Renekton Build Guide by Drake6401
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Runes: Primary Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order (Read Notes)
Threats & Synergies
Still a major threat post nerfs but there is a little more counter play now. In order to stay healthy, you will likely have to surrender the first wave and a half until he slow pushes to your tower. Stay in your side bush to get Exp and move out when the wave is getting to a safer spot. Play safe for level 3 and if you didn't take too much damage, you're in a decent spot now. You can go in for a trade at 25 and 30 Fury using the Safe escape combo. If your Q would be empowered, skip it and just auto-W. This method chunks Darius's HP because you will do more damage faster than him. When he's 40% to 30% HP, you can go for your first kill. Rush CDR with WarHammer and KindleGem. Get Q to level 2 or 3, and then scale E. This is geared towards closing the window Darius has to zone you while your E is down. Less zone time means you can get 25 Fury to trade more often. Buy Executioners Calling at a comfortable point to reduce his healing and 1v2 potential.
Probably won't see him until you get to higher levels because low elo can't play Jayce for this lives. You get a bit of an edge post 6 but staying even for that long is a challenge. Pick a sustain start because Jayce has early mana problems and it will cost him mana to poke you outside of auto attacks which don't do much damage early. Keep minions between you and him so he cannot poke with Q. From my experience, you do outscale this guy if you make it out of laning phase because he doesn't build many defensive stats and is mostly lethality. It will usually require catching him by surprise though because his Hammer form E knocks you away and his Cannon form E gives him moves speed.
A cannon minion. His level 1 is stronger but you beat him at level 2 from there on out. I like to start Q then W because he can't completely zone you off the wave and just pokes at level 1. At level 2, he gets a dash, but you get a lock down. Your Empowered W punches straight through his passive shield. Land one Auto to trigger the shield then instantly W. This behavior is standard Renekton habit anyway so no real change. You can also toggle "Attack Champions Only" so you don't tag a minion as he dashes around. You are strong than him outside of minion waves, but can also use the wave to heal as well. Fighting outside the wave cripples his mobility though.
Turn on Attack Champions Only when engaging so you don't waste you W on a minion when she shrouds. She has better burst than you so you lose your usual advantage when both targets are low HP. Early on, don't fear her poke way too much as it melts her energy. At level three, engage her when her energy is low and
Build Blade of the Ruined King then Black Cleaver. Even though you beat him in most fights, Nasus wins lane if you can't kill him at least 3 times and gets plenty of minion kills. A good Nasus knows how to farm under tower while you're force to stay over extended. In this situation, push the wave as slowly as you can without missing gold and look to roam or get a tower dive with your jungler. If you can make him miss a huge wave, it will slow his role massively. Solo diving Nasus is not usually optimal as his Wither makes the task hard and risky. Nasus is also a nightmare to fight if his jungler camps you. His Wither is basically your instant doom if the jungler decides to gank and you're in the middle of the lane or further up. Remember, Nasus will likely NEVER engage you, so if he starts getting aggressive, his jungler is probably coming.
Obviously a skill matchup. It's all about Fury here. Auto attack minions often when the lane starts. The goal is to beat him to level 2 and have more Fury. Renekton with full Fury is a nightmare but one without is very weak. Establishing that initial control is vital to beating a fellow Renekton. This match up is super volatile. The first kill basically wins the lane unless the one makes a huge misplay or the jungler steps in. If you get a lead, zone him off the wave because he has no chance against you with full Fury. If he leads, he will do exactly that if the player is any good.
If I picked one champ to remove from League, it would be her. Very overpowered E with very few counterplay options and mico windows to punish her for missing it. It's mana cost is low and it's cooldown is very short so it's ultra spam happy. You'll want to either bait out her overpowered E but if you do, she will run away until it comes back. Her E cooldown is extremely short and mana friendly so she can spam it forever. It's very low skill required to use as well because of it's range, fast cast time and generous hitbox. This matchup is annoying because even if you're ahead, she's still a threat with her E. Normally you can zone enemies off, but Illaoi is one that is mostly immune to this because there's nothing between you and her while zoning. You do however has zone power if she missed. You can just farm safely for the most part but it's very normal for her to have more CS than you. Illoai is only good in the laning phase but it's a level of good beyond all things.
Your Empowered E destroys his shield so always maintain 50 Fury. Luckily, Urgot's shield was added to his E which means he will engage with it and doesn't have much to outplay your W with. He does outscale you later on so build a Bork and Black Cleaver soon to stay even for longer. Punish him early and be very aware of his ult potential. He will typically outscale you once he has Tabis and a Death Dance. To counter his healing use ignite or an early Bramble Vest or Executioner's Calling.
This is a mix between a 4 and 5 tier threat. The really good players will make you feel the hard counter part. I don't have any big tips for the Current state of Garen. He's not as overpowered as Darius but hard counters melee casters which is exactly what Renekton is. Bring Teleport so you can impact the map. Everything about Garen counters Renekton and there are very few windows for counter play. Even the rare cases he messes up, Garen is tanky enough and heals enough to make mistakes he will never be punished for. If you mess up even once, you basically lost the lane. he can screw up all he likes honestly. You are very unlikely to get many kills or even win this lane so focus on getting things elsewhere on the map with your team.
By a Tiamat early to prevent him from ult roaming. Keep an eye on his progress towards an empowered ability. Baiting and dodging an empowered Q from him puts you in a favorable position. Be very careful not to stun against his shield. This is the main reason this matchup is not in the Tiny spot. You both have outplay potential but it favors Renekton.
He will poke at you early lane. This is another dodge matchup. Avoid his Q the most since he will max that first. Use E to engage while avoiding his knockup in the process. He will silence you but you still out damage him with a combo in a short trade. If you bait out his W and dodge his Q. Absolutely try and kill this guy. Buy Merc treads and use the Tenacity rune to heavily negate his CC. In many cases, he will look to silence you before using Q so you can't dash it. This is much harder to avoid and all you can do is try to be unpredictable with your movements. If he does land this combo, still look for a fight pre 6. he will most certainly back off so not all cases will be good to follow him After level 6, you have to be very careful with his ultimate. Never fight him at low HP at this point. Use your lane sustain to heal up, but you may just have to back if he zones you off the wave. He can't miss his ultimate so there's not many ways around it to access the wave.
Mostly skill matchup. It's a fight of "I dare you". You always want to work around Jax's E. If he fails to block your stun, you win. If you try to stun his dodge mode, you lose. You want trades to be short and he likes them long. His Q makes this tricky. To counter this, I suggest not using E as your engage. You both have no ranged poke so he can't kite you. Try to outsmart his stun and hit yours. At the point use your dashes to either chase him for double dash to a safe distance for round 2.
You will typically win lane against this guy but it doesn't slow down the good ones. He's a born split pusher that is faster at it than Renekton. In lane, he can run you down level 1 so give him space super early. You out burst him in trades. Run after him instead of dashing until you have him chunked because he will chase you after your combo if you only have one dash left. His random crits make early trades very unpredictable. So keep in mind that not all fights will go as planned. If you get a good trade on him, keep him off the wave. Like Renekton, he builds fury so you both share weaknesses.
He has the advantage until level 3. Your combat style doesn't change much here. Keep trades short and try to trade him when his W is down. That's where most of his damage comes from. Kled will usually play safe once dismounted to get minion kills or poke you. If he opens himself to a trade and won't get Skarel soon, try and finish him off.
Technically for me, I have a lot of success against Teemo but I've seen even M7 Renekton's lose hard to him so still teat him with caution until you learn the matchup. Legend Tenacity and Merc Treads will be plenty of resistance against his blind duration. He's just there to lane bully. Grab the sustain start and let yourself heal through his pokes. To beat this lane, you will want to used empowered Q on him for early fights. This helps prevent him from creating a health gap. On a trade you aim to kill with, dash in and hold your empowered ability if you have the fury, run him down with autos and he will likely use his Blind dart. Wait it out and then stun him. You can also use it before his blind if you see him starting to hold onto it. Unpredictability is key because the fear of your W is the main weapon for outplay just like all Renekton's matchups. Get a Sweeping lens when you go in after him so he doesn't kite you into his mushrooms. If your jungle looks to gank, take a mental note of where he put them and ping them out so they can avoid the shrooms. I still see my jungler walk over them but, do what you can and hope they pay attention.
You win pre 6 and any time his ult is down. Your mobility helps you escape his traps and dodge his E. Zone him off the wave the best you can. It's the most effective way to shut him down because only his ultimate will return his edge so get a lead before then if possible. The reason this guy is so high is because one mistake that kills you, will ruin you. Yorick's Ghouls and Maiden should never be underestimated. If you dodge his E, the he's in a bad spot. Yorick's digging a grave. Play this lane right so it's not yours.
