Runes
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Armor Penetration (+2.56 armor penetration)
Skill Order
Q W E R
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

[center][imgext=http://fc08.deviantart.net/fs70/f/2011/224/3/8/gummy_renekton_coloured_by_crocodile_rules_all-d46aj1b.jpg][/center] Hello, my name is zepy18, I'm an average player who hates ranked, and thus don't really have anything more than the un-interesting 1225 elo. I do, however, have about 45 more wins than losses in normal games do in full to ad casters such as renekton, jarvan, riven, leesin etc. I decided to make a renekton guide as I don't think there are any good, updated guides out there that play renekton quite like I do. Not to say I'm anything special, but this is to offer a good alternative to the other builds. In this guide, I have multiple options for building what I call flash renekton. If you want a guide on how to play him with ghost, here's a link to what I consider to be the best Ghost renekton guide http://www.solomid.net/guides.php?g=15985. The main difference, in my opinion, is that if you run ghost, you're taking it to scale better into late game. If you build like I do, it shouldn't get to late game, and even if it does there won't really be a problem because you'll be an un-killable beast. Another thing you won't really find anywhere else is the fact that I consider Bloodthirster[imgsmall=items/the-bloodthirster.png] to be very core on damage Renekton. In this guide, you'll find out how to 2v1 effectively and how it can be turned to your advantage, how to combo correctly for every situation and much more. So, if you guys want to learn the ins and outs of playing my style of renekton, lez go.

As this is quite a lengthy guide, I thought I should include a little section on how one should go about reading this, without going blind. This guide includes stuff you may have already known, things I don't expect all too many people knew, and everything in between. Keeping this in mind, I've written this guide in a descending order of length and explanation, in that you can just read the quick things near the top if that's all you're interested, and if you really, really want to know everything you can read on. If you are 100% new to Renekton(meaning you haven't played as or against him directly before) I would suggest reading just the simple things, trying that stuff out, and then going down to the more advanced things for the next game. If you are not new to Renekton, then the simpler things won't really matter to you, and you can skip down to the advanced things immediately. If anything in one section has already been explained in a previous section, I'll direct you to that place, and not just repeat the information in an attempt to not make this guide any longer than needed. [imgext=http://th06.deviantart.net/fs71/150/i/2011/115/f/0/lol___chibi_galactic_renekton_by_crissaegrimdust-d3ewmhp.png] There is nothing making you do any of the things I suggest here, however this is how I personally feel will be easiest for some most people. Remember, this is a resource, not a guide, you can read what you want, and if you don't want to read it then well, you don't have to. If you want to know it, this guide has it, that's the idea I had when coming into this guide, so honestly you really don't need to do any more than a 1/4 of this guide if you want to go into your first ren game well prepared, but if you want to know something like what to do if your team has a Nautulus[imgsmall=champ/nautilus.png] for your jungler level one, as opposed to a Nocturn[imgsmall=champ/nocturne.png], this guide has it.

Pros: [.]Godlike early game [.]Snowballs very hard [.]High damage cc that scales well into late game [.]Ability to stick to any target with multiple dashes [.]Built in sustain [.]Can tank if needed Cons: [.]Will fall off without getting fed [.]If you build for damage you can't initiate late game [.]If you build tank then you won't be doing much damage late game [.]Can be kited if you don't have your e up [.]Harras pushes lane

[imgext=http://img715.imageshack.us/img715/5805/geerrrrrr.png] I, like many other players, don't have the time to farm up several rune pages for one champion, or even one role. This rune page offers the most reliable resists against the largest group of enemies. Some people say that flat ad quince are better than the armor pen ones I have, however when opponents see that you pick renekton they will get the armor mastery, maybe even go 21 in defense and armor runes if they have them. The armor pen+ the 10% from masteries lets you do almost true damage to them early, as well as being good runes later in the game. [highlight]If you can aford the multiple pages, against an ad top lane you should be running mr per level runes, as flat mr doesn't help all that much against someone like riven. Conversely, if it's vs an ap top lane, you should try to run armor-per-level yellows. [/highlight] A good thing to keep in mind, however, is who their jungler is. If they have a jungle riven when you go against an ap top, flat armor might not be a bad idea. If their is someone like a fiddlesticks jungle when you're against an ad top, flat mr is something to consider. Another possibly is Movement speed Quinc, they offer a lot of power, as this will mean in lane people will be unable to escape the range of your w[imgsmall=skills/renekton/w.png]. They are nice, however I just love the fact that if you go my setup, armor pen Quince combined with the masteries you're going to get will make you hit some targets with true damage early game.

[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] An ok passive, in teamfights managing this as well as positioning for the rest of your skills is what makes ren players great. We'll get into what skills to use with fury and when in the combo section. This is what your fury bar looks like when you have 50+ fury. [imgext=http://img600.imageshack.us/img600/6900/renpasive.png] [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] Max this first, it's sustain is great in trades, as you will generally be hitting all of their minions with this spell and gaining a good amount of health back from it. The only downside to it is the fact that it will push the lane very hard, thus my heavy emphasis on wards in the items section. This is your q's range. [imgext=http://img841.imageshack.us/img841/3548/renq.png] [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] The "omg where did half my health go" spell mid-late game. This move is also the only reason I consider Bloodthirster to be a viable option, because with how much damage this does you'll be burst healing for quite a bit in teamfights. Because this move's damage comes from scaling and not base damage, it's better to max it second. The reason I say to get it first in your build order will be explained more in the skill order section. This is with your w active. [imgext=http://img687.imageshack.us/img687/7205/renww.png] [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] Very good gap closer, the main reason renekton is a bully in lane. As this is more of a utility spell, I only take one point in this until level 14. Also, the fury active isn't very good until late game. Something to note, the second dash (dice) late game with the fury active will do more damage than your q with the fury active, as well as reducing armor. This is the range of your e. [imgext=http://img7.imageshack.us/img7/558/rener.png] Here is a map showing all of the walls you can go over with your e, taken from voyboy's guide because he hasn't updated it in months and I don't think he would mind: [imgext=http://i.imgur.com/JbckE.jpg] [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] Don't treat this as a nasus ult (use it defensively) treat it as a riven ult. It gives you fury so if possible use it when you have more than 50 fury because then you will probably be able to get the fury active of two of your ability's. Lets you 2v1, this ult is really amazing because you can effectively 2v1 a jungler and a half health top lane; this is very situational and should be considered before trying it, but if you get forced into a 2v1 position always fight if you will probably die anyway. This is with your ult active. [imgext=http://img443.imageshack.us/img443/5997/renuktzvx.png]

[img=skills/renekton/r.png]>[img=skills/renekton/q.png]>[img=skills/renekton/w.png]>[img=skills/renekton/e.png] This skill order is designed around making you the biggest threat in lane, as well as making sure you don't die yourself. With the maxed out q, your sustain in 1 on 1 fights, as well as in early team fights, will be huge, while doing good aoe burst damage. Maxing w next is centered around doing the most damage possible, and thus once you get a few points into this skill you should be using it with rage whenever you can. Maxing e last is simply because, in lane, it's a utility skill, and while it does more damage at max level then q does, you won't be hitting them with your e half of the time so it's not really worth it. Of course you'll want a point in your ult whenever you can get it.

