Renekton Build Guide


Uploader Nehum
Updated 5 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

[highlight]Marks:[/highlight] [.]Greater Mark of Desolation: This is really the only way to go for Renekton. The Armor Penetration really amplify Renekton's early game damage and there really isn't another strong option. [highlight]Glyphs:[/highlight] [.]Greater Glyph of Shielding: I prefer the Magic Resist per Level. Early game, the typical mage hasn't really started to grab up a great deal of AP. It takes them a few levels to get going. As always, there are exceptions, but I find that in general, you are safe to get the extra MR from the per level runes. [.]Greater Glyph of Warding: The static Magic Resist can be more valuable in the early game if you are in lane against a Brand or Lux, but I find that getting the extra MR from the Glyphs of Shielding is more valuable. This choice really boils down to personal preference. [.]Greater Glyph of Focus: If you are going to go Cool-down Reduction, definitely go with the static Glyphs. The early CDR will drastically improve your laning phase and mid-game. [highlight]Seals:[/highlight] [.]Greater Seal of Resilience: Static armor is the best way to go on Renekton. There really isn't another strong option. [highlight]Quintessences: [/highlight] [.]Greater Quintessences of of Swiftness: I love move speed. I love being able to quickly aid another lane or my jungler, and move speed quints allow me to do that. I also love being able to chase and catch pretty much anyone. High move speed combined with Boots of Swiftness and Slice and Dice make Renekton one of the most mobile champions in the game. The Swiftness quints are far and away the most valuable quints on Renekton. [.]Greater Quintessences of Desolation: For the early game, these quints provide Renekton with some serious pop. These runes combined with Desolation Marks and the Sunder Mastery make it so Renekton is doing true damage to anyone who doesn't have an armor item or armor seals until a few levels into the game. They do make his laning phase very very scary. I prefer the mobility from Swift quints, but if you prefer to smash face harder, these are the way to go. [.]Greater Quintessences of Fortitude: I am not a big fan of Fort quints on Renekton. I would rather have the mobility or the damage. But, while you are learning the toon, I do recommend them because they give you a bit of a safety net in the lane. Though, once you get the hang of things, you really should move on to either Swift quints or Desolation quints as they are far more valuable.

[title][highlight]Starting Items:[/highlight][/title] [img=items/dorans-shield.png] OR [img=items/dorans-blade.png] OR [img=items/boots-of-speed.png] + [img=items/health-potion3.png] All three of these items are legitimate starting items for Renekton. What you choose to start with, for whatever reason, is completely up to you. My preference is to start with a [imgsmall=items/dorans-shield.png] because I prefer the longevity this item provides in the lane, though I can understand the desire to start with a Doran's Blade. The extra damage scales very well with Renekton's abilities. I have also found that Renekton is a strong roamer, and if you are intending on roaming with him, I highly recommend [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png]to begin. [title][highlight]Early Items:[/highlight][/title] I am not someone who ascribes to a steadfast, consistent build. Renekton has the luxury of being effective as a strong DPS, as a strong tank, or as a hybrid of the two. I have found that he shines as a hybrid and prefer to play him that way. However, I have had games where I have played him with more damage and others where I have slanted him towards durability, depending on the flow of the game. Being able to adapt to the game at hand is a crucial skill for summoners. Regardless of where a given game may take your build, Renekton is an incredibly strong early game champion, and I always build to take advantage of that strength. With that in mind, I pursue an effective early game build that lays the foundation for whatever build you desire: I usually begin with a Doran's Shield, and try to avoid going back to shop until I have around 2,200g. Renekton has a strong enough lane phase that this shouldn't be a problem. With that 2,200g I buy the following items: [img=items/boots-of-speed.png][img=items/dorans-blade.png][img=items/dorans-blade.png][img=items/heart-of-gold.png][img=items/sight-ward.png] If you are forced back before you can afford all this, favor the [imgsmall=items/heart-of-gold.png] + [imgsmall=items/boots-of-speed.png]. They are more important than the Doran's. This item set provides Renekton with a very large health pool for the early game, respectable damage output, and with the Movement Speed quintessences and Quickness mastery, scary fast movement speed for only having Boots of Speed. Additionally, the GP/10 from the Heart of Gold allows you to keep buying wards without compromising your build. With one GP/10 item, you will be able to buy a ward once every two minutes and forty-five seconds with the additional gold gained. Remember, the Doran's are for the EARLY game. They are inexpensive, and have a very high stat-to-gold ratio. They are worth the investment! Don't be afraid to sell them as soon as you need the inventory space for other items. [title][highlight]Mid-Game Items[/highlight][/title] Once I buy the above set of items, I vary my build based on the flow of the game. I asses whether or not I need to favor damage, favor durability, or build a hybrid of the two. How you make those determinations is up to you. As a general rule, my build is VERY fluid, so it is difficult