Renekton Build Guide by Rasako
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Greetings Summoners! I am trying my hand at writing another guide in the hopes that I can help a friend and possibly help others as well! This guide features Renekton, Butcher of the Sands. Renekton is a great TankyDPS to have on any team and when played correctly can wreak havoc and sow discord in teamfights! Let's start with the item order, as it is very malleable and is definitely going to change depending on the enemy team.
ITEM ORDER (Must Read)
your early game core items will always stay the same, but after you finish The Brutalizer and Ionian Boots of Lucidity you need to ASSESS THE ENEMY TEAM! if your main problem is casters, grab a Negatron Cloak before Sunfire Cape. DO NOT worry about finishing youmuu's Ghostblade until later in the game when you need the damage, either before or after Phage. If enemies are escaping you and you can not chase them down, finish Frozen Mallet before buying Atma's Impaler. IF YOU ARE HAVING TROUBLE AGAINST AD CHAMPIONS AND/OR DO NOT HAVE A MAIN TANK, SWAP Sunfire Cape for Randuin's Omen (against melee) or Thornmail (against ranged).
I run 9/21 on Renekton because he is a rather squishy champion who is susceptible to harassment in the early game and a dead DPS is no DPS. If you would like to run 21/9 offensive masteries I would suggest playing much more careful. This build will work either way, be it offensive or defensive masteries.
Armor Penetration Marks - lowers the armor of enemies, lets you punish squishies all throughout the game.
Dodge Seals - Synergizes with Dodge masteries and nimbleness, helping you chase or escape in lane.
Health/Level Seals - if you prefer these over dodge seals they will give you about 175 HP and 3.5 extra attack damage, not much but its a little more solid than a chance to dodge, although it will render nimbleness practically useless.
Cooldown Reduction/Level Glyphs - brings you up to almost 40% CDR at level 18 in this build, coming in at 38%, 40% is the maximum capacity.
Armor Penetration Quintessences - helps with your Marks, lets you beat the bejesus out of squishies, and softens up tanks in tandem with Youmuu's Ghostblade.
EXHAUST - Let's you win any 1v1 scenario with ease when used correctly, and also allows you to chase down opponents, although ignite may be useful as well, it is not as useful as exhaust and ignite should only be taken if your team does not have one or the enemy team has healing/sustain champions.
Flash/Ghost - Interchangeable, my vote goes to flash because it can save you from a lot of nasty ultimates, but ghost does allow you to move around the map faster and get where you need to be, your choice.
I do not recommend any other summoner spells, they are all rather lackluster in comparison to these unless you need Cleanse due to a heavy CC team or Teleport for soloing top 2v1
Passive: Reign of Anger - Renekton gains 5 Fury per attack. Having 50 or more Fury empowers his abilities with bonus effects but drains 50 Fury when they are used. Out of combat, he loses 5 Fury every 2 seconds. When Renekton is below 50% Health, Fury gains are increased by 50%.
You may recognize Renekton by that red bar of RAGE you see when he has 50 fury. Managing your fury well and using it at the right time is what will separate the good renektons from the great ones. His base spells are pretty weak but his fury spells are insanely powerful.
Q: Cull The Meek - Renekton swings his blade, dealing 40 / 70 / 100 / 130 / 160 (+0.6 per bonus attack damage) damage to nearby enemies and healing for 10% of the damage dealt, up to 50 / 75 / 100 / 125 / 150.
When Renekton has more than 50 Fury he deals 50% additional damage and heals for 15% of the damage dealt, the healing hard cap is tripled. Consumes 50 Fury.
Cull The Meek makes you a farming monster as well as giving large amounts of survivability. With this ability you are going to put out some good damage and get a nice heal. In the lane phase you want to hit as many minions as possible with this as it gives up to 25 FURY GAIN(something the tooltip above didn't mention). In teamfights you want to hit as many enemies with it as possible and try to spam it for maximum damage and healing output.
FURY USE: Amazing for killing creeps in the jungle and in the lane, you want to use the fury version of this ability when you need to heal or farm. If you need that extra damage to finish off an enemy and your W is on cooldown go ahead and pop this as well, the damage is very nice.
W: Ruthless Predator - Renekton's next attack swings twice, dealing 5 / 15 / 25 / 35 / 45 (+0.75 per attack damage) damage per hit, stunning his target for 0.75 seconds and applying on-hit effects.
When Renekton has more than 50 Fury, his next attack will swing three times dealing 5 / 15 / 25 / 35 / 45 (+0.75 per attack damage) damage per hit and stunning his target for 1.5 seconds. Consumes 50 Fury.
It's a nice stun no doubt. Since it is melee it is very good for cancelling ults and what not. Earlygame you can put out some nice damage as well with just a non fury charged stun. This is your main single target damage ability in fights... And early game it is going to hit HARD.
FURY USE: This ability becomes exponentially better when you use it with fury. The damage early (and late) game is ridiculous and your stun lasts 1.5 seconds. Early game the enemies are going to be in shock when they see 1/3 of their health gone just like that. Main use is in fights to cripple a squishy but it can also be used for red buff if you don't need to heal.
