Wild Rift: RENGAR - Build Guide (Items, Runes, Skills Leveling)
ADJUST
![]() | ![]() | ![]() |
![]() | ![]() | ![]() |
![]() | ![]() | ![]() |
![]() |
Jungle (Lethality) RENGAR's Build items and runes for LoL Wild Rift

Long Sword +12 Attack Damage
500

Duskblade of Draktharr
Attacks deal bonus damage +55 Attack Damage
+10 Ability Haste
Razor: +15 Armor Penetration.
Nightstalker: Being unseen for 1 second causes your next attack against a champion to deal 20-125 bonus physical damage and slows them by 99% for 0.25 seconds. Buff last for 5 seconds and ranged attacks do not slow. 3000

Youmuu's Ghostblade
Increases Movement Speed +50 Attack Damage
+15 Ability Haste
Slice: +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacks removes all Momentum. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 2900

Ionian Boots of Lucidity
Cooldown
Footwear: +45 Move Speed.
Lucidity: +15 Ability Haste.
Summoned: Reduces spell cooldowns by 15%. 1000

Mercury's Treads
Tenacity
Footwear: +45 Move Speed.
Enhanced: +10 Magic Resist.
Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%. 1000

Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 75-145 magic damage. If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage. (60s Cooldown) 800

Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000

Duskblade of Draktharr
Attacks deal bonus damage +55 Attack Damage
+10 Ability Haste
Razor: +15 Armor Penetration.
Nightstalker: Being unseen for 1 second causes your next attack against a champion to deal 20-125 bonus physical damage and slows them by 99% for 0.25 seconds. Buff last for 5 seconds and ranged attacks do not slow. 3000

Youmuu's Ghostblade
Increases Movement Speed +50 Attack Damage
+15 Ability Haste
Slice: +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacks removes all Momentum. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 2900

The Collector
Execute low health champions +40 Attack Damage
+25% Critical Rate
Killer: +10 Armor Penetration.
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their maximum Health executes them. Champion kills grant an additional 25 gold.
Limited to 1 The Collector. 2900

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low +40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 200 + 5 per 1% Critical Rate damage for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +10% Physical Vamp. for 8 seconds.
3200

Lord Dominik's Regard
Armor Penetration, Critical Strike Chance +35 Attack Damage
+25% Critical Rate
Last Whisper: +16-30% Armor Penetration.
Adrenaline: If not engaged in champion combat, your next attack on champion gains 80% increased Attack Speed. 3200

Duskblade of Draktharr
Attacks deal bonus damage +55 Attack Damage
+10 Ability Haste
Razor: +15 Armor Penetration.
Nightstalker: Being unseen for 1 second causes your next attack against a champion to deal 20-125 bonus physical damage and slows them by 99% for 0.25 seconds. Buff last for 5 seconds and ranged attacks do not slow. 3000

Youmuu's Ghostblade
Increases Movement Speed +50 Attack Damage
+15 Ability Haste
Slice: +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacks removes all Momentum. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 2900

The Collector
Execute low health champions +40 Attack Damage
+25% Critical Rate
Killer: +10 Armor Penetration.
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their maximum Health executes them. Champion kills grant an additional 25 gold.
Limited to 1 The Collector. 2900

Edge of Night
Blocks an enemy ability +250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown) 3150

Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400

Duskblade of Draktharr
Attacks deal bonus damage +55 Attack Damage
+10 Ability Haste
Razor: +15 Armor Penetration.
Nightstalker: Being unseen for 1 second causes your next attack against a champion to deal 20-125 bonus physical damage and slows them by 99% for 0.25 seconds. Buff last for 5 seconds and ranged attacks do not slow. 3000

Youmuu's Ghostblade
Increases Movement Speed +50 Attack Damage
+15 Ability Haste
Slice: +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacks removes all Momentum. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 2900

The Collector
Execute low health champions +40 Attack Damage
+25% Critical Rate
Killer: +10 Armor Penetration.
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their maximum Health executes them. Champion kills grant an additional 25 gold.
Limited to 1 The Collector. 2900

Serpent's Fang
Anti-Shielding +50 Attack Damage
+10 Ability Haste
Stab: +12 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain by (50% for Melee Champions | 35% for Ranged Champions) for 3 seconds. When you damage an enemy who is unaffected by Shield Reaver, reduce all shields on them by (50% for Melee Champions 35% for Ranged Champions).
Shield reduction is not applied to targets with shields that only block magic damage. 2800

Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400

Electrocute
Burst Damage
Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.
Damage: 40-194 () + 40% bonus AD
+ 25% AP
.
Cooldown: 20-13s

Aery
Poke, Protect
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
Damage: 10-60 () + 20% bonus AD
+ 10% AP
.
Shield: 20-120 () + 40% bonus AD
+ 20% AP
.
Aery cannot be sent out again until she returns to you.

Phase Rush
Mobility, Ability Haste
Using 3 basic attacks or basic abilities on an enemy champion within 4s grants Ability Haste, Movement Speed and reduces the remaining cooldown of basic abilities by 20%.
Duration: 3s.
Movement Speed bonus: Melee - 40%-60% () | Ranged - 30-50% (
).
Ability Haste: 25.
Cooldown: 12s

Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus AD or 3-9 AP
for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus omnivamp.

Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack heals you, grants increased Movement Speed, and restores mana or energy if attack a champion.
Heal: 15-85 () + 30% bonus
+ 30%
.
Movement Speed bonus: 20% for 1s.
When attacking a champion, restore 8% missing mana or 8% missing energy
.
Heals for: Melee 60% | Ranged 20% when attacking minions or monsters.

Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 3% + 20% bonus
+ 10%
.
Heal: 2%.
Permanently health increase: 5.
On Ranged champions, the effects are reduced by 60%.

Aftershock
Control, Offense
After immobilizing an enemy champion, gain defenses and later deal a burst of magic damage around you.
Defenses: 35 AR + 60% bonus and 35 MR + 60% bonus
for 2.5s.
Damage: 12-110 () + 3% max
, magic damage.
Cooldown: 20s

Font of Life
Team Heal
Hitting an enemy champion with an attack or ability marks them. When allies or you damage marked champions, heal those allies and yourself. Each ally can trigger this healing once per mark.
Ally Heal: 6% of your max + 30% of your
.
Self Heal: 2% of your max + 10% of your
.
Mark duration: 3s
Cooldown: 10s for Melee champions, 15s for Ranged champions.
Subsequent heals from other ally's marks are reduced to 25%.

Kraken Slayer
True Damage
Gain stacks when hitting a champion with attacks. When reaching 3 stacks, deal bonus true damage on that attack.
When not attacking a champion for 3 seconds, the stacks will reset.
Damage 28-84 () + 30% bonus
+ 20%
.

Lethal Tempo
Attack Speed
Gain stacks of attack speed when attacking enemy champions. Stacks up to 6 times.
When fully stacked, gain additional Attack Speed.
Each stak: increase 7-13% (Melee) or 4-10% (Ranged) Attack Speed for 6 seconds.
Full stack bonus: Gain 40% Attack Speed.

Brutal
On-hit Damage
Basic attacks deal 12-19 bonus adaptive damage on-hit against champions.

Gathering storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive AD or AP. Totaling: 2, 5, 9, 14, ect AD или 4, 10, 18, 28, ect AP based on game time.

Hunter - Vampirism
AD/AP, Vamp
Gain 2% physical vamp or
2% magic vamp. Unique champion takedowns grant
2 AD with
1% physical vamp or
4 AP with
1% magic vamp. (Adaptive).

Triumph
Execute, Heal
Champion takedowns restore 10% missing health. Deal 5% more damage to champion below 35% health.

Sudden Impact
Armor Penetration, Magic Penetration
After exiting stealth or using a dash, leap, blink or teleport effect, damaging an enemy champion grants 13 Armor Penetration and 10 Magic penetration for 4 seconds.
Cooldown: 4s

Weakness
Control, Bonus damage
Imparing the movement of enemy champions makes them take 5% more damage in the following 5s.

Scorch
Poke
Damaging an enemy champion with an ability burns them, dealing 28-42 bonus magic damage () after 1 seconds.
Cooldown: 8s

Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 14% bonus damage when the enemy champion has 700 bonus health.

Adaptive Carapace
Health, AR/MR
Gain 50 Health. While below 50% Health, gain 16 AR or 16 MR based on damage type you took more of over the last 60s. (Physical grants AR | Magic grants MR).

Conditioning
Delayed AR/MR
Gain 5 bonus AR and MR after 3 minutes of game time. Every 2 minutes after this gain 2 bonus AR and MR.

Perseverance
Armor and Magic Resistance, Tenacity
Gain 10% tenacity. When immobilized, gain 16-30 Armor and Magic Resistance () for 1.5 seconds. Refresh duration time when immobilized multiple times.

Second Wind
Heal after taking damage
Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Loyalty
Shared Bonus AR/MR
You gain 2 AR and 5 MR. Your closest ally champion gains 5 AR and 2 MR.

Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s

Ultimate Shield
Shield
Gain a shield 90-300 after casting your ultimate for 3 seconds. Shield amount is (75 + level × 15 ).
Cooldown: 45s

Nullifying Orb
Shield when low health
If you would take damage from a champion that causes you to fall below 35% of your maximum health, gaina shield for 4 seconds.
Shield: 60 + 50% bonus + 30%
.
Cooldown: 60s

Pathfinder
Mobility, Restore Health, Restore Mana
Gain 30 bonus movement speed in the river. When in the river while out of combat, restore 1.5% missing health or 1.5% missing mana (based on the lowest value) every 1 seconds and gain an additional 20 bonus movement speed.

Mastermind
Objectives, Gold
Deal 10% bonus true damage to epic monsters. Participate in defeating epic monsters to get 100 bonus gold.

Transcendence
CDR
Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 6, gain bonus 6 Ability Haste;
at level 11, after Basic Ability hit the target, redue 15% the ability's cooldown time.
Cooldown: 8s

Sweet Tooth
Honeyfruit, Gold
Increases Honeyfruit healing by 20%. Whenever you or a nearby ally eats a Honeyfruit gain 15 gold.

