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I HAVE FURY! - Post 115 Renekton, Attack or Defend?






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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Reign of Anger (PASSIVE)
Renekton Passive Ability
Introduction
I have started to work on Renekton again after a long hiatus. I'm experimenting with two options: a less tanky, more chasey DPS build focusing on AD and CDR and a tankier build depending on defense, lifesteal, and regen. The DPS build will be more practiced in the beginning. Playing a bit of Caitlyn and Pantheon gave me some ideas on physical champs I'm going to toy with. This build is still considered out of commission, but it's stepped up to work-in-progress.
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If you're read my other build (shameless plug) you know Nunu was the first champion I bought. Well, Renekton was my second champion purchase. Since his big nerf I've bought Caitlyn, Ryze, and Pantheon, but Renekton will always hold a special place in my LoLing heart. I played him when he was free for a week, and I really enjoyed the play style. He can ignore mana and AP completely for focused builds, and his abilities make farming and team fights a lot of fun.
That said, this is a bit less practiced and much more fluid than my Nunu build (shameless plug). I only bought Renekton at level 19, so this guide is a bit rougher around the edges. It will be a work in progress for a while, so please give me feedback. I don't care about votes (up or down) nearly as much as improving the build. Feedback is GREATLY appreciated.
As for the build's name, it is a reference to Fawful (http://www.mariowiki.com/Fawful). For those of you who got it, you're awesome.

Renekton's innate ability is the new Fury system. Renekon's abilities cost no mana or health. If you have more than 50 Fury points, the next ability gets a significant boost in power but drain 50 Fury. He loses Fury if he's out of combat for too long. Additionally, if Renekton's health is below 50%, he generates 50% extra Fury. His ultimate also steadily generates Fury while active.
Renekton doesn't use mana or energy. His abilities are basically free as Garen's, Katarina's, and Rumble's. It takes a little getting used to, but it's not too difficult. Being able to use abilities without fear of cost makes Renekton much more focused on cooldown reduction, which will be apparent in the items section.

Cull is a great ability. It has area damage, heals you, and builds up a TON of Fury if used in a wave of minions. With the Fury boost, it deals more damage and heals more health. Its range is a little surprising; you can be chasing someone just out of reach of your autoattacks, but Cull will still deal damage. It scales a little slowly, but the healing factor is key.
Be sure to use Cull in the middle of waves if safe, specifically between the melee minions and the magic minions, to get full effect. Don't rely on one use to heal you enough for a team fight as the health isn't that significant. A few uses will fill your HP nicely, but one hit is rarely enough.
When building offensively, Cull should function as a chasing mechanism more than healing. Use the range to your advantage and whittle away runners' health. Since its cooldown doesn't scale, put off maxing it out until midgame for team-fights when the area damage will help more. When combo-bursting, save this for after you use your Fury charge as its boost isn't as good as other abilities.
When building defensively, Cull becomes much more central to your strategy. Being a life-gain mechanism means it should be high priority for tanking. You can farm minions faster by maxing this first, and you'll rack up a bit more damage in team-fights as well.

One of the best things about Renekton is his stunning ability. Maxed out cooldown reduction with full ranks gives you a stun every 6 seconds. In addition to the stun, you hit the enemy twice. While Furious, Renekton swings his blade three times and stuns for double the time. On top of everything else, the strikes apply on-hit effects, making it the most important ability to spam. As with any stun, strategic use is key. Stunning an opponent under a turret, when they're chasing an ally (or yourself), picking them off in team fight, etc. You should know how to use stuns.
This is your primary DPS ability. While the damage doesn't scale well at all, the cooldown reduction makes it much more effective. The stun becomes deadly when properly timed with Renekton's chasing mechanisms.
Defensively, this still is crucial to your build. It deals healthy damage and keeps the opponent around as you rack up damage (or gives you more time to run). When in team-fights, stun whoever your teammates are focusing so they can finish them off.

