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Renekton Build Guide by I am Lord and Master

AD Offtank Indepth Renekton Guide - The Croc on Top S3

AD Offtank Indepth Renekton Guide - The Croc on Top S3

Updated on April 4, 2013
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League of Legends Build Guide Author I am Lord and Master Build Guide By I am Lord and Master 29 4 144,579 Views 47 Comments
29 4 144,579 Views 47 Comments League of Legends Build Guide Author I am Lord and Master Renekton Build Guide By I am Lord and Master Updated on April 4, 2013
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Choose Champion Build:

  • LoL Champion: Renekton
    Burst Croc
  • LoL Champion: Renekton
    Tanky Croc
  • LoL Champion: Renekton
    Crit Croc

I) Welcome to the League of Renekton!

Hello fellow community members!



This is I'm Lord and Master bringing you guys a brand new (S3 Patch) Renekton build to dominate top lane on Summoner's Rift. Renekton is old news to most of you but the current item overhaul changed a lot in terms of what's strong and what's not. As AD caster Renekton actually profits from the changes and does even better than before.



You are going to see a short introduction about our favorite crocodile and what he does, after that how I tend to equip him with some items, runes and masteries, then some gameplay stuff and finally we end with a matchup section.



What I promise: After reading this guide you should feel comfortable enough to play Renekton in the top lane without any knowledge problems.



But remember it's a guide and you should not follow the advices given blindly. There is a perfect build for each game but it changes with the match up, the progression and the needs within the individual game.


You will learn the mechanics as well if you constantly play him and soon you can have much fun and success on top with Renekton



Enjoy the guide and good luck!



I'm Lord and Master

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II) Pros / Cons

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Pros / Cons




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Pros





+ Strong early game


+ Minor lane sustain


+ No costs whatsoever


+ Hard crowd control


+ Potential double gap closer


+ Multi armor shred


+ Health steroid


+ Both nuke and AOE damage


+ Great farming speed


+ Fun to play



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Cons





- Damage drop late game


- Melee = kiting problems


- Fury system


- Short range, long CD gap closer


- Pretty predictable moves


- No survivability besides Dominus


- Cooldown limited


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III) Introducing the Croc

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Let's take a closer look at Renekton: What works best with him and uses his potential the most?


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I

Attack damage because of our scalings. While Renekton's normal ratios are pretty decent, they are amazing as soon as he gains fury. 255% bonus attack damage and + 225% overall attack damage are scalings to reckon with. Additionally all your auto attacks will hurt much more.



Cooldown reduction because our abilities need to be up asap. The more often we can perform our abilities the more damage we can deal, regain more life, CC longer and chase/flee much faster. Goes along with focus on attack damage.



Armor penetration because our abilities and auto attacks deal 99% physical damage. Since armor can reduce our damage very effective, we have to get armor penetration/ reduction to keep our damage as high as possible. Along with attack damage we will have the raw damage to deal with HP and armor penetration to ignore the percentage reduction.



II


Resistances because our champion stats and Dominus provide a large health pool. By buying a little more health and a lot of resistances we can make our large health pool much more effective. Each point will make our health 1% more efficient. Since we are melee and in the front line to deal damage, we need this good amount of survivability to do our job.


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III


On-hit-effects because our Ruthless Predator can apply up to 5 hits in a row. The fact that Ruthless Predator resets the auto attack timer and applies on-hit effects, and the fact that we auto attack between our cooldowns, can be abused with items like Bloodthirster, Black Cleaver and others, as long as they synergy with our kit.



Attack speed because we gain more fury and use our attack damage in between combos. Reign of Anger gives Renekton, even as AD caster, a valid reason to build attack speed. The more fury you have, the stronger you are going to hit, heal more, stun longer and even reduce armor. On top of that, it makes our attack damage more useful if we have cooldowns.



Critical strike chance and damage because we got a lot of time between combos and abuse our raw attack damage. Attack damage is pretty inefficient but with a little of attack speed and crit. chance/ damage, our auto attacks become a force to reckon with. There is plenty of time between our combos and we can use the abilities not only for damage but as the utility, they grant, even better.


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Of course there are other things that I might should have mentioned like Tenacity and CC but I feel those are the most important that you need to know before you can understand all the item builds I want to present :)

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IV) Unique Skills

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Let's start right away with his basic abilities before we talk about the fury system. It gets a lot more complicated anyways and I want to split the stuff for better explanation







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"Cut them into pieces!"

