Not Updated For Current Season
1 - Renekton's Role
Renekton is by far my favorite champion, simply because I get the most enjoyment out of playing him. I firmly believe however Renekton shines when he is played first and foremost to support his team. He can be the tank, he can carry a game, but you can in fact do both of these things in 1 game quite easily, but if you keep your goal set to maximizing the rest of your teams abilities while you are doing these things, Renekton truely shines as the best champion on LoL IMHO.
Renektons strength lies in his slow and steady damage output, coupled with his rediculous amount of stun. Use these things to your teams advantage to completely lock down and elimate the strengths of the other team. Timing when and which of his abilities to use in a team fight takes a little getting used to, but when done correctly, you can lead the worst baddies to a victory.
That being said, most of my games are Solo Que'ed. And yet I have a hard time losing as this beastie dino. Yes I said dinosaur, they are totally cooler then crocodiles...
2 - Skill Overview
***Cull the Meek - Renekton swings his blade, dealing moderate physical damage to all targets around him and heals for a small portion of the damage dealt. If he has over 50 Fury, his damage and heal are increased.
Renekton swings his blade, dealing 60/90/120/150/180 (+) 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 300% additional health recovery.
50 Fury Bonus: Damage increased to 90/135/180/225/270 (+). Heal percent increased to 10%, up to 150/225/300/375/450.
No Cost or 50 Fury
- This is by far my favorite of Renekton's abilities. At first glance lots of players shrug this skill off, and opt out for Ruthless Predator, and with a good offensive build, that can be done. But after several games, I've found undoubtedly that a Defensive build with this skill leading the way ends up putting out more damage in the all important team fights that are about to ensue. When maxed this skill with your armor pen is going to take a decent chunk of health from everything around you, whilst healing you for 450HP every couple of seconds when you use it in those team fights with your ultimate up. that plus the steady damage from your ultimate and your cape adds up quick. He's not a big hitter, but he does do some serious damage.
***Ruthless Predator - Renekton slashes his target twice dealing moderate physical damage and stuns them for 0.75 seconds. If Renekton has over 50 Fury, he slashes his target three times dealing high physical damage and stuns them for 1.5 seconds.
Renekton's next attack strikes twice dealing physical damage (10/30/50/70/90 + 150/150/150/150/150% 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 + 225/225/225/225/225% of his Attack Damage) and stuns his target for 1.5 seconds.
No Cost or 50 Fury
- Through the early part of the game I leave this ability at level 1 or 2. Because my item build doesn't focus around the damage from this triple hit attack, there is no need to level it up until Cull the Meek is finished, giving you some extra damage output. As the stun says the same at all levels. But the cooldown does get shorter, giving you the ultimate stun spam of dewwwm.
***Slice and Dice - Renekton dashes, dealing damage to units along the way. Empowered, Renekton deals bonus damage and reduces the armor of units hit.
Slice: Renekton dashes, dealing 30/60/90/120/150 (+) 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 45/90/135/180/225 (+). Enemies hit have 15/17.5/20/22.5/25% reduced Armor for 4 seconds.
No Cost or 50 Fury
- This ability is left at level 1 until the end of the game because the cooldown doesnt get very useful until you have maxed out your CDR. This is a fantastic harassment, escape and chasing abilitie. I will touch up on how to make this shine in another chapter. But remember that when enraged this abilitie also has an aoe armor reduction that isn't to be forgotten.
***Dominus - Renekton transforms into the Tyrant form gaining bonus Health and dealing damage to enemies around him. While in this form, Renekton gains Fury periodically.
Renekton surrounds himself with dark energies for 15 seconds, gaining 300/450/600 Health. While active, he deals 40/70/100 (+0.1) magic damage to nearby enemies and gains 5 Fury per second.
- When singled out, Renekton's ultimate doesn't seem like it's the greatest. But when you factor in the aoe magic dmg/s with the fact that almost all of your abilities are now enraged ontop of your super short cooldowns, and you can c how his ultimate starts to shine.
***Reign of Anger - Renekton gains Fury for every autoattack he makes. This Fury can empower his abilities with bonus effects. Additionally, Renekton gains bonus Fury when he is low on life.
- The passive and how his anger generation works. Renekton's anger fades very very slowly, don't be afraid to wait out in the bushes because you fear you are wasting his enraged ability. More often then not, you can simply run out and wack a minion along your way to your target to get your enraged status back. In fact, if you wait until his fury drops just under half, you can slice through the minions to your target, Cull the Meek for the enragedment, and then hit him with the extended stun before you dice back out to safety, doing a good amount of damage to the enemy champion and aoe dmg to all of the minions.
3 - Items
This is by far the most important part of playing Renekton, almost all of Rene's builds start the same, but the order in which you obtain the items at what point in the game, can make a crucial difference on the outcome.
Lots of people I've ran into like to start with a dorans item, but I personally have found that I get much longer laning time while still being able to be very aggressive if I start with 3 health potions and the boots. Letting me get in and out without taking any damage, it also gives me the movement speed to stay in my lane longer without running into death from just simply being too slow.
The next time I go back to town I pickup 2 broadswords, a sight ward and up to 3 more health potions. The bare minimum I need to to stay competitive whilst maximizing the amount of time I can be in my lane grabbing experience. The higher level your abilities, the shorter the cooldown and the more damage you can deliver.
