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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Reign of Anger (PASSIVE)
Renekton Passive Ability
I) Welcome the Havoc!
This is Customtm and my new Renekton guide "Bloody Murder".
What made me writing this guide?
There are many guides out there how to play



What does this guide cover?
I will focus on the use of Renecton's abilities and the item selection
What does this guide NOT cover?
Following things are absolutely necessary to be successful with this build:
- Last hits: One of the most expensive items are included and want to be paid
- Map awareness: Open your eyes! If you die by a gank it is YOUR fault!
- Champions: You need to know the enemy you are going to face on top lane
If you think that you don't have this requirements you can't play this build as effective as I do because you can't efford items, get ganked 24/7 or get raped by Kennen's triple stun.
Who should read this guide?
This guide is made for beginners and veterans as I explain everything I know about

Also if you want to counter a champ you have to know him. As written above reading this guide will make you understand




Reign of Anger (Passive)

"Carrrnage!"
-

- Below 50% health the generation is increased by 50%
- Fury stacks up to a maximum of 100
- After staying out of combat for 12 seconds he looses 5 Fury every 2 seconds
- As soon as 50 Fury is reached, the next use of


or Dice gets bonus effects
- Fury empowered abilities produce NO Fury
His passive is one of the biggest problems

- It makes Renekton a lane pusher if he wants to dominate. You are forced to auto attack
otherwise you cannot build enough Fury to harrass efficient. This leaves you very
vulnerable to ganks and leads you into last hitting under the enemies tower
- Before any teamfight you need to build up Fury and keep it, otherwise this will hurt your
damage pretty much. Items won't solve the problem as the ratios also increase
- The time to use the Fury proc. can't be decided as for example Karma's

Cull the Meek (Q)

"Cut them into pices!"
- 6 seconds cool down
-

(+ 0,8 bonus ad) physical damage
- He heals for 5% of the damage dealt( 4x more vs Heroes) up to a hard cap of
50/75/100/125/150 HP
- Per target hit he generates 5 Fury up to a hardcap of 25
- Resets the auto attack timer
- While consuming 50 Fury the damage increases to 90/135/180/225/270 (+1.2 bonus ad) and
heals for 10% of the damage dealt up to a hard cap of 150/225/300/375/450 HP
This ability makes


Ruthless Predator (W)

"Nasus cannot escape me forever!"
- 13/12/11/10/9 seconds cool down
- Renekton's next attack within 6 seconds swings twice, dealing 10/30/50/70/90
(+1.5 per attack damage) damage per hit (applies on hit effects) and
stunning his target for 0.75 seconds
- Because Fury is a on-hit effect you will build 10 Fury while using it
- The cooldown counts as soon as you hit a target!
- Resets the auto attack timer
- Suppresses yourself for 0.5 seconds
- While consuming 50 Fury his next attack will swing three times dealing
15/45/75/105/135 (+2.25 per attack damage) damage per hit (applies on hit effects) and
stunning his target for 1.5 seconds
This is a single target melee nuke. It scales with your whole attack damage unlike



Slice and Dice (E)

"Destruction approaches, chaos will follow!"
- 18/17/16/15/14 seconds cool down
- Slice:

(+0.9 per bonus attack damage) damage to targets along the way.
If he hits a target he gains the ability to use Dice for 4 seconds
- Dice:

(+0.9 per bonus attack damage) damage along the way
- While consuming 50 Fury during Dice, he deals 45 / 90 / 135 / 180 / 225
(+1.35 per bonus attack damage) additional damage and shreds the armor
of targets he hits by 15 / 17.5 / 20 / 22.5 / 25 % for 4 seconds
- The cool down starts counting as soon as you activated Slice! It's just hidden by
the Dice icon, so using the ability as soon as possible is not necessary!
- Remember always that Slice DOESNT proc. with Fury
What is the use of this ability? This is your multifunctional tool to farm, closing gaps, fleeing, chasing or just faster movement on the map. Dashing into minions deals some good damage to them and probably you can finish them off with


Dominus (E)

"There's no retreat!"
- 120 seconds cool down
- Gains increased size and 300/450/600 bonus health
- Deals 40/70/100 (+10% of ability power) magic damage to nearby enemies
- He generates 5 Fury per second
- The ability lasts 15 seconds
- This is basically also a heal because you don't loose the gain health
when your ultimate wears off!
- Also note that it increases your range of spells and auto attacks
- The magic damage is actually capped at 1000 magic damage
Dominus and it's in the name. This baby is the ability that makes

