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Renekton Build Guide by Stealth Ops

Renekton Power House - Stealthekton

Renekton Power House - Stealthekton

Updated on October 23, 2011
6.3
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League of Legends Build Guide Author Stealth Ops Build Guide By Stealth Ops 5 3 8,696 Views 13 Comments
5 3 8,696 Views 13 Comments League of Legends Build Guide Author Stealth Ops Renekton Build Guide By Stealth Ops Updated on October 23, 2011
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1
Nighthawk (684) | May 28, 2011 9:45am
ArPen > Crit anyday.

Didnt even read the guide, but just saying.
1
Stealth Ops (3) | May 28, 2011 9:36am
Thank you for the long explanation lol. But the way I look at it is... you're not going to be hitting the enemy nonstop like a dummy sitting there it'll be ganks or harassing most likely in early game. And changing a regular 150-180 crit to a 215-245 is a nice amount of health for the enemy to lose at levels 1-6. It's the only quints I have atm for AD champs so it's what I use. (I bought too many champs-not enough runes)= fail on my part. But I'm going to stick with the Crit Dmg Quints for now. Just because they're more fun *seeing* the crit and the enemy's reaction.
1
Pelikins (44) | May 26, 2011 5:49am
I really recommend changing the quints. Here is some rough math.

Lets say that 30% of your damage output to players is from auto attacking.

Since your abilities don't crit, the crit modifiers will only effect that 30% of your damage.

Your quints increase your critical strike damage to 213.4% up from 200%. That's a 6.7% damage increase to your critical hits. But this increase is only applied when you crit, and you only have 18.8% chance to crit. So, lets see the TOTAL % damage increase those Quints provide.

.067 (crit damage increase) * .188 (chance to crit)* .3 (amount of total damage that can crit) = .00378 or .38% total damage increase.

Now lets look at armor pen quints.

Armor Mitigation/Penetration formula:

Damage dealt to target = (100/(100+Targets Armor- Armor Penetration))*Attack power* AD ratio (=1 on auto attacks)

Let's set the targets armor to 50 (a value typical to an enemy carry) and lets say your attack power=50 and ad ratio=1.

Adding armor penetration runes will provide an additional 10 armor penetration. Your marks give you 15 armor penetration. Before purchasing any armor pen itemization lets look at the benefit the quints give you.

Without armor pen quints:

(100/(100+50-15))*50*1= 37.04 damage dealt

Now with armor pen quints:

(100/(100+50-25)*50*1= 40 damage dealt

40/37= 1.081 or an 8.1% physical damage increase because of armor pen quints.

Now consider that about 90% of Ren's damage is physical (sunfire cloak and ult are magic)

.9*.081=.0729 or 7.3% total damage increase.

Now this is rough math given, but even with a margin off error considered...
Compare back to crit damage quints: 7.3% or .38% more damage? You choose.
1
Stealth Ops (3) | May 24, 2011 2:17pm
I disagree that Critical Strike Chance seals and Critical Damage Quints are bad, they are TREMENDOUS for early game kills and they don't hurt later on with your attack speed. I agree though that dodge seals wouldn't be bad but it's what the player prefers when it comes down to it- I'm an aggressive player. And you mentioned something about the glyphs... I recommend the Greater Glyph of Scaling Magic Resist AND MR items that I have listed above if you're facing a heavy AP team. Thank you :).
1
Pelikins (44) | May 24, 2011 10:13am
A few suggestions for your runes.

There are primary and secondary runes available. Each type of rune (mark, seal, glyph, quint) has a theme associated. If you choose a stat that fits the rune type theme you get a bonus to that rune's effectiveness. They call these primary runes. If you choose a stat that isn't in the rune's theme you suffer a stat penalty and they are "secondary runes".

Marks are offensively themed
Glyphs are magically themed
Seal are (physical) defensive themed
Quints are free (all primary)

Your marks a excellent. The rest could use some work.

your seals are secondary stats (critical strike) you would more benefit out of them by choosing a physical defense stat. Armor, Health, health/level, and Dodge are considered the highest value runes for seals.

For quints, you could do much better. There are damage and armor pen runes (I like the pen ones best) These would be much better for ren than critical damage modifiers since your abilities cannot crit and you have low critical strike chance in the first place.

For glyphs, I like the cool down reduction option, but if you want to get magic resist here instead of in the itemization that is fine! (thought you're still running pretty light on MR having just these for MR.)
1
Pelikins (44) | May 24, 2011 5:05am
Looks pretty good now, you are still lacking in the MR departments, but you at least have a decent health pool to compensate a bit now.

If the enemy has a good AP carry (and they should in competitive play) I definitely would say you need to work some MR in there.

It's looking viable though, good work.

Edit: Have you every played around with infinity edge? I did some play testing using it instead of the black cleaver and liked the results.
1
charasaki1986 (63) | May 23, 2011 3:53pm
reputation given! =D
1
Stealth Ops (3) | May 23, 2011 1:48pm
Ahh thank you Pelikins! Yes I forgot to put the Sunfire Aegis on there... I was just thinking too much at the time. I will get it fixed right away!
Oh and sorry that I put the dagger on there again it was just an item clump up. It is resolved now, people would of gotten what I was saying; which was work towards Black Cleaver. Sorry for the inconvenience!

After playing Renekton a bit more and taking MR into considerations I have made a few changes in my guide and in my rune suggestion! I hope it greatly helps especially against those AP heavy teams!
1
charasaki1986 (63) | May 23, 2011 12:47pm
nice build, good work... like it really +1
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