[title]Level one harras:[/title] If your jungler is coming to gank level two DO NOT hit the opposing laner, just last hit. You should have started w[imgsmall=skills/renekton/w.png], so just wait for the jungler to come. If you start stun and your jungler doesn't come, an auto attack into an instant w[imgsmall=skills/renekton/w.png] gives good damage as well. If you started q[imgsmall=skills/renekton/q.png], just farm and harras with your q[imgsmall=skills/renekton/q.png] but do not auto them. q[imgsmall=skills/renekton/q.png] does not draw minion agro, and thus you will have minions on your side. If you started e[imgsmall=skills/renekton/e.png] don't harras them early and just wait for the gank that will probably be coming. If it doesn't happen within 1 minute of you starting to last hit, you don't have to be afraid as much anymore. [title]In lane for harras at level two:[/title] You should have 50 fury from last hitting; if it's against a melay or really stupid ranged hero you can w[imgsmall=skills/renekton/w.png] them and q[imgsmall=skills/renekton/q.png] for good harras, (remember w is an attack reset, so you can get a free auto off if you play it right.) If you started e, remember to not get q. Your combo just won't do enough damage to justify pushing the lane at this point, not to mention w does great damage as well. Harrasing at level 2 involves you eing[imgsmall=skills/renekton/e.png] to them (hit as few minions as possible, but still hit at least one) AA(auto attack)-w[imgsmall=skills/renekton/w.png]-e[imgsmall=skills/renekton/e.png] out. If you started w it will be the safe as if you started q, go look at the first option. [title]Level 3+ Harras:[/title] Fairly simple, when you have 5o fury dash to them( remember hit at least one minion if you're not going to hit them) q[imgsmall=skills/renekton/q.png] (because it will do more damage with the fury than w will) then hit them with w[imgsmall=skills/renekton/w.png] and e[imgsmall=skills/renekton/e.png] out. [title]Level 6+ For a Kill:[/title] At this point, your opponent very well may have called for help from the jungler, so you need to play safish even if you haven't been ganked before. If they have about 50% health and they aren't trading well with you AND are not under their tower AND don't have a very strong cc or summoner or other move that would allow them to escape up; it's time to kill them. When they go up for a cs if you have 40+ fury(you'll have 50 fury fast after you ult, so that's why you can have a little under it before the ult), use your ult[imgsmall=skills/renekton/r.png]-e to them[imgsmall=skills/renekton/e.png]-ignight[imgsmall=summoners/ignite.png]-w[imgsmall=skills/renekton/w.png] with the fury boost(for the extra cc)-and q[imgsmall=skills/renekton/q.png] followed up with a few AA's to get the kill. The reason you ignight so early is to get the extra ad from Summoner's wrath. While it's not much, it can be the difference between them living with one bar and not living at all. If you have already gotten a few kills like this, you can skip a few steps as your damage should be able to just wreck them without ignight or ult or whatever you're missing. [title]Teamfights[/title] In teamfights where a lot of people are all bunched up, you will want to hit your q and e onto as many people as possible. In teamfights, your combo should look something like this, ult[imgsmall=skills/renekton/r.png], e[imgsmall=skills/renekton/e.png] in, e[imgsmall=skills/renekton/e.png] again with fury proc, w[imgsmall=skills/renekton/w.png] their ad or ap carry, q[imgsmall=skills/renekton/q.png] and hope to God your team goes in with you. After this point, if the teamfight continues if it entirely up you you what to do with your fury and spells, as it is all exceedingly situational and should be determined by yhe player, not someone who isn't even in the game.

[title]Starting[/title] [highlight]1)[/highlight] Starting vs ap or non-threat lane: Boots [imgsmall=items/boots-of-speed.png] and 3-4 health pots [imgsmall=items/health-potion.png] depending on where your jungler starts. [highlight]2)[/highlight] Starting vs heavy ad harass: Cloth Armor [imgsmall=items/cloth-armor.png] and 5 health pots [imgsmall=items/health-potion.png]. [title]First back[/title] [highlight]If you started build rout 1,[/highlight] [highlight]a)[/highlight] If you have been winning lane and/or have gotten a kill/ assist and you believe you can keep punishing them, go double dorans[imgsmall=items/dorans-blade.png] with health pots[imgsmall=items/health-potion.png] and at least one ward[imgsmall=items/sight-ward.png]. If it’s against an ad such as riven, and you have the money, grabbing tabi[imgsmall=items/ninja-tabi.png] is often a good idea. [highlight]b)[/highlight] If you have been losing in cs, have died, or are generally losing lane, however you think there is a good chance to come back then going the same build as A is a good idea. [highlight]c)[/highlight] If you are losing lane and the other lanner will snowball against you, then it is generally a good idea to start building a vamp scepter[imgsmall=items/vampiric-scepter.png](will later become wriggles[imgsmall=items/wriggles-lantern.png]) and tabi[imgsmall=items/ninja-tabi.png] vs an ad opponent; start to work towards mercury threads[imgsmall=items/mercurys-treads.png]/ phage[imgsmall=items/phage.png] vs an ap laner. If you can only afford one part of phage go for the ruby crystal[imgsmall=items/ruby-crystal.png], it’s about the best counter you can get to ap, (no hexdrinker[imgsmall=items/hexdrinker.png] is not an option. I’ve tried it a few times, it just doesn’t feel as strong as phage in the least.) Always remember, get wards[imgsmall=items/sight-ward.png]. [highlight]d)[/highlight] If you are winning your lane, however you are against something really strong that will eventually out trade you/ win lane simply because of who they are, follow build C. [highlight]If you started build rout 2,[/highlight] [highlight]a)[/highlight] If you’re winning your lane and feel like you can pressure them and feed on their soul’s, go for double dorans[imgsmall=items/dorans-blade.png] and start working towards the most appropriate boots for the situation. Remember, wards are your best friend. [highlight]b)[/highlight] If you are losing lane for whatever reason and feel like you can make a comeback, build A is what you should be running. [highlight]c)[/highlight] If you are losing lane and cannot comeback without a miracle, it’s generally best to grab a vamp scepter[imgsmall=items/vampiric-scepter.png] ( to become a wriggles[imgsmall=items/wriggles-lantern.png]) and tabi[imgsmall=items/ninja-tabi.png] against an ad lanner; a ruby crystal[imgsmall=items/ruby-crystal.png] ( to become a phage[imgsmall=items/phage.png]) and a whatever pieces of mercury threads[imgsmall=items/mercurys-treads.png] you can afford. You can sell cloth armor if you want, it isn’t all that effective against ap. d) If you are winning your lane, however you will eventually lose due to them countering you/ camping you, build C is the best option. [title]Second Back[/title] (Doesn’t matter what part applies to you, BUY WADS) [highlight]If you went build 1or 2 A,[/highlight] [highlight]a)[/highlight] Still winning? If so, buy phage[imgsmall=items/phage.png] and the appropriate boots,[imgsmall=items/mercurys-treads.png]or[imgsmall=items/ninja-tabi.png]( If you haven’t already). Going down the brutalizer[imgsmall=items/the-brutalizer.png] rout, while it does a lot of damage, also makes you very susceptible to getting wrecked if they have a fed ap/ ad carry. Make sure to to check their whole team before making that purchase: buy it only if you’re probably going to win anyway and assassinating people is how you’re going to play for the next 10 mins. [highlight]b)[/highlight] Losing? Do NOT go brutalizer, just try to get your frozen mallet[imgsmall=items/frozen-mallet.png] ASAP and focus on getting yourself ahead in whatever way possible. Remember, Renekton’s job is to make the other team’s top lane useless for the rest of the game, so if you can’t crush them, then the slow and extra health make you have a much better chance at coming back. [highlight]If you went build 1 or 2 C,[/highlight] [highlight]a)[/highlight] Have you started to win your lane now? If so, finish off your wriggles[imgsmall=items/wriggles-lantern.png] (if against ad) and start working your way to a phage[imgsmall=items/phage.png] and, if you want, you can get a red pot[imgsmall=items/elixir-of-fortitude.png]. Don’t underestimate its power. If against ap, finish of your phage[imgsmall=items/phage.png] and mercury threads[imgsmall=items/mercurys-treads.png], also red pot is ever higher recommended against an ap. Hp is just far too good to be ignored against ap. [highlight]b)[/highlight] Losing lane still? Don’t cry just yet, you can still come back. Your build is very similar to ^ that one, it’ll just take longer. [title]Third back[/title] At this point, laning phase should be over, if not, and you’re winning, abuse it, kill their top a few more times and invade their jungle to spread some of the love to the jungler as well. If not, force it to end. Anyway, more of that in the gameplay chapters, your build should start to blend together no matter what you went to start with, so now I’ll just list items and how they can be used to benefit you in the items section. It’s up to you to determine when to get these particular items.

