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Renata Glasc Build Guide by Terroronyou

Support [13.9] Bizzleberry's Season 13 Renata Glasc - Master Support

Support [13.9] Bizzleberry's Season 13 Renata Glasc - Master Support

Updated on May 4, 2023
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League of Legends Build Guide Author Terroronyou Build Guide By Terroronyou 244 27 325,847 Views 21 Comments
244 27 325,847 Views 21 Comments League of Legends Build Guide Author Terroronyou Renata Glasc Build Guide By Terroronyou Updated on May 4, 2023
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Runes:

Sorcery
Arcane Comet
Manaflow Band
Transcendence
Scorch

Inspiration
Approach Velocity
Perfect Timing
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Champion Build Guide

[13.9] Bizzleberry's Season 13 Renata Glasc - Master Support

By Terroronyou


Bizzleberry

Master+ Support content creator on Twitch & YouTube
Bizzleberry is a High Elo Support content creator that plays every support champion at a High ELO. He is regarded as one of the most reliable support sources of information whether you are a new player or a veteran. He has made guides & Support tier lists on Mobafire and YouTube that are used by thousands of support players every day. In this guide we will be looking at one of Riots most recently released champions Renata Glasc. After reading this guide you still have questions about Renata or other support champions feel free to ask over at Twitch where I could be live streaming or join the Discord!
OP.GGs:
Arcane Comet is looking like the most reliable keystone to take on Renata, with Summon Aery being a close second. Glacial Augment does work on Renata, but not necessarily recommended due to the Ultimate interaction.
For the sake of this guide, we will be focusing on Arcane Comet and feel free to adjust to other runes when you feel more comfortable.
Arcane Comet
Hurls a comet dealing Area of Effect (AoE) Damage when you damage an enemy with a spell. The comet projectile is slow moving; however, Ranata has many abilities which either Root or slow the target, meaning that it will have a very high hit rate whenever you land an ability. Renata is all about winning the laning phase so any extra damage is welcome in securing that.
Manaflow Band
When you land an ability you gain permanent mana. This stacks 10 times however has a cooldown. When you reach 10 stacks you gain permanent mana regeneration. This rune is particularly helpful as our item build does not have much mana regeneration, and will help prevent you from being Out of Mana (OOM) in team fights.
Transcendence
You gain Ability Haste when reaching certain levels. This will help Renata a large amount during the mid-game. Her cooldowns are VERY long, on every single spell, so any Ability Haste we can grab is super helpful.
Gathering Storm or Scorch
Generally, scorch is the best option to take. As this will give you extra damage during the laning phase. However, if you feel like you are unable to win laning phase with your composition. Gathering Storm can be a good option to increase your ability power later on in the game. If you are unsure then just stick with Scorch.
Approach Velocity
Gain bonus movement speed, towards enemy champions, when their movement is impaired. You gain extra movement speed if you did the impairment. This includes Renatas Q , E and R. Helps set up for a basic E -> Q combo (explained later in the guide).
Biscuit Delivery
Gives you 3 biscuits during the laning phase. When used gives you permanent mana increase and gives you a percent missing Health and Mana heal. Particularly useful when your mana is completely drained and you still need to be in the lane for a little longer. Take this if you find yourself having mana issues in lane.
Perfect Timing
Gives you a single use stopwatch early into the game, which makes you invulnerable to attacks. Due to the Assassin meta and the general need to be relatively front line, you will likely be taking a Zhonyas Hourglass as your second item. The Stopwatch also contributes to reducing the cost when fully purchasing a Zhonyas Hourglass.
Offense:
+8 Ability Haste
Flex:
+9 Adaptive Force
Defense:
+6 Armor or +8 Magic Resist
If you are aware that you are against an AP Botlane, such as a Ziggs, Veigar etc then the Magic Resist. Otherwise always take the Armor.
FLASH
Will be required every game. Allows you to get away, engage and look for play making opportunities.
IGNITE
We want ignite as we want to be aggressive and try and get kills early on during the laning phase. Apply ignite early, as it can mitigate healing done by the enemy team, including, Summoner Heal.
EXHAUST
In the rare situation that your ADC (Lane partner) is running ignite and refuses to swap, this will also give you decent damage reduction on the enemy, so the 2v2 trade goes more smoothly.
Start with E level 1 for harassment, Q level 2 for catch potential, W level 3 for your buff tool. From there take your ultimate when available and put all your first points into E for better damage, poke and shielding for your team.
Leverage
Renata Glasc Passive Ability
Handshake
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
Bailout
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
Loyalty Program
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
E
Hostile Takeover
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
R
Leverage
There are similarities to Imperial Mandate with this Passive. When you auto attack an enemy you will apply a debuff and deal bonus damage for the first application. If an ally uses an auto attack or ability to damage the enemy, it will detonate the mark dealing additional damage.

