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Runes: Team Fighter












+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:


Flash

Ghost
Items
Ability Order (Read Notes)


Reign of Anger
Renekton Passive Ability
Threats & Synergies






Illaoi
Very overpowered E with very few counterplay options and mico windows to punish her for missing it. Its mana cost is low and its 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. 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 have 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.






Volibear
(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.






Champion Build Guide
(11.4 Renekton nerf note) Renekton was not in line for a nerf. If anything, he needed a very subtle buff, but life's not fair. So here are the changes:
Q Healing (non-champs) decreased to 3/4/5/6/7 from 3/4.5/6/7.5/9
Q Enhanced healing (non-champs) decreased to 9/12/15/18/21 from 9/13.5/18/22.5/27
Note this is NON Champion nerfs which means your teamfights and trades will be generally unaffected. This hurts Renekton's ability to sustain from just minions. Also if anyone is trying to make him work in jungle, this killed JG Renekton. Sorry. Darius and Garen can still invade your camps which is apparently okay though.
This nerf will be most harmful to lower elo than high because more experienced players know how to consistently land his Q on the enemy laner, but this will make your laning phase less comfortable no matter what division you play in. This nerf certainly could of been worse even if it was uncalled for to begin with.
(Bruiser item nerfs comment) Renekton is going to feel a little weaker to play this coming patch, but he's certainly not getting hit the hardest. The nerf to Ravenous Hydra is not very relevant since you buy it late while other top laners first buy it. This means your laning phase vs these reliant champs is improved, but your teamfighting power has gotten hit pretty hard. You will likely need to splitpush more often than what you might have gotten used to before these changes.
Mythics:

(Nerf comment)This is still the best item for Renekton. Its healing has been nerfed, especially in teamfights which makes it balanced in my opinion. This means situational picks like Prowler's Claw and Eclipse have times where they are better. GoreDrinker is still the preferred pick though.
This is my go-to default mythic for Renekton. Its healing at low health is insane. It has Tiamat’s active built-in that heals for a lot of damage when low. It provides solid stats and is ideal for a heavy CDR build. You’ll need to get into the habit of no longer using this in your W animations every time as it’s best saved up for when you’re low. The active is basically triumph plus Q combined. Its passive, Aggression also synergizes with Renekton’s risky outplay playstyle.

Ideal for ranged matchups or games with a lot of backline enemies that you need to get to. Its active is a great mini dash and slow while the Rage passive you know from old Black Cleaver is on here. Because this action is a dash and slow, you can more easily access your target without burning Fury on your second E.

This is a popular dueling item that specializes in a balance of durability, sustain, and assassination which work on Renekton rather well. Once he lands his stun combo, he’s given a shield that protects him from retaliation briefly. The shield is fairly small however and not the most optimal choice for surviving large team fights, but is still usable in them, just much less optimal than Goredrinker.

This item feels a little awkward at the moment to me. It’s geared towards tank-killing but doesn’t provide any immediate armor penetration. I feel more comfortable going for Black Cleaver and Serylda’s grudge for early tank-busting. If more than three enemies are fairly tanky like top, jungle, and support being tanks, then consider this as your second item. That will give you time to determine if you will need it.

This performs a similar task to Stridbreaker but is better geared for assassination. Despite being a bruiser class, Renekton is quite at home with assassin items. This item is better picked over Stridbreaker when your team needs assassinations over backline rundowns. Build this item first vs ranged laners to gain a third dash on them. This is great for Renekton because he can dash a second time without the concern of burning Fury on his E.
Legendaries and other Items:





The Omni-Vamp is also very good for him because his Q, E, and even R DoT damage heal him. This item also gives a lot of AoE damage to the enemy team in cluttered fights which stacks very hard over a short time if you land W on a target surrounded by their allies.


(nerf comment) This item is still very good for team fights. The nerf is light and is mostly a nerf to its 1v1 power.)
Changed in ways that favor Renekton. This item now gives you combat sustain and a very impressive shield that Renekton can max with extreme ease using his Q range to hit all his enemies instantly. This amounts to a massive shield when you drop too low, providing the change to heal back up to keep on fighting.