[highlight]Frozen Mallet[/highlight]:[img=items/frozen-mallet.png] I consider this a core item on renecton. It gives you everything you what you needed to fix his natural problem of not being able to stick to targets without blowing all of his cool downs. Also, the extra ad and health are great stats for the croc as well; I honestly can’t see myself not getting this item. [highlight]Atma’s Impaler[/highlight]:[img=items/atmas-impaler.png] Very good item on ren as well, it synergizes with his ult and frozen mallet so well that it’s very hard for me to not get it. The only situation I wouldn’t really get this item would be if I needed to be the team’s tank and they have a fed ad/ ap carry that will instakill you without any real resists (especially if you don’t have the correct boots to deal with them.) [highlight]Brutalizer/ Youmuus Ghostblade[/highlight]:[img=items/the-brutalizer.png]/ [img=items/youmuus-ghostblade.png] I’m a bit iffy on these items, and I believe each has their place in renectons build; they are not the core item many believe it is, however. For brutalizer, only get it if you are snowballing your lane and at least one other lane that is doing the same, because if you get brutalizer and the other team is farmed and has items, you will die very fast. It’s very much a cheese item, and should be picked up in the mindset of roaming to kill for the rest of the game (probably a surrender at 20 game.) For Youmuus, you get it if the game goes for a bit longer, and you are uber fed. Youmuus actually works amazingly well with the frozen mallet atma’s combo I usually run, but again I don’t think it’s worth the money. If you end up running ghost then this is a more viable option, as Youmuus and Ghost activated at the same time make a very fast crock, but I don’t really like that build and is thus not as viable here. [highlight]Boots[/highlight]:[img=items/mercurys-treads.png] OR [img=items/ninja-tabi.png] Shouldn’t have to explain much here, go mercury threads if they have a lot of cc/ magic damage; tabi if there’s not much cc and a lot of physical damage. [highlight]Randuins Omen[/highlight]:[img=items/randuins-omen.png] A good item on renecton against ad and mixed teams, it gives him so many beneficial stats that it’s hard to imagine getting this over anything but ga. It gives him health (works with Atma’s) hp regen (ren is very susceptible to poke, so this is very helpful) cdr ( he’s an ad caster, cdr is like pure gold to them) as well as a great passive that makes the ad carry not want to focus you AND a great active. Very good all-around item, but not core. [highlight]Force of Nature[/highlight]: [img=items/force-of-nature.png] While I said renecton is not a pure tank, and this is a tank item, it’s still worth getting against double ap. It’s godlike hp regen is great for the fact that ren gets poked very easily, as well as the fact that it gives movement speed. As the game progresses, carrys on the other team will be getting items that give them movement speed as well (litch bain/phantom dancer, for example), so this helps you keep up. Good item, and should be picked up against strong ap’s, but not usually against mixed teams. [highlight]Warmogs Armor[/highlight]:[img=items/warmogs-armor.png] Usually get it when they don’t have %hp moves such as malzahar w, it’s great if you need to tank. The extra hp also gives your atma’s some extra damage, and is thus an okay pick if used right. Generally good against all types of teams, only get it if your team doesn’t have a full tank. You generally don’t want to have that roal, but sometimes you have to. [highlight]Bloodthirster[/highlight]:[img=items/the-bloodthirster.png] I love this item, you do sooooooooooooooooooooooo much damage with it, and it turns your w into a burst heal rivaling gp’s w mid/late game. Get this if you are not the main tank, if you can get away with not being focused too hard in teamfights. Only downside is that you lose damage every time you die, another reason to not get it if you’re the team’s main tank. [highlight]Wriggles Lantern[/highlight]:[img=items/wriggles-lantern.png] I get this item I would say, 1 in every ten games I play as Renekton. It's life-steal and armor are both great additions for Ren, however it doesn't give nearly as much lane dominance as double dorans. Some people say "Zepy, wriggles gives more ad and utility than double dorans, why not get it every game?" Simple, you will normally get double dorans at around 6-10 mins into the game, where as you get wriggles 8-15 mins into the game. The point behind the double dorans strategy is that you get 160 health and an extra 20 ad very quickly. While Wriggles gives more ad than double dorans, you get it at a later stage in the game, and it is less effective as a result. The only reason you get this item is if you're against something like a teemo or kayle that's doing their job(pissing you off) and you need to sustain in order to kill them. [highlight]Guardian Angle[/highlight]:[img=items/guardian-angel.png] I usually get this item over, say Randuins when I know I’m one of the highest sources of damage on the team(perhaps rivaled by the ap/ad carry), and that my death could result in the loss of a teamfight. Also, there needs to be a main tank other than you for this item to work. This is very situational, and dependent on your tanks ability to tank for the time it takes you to come back as well as make sure you don’t die in your second life. [highlight]Last Whisperer[/highlight]:[img=items/last-whisper.png] Kinda self-explanatory, if 2-3 enemies on the other team have over 100 armor then this is a good item for you. Even if you are the main tank, this is a good item, as you will fall of ridiculously hard late game if you don’t have this item. I’ve started to experiment with rushing it against people like singed and cho’gath who rush frozen heart and tabi with mixed results. If you rush it, you need to get fed off of them or else it delays your build for too long, and you start to get behind. If you’re new to ren, don’t rush this, go the standard rout. [title]Items to not get:[/title] [highlight]Executioners calling[/highlight]:[img=items/executioners-calling.png] Does offer a good active against something like mundo or soraka, and does give nice lifesteal and crit, however in general all of its stats are outmatched by other items you can get. It’s not the worst item ever, however it’s in no way better than a lot of the other items you could be getting. [highlight]Locket of the Iron Solari[/highlight]:[img=items/locket-of-the-iron-solari.png] Generally purchased on supports and support junglers, not on someone like renekton, the HoG can be turned into a randuins, and that item just offers so much more for ren that I can’t see Locket being viable. [highlight]Trinity force[/highlight]:[img=items/trinity-force.png] Actually not bad on renekton, however as frozen mallet is core and the fact this item is 4000 gold while it gives you quite a few stats you don’t use: it’s not very good because is replaced by others easily. [highlight]Maw of Malmortius[/highlight]:[img=items/maw-of-malmortius.png] In no way a good item, it gives less ad than bloodthirster, gives only a little more mr than mercury threads; not to mention it costing as much as your Frozen Mallet. This item doesn’t really give anything good or unique other than the passive, which is somewhat iffy in if it helps you or not, as it isn’t an active( meaning you getting a shield has to do with when you get low enough on health, as opposed to you deciding when you need it; You basically have to rely on luck as to weather you survive the karthus[imgsmall=champ/karthus.png] ult or not). [highlight]Thornmail[/highlight]:[img=items/thornmail.png] Bad version of randuins. Only 25 more armor than randuins, and it has a worse version of its passive/active, oh that’s right it doesn’t have an active. Don’t get this item, that’s all I have to say about it. [highlight]Black Cleaver[/highlight]:[img=items/the-black-cleaver.png] No. [highlight]Frozen heart[/highlight]:[img=items/frozen-heart.png] Yes, it does give good cdr, however the fact that it’s only 24 more armor than randuins + the fact that it gives you mana just can’t make me buy this item. Ask your support/jungler to get it, because it is a good item, just not good on renekton. [highlight]Quick Silver Sash[/highlight]:[img=items/quicksilver-sash.png] There are those who would consider this to be a core item on renekton. I'm not one of those people. It does provide good utility(who doesn't want a third summoner spell?), as well as good mr, I just don't see this item as worth it. Something you have to consider is the opportunity cost of getting this item, in that, what other item are you sacrificing to get this item. You would only get this if you're going for damage renekton, so are you going to sub any core items? GA? LW? The only thing that isn't near core on damage renekton is a bloodthirster, however you need that for damage and sustain in fights, as you will be focused and thus need some sort of sustain. A lot like Maw, it's not the worst thing ever, however there are just better items.