to make a list of items or build orders. Frankly, trying to have a rigid build order is a lesson in futility. You HAVE to be able to change things up according to the flow of the game to build Renekton effectively. Here is how I create my build after I buy the above set: As is par for the course, finish boots first. [img=items/boots-of-swiftness.png] OR [img=items/mercurys-treads.png] With the new Mastery Trees, I am finding that [imgsmall=items/mercurys-treads.png] have become the boots of choice for Renekton. The 21 point Defensive Mastery talent stacks with the tenacity from these boots, though I do not know the exact math on it. CC rules this game, so the more you can do to reduce its effect, the better. That being said, I still buy [imgsmall=items/boots-of-swiftness.png] quite often. Combined with the Swiftness Mastery and Swiftness Quints, this makes Renekton stupid fast. With Slice and Dice, Renekton has mobility rivaled only by Kassadin. It is not uncommon for me to buy [imgsmall=items/boots-of-swiftness.png] for the early to middle game, and then sell them for [imgsmall=items/mercurys-treads.png] for the late game. I love roaming on Renekton, and [imgsmall=items/boots-of-swiftness.png] make roaming much more effective. Then, for team fighting, I like to have the survivability from [imgsmall=items/mercurys-treads.png]. DO NOT BUY [imgsmall=items/ionian-boots-of-lucidity.png]. It drives me bonkers to see Renekton wearing these boots. Even in an offensive build, [imgsmall=items/mercurys-treads.png] are better. Trust me, you will be a CC target. After boots, I like to pick up a small bit of offense: [item=wriggles-lantern]AND/OR[item=the-brutalizer] I love [imgsmall=items/wriggles-lantern.png]. Armor, plus farming, plus damage, plus lifesteal, plus free wards....all for a quaint 1600g. Amazing item on Renekton. I also really like [imgsmall=items/the-brutalizer.png]. Armor Pen is very valuable to Renekton, and CDR is never bad. I don't always buy one though. Sometimes I find it necessary to get straight to a defensive item. [title][highlight]Late Game Items:[/highlight][/title] [highlight]Durability:[/highlight] After Wriggles and/or The Brutalizer, I turn my attention to survivability. I assess the strengths of the enemy team, and I buy accordingly from the following items: [img=items/sunfire-cape.png][img=items/randuins-omen.png][img=items/banshees-veil.png][img=items/quicksilver-sash.png][img=items/force-of-nature.png][img=items/guardian-angel.png][img=items/warmogs-armor.png] [imgsmall=items/sunfire-cape.png] - against teams with high physical damage. I buy this very regularly. Its a good chunk of health and armor, and provides some extra damage. [imgsmall=items/randuins-omen.png] - against teams who have strong auto-attacking carries who need to be shut down. Choosing between this item and a Sunfire can be very difficult. The Sunfire has the extra damage, but the Randuin's provides more effective health with its high armor stat, massive Hp/5 and a nice active ability. Choose based on the flow of the game. [imgsmall=items/banshees-veil.png] for teams with a strong CC component. [imgsmall=items/quicksilver-sash.png] - This is far and away the most underrated item in LoL. It cleanses EVERYTHING. If there is an enemy Malzahar, Warwick or Kennan, this is a MUST buy item. It will get you out of the supression, clear ignites, clear mark of the storm, and all forms of CC, on top of giving you a big chunk of MR. It is also on a short cooldown and is dirt cheap. [imgsmall=items/force-of-nature.png] for teams with high magic damage. With FoN, however, its important to establish a health pool first. Seeing as that I usually buy a Sunfire Cap or a Banshee's veil in games when I get FoN, I get my [imgsmall=items/giants-belt.png] or [imgsmall=items/catalyst-the-protector.png] before I finish the FoN. [imgsmall=items/guardian-angel.png] for teams it just feels right against. I like GA on Renekton. Buy it if you need it. [imgsmall=items/warmogs-armor.png] - The 'AtMogs' ([imgsmall=items/atmas-impaler.png][imgsmall=items/warmogs-armor.png]) build has become one of the favored builds on most tanky DPS style toons. Many will argue its the only way to play Renekton, and I posit that while it is a strong build, it is not the end-all build for Renekton. If you are planning on building 'AtMogs' it has to be the entirety of your build. Getting the [imgsmall=items/warmogs-armor.png] as early as possible is the key to the build. So, if you are planning on going AtMogs, do not build the multiple [imgsmall=items/dorans-blade.png]'s or [imgsmall=items/wriggles-lantern.png]. I still recommend the [imgsmall=items/heart-of-gold.png] though. So grab that, and then start immediatley on your [imgsmall=items/warmogs-armor.png]. After you finish the AtMog's, you will need resistances. [imgsmall=items/guardian-angel.png] becomes a very good item in the AtMog's build. High health, good damage, good resistances and a second life; what's not to like. I do not, however, think the AtMog's build is the only way to go. Play the game at hand; don't follow a static build. [highlight]Offense:[/highlight] Deciding how many tank items to buy is completely dependent on the flow of the game. Fluidity is VERY important when playing Renekton. Once you feel your have enough durability, it's time to start buying damage items. It also isn't uncommon for me to grab one or two defensive items, then a big offensive item, and then go back to defensive items. Or sometimes I get my base build and jump straight to a big offensive item, and go back for durability. Judge the enemy team and the situation at hand, and then buy what you need. There is no right or wrong build order. Also note that I listed