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Renekton Build Guide by Placeeek

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.


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League of Legends Build Guide Author Placeeek

Renekton best of Aligator

Placeeek Last updated on November 27, 2011
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Cheat Sheet

Renekton Build

Ability Sequence

1
5
7
10
15
Ability Key Q
4
9
14
17
18
Ability Key W
2
3
8
12
13
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Masteries

With the new changes to the Mastery Trees, namely the massive buff the Defensive Tree receive, Renekton is very powerful with a 9/0/21 Mastery build. Here are the highlights:

Offensive Tree (9):
On Tier 1, take the improved summoner spells and the bonus attack damage. No reason to grab improved damage to minions.
On Tier 2, take the attack speed buff. I know it seems strange to grab Alacrity on Renekton, but these points are a means to an end.
Tier 3 is the prize. A static 10% Armor Penetration buff is fantastic. It really adds to Renekton's early game.

Defensive Tree (21):
On Tier 1, take the improved resistances. +6 MR and Armor is quite nice for 6 mastery points.
On Tier 2, take the health per level. I understand the desire to take the HP/5 mastery, but I prefer to save those points to take Initiator further down the tree. There is nothing wrong with taking points in Vigor as opposed to Initiator. That's a matter of play-style and personal preference.
on Tier 3, take the static bonus health and the reduced AoE damage. I don't see any reason to take the static reduction from Indomitable. Yes, it is nice, but I would rather take the reduced AoE percentage damage. 3% or AoE's is going to be more more than what Indomitable provides. However, placing points in Indomitable as opposed to saving those points for Initiator makes perfect sense as well. My play style is aggressive and I really enjoy extra move speed. If you prefer more survivability, go that route.
On Tier 4, I only take Initiator. As I have already said, I love move speed and I love starting fights. If that isn't in keeping with your play-style, take these three points and put them into Vigor or Indomitable, whichever you prefer. I don't see any reason to take the CDR on this tier. It is so insignificant that the points are better spent elsewhere. As for Siege Commander, I don't find it to be overwhelmingly powerful, but if you prefer it over Indomitable, by all mans take it.
On Tier 5, take Honor Guard. The Mercenary talent is neat, but I don't find it to be that valuable. The math on it just doesn't add up for me.
And of course, the end goal is the Tier 6 Mastery. What an amazing mastery. 10% reduced CC.