Renekton Build Guide by Hoopi
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.
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.
Greater Mark of Desolation: This is really the only way to go for Renekton. The Armor Penetration really amplify Renekton's early game damage and there really isn't another strong option.
Greater Glyph of Shielding: I prefer the Magic Resist per Level. Early game, the typical mage hasn't really started to grab up a great deal of AP. It takes them a few levels to get going. As always, there are exceptions, but I find that in general, you are safe to get the extra MR from the per level runes.
Greater Glyph of Warding: The static Magic Resist can be more valuable in the early game if you are in lane against a Brand or Lux, but I find that getting the extra MR from the Glyphs of Shielding is more valuable. This choice really boils down to personal preference.
Greater Glyph of Focus: If you are going to go Cool-down Reduction, definitely go with the static Glyphs. The early CDR will drastically improve your laning phase and mid-game.
Greater Seal of Resilience: Static armor is the best way to go on Renekton. There really isn't another strong option.
MORE Armor PEN baby
Passive: Reign of Anger
Renekton gains 5 Fury per autoattack. Having sufficient fury empowers Renekton's abilities with bonus effects, but this drains Fury. Out of combat, Renekton loses 5 Fury per second.
Fury management on Renekton is what separates a truly great Renekton player from the masses. Save or his Ultimate, all of Renekton's abilities receive a very very valuable buff when used in combination with Fury. Choosing when to use your fury is what will define your impact on the team fight. I will expand upon Fury Management in a later chapter.
Q: Cull The Meek
Renekton swings his blade, dealing 60 / 90 / 120 / 150 / 180 (+80% Attack Damage) 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 400% additional health recovery. 50 Fury Bonus: Dmage increased to 90 / 135 / 180 / 225 / 270 (+). Heal percent increased to 10%, up to 150 / 225 / 300 / 375 / 450.
Cost: No Cost or 50 Fury
This spell is what gives Renekton a strong lane phase. When I use this spell, in combination with Slice and Dice, I always try to hit at least one enemy champion so that I can get the massive increase in healing. It is not uncommon for me to use this ability with 50 fury in the laning phase and it is also a reliable method of gaining fury. Renekton will gain 5 fury for each enemy target hit by Cull, up to 25 total. Learning to use Cull effectively is what will allow you to have a strong laning phase.
W: Ruthless Predator
Renekton's next attack strikes twice dealing physical damage 10 / 30 / 50 / 70 / 90 (+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% of his Attack Damage) and stuns his target for 1.5 seconds.
Cooldown 13 / 12 / 11 / 10 / 9seconds
Cost: No Cost or 50 Fury
This is Renekton's single target nuke. Its a solid stun, and scales incredibly well with attack damage. It also applies on-hit effects, and that's really important to note if you pick up a Lizard Buff or any items with on-hit effects. This spell is effective for locking down an enemy target for a kill and disrupting channeled ultimates. It is also worth nothing that if you use this spell without fury, you will gain 10 fury (one for each attack).
E: Slice and Dice
Renekton Slice: Renekton dashes, dealing 45 / 75 / 105 / 135 / 165 (+) 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 67.5 / 112.5 / 157.5 / 202.5 / 247.5 (+). Enemies hit have 15% / 17.5% / 20% / 22.5% / 25% reduced Armor for 4 seconds.
Cost No Cost or 50 Fury
This spell provides Renekton a double dash that defines the character. He can move almost at will through the enemy team, track down key targets, and escape a bad situation with ease. This spell can also go through many walls around the map. Take some time and go into a custom game to practice Slicing and Dicing through walls. I could draw you a nice pretty map, but that won't help you as much as practicing it. Many of the walls you can go through require precise entry points.
Also remember, Slice does not consume a fury charge, but Dice does. This lets you use Slice to get somewhere while conserving a fury charge for a subsequent spell.
Renekton surrounds himself with dark energies for 15 seconds, gaining 300 / 450 / 600 Health. While active, he deals 40/70/100 (+10% Ability Power) magic damage to nearby enemies and gains 5 Fury per second.
15 seconds is an incredibly long time for this Ult to be active. Over the course of that time, at Rank 3, Renekton will deal 100 damage per second to his enemies. That's ridiculous. Plus, he gains 600 health and rapid fury gain. This is a very powerful ability. Be wary of 'Cho'gath Syndrome' though. Renekton's sprite grows when you hit this ability, making it more difficult to target your teammates and drawing a ton of attention to yourself. This is one of the big reasons I build tank items before DPS items.
Renekton's ult makes him a presence in team fights and an amazing turret diver. Just remember, when your angry face is on, the turrets will target you more often than not.
Also remember that you keep the bonus health when your ultimate wears off, which is essentially a heal if you don't take a great deal of damage during a fight. I do not, however, recommend, ever ever ever looking at this ability as a means to healing.
Ren is a beast Top, very hard to lane against. Take advantage of that. YOU HAVE TO BE GOOD AT LAST HITTING or you will over extend and be Ganked all day er day... Now saying that ward yourself and you can overextend all you want. But if you last hit the minions will be in the middle between the towers which is safe and it zones the other champion and you win in CS up top and that it, you did your part.
The way to keep them from getting CS is, while watching their minions, watch yours as well because he will most likely be trying to last hit as well. and when he goes give him a little hit and he will get scared and back off. You win TOP again.
Now comes fighting, since you are winning in CS you should always have fury and when he comes and you know you can win then sequence should go like this:
STUN "W" / one to two auto attacks/ "Q" / (If he hasnt died yet) E to him auto attack E again
You also have the EXhaust if he hasnt died yet...
But you can always use the first part of the sequence to send him back, waste pots, or if he is BALLZZZY get him really low and make it an easy kill.
When you get R then you are really powerfull.. IF they are at 50% health then R goes in sequence before the stun.. Basically you hit for double and it builds fury which is N.I.C.E
Easy, you should now have warmogs and building bloodthirster. Just mid game help your team with whatever they need: towers down, dragon, red buff, blue buff, all the works just help the team. Just remember you are a semi tank and a bruiser carefull with being to over confident.
If they havent surrender by now then blame your team for sucking but Just stay with your team and remember to always go for there carries it should be easy to kill them if they arent fed..
Reminder W does wonders in team fights. and Q as well bc it heals and X2 if you have fury
Protect your AD n AP Carries and you should be fine bc that is who they will focus before you.. but you also need to apply pressure to their carries.