10.16 buffs will likely push her into the OP tier and make her a major threat. For a "high skill champion" she's really easy to play and landing her marks is almost impossible to screw up. This means, you can't use for mobility to avoid having marks hit. She couldn't miss if she was blindfolded. Do your best to work around her W because you automatically lose if she gets it right. Much like Jax, Fiora wants to counter your stun. While her stun is much longer than Jax's, it's only a slow if you didn't CC her and it's much easier to evade. It also has a massive 24 second cooldown and she maxes it last. This gives you huge windows for kills so keep a mental clock when she uses it. Reframe from diving her if you can't bait this ability out because you're dead if you mess up. This is a skill matchup in favor of Fiora only because the devastation one mistake will do to you. She's another champ that's allowed to mess up more without paying the same price.
The key to this lane is zoning. Assume lane dominance very early and don't push the wave at all. Freeze the lane for as long as possible and don't let her get anywhere near the wave to farm. If you can kill her, absolutely look to do so but she will usually play too safe. After she hits level 6, take great care not to use W when she ults. This is bound to happen at times, even to me and it sucks. You should also bait it out before attempting a dive. She will wait for you to hit her then immediately use it so you have to back out.
He does have his fair share of tankiness and CC but you have the damage. You win any trade that both of you use all abilities in. make sure to wait for him to use his shield before your W when looking for a kill. If you're just trading it doesn't matter as much. Baiting his CC is important for tower dives because he has a fair share of durability to back it up.
Do not fight him at level 1! His poke is disgusting to deal with and you will be farming under turret for the first couple waves unless he plays passive. Be careful when trading ults. He becomes CC proof so try to stun him before or after it. Baiting his ult is the best option because you have a disengage with your second E.
Poppy is pretty even because you both have an answer for each other's trades. Poppy can stop your dashes and you can break through her passive shield. Make sure to keep in open spaces around her so that she can't stun you against the wall. Your odds of mobility are very low against her so this leans in her favor slightly. After level 6 you gain a slight advantage but she can easily just get rid of you. Kill potential is in your favor though.
As of Mundo's two major buffs, his Q does a ton of damage if you let him hit them. He will enjoy poking at you so keep a minion wall between you and him. You easily win pre 6. After level 6, all in's are much harder because of his ultimate. Unless you ignite him or build an Executioners Calling. Stick with chunking him down and aim to out burst his healing for a kill. The best way to win is shutting him down before then though because he's actually very strong once he buys a SunfireCape and Ninja Tabi.
Avoid bushes and respect his early game. Keep an eye on Rengar's secondary bar. When 3/4 and 4/4, he's dangerous. If he missed combat long enough, he loses his stacks and that's when you trade him. Rengar's W is the main thing that makes him hard. He counters burst fighters... That's you.
More annoying than anything, but the recent Tank meta is doing him favors and has made him more of an even threat than a minor. Never run behind him for obvious reasons and look to out maneuver him once his E is down. His goal is to proxy waves, or keep you off them. It's also a good idea to use color blind mode in this case because it turns his poison blue and easier to see. You have a good chance against him early but he will scale over time and become a big problem for your split push game because he's so hard to dive under tower.
Probably won't go top. He doesn't have the damage you do and can't effectively zone you off the wave. His Q is minion blocked and the rest is rather simple pre 6. After that, his ultimate will disable you so be careful with dives.
Just a big coward like all ranged top laners. Executioners Calling is a must rush item in this lane. Sustain start to stay long enough to get the gold for it. use E-Q-E combos to heal up. When you have enough gold, back when it's suitable to do so and buy Executioners Calling above all else. Other than that, this is a standard ranged laner but more annoying since he has sustain and no mana... sound familar?...hmmm. Trade whenever you can when E is up. Vladimir cannot buy a reliable grievous wounds item this early so it's an item power spike for you. Also I do not recommend tower diving him alone. His W lets him pool under ground and makes it almost impossible to dive him unless you can bait it out. even then, his burst healing is risky.
Uncommon top laner but an easy one at that. His Q can dodge your Q so try and bait it out first. Use Attack Champions Only toggle so that you don't stun a minion if he vanishes on you. Be careful when diving him because his meditate heals too quickly to finish with auto attacks. He can use his ultimate to run you down so make sure not to overstay unless you can kill him.
Buy an early Tiamat. The item's AoE will reveal his location when he's cloaked so you'll know when he duplicated. Renekton's does even better at it. For the laning phase, play very patiently for kills but aggressively with poke. Renekton has sustain but Wukong doesn't. E-Q trades work very well to create an HP gap. Hold onto your W because it prevents him from extending the fight. If you W his clone, he can hard engage you. Take low risk plays against him. If he's low HP under tower, push the wave and walk in for him and try baiting his clone. If not, then W-Q-E out. if you hit the clone, Tiamat will proc many times and your Q so you may kill him anyways if low enough. If not, just leave tower and no harm to you done.
Skill matchup in your favor. Do not get near her at level 1. She beats you this early. Only engage at level 2 when you have a dash or stun. Baiting her Q will win you a trade, or you can get your damage off before she can use the full combo. She doesn't typically cling to her shield but if you can't wait it out, stun her and dash off. I've found Riven to be fairly divable if you make sure to either one shot her or bait her stun.
A pest. Her poke is point and click so you can't dodge her and she can hold onto a homing stun should you ever attempt to fight her. This is not an super hard lane, just a rough start if the Annie is good. Buy Merc Treads for sure.
The new Volibear is easier to beat than the old one for Renekton. Be sure to use your dash to avoid his E lightening and his ultimate crash zone. These are his only abilities that can miss so it's important to utilize your evasion against them. Because Volibear wants to hit two W's per fight, Renekton can easily deny him that advantage. It's best not to dash engage him so that you have two dashes to back off. Like all juggernauts, you won't win extended trades. Bring Doran shield because his passive will poke you. His ultimate shuts off towers so don't overstay at two low of HP.
She will obviously poke you, but she lacks mobility so you can stick to her very well with the Phage procs. Her E will slow you down so bait that out first or dash through it. Boots and Phage rush are viable picks. Her ultimate is only good for picking you off, so it's probably best to just own the fight post level 6 as she won't let you escape. You can cancel her channel with your W stun.
Buy a Quick Silver Sash early. Mordekiaser is a very deadly foe but is not beyond a skilled Renekton. You have to play a little bit passive early because of his poke but his hard engage isn't as bad as Darius is. Get E second or even first because you absolutely need it more than W right now. Best case senario is you evade his E pull entirely and are able to trade with him. Second case if you run up for a trade and use your E to dodge his. Your W can break his shield but he would much rather hold onto it to prevent you from using W. Instead, go ahead with your Escape Combo but without the dash engage. Mord wants you close so there's no point in dashing at him for the first fight. Dash away after the stun and make sure you hit something to use the second in order to dodge his E. Failing will lose you the trade for sure. If he's low enough to kill the second time. Engage before 50 Fury and use your Q and E to get enough for an empowered W. This should damage him enough where your W will kill him or he pops his shield before then and you break it anyway. Even if you cleanse his ultimate, he still stole your stats so disengage the fight. Cleansing it will only get you out of the Death Realm. Don't expect a huge lead here because Mord's ultimate will keep him at the very least equal to you for a very long time. In team fights, look to save your W for after his he shields and instantly break it and he should be done for.
The biggest counter to Renekton in the game. He's strong in all phases of the game and wins all forms of trades, short or long. Mostly unwinnable without jungle aid. Gangplank is a lane bully too but sadly the poke kind. He will either zone you off the wave with his barrels or use them to protect himself. He can stand in their range as a safeguard because the slow is too heavy on you to catch him if hit. He also has a free way out of your stun so this guy is practically made to beat you. Because he lacks mobility and will usually be pushed up to your tower, your Jungler would be wise to gank a couple times. Before your jungler arrives, take the blunt of his abilities which means making him pop his barrels and eat the Orange. It will set him up to be killed by the gank. Tanking his abilities for the gank is only viable if you're not behind or too hurt so it's a bit situational. He's not a huge harasser and typically just wants to farm. The issue is that Renekton wants to get ahead and roam. Not stand around and hit minions all day.
What could be more fair than a mage that only builds mana in order to one shot so he can stay in lane for longer without sacrificing any damage? Pretty much how this guy works. You're both burst fighters so he has the advantage being ranged and can't miss his CC. Take a sustain start so you can better share the wave early on and gain fury for fights. Use bushes to buy some time since he can't just walk in with you.
He's an idiot if he went top against a Renekton. It's a hippie vs a massive blood hungry crocodile... Not complicated. Okay but seriously, he will poke you early since he has ranged attacks and has a root to hold you back. The main key is to just proceed with the engage if you have enough space and try to bait his root without using E. Post 3 and Pre 6 is your best time against him since Daisy does provide him his other half of damage and CC. You also break his shield with W but is will be harder to bait out since you need it to lock him down and he will always run away when engaged. When looking to kill, try to hold onto it, but it's better to use it early than burn Fury on your second E.
