empowered: 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. Empowered: 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 Empowered: 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 the time 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 my ideas!

18 Comments

Pauguster1 votes

I really like this. Seems like a legitimate way to fix him. The Q might be a little weak if he's going from an assassin standpoint, because assassins seldom get that many autoattacks in unless they're incredibly mobile. But maybe I'm wrong. Overall really creative and still holds true to the Rengar playstyle while taking away several of his annoying nuances (the snare).

PlaymakerBGT1 votes

Yeah I debated with myself if the Q was a good idea or not. I think the biggest issue with Rengar currently is his ability to snare you out of stealth giving you absolutely zero ability to do anything about it. So that is what I looked to get rid of with this rework concept but still give Rengar the ability to stick to more mobile targets without getting kited straight to death.

Babs24241 votes

{quoted}

Yeah I debated with myself if the Q was a good idea or not. I think the biggest issue with Rengar currently is his ability to snare you out of stealth giving you absolutely zero ability to do anything about it. So that is what I looked to get rid of with this rework concept but still give Rengar the ability to stick to more mobile targets without getting kited straight to death.

WEll that gives Rengar a Niche, a reason to pick him over other assassins. Kha is good against mobile targets, Lucian, Trist, ect. where as rengar would be stronger against immobile ones, Ashe, Jhin, Draven. Kinda sets him apart from other assassins.

PlaymakerBGT1 votes

I'm not sure if I completely agree with this though since ALL assassins are good against immobile squishy champions. yes Kha is good against mobile targets...but he is also really good against immobile targets. The whole concept of an assassin is to be able to eliminate squishy targets that don't have a lot of mobility which is why all assassins have good mobility.

Pauguster1 votes

I mean I like the Q and it's unique, but it feels better suited to some kind of a fighter. I wonder if there's any other way to change it because in its current state it's not that bad for what Rengar's purpose is, it's just a little bit too straight forward.

PlaymakerBGT1 votes

The problem is the auto attack reset. It adds an insane amount of damage that is unaccounted for. I like the idea that Babs2424 suggested, possibly giving the Q a ramping up damage function so like the first hit would be around 80% of normal but the second hit would do massively increased damage. Three hits may be too much for an assassination so this way you just need to get off both auto attacks and will do significantly more damage than two normal auto attacks.

Babs24241 votes

Well ummm, many things are not very healthy with your design. The main problem with rengar isnt his ability to 100-0. Its the fact that there is nearly no counter play to it. Making Rengar immune to damage and CC while jumping makes that even Worse, not to mention the bola change. This across the board is a huge buff. Rengar has issues if he falls behind, but what you're proposing is if he's even he does whatever he wants. He gets a free Malz passive when ever he jumps. I like the ult change with the marking a target, however removing the stealth would be required to make that balanced.

Rengar from a gameplay design standpoint is very poor, yes he's an assassin and the counter play is "don't get near him" same thing as Talon, there is nothing you can do to stop it. Talon is abusable, where rengar isnt. Making these changes would buff him, no doubt, but it would make top lane rengar a complete menace, a free immunity when jumping. Good luck trading with him, not to mention he can bola a minion to jump in to trade. The ideas are good, just try to look at it from the perspective of the person getting jumped on. Oh he's jumping, I have to wait until he's finished then I can do something, oh wait he's doing damage better run, oh wait he bola's me and jumped flash away, oh wait he gets movespeed after ult, and I'M DEAD. Like feels bad moment, where you felt like you couldn't do anything against it, see kinda what i'm saying.

PlaymakerBGT1 votes

Getting rid of Rengar's root on his empowered E would add the ability for counterplay since right now the biggest problem is getting rooted from stealth since there's nothing you can do about that. However getting rid of the root means you would need to give Rengar some kind of mechanic to stick to targets that are very mobile otherwise he would just get kited to death every time. This rework isn't much different than Kha'zix concept or even Zed. The ability to get in, do your combo and kill your target if you play it properly, then get out safely without feeling like you are sacrificing yourself every time you dive into a team fight. The no damage and cc on Rengar's leap honestly isn't as big of a deal as you think since the leap itself has a very short duration (much shorter than Fizz's E for instance).