all of the Hybrid Items from my earlier Item Overview in this section. The reason I did this is because I find it important to lump purely defensive items in their own category. I don't want to get caught thinking I can get away with only buying hybrid items, so I frame them as offensive items. Every once in a while, you get a game where you can, but as a general rule, you need between 1 and 3 purely defensive items to be a very effective Renekton. As with all thing, play it by ear. Get what you need to win the game at hand. Here are the items I favor: [img=items/the-black-cleaver.png][img=items/wits-end.png][img=items/youmuus-ghostblade.png][img=items/atmas-impaler.png][img=items/hexdrinker.png] [imgsmall=items/the-black-cleaver.png] - the attack speed scales very well with the Fury mechanic, and the armor debuff is instantly applied with one furious W. Very strong item on Renekton. [imgsmall=items/wits-end.png] - with Renekton's W applying on-hit effects, this is an extra 126 damage for the spell, and you instantly get three stacks of the MR. Strong, inexpensive item. [imgsmall=items/youmuus-ghostblade.png] - great, great item. Attack speed and movement speed buff, plus CDR, plus ArP, plus damage. Very cost effective item with great utility. If you are planning on building a Ghostblade, make sure you pick up a Brutalizer early in your build. [imgsmall=items/atmas-impaler.png] - If you have built a few health items, say a Sunfire and a Banshee's, look at Atma's for a big damage boost. It gives a respectable amount of crit (scaling well with Ghostblade), a big chunk of armor, and a very noticeable amount of attack damage. [imgsmall=items/hexdrinker.png] - This item is a very situational, yet effective item. If the enemy team has a [imgsmall=champ/karthus.png][imgsmall=champ/brand.png][imgsmall=champ/leblanc.png][imgsmall=champ/lux.png][imgsmall=champ/veigar.png] or [imgsmall=champ/annie.png]I will often buy this item very early in the game. I will sometimes forgo one or two [imgsmall=items/dorans-blade.png]'s to grab it. The extra shield will infuriate [imgsmall=champ/lux.png]and[imgsmall=champ/karthus.png] especially. It will make it much more difficult for them to kill you with their ults early in the game. Overall, it has solid damage and respectable mitigation for an inexpensive item. [highlight]Other Items Worth Discussing: [/highlight] These items have found their way into my build from time to time, and are worth mentioning. I don't consider them foundational items, and I don't buy them unless the game specifically calls for it. They show up from time to time when I find myself needing to adapt to a certain opponent or enemy playstyle. Remember, being able to adjust your build to the current game and to your play-style is key. Don't be afraid to experiment! [img=items/frozen-mallet.png][img=items/spirit-visage.png][img=items/trinity-force.png][img=items/warmogs-armor.png][img=items/aegis-of-the-legion.png] [imgsmall=items/frozen-mallet.png] - I am not a huge fan of this item on Renekton, though I have seen it used effectively. With Slice and Dice being as effective as it is, I don't feel Renekton really benefits from the slow. He can [imgsmall=skills/renekton/e.png] to a [imgsmall=skills/renekton/w.png] and set up kills for his team that way. I just feel gold is better spent elsewhere. This is a 3,100g item. I usually buy this item when the enemy team is very slippery or when a couple enemy champions are effectivly kiting me or my team. Sometimes [imgsmall=skills/renekton/e.png]isn't quite enough due to flashes, Shunpos, Bird walls and/or any number of slows and stuns. The Croc build in this guide is super speedy, so he can usually catch up to enemies, and a [imgsmall=items/frozen-mallet.png] can really capitalize on that. [imgsmall=items/spirit-visage.png] - With the big nerf to the healing from Cull of the Meek, and the reduced healing on Spirit Visage, I find this item isn't as amazing as it used to be for Renekton. It is still good, and I do grab it when I am in a solo lane. It provides excellent longevity in lane, and now that it buffs lifesteal too, I wouldn't criticize anyone for taking it. [imgsmall=items/trinity-force.png] - Another item I don't really like, but I have seen some people make it work. It is an expensive item! But, the Sheen proc work on Ruthless Predator the same way it works on Siphoning Strike or Parlay, making W an even bigger nuke. Plus, I love movement speed :) [imgsmall=items/aegis-of-the-legion.png] - After spending some time play-testing this item, I have found that I have very mixed feeling about it. I have been buying it en lue of a second [imgsmall=items/dorans-blade.png] and [imgsmall=items/the-brutalizer.png] and finding myself very satisfied with the results. With [imgsmall=items/aegis-of-the-legion.png], it feels like[imgsmall=items/mercurys-treads.png] are less needed and [imgsmall=items/boots-of-swiftness.png] feel much more comfortable. I love having the extra 30 Armor and 39 Magic Resist, as well as the 270 health from the Aegis. Not to mention the buff for my team. If your supports need to buy other support items, Renekton is a good candidate to buy an [imgsmall=items/aegis-of-the-legion.png] to support the team. [imgsmall=items/aegis-of-the-legion.png] has the same effect on Renekton as it does on [imgsmall=champ/nasus.png]. However, I feel as if the item really drops off in the late game, and I find myself wanting that slot for something else later in the game. But I really don't feel all that bad about selling it later on. The buff for the team is negligible in the late game and you definitely get a good return on your investment when you sell it. I am not ready to say its a consistent part of