This guy needs more respect than expected. Be very vigilant of the stacks he has on you. I made this mistake and died in lane to him once. Lesson learned. If he has a stack on you, don't engage. Break the fight as soon as you get your damage. He WILL win extended trades with you early on. Your Empowered W breaks his shield so keep that in mind, especially when going for a killing fight. He will most certainly try to hold onto it so only use W when it can kill him or he used his shield.
Since he jungles, I haven't faced any high level Udyrs in top lane. From experience, this lane isn't too hard though. He can't poke you well so you can start W going into this. There's no real baiting on this guy so short trades are your best bet.
Avoid lane brush if you are at risk of dying to his ultimate. This can be a pesky matchup since Fiddle has a silence and fear to repel your attempts to kill him. He also heals a rather unfair amount of HP from top lane minions. I'm not certain if it's a glitch or what, but I've seen them heal nearly all of their HP in a single W once they reach level 4. The cooldown is also extremely low so Fiddle actually has a lot of sustain. In a fight, try to stun him when he tries to heal, canceling the channel. If successful, continue to auto trade because yours do more damage in this rare case. Venture into the river brush on occasion to clear his passive clones. They act as control wards at level 6 so you will most likely be blind for this laning phase.
I don't see this guy much but he has a hard kit to beat pre 6. Your ult beats his though, so you have the upper hand in the long run. Avoid his pokes and make sure not to use your combo while he's blocking. Try to use his mana stat against him since his abilities cost a lot early. If you can bait all his abilities once or twice, you will put him in an awkward spot if he didn't bring Corrupting potion.
Good Gnars will be a pain, especially when get their kiting items. He's generally unpopular right now so I haven't gotten much experience against him yet. Just know you'll be poked a ton and there's not a lot you can do about it early on or late for that matter.
A very annoying laner no matter where he goes. If he's feeling extra petty, he'll go top. This is just a farming lane for the most part as he will run from every fight. if he tries to poke with his stun grenade then you have an opening to engage. Make it a very very short fight. PTA rune is recommended and use bushes as a get out method to disengage his turrets.
You'd think a no mobility squishy mage would be easy but Brand is just nuts. He does a lot of damage and his stun seems to last way too long. Obvious Merc treads lane. get the Phage early to stick thim the best you can. Dodging his Q helps but doesn't do a whole lot in helping you kill him. He'll just save his stun for a point blank shot then run away.
I haven't faught a top lane Kennen yet but I faced him as Ahri in mid once. His poke is dreadful even to her. This means hell for top laners. The mobility and poke Kennen has is metaphorical cancer. He also has a lot of stuns when he ults so Legend tenacity is a must pick rune. Mercs will help also.
This is a pesky laner because of his sustain and CC. He's very good at buzzing you off every time you want to fight and is amazing at setting you up for his jungler to gank. The best way yo beat this lane is treat it like most tank matchups and zone him off the wave by establishing early kill pressure. Because of how easy he makes ganks to be, heavy warding is recommended and pray you are on blue side of the map because it's harder to gank than red side.
Vayne is a pain. She is way too mobile and can even launch you backwards. 100% have you and your jungler bully her. She deserves for going top lane too. There's not a lot you can do here. She's more mobile than you, scales against any armor you build, and can knock you back and potentially stun you any time you engage. She's specially crafted to be borderline impossible to fight with melee champions. Legit worse than Darius and Garen but she's so rare, that banning her is kind of a waste. I don't like suggesting it, but just dodge the game if you are not in Ranked. That 5 minute wait is worth skipping a full game of this crap. If you must fight her, be very aggressive once you reach level 2 and try to use an misplays she makes against her. Use the brush as cover and if she wards it, she'll have less vision to see ganks coming. She scales super hard into the late game and goes top lane to bypass her weak laning phase so shutting her down is mandatory.
Usually a jungler but can easily go top lane. try and get a lead pre 6 because her ultimate is comparable to yours. Dodge her poke then go in to trade her. Your burst will win pre 6 fights if done right. Post 6, is an ult vs ult match. If she's full HP don't dedicate to the fight. She lacks burst damage.
Build Black Blade of the Ruined King then Black Cleaver. This is an annoying lane because of his anti burst armor and Q. He also does loads of damage even with no items. I honestly can't wrap my head around the assasin level burst this guy has as a tank. You win most short trades and have better sustain so you do have an edge in this for a while. If his jungler ganks you post 6, he will absolutely ult after you if he has it. Know this up front and try to dash or flash dodge it because it will really set up the kill for them.
Be wary of his short range pokes but because they are short, you can trade him after dodging it. Your ultimate beats his too. try not to trade with him unless he misses one of his abilities. Dashing behind him helps too he doesn't have very strong AOE moves.
Dodging Jarvan's poke will put you in a good spot. His W shield lasts too long to wait out so use your E-Auto and auto once more before canceling into the rest of your combo. If he uses his ultimate, you can simply use your second E to dash out. If you have your ultimate, then he just forged his own prison and is stuck with you.
Camille is certainly agile but she lacks the raw power to win trades with you. Your W breaks her shield so it's no longer an issue. Try to keep fights away from walls to limit her mobility and engage She will try to poke you with her W as it is her form of lane sustain. She wants to land the outer end, so dash in after her for the trade. Post 6, your ultimate beats her's so you will outscale her mid game.
Very mobile and has the advantage in early fights. She wants to fight extended trades and will hard push her lane to open an engage. Dodge her stun with your dash in combat to avoid getting marked. Stay away from minions when trying to escape trades unless you are using them for your E. She can get infinite dashes if she kills her target with Q. Her W block is the counter to your W. You have to outplay it in order to win because Irelia is a stronger champion if all abilities land. You have to dodge two of hers and land all of yours.
Build Blade of the Ruined King then Black Cleaver. Renekton's ability to dish out so much damage and sustain in lane works against Ornn's play style. It's paramount that you avoid his knock up. His W flame breath is a bit harder but the main thing is to avoid the very last tick since that debuffs you. If he misses his Q-E combo, you can safely extend the fight and zone him from the wave. Use your dash wisely and this isn't a hard lane.
A heavy poke lane at the start but you will gradually gain the advantage. Zed's shadow is on a very long cooldown early game so if he uses it aggressively, he's out of his mobility moves pre 6. The best way to trade Zed early on is to wait until he uses his shadow. Look to engage when it goes down. If he ults at a time that you can escape, it's better you do so. He inflicts any damage he did for a duration twice so getting you to half HP is pretty much a kill. Renekton has enough disengage power to W stun him and dart away unless you can outright kill him in this fight.
Use your E very carefully here because it's Renekton's best weapon in this matchup. Dodge her E, hopefully without burning yours, then look to trade. Engaging Zyra outside of her plants' range is the best you can get. Plants spawned by her ultimate are too dangerous to ignore and you must clear them ASAP. She will likely place her ultimate over her and use it as a CC shield. Based on your HP and her damage will decide if you can take it or need to get off it's radius.
Ekko isn't very hard pre 6 though he will try poking you a lot. After that, you'll have to choose your trades carefully because he can undo almost all of your damage with his ultimate. You will most likely end up trading with him and he'll ult the damage off. That's fine. Dash out and get him on the next go around. You can break through his shield now which helps with trades.
Buy Executioner's Calling very early so his level 6 doesn't spike too hard. Your mobility and burst damage puts you at the advantage but not one set in stone. You only win if you outplay the Aatrox consistently. Side step his first Q, then dash close to him for his second Q and leave holding your next dash in wait for his last Q. He will often dash where he expects you to go so keep that in mind. If Aatrox uses his ultimate before you can quickly kill him, back off so he waists it. If you can burst him down before he stays in his ult for long, it won't do him much good against you.
In order to win this lane, you need to be more skilled than he is. As a ranged champion with a low cool-down dash, he has the full advantage so only outplay will win. Use the healing start because you can sustain with it very well if you keep his pokes to a minimal. Getting a kill will be hard unless he messes up. All your attempts to engage will end when he dashes away because using your Dice to chase is risky. E-Q-E pokes work to work him down. If you get him to half, a double E chase for the kill is viable. Only his flash will save him then and hopefully yours is up to flow. Having a jungle gank just to force his flash is good too because now he's lacking a bit more mobility for a while.
Much of Vi's kit is about auto attacks and armor breaking. Short trades are what you're looking to get here. There are two ways to trading her. Watch her Q in attempts to dash after you. Avoiding this is a must. You can break her shield so don't used your W until it comes up. It's passive so she can't hold onto it. Her Q and ultimate can be used to extend the fight so use your dashes wisely.