Pack Hunter
Mobility, Team Gold
While near ally champions, gain 2% Movement Speeed. For each unique ally you participate in a takedown with, you gain 50 gold and the ally gains 50 gold.

Manaflow Band
Mana
Hitting an enemy champion with and ability or empowered attack permanently increases your max mana by 30, up to 300 mana.

Nimbus Cloak
Movement Speed
After casting a Summoner Spell, gain 10% - 40% movement bonus for 3 seconds. The speedup effectiveness depends onthe Summoner Spell's cooldown.

Demolish
Destroy Turrets
When within 5.5 range of the enemy turret, gain a charge every 0.5 seconds, up to 6 times. When fully charged, your next basic attack against the turret deals an additional (200 + 30% max ) Physical Damage.
Cooldown: 30s

Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s

Smite
Deal 600 true damage to a large or epic monster or minion. Smiting monsters restore 127 Health (70 + 10%). Using smite 3 times upgrades Smite to Chilling Smite.
Hunting License: Permanently earn 20% bonus gold and 20% bonus XP from jungle monsters but temporarily earn 60% less gold and XP from minions.
Tooth and Nail: Deal 15% more damage to jungle monsters. Abilities deals additional 30% more damage to jungle monsters. While you are dealing damage to monsters, restore 40 Health () over 5 seconds.
Recoup: Regen 4 Mana () every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s

Сhilling Smite
Against enemy champions: Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 132 Health (70 + 10%).
Against champions: Deal 38-184 true damage (38-184) and steal 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Jungle (Crit) RENGAR's Build items and runes for LoL Wild Rift

Long Sword +12 Attack Damage
500

Stormrazor
Energized attacks deal bonus damage and slow +40 Attack Damage
+25% Critical Rate
+20% Attack Speed
Energized: Moving and attacking generates Energized Attack.
Paralyze: Energized Attack gain 50-120 bonus magic damage and slow by 75% for 0.5 second. 3100

Infinity Edge
Increases Critical Strike Damage +55 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%. 3400

Ionian Boots of Lucidity
Cooldown
Footwear: +45 Move Speed.
Lucidity: +15 Ability Haste.
Summoned: Reduces spell cooldowns by 15%. 1000

Mercury's Treads
Tenacity
Footwear: +45 Move Speed.
Enhanced: +10 Magic Resist.
Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%. 1000

Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 75-145 magic damage. If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage. (60s Cooldown) 800

Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000

Edge of Night
Blocks an enemy ability +250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown) 3150

Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400

Stormrazor
Energized attacks deal bonus damage and slow +40 Attack Damage
+25% Critical Rate
+20% Attack Speed
Energized: Moving and attacking generates Energized Attack.
Paralyze: Energized Attack gain 50-120 bonus magic damage and slow by 75% for 0.5 second. 3100

Infinity Edge
Increases Critical Strike Damage +55 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%. 3400

Solari Chargeblade
Abilities enchance your attacks +25% Critical Rate
+40% Attack Speed
+20 Ability Haste
Sunbust: Using an ability gathers Radiance (max 3 charges) for up to 10 seconds. Attacks that hit expend a charge to deal 38–80 bonus magic damage on-hit; this bonus damage can critically strike.
Each unique ability can only generate a charge every 2 seconds. 3100

Navori Quickblades
Critical attacks reduce non-ultimate cooldowns +45 Attack Damage
+25% Critical Rate
+15 Ability Haste
Deft Strikes: Critical Attacks reduce your non-ultimate ability cooldowns by 20% of their remaining cooldown. 3000

Black Cleaver
Physical Damage reduces Armor +350 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 4% for 6 seconds, stacking 6 times for 25% reduction.
Rage: Dealing physical damage, grants 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3000

Stormrazor
Energized attacks deal bonus damage and slow +40 Attack Damage
+25% Critical Rate
+20% Attack Speed
Energized: Moving and attacking generates Energized Attack.
Paralyze: Energized Attack gain 50-120 bonus magic damage and slow by 75% for 0.5 second. 3100

Infinity Edge
Increases Critical Strike Damage +55 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%. 3400

Solari Chargeblade
Abilities enchance your attacks +25% Critical Rate
+40% Attack Speed
+20 Ability Haste
Sunbust: Using an ability gathers Radiance (max 3 charges) for up to 10 seconds. Attacks that hit expend a charge to deal 38–80 bonus magic damage on-hit; this bonus damage can critically strike.
Each unique ability can only generate a charge every 2 seconds. 3100

Navori Quickblades
Critical attacks reduce non-ultimate cooldowns +45 Attack Damage
+25% Critical Rate
+15 Ability Haste
Deft Strikes: Critical Attacks reduce your non-ultimate ability cooldowns by 20% of their remaining cooldown. 3000

Death's Dance
Delays damage taken +35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 35% of physical damage received (15% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead. 3000

