Meta, tier list & top-player builds from the China server · live
雷恩加尔 · 傲之追猎者 Assassin C
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 18 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Rengar: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Rengar players, captured in-game.
📖 How to play RengarCounted on 20 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
18 of the top 30 players have a public match history; the others keep theirs private.








































































The toughest lane matchups for Rengar on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Rammus counters Rengar: You leap out of a bush onto a hedgehog: the taunt turns every ambush into self-harm.
How to play Rengar into Rammus: NEVER jump on him: enter on the carries with R and ignore the ball. Spend full ferocity on the soft targets, with Q.
→ RammusWhy Vi counters Rengar: Her R answers yours: you leap, she arrives, and your burst dies on her shield.
How to play Rengar into Vi: Wait for her to spend it on someone else. Your R AFTER hers is a clean kill; before it, a losing exchange.
→ ViWhy Warwick counters Rengar: Sustain duels and fear on your leap: the beast hunting the hunter.
How to play Rengar into Warwick: Ambush ONLY at full ferocity and on targets below 70%. Dodge his fear by leaping AWAY, not into him.
→ WarwickWhy Lee Sin counters Rengar: The early king against a growing predator: he invades your bushes before the cat has its claws.
How to play Rengar into Lee Sin: Concede the first river and farm the safe quadrants. From your first item onward the bushes are yours again: remind him.
→ Lee SinWhy Kha'Zix counters Rengar: The ancestral duel: isolation versus ferocity. Whoever finds the other at the wrong moment collects the bounty.
How to play Rengar into Kha'Zix: Never roam alone below 70% health. Bushes are your advantage: fight there and win the psychological game too.
→ Kha'ZixThe champions Rengar works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
All Out (R) knocks a carry away from her team and roots her: the isolated, motionless target your whole kit is built around, and for once you need no bush. If the leap does not close it, Footwork (E) reaches you and hands you his shield.
Your page says that if the leap does not kill, you have nothing left: Stand United (R) shields you and teleports him onto you from anywhere on the map, and Shadow Dash (E) taunts whoever is finishing you. The flank stops being a suicide.
Bellows Breath (W) makes the target Brittle and stretches the crowd control that follows by 30%: the root from an empowered Bola Strike (E) lasts long enough for you to finish the combo. And Living Forge (P) restocks you without costing a jungle lap.
Your page says never to dive in first: Unstoppable Force (R) opens the fight and eats the point-and-click crowd control that would shut your leap down, while you come in from the side onto a backline already looking the other way.
Mega Adhesive (W) into Fling (E) takes a single body out of the fight: exactly the isolated target you hunt all game. And while he proxies a side lane the enemy spreads out, which is how you eat. Grouped in a 5v5, though, you never meet.
Your problem is knowing who is alone: Destiny (R) reveals the entire map and tells you, then teleports him into your leap. And the Gold Card from Pick a Card (W) stuns, so Savagery (Q) opens on a target that cannot react at all.
Charm (E) walks the target toward you and stops it fighting back: an Unseen Predator (P) leap into the Savagery (Q) crit lands on a body that cannot even turn around. And Spirit Rush (R) brings her into the pick alongside you.
Sleepy Trouble Bubble (E) puts an isolated carry to sleep from range: it gives you what a bush would, only out in the open. You walk up calmly and open with Savagery (Q) before it wakes, and her magic damage rounds out your all-physical burst.
Ring of Frost (W) roots and Frozen Tomb (R) freezes the same target: nearly three seconds in which a carry can neither dash away nor answer, which is more time than you need to dump a full combo with Ferocity already banked.
Hero's Entrance (R) lands on you with a shield and a knock-up on everyone who closed in around you: the only form of plan B your kit knows, given that Battle Roar (W) gives you back not one point of health against champions.
Your page says never to leap on a guess: Hawkshot (E) checks the bush before you move. Then Frost Shot (P) slows with every hit and Enchanted Crystal Arrow (R) stuns from off-screen, and on a frozen body Savagery (Q) does the rest.