AA = auto attack
1) Farming: AA, creep still alive? -->


Explanation: You may not hit the minion in time to secure it from your own.
Both of your abilities reset the AA-timer so use them as finisher
to secure farm you might loose
Farming: AA caster minions all to low health -->

Explanation: Faster farming with AOE damage and pushing
Farming: AA melee minions to half health + 50 Fury -->
Slice into casters +

Explanation: Both AOE spells used to secure all minions and pushing
Farming: AA and


2) Note: If you got 50 Fury when performing

Harassment: AA -->


Explanation: AA-timer resets so you can hit 3 - 5 times in 2 seconds which equals max. AS
Harassment:

Explanation: Your only ranged skill, so just use it as what it is
Harassment: Slice towards enemy AA +


Explanation: Biggest damage output, hardest to perform, try with 50 Fury for max. damage
Harassment: Hide in brush, enemy comes close --> AA +

through him +

Explanation: Zoning even when weaker than the enemy
3) Healing:

Explanation: Hit as much targets as possible, always aim for the enemy as the heal is
way stronger if performed vs. him!
Healing: 50 Fury --> Slice into Champion +

Explanation: Strongest heal possible, most dangerous as well --> add

4) Chasing:

Explanation: It is a dash, so why not using it as such?
Chasing:

Explanation: Use this to cut off your enemies path to flee while catching up
Chasing: Slice towards enemy + AA + Dice behind him +

Explanation: The important part is that you got only 4 seconds to cast Dice so
DO NOT use

due to your stun they can't move anyway. While they are stunned afterwards your

Chasing: Slice through minions and Dice into the enemy +

Explanation: Sounds easy? Hardest to perform correctly when

shall apply the 50 Fury and not Dice (99% of all cases)
Chasing:

Explaination: You don't even have to stop to apply damage? Sounds legit.
Also increases your range of spells and AA, making towerdiving much easier and
some fury for some serious damage and stuns, so why not performing it!
4) Fleeing:

Explanation: Get some distance. Best performed through walls like dragon basin
Fleeing: Go into a brush


Explanation: Good to avoid ganks because their try to cut off will let you escape
Fleeing: Slice into minions Dice further
Explanation: To perform Dice nuff said.
Fleeing: Slice through a wall into jungle creeps, Dice through next wall or back
Explanation: Best escape move ever! You Slice to blue, they flash, you Dice back
Fleeing:

Explanation: Whenever performing one of the fleeing moves get this on, massive Health and
some Fury to pull off the long stun if needed. Psychological effect:
Fat target fleeing = don't chase
5) Iniating:




6) Just kidding! There is even more use ( how about killing people? :) ) within his abilities but that belongs into another section
Now you should have some ideas how to use these amazing abilities that you can perform for free. I know it is pretty much but you want to become not a good Renekton but an awesome Renekton! And this is exactly what you need to become one :)
Greater Mark of Desolation
In my opinion the best marks to go with. Solo top champs stack some armor we need to cut through. If you got problems with last hitting though you should run the


Greater Seal of Resilience
Mandatory on solo top if you are facing champions that deal physical damage. As we get a lot of health pretty early, these will synergy providing more effective health. Note that I replace them with Greater Seal of Vitality if facing an AP character like



Greater Glyph of Shielding
Also one of my favorite choices providing us some magic resistance that we need when it comes to team fights. When facing AP-characters top you may replace them with


Greater Quintessence of Desolation
Greater Quintessence of Desolation
Basically the same as with the Marks but there are more options to go with:


Greater Quintessence of Vigor: Can't reach minions? No problem, just stand a bit aside
Maybe I'll write a longer explanation later but currently I simply don't feel like it
The defensive tree provides me mainly stats that are superior in early game. So does the offensive tree but still in late game I fulfill the job as anti-carry to jump in their faces and kill them before they can hurt my team. Due to that it's necessary to dish out as much damage as possible and this is what the offensive tree provided best. And by the way: executioner is our last name anyway :)

Health Per 5 sec: 45
Damage: 321 + 4% of the targets maximum health as magic damage
Armor Penetration: 31/10% + 25% Armor reduction from