Stormrazor
Energized attacks deal bonus damage and slow +40 Attack Damage
+25% Critical Rate
+20% Attack Speed
Energized: Moving and attacking generates Energized Attack.
Paralyze: Energized Attack gain 50-120 bonus magic damage and slow by 75% for 0.5 second. 3100

Infinity Edge
Increases Critical Strike Damage +55 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%. 3400

Navori Quickblades
Critical attacks reduce non-ultimate cooldowns +45 Attack Damage
+25% Critical Rate
+15 Ability Haste
Deft Strikes: Critical Attacks reduce your non-ultimate ability cooldowns by 20% of their remaining cooldown. 3000

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low +40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 200 + 5 per 1% Critical Rate damage for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +10% Physical Vamp. for 8 seconds.
3200

Black Cleaver
Physical Damage reduces Armor +350 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 4% for 6 seconds, stacking 6 times for 25% reduction.
Rage: Dealing physical damage, grants 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3000

Electrocute
Burst Damage
Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.
Damage: 40-194 () + 40% bonus AD
+ 25% AP
.
Cooldown: 20-13s

Aery
Poke, Protect
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
Damage: 10-60 () + 20% bonus AD
+ 10% AP
.
Shield: 20-120 () + 40% bonus AD
+ 20% AP
.
Aery cannot be sent out again until she returns to you.

Phase Rush
Mobility, Ability Haste
Using 3 basic attacks or basic abilities on an enemy champion within 4s grants Ability Haste, Movement Speed and reduces the remaining cooldown of basic abilities by 20%.
Duration: 3s.
Movement Speed bonus: Melee - 40%-60% () | Ranged - 30-50% (
).
Ability Haste: 25.
Cooldown: 12s

Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus AD or 3-9 AP
for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus omnivamp.

Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack heals you, grants increased Movement Speed, and restores mana or energy if attack a champion.
Heal: 15-85 () + 30% bonus
+ 30%
.
Movement Speed bonus: 20% for 1s.
When attacking a champion, restore 8% missing mana or 8% missing energy
.
Heals for: Melee 60% | Ranged 20% when attacking minions or monsters.

Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 3% + 20% bonus
+ 10%
.
Heal: 2%.
Permanently health increase: 5.
On Ranged champions, the effects are reduced by 60%.

Aftershock
Control, Offense
After immobilizing an enemy champion, gain defenses and later deal a burst of magic damage around you.
Defenses: 35 AR + 60% bonus and 35 MR + 60% bonus
for 2.5s.
Damage: 12-110 () + 3% max
, magic damage.
Cooldown: 20s

Font of Life
Team Heal
Hitting an enemy champion with an attack or ability marks them. When allies or you damage marked champions, heal those allies and yourself. Each ally can trigger this healing once per mark.
Ally Heal: 6% of your max + 30% of your
.
Self Heal: 2% of your max + 10% of your
.
Mark duration: 3s
Cooldown: 10s for Melee champions, 15s for Ranged champions.
Subsequent heals from other ally's marks are reduced to 25%.

Kraken Slayer
True Damage
Gain stacks when hitting a champion with attacks. When reaching 3 stacks, deal bonus true damage on that attack.
When not attacking a champion for 3 seconds, the stacks will reset.
Damage 28-84 () + 30% bonus
+ 20%
.

Lethal Tempo
Attack Speed
Gain stacks of attack speed when attacking enemy champions. Stacks up to 6 times.
When fully stacked, gain additional Attack Speed.
Each stak: increase 7-13% (Melee) or 4-10% (Ranged) Attack Speed for 6 seconds.
Full stack bonus: Gain 40% Attack Speed.

Brutal
On-hit Damage
Basic attacks deal 12-19 bonus adaptive damage on-hit against champions.

Gathering storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive AD or AP. Totaling: 2, 5, 9, 14, ect AD или 4, 10, 18, 28, ect AP based on game time.

Hunter - Vampirism
AD/AP, Vamp
Gain 2% physical vamp or
2% magic vamp. Unique champion takedowns grant
2 AD with
1% physical vamp or
4 AP with
1% magic vamp. (Adaptive).

Triumph
Execute, Heal
Champion takedowns restore 10% missing health. Deal 5% more damage to champion below 35% health.

Sudden Impact
Armor Penetration, Magic Penetration
After exiting stealth or using a dash, leap, blink or teleport effect, damaging an enemy champion grants 13 Armor Penetration and 10 Magic penetration for 4 seconds.
Cooldown: 4s

Weakness
Control, Bonus damage
Imparing the movement of enemy champions makes them take 5% more damage in the following 5s.

Scorch
Poke
Damaging an enemy champion with an ability burns them, dealing 28-42 bonus magic damage () after 1 seconds.
Cooldown: 8s

Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 14% bonus damage when the enemy champion has 700 bonus health.

Adaptive Carapace
Health, AR/MR
Gain 50 Health. While below 50% Health, gain 16 AR or 16 MR based on damage type you took more of over the last 60s. (Physical grants AR | Magic grants MR).

Conditioning
Delayed AR/MR
Gain 5 bonus AR and MR after 3 minutes of game time. Every 2 minutes after this gain 2 bonus AR and MR.