Cho'gath[imgsmall=champ/chogath.png]: 3/10 Corki[imgsmall=champ/corki.png]: 6/10 Darius[imgsmall=champ/darius.png]: ?/10 Dr. Mundo[imgsmall=champ/drmundo.png]: 6/10 Fiora[imgsmall=champ/fiora.png]: 4/10 Fizz[imgsmall=champ/fizz.png]: 5/10 Galio[imgsmall=champ/galio.png]: 2/10 Gangplank[imgsmall=champ/gangplank.png]: 4/10 Garen[imgsmall=champ/garen.png]: 8/10 Gragus[imgsmall=champ/gragas.png]: 1/10 Irelia[imgsmall=champ/irelia.png]: 7/10 Jarvan[imgsmall=champ/jarvaniv.png]: 8/10 Jax[imgsmall=champ/jax.png]: 7/10 Kayle[imgsmall=champ/kayle.png]: 9/10 Kennen[imgsmall=champ/kennen.png]: 5/10 Leesin[imgsmall=champ/leesin.png]: 6/10 Malphite[imgsmall=champ/malphite.png]: 5/10 Maokai[imgsmall=champ/maokai.png]: 2/10 Mordekaiser[imgsmall=champ/mordekaiser.png]: 2/10

Generally, top lane is the lane junglers ussually decide to spend their time. You will NEED wards, especially against junglers such as Maokai[imgsmall=champ/maokai.png]. This section's purpose is to tell you how the lane should play out against everyone you should go up against. Here I'll be using a rating system to tell you how threatened you should be by any given lane, with 1 being very easy and 10 being near impossible. [.]Cho'gath[img=champ/chogath.png]: Start boots[imgsmall=items/boots-of-speed.png] and 3-4 health pots[imgsmall=items/health-potion.png]. A fairly easy lane, you can bully this guy all day. Your ult counters his, your e can dodge all of his skill-shots, if you lose this lane than you are doing something very wrong. Not to say he's defenseless, if they have a high damage jungle and cho get's a good combo onto you (should never happen if you're paying attention) they do have the potential to kill you. Even so, if cho get's ahead you can still kill him one on one. Lane risk: 3/10 [.]Corki[img=champ/corki.png]: Start boots[imgsmall=items/boots-of-speed.png] and 3-4 health pots[imgsmall=items/health-potion.png]. While I don't have very much experience against this lane (one game against someone who was playing corki for the very first time) my experience is that, he will harass you quite a bit early game, similar to kennen[imgsmall=champ/kennen.png] actually, however once you get a few levels as well as double dorans, you'll start to out damage him. He has a good escape, however it's really high cost and long cooldown, so wasting that is just as good as getting a combo off on him. Call for a jungle gank early if you really want, cuz it's sorta gay before you start getting tanky enough to survive his harass. Corki offers no cc, so if he has a damage jungler like leesin, you shouldn't be too afraid of ganks, but don't get cocky. Lane risk: 6/10 [.]Darius[img=champ/darius.png]: Start cloth armor[imgsmall=items/cloth-armor.png] and 5 health pots[imgsmall=items/health-potion.png]. I honestly have no experience what-so-ever against a Darius top lane, not just as Renekton, but as anyone. The best I can offer right now is that, his skills cost mana, so if you can make him run out, any trades he might have been going even on or winning before will now start tipping in your favor. Sorry I can't offer more, I'll be looking out for this lane in the hopes of updating it in the future. Lane risk: ?/10 :( sowwy [.]Dr. Mundo[img=champ/drmundo.png]: Start boots[imgsmall=items/boots-of-speed.png] and 3-4 health pots[imgsmall=items/health-potion.png]. A very varied lane for me, if mundo can get ahead, or just allowed to farm for the first 10-15 minutes he starts to be a very large problem. Good news you destroy him early levels. His q isn't that hard to dodge, not to mention his skills cost health, meaning to right you he'll be hurting himself on top of your damage (keep in mind his e gives him 100 ad at level one so, BE CAREFUL). Something to watch-out for, his w does a lot of damage over time and reduces the length of all cc's on him, so don't use your combo on him while it's on. Not only will you take a good bit of damage, he'll be un-stunned fast enough to retaliate. In the way of jungle ganks, mundo does a lot of damage, and has the potential to perma-slow you, so all types of junglers offer a fair amount of threat. however mundo isn't impossible, and by no means a counter to Renekton. Lane rist: 6/10 [.]Fiora[img=champ/fiora.png]: Start cloth armor[imgsmall=items/cloth-armor.png] and five health pots[imgsmall=items/health-potion.png]. What I consider to be one of the worst top lanes in the game, she still does decent damage early levels, however once it get's to the level 3+ range without jungler inclusion, you'll start dominating her in trades. Things to watch out for are her e (it'll cancle a lot of the damage on your w[imgsmall=skills/renekton/w.png] as well as hit you with it) and her suprising level 1-3 power. If she does get first blood on you, she does have the power to win her lane. This is a very big if though, as you would have to be outplayed or ganked for this to happen. If she ults you, just dash under your tower (if you're in range) and stun her. Very funny rage will follow, I promise. Lane risk: 4/10 [.]Fizz[img=champ/fizz.png]: Start boots[imgsmall=items/boots-of-speed.png] and 3-4 health pots[imgsmall=items/health-potion.png]. Fizz is fairly squishy, however don't underestimate his damage. He is very similar to you, however he doesn't have a hard cc that's spamable. Similar to Fiora[imgsmall=champ/fiora.png], if he get's an advantage he'll do a lot of damage, and can win trades with you. However, also similar to Fiora, if you win early game, when he does low damage, you'll start to snowball out of control. I guess this is a dificultish lane, however you have such and advantage early game, especially because he isn't very mana efficient, I can't see you losing lane unless you get outplayed or ganked. On that note, if fizz has a strong cc jungler, then he should be able to kill you. If it's a mostly damage jungler, you'll have to be really over extended to die to this pair. Lane risk: 5/10 [.]Galio[img=champ/galio.png]: Start boots[imgsmall=items/boots-of-speed.png] and 3-4 health pots[imgsmall=items/health-potion.png]. Galio has been seeing a lot more play middle, and much less up top lane, so you'll rarely go against this matchup in top. As for how good it is, it's really not. You counter galio quite effectivly, as he'll need to stack armor to not die to you, however if he does that he'll do no damage. While his w(heals him whenever he takes damage) can be annoying, it also has a fairly long cooldown. When it's up, dash at him, force him to waste it, and then dash in again as soon as your e[imgsmall=skills/renekton/e.png] is off cooldown. With jungle ganks galio can be a threat, however if you have your w up when he uses his ult, it'll do almost nothing. Just don't get too cocky and you should win this lane. Lane risk: 2/10 [.]Gangplank[img=champ/gangplank.png]: Start cloth armor[imgsmall=items/cloth-armor.png] and 5 pots[imgsmall=items/health-potion.png], however if you are getting a level two gank, start boots[imgsmall=items/boots-of-speed.png] and 3-4 pots[imgsmall=items/health-potion.png]. For a very long time, this champion was king of top lane, BUT NO MORE. Morello has done his work, and now he's not all that much of a threat. His early harass is strong, especially if he does that crit-plank setup, however if you manage to get past the first few levels without taking to much damage, you'll dominate him. This is why I say start the cloth armor, as you'll need it to heal/mitigated some of his damage. If you'll be getting the early advantage though, you don't really need anything but standard boots and pots. If you get ganked by their jungler, they'll need a good amount of cc and damage to take you down, as long as it's past level 4 of course. He can snowball quite powerfully if he gets a small advantage, however that shouldn't really happen, so it's not exactly a hard lane. Lane risk: 4/10 [.]Garen[img=champ/garen.png]: Start cloth armor[imgsmall=items/cloth-armor.png] and 5 health pots[imgsmall=items/health-potion.png]. Strong champoin in general, he'll do quite a bit of damage, as well as silence you so you can't dash out. The best bet against this guy is to e as soon as you see him use his q activated, as his silence-spin combo does a lot of damage. If you don't manage to get away from it, DON'T RUN. You can't get out of his spin anyway, so fight him, when you become un-silenced your combo will be able to return the damage and then some, if you fought him when he was spinning. Be very careful about this guy getting fed, as he snowballs just as hard as you, and his ult counters yours (it does damage based on your max hp) so do not let this guy get kills. If you get the advantage, however, the same is true, so this is mostly a skill match-up that'll sharply curve for anyone who gets an advantage. If he gets a kill, tell your jungle to gank him because you'll start losing to him fast. If a jungler ganks for him, he has a good speed buff as well as a great execute, so you'll need to have your e and possibly flash to escape any comited ganks. Wouldn't call this a counter lane, but it's hard against good garens. Lane risk: 8/10 [.]Gragas[img=champ/gragas.png]: Start boots[imgsmall=items/boots-of-speed.png] and 3-4[imgsmall=items/health-potion.png] pots. Similar to galio[imgsmall=champ/galio.png], you'll see this guy a lot more in mid lane, for good reason. He's a fairly easy match up, as your e can dodge all of his skill shots (that are fairly easy to dodge on your own) as well as doing a ton of damage that this guy can't handle. He's not really built to sustain against someone like you, as his passive will take a long time to heal up just one of your attempts at harass. His combo does do a bit of damage, however he's really easy to kill:slow, gap closer used as damage a lot of the time as well as being the same range as yours, not very durable against you, ect. He has good cc, so with a jungle gank it could be fatal, however the amount of times a jungler has ganked top and gotten a kill on me with a gragus is less than the amount of times I've turned around and killed one/both of them. Even if he gets fed, unless you fall super behind or get camped by 2-4 other members of the other team, you'll still be able to 1v1 gragus. Lane risk: 1/10 [.]Irelia[img=champ/irelia.png]: Start boots[imgsmall=items/boots-of-speed.png] and 3-4 pots[imgsmall=items/health-potion.png]. Irelia has always been a very annoying and strong top lane for a long time, and the constant nerfs didn't improve that fact much. At earlier levels you'll