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Cull the


Meek (Q)

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Physical damage:


Healing cap:


Cooldown: 8 seconds

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60 / 90 / 120 / 150 / 180 (+ 80% bonus AD)


50 / 75 / 100 / 125 / 150


Range: 225


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The first thing to mention is that it is Renekton's only "ranged attack"and should used to harass from afar vs. other melee champions or secure CS without getting in danger.


Second thing is that it does a good amount of damage and heals for a percentage. Make sure to hit as much minions as possible and maybe a champion (4x more heal!) to gain the maximum health. But be aware that it is AOE damage and will push your lane really hard if you use it too often!





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"Nasus cannot escape me forever!"

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Ruthless


Predator (W)

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Physical damage:


Cooldown:

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10 / 30 / 50 / 70 / 90 (+ 150% AD)


13 / 12 / 11 / 10 / 9


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The utility part of this ability is really strong: It is a hard but his only natural kind of CC. As such you want it to use to interrupt combos or channeled abilities like Death Lotus.


However it scales excellent of the entire damage and provides a huge, single target nuke. This way he can prepare kills really well for his team but also finish the task himself.


Finally it resets the auto attack timer, so if he can get the AA + W + AA combo off it will count as four swings in a short time. All of them will proc on-hit effects like lifesteal or stack Black Cleaver-debuff but only two can critically strike!





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"Destruction approaches, chaos will follow!"

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Slice and


Dice (E)

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Physical damage:


Cooldown:


Range:

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30 / 60 / 90 / 120 / 150 (+ 80% bonus AD)


18 / 17 / 16 / 15 / 14


550



Another utility ability: Very nice spell as long as you are in range of something to hit. That's why the gap closer's range goes from small to huge. Same with it's use for offensive or defensive action.


However: In combination with the rest of his skills it is excellent to flee from ganks or perform a quick in-and-out combo in combination with Q and W without taking any damage.


But there is even more mobility included: You can dash through most of the walls on the map, even into jungle creeps camps and through another wall to pull of ridiculous chases/fleeing plays.





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"There's no retreat!"

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Dominus


(R)

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Magic damage:


Health Gain:


Cooldown: 120 seconds

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40 / 70 / 100 (+0.1 per ability power)


300 / 450 / 600


Range: 350



This is the ability that gives us the option to leave some health. If used after loosing health it will restore it like a Heal, even when it's wearing off. Useful for tanking and baiting in lane. However: It does not COUNT as a heal but as increase of his maximum health, so it CAN'T be reduced by Ignite etc.


Another thing: It deals magic damage, ignoring the armor our opposition stacks. Not only that, it has a pretty huge AOE range damaging everyone in a teamfight.


And last but not least it increases the range of his auto attacks and Cull the Meek. It does not interrupt movement or other actions, so it can be used while chasing/fleeing.

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V) The Fury System

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Renekton does not use mana or health but is limited by cooldowns only. However he can buff his abilities with Fury. This is was makes him so strong over the game.


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Pros / Cons




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Pros





+ +50% base damage


+ Increases the ratio by 50%


+ 3x more heal


+ Doubled stun duration


+ Multi armor shred


+ Below 50%, 50% more Fury



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Cons





- Fury gets lost


- No choice


- Pushes lane


- No fury before team fights


- Weak without Fury


- Enemies know your Fury


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Big question is now: How do we gain Fury? There are four possibilities:



1. Auto attacks. Every time Renekton hits something he gains 5 Fury. In lane or before a teamfight go around and hit some creeps to build and hold your Fury. The more attack speed you have, the faster you build Fury this way.



2. Cull the Meek can generate up to 25 Fury based on how many targets got struck. Very useful if you are missing a little bit to perform a charged Ruthless Predator.



3. Ruthless Predator procs. on-hit effects. Means we gain 10 - 20 Fury every time we use this. Can be used to gain the little missing Fury to dive in the enemy, stun, heal off with a charged Cull the Meek and get back to safety.



4. Dominus generates 5 Fury per second. This means if used correctly it gives you 75 Fury. This makes the ability even more powerful in team fights.