I believe this rework would make Rengar less snowbally and more skill based. So yes an even Rengar would now be much more effective and be able to contribute but a Rengar with a lead would no longer just eliminate targets in the blink of an eye. Basically trading his insane snowballing for more mechanical skill and more effectiveness in the mid game if you aren't ahead.

Babs24241 votes

Here is my list of what they could do,Passive, No immunity, that's just too strong. Love your Q idea, however lets make it a unique Shyvanna Q, Next 3 autos deal 90% damage, 110% and 130% damage respectively.Not Bonus damage, that is the total damage, think Kalita passive on the first auto. Not to high, not to low, and it forces him to get the second auto off. Now, empowered could increase both of the damage numbers by 20%, so 110% 130% and 150%. Altho that still might be to high. It still forces him to stick on the target and get all his autos off, now removing the auto reset portion is KEY. I loved that idea, hidden power GONE. Now for the W, I think a whole new ability needs to be made because it doesn't really fit the "Hunter theme" So how about a spell that applies a slow on your next 2 autos like 20%. And heals for 20% of the damage those autos deal, and attack speed, maybe 30%. He gets sustain for jungle, and more of a chance to kill someone. Now E, remove the slow, let it be a skillshot that if you hit it, lets you leap to the target. And the ult, Make it unique, LIKE HOLY this Idea, You ult, no stealth at first, your ult gives you vision on targets, so you mark a target, BOOM, then you get stealth and movspeed (if you have bonetooth stacks) when you get within 2200 units of the target, they see you, however no one else can. So a stealth that has counter play. You can communicate with your team where he is, and you can actually see him coming and fight back. So as rengar, you mark the ADC, the ADC can see you when you get within a certain range, however the support cannot.

PlaymakerBGT1 votes

I actually really like your ideas. They seem like a great combination of my original concept with some tweaking. The marking a target and only they can see you part of the ult is especially interesting. I like that a lot.

Babs24241 votes

The main problem is just with assassins in General. Why should I pick Assaassin A, when Assassin B does the same thing but better. Kinda helps him stand out. I want rengar because they have a super imobile team.

PlaymakerBGT1 votes

Well unfortunately Riot probably already had a full rework idea in mind when they announced the assassin update so most likely none of this will come to be but it's nice to dream :)

Babs24241 votes

Man, wanna talk this out over Discord or something. Would be way easier xD. I dm'd u in league.

Pauguster1 votes

Oh, also, Rengar can chain jump to things so you'd need a cooldown on that invulnerability during his leap.

PAPÓ ROMBOLÓJA1 votes

The concept isn't neccesarily bad BUT there is some stuff as a non rengar player I need to point out. 1st and foremost the jump resistance thing. Remove it. It's too op that rengar can 1 shot somebody in about half a sec and they can't even do shit to him during his jump. (for example vayne could knock him away) And why would u take away the need of skill from his E. It's stupid for it to go trough minions. Also I don't know if this would be good or bad but the ult mark could be a second cast instead of w the leap.

PlaymakerBGT1 votes

One comment I received that I agree with is to add a cooldown on the jump resistance. This would allow you to still use the jump immunity for counterplay but you would need to use it effectively and time it properly. As for his E, it would only go through minions if you used the empowered version. This would cause you to sacrifice the extra damage you would get if you used the ferocity on your Q or W instead. This would be very situational and force you to think, otherwise you could mess up your combo and miss out on the kill.

FeelsBadManX1 votes

U build 100% crit and hydra, u will be still able to oneshot. And if they keep his W ap ratios and 4 fero W and emp W u can still oneshot with 3-4 items. IMO

PlaymakerBGT1 votes

If you build 100% crit and a hydra you can oneshot with just about any assassin it's just the nature of how assassins work. This rework would remove ap Rengar and his W would be used more for 1v1 dueling and finishing off weakened targets rather than an AOE nuke you can spam 3 times.

More from Concepts & Creations

More by PlaymakerBGT