be able to bully her (hence the boots start) however as the game progresses she'll get strongre and stronger. Your best bet is to bully her very hard early game, deny her cs and ask for a gank from the jungler, as when she gets tabi and her first big item, she'll beat you unless you're very far ahead. If a jungler comes to gank for her, it can be potent even if they have no cc. Remember that Irelia's dash is reset after every kill it gets, so she can dash to a minion and then dash to you and cover a much further range than you would think. Keep a close eye on your minions as well as her's, as you may be able to bait one and get a good combo off on her is she messes up. Not super hard, however if you get behind in this lane you'll need quite a bit to come back. Lane risk: 7/10 [.]Jarvan[img=champ/jarvaniv.png]: Start cloth armor[imgsmall=items/cloth-armor.png] and 5 pots[imgsmall=items/health-potion.png]. As J-man is one of my mains along with ren, I know this lane from both sides. What the Jarvan will try to do is bait your q by auto attacking you once every time his passive is up. Once you use your q, you'll get raped by his q, so you'll need to play safe the first 2 levels as he is stronger then you. Once you hit level three, however, you can dash to him, stun him before he can use his combo q and gtfo. Do not get hit by his combo though, as it will mean the trade will even out. Jarvan is quite a bit like you, however something that will really mess him up is forcing engages as soon as you can (If you keep making him spam like you he'll run out of mana). With a jungle gank he is very strong, as he has a great cc as well as an ult that'll punish you if you waste your e prematurely, as well as a ton of damage. Quite a scary lane, however you'll eventually win the lane while he scales better into late game. You have the advantage in this lane, but do't get cocky or you'll be punished for it. Lane risk: 8/10 [.]Jax[img=champ/jax.png]:Start boots[imgsmall=items/boots-of-speed.png] and 4 pots[imgsmall=items/health-potion.png] if you can, other wise get cloth armor[imgsmall=items/cloth-armor.png] and 5 pots[imgsmall=items/health-potion.png]. I must say, I don't have a whole ton of experience against jax, as I either ban him or don't see him in top lane. While jax is a very strong pick right now in the competitive scene, he does lose to Renekton early. Why you say? Because Renekton has a very similar combo to his (gap closer, cc, auto attack reset) however your stuff doesn't cost you anything while he has very high mana costs early game. Not to say jax is weak, oh no, if he has mana he can out-trade you post-6. The key here is to destroy him early game so that once he starts to get stronger, you being fed can compensate. The reason you can start boots is because he will start cloth armor, meaning you can out run him, and will win in trades just from the extra speed. His ult will give him a lot of daamge, as well as tankyness, so be careful when fighting him after he hits level 6. If you can't kill him on your own, beg for a junglers help, as if he starts to snowball he'll just destroy you. Speaking of junglers, if their jungler comes up top, it doesn't matter who they are, they will be a threat as jax has great cc and damage. Don't get cocky in this lane or you will get punished. If you start winning, whatever you do do not get jax back into the game. Lane risk: 7/10 [.]Kayle[img=champ/kayle.png]: Start cloth armor[imgsmall=items/cloth-armor.png] and 5 pots[imgsmall=items/health-potion.png]. Kayle is an ass hole, bitch, whore and every other insult I can think of when playing against her. She is one of the hardest counters to Renekton, her range and damage is so strong, as well as the ability to punish you if you manage to get a combo off. Even if you aren't worried about jungle ganks, I always get e level two against a kayle simply because you need to get away from her when she puts her slow on you. She does more damage than an ad carry as well as having a movement speed buff and a heal and a slow and huge ass range that also allows her to harass you without even hitting you. This champion is exceedingly gay, and your chance of winning against a good kayle is minuscule at best. Good news? Most kayles are bad. If and when kayle runs out of mana, you have a window of opertonaty to engage on her. Remember to check her stats, if she has less than 100 mana, she can't punnish you if you harass her. Keep that in mind while you take it in da butt for the rest of the laning phase. If a jungler comes up and ganks for her, it can be scary, however not as scary as someone like riven who has more cc, however it's still not something to ignore. If you do mamage to get ahead in the lane, you can go the double dorans[imgsmall=items/dorans-blade.png] rout, however I feel that wriggles[imgsmall=items/wriggles-lantern.png] will always be good against a kayle. Very hard for you, don't do this lane if you can, otherwise prepare your ass hole for some hurt. Lane risk: 9/10 [.]Kennen[img=champ/kennen.png]: Start boots[imgsmall=items/boots-of-speed.png] and 3-4 pots[imgsmall=items/health-potion.png]. I always here people complaining about how gay this is for Renekton, however in my opinion that is not true; your combo will do about half of his health once you get double dorans. What I think a lot of people can't do is play super safe the first 1-2 levels, as kennen's harass will be very strong then, and get really aggressive level 3+. Thing is, kennen is really squishy, thus he isn't a very hard lane to kill even pre-6. I recommend keeping count of kennens passive on his w(the one that delivers a mark of the storm on the next auto attack) and only initiating on him when he has 2 or less stacks. If you were to initiate in a position where he can get that mark up soon, or where it's already up, he can trade as you leave much better, maybe even stunning you. If you can manage to make this not happen, you'll destroy him, even with jungle ganks. On that note, I think I've only died to kennen or his jungler when I ganked only a few times if I've done everything right, as his ult level one doesn't even out damage your ult so you'll probably end up just killing one or both of you. If the kennen is good this can be a semi-difficult lane, however I think it's just your play against kennen that determines how you do, not any particular thing you can do as Renekton. Don't get cocky thing, as a snowballed kennen might not be that great against you, however he'll dominate team fights if you play stupidly and let him get farmed. Lane risk: 5/10 [.]Leesin[img=champ/leesin.png]: Start cloth armor[imgsmall=items/cloth-armor.png] and 5 pots[imgsmall=items/health-potion.png], or boots[imgsmall=items/boots-of-speed.png] and 3-4 pots[imgsmall=items/health-potion.png] depending on if you can dodge skill shots. As a person who has played lee quite a bit for quite a while, I can say with safety that this lane is very low risk for you(talking strictly about 1v1, junglers come later). Your combo simply does way too much damage for him to mitigate with his armor and sustain. early levels your sustain will be on par with him, and because of the several nerfs, it will be more than him until he gets a wriggles. The best strategy against a leesin is to wait for him to use his q or e for whatever reason, and then to engage when it's on cool down; it's not advisable to attack him when he uses his w, as even though it's not super strong armor early game, it's still more than he would normally have. Be patient, harass him several times and you should either force him out of lane, zone him, or kill him even before level 6. If a jungler comes to help him, it can be quite risky as lee does have a gap closer, slow and a knockback, so you'll have to be careful whenever their jungler seems like they might be around top lane. Do not let this guy get kills though, because even though you should still be able to take him, lee is one of the most effective roaming top lanes, so he can win his team the game if you let him. Lane risk: 6/10 [.]Malphite[img=champ/malphite.png]: Start boots[imgsmall=items/boots-of-speed.png] 3-4 pots[imgsmall=items/health-potion.png] if you will get an early gank, however cloth[imgsmall=items/cloth-armor.png] 5 if not. BORRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRING. I HATE this champ, he's super safe and his normal build counters you. He'll just stack armor and health as the game goes on, so there's really no chance of killing a good Malphite without help. Expect this to be a farm lane, so here you should be focusing in abusing his week early game and roaming when he get's the to state of unkillableness(or whatever you call it). He scales well into late game and has a strong mid game, so you shouldn't let this guy get farmed up if you can do anything about it. An early gank will help, however when he hit's level 6 just try to out farm him, and only go in if you see an opportunity for free damage, as this guy can trade fairly well. If a jungler ganks for him, that's really scary as he has quite a bit of cc and base damage, so be careful. Lane risk: 5/10 [.]Maokai[img=champ/maokai.png]: Start boots[imgsmall=items/boots-of-speed.png] 3-4 pots[imgsmall=items/health-potion.png]. If you lose this lane 1v1 you're doing something very wrong. Doesn't matter if he goes tank ad or ap you can kill him. He's very slow, doesn't really have an escape and has very low damage so he can't trade. Just force fights whenever you can and you'll kill him soon enough. Be carful of high damage junglers like riven, however, as getting ganked by someone like her can supliment the lack of damage from mao, with him just ccing you while she does his dirty work. Basically, you should kill this guy over and over and roam once you take his tower. Lane risk: 2/10 [.]Mordekaiser[img=champ/mordekaiser.png]: Start boots[imgsmall=items/boots-of-speed.png] 3-4 pots[imgsmall=items/health-potion.png]. EZ HUEHUEHUE. He simply can not take your damage early game, his spells cost health, so if he ever tries to fight back it'll just be even more damage from your trade. I really don't have much to say about this matchup, because even with a jungle gank that isn't something with a lot of cc you aren't at much of a risk. Your w-q combo with rage will chunk him for more then half of his hp at level 2. Something to keep in mind, if you fail to kill him a few times his team-fighting will be godlike, so it's especially important to play this lane right. Lane risk: 2/10