You can constantly refresh the passive buff if your ally keeps attacking the same target. There is no cooldown. You can apply 'fresh' stacks of Leverage if you attack a different unit and then go back to the intended target, this is similar to Miss Fortunes passive Love Tap .

The damage dealt is based of the targets MAX health, so you can get huge amounts of damage from the passive alone against high health, low magic resist targets!
Handshake
Fires a hook out dealing magic damage, rooting the target. This ability is blocked by minions. If you land Handshake on a target, you can recast the ability in a small circle in any direction around the landing point of the ability.

On the recast you can 'knock' (counts as airborne) in any direction, including outside the original cast range of the ability. If you knock your target into a champion, they will be briefly stunned and take damage. The target you push, even if they are a champion, will not be stunned and will not take another instance of damage.

Tips:
The range of Handshake is particularly small and the animation windup is quite long and predictable. It is advised to use your E Loyalty Program, to slow enemy champions to help with this engage.

Once you have landed the first part of the ability you can run in a direction and recast at the same time. Particularly useful to get away from a gank.
Bailout
Buffs an allied champion (including yourself). Increases the targets movement speed and attack speed when moving towards visible enemy champions. The buff's effectiveness is increased the longer the duration. This buff is refreshed if the allied champion gains a takedown (Kill or Assist) on the enemy team.
If a champion has Bailout and they were to 'die' they are instead restored to 100% of their maximum health and then start to take a huge amount of true damage until they lose all their health again. Generally, without taking additional sources of damage this should last 3 seconds.
If an ally gets a takedown in the burning state, they are instead set to 35% maximum health. This can only happen once per application of Bailout.

Tips: In a team fight, generally best used on a high damage champion. This is because we need them to score takedowns in order to 'revive' if they are put into the burning state, or allow them to snowball in the fight with the increased movement speed and attack speed.

Using this similar to a Zilean Ultimate is also possible, but mastering whether to save it for a target that is about to die vs using it earlier in a team fight for the boost is something that will take time and practice.
Loyalty Program
Launch Rockets around yourself, towards, and at a target location to shield allies & damaging + slowing enemies.

This is your bread-and-butter laning phase harassment tool, to set up engages and general protection in the middle of a team fight. There is an AoE around Renata on cast and at the destination. It feels weird to be 'hitting' your ally champions with rockets, but you are shielding them when doing so!

Tips: Works great with approach velocity to maneuver around minions to find the perfect Q: Handshake land!
Hostile Takeover
Launches a slow moving, long range AoE cloud which if its enemy champions and/or minions will berserk them into attacking their own allies. The berserk debuff also grants champions hit increased attack speed.

Tips: A little bit on the weak side early on but amazing when you have more points in, as it increases the berserk duration.

If possible, use through a minion wave to get their minions to attack their own champions.

This ability is useless IF the enemy has NO auto attacking scaling champions. For example, if the enemy had a team full of ability power, the auto hits the enemy would be doing would be marginal at best.

This ability is treated as crowd-control so works with Glacial Augment and Approach Velocity. Anathema's Chains will also increase the duration of this ability.

This ability can be Cleansed / Quicksilver Sashed. It can be blocked by Yasuo & Samira's Windwall and Braum Wall
STARTING ITEMS
Spellthief's Edge + 3 Health Potions + Stealth Ward Trinket
Spelltheif's Edge allows you to generate gold as a support without relying on last hitting minions. To use this item, just simply auto attack either champions or turrets OR use your abilities on enemy champions.

Once you generate 500 gold on the item, it will convert into a Frostfang and will give you 1 ward charge on the item if you are out of the starting fountain. Anytime you recall you will receive 3 fresh new ward charges on the item. At this point you should look to replace your stealth ward trinket with the oracles trinket as you will be unable to plant more than 3 wards on the map at one time (with the exception of having a Vigilant Wardstone late game).

The full completion of the item at 1000 gold will allow you to have 4 ward charges, however you are unable to generate further gold from the item.
CORE BUILD
Generally, Renata requires a lot of Ability Haste and some survivability due to the fact that half of her kits requires her to be very much in the middle / near front of a team fight. Getting additional Ability Power is fine but not fundamental to her kit. Especially past laning phase.

A standard build to ensure you are relevant in a fight but not too squishy, would include:
Special thanks to Hoppermh for banners and coding!
Special thanks to Hoppermh for banners and coding!


Special thanks to Hoppermh for banners and coding!

Special thanks to Hoppermh for banners and coding!

Special thanks to Hoppermh for banners and coding!

Special thanks to Hoppermh for banners and coding!

Special thanks to Hoppermh for banners and coding!

Special thanks to Hoppermh for banners and coding!

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