my build, but I have found against high burst teams, it is very nice to have in the mid game. [highlight]Items to NOT buy:[/highlight] I just don't like these items on Renekton. I see them constantly, and they make me cringe: [img=items/ionian-boots-of-lucidity.png][img=items/last-whisper.png][img=items/thornmail.png][img=items/infinity-edge.png][img=items/the-bloodthirster.png] [imgsmall=items/ionian-boots-of-lucidity.png] - Renekton does benefit from CDR, I won't argue that. However, the survivability from Merc Treads or the mobility from Swift Boots is MUCH more valuable. Take note that I took the time to express my distaste for this item SEVERAL times in this guide. [imgsmall=items/last-whisper.png] - Yes, this item amplifies Renekton's damage against tanks. But, it does not amplify his teammates damage against tanks. Renekton has respectable damage output, but debuffing an enemy using a Black Cleaver is more effective for the TEAM. Remember, LoL is a TEAM game, and Renekton is not going to be the only physical damage on your team (except maybe in 3's). As such, its is better to buff the TEAMS's damage, as opposed to your own personal damage. [imgsmall=items/thornmail.png] - I don't like this item for a few reasons: Renekton is NOT a focus target. At least, he shouldn't be. Renekton should be beefy enough, or your carries should be doing enough damage, or your supports should be annoying enough that Renekton is 3rd or later on the list of targets to focus. Therefore, enemy carries are not generally trying to focus him down. In addition, enemy carries are usually 1st on the list of champions for your team to focus down. Let's Review: 1. The enemy team is not focusing you, so the champions you bought the Thornmail to counter aren't attacking you. 2. Your team is killing the champions that you buy the Thornmail to counter first....meaning they die fast. So....what did the Thornmail really do for you? Now, granted, there may come a time when the Thornmail does come in handy. Sometimes you get a weird game where the enemy team is trying to focus you or when there are three enemy auto-attackers who are just ruining your day. But, if that's the case, Randuin's Omen is a better buy. Slowing down their attack speed will really mess with their mojo. Plus, it gives you better stats, an escape, a way to catch runners, some HP/5 and some CDR. I don't like Thornmail. HOWEVER....there may be the ocassional game that Thornmail is helpful. But as a general rule, don't buy it. [imgsmall=items/infinity-edge.png] - I don't understand why people buy this item on Renekton. He is not an auto attacker, his abilities can't crit, so what value does it provide? This item is VERY VERY expensive, and provides not defensive element while accentuating critical strikes and their damage. It just doesn't fit the Renekton motiff. [imgsmall=items/atmas-impaler.png] almost always provides more damage (60 AD at 3,000 HP), and adds a good chunk of armor. Yeah, it does have some crit for icing on the cake, but it costs 1,400g LESS than an Infinity Edge. [imgsmall=items/atmas-impaler.png] is clearly the better choice if you have built correctly. [imgsmall=items/the-bloodthirster.png] - I really don't like buying this item on Renekton. It is what I refer to as a 'Noob Stomping Item'. [imgsmall=items/the-black-cleaver.png] and [imgsmall=items/atmas-impaler.png] are clearly better than a [imgsmall=items/the-bloodthirster.png], but if you've already got a [imgsmall=items/the-black-cleaver.png] and don't have the health to buy an [imgsmall=items/atmas-impaler.png], and are getting fed like crazy is a seriously noob stomping game, go ahead and pick up a [imgsmall=items/the-bloodthirster.png]. Though I find that for competitive builds, its not something I would recommend. [title][highlight]Possible Item Combinations: [/highlight][/title] Here are a few of the possible item combinations I have found myself favoring: Hybrid: [imgsmall=items/boots-of-swiftness.png][imgsmall=items/wriggles-lantern.png][imgsmall=items/randuins-omen.png][imgsmall=items/banshees-veil.png][imgsmall=items/the-black-cleaver.png][imgsmall=items/youmuus-ghostblade.png] Hybrid: [imgsmall=items/boots-of-swiftness.png][imgsmall=items/wriggles-lantern.png][imgsmall=items/guardian-angel.png][imgsmall=items/the-black-cleaver.png][imgsmall=items/frozen-mallet.png][imgsmall=items/atmas-impaler.png] Hybrid (against a [imgsmall=champ/malzahar.png][imgsmall=champ/galio.png][imgsmall=champ/warwick.png][imgsmall=champ/rammus.png] ect): [imgsmall=items/mercurys-treads.png][imgsmall=items/quicksilver-sash.png][imgsmall=items/wriggles-lantern.png][imgsmall=items/wits-end.png][imgsmall=items/banshees-veil.png][imgsmall=items/randuins-omen.png] vs Heavy AD: [imgsmall=items/boots-of-swiftness.png][imgsmall=items/randuins-omen.png][imgsmall=items/wriggles-lantern.png][imgsmall=items/sunfire-cape.png][imgsmall=items/the-black-cleaver.png][imgsmall=items/atmas-impaler.png] vs Heavy AP: [imgsmall=items/boots-of-swiftness.png][imgsmall=items/banshees-veil.png][imgsmall=items/force-of-nature.png][imgsmall=items/wits-end.png][imgsmall=items/the-black-cleaver.png][imgsmall=items/hexdrinker.png] vs Strong CC: [imgsmall=items/mercurys-treads.png][imgsmall=items/quicksilver-sash.png][imgsmall=items/banshees-veil.png][imgsmall=items/wriggles-lantern.png][imgsmall=items/the-black-cleaver.png][imgsmall=items/randuins-omen.png] Tank Heavy: [imgsmall=items/mercurys-treads.png][imgsmall=items/warmogs-armor.png][imgsmall=items/aegis-of-the-legion.png][imgsmall=items/banshees-veil.png][imgsmall=items/randuins-omen.png][imgsmall=items/atmas-impaler.png] Tank Heavy: [imgsmall=items/mercurys-treads.png][imgsmall=items/warmogs-armor.png][imgsmall=items/force-of-nature.png][imgsmall=items/frozen-mallet.png][imgsmall=items/atmas-impaler.png][imgsmall=items/randuins-omen.png] DPS Heavy: [imgsmall=items/boots-of-swiftness.png][imgsmall=items/wriggles-lantern.png][imgsmall=items/the-black-cleaver.png][imgsmall=items/sunfire-cape.png][imgsmall=items/youmuus-ghostblade.png][imgsmall=items/wits-end.png]

