See Rengar's counters
Patch 26.18jungle

Rengar Jungle Build & Guide — Patch 26.18

Rengar

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Assassin / Diver
Patch
26.18

Core Abilities

Unseen Predator
Inside any brush, your basic attack becomes a long leap onto the target. Casting abilities builds Ferocity stacks; at 4 stacks the next ability is empowered (extra damage or a hard CC effect).
Savagery
Savagery
Empowers your next basic attack for bonus physical damage and attack speed. Max-Ferocity Q hits even harder and grants more attack speed — main DPS in duels.
Battle Roar
Battle Roar
AOE roar around Rengar that damages and heals based on recent damage taken. Max-Ferocity W cleanses any crowd control on you (your only escape from a stun mid-combo).
Bola Strike
Bola Strike
Linear skillshot that slows the first target hit. Max-Ferocity E roots instead — your only hard CC outside R, used to lock a target before the leap finishes.
Thrill of the Hunt
Thrill of the Hunt
Move speed and true sight on the nearest enemy champion. After a short delay you go Camouflaged and can leap from anywhere (not just a brush). Killing the marked target ends the ability.

Skill Order

1
Q
2
W
3
E
4
Q
5
Q
6
R
7
Q
8
Q
9
E
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

EAAQWAA

Core Items

Gustwalker Hatchling
Youmuu's Ghostblade
Ionian Boots of Lucidity
Voltaic Cyclosword
The Collector
Edge of Night

Situational Items

Serylda's Grudge
Serylda's Grudge
vs targets stacking armor (tank ADCs like Senna, frontline with Plated Steelcaps): scaling armor pen + slow
Eclipse
Eclipse
vs bruiser-heavy comps (Sett, Aatrox, Mordekaiser): shield and omnivamp on melee hits keep you alive when the in-out trade goes wrong
Profane Hydra
Profane Hydra
vs comps where you need waveclear and side-lane pressure (twin pushing laners): cleave passive enables split-push
Mercury's Treads
Mercury's Treads
swap from Lucidity vs heavy magic CC (Ahri charm, Lissandra R, Twisted Fate stun): tenacity shortens the lockdown that ruins your leap
Plated Steelcaps
Plated Steelcaps
swap vs squads with two strong physical damage dealers (e.g. Yasuo + Caitlyn): flat armor and basic-attack damage reduction

Runes

Primary · Domination
Hail of Blades
KeystoneHail of Blades
Sudden Impact
Sudden Impact
Sixth Sense
Sixth Sense
Ultimate Hunter
Ultimate Hunter
Secondary · Precision
Triumph
Triumph
Coup de Grace
Coup de Grace
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Domination: Hail of Blades gives 3 ultra-fast autos right after the leap, perfect for the Q-AA reset. Sudden Impact converts every brush leap and R into 20-80 true damage. Ultimate Hunter cuts R cooldown per takedown — more R means more cross-map picks.

Why secondary

Precision secondary: Triumph restores 5% missing HP plus 2.5% max HP on takedown, saving you from the dive damage that kills assassins right after the kill animation. Coup de Grace adds +8% damage to enemies under 40% HP, closing the executions your raw burst leaves at 50 HP.

When to switch secondary

If the enemy team has multiple hard-CC threats (Leona, Nautilus, Malzahar), swap Precision for Resolve with Bone Plating (damage reduction after the first hit) and Unflinching (10 armor and MR while crowd controlled). Trade some damage for survivability during the engage.

Win Condition

Use brush leaps and R camouflage to land an empowered Q on isolated targets, then reset cooldowns with a kill. Stack Bonetooth trophies early; every kill makes the next leap deadlier.

Weakness

No mobility outside brush or R: hard CC (Nautilus hook, Lissandra R, Skarner R) cancels the leap mid-air. If the enemy stays grouped or wards brushes, you have no clean entry.