Perseverance
Armor and Magic Resistance, Tenacity
Gain 10% tenacity. When immobilized, gain 16-30 Armor and Magic Resistance () for 1.5 seconds. Refresh duration time when immobilized multiple times.

Second Wind
Heal after taking damage
Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Loyalty
Shared Bonus AR/MR
You gain 2 AR and 5 MR. Your closest ally champion gains 5 AR and 2 MR.

Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s

Ultimate Shield
Shield
Gain a shield 90-300 after casting your ultimate for 3 seconds. Shield amount is (75 + level × 15 ).
Cooldown: 45s

Nullifying Orb
Shield when low health
If you would take damage from a champion that causes you to fall below 35% of your maximum health, gaina shield for 4 seconds.
Shield: 60 + 50% bonus + 30%
.
Cooldown: 60s

Pathfinder
Mobility, Restore Health, Restore Mana
Gain 30 bonus movement speed in the river. When in the river while out of combat, restore 1.5% missing health or 1.5% missing mana (based on the lowest value) every 1 seconds and gain an additional 20 bonus movement speed.

Mastermind
Objectives, Gold
Deal 10% bonus true damage to epic monsters. Participate in defeating epic monsters to get 100 bonus gold.

Transcendence
CDR
Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 6, gain bonus 6 Ability Haste;
at level 11, after Basic Ability hit the target, redue 15% the ability's cooldown time.
Cooldown: 8s

Sweet Tooth
Honeyfruit, Gold
Increases Honeyfruit healing by 20%. Whenever you or a nearby ally eats a Honeyfruit gain 15 gold.

Pack Hunter
Mobility, Team Gold
While near ally champions, gain 2% Movement Speeed. For each unique ally you participate in a takedown with, you gain 50 gold and the ally gains 50 gold.

Manaflow Band
Mana
Hitting an enemy champion with and ability or empowered attack permanently increases your max mana by 30, up to 300 mana.

Nimbus Cloak
Movement Speed
After casting a Summoner Spell, gain 10% - 40% movement bonus for 3 seconds. The speedup effectiveness depends onthe Summoner Spell's cooldown.

Demolish
Destroy Turrets
When within 5.5 range of the enemy turret, gain a charge every 0.5 seconds, up to 6 times. When fully charged, your next basic attack against the turret deals an additional (200 + 30% max ) Physical Damage.
Cooldown: 30s

Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s

Smite
Deal 600 true damage to a large or epic monster or minion. Smiting monsters restore 127 Health (70 + 10%). Using smite 3 times upgrades Smite to Chilling Smite.
Hunting License: Permanently earn 20% bonus gold and 20% bonus XP from jungle monsters but temporarily earn 60% less gold and XP from minions.
Tooth and Nail: Deal 15% more damage to jungle monsters. Abilities deals additional 30% more damage to jungle monsters. While you are dealing damage to monsters, restore 40 Health () over 5 seconds.
Recoup: Regen 4 Mana () every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s

Сhilling Smite
Against enemy champions: Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 132 Health (70 + 10%).
Against champions: Deal 38-184 true damage (38-184) and steal 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Jungle (Trinity Crit) RENGAR's Build items and runes for LoL Wild Rift

Long Sword +12 Attack Damage
500

Trinity Force
Well-Rounded +250 Max Health
+25 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Rage: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3533

Ionian Boots of Lucidity
Cooldown
Footwear: +45 Move Speed.
Lucidity: +15 Ability Haste.
Summoned: Reduces spell cooldowns by 15%. 1000

Mercury's Treads
Tenacity
Footwear: +45 Move Speed.
Enhanced: +10 Magic Resist.
Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%. 1000

Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 75-145 magic damage. If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage. (60s Cooldown) 800

Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000

Trinity Force
Well-Rounded +250 Max Health
+25 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Rage: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3533

Navori Quickblades
Critical attacks reduce non-ultimate cooldowns +45 Attack Damage
+25% Critical Rate
+15 Ability Haste
Deft Strikes: Critical Attacks reduce your non-ultimate ability cooldowns by 20% of their remaining cooldown. 3000

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low +40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 200 + 5 per 1% Critical Rate damage for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +10% Physical Vamp. for 8 seconds.
3200

Solari Chargeblade
Abilities enchance your attacks +25% Critical Rate
+40% Attack Speed
+20 Ability Haste
Sunbust: Using an ability gathers Radiance (max 3 charges) for up to 10 seconds. Attacks that hit expend a charge to deal 38–80 bonus magic damage on-hit; this bonus damage can critically strike.
Each unique ability can only generate a charge every 2 seconds. 3100

Infinity Edge
Increases Critical Strike Damage +55 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%. 3400

Trinity Force
Well-Rounded +250 Max Health
+25 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Rage: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3533

Navori Quickblades
Critical attacks reduce non-ultimate cooldowns +45 Attack Damage
+25% Critical Rate
+15 Ability Haste
Deft Strikes: Critical Attacks reduce your non-ultimate ability cooldowns by 20% of their remaining cooldown. 3000