[title][img=skills/renekton/p.png] Passive: Reign of Anger[/title] [number]Renekton gains 5 Fury per autoattack. Having sufficient fury empowers Renekton's abilities with bonus effects, but this drains Fury. Out of combat, Renekton loses 5 Fury per second.[/number] [title]Explanation:[/title] Fury management on Renekton is what separates a truly great Renekton player from the masses. Save or his Ultimate, all of Renekton's abilities receive a very very valuable buff when used in combination with Fury. Choosing when to use your fury is what will define your impact on the team fight. I will expand upon Fury Management in a later chapter. [title][img=skills/renekton/q.png] Q: Cull The Meek[/title] [number]Renekton swings his blade, dealing 60 / 90 / 120 / 150 / 180 (+80% Attack Damage) physical damage to nearby enemies and gains 5% of the damage dealt as Health, up to 50 / 75 / 100 / 125 / 150. Each hit grants 5 Fury, up to 25. Enemy champions grant 400% additional health recovery. 50 Fury Bonus: Dmage increased to 90 / 135 / 180 / 225 / 270 (+). Heal percent increased to 10%, up to 150 / 225 / 300 / 375 / 450. Cooldown 8seconds Cost: No Cost or 50 Fury Range 20[/number] [title]Explanation:[/title] This spell is what gives Renekton a strong lane phase. When I use this spell, in combination with Slice and Dice, I always try to hit at least one enemy champion so that I can get the massive increase in healing. It is not uncommon for me to use this ability with 50 fury in the laning phase and it is also a reliable method of gaining fury. Renekton will gain 5 fury for each enemy target hit by Cull, up to 25 total. Learning to use Cull effectively is what will allow you to have a strong laning phase. [title][img=skills/renekton/w.png] W: Ruthless Predator[/title] [number]Renekton's next attack strikes twice dealing physical damage 10 / 30 / 50 / 70 / 90 (+150% of his Attack Damage) and stuns for 0.75 seconds. Each hit applies on-hit effects. 50 Fury Bonus: Instead, Renekton attacks three times dealing physical damage 15 / 45 / 75 / 105 / 135 (+225% of his Attack Damage) and stuns his target for 1.5 seconds. Cooldown 13 / 12 / 11 / 10 / 9seconds Cost: No Cost or 50 Fury Range 300[/number] [title]Explanation:[/title] This is Renekton's single target nuke. Its a solid stun, and scales incredibly well with attack damage. It also applies on-hit effects, and that's really important to note if you pick up a Lizard Buff or any items with on-hit effects. This spell is effective for locking down an enemy target for a kill and disrupting channeled ultimates. It is also worth nothing that if you use this spell without fury, you will gain 10 fury (one for each attack). This spell also one-shots wards. I picked this up from Steve Irwin's guide and it is really handy. You can kill them before they stealth if you are johnny-on-the-spot when they are placed. [title][img=skills/renekton/e.png] E: Slice and Dice[/title] [number]Renekton Slice: Renekton dashes, dealing 45 / 75 / 105 / 135 / 165 (+) physical damage. Hitting an enemy grants the ability to use Dice for 4 seconds. Dice: Renekton dashes dealing 30/60/90/120/150 (+) physical damage. Dice - 50 Fury Bonus: Damage increased to 67.5 / 112.5 / 157.5 / 202.5 / 247.5 (+). Enemies hit have 15% / 17.5% / 20% / 22.5% / 25% reduced Armor for 4 seconds. Cooldown 18/17/16/15/14 Cost No Cost or 50 Fury Range 250[/number] [title]Explanation:[/title] This spell provides Renekton a double dash that defines the character. He can move almost at will through the enemy team, track down key targets, and escape a bad situation with ease. This spell can also go through many walls around the map. Take some time and go into a custom game to practice Slicing and Dicing through walls. I could draw you a nice pretty map, but that won't help you as much as practicing it. Many of the walls you can go through require precise entry points. Also remember, Slice does not consume a fury charge, but Dice does. This lets you use Slice to get somewhere while conserving a fury charge for a subsequent spell. Dice also shreds enemy armor when furious. More on that in the Anger Management chapter. [title][img=skills/renekton/r.png] R: Dominus[/title] [number]Renekton surrounds himself with dark energies for 15 seconds, gaining 300 / 450 / 600 Health. While active, he deals 40/70/100 (+10% Ability Power) magic damage to nearby enemies and gains 5 Fury per second.[/number] [title]Explanation:[/title] 15 seconds is an incredibly long time for this Ult to be active. Over the course of that time, at Rank 3, Renekton will deal 100 damage per second to his enemies. That's ridiculous. Plus, he gains 600 health and rapid fury gain. This is a very powerful ability. Be wary of 'Cho'gath Syndrome' though. Renekton's sprite grows when you hit this ability, making it more difficult to target your teammates and drawing a ton of attention to yourself. This is one of the big reasons I build tank items before DPS items. Renekton's ult makes him a presence in team fights and an amazing turret diver. Just remember, when your angry face is on, the turrets will target you more often than not. Also remember that you keep the bonus health when your ultimate wears off, which is essentially a heal if you don't take a great deal of damage during a fight. I do not, however, recommend, ever ever ever looking at this ability as a means to healing.