Not a top laner but you will meet her often and it's worth going over her functions. Ahri's charm decides her fate. Many will wait until you go for them before using Charm and others will be aggressive. If she misses, attack. She will likely use her R to escape but you just have to consider that a win. Don't use your ultimate unless you know she's not escaping that fight. She may be cute and fluffy, but if you want to survive this encounter... Don't ship it...
Won't see in top lane ever. If you do... Free lane. He will poke you before level 2 but that's not much concern. You kill this guy every time after that. Renekton has two dashes to stick and tons of burst damage. Rush a Phage for good measure. This guy loves to roam so ping your team when he leaves lane. Given this kind of matchup, he will want to leave whenever possible.
Almost never top lanes but he will be in the jungle so you will face him many times at some point. Always avoid his Q when low on health because it scales with your missing HP. Be very mindful of his R kick when you face him. He can either kick you in his turret or out of yours. He will also see this to reject you if you use your ultimate... Rude.
Hard counter pick. You won't be able to realistically win lane but it's also not hard to go even if you just farm over fight. His Q will reduce your damage and lasts too long to wait out. Recommended building both Adaptive Force on your rune page so you start with as much AD as possible. NEVER dash engage him because Trundle is great at forcing long fights, especially if he's good at his E placement. Keep the wave closer to your tower unless you get a lead so he can't run you down so easily. This is my counter pick every time the other player picks Renekton before me with 100% success so far. The best tip is be the last to ult. He steals your HP with his ultimate.
Almost always the jungler. He's not built to lane. When you're at low health, this guy can easily come flying in after you. Do not trade auto attacks to kill this guy, he'll kill you. He gains attack speed when you're low and heals when he's low. When both low and out of abilities, he will always win. He also has good sustain but has mana so it's not quite on par with Renekton.
The only real threat Sylas holds is his disgustingly high healing at low HP. Executioner's Calling is required. While two of his abilities are skillshots, it's much less likely to be the one who looks to engage so he will be aiming from point blank. You out burst him but he will look to chase you with his E. Side step the chains if you can't dash. When going for the kill, saving your W for the killing shot is a good plan to hopefully burst him down before he can get a huge heal off.
Build Blade of the Ruined King then Black Cleaver. Sion is a skill matchup because both you you have outplay potential on each other. Renekton's dash is the main outplay method here because it bypasses Sion's slow so landing a stun Q is harder. Because of your shield breaking W, this matchup has gotten much easier early game but you don't scale with him as well as the Spear of Shojin days. Your goal to beat him is dash out of his Q range and use empowered W to break his shield. If he doesn't use his shield, just stun him then dash away and kill him later. Do not dash out his his Q is still up because he has a chance to lock you down for a really bad trade back.
Veigar is like Ahri. Life and death functions around their CC. If he misses it, you have a very clear window to kill him since he has no mobility. He will usually place his cage semi defensively which means it will be harder to engage and dodge it at the same time. Try not to burn your dash to escape it. Even getting in the middle is okay so long as you carefully avoid his spells without touching it's walls. Once it's down, you have a clear window to trade him. You will need two dashes as Veigar will start running the moment he misses and won't come back until it's back up. I suggest rushing Merc Treads and Youmuu's Ghostblade for this fight. If you evade his stun, you can use the Ghostblade active to run him down for a kill. His flash is the only mobility he has. If you get him to use it, you can get much more aggressive on him while it's on cooldown and ganks will be very easy if you can bait his stun just before the jungler arrives.
Since I haven't faced a Leona top lane in PvP, I have her as even for now. She's a CC tank which can be hard to work around. Legend: Tenacity and Merc Treads will really limit her CC against you. When she casts her Eclipse, evade her moving up the lane instead of to your turret so she can't disengage when the effects end. If she procs it early, expect her to try engaging you very soon.
Having received heavy buffs in recent patches, Rek'Sai is seeing a lot more success. She will jungle 95% of the time but if she's top or you eventually face her, keep her burst damage in mind. Apart from her knockup exiting Burrrow, she has no other CC, so you can engage on her rather well. Your ultimate is also stronger in the majority of situations. Smash her tunnels when you can without getting poked for it. You don;t want her to be more mobile than you are.
I recently met this fella top. Because Vel'Koz slows you with every ability in his kit, his kite is ridiculously strong and he can poke you from huge distances. Having a good jungler is the key with this because he has no mobility and his ultimate is stationary. Do your best to avoid his endless barrage of attacks and short cooldowns. An early lead is easy to keep. Same goes for him though.
Treat this matchup like you would Darius and Mordakiser and disengage after your W. Just like them, Sett is better at long trades than Renekton and has a single long cooldown CC to drag you back into the fight as you try to back off. Don't dash engage him for your first trade, he'll be able to lock you into the fight. Chunk him out so you're confident you can kill him in the fight. Use your dashes according to the situation. Another reason to hold your dash is to side dash his W as he will try and tag you with it as you make a leave. Your burst will always max his W so avoiding it is vital. Use one dash to break distance and the second to dodge his W if he gets in range. When he's low and you have kill pressure, make sure to hold onto W until it will kill him. If he uses his W early in a last ditch effort, break it and kill him. If you stun him and don't kill him in time, he can put up his shield and probably turn tables on you hard. What keeps this from being an easy fight is that you can't mess up at all while he can. It's another matchup like Darius and Illoai that requires a skill gap over the Sett player to have a shot in.
Bring PTA and an early Serrated Dirk. Lazy counter pick for lousy players buuut it exists so here's how I beat it. Counter play is limited if your jungler abandons you but there's a little bit. Go Doran's Shield instead of beads because Quinn can force an all in more easily than someone like Teemo. To prevent her from running away, activate your empowered W and click on her. Dash after her and she will no doubt try to jump off you. Your W will still snag her if you targeted her earlier but, it won't stop her from vaulting, just stun her in her landing spot. If you want to all in her, use your second dash to chase and only her flash will save her then. For earlier trades, stay near bushes so you can back off through them after your first trade. Try not to use Flash and Ignite in the same trade. Use each separately to have kill pressure in multiple fights.
While it's not hard to beat him in a fight, Rumble is hard to dominate in lane because of how safe he can farm from a distance and under tower. The only way to really deprive him of gold is killing him and he can counter this by playing extremely passively. Get some diving help from your jungle to make him miss waves that you crash.
Thresh can top lane a little but only to abuse the short lived support top dominance. His life goal is to not die and poke you with his long but still technically melee auto attacks for Grasp procs. He wants this to be a farm lane and will build all armor. He doesn't have any lane sustain so you can pick fights with him early before he scales too much armor. If you get a good edge on him, zone him off the wave. Zoning Thresh off will shut him down very hard because his Grasp and passive pickups are all minion related.
Avoid standing near his tower if the wave is pushed in. He can drag you under it with his ultimate and stun you there for an easy kill.
You crush him in a flat fight so his main goal is to pull you under his tower so he will want to freeze the wave in front of it. A pesky trait for him is his delayed stun that he uses to stun you while you stun him. It's not much of a loss since your stun hurts way more but avoiding it is always better than not.
More of a game threat than laning phase threat. Shen also gets very tanky for no real reason so keeping a lead can be difficult. You can never shut him down because of how easily he can just leave lane. His W is the biggest concern to advise as he can completely block your W with it. Your stun will easily break his shield since his first ability procs it. Not screwing up your W is important as usual here. In team fights, typically just avoid him and target champions not protected by his W's safe zone. This means you cannot be the front liner of your fights and must work around him to reach your actual targets. He may use his ultimate to save them which your W breaks but it is unlikely that you will not have used it by then. If he uses it and your W is down, you may have to cut your losses and back off that target for now.
I've not seen an Alistar top before but I have a pretty good idea on what you should do around it. He lacks the damage to kill you in a fight but will be almost impossible to kill in return. He has so much CC and knock back that you probably will never kill him. Zone him off the wave to deny him Grasp procs. Also look for ways to help your jungle when you're pushed up. Alistar can easily toss you under his tower if you're too close. Since his damage is low, focus the enemy jungler if you get into a skirmish for an objective like Rift Herald and save your dashes to get back in when he knocks you away. You will have no issue farming this lane but forget about getting fed in it.
Riot hasn't yet learned how to fix top lane so Soraka is slowly coming back to abuse it. You're mostly avoiding her Q poke and playing around her E. Bait it out with a fake engage then you can go for a real one. Boots, Phage and a Ghost-blade will keep you ahead of her skillshots. and let you run out of her E before you get locked down.
While unlikely to see her in top lane, you may if going mid lane. You must establish a lead BEFORE level 6. Never get caught without your dash against her wall. I would even recommend putting a few early levels in E and building CDR so she has smaller windows to trap you. CC will stop her ultimate so if you have E and W up, your best shot may actually be an engage. Make sure to bring Tenacity in your runes and buy Merc Treads.