Solari Chargeblade
Abilities enchance your attacks +25% Critical Rate
+40% Attack Speed
+20 Ability Haste
Sunbust: Using an ability gathers Radiance (max 3 charges) for up to 10 seconds. Attacks that hit expend a charge to deal 38–80 bonus magic damage on-hit; this bonus damage can critically strike.
Each unique ability can only generate a charge every 2 seconds. 3100

Infinity Edge
Increases Critical Strike Damage +55 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%. 3400

Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400

Trinity Force
Well-Rounded +250 Max Health
+25 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Rage: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3533

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low +40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 200 + 5 per 1% Critical Rate damage for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +10% Physical Vamp. for 8 seconds.
3200

Solari Chargeblade
Abilities enchance your attacks +25% Critical Rate
+40% Attack Speed
+20 Ability Haste
Sunbust: Using an ability gathers Radiance (max 3 charges) for up to 10 seconds. Attacks that hit expend a charge to deal 38–80 bonus magic damage on-hit; this bonus damage can critically strike.
Each unique ability can only generate a charge every 2 seconds. 3100

Infinity Edge
Increases Critical Strike Damage +55 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%. 3400

Serpent's Fang
Anti-Shielding +50 Attack Damage
+10 Ability Haste
Stab: +12 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain by (50% for Melee Champions | 35% for Ranged Champions) for 3 seconds. When you damage an enemy who is unaffected by Shield Reaver, reduce all shields on them by (50% for Melee Champions 35% for Ranged Champions).
Shield reduction is not applied to targets with shields that only block magic damage. 2800

Trinity Force
Well-Rounded +250 Max Health
+25 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Rage: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3533

Solari Chargeblade
Abilities enchance your attacks +25% Critical Rate
+40% Attack Speed
+20 Ability Haste
Sunbust: Using an ability gathers Radiance (max 3 charges) for up to 10 seconds. Attacks that hit expend a charge to deal 38–80 bonus magic damage on-hit; this bonus damage can critically strike.
Each unique ability can only generate a charge every 2 seconds. 3100

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low +40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 200 + 5 per 1% Critical Rate damage for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +10% Physical Vamp. for 8 seconds.
3200

Navori Quickblades
Critical attacks reduce non-ultimate cooldowns +45 Attack Damage
+25% Critical Rate
+15 Ability Haste
Deft Strikes: Critical Attacks reduce your non-ultimate ability cooldowns by 20% of their remaining cooldown. 3000

Infinity Edge
Increases Critical Strike Damage +55 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%. 3400

Electrocute
Burst Damage
Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.
Damage: 40-194 () + 40% bonus AD
+ 25% AP
.
Cooldown: 20-13s

Aery
Poke, Protect
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
Damage: 10-60 () + 20% bonus AD
+ 10% AP
.
Shield: 20-120 () + 40% bonus AD
+ 20% AP
.
Aery cannot be sent out again until she returns to you.

Phase Rush
Mobility, Ability Haste
Using 3 basic attacks or basic abilities on an enemy champion within 4s grants Ability Haste, Movement Speed and reduces the remaining cooldown of basic abilities by 20%.
Duration: 3s.
Movement Speed bonus: Melee - 40%-60% () | Ranged - 30-50% (
).
Ability Haste: 25.
Cooldown: 12s

Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus AD or 3-9 AP
for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus omnivamp.

Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack heals you, grants increased Movement Speed, and restores mana or energy if attack a champion.
Heal: 15-85 () + 30% bonus
+ 30%
.
Movement Speed bonus: 20% for 1s.
When attacking a champion, restore 8% missing mana or 8% missing energy
.
Heals for: Melee 60% | Ranged 20% when attacking minions or monsters.

Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 3% + 20% bonus
+ 10%
.
Heal: 2%.
Permanently health increase: 5.
On Ranged champions, the effects are reduced by 60%.

Aftershock
Control, Offense
After immobilizing an enemy champion, gain defenses and later deal a burst of magic damage around you.
Defenses: 35 AR + 60% bonus and 35 MR + 60% bonus
for 2.5s.
Damage: 12-110 () + 3% max
, magic damage.
Cooldown: 20s

Font of Life
Team Heal
Hitting an enemy champion with an attack or ability marks them. When allies or you damage marked champions, heal those allies and yourself. Each ally can trigger this healing once per mark.
Ally Heal: 6% of your max + 30% of your
.
Self Heal: 2% of your max + 10% of your
.
Mark duration: 3s
Cooldown: 10s for Melee champions, 15s for Ranged champions.
Subsequent heals from other ally's marks are reduced to 25%.

Kraken Slayer
True Damage
Gain stacks when hitting a champion with attacks. When reaching 3 stacks, deal bonus true damage on that attack.
When not attacking a champion for 3 seconds, the stacks will reset.
Damage 28-84 () + 30% bonus
+ 20%
.

Lethal Tempo
Attack Speed
Gain stacks of attack speed when attacking enemy champions. Stacks up to 6 times.
When fully stacked, gain additional Attack Speed.
Each stak: increase 7-13% (Melee) or 4-10% (Ranged) Attack Speed for 6 seconds.
Full stack bonus: Gain 40% Attack Speed.