As a general rule of thumb: [img=skills/renekton/r.png] > [img=skills/renekton/q.png] > [img=skills/renekton/e.png] > [imgsmall=skills/renekton/w.png] [imgsmall=skills/renekton/q.png] takes priority simply because of its healing mechanic and its circular damage. while [imgsmall=skills/renekton/e.png] does do more damage in the long run (see Anger Management), it has a linear attack path, making it more difficult to hit several minions at once. Whereas the circular action of [imgsmall=skills/renekton/q.png] can easily hit all six minions, as well as enemy champions. [imgsmall=skills/renekton/q.png] simply creates a more powerful laning phase for Renekton than [imgsmall=skills/renekton/e.png]. [imgsmall=skills/renekton/e.png] is prioritized secondly because its does a significant amount of damage and has an extremely powerful debuff. Reducing the CD on [imgsmall=skills/renekton/e.png] is quite important for the mid-game. Being able to [imgsmall=skills/renekton/e.png] as often as possible will be extremely powerful once team fighting begins. You will want the mobility! I don't prioritize [imgsmall=skills/renekton/w.png] because it doesn't scale as well as [imgsmall=skills/renekton/q.png] or [imgsmall=skills/renekton/e.png]. While it is an insanely powerful nuke, the healing from [imgsmall=skills/renekton/q.png] during the laning phase is more valuable and the mobility and armor debuff from [imgsmall=skills/renekton/e.png] is more valuable than scaling [imgsmall=skills/renekton/w.png]. And I would presume it goes without saying that [imgsmall=skills/renekton/r.png] gets leveled every chance you can :)

Renekton has an INCREDIBLY strong presence in the lane. His durability combined with his mobility makes him very potent. Between [imgsmall=skills/renekton/q.png] and [imgsmall=skills/renekton/e.png], he is a truly scary champion to lane against. During the Lane Phase, [imgsmall=skills/renekton/q.png] should almost never be off CD. Use it....use it....use it. Be sure to catch champions in the circle of death as often as you can. Hitting them drastically increases the amount of the heal. [imgsmall=skills/renekton/q.png] is a great farming spell. I spend almost all of my fury in the laning phase on [imgsmall=skills/renekton/q.png]. Then again, I like to push the lane hard, and not everyone likes to do that. If you don't want to push hard, I would avoid using [imgsmall=skills/renekton/q.png] unless you need the heal. With recent nerfs, [imgsmall=skills/renekton/q.png] isn't as effective at healing as it used to be. Don't count on its healing mechanic to drastically extend your ability to stay in the lane. You will have to work at avoiding enemy harass and play smart. While [imgsmall=skills/renekton/q.png] is a strong ability, and the first ability you max, [imgsmall=skills/renekton/e.png] is what make Renekton truly shine in the lane. With [imgsmall=skills/renekton/e.png], Renekton can harass as effectively as any ranged champion in the game. To harass effectivly, auto attack minions and build up 100 fury. Hit [imgsmall=skills/renekton/w.png], to queue the stun, and then [imgsmall=skills/renekton/e.png] to an enemy champion. Blast them with the queued furious [imgsmall=skills/renekton/w.png], throw a furious [imgsmall=skills/renekton/q.png], and then [imgsmall=skills/renekton/e.png] back to safety. You will hit them for a huge chunk of damage, and be relativly safe yourself. If you coordinate with a lane mate, you can pick up easy kills with this harass. I love laning with [imgsmall=champ/xinzhao.png] because he can essentially do the same thing and we can pick up quick kills. [imgsmall=skills/renekton/e.png] also protects Renekton from ganks. A quick [imgsmall=skills/renekton/e.png] can get Renekton away from a bad situation or get him back under the turret where he can turn the tides of the fight. Renekton is also a VERY strong roamer. He can hunt down an enemy jungler or float to gank lanes very effectively. If I am planing on roaming, I will pair myself with someone who is comfortable in a solo lane, and leave to roam at around level 3 or 4. I try to wait until I have enough gold to head back and pick up a [imgsmall=items/heart-of-gold.png]. Remember, pick up [imgsmall=items/boots-of-speed.png] as your starting item if you are planning on roaming. Also, don't be afraid of a solo lane. Renekton can play in a 1v1, though laning 2v1 is a dicey proposition at best. Renekton can keep up with many champions, but you will definitely have to practice the solo Croc. I usually don't play a solo Renekton because he has such strong synergy with many other laners. I find champions who need the farm to get going are better for the solo lane. Renekton doesn't need a great deal of farm to be effective, and with my Early Game Build, he can do a ton of damage and take quite the hit for very little gold expenditure.

[title][highlight]Mid Game:[/highlight][/title] As the laning phase comes to a close, the opportunity presents itself for Renekton to take on many roles. He can side push, control the map, or defend a lane effectively against a a strong push. He is also a very effective turret diver. What you decide to do depends largely on your team composition and the flow of the game: [.]I look at Renekton as a bully in the mid game. As a teacher, I teach my students to walk away from bullies, and to not give them what they want: a reaction. But remember, if they are walking away from you, they are hiding under their turret, where they can't push yours. Eventually, you will win the battle of attrition. [.]I look to get a rise out of the enemy team, and exploit it. I push and probe until I find something I can use, and then take advantage of it. The catch is, your team has to be on board. If you pick a fight and the team doesn't follow, you have a big problem. So, be sure to communicate with your team. Make sure they know what you are trying to accomplish. [.]Renekton can often defend a turret against multiple enemy champions, so, play the numbers game. If four of your teammates push one lane, while you defend another turret against two enemy champions, you team has gained a huge advantage. You can bait the enemy into to diving you, pop [imgsmall=skills/renekton/r.png], and make them understand why that was a bad idea. [.]The mobile Renekton in this guide can also very easily traverse the map to where he is needed. Go where your team needs you. Work to offset the balance. You will be able to arrive at a fight to backup a teammate or keep a turret from going down very very quickly. Be decisive in your actions and work to tip the game balance in your teams favor. [title][highlight]Team-Fighting:[/highlight][/title] Team