A growing popular top laner because apparently hand to hand combat is too difficult for many. Her W is the biggest issue because you can't dash from it. It has a 24 second cooldown and she maxes it last so baiting it out is an effective strategy. Beating her ultimate is extremely hard since your engage is so linear. Your Q actually turns your back on her and will avoid the stun though timing this with the moment you turn is so hard, it's not worth leaning on. I've only pulled this move off a few times. You're better off truing to dash past her just as she's attempting to stun you.
Since I don't play mid often, I've only seen this guy after laning phase. More often than not my mid fed him beyond shutdown so it's hard to know what works right now as I've never fought a Fizz below 8/1/0. Using your dashes to avoid his R and E are your best bet. His W is an auto enhance like yours so you cannot outplay it since you are melee.
Oh lovely the new top lane Soraka until Riot nerfs her too... I've only seen this once so far and it was no fun. She does a very surprising amount of damage with her pokes and they're ranged point and click. Fun right!? No... Engaging her is very rough since she has plenty of peal. Supports are built with lots of CC so they make great abusive top laners until Riot fixes the problem properly. I wish I could give more advice but I only had her once and got ganked several times even right by my tower, making it hard to really understand the odds.
So, this is an odd one but support top laners are trending so it can happen. Before level 6, she has no CC but her heal speeds her up. Buy an Executioner's Calling and Phage to counter her healing and speed in a fight. She will use her heals to sustain but it will cost her mana. This means if you keep sustaining with your trades then you can stick it out. Because of her role, her team comp may lack damage or tanks, but this is not always the case such as a Senna support and Zac jungle to fill the gaps. If they did not fill the gaps Yuumi opened, then build accordingly to win the long term game. Anti healing will be a for sure good keep.
Just don't W his shield. Dash behind him for his shield duration and try to avoid his stun. Renekton is generally good at this because he's mobile and makes trades short giving Braum little to no time to actually get enough hits hin. A top lane Braum will build attack speed, but you should be able to establish a lead before that's an issue and it's nothing tenacity won't fix. Doesn't seem like a hard matchup, but don't play foolishly because it's uncommon and it's unlikely to have much experience against him.
Morgona is gradually becoming a flex pick as a support, mid, and jungle so her appearance in the top lane is bound to get some traction. Her Q is a must dodge but that's nothing you don't already know. She will zone you with W and her E is a very annoying thing. It may not block damage but it blocks your stun's effect but not it's damage. She has no reason to ever use it other than trades so it can't be easily baited on account of her E being so slow to cooldown. Either accept the lost stun or try running her down to stun her after it drops. She will surely drop her shield the moment you engage out of habit. If she starts holding onto it, perhaps W before it because it does her no good after W is used.
Figured I'd add this guy to the list even if he's not a popular top lane pick. Getting a lead on him early is extremely important because he counters AD very well. NEVER tower dive him unless is 100% free. He can stack armor instantly and taunt you so tower dives alone are too risky in my opinion. Trade often and heal up between him because you do have better sustain and burst damage. In the scenario that he's the jungler, ward deeper than just river bush because it won't help you then. Dodging him with your E is very unlikely, so his ganks are very likely to cost you a flash.
I went mid lane against this fight and was able to outfight her easily but given her current game state, she's liable to out scale you if you let her. She will usually want to poke with her Q which puts her in range for your poke combo or an all in. This also evades the Q in the process if timed right. Early leads are key to deciding who wins in most cases. This favors you because of early kill power.
Immobility is his main weakness. He has strong poke so taking a sustained start is decent but you can run damage if you play more passive before level 3. His stun is delayed so if he places on you, dash off. His shield is a likely panic button so, you may find more success in engaging before 50 Fury so you can use both dashes without burning Fury.
Can poke you before level three but you win after that. He doesn't have burst damage compared to Renekton and you have better sustain. Take extreme caution when diving for a will as his ultimate is a dangerous tool when you're under his tower.
An unlikely top laner, but he doesn't do well against Renekton. he can poke some and is better left untraded until level 3. level 2 poke combos to sustain keep you in the fight. You out sustain him really well so once he's about half HP, you should have an easy kill especially if you have ignite.
A possible top laner with the ADC buffs hyping range top laners. He does a ton of damage and can push waves very quickly early on. Shutting him down early is important. Use his Q marks against him by zoning him off them or looking fight at the catch destination. It will force him to either take damage or miss his catches. He has move speed and a slight displacement but no huge escapes like Vayne and Quinn. He's not as helpless once near him though so for starters, kill him within two separate trades if possible. Don't trade auto attacks too long.
A gross amount of range but not very mobile. She will try to use her traps to cut off your engage point and can jump back with E. It's cooldown is 16 seconds so you can't bait with your dash and try again very well. your best chance may have to be baiting it and perhaps taking Ghost to run her down. Don't run her at full HP because she will likely have Ignite. get a good trade in then look to kill.
Unavoidable slows. I don't know if Boots of swiftness are worth it or not. I haven't fought this matchup before. She doesn't have a ton of damage for an ADC so look for her cooldowns as she pushes the wave, especially her Q.
Favors Renekton. The minion wave blocks his poke and you can use his reload timer as an engage point. He's very mana hungry early so be very aggressive with often trades because he can't keep on fighting like Renekton can. Play safe level 1, poke at 2, get mean at 3. he has no hard CC so you can tower dive him very effectively. Just run in after him and save both dashes.
(Reworked) So you know that awful feeling when your enemy laner just hides under tower and you can't safely dive them?... Okay yeah, this hairy guy turns that tower off for ya. Nuff said there but also, he's a beefy fella so he's a great partner for team fighting. Two huge dudes stomping around.
This one is kinda bias cause my duo partner plays him with my Renekton, but I have to say regardless, these two make a great duo because of their early game dominance. There's little a laner can do against these two during a well coordinated dive. Get Rift Herald and snowball hard.
A great jungler and play maker at any point of the game. Warwick makes diving enemies so much easier than most other junglers ever could. he's tanky and has two forms of CC.
You love tanky, engage junglers for team fights. Rammus is great for taking hits while you deal the damage. If you're both decently ahead. 2v5 wins are very possible.
Like Rammus, tanky jungles are great. Sejuani has a strong engage for you to follow up on.
You'd be surprised how fast two burst champs of different damage type will delete someone. Ahri's Charm is great for pulling targets for a kill.
Tanky Jungle as usual. Work off of his engages.
Hard CC is always helpful and Lux is practically broken. Great for team fights and sniping low health enemies that manage to escape you.
This is an interesting one. Have him throw a bomb on you to do even more damage when you dive into the back line. His ult can save you in team fights too as you will take most of the damage in many fights.
For Shurima! This is a synergy Azir shares with all engage champs. You dive it to take focus while Azir dishes out his insane damage. A fed Renekton and strong Azir can delete an entire team of 5.
A good lock down championto help with engages. Morgona also has her Spell shield which will protect you from magic damage and one round of CC.
Nami works best if she engages right after you do. All of her abilities will benefit your team fights.
A pretty good engage support. Alistar is great for butting the enemy tank out of the fight so you can shred the lighter armor back line. His CC helps keep everyone in check.
Grab and delete. Blitzcrank is great for snatching up a single target and pulling them to you for a quick kill. This will turn the fight into a 5v4 real fast and the enemy team may even back away entirely depending on who you just killed off.
The less aggressive version of the pull champs. Thresh can still pull foes in but he can also yank you out of a bad fight to live another round. If he's tanky enough to engage with you, his ultimate keeps enemies grouped up.
If this guy can land his stun cage, that alone is your engage. Veigar can set up major plays for Renekton by either stunning or pinning targets. This is also great when used after Renekton goes in. Veigar can more easily land his stun into the chaos for better pick making and timing.
Pretty standard Sona things. Their syngery isn't anything special but she certainly makes your team dives a lot safer.
This guy will be very reliable for ganking lanes and acts as a second spear when Renekton starts a fight. He can't tank for you though which puts him on the OK side. If he can help you get ahead, tanking shouldn't be an issue for you.
If he's your jungler, he's a great ally because you both fill similar roles but this means you can either gang up to split opposite lanes, take turns, or have a double dive team fight. It's better if he goes first since his ultimate is better suited for diving than yours.
If he uses his roam potential properly he will help make for a super potent early game lead and can help you break from your lane sooner by helping with dives.
If you have a good Nasus than can survive if not get ahead in his role, then he duo with Renekton pretty well as a mix of early and late game domination. Consider something I call "The Sandwich of gods". Engage the enemy team from the front and back each and prevent them from kiting both of you effectively. Nasus is better to go first since he's bulkier while Renekton can ambush the kiting ranged targets. As fun as this is, this duo is not ideal because of how hard it is for them to share a game on the same team and do well. Best case of all is you get a Yasuo mid to stomp on while Nasus does his thing at top. I'm honestly really wanting Nasus jungle to be a thing so these two can game together more.
