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Jul 16, 2013

Scarizard Chats About Rengar

Rengar's got some mixed opinions about him. Some people think he's viable, if not strong, if not OP, while others say he's paltry, not very interesting, and overall a weak pick.

Rengar Teaser

Meanwhile, here's Riot's official stance on Rengar and where they're planning on taking him:

Our other goal is to retain his dueling nature and strength in ambushes and skirmishes, but lower his instagib potential in favor of deferring his up-front damage into longer engagement windows.

Hey y'all - 

So i wanted to talk to you guys about our good ol' Stabtabby, Rengar. Classick handed off to me his initial refactor of Rengar that he had begun posting about a while back, but internally it was shown that while it certainly buffed him and fixed some issues with his design, more work needed to be done.

What our playtests revealed is that preserving the predatory feel by making his ultimate stronger is all well and good, but proved pretty abusive when it came to his burst potential. In a way, Rengar is a champion that has always been defined by his abuse-cases, either in TripleQ assassinating someone in less than a second from stealth, or double tap W + DFG pentakilling teams from stealth with AP, or simply stacking health + spirit visage splitpushing waves, then escaping from nearly any sort of chase. We've come a long way from the latter of these, but if the Pridestalker is to see any sort of return to glory we'll need to iron out some of the abusive kinks and round him out as a whole.

We're sticking with the direction that Classick originally outlined in his post here ( - namely reducing the frustration/toxicity of Thrill of the Hunt (Ultimately allowing us to buff the spell in other ways) and driving clarity in his Ferocity choices by having the effects scale with champion level rather than rank of skill. Our other goal is to retain his dueling nature and strength in ambushes and skirmishes, but lower his instagib potential in favor of deferring his up-front damage into longer engagement windows. While he'll still be a threat, changing him to a sustained damage pattern allows us to pump more power into his other abilities/ferocity bonuses and make his ability set as a whole stronger instead of the current 'stabcat on AD carry and one or both of us will die' pattern that makes Rengar so frustrating and binary to play as and against on Live.

So with that out of the way, here are some questions i'd like to get your thoughts on -

-Do you identify Rengar's playstyle as one that would be a particularly good fit in the jungle? What improvements would you like to see be made to help him out?

-What is appealing to you about the defensive boost Rengar receives from Battle Roar? I'd like to change this from just flat Armor and Magic Resistance to something that can be situationally more powerful and makes him less 'meatwall' when he leaps on a target

-What types of improvements or changes would you like to see be made to Bonetooth Necklace? Ideally i'd like to see this moved away from a 'stat-stick' and embrace more unique enhancements like his 'Increases Leap Range by 150'

These questions are really just to begin the discussion - i'm certainly looking for thoughts/feedback on a variety of topics, but these are a few that we've been talking about on a higher level that have less of a set direction currently. Wav3break, one of our Live Design Interns is working closely with me on this project and will be monitoring this thread alongside me and will help to soak feedback and answer questions y'all may have.

Without further ado: Rengar! I choose you!

Here are the changes (Without numbers, as they are subject to change/tuning as always) that we've been testing so far:

- Health Regen, Health Regen/lvl, and Health/lvl all increased

Unseen Predator
-Now becomes visible at the beginning of the leap, rather than midleap

- Attack Speed removed (Temporary for now - planning on putting something else here)

Ferocity Bonus: Savagery
- Damage lowered, Attack Speed lowered, Attack Speed Duration increased

Battle Roar
- Damage increased
- Cooldown decreased
- No longer grants Armor/MR - instead grants damage reduction from Physical Damage/Basic Attacks

Ferocity Bonus: Battle Roar
- Heal unchanged
- Now deals damage based on Rengar's level

Bola Strike
- Damage increased
- Bonus AD Ratio increased

Ferocity Bonus: Bola Strike
- Now deals damage based on Rengar's level
- Root duration increased

Thrill of the Hunt
- Cooldown decreased
- Duration increased
- Movement speed increased
- Enemies will now receive a particle over their head when Rengar can see them; Additionally, Enemies will hear Voice Over on activation if they are in Rengar's sight range (roughly 1000) when he casts Thrill of the Hunt


What do you guys think about Rengar? Comment below!

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  1. Richard ClarkeJuly 16, 2013

    I don't like the particle the enemies get that notifies them rengar has ult, i thought his ult was ok without the notifications. Everything else is fine i guess, I never mind the attack speed boost from q though :/ hope whatever its replaced with is good.

  2. Michael ThompsonJuly 17, 2013

    Rengar is stupidly strong to begin with and everything that I see here just makes him seem stronger. Sure, the notification that he's using his ulti is decent enough, but they buffed nearly everything. I'm certain that they'll find out they made horrible errors if they ever make these buffs live.

  3. Joshmosh2July 17, 2013

    Omg bola buff? T____T

  4. Daniel YiJuly 17, 2013


    RENGAR FTW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    Still a bit sad though that "q" got nerfed
    Oh well

  5. Austin HallJuly 29, 2013

    Just leave him alone. There are wayyyyy more nerfs than buffs on this page. How is an assassin supposed to kill if all his damage is moved to long duels. Also without that magic resist Rengar cannot trade with mage bullies on top lane. What a joke.


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