Another powerful thing about Renekton is his area damage dash ability. Alone, the dash only works through short walls, but if you hit an enemy through the attack (the 'Slice') you get the ability to use it again for a few seconds (the 'Dice'). With 50 Fury, Dice deals extra damage and shreds armor. An important note: Slice does not use Fury, only Dice does, allowing you to Slice in and still use a Furious ability. It has the longest cooldown of Renekton's abilities, but the scaling is only 1 second per level as of the .155 patch. Combined with


For a DPS build, put a couple extra ranks in this after maxing your stun. You want to be able to chase as effectively as possible, and dashing a second or two earlier greatly increases your likelihood of finishing off a runner.
For a tanky build, max this last. Grab one level early on for the utility of the dash, but you shouldn't need to rely on it nearly as much.

Renekton's ultimate is possibly the least impressive of his abilities, but it's still awesome. It grants extra health (which saves you in a lot of situations), increased attack range, and a cloud of damage per second. It lasts for 15 seconds and generates Fury passively. As with all ultimates, level it whenever possible. You'll be able to use it about once a minute when cooldown is maxed.
Dominus has the same functions for offensive or defensive builds. The most effective use of it is in a team-fight, granting extra area damage and range. Popping it while chasing can give you extra reach and a bit of area damage as well. You can use it in a pinch to heal a few hundred health, letting you escape turret fire or survive that last hit.
One thing to remember is all of Renekton's abilities build off attack damage (Dominus does have his sole AP use, but it's not worth investing anything towards). The more damage your autoattacks do, the more powerful your abilities are. You don't need mana, mana regen, AP, or magic penetration with him at all. Cooldown reduction and attack damage is all you really need to power his attacks up.







Flash also gives a great escape mechanism, letting you hop those walls too long for Slicing through or just getting that much farther away.







Evasion seals are probably best stacked with dodge masteries for DPS builds. Triggering Nimbleness more often is very helpful in chases (and escapes). Regeneration for HP regen per level (out-performing flat HP regen by level 4) are probably worth it in tanky builds when stacked with

Focus glyphs for cooldown reduction is essential for Renekton. The only reason not to take this is if you rush CDR items early in your build and reaching the 40% cap early on. Magic resist or magic resist per level glyphs, but be sure to rush another CDR item or two if you take this route.
Quints should stack with your offense or defense. The best offensive quints are Desolation, bringing your starting armor pen up another 10 points. Defensively, stack them with whichever seals you took to give even more regen or dodge.
I highly recommend reading this article to see what you want in your runes pages.
Let's look at all of what the Utility tree gives you:
With your glyphs and Offensive tree points, you start with about 15% CDR. You'll max out at 40% after just two items.
You get move movement speed, again letting you chase better.
You get bonus health regen, something Renekton can always use.
You get bonus buff time, experience, and gold. These aren't huge, but they definitely smooth things out.
All in all, the Utility tree covers a lot of bases for Renekton. It allows you to work in other areas much more fluidly than if you dump your points in Offense. Plus, with this set up, you free up item slots for more damage.
Tank - 9/21/0
Resistance, Hardiness, Harden Skin, Defensive Mastery, and Veteran's Scars are standard defense. Evasion and Nimbleness make team fights easier to live through. Put a point in Reinforce to make

Put 9 points into the Offensive tree to get crit chance and more CDR. If playing for DPS, put a point in Cripple to boost





After your boots are finished, grab


To move towards more offensive items,




Next is



Finish Youmuu's Blade if you want, but you should probably consider building your last item beforehand to save the gold.
Other items-








TANKY: (note, this has not been tested very much yet)
Starting with


Building Philosopher's Stone early game is important to the flow of the build. The HP regen and gold keeps you going more smoothly, and later on the new







Finishing up



Other items-










Renekton can be crazy fun. I have come back in a 3v3 game from losing both inhibitors (twice, each) and all turrets only to win by wiping out minions and catching the other team being greedy. The chasing ability on him can be game changing. If you plan defensively, you can play very offensively.
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