Brutal
On-hit Damage
Basic attacks deal 12-19 bonus adaptive damage on-hit against champions.

Gathering storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive AD or AP. Totaling: 2, 5, 9, 14, ect AD или 4, 10, 18, 28, ect AP based on game time.

Hunter - Vampirism
AD/AP, Vamp
Gain 2% physical vamp or
2% magic vamp. Unique champion takedowns grant
2 AD with
1% physical vamp or
4 AP with
1% magic vamp. (Adaptive).

Triumph
Execute, Heal
Champion takedowns restore 10% missing health. Deal 5% more damage to champion below 35% health.

Sudden Impact
Armor Penetration, Magic Penetration
After exiting stealth or using a dash, leap, blink or teleport effect, damaging an enemy champion grants 13 Armor Penetration and 10 Magic penetration for 4 seconds.
Cooldown: 4s

Weakness
Control, Bonus damage
Imparing the movement of enemy champions makes them take 5% more damage in the following 5s.

Scorch
Poke
Damaging an enemy champion with an ability burns them, dealing 28-42 bonus magic damage () after 1 seconds.
Cooldown: 8s

Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 14% bonus damage when the enemy champion has 700 bonus health.

Adaptive Carapace
Health, AR/MR
Gain 50 Health. While below 50% Health, gain 16 AR or 16 MR based on damage type you took more of over the last 60s. (Physical grants AR | Magic grants MR).

Conditioning
Delayed AR/MR
Gain 5 bonus AR and MR after 3 minutes of game time. Every 2 minutes after this gain 2 bonus AR and MR.

Perseverance
Armor and Magic Resistance, Tenacity
Gain 10% tenacity. When immobilized, gain 16-30 Armor and Magic Resistance () for 1.5 seconds. Refresh duration time when immobilized multiple times.

Second Wind
Heal after taking damage
Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Loyalty
Shared Bonus AR/MR
You gain 2 AR and 5 MR. Your closest ally champion gains 5 AR and 2 MR.

Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s

Ultimate Shield
Shield
Gain a shield 90-300 after casting your ultimate for 3 seconds. Shield amount is (75 + level × 15 ).
Cooldown: 45s

Nullifying Orb
Shield when low health
If you would take damage from a champion that causes you to fall below 35% of your maximum health, gaina shield for 4 seconds.
Shield: 60 + 50% bonus + 30%
.
Cooldown: 60s

Pathfinder
Mobility, Restore Health, Restore Mana
Gain 30 bonus movement speed in the river. When in the river while out of combat, restore 1.5% missing health or 1.5% missing mana (based on the lowest value) every 1 seconds and gain an additional 20 bonus movement speed.

Mastermind
Objectives, Gold
Deal 10% bonus true damage to epic monsters. Participate in defeating epic monsters to get 100 bonus gold.

Transcendence
CDR
Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 6, gain bonus 6 Ability Haste;
at level 11, after Basic Ability hit the target, redue 15% the ability's cooldown time.
Cooldown: 8s

Sweet Tooth
Honeyfruit, Gold
Increases Honeyfruit healing by 20%. Whenever you or a nearby ally eats a Honeyfruit gain 15 gold.

Pack Hunter
Mobility, Team Gold
While near ally champions, gain 2% Movement Speeed. For each unique ally you participate in a takedown with, you gain 50 gold and the ally gains 50 gold.

Manaflow Band
Mana
Hitting an enemy champion with and ability or empowered attack permanently increases your max mana by 30, up to 300 mana.

Nimbus Cloak
Movement Speed
After casting a Summoner Spell, gain 10% - 40% movement bonus for 3 seconds. The speedup effectiveness depends onthe Summoner Spell's cooldown.

Demolish
Destroy Turrets
When within 5.5 range of the enemy turret, gain a charge every 0.5 seconds, up to 6 times. When fully charged, your next basic attack against the turret deals an additional (200 + 30% max ) Physical Damage.
Cooldown: 30s

Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s

Smite
Deal 600 true damage to a large or epic monster or minion. Smiting monsters restore 127 Health (70 + 10%). Using smite 3 times upgrades Smite to Chilling Smite.
Hunting License: Permanently earn 20% bonus gold and 20% bonus XP from jungle monsters but temporarily earn 60% less gold and XP from minions.
Tooth and Nail: Deal 15% more damage to jungle monsters. Abilities deals additional 30% more damage to jungle monsters. While you are dealing damage to monsters, restore 40 Health () over 5 seconds.
Recoup: Regen 4 Mana () every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s

Сhilling Smite
Against enemy champions: Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 132 Health (70 + 10%).
Against champions: Deal 38-184 true damage (38-184) and steal 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Wild Rift RENGAR's COMBOS + VIDEO GUIDE








Use this combo to deal maximum burst damage possible.
Stack your Ferocity to max on a jungle camp. Use (R) THRILL OF THE HUNT to approach the nearest enemy. Once in range, activate your empowered (Q) SAVAGERY and AA to jump on the enemy. Buffer your (E) BOLA STRIKE and (W) BATTLE ROAR during the process. Upon landing, use empowered (Q), then continue to AA.