Final tipps:



Activating Ruthless Predator, Slice or Dominus does NOT use Fury. The effects occur only when you hit your target or perform Dice. Those are the only options to save Fury. Also remember that empowered abilities DON'T generate Fury!(Even though that should be clear)


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VI) Skill Sequence

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<

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Dominus gets maxed first as it gives us extra health and AOE damage



We max Cull the Meek second because it increases the damage and the healing cap, offering us more lane sustain.



Now it comes to a decision: Both abilities get decreased cooldown. While Ruthless Predator provides more nuke damage, Slice and Dice provides more mobility and increased armor reduction. Both are very useful but I tend to max Ruthless Predator first because more damage comes handy in lane while increased mobility and armor reduction is much stronger late game.


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VII) Summoner Spells

IMO there are only a few spells that suit Renekton well. Some of them even for one role only:


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Since we are a character that relies on burst, this spell suits us best for a finishing lethal blow that counters sustain reliant characters as well. It is a very aggressive choice that supports our strong early game and lack of ranged abilities.

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Our gap closer(s) are short ranged and it's not always possible to get both. This little spell allows us to counter other Flashes or escape really stick situations. It can be used aggressive and defensive at the same time.

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While Renekton's damage is massive, he's vulnerable to CC pretty hard. If you expect to be in a carry position or await massive CC grab this spell. It removes all kinds of DOTs as well, like Ignite. It will keep your mobility high and enable you to sustain yourself.

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While Flash has it's uses, there is stuff it cannot do. In teamfights this skill is worth tons of gold. You can chase their carries forever or escape even the fastest enemies. It still acts like a escape spell, just like Flash but it works better on the wide, open area of the top lane.

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VIII) Masteries

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Basically there are two possibilities to go with for Renekton:




21 / 9 / 0: You got a main tank and need damage


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+ AD & AP after using Ignite


+ Cooldown reduction


+ Increased damage vs. minions


+ AD per level


+ Overall increased damage


+ Percentage armor penetration


+ Attack damage


+ Armor penetration


+ Increased damage again low health targets


ssssssssss

+ Health per level


+ Armor


+ Magic resistance


+ Health


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9 / 21 / 0: You got no main tank and enough damage


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+ Cooldown reduction


+ AD per level


+ Percentage armor penetration


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+ Health per level


+ Armor


+ Magic resistance


+ Health


+ Reduced slow duration


+ Tenacity


+ Percentage increased health


+ Percentage increased armor / magic resistance


+ Decreased damage


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IX) Runes

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Runes - First choice

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Runes

Precision
Fleet Footwork
Phase Rush
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Greater Mark of Armor Penetration
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Greater Quintessence of Armor Penetration
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Since our opposition will stack armor, we have to deal with that asap. Because percentage armor penetration is applied before flat armor penetration those work really well in combination with Slice and Dice, Black Cleaver and even Last Whisper. The more flat armor penetration you got, the more effective those items will be, as they get their best effect at lower armor levels.

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Most of the champions we will face top lane deal physical damage. In order to trade properly with them, we need those cheap but very effective runes. They synergy with Durability and Dominus, increasing their effectiveness by a lot.



Sometimes you will meet AP characters like Rumble on top lane or a really magic damage heavy team composition. In this case I'd recommend Greater Seal of Scaling Health to lower their overall damage.

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Once you leave your lane and team fights begin you need to have magic resistance. Those scale really well and give you that extra defense while you don't have your magic resistance items yet.



Against an AP lane you may consider flat ones to negate the damage early on.

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Runes - Second choice

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Runes

Precision
Fleet Footwork
Phase Rush
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Greater Mark of Attack Damage and Greater Quintessence of Attack Damage increase your damage very early on. Since you are scaling decent, this results in better harass and some extra minion kills. The problem with those is that they are countered really fast by armor and flat armor reduction gets even more effective as the game goes on.



Greater Glyph of Scaling Cooldown Reduction increases your overall damage really well, especially because cooldown reduction is harder to achieve by items than the rest. Still I prefer additional protection versus magic damage burst without having to rush a magic resistance item. If you want to use them it's probably a good idea to use them with the tanky build.



Greater Quintessence of Movement Speed are nearly on pair with the armor penetration ones because mobility is one of the most important stats in this game. The greatest AD doesn't help you if you cannot reach your target.


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X) About armor penetration / reduction

I'm going to do some math right now because the new calculation buffed armor penetration builds. I'm going to include targets with different amounts of armor until we reach zero.