Fights are not a black-and-white ordeal for Renekton. Recognizing when your abilities are best used is the key to being effective, and there are MANY things to consider. In the below chapter, I have drastically expanded upon how to use fury and when to pop abilities as well. [.]Renekton is NOT a primary initiator. While he should be quickly into the fight, he should NOT be the first champion in. That honor is best reserved for a true tank, as opposed to a hybrid character. Therefore, Renekton has some liberty as to when to use his abilities: [.]Interrupting channeled ultimates is the first thing I look to do in a fight. Shutting down a [imgsmall=champ/katarina.png], a [imgsmall=champ/malzahar.png] or a [imgsmall=champ/nunu.png]right away is key to a successful team fight. With [imgsmall=skills/renekton/e.png] and [imgsmall=skills/renekton/w.png], Renekton is the obvious choice to accomplish this. [.]'Setting up the Mark': When I am playing, I quickly identify the enemy targets that need to be eliminated immediately in a team fight. Using [imgsmall=skills/renekton/e.png] and [imgsmall=skills/renekton/w.png] decisively can quickly give you team the opportunity to ghost those targets. Renekton's mobility allows him to get the target and lock them down, and he then has the durability to sustain the inevitable backlash from the enemy team. [.]'Controlling the Mark': Some enemy champions need to simply be controlled. [imgsmall=champ/janna.png] springs quickly to mind as one of those champions. She is difficult to kill, but needs to be chased away from the fight. Renekton excels at that. You can run them off, and then [imgsmall=skills/renekton/e.png] back into the fray. When they venture back to the fight, run them off again, and [imgsmall=skills/renekton/e.png] back. Squishy champions like that will respect your damage output. If they don't, just kill them. But be careful not to get kited. Remember, you are trying to keep them away from the fight, not the other way around. [.][imgsmall=skills/renekton/e.png]has a significant debuff when used with a fury charge. Be aware of how effective that debuff is going to be. How much armor does the enemy team have? How much armor penetration do your carries have? See below for more information about this debuff. [.]Protect your carries: With [imgsmall=skills/renekton/e.png], Renekton can quickly traverse a fight to help a friend in need. Renekton is big, scary, and has a stun. Slicing to an enemy who is attacking your carry with a queued stun can lead to your carry surviving and the enemy dying. You can take the hit, the squishy folk can't. Don't get tunnel vision. Focusing on killing bad guys is not always the way to go. [.]ANGRY FACE: When Renekton uses [imgsmall=skills/renekton/r.png], people notice. He gets big, scary, and angry, therefore drawing attention to himself. This will cause squishy champions to shirk away in fear, and damage dealers to become focused on you. Popping [imgsmall=skills/renekton/r.png] early in the fight is important. It ticks or 15 seconds! So use it as soon as both teams have committed to the fight.

Renekton's fury mechanic is a fickle tool to master. When used properly, it makes Renekton an incredibly difficult champion for enemy teams to handle. While the fury mechanic is powerful, it is also difficult to master, based on the situation: [highlight]Team Fights:[/highlight] Here are the four things I consider when deciding to use fury in a team fight: 1. Do I need the heal from [imgsmall=skills/renekton/q.png] 2. How many targets can I hit with [imgsmall=skills/renekton/e.png]? 3. How much physical damage is around me? 4. Do I need to nuke a target and stun them for 1.5 seconds with [imgsmall=skills/renekton/w.png]? First, lets start with a damage comparison between [imgsmall=skills/renekton/q.png] and [imgsmall=skills/renekton/e.png]: When furious, [imgsmall=skills/renekton/q.png] hits for 270 damage + 80% of attack damage at Rank 5. The spell has a fairly significant range and it is fairly easy to hit multiple targets with it. It also provides Renekton with a quality heal. On the other hand, [imgsmall=skills/renekton/e.png] hits for 165 + 90% of attack damage on the Slice, and for 247.5 +90% of attack damage on a furious Dice at Rank 5. That's a total of 412.5 + 90% of attack damage. In addition, Dice shreds 25% of the armor of targets hit. So...[imgsmall=skills/renekton/e.png] hits a lot harder than [imgsmall=skills/renekton/q.png]. But, does that mean you should spend fury on [imgsmall=skills/renekton/e.png] over [imgsmall=skills/renekton/q.png]? As you might have surmised, the answer to that question is based on the situation at hand. The heal from [imgsmall=skills/renekton/q.png] can be incredibly valuable. It can be the difference between surviving or not surviving. [imgsmall=skills/renekton/q.png] is also easier to land on multiple targets. But, [imgsmall=skills/renekton/e.png] does considerably more damage, and shreds 25% of the armor of each target hit. As a rule of thumb, I only spend fury on [imgsmall=skills/renekton/q.png] if I need the heal or if I can't get several opponents with my furious [imgsmall=skills/renekton/e.png]. In a team fight, it isn't that hard to hit multiple targets with [imgsmall=skills/renekton/e.png], but as champions fly around in the whirl of a team fight, the circular attack from [imgsmall=skills/renekton/q.png] can often catch more targets than the linear [imgsmall=skills/renekton/e.png]. Also remember that [imgsmall=skills/renekton/q.png] grants fury for each target hit when it is used without a fury charge. So, it becomes a source of fast fury in combat. Using [imgsmall=skills/renekton/q.png] without a fury charge can provide the fury you need for a big nuke with [imgsmall=skills/renekton/w.png] or the shred the armor of several targets with [imgsmall=skills/renekton/e.png]. Also be sure to take note of how many minions are around. Your [imgsmall=skills/renekton/q.png] will give you fury for hitting them and heal you for the damage you do to them as well. I find that most Renekton players undervalue the armor reduction from [imgsmall=skills/renekton/e.png]. They don't realize that Renekton has the ability to single-handedly make an enemy tank into a juicy target for physical DPS: Lets say a given target has 200 armor and I have purchased a [imgsmall=items/the-black-cleaver.png]. When I hit with a furious Dice, I shred 25% of his armor down to 150. Then, I hit my opponent with a furious [imgsmall=skills/renekton/w.png], applying the 3 stacks of armor reduction from [imgsmall=items/the-black-cleaver.png]. My targets 150 armor is the reduced to 