Lately, there has been several posts about a Rengar revert from you guys, but in these ones, we don't know what would fit the Rengar mains' expectations the most.

In order to know what the majority would like, we will get all the ideas in this thread, make strawpolls about each spell, and know what would be the most wanted by our community.

I'll post my ideas here, inspiration from my older post. https://www.reddit.com/r/Rengarmains/comments/61y06j/had_a_little_bit_of_thinking_lately_here_are_the

Try to edit your ideas spell by spell

First things first, back to 3 base AD per level to make spellblades a viable option for Rengar again

Ferocity stacks are back to 5 and no longer fall off out of combat. No longer gives 1 ferocity when leaping at 0 ferocity

Then, unseen predator goes back to 600 Range and the linger out of bush/ult is 0.5 seconds again

Bonetooth necklace : the way you get stacks is the same, but the rewards are different. And everytime you get a trophy, you chose one of the following rewards because as a true Hunter,Rengar must adapt to his preys.

1st reward : Empowered Q now gives 20% bonus AD in addition to the attack speed

2nd reward : Empowered W now heals for an additional 10% missing HP

3rd reward : Empowered E now ignores 30% of the target's armor

4th reward : Leap range increased to 725 from 600

5th reward : Thrill of the Hunt now reveals all ennemies in the vision radius

Kha'zix head : gets all the rewards and Rengar no longer needs to leap on the closest target from ult to get the ferocity generation

Q : Back to prerework, but empowered Q no longer gives 20% increased AD.

W : Codown back to prerework. No longer heals for 50% of the damage taken in the last 1.5 seconds. Now gives 10/12.5/15/17.5/20% damage reduction for the next 6 seconds (can't remember the pre rework duration). Empowered W does the same, but heals for a flat amount depending on missing HP. Prerework values. Also cleanses cc

E : no changes

R : The warning radius no longer scales with ult rank, but is a bit higher than the current lvl 1 warning range during the whole game. Gives 30% bonus movement speed instead of 40%. No longer grants a garanteed critical strike on the marked target, but instead, generates 5 ferocity over 5 seconds after leaping. Still camouflage. The way Rengar fades in ult goes back to prerework, 1 or 3 secs depending on if he takes damage or not, and during these 1/3 secs, he doesn't cancel his ult if he does stuff anymore.

The purpose of this Rengar is to make him less feast or famine, while still giving him meaningful options to take for the hunt. The ult brings as much, if not more counterplay, because since the range is smaller at higher ranks, Rengar gets located more precisely. The ferocity staying out of combat allows more ferocity management, but also, if Rengar leaps on a target with 5 ferocity and spends it with his empowere E or Q, he will have to wait for ferocity to come and have an empowered W to get out safely. That means that if Rengar goes for the "no counterplay oneshot" or "no counterplay root out of stealth", he would die nearly instantly. He can chose to leap at like 2 or 3 ferocity to spend his combo (which will be less powerful than the 5 ferocity one) and get his next empowered spell to escape, but he can also chose to risk not escaping or/and not killing his target when he spends a 5 ferocity combo. This version of Rengar would also allow different playstyles, such as mage, crit, arpen, bruiser, full tank..