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Didnt even read the guide, but just saying.
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.
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.)
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.
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
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!