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Renekton Build Guide by Drake6401

Top Complete Guide to Renekton

By Drake6401 | Updated on August 3, 2020
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Runes: Primary Runes

1 2 3 4
Precision
Press the Attack
Triumph
Legend: Tenacity
Last Stand

Resolve
Bone Plating
Unflinching
Bonus:

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

Spells:

1 2 3
Speedy Croc
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ghost

Ghost

LeagueSpy Logo
Top Lane
Ranked #46 in
Top Lane
Win 49%
Get More Stats

Ability Order (Read Notes)

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

Complete Guide to Renekton

By Drake6401
Basics
If you know Renekton well enough and have played at least 10 games with him, this is probably info you can skip and move to the next section.

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. 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 scale into late game really well
Usually weak without Fury
Cooldown reliant
Long cooldowns. Not everyone's perfect.
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 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.
Combat Back to Top
Combos


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.)
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: -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.


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 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.
Items Back to Top
Your order of building is heavily based on your matchup. This is a basic rundown of what to go for and when.

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.
Runes Back to Top
A basic rundown on what runes to pick based on preference and matchup. It is worth noting with even my rune recommendations on the top of the guide are not set in stone. There are times when you'll want to trade Alacrity for Tenacity, attack speed for AD, PTA for Conqueror. Renekton has a very versatile rune choice and with experience, you will be able to set your runes based on your enemy lane, enemy team, or even your own team.


Precision


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.


Resolve

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


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.


Inspiration


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.

Sorcery

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.

Laning Phase Back to Top
Laning phase is a big decider for champions like Renekton. What happens here will often decide how you handle the rest of the game. Do note that Renekton has a tendency to either dominate his lane or flunk it for one huge reason. He has to hit minions to gain fury. This means control over the wave is the most effective way to win or lose with this champion. If Renekton can't safely access the wave, he cannot fight. If he can zone his opponent with the fury he's built, he can be an unmovable object between your enemy and farming.


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 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.


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. 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.

Early into Mid Game Back to Top
Snowballing

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.



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.

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 Back to Top
Because of the removal of Spear of Shojin and the nerfs to Conqueror, Renekton is losing his team fight power. This means, the best way to carry with him right now is coordinating with your team for effective split pushes. As a split pusher, you will solo lane for much more time than most other players and gain a level lead in an even game. Your goal is to draw attention away from objectives or punish the enemy team if they don't address your push. As Renekton, you don't blow through towers as quickly as say, Tryndamere, Nasus, or Yorick. What Renekton has as an advantage is his combat threat. Renekton is more likely to require two or more people to stop his push than the others.

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.


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. 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.


Decisions 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.

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.
Team Fighting Back to Top
Without Spear of Sojin, Renekton doesn't have nearly as much team fight potential as he used to. Now, you're more of a traditional diver made to target the enemy team's main source of damage. This will usually be the mid laner or ADC but can be anyone who got really ahead. 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 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.
Pick Making

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.
Bad Matchup? Back to Top
You won't be able to win every lane. Some champions are specifically made to make lane impossible for either Renekton or just melee champions in general. For Renekton, this will usually be any champion you see in the Extreme Threats section above. These are typically OP champions in general, nitch characters that Renekton has trouble with or ranged top laners that counter everything remotely melee based.

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!
Tower Diving List Back to Top
A basic list of champions put into tiers of how difficult they are to successfully tower dive on average. These obviously vary with skill level, items, level, and minion count, but I can't really account for every factor. Before you tunnel vision into diving the tower, consider this list. Harder champs will require lower HP to safely dive. A failed dive can give your enemy a kill and throw away what lead you may have built. A successful dive will almost set your lane win in stone.

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

League of Legends Build Guide Author Drake6401
Drake6401 Renekton Guide
Complete Guide to Renekton