105. Auto attacking carries usually have between 21 and 46 armor penetration. If they have 46, that target's 200 armor just got reduced to 59 for the next four seconds. That's 141 armor completely negated due to effective fury use. Four seconds can be upwards of 8 auto attacks! Remember, [imgsmall=skills/renekton/e.png] reduced a PERCENTAGE of armor. It is an incredibly effective spell. And of course, after all that, we then have to throw in the monkey wrench that is [imgsmall=skills/renekton/w.png]. This spell hits hard. Really hard. 225% of attack damage is a ridiculous scaling, especially considering a [imgsmall=items/wits-end.png] could be adding another 126 magic damage on top of it. In team fights, I don't usually drop a fury charge on [imgsmall=skills/renekton/w.png]. The nuke is nice, but I would rather buff the team's damage by reducing armor with [imgsmall=skills/renekton/e.png]. However, if you need to lock someone down, that should be your priority. I always keep in communication with the other players on my team with CC. We tend to work out who is going to stun which target, and who is going to hold their stuns for channeled ultimate. I am almost always elected to control a channeled ultimate when I play Renekton. I can use [imgsmall=skills/renekton/e.png] to quickly get to the target, shredding armor of other targets along the way if I can, and then I use the .5 second stun of a basic [imgsmall=skills/renekton/w.png] to shut the channel down. [highlight] Outside of Team Fights:[/highlight] As I have already discussed, [imgsmall=skills/renekton/e.png] does more damage than [imgsmall=skills/renekton/q.png]. But, that's at Rank 5. Due to its healing mechanic, I always level [imgsmall=skills/renekton/q.png] before [imgsmall=skills/renekton/e.png]. So, early game, [imgsmall=skills/renekton/q.png] is going to do more damage! This means your fury should definitely go here in early fights involving more than one target. In fights against one target, your fury should be reserved for [imgsmall=skills/renekton/w.png]. This spell really is a monster nuke when it is furious. It scales attack damage better than any other skill in the game. My early game build makes this spell shine. The two [imgsmall=items/dorans-blade.png]'s + [imgsmall=items/wriggles-lantern.png] gives you plenty enough damage to justify spending fury on this spell. Plus, a 1.5 second stun is nothing to balk at. Very rarely do I spend fury on [imgsmall=skills/renekton/e.png] in the early game. Not only do I level [imgsmall=skills/renekton/q.png] first, it takes time for champions to build armor. The percentage reduction on [imgsmall=skills/renekton/e.png] is more effective against large armor totals. Early game, opponents won't have enough armor to really justify the fury expenditure. I usually find that I start spending fury on [imgsmall=skills/renekton/e.png] over [imgsmall=skills/renekton/q.png] when I level [imgsmall=skills/renekton/e.png] to Rank 3.

For some reason, the LoL community has decided that Renekton should be a strong jungler. The fact is, he is not. Yes, Renekton can venture into the jungle and level up. However, it is slow and it is difficult to keep your health high enough to either gank or engage the enemy jungler. I am taking the time to delve deeper into the concept, but I think its a shame to waste Renekton's strong lane or roaming presence by sending him into the jungle.

Now that the Dominion Expansion has released, I am furiously playtesting builds and strategies with Renekton. I find him to be an incredibly powerful champion on the skirmish related map, and I am working on a mini-guide to include here. It may take me some time to get it completed, so please be patient. I won't release it until I have completed it.

In conclusion, be aware that Renekton is not a 'face roll' champion. He has a very high skill curve and isn't a champion you are going to master in a game or two. Its take some time to figure out how he fits into the team dynamic and to learn how to adapt your item builds to the game at hand. Please, I welcome your feedback, but remember, I am looking for constructive comments. Knee-jerk, immature attacks will be ignored. I am always open to useful criticisms, but I will ignore the 'YOU FAIL NOOB' style of comments. I put a great deal of time into this guide, you can at least take a minute or two to voice your critiques in a constructive manner. Also, this guide is still a work in progress. I have the 'meat and potatoes' of it down, but I am going to work on expanding it and will update it as I discover new things. I hope this guide is helpful to you! I know it is a direct road map to victory with Renekton, but I think that is indicative of the dynamic game that is LoL. Best of luck to you! Updates: 7/25/11 - updated skill explanations, added Chapter entitled 'Anger Management', added discussion on [imgsmall=items/thornmail.png] in 'Item Build' section, expanded discussion on Msteries, and made formatting changes to many sections. 7/29/11 - added Chapter entitled 'Item Builds (expanded)', simplified initial Item Build section, made minor adjustments to 'Summoner Spells' Chapter, and added Chapters 'Lane Phase' and 'Jungle Renekton'. Some portions of 'Anger Management' have been moved to a new chapter. Some chapters still in progress. 8/2/11 - made several grammatical corrections, as well as updated and reformatted 'Runes' Chapter. 8/3/11 - made yet more grammatical corrections, as well as reformatting and updating the 'Masteries' Chapter, adding photos and drastically expanding discussion. Also created 'Mid-Game' and 'Team-Fighting' chapters. 8/6/11 - added chapter entitled 'Laning Friends and Foes'. I will expand this section further in the future. 8/7/11 - added discussion on [imgsmall=items/aegis-of-the-legion.png] to the 'Item Build (expanded)' chapter and expanded discussion on some items. 8/8/11 - add discussion on [imgsmall=items/hexdrinker.png] to the 'Item Build (expanded)' Chapter and expanded lightly on discussion in some sections. 8/17/11 - added chapter entitled 'Skilling Order', added possible item builds section to the 'Item Builds' Chapter, expanded discussion on [imgsmall=summoners/flash.png],[imgsmall=items/atmas-impaler.png] and [imgsmall=items/warmogs-armor.png], and added item discussion on [imgsmall=items/the-bloodthirster.png][imgsmall=items/infinity-edge.png]. 11/18/11 - added discussion on AtMogs build in item Section, added new mastery set-up (9/21/0) to reflect new mastery trees, updated Summoner Spells and expanded discussion therein, updated discussion of Boots in Item Build section

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