E: Slice: Renekton dashes forward, dealing 45 / 75 / 105 / 135 / 165 (+0.6 per bonus attack damage) damage to targets along the way. If he hits a target he gains the ability to use Dice.
Dice: Renekton dashes, dealing 45 / 75 / 105 / 135 / 165 (+0.6 per bonus attack damage) damage along the way. When Renekton has more than 50 Fury during Dice, he deals 50% additional damage and shreds the armor of targets he hits by 10 / 15 / 20 / 25 / 30 for 4 seconds. Consumes 50 Fury.
This ability is great for farming, chasing, initiating, escaping, and everything in between. The damage is actually really good and so is the scaling, however the main use is going to be for the dash. It's too hard to S&D through enemies without being in a teamfight because of the range, so you want to use it for dashing in and out of combat. Great for early game harassment and survivability. Some combos you should use are as follows:
Slice in to all minions, use Cull The Meek for some quick fury, stun with Ruthless Predator, Dice out.
Build up 50 fury, Slice in to minions, use Cull The Meek, Dice out.
Escaping: Run into bush, wait for enemy to move to the front of the bush (to cut off your escape). Stun if necessary, Slice through the enemy, Dice away.
Chasing/Ganking: Slice through minions if you can't reach the enemy, apply stun with Ruthless Predator, Dice through enemy along escape path, exhaust if you have it, and spam Q and W.
FURY USE: The fury charge of Slice and Dice isn't all that noticeable. Try to save your fury for either the longer stun on W or the larger heal on Q.
Ultimate: Dominus - Renekton empowers himself with dark energies, gaining increased size and 300 / 450 / 600 health for 15 seconds. While empowered, he deals 50 / 75 / 100 (+10% of ability power) magic damage to nearby enemies and generates 5 Fury per second.
Dominus and how it affects you:
1) You are going to become much harder to kill with the instant max HP increase it gives you.
2) The longer they fight you the more damage they will take, both from you because you will not die easily and from your teammates who are now free to beat down the enemy team if they are focusing you.
3) It gives you fury regeneration, meaning you are going to get fury up faster while you are fighting, which will also grant more damage or healing.
4) It lasts 15 seconds! This means you are going to have an amazing DoT for the entire teamfight. Don't be afraid to pop this early before you gank or in a teamfight as the fury you can build up can help to charge up from 0 to a larger duration stun, sometimes making the difference in a successful and non successful gank.
If you can solo top 1v1 go for it. Renekton is pretty dominant against other enemy melee champions but he can struggle against ranged, and you must keep this in mind. If you duo lane make sure your partner is someone who is not as susceptible to kiting as you.
Your main focus should be on last hitting, however you are perfectly capable of putting out harass on the enemy laning against you. Build up 50 fury and then harass using some of the ability combos mentioned earlier in the Abilities section of the guide. This is going to hit the enemies extremely hard and may even amount to first blood. Renekton works like Sion in the sense that they harass by going in, bursting, and backing out quickly.
The main focus of this phase is farming for Sunfire Cape. Your mid game is pretty uneventful and much more boring than other champions. Just go with the flow. Help a lane if it needs help, gank if something needs ganking. However, you are more likely to have someone gank your lane than for you to gank other lanes. You just want to be sure that whenever a fight starts up, you are there. Most often in this phase you just want to focus on farming. Once you get your Sunfire Cape you can go do whatever you feel is necessary to win the game.
Keep dragon warded and other areas. Now that you have your Sunfire Cape you aren't super item dependent so you can buy wards. Take dragon whenever possible. Having good map awareness is extremely important on any character. If there is nobody better fit to take the red buff go ahead and grab it, or help your ranged carry get it.
The TEAMFIGHT phase. Now that you are well farmed group up with your team and push. Try maintaining good map control and always have dragon and baron warded. Renekton really isn't the best initiator and that is better fit for your main tank. Once your main tank initiates and the fight has begun what you want to do is:
1) Pop Dominus.
2) Exhaust their main damage dealer.
3) Slice through an enemy to their carries in the back and stun them with a fury charged W. Now use Cull The Meek to deal massive AOE damage and then Dice through your target.
4) If you have your Youmuu's Ghostblade active this is the time to use it. Continue to use your abilites until your target is dead, and move on to your next target, the enemy champion causing the most trouble.
4a) If you think the slow from Randuin's Omen is needed (if you have the item), pop it in conjunction with Youmuu's Ghostblade.
5) If an enemy is trying to escape, hit W and flash on them for the kill.
Hopefully the fight went well and you are now pushing for the win. If the death timers aren't high enough yet to push for the win, go take baron (if possible). You don't want to make any stupid mistakes that let the other team back into the game. Remember to build according to the enemy team.
I credit a lot of the information and research to Evildice's build and I like his setup, but prefer to play tankyDPS a little more tanky, because I run in to a lot of games where the tank is bad or we just don't have one. If you prefer a Renekton that is more DPS-oriented, check his guide HERE!