Overview

Rengar is a melee AD assassin (an assassin is a high-burst champion designed to delete a single squishy target — squishy = a champion with low defenses, like ADCs and most mages) whose entire kit is built around the leap. His passive Unseen Predator turns any brush into a pounce platform: stand in a brush, click a target, and Rengar covers the gap in one animation. His ult Thrill of the Hunt removes the brush requirement for a few seconds, letting him pounce from anywhere on the map — the trademark "across the wall" pick (a pick = killing an isolated enemy outside the teamfight). He stacks Ferocity by casting abilities, and at 4 stacks the next spell is empowered (stronger Q, CC-cleansing W, or rooting E). Pick him into squads that wander alone — split-pushers, low-mobility carries, immobile back-line marksmen.

Jungle game plan: clear bot-to-top with W for sustain (sustain = healing during the clear), accumulate Ferocity stacks on camps so you arrive at the gank lane already empowered, then leap from a lane brush onto an isolated target — empowered Q deletes a squishy in two auto-attacks. After level 6 every fight is a hunt: R marks the nearest enemy with true sight, gives you speed, and after a short delay goes Camouflaged. Walk over a wall, leap onto the marked ADC, finish with empowered Q. The Bonetooth Necklace trophy passive makes the next kill even deadlier, and kills refund R cooldown — a snowballed Rengar (snowball = early lead that grows: kill → gold → item → more kills) chains pick after pick across the map.

Recommended Build

Starting items: Gustwalker Hatchling Gustwalker Hatchling (450g) + 1 Health Potion Health Potion (50g) — that is the full 500 gold you start with, and the Refillable Potion Refillable Potion (150g) is a first-back purchase, not a start. Gustwalker is one of the three Summoner's Rift jungle starters that replaced Hailblade and Emberknife in patch 12.22: a companion pet that speeds up clears with bonus attack speed on Smited monsters and applies a brief speed-up after killing camps. Skip Mosstomper (the sustain/tank pet); your W already heals enough through a clear cycle.

Core items (in order):

  1. Gustwalker Hatchling Gustwalker Hatchling — companion pet starter (450g). It grows on treats from large monsters: 15 for the first evolution, which upgrades Smite to Unleashed Smite, and 35 for the second, which upgrades it to Primal Smite. The bonus out-of-combat movement speed is the best starter for an assassin who needs to reach a brush before the lane opponent backs.
  2. Youmuu's Ghostblade Youmuu's Ghostblade — first item rush. Lethality (flat armor penetration against low-armor targets, basically free damage on squishies) plus the active speed lets you chain ganks across the map and makes flanks trivial.
  3. Ionian Boots of Lucidity Ionian Boots of Lucidity — ability haste boots so your R comes back faster. Stacks with Ultimate Hunter — by full build you have R up almost every skirmish.
  4. Voltaic Cyclosword Voltaic Cyclosword — energized first auto deals bonus physical damage based on the target's current Health and grants bonus Lethality for 4 seconds. The moment you land your leap-auto, the burst hits and your Q-AA reset finishes them before they reposition.
  5. The Collector The Collector — execute passive: targets below 5% HP die instantly. Closes kills your raw burst would leave at 50 HP.
  6. Edge of Night Edge of Night — spell shield blocks the first enemy ability after a short channel. Saves you from Malzahar R, Lissandra R, or any point-and-click CC that locks you mid-air.

Situational items:

  • Serylda's Grudge Serylda's Grudge — when the back line stacks armor (tank ADC like Senna, or anyone buying Plated Steelcaps). Scaling armor pen plus slow on damaging abilities makes the chase trivial after the leap.
  • Eclipse Eclipse — vs bruiser-heavy comps (bruiser = tanky melee fighter like Sett, Aatrox, Mordekaiser). The Ever Rising Moon shield keeps you alive when you cannot leap out.
  • Profane Hydra Profane Hydra — when your team needs side-lane pressure: cleave passive plus active execute lets you split-push (push a side lane alone to force a response) without giving up burst inside a fight.
  • Mercury's Treads Mercury's Treads — swap from Lucidity vs heavy magic CC. Tenacity (shortens stun/slow duration on you) lets you finish the leap and pop empowered W before the second CC chains.
  • Plated Steelcaps Plated Steelcaps — swap vs squads with two physical damage dealers (e.g. Yasuo + Caitlyn). Flat armor plus auto-attack reduction extends your time on the carry.