Can't even happen.
Not a very favorable jungler for you. Renekton likes engage allies and Kindred is ranged which pits more weight on you having to build tank this game. Her ultimate is also not very helpful to you since it gives time for your targets to escape.
A tanky engage jungler or support as I found out he can do well. You can worl well off his engages
Do I even need to explain this? He presses R. You follow. People die... Hopefully the enemy and not you.
Elise is a good jungler for Renekton because of her strong early game. As Renekton, you want to establish a lead you can carry to victory and Elise is a good jungler to achieve that goal.
Champion Build Guide
The first thing I want to establish is a very important misconception about Renekton many new players to him have. Renekton is NOT an easy to master champion. Many people will say he's super easy and that's how you know they haven't invested much into learning him. Renekton's Fury takes time to get used to because that passive divides the good and bad Renekton players. Renekton also has A ton of combos to learn. Way more than most champions would ever consider. If you go in every fight with the same E-W-Q-E combo, you will be killed by a select amount of champions often. Learning what combos are needed in what situation, how much fury you need and can obtain in how many attacks will make you a better player.
Also, this guide will not make you a master Renekton. No amount of reading will prepare you like actually getting out there, but this guide has everything I can think of to help any level of player who wants to learn or improve with him. The threats tab is a great resource for on-demand into of nearly every opponent you will meet in the top lane and a few mid laners I've faced. Knowing your matchups is a huge deal for snowball champions like Renekton so know your enemy.
Pros and Cons
Strong early and mid game
Nearly unrivaled lane sustain
Great outplay potential
Can destroy when ahead
He looks awesome... That's a pro, deal with it.
Doesn't scale into late game really well
Usually weak without Fury
Long cooldowns. Not everyone's perfect.
Hard to come back if behind
Can be predictable
As Renekton, your main goal is to get ahead in your lane and extend your lead to the rest of the game and establish a lead that will lead to an early victory. This goal is not always achievable of course, so this guide will help you increase the times it does and give you ways to handle times when the dream game doesn't come. The first and most important thing for Renekton is combat and Fury management.
Ability keys: Q= W= E= R=
Tiamat's active= (I just didn't add it every time, but it's basically one with your W timing.)
Your full trade combo is to Slice in, do all your damage and Dice out while adding auto attacks to the mix.
Full Combo: -Auto- ( )-Auto- -Auto- .
Sustain Poke: - -Auto-
Safe Escape: - -Auto- -
(Use this against champions that can pull you back in like Darius, Mordekaiser, and Sett)(Don't use Q if it will be empowered. Empowered W is required)
Long gap closing. off minion- - -
Wave clear. Auto-( )-
Empowered W from 0 Fury: Auto- -Auto- -Auto- -Auto-
Empowered W from 25 Fury: - -Auto- -
(Same as Safe escape but i wanted to list it in the Fury specific spot too)
R: Gains you 20 instant Fury which is a good mental note when pulling off outplays with surprise empowered abilities.
- -Auto- will give you about 40 to Fury because you generate Fury over time with Dominus active. Take the Fury generation into account when working combos.
W, Ult cancel: W-R (Can dash instantly after ultimate as well)
I don't use this often but it does work. Better for dives if you need the added HP to survive the tower.
There are many more combos than this, and there's typically a very optimal trade pattern for every situation. Only experience will prepare you for them all but these are the most common combos you will need to remember. These combos also change based on your Ultimate which adds an entirely new layer of experience required to this character.
Tiamat plays an important role in your combos. The best way to add it to your damage is to use it's active at the same time your stun lands. This does not cancel your W animation time but you can add actives during the process since you're stuck for that brief second anyway. Another trade power Tiamat has is wave clear. Engaging your enemy in a crowd of minions will force clear most of the wave so you won't take much minion damage in your fight. This makes it harder for your opponent to chase you after your escape since your minions are probably still alive. Don't buy Tiamat until you want to hard push waves as it makes freezing waves almost impossible.
Be sure not to jump the gun when pressing W and activating Tiamat before you make contact with the stun. This is honestly my most common mistake against fleeing targets and needs to work on this myself. The Tiamat proc will stop your movement for its animation so you will lose ground on a fleeing target.
As I live, all will die!
Your main combat goal with Renekton is to inflict short heavy damage trades to gain kill pressure in your lane. You will rarely want to stay and auto-attack your opponent on the first fight. Renekton is a 100% outplay based champion and his success is decided entirely on how well both players do. Renekton is not a Juggernaut class and cannot outright out punch those that place into that category. Only by establishing a lead will you be able to kill most top laners in a fresh HP fight.
Establish lane dominance and zone your opponent off if you can. Renekton is extremely powerful with full Fury but is also very weak when he has none. This means that you will usually crush your lane or get crushed yourself because of how easy you are to zone off if you mess up early. Succeeding in combat early and managing your wave properly will ensure a very strong lead and the power to shut down your opponent so bad that they are too weak in the mid-game to do anything.
Renekton has a few Fury amounts he can engage with. 35 and 25 are the most notable amounts BEFORE reaching 50 Fury. The combos are listed above in the combo section. Knowing these will allow you to fight much sooner than 50 Fury which is where most inexperienced Renekton players will look to wait for. These are also very situational. At 25 Fury, you actually have the potential to do more damage than 50 Fury against champions like Darius. This is because W always ends your trade with him so by starting with 25 Fury, your E and Q will be used first and W will allow you an escape. Going in with 50 Fury will avoid using Q so that W is empowered.
Hitting minions with Q can also spike your Fury amount a lot so you can often pull these off with less Fury than listed. Minions waves are just very diverse from each game and time so my combos are listed to work even when there are no minions. Knowing this will still help you. Say you have 22 or 13 Fury which is a bit awkward. You can still use the Escape combo so long as your Q is sure to hit a few minions. You gain 2.5 Fury per minion hit with Q. 5 Fury for 2 minions hit.
In loving memory of the golden age of team fight Renekton. RIP... Not really.
This is a strong early pick in matchups that you want to roam a lot in. You can clear waves extremely fast with this item's passive and active. It can also be procced mid-W animation for more burst damage. The Tiamant and Hydra set are good for team fights because they allow AOE damage.
If you enemy laner can shove the wave quickly, this will help you push back so you don't end up under tower. Don't pick this early if you want to freeze lane where you have absolute dominance and want to freeze the wave.
Caulfield's Warhammer: I like to build this item on my first back if I can. It gives damage and CDR super early and gives you more trading power for the remainder of the landing phase.
Phage: Rush against ranged matchups for extra stick. This also helps your burst escapes because you get more speed regardless of the direction you're moving.
Black Cleaver: Balanced item and completes your Phage building. The added armor break can be almost instantly maxed with your combo and helps all your AD allies kill the target.
Youmuss's Ghostblade: A lovely item to build after Black Cleaver or Blade of the Ruined King. I personally love Ghostblade for everything it gives you. This is great for both roles Renekton plays in his games. It helps you run down the enemy carry and make daring escapes when split pushing.
Blade of the Ruined King. It does 12% current HP as bonus damage per auto-attack. Since Renekton's empowered W is classed as three autos, a simple Auto-W-Auto is 5 attacks in rapid succession. This melts high HP targets and I recommend taking it if you're goal is to take down anything as healthy or healthier than a Bruiser. It's active also serves as a good way to chase down fleeing targets by stealing their movement speed for a short time.
Sterak's Gage: Not perfect for every game but it's a great item. It provides AD scaling, health, and burst resistance. Grab it if you plan on taking part in team fights. On another note, keep up on your opponent's ownership of the item as well. Renekton's empowered W will punch through this item's shield so you may find it very helpful to let you teal proc the item before you go for the shield.
So I'm not a big fan of this item since I don't particularly like buying items that don't give attack damage but item is still usable in this guide's build. It would replace your Blade of the Ruined King and these are the situations you should consider. If your team lacks magic damage, this item will do on-hit magic damage. It can also come in handy if the enemy team is building a lot of armor even if it's just to counter you alone.
Titanic and Ravenous Hydras: Obviously don't get both. Ravenous is good for 1v1 fights where you can't get bursted so quickly or team fights with a lot of tanks. Titanic gives 450 Health and an HP scaling AOE. Choose based on if you are going high damage or mixed with tanky bruiser.
Look at these items and just imagine the disgusting amount of stick power Renekton has! I love building this set on Renekton, especially when ahead because of it has an answer to the most problems you can find in 3 items. You have Lethality, Percent enemy HP damage, and Armor shredding. On top of that, you can run people down extremely well since all three items have passives and actives that benefit your in-combat mobility.
Likely still the strongest rune for Renekton. His full combos proc it almost instantly. The late game falloff Renekton was criticized for is decently covered by taking this rune. It's damage and healing synergy with tons of melee champions and Renekton is one of them. This rune also helps you with extended trades, but it's still not an ideal combat style for Renekton.