19 flat 9 x Greater Mark of armor penetration & 3 x greater Quintessence of armor penetration, 5 flat Sunder , 8 % Weapon Expertise (35 % red Slice and Dice):



Black Cleaver (25 % red & 10 flat) + Last Whisper (35 %)



Without Fury charged Slice and Dice



300 A 225 A 135 A 101 A = 50% red / 75% red



200 A 150 A 90 A 56 A = 36% red / 67% red



100 A 75 A 45 A 11 A = 10% red / 50% red



75 A 56 A 34 A 0 A = 0% red / 43% red


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With Fury charged Slice and Dice



300 A 146 A 87 A 53 A = 28% red / 75% red



200 A 91 A 54,6 A 15,6 A = 14% red / 67% red



116 A 56 A 34 A 0 A = 0% red / 54% red


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Black Cleaver (25 % red & 10 flat) + Youmuu's Ghostblade (20 flat)



Without Fury charged Slice and Dice



300 A 225 A 207 A 153 A = 60% red / 75% red



200 A 150 A 138 A 84 A = 46% red / 67% red



100 A 75 A 69 A 15 A = 13% red / 50% red



78 A 59 A 54 A 0 A = 0% red / 44% red

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With Fury charged Slice and Dice



300 A 146 A 135 A 80 A = 44% red / 75% red



200 A 98 A 90 A 36 A = 26% red / 67% red



120 A 59 A 54 A 0 A = 0% red / 55% red



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As we can see Last Whisper wins the entire thing armor penetration wise. The more armor your opponent stack, the better this works out. But don't forget that Youmuu's Ghostblade does overall more damage with the active and additional stats while the Last Whisper just grants attack damage.



What I didn't mention before is the 35% armor reduction by Slice and Dice. Above 100 armor this makes a huge difference and boosts your damage up to 20%. Many people say you should not waste your Fury on this but in my opinion it's the only thing that scales awesome on Renekton into the very late game. He can deal perfect with offtanks and very good with tanks, especially because he doesn't rely on auto attacks that much. Not even talking about the little stuff below 100 armor (assassins, carries, supports). We basically hit those with true damage.

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XI) Items

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Early game items

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Item Sequence

Health Potion 50
Health Potion 50
Health Potion 50
Health Potion 50
Doran's Blade 450
Stealth Ward 0
The Brutalizer 1337
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As Renekton got no mana to use Crystalline Flask and Cull the Meek doesn't offer enough sustain to stay in lane for long with Doran's Blade, the best start is still Boots + 4x Health Potions. If you expect heavy physical harass early you also may go Cloth Armor + 5x Health Potions.



If you can't afford higher items or need additional pressure in the lane grab a Doran's Blade. The more crazy stuff you want to do, the more you need Doran's Blade. They make tower diving much more easy and likely to survive. Always mix some sight wards into the mix, so you don't get caught off guard by the enemy jungler.



Next to buy is The Brutalizer. It is and always has been a very strong, early game item and now that we can build it into Black Cleaver later, it is our duty to get this asap. It offers damage, armor penetration and cooldown reduction, basically everything we need early.


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Core

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Item Sequence

Randuin's Omen 2700
Mercury's Treads 1100
Bloodthirster 3400
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Mercury's Treads deal with our kiting problems and the lack of magic resistance at the same time. Those can only be substituted by Ninja Tabi if you are running another source of CC reduction e.g. Zephyr or Mercurial Scimitar.



Black Cleaver got recently buffed and is absolute core on armor reduction builds. We can use all it's stats so good that I tend to rush this to deal with the early armor stack. In combination with Sunder , Greater Mark of Armor Penetration, Greater Quintessence of Armor Penetration and another armor penetration item we can deal true damage to any target. Now that even abilities trigger the passive, it is even more easy for Renekton to get stacks, not only with Ruthless Predator.



Randuin's Omen is another beast right now. It offers enough armor and health to make us tanky while it also has great utility, now that it always slows the attack and movement speed by the passive and active. It's simply best choice when you dive for their AD carry.



Bloodthirster is a weird little thing: It offers the most attack damage in game but that's not my main reason to pick it up. It offers the most lifesteal of all items as well! This means it is not only a damage item but it makes us more tanky as we get health back. In mix with armor reduction this item gets even more effective.