Next time I run out of potions or have the gold I go back and finish CDR boots AND my brutalyzer at the same time, and spending the xtra gold I have an yet another ward, to either prevent ganks on my lane or ward the dragon. Grabbing these 2 items gives you a HUGE boost in damage as your CDR is now capped, and your CtM is getting up there in levels. At this point with these runes/masteries you have the advantage on every character in the game. USE IT. Now is when you will start pulling in the kills, and definatly finishing your lanes tower. Dont be afraid to gank the dragon if theres a couple squishies attempting it as whoever is tanking it is going to be taking a beating, and your stun n survivability will garuntee you the kill, as long as you can manage to get your baddie teamate to show up at some point, the other will either run off or die trying.
Next pickup your Sunfire Cape, by this point things should be getting easy to buy as your farming ability will be insane, and your team should be dominating the team fights.
Usually the game ends for me at this point, sometimes I make it to the black cleaver next, which makes your damage really shine, If one of their carrys starts to get out of control or there is just too much ap flying around, pickup a force of nature instead of the sunfire cape, otherwise I like to wait until after black cleaver to grab my banshees veil, and if you dont need the veil or get to the end of the build, I usually finish it with a wits end.
4 - Runes and Why
Everyone knows why I chose the armor pen
But I choose the flat armor runes to make up for the fact that I start with just boots n potions. This gives you the counter to the ever so popular armor pen red/quint setup that almost every AD playing summoner goes for nowadays. Giving you the ability to hold your own that much longer, or dominate in some cases, without having to buy any real items for the beginning of the game. Some people prefer to buy dorans and try to dominate early as Rene, but I've found that Rene's weakest area is his late game. If you pose a giant threat very early in the game everyone is going to counter you, or focus you down. And although you are a beast, you are not a straight up tank, and they will shut you down fast. This way i can come on a little later strong enough to power myself straight into the end of my build, where people are forced to try and ignore me through the middle of the game as focusing me down isn't a real option, and since they don't see you dealing huge hits people tend to think its ok to let you stomp around in the middle of their team... LoL
Everyone gets the CDR blues, but I also OPT for the CDR Quints just so that Im a little stronger in the early game, and when I get my boots / brutalyzer I have ALL the CDR I need for the game, as this one stat alone improves Renektons survivability and damage more then anything else.
6 - Tactics
I prefer to solo top personally. Make sure you utalize your Q to hit as many minions as possible and at least 1 champion, use it every time its up. As long as each time you go in you are only taking 1 bar of health for dmg and hitting the other champions you will push your lane fairly fast. Save your slice and dice for an escape unless you are going for the kill, or there is 1 champion by himself you can slice to and stun, cull and dice away. Use the bushes to your advantage, usually you can run out and cull the enemy champion and return to the bushes before they can get any spells off on you, if they proceed to chase dont be scared to slice away to stay out of range. If the other champions are CC heavy, play off your tower, you do a good amount of aoe dmg with your Q and E, and if they are dumb enough to stick around during that, pop ur stun on them for a few free tower hits.
When laning with a partner the same thing applies, but if your partner is competent dont be afraid to slice to a champ, stun, cull and then dice out whenever possible. You should be at least using your Q everytime its up. I save his stun for champions, and his slice and dice as an escape unless we are going for a kill.
remember you can slice and dice through all of the minions to hit an enemy champion with your stun, and q, just have an escape plan setup to the bushes are back to your minions. If your harassment leaves you missing as much health as the enemy champion its a fail imo.
Another common mistake of the enemies is to run in and attempt to save a fleeing champion, use this to your advantage by slicing through 1 champion to get to the fleeing one. SPAM YOUR CULL THE MEEK, its basically a heal when fighting champions.
In the team fights always pop your ult as the fight starts, and go for their biggest threat, stunning and culling whenever possible. If you notice your team has stunned someone and is focusing them down, make sure you turn around and stun him too, lots of teams fail because they spend a team fight chasing that guy with 1 bar of health, if you can lend a stun to completely lock him down, even if he is the worst person to focus, it will save your team in the fight.
For ganks, I will usually flash directly ontop of my target, exhaust and then Q them, then stun. saving my slice n dice for a few seconds. If you are going for it slice through him as he runs away, hit him witha default attack and then dice him again, staying on top of him the whole time. Your abilities have super short cooldowns, so stick with him stunning and culling him as fast as you can. I dont usually have to use my ultimate to perform a gank, but feel free if you think it might be close, as its dmg increase is substantial and its cooldown is really short.
I dont have to flash often, so its nice to save it for in case you need to escape the dragon, or to initiate a gank because it leaves your slice n dice free as another nuke or even an escape. Slicing through walls is an easy thing to mess up even for the greatest summoners, its got a very short range. So when you know that getting over this wall is life or death, burn your flash.
Whenever you are focusing on a champion and are intent on the kill, always pop your exhaust when its up, keep your potions on your 1 button and pop them whenever u enter a fight. I always keep at least 2 health potions on me until late game where i stop buying them. I rarely buy over 3 wards for a game, as your team should be picking up on what you are doing and taking on the responsibility, or usually your team is just flat out dominating because of your contributions. When i get all of my pictures up I will post where to ward, and where you can slice n dice over walls.
if your jungler is coming to your lane for a gank, dont be afraid to run out of the bushes by yourself and slice n dice through the enemy champs/minions back towards your tower. This will usually involve them chasing you so the champion from mid can get behind them, as soon as he exits the bush, pop your ulti and cull, flash back to the target n stun him. It never fails.