Boots: Ionian Boots of Lucidity Ionian Boots of Lucidity is default. Switch only when the matchup demands it.

Skill order: Max Q first (empowered Q is your main damage), E second (longer slow, stronger root setup), W last. Take R at levels 6, 11, 16.

Ferocity management (the 4-stack empowered cast): every ability gives 1 Ferocity stack; at 4 stacks the next ability is empowered for 8 seconds. Standard duel pattern is Q, W, E, Q-empowered: by the fourth cast you have empowered Q, the bonus damage and attack speed that close the fight. In a teamfight, save the empowered cast for the version you need: empowered W if you ate a stun (cleanses CC), empowered E to root a fleeing target, empowered Q for the maximum-damage finisher.

Runes: Primary Domination (Hail of Blades, Sudden Impact, Sixth Sense, Ultimate Hunter). Secondary Precision (Triumph, Coup de Grace), or Resolve (Bone Plating, Unflinching) vs heavy hard-CC squads. Shards: Adaptive / Adaptive / Health Scaling.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Rengar beats

  • Immobile zone-control AP scaling jungler

    Karthus has zero dash and zero escape — Rengar's Thrill of the Hunt camouflage finds him channeling Requiem and the brush leap connects before Death Defied passive triggers. Wall of Pain slow does not interrupt the Unseen Predator empowered leap.

    Karthus
  • Mark-stacking ranged auto jungler

    Kindred's Dance of Arrows is a short triple-hop that Rengar out-bursts from a brush leap before Lamb's Respite R can fire to save her. Mounting Dread slow does not stop the Unseen Predator leap.

    Kindred
  • Dragon-form farm AP jungler

    Shyvana has no escape before Dragon's Descent R comes online at level 6, so Thrill of the Hunt closes the gap unanswered. Once her shield is on cooldown, empowered Savagery plus a Bola Strike root finishes her before she can transform.

    Shyvana
  • Stealth ambush AP jungler

    Fiddlesticks's Crowstorm R is a 1.5s channel that Rengar's brush leap interrupts before Reap chain damage activates. Terrify Q cannot fire once Rengar is already mid-leap, so the fear lands too late to save the channel.

    Fiddlesticks
  • Long-range AD mage with blink

    Ezreal's Arcane Shift E is a single short blink on a long cooldown — Rengar's Bola Strike E root catches him mid-recovery before the cooldown returns. Mystic Shot Q poke cannot trade against empowered Savagery burst.

    Ezreal

Champions that beat Rengar

  • Sonic Wave gap-close fighter jungler

    Lee Sin's Sonic Wave Q reveals Rengar from inside brush and Resonating Strike Q-recast gap-closes onto him mid-leap, canceling Unseen Predator's animation. Tempest into Cripple slow chains into Dragon's Rage R kick which repositions Rengar out of max-Ferocity Savagery range.

    Lee Sin
  • Vault-Breaker point-and-click ult jungler

    Vi's Cease and Desist R locks onto Rengar through Thrill of the Hunt camouflage — once she taps R, Rengar's stealth approach is wasted because the R-lock targets him through invisibility.

    Vi
  • Single-target hook tank jungler

    Nautilus's Dredge Line Q hooks Rengar out of his own leap arc, canceling Unseen Predator mid-air and pulling him into the team. Staggering Blow passive stuns on his next auto after the hook.

    Nautilus
  • Earth-bond suppression scorpion jungler

    Skarner's Impale R suppresses through Mercury's Treads tenacity — Rengar's max-Ferocity Battle Roar cleanse cannot remove a true suppression, so he sits in place and dies during the drag.