Deadly Flourish (W) roots anyone an ally has just hit: the Bola Strike (E) slow is more than enough, and the target stays pinned while you bank Ferocity. And the Captive Audience (E) traps tell you who has drifted away from the group.
Your page admits you bring no peel at all: Ezreal is the marksman who does not need any, because Arcane Shift (E) peels for himself. And Trueshot Barrage (R) finishes, from outside the fight, whoever escaped your leap on a sliver of health.
Bonded to her as her Oathsworn, Fate's Call (R) rips you out when the leap did not kill: the plan B you simply do not own. Or it launches you in, knocking up everyone you hit, for the fights where no bush sits where you need one.
Worth it in games you intend to close early: a level-three gank banks his League of Draven (P) Adoration stacks and hands you your first Ferocity. If the game drags on, you are two champions who needed to be ahead already.
Curse of the Black Mist (E) hands the whole team camouflage: a free Unseen Predator (P) leap with no bush involved, which is the dependency your page lists as a weakness. And Dawning Shadow (R) shields you from half a map away mid-flank.
Battle Roar (W) only gives you health back off monsters: in a champion fight you have no sustain of your own. Wish (R) heals you wherever you are, even behind their lines after Thrill of the Hunt (R), and it heals 50% more under 35%.
Death Sentence (Q) locks a target down but does not kill it, and you are the exact opposite: an Unseen Predator (P) leap into the Savagery (Q) crit deletes something already hanging on the hook. If it is not enough, Dark Passage (W) pulls you out.
Two hunters on one map: Bone Skewer (Q) drags a body out of position and Phantom Undertow (E) stuns it, and you crack it open. His page says heals and shields ruin his execute: with your burst the target drops under the threshold anyway.
Time In A Bottle (P) hands free experience to the jungler, and one level ahead you kill things you should not even try. Then Chronoshift (R) undoes the leap that failed: the only way you ever get to misjudge one without paying for it.
Point-and-click crowd control punishes you the instant you land, and your only cleanse is an empowered Battle Roar (W), four Ferocity stacks badly spent: Breath of Life (R) does it for you. He is still a 48%-winrate support in China, though.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | C | 47.96% | 1.56% | 1.17% | #34 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | C | 48.06% | 1.56% | 1.19% | #34 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | C | 48.5% | 1.66% | 1.31% | #33 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 53.08% | 1.97% | 2.16% | #17 / 41 |
Rengar is a jungle assassin in Wild Rift built entirely around the ambush: hide in a bush or in camouflage, let Unseen Predator's free leap attack open the fight, then chain pure physical burst before the target can react. He deals some of the heaviest single-target damage in the jungle but is fragile the moment the element of surprise is gone, so his whole game plan revolves around picking isolated targets, banking Ferocity for empowered abilities, and vanishing again with Thrill of the Hunt if the kill doesn't land clean.
Skill order: Q > E > W — max Savagery first for the recurring attack-speed and crit pressure in trades, then Bola Strike for stronger slows, roots and damage; level Battle Roar last since it's mainly a sustain tool, and take Thrill of the Hunt whenever it's available.
In the jungle, lean on Battle Roar's monster-damage healing to clear camps back-to-back and stay topped up between them. Use bushes near the lanes to threaten free Unseen Predator leaps on overextended laners instead of forcing fights through fog of war — Rengar's early ganks live or die on picking targets who are already out of position. Bank Ferocity through your clear so you're walking into the first real skirmish with an empowered ability ready, and avoid contesting the scuttler crab or early objectives against faster, stronger early junglers; aim to finish your first item before you start hunting for full fights.
Rengar isn't a frontline teamfighter — his low survivability means diving in first just gets him deleted before his damage matters. Play him as a flanker instead: wait in a bush or use Thrill of the Hunt to reposition around the fight, let the frontlines commit, then leap onto the backline carry or whoever is caught isolated and burst them down with your empowered abilities. Save Battle Roar's cleanse for the moment you're actually locked down mid-dive, and use the ultimate's stealth window to reset out of the fight — or onto a second target — once your first kill is secured, rather than sticking around to get caught by the rest of their team.