Early game can be classified as when you and your respective team-mates are laning. This is where you need to get kills, otherwise you'll fall off very hard(as the build I have for Renekton is heavily funded by the extra gold from kills, as well as at least decent farming.) [highlight]Level One[/highlight]: [.]If you are invading there is no other choice than to start your w[imgsmall=skills/renekton/w.png], there is just nothing else that offers the level one power of a hard cc in Renekton's kit. If you have someone like an Alistar[imgsmall=champ/alistar.png] or Blitzcrank[imgsmall=champ/blitzcrank.png] who will be going in first and applying the first cc, wait for their stun/whatever they have to run out before you stun them, no matter who it is they stunned. Anyone at level one will be able to be instagibed. If you are leading, stun the closest target, in this type of situation you don't get to pick and chose, just take what you can get. [.]If you are afraid of getting level two ganked by their jungler, start your e[imgsmall=skills/renekton/e.png] and play it safe the first 2-3 levels. If, by level 3 they haven't ganked you, you can be a little more aggressive, but as always don't do anything stupid. Something to note, levels one through two, don't use your e unless you see their jungler ganking you, it's cooldown level one is quite long, so you can't afford to waste it. [.]If you think your jungler will be giving you a level two gank, start your stun[imgsmall=skills/renekton/w.png]. Your play before their gank will contribute quite a bit to how the gank works, don't auto them or use your w, just let them assume you started your q and are waiting a few levels before you start harassing. When the jungler comes to gank, if they are someone like Alistar[imgsmall=champ/alistar.png] or Maokai[imgsmall=champ/maokai.png], let them engage and don't use your stun until theirs has run out. If you have a jungler like Riven[imgsmall=champ/riven.png] or Leesin[imgsmall=champ/leesin.png], you should stun them first to allow them to land skillshots/get in range for their damage or cc. [.]If there will be no action or ganks on your lane level one, start your q[imgsmall=skills/renekton/q.png]. This is the most simple of the starts, just last hit normally, don't auto them unless they auto you first. You can use your q to harass them, however, as it doesn't draw minion agro quite as much, the only thing to be careful about is missing last hits because of your q putting the minion to about 3 hp, so you should be wary about that kind of stuff. [highlight]Level two[/highlight]: [.]If you have q[imgsmall=skills/renekton/q.png] and w[imgsmall=skills/renekton/w.png], you should know that this is one of the highest damage combo's at level two in the game. When you have 50 fury, and you're against an melay AA them once, instantly follow up with your w[imgsmall=skills/renekton/w.png](it's an attack reset, so you'll get a bit of extra, free damage) and then use your q[imgsmall=skills/renekton/q.png]. Something to note, if he has more minions than you(at least 3 more healthy ones) you should try to hit his minions with your q as well as him, so you regen any health you may have lost to his minions. If he doesn't have Many more minions than you, or less, you should try to avoid hitting them with your q. The reason you have to make this decision is because there is no reason to push your lane if you don't have to. [.]If you have e[imgsmall=skills/renekton/e.png] and w[imgsmall=skills/renekton/w.png] then there is less reason to be agressive. Yes, your w still does do a lot of damage, but unless you can hit the other laner with both e's, you just don't do enough damage to justify initiating a full trade against someone; this is especially true if they can trade back strongly as well like a riven[imgsmall=champ/riven.png] or jarvan[imgsmall=champ/jarvaniv.png]. Against weaker laners it's somewhat acceptable, but remember, the only reason you've started e(if you started anything else you should have the setup in the above bullet) is because you're afraid of jungle ganks, so keep an eye out for them still. It is not beyond the realm of posibility for them to still be up there. [highlight]Level three-five[/highlight]: At this point, you'll have all three of your skills, so there is no real point in having multiple bullets. If you started e, and you haven't been ganked thus far, and are sure they started the buff you think they started, you shouldn't be quite as afraid as before, however always be wary; gay, unpredictable stuff can and will happen as some point in one of your games. Now that you are level three, you have the full combo that Renekton is so feared for. How to combo was described very well in the combos section, so I don't really see a point in restating that, so go read that. You have the very good chance of killing weaker lane opponents at this stage in the game. For you to kill, say, a Kennen[imgsmall=champ/kennen.png] all it should take is a few combos(1-3) before they get so low that they have to waste all three of their health pots or deal with being zoned for the next 4 minutes. You can't really do this against stronger lane opponents, Poppy[imgsmall=champ/poppy.png] for example, but it's still something to keep in mind. [highlight]Level 6+[/highlight][imgext=http://img685.imageshack.us/img685/6946/400f39783443ryeye6e232u.jpg]: This is what I consider to be the 2v1 point. My reasoning behind that is that you can now effectively 2v1 without needing as much help from luck. In earlier levels it is possible to outplay opponents, tricking them and grabbing quick kills while still getting away, however once you get your ult, you have the health and the damage to go balls deep and pick up one-two kills if you play it right. How does one "play it right?" Well, to do this you first need a weakish enemy laner or jungler, in that they must not be able to do a ton of damage to you or cc you a lot, and must also be at about half or lower health. The other opponent, weather he be top lane or jungle, doesn't really matter as long as you don't outright counter you or/and are at full or close to full health. What you want to do is, when you see their jungler come in, fake like you're running. This way, the low enemy(your target) will be baited into coming closer. When they burn something, such as a flash[imgsmall=summoners/flash.png] or exhaust[imgsmall=summoners/exhaust.png], it's time to turn around(if they used [imgsmall=summoners/exhaust.png] wait for it to run out or be close to running out before going in). Their higher health guy will ussually be in front, so what you're going to want to do is use your ult[imgsmall=skills/renekton/r.png],dash through them[imgsmall=skills/renekton/e.png], ignite[imgsmall=summoners/ignite.png], stun them with fury[imgsmall=skills/renekton/w.png], q[imgsmall=skills/renekton/q.png] so that it hit's both of them, e[imgsmall=skills/renekton/e.png] again on to get ahead of the fleeing prey and AA them to death. If you did everything right, this should be a kill for you, and if the other guy was lowish as well/ you killed their jungler and you now have red buff, you can turn and kill them too =D. Other than that, there isn't much more that needs to be explained than hasn't already been explained in the combos section When you back for the first time, remember, [highlight]buy at least one ward.[/highlight] If you get ganked by a strong jungle, you can die as you are not invincible: something you will be reminded of it you ever start to think you are. Here's some good places to put down wards for top lane. Purple dots mean purple team, blue dots mean blue team: [imgext=http://img502.imageshack.us/img502/3852/wardsfortop.png] Here is where you should put wards if you are mid lane, the same color sceem as before applies: [imgext=http://img339.imageshack.us/img339/7180/550pxsummonersrift.png]