Use this combo to assassinate an enemy.
Use (R) THRILL OF THE HUNT to approach the nearest enemy. Once in range, activate your (Q) SAVAGERY and AA to jump on the enemy. Buffer your (E) BOLA STRIKE and (W) BATTLE ROAR during the process. Upon landing, use empowered (Q), then continue to AA.







Use this combo to deal maximum burst damage when jumping from a brush.
In a brush, activate your (Q) SAVAGERY and AA to jump on the enemy. Buffer your (E) BOLA STRIKE and (W) BATTLE ROAR during the process. Upon landing, use empowered (Q), then continue to AA.
Wild Rift RENGAR's SKILLS LEVELING

(Q) SAVAGERY

(W) BATTLE ROAR

(E) BOLA STRIKE

(R) THRILL OF THE HUNT
Wild Rift RENGAR's ABILITIES

(PASSIVE) UNSEEN PREDATOR
If Rengar is in brush or camouflaged, he will leap to the target within his next attack. If Rengar has no Ferocity he gains 1 Ferocity.
Gains 1 Ferocity upon casting a basic ability.
Reaching 4 Ferocity enhances his next basic ability, allowing it to be cast separately from the base version.
All Ferocity is lost upon leaving combat.Bonetooth Necklace: Gains 1/4/9/16/25% Attack Damage for each unique champion takedown (+ 1/4/9/16/25%
at takedown).
Open video

(Q) SAVAGERY
5,5/5/4,5/4s
Rengar's next 2 attacks within 3 seconds gain 40% Attack Speed. The first attack is empowered to deal an additional 44 physical damage (40/80/120/160 + 5/10/15/20% ).
Ferocity: Gains 40%–115% Attack Speed for 5 seconds instead. The first attack deals an additional 68 physical damage (40 + 40%
) instead.
Open video

(W) BATTLE ROAR
16/14/12/10s
Rengar roars, dealing 60 magic damage (60/100/140/180 + 80% ) and healing for 60% of damage taken in the last 2 seconds.
Ferocity: Deals 80 magic damage (80/100/110/130 + 80%
) instead. Rengar also gains 40% Movement Speed for 2.5 seconds and removes all crowd control effects from himself.
Open video

(E) BOLA STRIKE
10s
Throws a bola that deals 60 physical damage (60/120/180/240 + 80% bonus ) and slows by 30/50/70/90% for 1.75 seconds.
Ferocity: Deals 65 physical damage (65/100/135/170 + 80% bonus
) and roots instead.
Open video

(R) THRILL OF THE HUNT
90/75/60s
Gains 30/40/50% Move Speed and reveals the nearest enemy champion for 12/14/16 seconds.
Rengar becomes camouflaged after 1 second and his next attacks shreds the target's armor by 16/24/32 for 4 seconds.
Open video
Wild Rift RENGAR's Counter pick
We propose to consider a list of champions that will be weaker against RENGAR and, on the contrary, will greatly annoy you while playing LoL Wild Rift.
Best vs RENGAR
These picks are strong against RENGAR at many stages of the game. Champs listed by highest win rate matchups vs RENGAR.
RENGAR: champion change history (buffs and nerfs)
BASE STATS
Base movement speed +10.
Crit damage rate:200% → 175%.
(PASSIVE) UNSEEN PREDATOR
Kill champions to gain bonus Attack Damage: 5/10/15/20/25% → 1/4/9/16/25%.
(Q) SAVAGERY
Bonus attack speed: 50% → 40%.
Empowered Savagery Bonus attack speed: 50% - 125% → 40% - 115%.
(W) BATTLE ROAR
Base damage: 50/90/130/170 → 60/100/140/180.
Damage taken as healing: 50% → 60%.
Empowered damage taken as healing: 50% → 60%.
(R) THRILL OF THE HUNT
Duration: 12/16/20s → 12/14/16s.
BASE STATS
Base Attack Damage: 64 → 58.
BASE STATS
Armor: 45 → 40.
Attack Damage: 70 → 64.
(W) BATTLE ROAR
Base damage: 80/110/140/170 → 50/90/130/170.
(E) BOLA STRIKE
Slow: 45/60/75/90% → 30/50/70/90%.
(R) THRILL OF THE HUNT
Cooldown: 90/75/60s → 100/80/60s.
UNSEEN PREDATOR (PASSIVE)
[BUGFIX] Attacking an enemy in melee range while in brush with 0 Ferocity now grants 1 Ferocity.
(W) BATTLE ROAR
[BUGFIX] Casting Battle Roar after Empowered Battle Roar will correctly heal Rengar.
BASE STATS
Base AD per level: 5.5 → 3,6.
AD at Level 15: 147 → 121.
RENGAR's Lore
Wild Rift RENGAR Video
If you want to help the site/app in promotion and you have something to say, then put your comment about the champion, assembly. Leave your comments, suggestions, etc. - this will help a lot in the development of the project. Don't forget to share the site on social media networks with your friends!