Rengar Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Rengar Jungle

Rengar Jungle Guide

Updated for Patch 7.3E
S Tier

Rengar Jungle Wild Rift overview and best build snapshot

How to play

  • Use bushes to get close While in a bush, your basic attack lets you leap to a target. Use that to approach from the side instead of walking straight at an enemy.

  • Choose your empowered spell for the fight Abilities fill your Ferocity bar. When full, choose your empowered 1st ability for damage, 3rd ability to root an enemy, or 2nd ability to heal and remove crowd control.

  • Hunt damage dealers with your ultimate Wait until they are separated from their team before jumping in.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • His brush leap with full ferocity is some of the fastest single-target burst in the jungle.
  • Empowered Battle Roar (2nd) 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.
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Rengar Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Rengar Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage, since his opening leap either kills a squishy or leaves him standing in their team.

BOOTS

Armorcrusher Boots

Early lethality, which sharpens the burst his brush leap is built to deliver.

CORE BUILD

Essence Reaver

Build first. Casting an ability primes Spellblade for the next basic attack, adding burst to the attacks Rengar weaves into his leap combo.

The Collector

Build second after Essence Reaver. Its execute helps finish carries left at low health after Rengar's leap and follow-up attacks.

Infinity Edge

Build third to strengthen his critical strikes. Rengar's burst arrives in a few large attacks, so this increases the damage he can deliver during the opening after a leap.

Lord Dominik's Regard

Build fourth for armor penetration and Giant Slayer damage against enemies stacking bonus health. Choose Mortal Reminder instead when enemy healing is the bigger problem.

Guardian Angel

Finish the build with a revival for committed leaps. Choose an entry your team can follow so allies can protect Rengar while he resurrects.

SITUATIONAL ITEMS

Mortal Reminder

Build this against armor stackers or enemies who out-sustain a burst he cannot repeat immediately. Choose it over Lord Dominik's Regard when enemy healing is the bigger problem, since Grievous Wounds stops targets from recovering Rengar's damage.

Serpent's Fang

Build this when the enemy has shields that keep a carry alive through the leap he set up with his ultimate.

Bloodthirster

Situational when you need Lifesteal for repeated attacks and extended skirmishes. Its high Attack Damage preserves Rengar's damage while the sustain helps him recover between fights.

Edge of Night

Situational when one enemy control spell repeatedly stops Rengar's leap combo. The spell shield helps him reach the carry and land his burst; avoid taking incidental poke that removes it before the engage.

Maw of Malmortius

Build this against heavy magic burst, which is what waits where his leap lands.

Immortal Treads

Boot swap when omnivamp and sustain matter more than the lethality his burst pattern usually wants.

RUNES

KEYSTONE

First Strike

He chooses the moment to leap from brush, so he always opens the trade.

PRIMARY

Sudden Impact

His leap sets up the bonus true damage the instant he lands.

Chain Assault

His whole rotation pours into a single target, which is what this rewards.

Eyeball Collector

His picks convert into takedowns, so the stacks build faster than on a farming jungler.

SECONDARY

Transcendence

Ability haste means faster Ferocity generation, which is how often he gets the empowered ability his combo needs.

SITUATIONAL RUNES

Conqueror

Take this when Rengar must remain in an extended fight instead of ending the target with his first leap.

Unshakeable

Take this when crowd control is likely to catch Rengar immediately after his leap and he needs defenses while locked down.

Bone Plating

Take this against burst-heavy teams to reduce the first damage sequence aimed at him after he commits.

Perseverance

Take this when repeated immobilization and slows are the main threats preventing Rengar from reaching or leaving his target.

Legend: Haste

Take this over Transcendence for extended skirmishes rather than a single burst attempt. More frequent Savagery (1st) and Battle Roar (2nd) casts help Rengar build another Ferocity cycle and recover during a sustained fight.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Unseen Predator (Passive) enables leap attacks from brush or camouflage, including Thrill of the Hunt (Ult); Flash supplies unconditional terrain crossing when neither state is available.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Rengar Jungle Wild Rift matchups and counters

Rengar Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Rengar Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Your first clear is not about setting a speed record, so path toward lanes that can follow up a leap. Normal Battle Roar (2nd) heals 50% of damage taken in the previous two seconds; empowered Battle Roar (2nd) replaces that heal with higher damage, a crowd-control cleanse, and movement speed. Use the normal cast for camp sustain unless the empowered utility is actually needed, and arrive at a lane brush with Ferocity prepared. 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 / Late Game

Levels 9+
Rengar wants the brush and vision battle around an objective more than the stationary pit brawl. Clear vision in the pit brush so you are the one waiting when the contest starts, but choose the target rather than leaping onto the first tank who appears. If your lanes cannot hold the fight, trade for the opposite objective instead of forcing a grouped engage that denies clean isolation. 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 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

5v5 Combat
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.
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