Life steal: 23%
Attack Speed: 1,6
Critical Chance: 23%
Movement: 432
AP: 70
CD: 30%
Armor: 202
Magic Resist: 79
I took these stats from ingame, not including baron buff, auras etc.
Mobafire got some nice sheets there but they don't display what is put into it :(
1. Taking out the enemy carry
For this reason he has do deal a lot burst damage while having enough health to tank the damage meanwhile. He also needs to make sure that the carry cannot escape because that would mean he didn't do his job. Also he should be able to do it himself, meaning no help of your own carries is necessary
What should items do to get the job done? (sorted by priority)
- Attack damage and cool down reduction to add to Renekton's AD scaling burst
- Health to survive long enough to take at least him out
- Armor/Magic resist (team dependent) to safe that health
- Movement speed/ slow to catch up to fleeing champions
- Enough AS, lifesteal and crit. chance to finish with DPS while his skills are on cool down
2. Saving your own carry from death
In this case Renekton needs the kit to stop and kill enemy tanks or bruisers, keeping them away from your carry and best driving their attention towards yourself. It doesn't matter if you die as long as your carry still lives and rapes the enemy team.
Again here a list, most important things come first:
- DPS mixed, sustained damage vs. high resistance targets with loads of health
- Any kinds of slow or other CC besides
Ruthless Predator
- Health to survive long enough to safe your carry
- Armor/Magic resist (team dependent) to safe that health you've got




This is how I nearly start every game. While




Here comes true terror: Providing damage, health and life steal this item is your choice when facing champions like





Also a possible start, actually the opposite of




As we can see on our list, the next thing we want is some damage and health: The Phage

This item not only provides both but also is pretty cost effective and got a slow to catch this Fiora who is always running away from us :( It has just a 25% chance but



sight ward
These items are absolutely MANDATORY! I put only one in the item list but each time you go back you take one of these with you, if not two. Not the best player can ever know where everybody is anytime but this will make sure you will know it in time to gtfo

Now that we see the jungler coming we also need the movement speed to get away. Our abilities will be even more spammable and we can easily catch up with our opposition.

Phage is nice and cheap but as AD caster it's not enough for Renekton. This item provides us some more damage to add into our burst combo.

Time for some health again: Here comes my favorite item, the



This will make pushing much easier, giving some more usual DPS damage as well as a crit. chance that sometimes kicks in. But the best thing is that we got the additional speed for more map control, fleeing and chasing down enemy champions.

Time has come where first surrender votes fail. Time to get one of the best and cheapest items (yes it is cheap with 300 gold!): Ladies and Gentlemen, this is the Trinity Force! Providing us each any every stat we need to fight the enemy carry and on top of that adding even more burst damage to our abilities this is deffo the most rewarding item, while all it's parts suit us in early game. This is where the enemy team will start to focus you.

Let's get a stat we haven't got yet to safe our lives efficient and cheap. This item provides good armor with an amazing passive versus all AA champions, slowing both AS and MS. Good when chasing and fleeing. Will be part of


Where did we stop? Right damage and armor. Next we need some beefiness to survive in fights.

Let's finish what has begun so long time ago with the


Now that our needs of survivability are satisfied, we will continue adding damage to our burst. This item provides tons of attack damage and lifesteal which becomes very handy in man vs man situations that we search. It is also the time where



Remember good old



Did I say shier? Our thirst IS eternal, so we grab this part first to get our

This item is truly overpowered in combination with our skill set and other items. It starts with armor which adds enough to reach the 200 mark (important because of Randuin's active!) Then we get 40 damage which is really nice for some burst. 40% AS? Holy s***, Fury generation incoming, as well as some DPS dealt meanwhile. Sounds good? Gets better: On hit, deals bonus Magic Damage equal to 4% of the target's maximum health. This absolutely amazing. It adds the first magic damage into this build, ignoring all the armor people get. No tank can resist you and mostly suffer will the bruiser champs like you, as they cannot afford the high resistance to counter the AD/MD + AS combo. Remember that I said you can hit 5 times with [Ruthless Predator]]? That means, you don't "only" deal some serious DPS but also apply 20% of their maximum health as magic damage. That's like a spammable WW - ult. Anyone near with

Build 2 is should be used when you face three or more AP characters. It provides high resistances versus burst and DPS magic damage while still dishing out a ton of damage.

Getting


Movement speed, early magic resist and tenacity to counter



Time to get some AD while not loosing eye on defensive: Cheap way to counter burst magic damage and still deal damage. We can build this into


Same item as the




Provides use more burst damage as



This items impact can be very strong. It provides good attack damage and magic resist, as well as a shield to prevent us from getting bursted. But if loosing health through let's say

Build 3 is should be used when you face four or more AD characters. It provides even some more armor and drops no damage.

Cheapest, most efficient boots when it comes to counter AD champions. Early armor gives us some protection for our health and 10% damage reduction comes handy throughout the whole game. In late game the negation can be the difference between win and loose. Those are also the reason why we get a


Comes into this build much earlier as it provides us its amazing passive together with good armor and nice health regeneration.
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