PTA may be coming back around as a result of the Conqueror nerfs. His combo will also proc this near-instantly which was the main focus but now Conqueror is running the same proc style. PTA is still really good at single target takedowns. This is your split pushing Keystone. You do however fall off the late game because your team fights are much weaker than what Conqueror will get you.
Gives a stronger laning phase, better gank setup, and goes well on a split push roll.
Keeps you stronger for later into the game, adds up with your healing traits, makes you more effective in team fights.
Also use this. Overheal isn't as good in the long run. This gives you way more team fight sustain than you'll realize. Plus more gold if you snowball early.
My preferred rune of this page section. Renekton hates CC more than most. He always gets focused in team fights regardless of if he's ahead or not. This rune lets you gain some CC resistance without going Merc treads though they do stack with this.
More attack speed is a good choice if you know the enemy team has very weak CC in team fights. Your ability to win extended trades is higher if using this, as well as faster combos because there is a smaller wait time between auto attacks. Use both Adaptive Force shards with this to increase your overall damage.
Always go with this. Renekton is very capable of fighting even if he's low of health. This makes him do more burst damage to catch your opponent by surprise.
Unflinching has recently gotten buffed and jumped from not much use to being a possible hot pick for Renekton. This rune allows for many build options now. You can now have a lot of tenacity even though you built Ninja Tabi. You may also find more opportunities to take different Legend runes in the Precision tree.
A great early trading Rune that will help protect you in fights. Your opponent will almost always pick this too because it's a counter rune to Renekton. Try to use Q or an Auto to proc the rune early so you can all in. It has a 45-second cooldown. In the later game, this rune helps with split pushing because you have a little bit of burst armor.
A good way to increase your healing income, especially at low HP. This works well if you are hard running healing items as it will enhance their effects. I recommend this if you have a heal or shield heavy team comp like a Soraka and or, Senna in bot lane. I also suggest using Conquer instead of PTA because all healing should be used if you take this rune.
A decent scaling rune for late game team fights. Since Renekton really only builds health as a tanking stat, this goes well with him. If you are running Demolisher, this will add to the damage but don't choose this strictly on that rune pair.
More lane healing and great for countering high poke champs. It prevents them from getting you too low that a E-Q won't be able to heal you in time. It keeps Renekton from getting too low on HP in a poke heavy lane or a lane you expect to trade a lot in.
Domination isn't a huge rune set pick for Renekton but I've seen some Renekton's try it so I have my input as to how your playstyle works to utilize this one. Like PTA, Electrocute a split pushing rune choice. You have a lot of single target burst for assassinations but the rune won't help you after your first proc. Team fights are usually too quick to get it off again. You can maybe get two procs in rare cases. This can work rather well in laning phase because of Renekton's burst trade style.
The first tier of the Domination tree is often the hardest to choose from. I recommend Sudden Impact because it gives you more damage after you dash in for 5 seconds. You will get almost all of your damage out in that 5 seconds so your full combo is basically buffed. This is a good rune if you like to engage with E. This rune scales the best throughout the game than the other two.
Taste of Blood is more healing... That's pretty much the whole idea. This is some extra healing if you feel like you need it.
Cheap Shot only works off your W stun. Renekton has no other natural CC to proc this again in the same trade. It's still plenty viable and won't do you wrong.
Renekton's ultimate is amazing. This rune allows you to use it more often so that there are fewer fights where you're caught without your ultimate move available.
This is the most common pick from domination. The lifesteal is certainly nice but in a split push build. More incoming health from attacks.
5% total cooldown reduction buff on all factors and increases your cap to 45%. This is pretty standard and gets the idea across from that alone. Everything comes back a tiny bit faster.
Free boots/300 gold, but you have to wait a while for it. The timer for the wait was recently increased by 2 minutes but so was the time that's taken off per kill.
A good rune to choose if your build either doesn't have 40% CDR or has way too much, which is much less likely. If you don't want to build Death's Dance and prefer another item that doesn't have CDR built in, you may want to put this rune on so you're not missing any.
The preferred second rune if you went for Sorcery. Nimbus Cloak doesn't synergies amazingly with Renekton since he does have mobility of his own, but it will add to your speed if a summoner spell does get used. Igniting a target will speed you up as well, but it really gets fun on Ghost.
Renekton's level 1 is rather weak and most top laners can beat you in this state. Occasionally you can turn the fight by starting W which they won't expect but it's unlikely. I strongly recommend not unlocking any abilities before you enter lane for multiple reasons. You can unlock E if for any reason you need to get out. I've been ganked by the enemy jungle before the minions even collide. This is extremely rare, but I survived because I held my unlock and pulled E to dash back and wasted their time which put my jungler ahead. You may also find yourself in a favorable position to win a trade with W before level 2 if your opponent gets too aggressive on a champion that can actually lose at level 1. If the lane seems like a farm lane early, Q is great for securing the three melee minions at the start.
When level 2 comes, you have two options based on the matchup and situation. If you got level 2 before your opponent, you have a big chance to get a kill or at least chuck them out to take control of the lane. If this is an option, unlock W second and look for a fight before they hit level 2 as well. Good laners will recognize this and back off, but this is still okay. Use the pressure to get the wave just how you like it. It is worth noting that you have no real pressure without a good amount of fury. You don't absolutely need 50 since an auto/Q/auto will net you 20 right there. Just never use a W without 50 Fury if you want to do enough damage.
So what do you do when your level 1 weak phase allowed the enemy laner to bully you off the wave completely? Renekton needs to hit something for Fury so anyone that stops you from reaching the wave, are massive problems. In cases that the opponent is just way too strong of a champion to risk level 1, use the your side's brush to stay hidden for a little bit and the wave will come to you. This does forfit some CS from the first wave, but you won't likely lose more than the first melee minions. You must also consider your opponent is guaranteed level 2 before you so wait until level 3 to start fighting. Trying to make something happen before then could lose you the lane entirely.
Renekton is a really good diver but not all champions are easy to dive. If you can dive the matchup, make sure not to dash before your combo. Walk in with a large minion wave and test your opponent with the threat of an attack. This is aimed to bait out their CC based abilities or dashes. If they hit you, they will likely get minions aggro as well which will help with your burst damage. When the time seems right, kill them quickly and dash out. Champions that are risky to dive are ones with hard CC. Jax and Fiora are the best examples of hard to dive champs. They have hard CC that will absolutely get you killed if you fail. Shen and Rammus are big no go zones because of their taunts. If you can't get them to waste these abilities, back off from the kill. You can't afford to die to these champions even once.
Vs Ranged Top
Not everyone can be good at combat so they prefer to stand far away and press right-click. Renekton is one of the very few real top laners that can beat these nuisances. Some like Vayne and Quinn are specifically designed to counter melee so they're harder to address. Take the sustain start items and PTA in your runes.
Renekton has one of the weakest level 1s in the entire game so you can't do anything yet. Stay in the bush nearest to your tower until the melee minions are low, run out and Q them to get the gold and back off. You will get poked but that's why you picked sustain. Keep bush ducking until you have level two and now you can poke some. Dash in when you have an empowered Q, one auto if you can and dash away.
At level 3, you can make your first trade, but how you handle it differes from the target and what form of escape they have. Vayne is the hardest because she can push you extremely far back and stun you if against a wall. It's point-n-click too so she doesn't need any skill to use it. Quinn has a point-n-click Vault jump, Lucian and Ezreal can dash and teleport away in a direction they target.
The first method is not foolproof and is based on the opponent. Run after them for a short bit and see if it baits out their flee ability. If they take the bait, back off and get ready for a dash play or just zone them off for the cooldown. If they don't buy the bait, then you'll have to rely on Flash plays or double dashing without burning Fury. Just note that these plays usually mean it's a do or die fight. If this is not what you're looking for, then stay near bushes to back off into once they run too far away to mess with. Aggressive players will ward to chase you so there are weaknesses.
If the player warded the bush then this means they won't have a ward to spot your jungle. Use this opportunity to set up ganks. Your jungle can't be relied on in all elo's so this is my last resort because I don't like relying on others in this game. If ganks are an option, then let the wave push in so your opponent has to run a longer distance before they can hide under their tower. Try your best to land an empowered W as it will usually spell doom.
If you got a lead in your matchup, then you're in a good spot because Marksman are trash when not fed and ranged top players are not very good at playing from behind. They're super squishy and are easy to tower dive for a kill. Vayne is the only No-go for this method because the tight space makes her instantly win if she pins you on a wall. Dive with an ally against her because good jungles run Oricle lens and will be able to see her when she rolls around invisible.
You can't really leave Marksmen to free farm so you typically have to steamroll them constantly and maintain dominance in the top side of the map.