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More ArPen

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Item Sequence

Last Whisper 1450
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Youmuu's Ghostblade is a stronger version of The Brutalizer with an actually really useful active to chase with movement and build more Fury with attack speed. To make use of the critical strike chance, you should mix it with items like Atma's Impaler that offer even more.



Last Whisper is the overkill right now. Black Cleaver, empowered Slice and Dice, Last Whisper and flat armor penetration brings down every oh so tanky enemy. It is cheap, easy to build and offers some good damage on top.


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Magic Resistance

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Item Sequence

Runic Bulwark 2950
Maw of Malmortius 2800
Spirit Visage 2900
Wit's End 2800
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Mercurial Scimitar is a really useful but expensive item. But this ain't a problem because the Quicksilver Sash and the B. F. Sword are both easy to afford and can be upgraded later. It's a good mix of damage and magic resistance with an awesome active that deals with all kinds of CC, even Impale and other suppressions.



Runic Bulwark is the best magic resistance item IMO. It got health, some armor and plenty of magic resistance for you and your team. Together with Randuin's Omen it fits all your needs of health, armor and magic resistance.



Maw of Malmortius is a good option vs. AP heavy teams. Regardless it is too expensive to be in my standard build. The Hexdrinker however is a strong early game item and should be bought early if facing an AP lane. It adds a lot of attack damage when low and a really useful to bait bursty characters.



Spirit Visage got buffed towards a really good item. Not only that it provides a good amount of magic resistance, it also has tons of cooldown reduction, a passive to buff our Cull the Meek's and Bloodthirster's healing effects and finally it is still very cheap.



Wit's End works pretty well against AP heavy teams if the magic damage is sustained ( Cassiopeia). Ruthless Predator can easily gain all stacks together and also apply the magic damage. It is not too expensive and the attack speed helps stacking Fury.


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More Armor

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Item Sequence

Guardian Angel 3200
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Atma's Impaler is a very offensive item if it's not stacked on top of another armor item. It got some armor, critical strike chance to be mixed with other crit. items, but most important a good passive that converts your health into attack damage. This works really good with Dominus and it isn't really that expensive.



Guardian Angel got hit hard but still it's viable if you can use the passive. And Renekton sure can: His escape options are superior and he can gain a lot more health after the passive has kicked in, thanks to Dominus and Cull the Meek. It also adds some minor resistances.


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More Damage

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Item Sequence

Infinity Edge 3300
Zephyr 3000
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Trinity Force is a really expensive but useful item. While it offers not that much damage like Infinity Edge, it got good burst damage and some utility aspects: A potential slow, attack speed for Fury and movement speed which is really sweet for Renekton.



Infinity Edge is the beast of crit builds. Expensive but effective this item has loads of attack damage and crit chance. If you mix it with other viable crit. items it works really well with Renekton if he's in carry role.



Zephyr is the alternative to go if you need Ninja Tabi badly and could use some cooldown reduction. Conveniently with the lowered cooldowns you gain a lot of attack speed that allows us to get the amount of fury we need at the same time. You think that's all? No it even has attack damage and finally movement speed.


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XII) C-C-Combo breaker!

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Farming

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+

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/

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If you would miss a minion kill due to bad timing use one of both to secure the gold, as both reset your auto attack timer.

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to 50%

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Save pushing, clears entire back wave. Clear the front with auto attacks and Ruthless Predator. Used if you want to push but don't feel save to waste Slice and Dice.

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to 50%

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+

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+

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Fastest push possible, even faster if performed with 50 Fury. Should be only used with proper vision on your opponent and their jungler as it leaves you without defense, especially if you take out the siege minion with Ruthless Predator!

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/

ss ss ss

till

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finish with

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Grab double golems whenever you can! Save a Ruthless Predator because it offers the highest single target damage.

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Harassment

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Walk nearby when your opponent tries to kill creeps for a ranged, free harass.

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+

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+

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Don't cast your abilities alone! Always mix auto attacks in between to reach maximum harass.

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You need > 45 Fury to perform this combo properly. It deals huge amount of damage, heals you in the process and gives you two options: Either you may dash back and leave it as an extremely one-sided trade or stick on your target and use the second Slice and Dice charge to dash in front. However all your abilities are on cooldown and you don't have any Fury. So unless your ahead or try to one-shot your target, simply retreat and enjoy the trade.

