Build Guide by EternalEnemy
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Not Updated For Current Season
Not Updated For Current Season
Welcome to the Outback!
Renekton is a favorite of mine not only for the fact he is a walking, ***-kicking crocodile, but as a champion he brings some powerful things to the table. He does a heavy amount of damage and in the right hands can and will carry the team, he can fit well on almost any team and can change the tide of a battle if used correctly. I prefer to build Renekton as a bruiser, or Tanky DPS, because it really shows his potential. I see a lot of people build him as a assassin like Master Yi, but while he can do that he is much better being in the thick of the fight trading blows with the enemy team.
This guide will cover numerous things about Renekton including optional items, favorable team composition, champion strategies just to name a few. If this peaks your interest you should keep checking back, the guide will be updated all the time!
Pros / Cons
- Good chaser
- Great harassment
- Large size (easy to target)
- Squishy (Until you get items)
- Base movement speed is slow
These are the major things that he has going for and against him, most of the weaknesses can be negated my skillful play and practice, so keep trying and you will do well.
I pick ghost for fact that you will be chasing and sometimes people will be faster than you, pop this and they will be caught stunned an eaten for dinner.
Exhaust serves a multitude of purposes, with improved exhaust it decreases armor and magic resistance, it can be used as an escape tool or a chase tool, either way you can't go wrong with it.
Your skill priority is always R>Q>W>E or R>W>Q>E
Cull The Meek
Renekton swing 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.
Cooldown 12 / 11 / 10 / 9 / 8 seconds
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.
Cooldown 14 / 13 / 12 / 11 / 10 seconds
Slice and Dice
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.
Cooldown 20 / 18 / 16 / 14 / 12 seconds
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.
Cooldown 120 seconds
Reign of Anger
Renekton gains 5 Fury per autoattack. Having sufficient fury empowers Renekton's abilities with bonus effects, but this drains Fury. When out of combat for 12 seconds, Renekton loses 5 Fury per 2 seconds.
When Renekton is below 50% life he generates 50% more fury.
This set of items your core and as a bonus, they are all fairly cheap, so you should almost always have a full core build every game. You can switch out the order based on what you need at that moment. This set gives Renekton the survivability and the damage output that he needs to compete in team fights and destroy with his massive damage stun and life steal.
Will be filled out later....