Renekton gets ahead in lane in most of his games. For me this is about 98% of the time. So now is the question of what the heck do you do now? How can you make your lead impact the game? Well it's super situational but I have a few methods that Renekton is great at.
Freezing: By not buying Tiamat early, you can freeze the lane effectively denying your opponent gold. These strategies can least to 50 CS differences between you and your laner which is a lot. This is generally effective against champions who need the wave to fight or are extremely item dependant. It's also effective when you are unable to 1v2 your laner and the enemy jungle or mid laner. Another reason to freeze lanes is to set up a large minion wave to crash into tower to either gain a back or roam timer for yourself. Better yet, dive kill your opponent which will force them to miss most if not all the minions you crashed under tower. This dive strategy is extremely effective when well coordinated with your jungle for two-man dives.
Proxy: This method requires a Tiamat and the guaranteed ability to either win a 1v2 or 1v3 or escape safely. Instead of staying in lane, you roam to the enemy top jungle and get vision, kills, or camps all while catching minion waves before they reach their ally outer tower. You can watch your minions as they leave base for an exact idea where the enemy minions are. By Proxying, you force your opponent under tower and command the top half of the map.
This can get even more bloodthirsty if you killed your laner and proceed to proxy the lane while preventing them from getting to the wave AT ALL. This is basically murder and your opponent could be pushed into irrelevance for the entire game if you end it soon enough. Your jungle can also invade the top enemy jungle while you do this so not even the enemy jungle can break your proxy.
You should look to take the Rift Herald with your jungler when they are nearby. Renekton doesn't have the tools to solo this unit like some top laners, but you can duo it just fine. Don't burn your W on the Rift Herald because you will want you E and W up in case a fight breaks out for it. With you missing from lane, your attempts may be obvious. This is however benefited by roaming a lot prior to this so your absence is less of an alarm that you're on Rift.
If you're jungler lets you take the Eye of Rift, you have two plays with it. Either use it to create pressure on top lane while your team goes for the dragon, or use it to take down the top outer tower so you can roam more. Your jungler will likely follow to help with the dive if you ping your intentions.
After a successful dive and tower takedown, run the Hearld as hard as you can if it's alive and you feel safe to do so. Your goal now is to disrupt the enemy team in two ways. Continue to pressure top lane and take the inner tower or start taking over the enemy top jungle. This will remove farm for the enemy from the map and get you even more ahead which your minions and their jungle to farm on. Don't look to counter jungle if mid, jungle, and top locations are unknown. This is also made harder if you have docile allies who let their laners roam unacknowledged and don't help outside of their lanes.
Split pushing isn't the jack of all trades move though. You have to choose your pushes wisely. If your team has no pressure on the map, you don't need to be overextending. If your team is pushing bot lane, then push top. The same goes for objectives. Push the opposite lane from the objective to hopefully draw people away. Push the closer lane if you're the only thing that decides success for the objective. As a pusher, your job is to create pressure on the map, and it's your team's job to complement that pressure. If your team all dies while you're away, you will be likely forced to back off the push since there's nothing keeping the enemy team from 5v1 running you down.
You want to be as annoying as possible and not die. To do this, I will typically fake a back when someone catches my split push that I can't safely kill. They may be too healthy to dive or the threat of others being nearby is too prominent. In this situation, I will run up my side of the lane but instead take a tour through the enemy jungle to ward and take camps. This lets you prep the jungle with vison and do something while you wait on the minion wave to push back up a little. Your opponent will usually just send the wave back and not push too far. If they do, you can kill them and then really get to work on the tower since yet another person will have to leave the map to deal with you.
Even when I'm pushing uncontested, I will take detours in the jungle. This is to get some pressure off me before I reach the tower and potentially make the enemy second guess if catching my push is worth it. In the meantime, I'm taking camps and warding the jungle so I can more safely continue. The timer to clear one camp and place a good ward is enough time to get back to your push, especially if every enemy is visible on the map or you see them recently enough to know they can't get to you quickly. Another advantage to this is making a brief freeze, letting a second minion wave arrive. Return to lane and fast push the arriving lane for a better wave crash into the tower.
Deciding to dedicate to your push, back off, or Teleport to help with an objective is very situational and won't be the same every time. These are some good guidelines though. If your team is guaranteed to get the objective like Dragon or Baron without you, then keep pushing. This will stack the pressure on the enemy team. If your team has a shot at Baron but will likely need some help, Teleport to the fight after you shoved the wave as long as possible. This is usually the case if the enemy is aware of your team's attempts to take Baron and is ignoring your push to trade it for Baron. If you being there has a good chance of securing it, then go.
In the team is so far behind that you simply will lose any team fights, then your pressure is better than you being at Baron. Continue to hard shove the opposite lane in hopes of doing two things. Either trade baron for an inhibitor instead of dying for the lost objective, or draw attention to your push either making the enemy neglect Baron, be down some people or have to surrender taking baron because you can end the game if they don't.
When fights do break out, try to get on their main threats for a kill that will be extremely beneficial for your team. This is made easier by using the active of Youmuu's Ghostblde to charge after your target. Its new ability to pass through units is especially helpful. Reframe from landing the auto before your W stun and just stun immediately. More often than not, trying to get that auto in has made things awkward for me or gives them time to flash or use any other forms of broken mobility ADCS are gifted with.
Once your target is dead, consider quickly if you can stay in the fight or need to get out if able. While Renekton can make some big plays even at low health, you probably just used your Q and W so you'll need time to get them back.
It's a common known fact that Renekton tends to get out-scaled by a lot of top laners if he didn't stomp them out of relevance in the laning phase. Even though you lose your power to 1v1 some champs later on, you can still be a vital contributor to their defeat. These particular champions are Nasus, Urgot, Darius, and Yorick but plenty more fit these criteria. Buy and your usual and Exicutioner's Calling if needed. These items are geared towards killing healthy units. This method means you can play team fights two ways. You can play the diver as usual because these items help your burst no matter who it is. The other is a less traditional Front to Back team fight method. This is most useful against Juggernauts instead of Tanks. These champions will be thr front liners so you will have no trouble reaching them. if your team cooperates and focuses your target, there's little cases where you won't wipe them off the map in a couple of seconds. Renekton's stun and burst damage work well for locking down important targets, no matter who they are.
The reason you want to be the first to attack them is because of of your passive. Since it does current HP damage, you do much more damage to a full HP target than a low one. Blowing your combo on a high HP tank or juggernaut will drop them really low while your team piles on damage to finish the job. It is preferable that your ADC does the main damage so that your team isn't completely out of abilities. After the target is down, back off slightly to give yourself time to get your abilities back before continuing the fight.
There are some counter plays to these champions, especially if you have a skilled and helpful jungler, but you can't always count on this. Typically, you have little chance of winning this lane or even surviving it in the case of Quinn and Vayne. Instead of feeding, communicate your lane issue and ensure your presence for all objectives. Teleport is strongly recommended in impossible matchups so you can help your team. Instead of struggling in lane, focus on Dragons, Rift Heralds, and ganking. This tip goes for any lane really so I have a few things Renekton can do and focus on.
Because of the nature of your champion, you want and early lead. Something these matchups prevent entirely in lane and make very difficult otherwise but not impossible. Renekton has good mobility and burst so look to gank lanes and take the Scuttle when you can. If you can combat the enemy jungler, looking to counter jungle is also optional if you have a Tiamat. I recommend rushing boots and Tiamat so you can travel faster and clear waves quickly. Try to always be around for objectives. Save your Fury when your team is there so that you have two options. Either be able to engage the opponents if they contest the objective, or save your burst damage to make stealing it harder at the very end.
When laning phase breaks up, look to either split push or team fight based on how well either will go based on your judgment. If your team is really strong and you are behind, look to split push. This will give you solo experience and gold. Since you're a bit behind, be very cautious and avoid most fights as 1 enemy can easily turn into 2. Your split will get someone's attention but probably not more than 1. This is okay if you got your team ahead because they should win a 4v4 in this state.
In the case that you got a decent set of CS and kills with your roams and are in good shape, looking to take important team fights will be better to take advantage of the early lead and further create a gap in your team's favor that your top lane opponent will not be able to close easily. Remember, this is still mid-game so you are good for deleting an important target or at least locking them down with your stun and letting your team take them out.
In short. If you end up in a terribly unfair lane, do everything to get your teammates ahead and roam. Try to catch as many waves as possible, but it will not always be possible if your opponent can fast push very well.
That about wraps up the current state of this Guide. Good on you if you read this far without skipping. Leave a like if you, well, liked it. Let me know if there's any information you would like to see added here as well. One quick drawing of mine cause it's kinda cool. Now get out there and be the best crocodile man you can be!
Champion difficulty usually regards their durability and CC potential. Tanky champs naturally take a beating better and are harder to burst down even when low. Lots of carry champs are easily killed with a burst and have more skill applied CC