(Buff comment) The recent change has made this more appealing to purchase in a wider range of games. You now get more armor in big team fights from the passive which for Renekton, goes a long way due to his sustain.
I wanted to talk about the Stoneplate because it's a go-to item for RTO. If for whatever reason you see my guide and not his, this item does work very well on Renekton. If you're gonna be teamfighting a lot, this is a great item to buy 3rd or 4th. I really hate this item's build path though. Only one item is viable prior to completion.
Since you will be buying this item after Sterak's Gage, note any Serpants Fangs being built. They counter shields. Either don't buy Stoneplate that game or make sure the holder of that item is killed quickly. Usually, ADCs or Assasins buy it so bursting them isn't usually an issue.
This is a lineup of builds that I will continue to experiment and improve on as we all learn the new season. Note that these builds do not have to be followed exactly as different games call for different items and mixing it up is to be expected. This will usually come in the form of Grievous Wounds or specific defensive stats.
Builds are listed in what you will likely build most likely, down to less likely in a game. Goredrinker is viable on every build here so building it first before knowing what build you need is fine.
Team Fighter
“Massacre them!”











Designed for high ability cooldowns, and combat sustain, this build is the best one for the widest variety of games that your goal is to join your team for full-blown team fights instead of split pushing. This build can play front to back as well as diving for backline priorities.
Black Cleaver and Titanic Hydra scale really well with your shielding item passives to make you suprisingly tanky even though you're building damage. Armed with the Grudge passive, this Renekton build thrives in the center of battle, slowing enemies for his team while dishing out devastating damage in rapid succession with his short cooldowns. Unless you're absolutly crushing and can run max damage, pick between Black Cleaver and Grudge based on armor and kite threats.
This build synergizes well with Teleport or Ghost for either side laning and always being ready to join your team, or speeding after your prey. Without your summoner spells you are a bit more susceptible to be kited than some following builds. If the enemy team has a lot of melee champions, this build is ideal.
Generally build Goredrinker first complete item, unless I'm against a tank which I will get Black Cleaver or Last Whisper. Black Cleaver second is a strong pick and then Sterak's Gage. Titanic Hydra or Stoneplate based on your best judgment of that game.
Duelist
“Carnage!”











This build is designed around winning 1v1 or 1v2 fights specifically and having more power over which fights you take in the side lanes. I added BORK to this build because it’s life-steal, attack speed, and passive are all very good for duels. Ghostblade is chosen for this build because its out of combat movement speed makes getting around to lanes faster, saving precious time. It also acts as a getaway tool for escaping fights you can’t win by running off with its active bonus speed. Ravenous Hydra helps clear minion waves instantly. The attack speed from Trinity Force will mow down enemy towers is considerable speed
With this build, you’ll be looking to avoid big fights and stick to pick making and skirmishes ideally. Apply pressure away from objectives that your enemies will have to address or sacrifice for. This build is generally better for higher elo games because your team will better know how to act around your pressure. Low elo players tend to force 4v5s while you’re gone and somehow blame you for it… I’ve experienced it.
In this build, you’ll base your first item on your lane opponent as gaining a lead is important. To effectively create side lane pressure, you must be too powerful to handle alone and draw more than one person away if possible.
Assassin
“No escape!”











Designed to fill the assassin role in a game when needed. This build will often come into play when you are vs a ranged top laner and the enemy jungler is fairly squishy. You want to do some side laning with this build once the game gets later, but early do a lot of roaming and look for small fights. This is still plenty formidable vs armored units thanks to the 30% armor penetration so can most certainly 1v1 another bruiser with general ease so long as they’re not too ahead in items.
Tank
“Make this hurt”










Renekton does not particularly perform well as a tank so like it or not, you always build damage because healing is Renekton’s tankiness. This build is a sturdy and well-balanced set of resistances while also accommodating Renekton’s healing factor. Spirit Visage also pairs well with Sterak’s Gage because it now enhances shields. This build works well when your team already does a lot of damage and because this build has a standard Mythic start, you’ll have time to assess your game situation before dedicating to a tank build you don’t need.
Tank Buster










You will likely never use this much tank killing power in a game since your job is to target backline carries, but if three or four enemies are fairly sturdy like a tank top, jungle, and support, then you may consider this build, to melt them down in a hurry. Thanks to Serylda’s Grudge, you still have some sticking power for chasing people, so you won't be throwing away your role entirely with this build. Ravenous Hydra doesn’t add any anti-armor, but because a tank team should typically be low in damage, you can heal consistently through big fights.
Guide build import code. Copy this and paste it in the import option when making a new item set to get all the builds I have listed in this guide. This code will be updated if I change any items.
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First Mention
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 and be a better top laner in general. 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
Pros
Strong early and mid game
Nearly unrivaled lane sustain
No mana
Fantastic duelist
Item versatility
Great outplay potential
Can destroy when ahead
He looks awesome... That's a pro, deal with it.
Cons
Doesn't have late game scaling
Usually weak without Fury
Cooldown reliant
Long cooldowns early.
Hard to come back if behind
Can be predictable
Playstyle
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 hopefully result 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 If you can't fight with Renekton, then you probably need to either learn asap or move to a different champ.
Ability keys: Q=




Combos:
Your full trade combo is to Slice in, do all your damage and Dice out while adding auto attacks to the mix.
Full Combo:




Sustain Poke:



Safe Escape:




(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.




