Wild Rift Guides
Rengar Jungle Wild Rift Guide
Who counters Rengar in Wild Rift? The toughest Rengar jungle counters are Rammus and Wukong. Full Rengar Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Rengar makes any bush dangerous. From brush he can leap onto a target for a burst of empowered damage, so his ganks are ambushes launched from terrain the enemy forgot to ward. His abilities build a ferocity bar, and at full ferocity his next ability becomes a stronger empowered version, which lets him win most duels through ferocity management. He is an early-game predator who wants the game over before it becomes teamfights. The heal on empowered Battle Roar keeps his camps cheap, his single-target burst is among the scariest in the jungle, and his ultimate reveals the nearest enemy champion and speeds him toward them, with a leap built in. A fed Rengar decides which enemy carry gets to keep playing. The flip side is that his power lives in the early game and in brush. Control wards remove his leap threat, focus fire kills him before his combo finishes, and grouped late-game fights leave his single-target hunt without clean targets. He is a snowball pick: terrifying when ahead, ordinary when stalled.
Strengths
- His brush leap with full ferocity is some of the fastest single-target burst in the jungle.
- Empowered Battle Roar heals through camps and skirmishes, so he stays out on the map instead of going home.
- His ultimate is a map-wide hunt: vision of a low-health target, bonus speed, and a leap to confirm the pick.
Weaknesses
- Almost all his kill pressure depends on brush, so control wards and river vision gut his ganks.
- He is a squishy melee assassin, so hard crowd control or focus fire kills him before his combo lands.
- He scales poorly, and if the early snowball stalls he finds no isolated targets left to hunt.
Build Snapshot
Rune Setup
Summoner Spells
Rengar Jungle Counters
Who counters Rengar Jungle in Wild Rift (WR)? These champions beat Rengar in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Rammus: Committing your combo into Defensive Ball Curl feeds the reflect, and his taunt cancels your leap before your damage lands. You cannot burst that much armor, especially when it hits back.
- Wukong: Wukong drops a clone the instant you commit, so your empowered burst kills a decoy while the real one knocks you up and turns the duel, leaving a squishy assassin stuck in melee with a bruiser.
Champions Rengar Is Strong Against
Rengar's best matchups in Wild Rift. Rengar holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- Zed: You take away Zed's choice of when to fight by leaping on him from brush: full ferocity bursts his squishy frame in one jump, and the leap lands before the shadow swap he would escape with.
- Nidalee: Nidalee wants to poke with spears at range, but your leap closes that gap instantly, and she has no bulk to survive your opener and no time to land enough spears to matter.
- Evelynn: Before her charm setup comes online Evelynn is weak and clunky, and your brush leap bursts her early frame long before the scaling spike that would flip the matchup.
Early Game
Your first clear is not about setting a speed record, so path toward lanes that can follow up a leap. Take your empowered Roar early for the sustain, full clear at a steady pace, and take scuttle at the end for level five. From there you gank while the camps respawn: arrive in a lane brush with ferocity ready, because the leap from terrain the enemy stopped respecting is your entire early threat. Contest scuttle when the duel favors you, since Rengar wins most early one-on-ones, but do not spend a losing crab fight when a gank is available instead. Watch your own jungle too, because invaders like Lee Sin, Kha'Zix, and Nidalee want to catch you mid-camp before your ferocity is up.
Mid Game
Six minutes brings both objectives, and your job around them is the ambush rather than the brawl. Put control wards in the pit brush so you are the one waiting when the contest starts, and let your leap land on whoever shows up first. Contest when your team is ahead on early fights; when it is even, take Herald and let dragon go, unless your team wants the soul and can hold fights for it. Between objectives, treat every squishy on the map as a target: a mid laner pushed up, a carry farming a side wave, a support warding alone. Use your ultimate to start hunts rather than only to finish fights, since the vision on the nearest enemy is half its value, and counter-jungle hard when their jungler is on the far side.
Late Game
Late game you have to be smart instead of just strong, because grouped teams leave no clean targets. Stop diving into five bodies and hunt the edges: a carry stepping to a side wave, a support warding alone, or someone in the fog before the real fight starts. Your ultimate is now a flank tool as much as a finisher, so use its vision and speed to find an angle from a bush the enemy backline cannot see. If you cannot find isolation, you still force the enemy carry to play scared, which has value, but leaping into a grouped fight first just gets you killed. Baron and dragon setups are your best windows, since the brush around those pits is exactly the terrain your kit was built for.
Teamfights
Your teamfight is an assassination timed to match one. Sit in a flank bush, wait for their carry to commit or their frontline to step forward, then leap in with full ferocity and burst them before their team can turn. That opening burst buys you the first second, so do not spend it on a tank you cannot kill. If the enemy has hard crowd control saved for you, bait it out or wait, because one stun lands and you die before your combo finishes. When you cannot reach the carry cleanly, your presence still forces their backline to play too safe, which opens angles for your team. You are a single-target assassin, not a brawler: pick one target and commit only when the kill is certain.