Mid game begins when laning phase, or early game, ends. A good indicator of when this is is when the first tower goes down. Whoever got that tower will be freed from the constraints of their lane, and thus , others will have to respond, causing a domino effect where late game eventually starts. What happens in the confides of mid game will have a huge effect on weather you are a factor late game, or if there is a late game in the first place. So how should you play mid game with Renekton? The answer is actually quite simple, once you do it a few times. Make stuff happen. If your team is ahead, you generally won't need to do all of this-especially if you have someone like a Nautulus, who can force things better than you can. If your team is ahead, and you don't have someone willing to engage, keep a close eye on where everyone on their team is. If they have someone who isn't tf or nocturn or someone who can join the fight from a distance, you should try to force a fight, even tower-dive if you believe your team is that ahead. If you're behind, however, it becomes a bit harder to initiate. Your team needs to be grouped as 5, and you need to catch someone out, preferably someone fed/squishy, and instagib them. If you use important ults such as an ash ult, back out if you can, take the win for free. Initiating fights against fed teams can turn out badly, even if it's 4v5. Otherwise, keep timers on Dragon(6 minutes from death is the re-spawn time) and important buffs (Blue and Red both spawn 5 minutes after death), take them when their up, and take towers if you can bait the other team into guarding other lanes. If your team is coordinated enough, even if you're behind you should be able to take these whenever they come up, extending your lead or closing the gap from the other team.