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Hide in a brush, wait for the enemy to approach and pull of this combo. It is 100% safe, even if you are behind and provides good damage. Unless he can make up a lot of ground, you got free damage on him.

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Healing

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Hit as many targets as possible. The heal will be even higher if you hit your enemy, also results in free harass.

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+

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+

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+

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+

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> 45 Fury to perform this combo properly. It deals a decent amount of damage and heals you for a ton. It's a win - win - move. You gain health and he looses some. This way the lane will turn much more in your favor than in his.

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Chasing / Fleeing

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Use this to close / extend the distance. Dash trough walls like dragon basin to extend your lead / cut their way off.

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+

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+

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+

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Make sure you hit your target with Slice and use your next charge before Ruthless Predator. This way your stack won't get lost and has time to go off cooldown while you keep them in position.

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+

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+

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Use minions or jungle creeps to extend your Slice and Dice range. Most effective if performed with 100 Fury. If used as flee move and one enemy chases only, use Ruthless Predator first. In any other case don't use it, it will suppress yourself and stop you from moving as well!

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There is so many uses of Dominus in terms of chasing / fleeing:

  • It does not interrupt your movement if you cast it: You don't waste time if you pop it!

  • It deals AOE damage and increases your range of Cull the Meek

  • Gives instant health for tower diving or to survive the chasers damage

  • Fury for even more heals while fleeing or increased damage and stun durations

  • Psychological effect: Fat target fleeing? They stop chasing!

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+

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+

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Walk into a brush, use Ruthless Predator + Slice and Dice away through the enemy: Perfect to avoid ganks because their plan to cut your way off, lets you escape! If necessary you may cast Dominus meanwhile to gain the 50 Fury or avoid death. You can also use it as an ambush for "chasing" purposes. In this case, use the order of the harassment combo and add Dominus to the mix.

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Killing

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+

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+

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+

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+

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=

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Basically the harass combo in combination with Dominus. Make sure to stay in range until the enemy is low enough to finish with Ignite. Always check your Ignite's damage before! If the target got plenty of armor, use a Slice and Dice instead to negate the armor. If he got escape mechanisms, make sure to not use your Slice and Dice prematurely.

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Initiating

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+

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+

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+

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+

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/

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Build up as much Fury as you can before initiating a fight. Wait for the AD or AP Carry to get out of position, a team split or nashor attempt.



Dash in and hit as many targets as possible with either Cull the Meek or Slice and Dice.



If you are loosing a lot of health use the first, if they are heavily armored the second. Also remember: Cull the Meek builds tons of fury if it's not charged with Fury!



Dominus builds Fury the entire fight and deals amazing AOE damage but remember you can hold it back if you are not in danger of dying until you need the heal or used your Guardian Angel.

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XIII) Team Fights

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Let's talk about the most important stage of the game. Lane phase is over, you are farmed and want to do some action. But where to start?


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AD Carry

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>

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AP Carry

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>

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Offtanks

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>

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Support

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>

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Tank

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When to use what:

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  • Primary damage for their carries

  • CC needed to setup a kill for your team

  • Need Fury

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  • AOE damage

  • Heal necessary

  • Need Fury

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spa
  • Secondary damage for their carries

  • AOE damage and armor shred

  • Mobility

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  • Heal necessary

  • AOE damage

  • Range

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Dragon

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First thing to do after leaving lane phase is Dragon. If your team is stronger or their jungler is not nearby, get a Vision Ward, clean the dragon pit and start it.

If the enemy team appears, move around and try to loose or give them Dragon aggro. Never fight with less members, wait for all of them.

If one of their carries looses position, engage on him. Make sure to drop out as soon as you take too much damage. Dragon is worth two kills, never more!

If both teams dance around Dragon, best choice is simply walking to the mid turret and take it down. If they stay they are in a terrible position afterwards and loose a tower. If they come you may have enough time to quickly take it while two of you hold them back.

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Turrets

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Always remember: The team that killed the most turrets will win the game! If you can choose between taking down turrets and kills, always decide to take the turret. Teamfights are only worth something if you gain an advantage afterwards. To get these opportunities, you have to get turrets down first.

Later you may even group as five and assassinate turrets while you are tanking it.


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Baron Nashor

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Same as with Dragon but you need 2 sight wards extra to cover the opposite sides. If you can afford it buy an Oracle's Elixir to destroy the vision completely.