    Skarner
  • Sweet-spot sustain skirmisher bruiser

    Aatrox's The Darkin Blade Q sweet-spot knock-up catches Unseen Predator mid-air, canceling the leap animation entirely. Deathbringer Stance heal sustains the brawl through max-Ferocity Savagery burst.

    Aatrox

Key matchups

  • Lee Sin: Avoid level-2 and level-3 invades. His Q-Q plus W shield beats your kit before R is online. Clear bot-to-top and let your laners catch him if he over-extends.
  • Graves: Even early, your favor after 6. Never duel him pre-6: his W blind cancels your Q empowered auto window. Wait for an R window and flank from over a wall.
  • Elise: Power-spike race. She wins level 3 ganks; you win the level 6 R pick. Match her first clear and hover Drake with vision so she cannot solo it.
  • Jarvan IV: Counter-engage threat. His E-Q knock-up interrupts the leap mid-air. Buy Edge of Night Edge of Night earlier than usual; the spell shield eats his flag-toss.
  • Karthus: Free matchup. He has no escape and walks alone to push waves. At level 6, R finds him channeling Requiem and your leap deletes him before Death Defied resolves.

Power spikes & win conditions

  • Level 3 (Q + W + E): Full base kit. Walk into a lane bush unseen, wait for the opponent to step within leap range, Q primed → leap auto → W to heal → E to slow them as they try to walk away. Pre-6 Rengar ganks are one of the strongest in the game when the brush is unwarded.
  • Level 6 (first Thrill of the Hunt): R unlocks cross-map picks. R for true sight and speed, walk into camouflage, leap on the marked target, empowered Q for the kill. The reveal arrow warns the enemy but speed and leap usually beat the reaction window.
  • Youmuu's Ghostblade Youmuu's Ghostblade completion (~ minute 9-11): Burst and movement spike. Active stacks with R speed — you cross half the map in seconds for a flank around the second Drake.
  • Voltaic Cyclosword Voltaic Cyclosword + 3 Bonetooth trophies (~ minute 14-17): Damage ramps. Three trophies plus energized auto mean your leap-auto deals bonus current-Health damage and grants Lethality on landing. Force fights around Rift Herald and the third Drake.

Common mistakes

  • Leaping without checking for hard CC. Hard CC (stun, root, or knock-up you cannot move through) cancels the leap mid-air. Track Nautilus, Leona, Jarvan, and Lissandra cooldowns before pressing R.
  • Wasting empowered Ferocity on the wrong ability. A 4-stack empowered W is wasted if you have not been stunned yet. Save empowered casts for the version you need: empowered E into a fleeing target, empowered W into Leona, empowered Q in a clean 1v1.
  • Using R offensively when the lane is warded. Camouflage hides you from the minimap, not from a ward in the brush you walked past. Sweep the brush first or pick a different target.
  • Building Profane Hydra first by default. Hydra trades raw burst for waveclear; you give up the energized-damage spike from Voltaic Cyclosword that lets the leap delete a squishy in one combo. Build Hydra only when you need to split-push.
  • Greeding camps after a failed pick. Without Ultimate Hunter stacks early, R has a 100-second cooldown. If the pick fails, walk back — the enemy jungler tracks your path and counter-ganks the next lane.

Advanced tip

Drill the brush-leap Q reset in practice tool until the input is automatic. Standing in a brush, your basic attack becomes the leap, but Q does not — Q empowers the next auto. The optimal combo is: queue Q, leap with a basic attack onto the target, the leap-auto applies Q damage on landing, then weave a second auto (Q resets the basic-attack timer so the second auto fires immediately). The full sequence Q → AA-leap → AA deals roughly 700 damage in less than a second on a squishy before they can react. Add empowered E for the root afterward and a dashless ADC is dead before the lane support arrives.

Past patches

No previous versions available.

Related jungle guides