Late game is different from mid game from one reason, one reason only. Baron. This one objective can turn a game around, it's very, very important that this objective doesn't fall into the hands of the other team, if it does it's possible that all of the work you've done early and mid game can be undone. Not to say you can't win fights against a team with baron, however you'll be definitively at a disadvantage, as baron gives 40 ad and ap, as well as health and mana-regen, at level 18. Now, if their team does get baron and you were ahead when they did, you'll need to play a bit safer however you can still take objectives. Against a team with baron that was ahead of you, however, you'll need to full out turtle. Surrender your jungle, don't leave base unless you have to. Hope they get greedy and tower dive stupidly, because against a fed team who also has baron you don't have much of a chance. Regardless of baron, remember to always seize upon weakness, taking objectives whenever you can to try and put yourself ahead. Tower dive when you see someone is all alone, and couldn't possibly handle you+whoever is with you. Something you might not really like, but your k/d/a means nothing as long as whatever you did helps your team more than hurting it. Winning is the goal, if you go 0/50/0 and you helped your team to win still, you should be proud of that win.

Team fights are one of, if not the most important thing that can happen over the coarse of the game, as they can decide who get's baron, dragon, towers and buffs. On their own, they don't usually change the game, however one good team fight can make a lot happen. So, what should you do in a team fight? As Renekton, your job is to kill their damage dealers, and to make their top lane so weak that they don't affect team fights. [center][highlight]This is the list of who you should focus in team fights. While you should always focus someone if they are super fed, this is just a guide on who to go for if their team is fairly even:[/highlight][/center] [highlight]1)[/highlight] The ad carry: this is your primary target, they will always eventually get to a point where they will do a crap ton of damage, so you need to keep them shut down as long as possible. Examples of ad carries are Graves[imgsmall=champ/graves.png], Ash[imgsmall=champ/ashe.png] and Corki[imgsmall=champ/corki.png]. [highlight]2)[/highlight] The ap carry: the second target, they do quite a bit of damage and are usually going to have quite a bit of cc as well. Chose to take this guy out only if their ad carry is out of the picture, or not in range of you. Examples of ap carries are Kennen[imgsmall=champ/kennen.png], Vlad[imgsmall=champ/vladimir.png] and Anivia[imgsmall=champ/anivia.png]. [highlight]3)[/highlight] The jungler or top lane bruiser: Go for the one you have shut down the least, there's not an exact science to it, however if one does more damage then the other, it's kinda obvious. Before team fights you should make this determination, however you shouldn't go for these guys if you can, the carries are more important. Examples of tanks, bruisers or tanky DPS are Nocturne[imgsmall=champ/nocturne.png], Nautilus[imgsmall=champ/nautilus.png] and Irelia[imgsmall=champ/irelia.png]. [highlight]4)[/highlight] The support: they do no damage, they are usually just cc and heals. If you can catch the support out of position then it's fine, however there's no reason why you should go for them over say, the ad carry. Examples of supports are Alistar[imgsmall=champ/alistar.png], Blitzcrank[imgsmall=champ/blitzcrank.png], and Janna[imgsmall=champ/janna.png].

While many would argue with me "Oh, outback Renekton so funy luking an so goood huehuehue" DON'T LET THEM FOOL YOU. There is only one skin for true Renekton players:[imgext=http://riot-web-static.s3.amazonaws.com/images/news/May_2012/2012_05_01_renekton_irelia/renekton-runewars.jpg] This skin offers the very best ult available, as well as having some badass swords on this back. While those swords do nothing to really help you out, they have symboles on them, meaning they must be important. Other possible option:[imgext=http://1.bp.blogspot.com/_L78zEKWCMII/TTTmXkdkyCI/AAAAAAAABXg/-910mXsTeto/s1600/Renekton_Splash_1.jpg] This skin offers the option of role-playing, as there is a Galactic Nasus skin as well. IF you do chose this skin, there is a requirement to talk in character whenever you speak in /all. Talking to your team-mates like this is optional, and should be avoided if you're talking about things like baron, ganks, etc. Not to say you can't do that using the Runewars skin, however it just makes more sense to do it with this skin. [imgext=http://25.media.tumblr.com/tumblr_lr8xiq4CUR1qgejgto1_500.jpg]

6/2/12: Added lane matchups for Irelia and Jarvan. Added Update log. Updated the general look to be more user friendly. Added ward placement map. 6/3/12: Added lane matchup for Jax, Kayle and Kennen. Changed lane risk scale from 1-5 to 1-10. Added Lane risk section for top lane as well as adding all relevant information. Light editing. 6/5/12: Added explanation for quick silver sash 6/8/12: Added lane matchup for Leesin. 6/15/12: Added lane matchup for Malphite. 7/8/12: Added lane matchups for Maokai Mordekaiser (Sorry for not updating in a while, been busy IRL)

Welp, I hope you've enjoyed reading my guide. Something you'll need to remember, I am not the best Renekton player ever, I make mistakes all the time, so don't expect perfection from yourself. Also, this is not the bible, do not follow this guide to the teeth saying to yourself that there is no better way than this guide. There are other good guides out there, this is just my opinion to how you should play Renekton the way I find fun. As this is my first guide, I would love all types of feedback. [imgext=http://fc03.deviantart.net/fs71/f/2011/083/7/9/nasus_cannot_escape_me_forever_by_ikimono1-d3ceh2h.png]

Comments coming soon!
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