Empowered W from 0 Fury: Auto-




Empowered W from 25 Fury:




(Same as Safe escape but I wanted to list it in the Fury specific spot too)



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.
Fighting!
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 an outplay based champion who capitalizes on his enemy's mistakes in lane. This is why Champions like Camile, Riven, Jax, and Fiora often struggle against him. They have less room for error which puts players in tough spots. Renekton is not made to sit there and auto-attack for fights. Only by establishing a lead with proper trades will you be able to kill most top laners in a fresh HP fight early on.
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.
Trading
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 is near, you have the chance to look for a level 2 all in if the enemy will not be hitting their level up when you do. The same can be done with level 3, so look out for these level spikes to get ahead in lane very early.
In cases where you are heavily disadvantaged before level 3, against champions like Darius, Fiora, Riven, and Irellia, you will most likely lose the race to level 2. When the second wave arrives, fall back before your opponent kills the front line minions. You can't afford to be killed so soon. This may have to be repeated for level 3 until you're ready to safely trade back. Vs Darius, I recommend this, but the others can be traded with once you have Q and E.
Turret Diving
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 for risky CC moves. Shen and Rammus should usually be avoided because taunts will certainly doom you. 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.
In less dangerous cases, you can just walk in to cut off their path and get in for the kill. This works on the majority of champions at low HP. As long as they can't completely negate your W, you can usually just dive them with little concern.
Vs Ranged Top
These picks usually involve ranged bullies like Vayne and Quinn or passive farmers like Hienmendinger a d Velkoz. Your options can often be limited in these situations, but you can also snowball extremely hard if you get a lead vs them because they don't build armor, making it easy to repeatedly tower dive them at full health if you get a completed damage item over them.
Play safe for your first level until level 2 where you can look for E-Q poke combos to start healing and chunking them down. by level three, you have a few options. Either unlock W for a potential kill early or just level Q instead for better healing and poke. Unlock W by level 4 if you did.
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.
Having your jungle invade the enemy side while your pushed up can be an effective strategy to snowball both lanes. This also requires competence from your mid lane to keep mid in check. For your side, keep heavy pressure in top lane and force your enemy under tower without burning your dash because you'll be overextended for ganks. If you see your jungle get into a fight with the enemy, go to help them even if not needed as sometimes mid laners will come as well so you'll be ready.
Rift Herald
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.
If you manage to run Rift all the way into the enemy base, you will have to decide if you can wand want to destroy the enemy inhibitor. If you do, your next priority is to go bot lane and help push it as hard as you can with them. You're almost certainly ahead if this opportunity arises so Renekton's dive power makes it practically free towers.
You should avoid top lane for as long as the inhibitor is down and create pressure everywhere else while the enemy team will be down a man, managing the super minions.
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 or push the mid or nearest lane if you don't have TP

Detouring
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 unless I see every enemy player and they are not responding at all. 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.
Decision Making
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.
If 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.


Your job in team fights is to dive after the enemy backline and kill off their damage carries. It's your team's job to follow your engage but applying front line pressure so they enemy front line can't turn on you without punishment. In most cases, the presence of a Renekton in the area will deter a lot of fights unless the enemy is just too out of control to be stopped. When the game is even, Renekton is generally strong at zoning enemies off because no one wants to get blown up by his burst.
When fights do break out, try to get on their main threats for a kill tha will be extremely beneficial for your team. This is made easier by using the active of Youmuu's Ghostblde



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. If you are running my Team Fight build, you will be able to sit in battle when you have three items and more because your cooldowns will be so short.
Pick Making
Renekton's strongest time in 1v1 duels to 3 man skirmishes. Larger team fights are not particularly his favorite spot, but there are builds to make Renekton team fight very well. Despite this, you should be dedicating the majority of your attention to picking off stray enemy champions. Killing enemies without losing allies is the best way to set up successful objectives. Thanks to Renekton's burst damage and mobility, running down lone targets is easy unless they get help. Be aware of who's on the map when looking for these picks so you can get a good idea of who will come to your target's aid.
Communicate with your team so they know your intentions, and always look for opportunities to come back into the game.
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
Very Hard










Hard











Average












Easy






Very Easy




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