Small Rengar rework concept I have been working on, let's discuss!
Hello everyone,
I have been a Rengar main since I started playing League of Legends which was in post-season 4, patch 4.19. While I love the old Rengar, I understand why he was in need of a rework, but while it may be a disconnect between the dev team and the Rengar community or just a side product of class updates; this is not the rework Rengar needed.
I have theory crafted some slight changes to Rengar's kit that I think would make him an healthier addition to the game and allow for more diverse playstyles. The changes I have thought up are mainly directed to his Bonetooth Necklace and the Thrill of the Hunt.
P: Unseen Predator INNATE: While in brush or camouflaged, Rengar's basic attacks have 725 range and cause him to leap to enemies beyond Melee role melee range. This bonus lasts for 0.5 seconds upon exiting brush or stealth. Leaping when on 0 Ferocity generates 1 Ferocity.
FEROCITY: Rengar generates 1 Ferocity whenever he casts a basic ability. Upon reaching 4 Ferocity, his next basic ability is empowered, can be cast independently of its basic version's cooldown, incurs no cooldown of its own, grants Rengar 30 / 40 / 50% bonus movement speed for 1.5 seconds, and consumes all of his Ferocity. All Ferocity is lost after being out-of-combat for 7 seconds.
BONETOOTH NECKLACE: Rengar gains a trophy whenever a champion dies within 1.5 seconds of Rengar damaging them. Rengar can only gain one trophy per enemy champion, up to 5, with an additional trophy made available through the even The Hunt is On!.
1 TROPHY: Rengar gains out of combat movement speed depending on his level/when moving towards a visible enemy champion 2 TROPHIES: Rengar's empowered Savagery deals x% more damage when hitting a SINGLE target 3 TROPHIES: Rengar's empowered Battle Roar now speeds him up for a SLIGHTLY (think 0.5 seconds) longer duration 4 THROPIES: Rengar's empowered Bola Strike marks an enemy, making them take SLIGHTLY increased damage from Rengar for the duration of the root 5 TROPHIES: Rengar's ultimate, Thrill of the Hunt, lasts 3/4/5 seconds longers HEAD OF KHA'ZIX: I don't know what we could give Rengar as a reward for winning the side quest, let's discuss
As you can see, I haven't made changes to INNATE and FEROCITY and instead focused on giving him different rewards for gaining stacks. Much like Kha'Zix evolving, I think Rengar should 'learn' from his hunts, thus gaining extra bonuses from slaying foes. Maybe make it so he gains a certain trophy for slaying a certain champion type and gaining all trophies once he has slain every champion on the enemy team once. Still a lot of tinkering to do here.
If he loses to AD from his passive, he would need a slight buff to his base AD.
Q: Savagery TARGET RANGE: 450 COOLDOWN: 4 Active: Rengar slashes all enemies in an arc in the target direction before piercing all enemies in line, dealing physical damage per strike.
Empowered Active: Savagery's total physical damage is increased to 120 - 392 (based on level) (+220% bonus AD)
If Rengar's cursor is outside of Savagery's maximum range when he inputs the target direction, he will dash forward a 150 units during the piercing strike as well as extending its range by the same amount.
Casting Savagery resets Rengar's auto-attack timer.
PHYSICAL DAMAGE PER STRIKE: 30 / 50 / 65 / 85 / 105 (+ 20 / 30 / 40 / 50 / 60% bonus AD)
The only change I made here was 5 extra damage per strike ranks 1 and 2 and from rank 3 on there is no change to the damage dealt. Not sure how much this would do to help his early clear, as there is no reliable way of testing how much of a difference this makes.
W: Battle Roar EFECT RADIUS: 450 COOLDOWN 20 / 18 / 16 / 14 / 12 PASSIVE: Rengar stores 50% of the damage he's taken in the last 1.5 seconds as Grey Health (75% versus monsters).
Active: Rengar lets out a battle roar, dealing magic damage to nearby enemies and healing Rengar for his Grey Health.
Empowered Active: Battle Roar's base magic damage is modified to 50 - 220 (based on level), and will speed Rengar up 40 - 80% (based on level) and allows him to move through units for 1.5 seconds, in addition to its normal heal.
MAGIC DAMAGE: 50 / 80 / 110 / 140 / 170 (+80% AP)
The cleanse is gone from the empowered active, instead Rengar gains an extra speed up, not stacking with his FEROCITY passive speed up and allowing him to move through units for the duration of the speed up.
E: Bola Strike TARGET RANGE: 1000 COOLDOWN: 10 Active: Rengar throws a bola in the target direction, dealing physical damage to the first enemy hit and slowing them for 1.75 seconds.
Empowered Active: Bola Strike's physical damage is increased to 50 - 305 (based on level) and using it roots its target for 1.75 seconds.
PHYSICAL DAMAGE: 50 / 85 / 140 / 185 / 230 (+70% bonus AD) SLOW: 30 / 45 / 60 / 75 / 90%
NO changes here.
R: Thrill of the Hunt EFFECT RADIUS: 2000 / 3000 / 4000 COOLDOWN: 130 / 100 / 70 Active: Rengar channels his predatory instincts, becoming camouflaged after 2 seconds and gaining 40% bonus movement speed while camouflaged. Attacking or casting most spells ends Thrill of the Hunt.
Rengar gains true sight of the nearest enemy champion who he can leap to without having to enter brush.
All enemies within Thrill of the Hunts EFFECT RADIUS gain a shadowy overlay over their screen. The nearest enemy champion to Rengar during Thrill of the Hunt no longer gains an indicator of Rengar's direction.
No longer gives the same information to the enemy team as it does to Rengar's team.
I'd love to hear what you guys think!