If your team gets caught NEVER FOCUS BARON! Just engage a normal team fight. Again Baron attacks whoever is nearest, so position correctly to give their team aggro and bait their jungler to solo it.

If their team is doing it and you cannot stop them, again push mid for a free inhibitor.

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XIV) Ranked Play

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There's a few things to say about playing a ranked game:


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  • If you are in the champion selection screen look what role you take. If you expect to be the main tank (which isn't your ideal role) take the build that provides most tankyness. Always check your runes and the summoner spells of your opponent before the game starts!


  • Remember to take risks only if you know where the enemy jungler is! Be even more wary if you don't have your Flash or Dominus ready. Map attention is crucial to win your lane. Renekton's early game is strong and the only reason to loose your lane is a counter pick (which you hopefully checked before) or an early gank that sets you behind. However: If he has shown himself or you got your sight ward up, be aggressive and win your lane!


  • Help your mates! If it is time to do dragon: Be there! Gank mid if possible. If the enemy uses your jungle to gank, ward mid as well! It will keep you and him alive. Help your jungler if he has problems in his part of the jungle or while invading. Don't waste farm but always be present in the game. Your goal is to have more impact on the game than your opponent.


  • Stay positive! Seeing things negative and **** talk won't ever make you nor others play better. Just imagine you are playing with four, mindless super minions. Take the lead and distribute bread. But don't flame around. 99% of the league players can't handle criticism. At all.. So better stick with phrases around that or leave it completely.

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In short: Enable tryhard mode (checking runes and masteries, going to the toilet before even joining ranked que, not playing ranked when in ****ty mood or internet), be the nicest player on earth, play your best, do everything for your team. Now you should not have any problems playing ranked withsss Renekton!

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XV) Matchups

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All the champions you might meet at the top lane are rated and explained here:


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Akali

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3/10

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Countered by: Oracle's Elixir, Hexdrinker, Ignite
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She's melee and has no escape move to avoid your harass efficiently. However, she deals great burst damage, harasses you with her Mark of the Assassin as well and has no costs and later free sustain. Deny her creeps early and keep her pushed, so she can't go roaming and score kills. Early Vision Wards can deal with her Twilight Shroud but remember she still gains resistances.

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Countered by: Bloodthirster, MR, Health
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His sustain is massive, don't waste time harassing and farm like mad. Rush early sustain to stay in the lane with ease, repelling all of his harass as well. Always watch out for his Rupture, he will stomp the ground. Keep an eye on the brushes, his CC makes ganks devastating! Push him to the tower and search for objectives. The more active laner wins the game.

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8/10

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Cho'Gath

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sp

Darius

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7/10

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Countered by: Dominus, Health, early Armor, Mercurial Scimitar
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Avoid getting hit by Decimate but if he hits you don't let him ever stack Hemorrhage for free! The DOT is a big part of his early damage. Dance around him with Slice and Dice while you cannot trade due to cooldowns. Always go back sooner than usual. Mercurial Scimitar can cleanse the entire stacks and waste his ultimate easily, also helps vs. the DOT. Health is more effective to build than resistances, due to true damage from Noxian Guillotine, magic damage from Hemorrhage and later the Apprehend armor penetration. He has no lane sustain and runs oom pretty fast if you heal up in lane.

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Countered by: Ignite, MR, Dodge
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Easy lane IF you can dodge these Infected Bonesaws or hide behind minions. If you cannot you need magic resistance asap. Always save your Ignite for his ultimate Maximum Dosage. Get Bloodthirster asap when he got his ulti. Otherwise he out sustains you really hard.

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3/10

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Dr. Mundo

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sp

Fiora

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4/10

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Countered by: Armor, Randuin's Omen
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Pretty easy lane because none of your abilities activate Riposte. Interrupt her with Ruthless Predator as soon as she activates Burst of Speed. Don't use autoattacks in your combos if she has Riposte up. Her sustain is minor and her mana costs pretty high if she spamms them.

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Countered by: Armor
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Gangplank is a rather easy setup because both his harass and sustain are mana based while you can do the same for free. He still got a few tricks upon his sleeve as he can remove your stun and his ultimate deals surprisingly loads of damage because your model size increases.

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5/10

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Gangplank

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Garen

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7/10

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Countered by: Early armor, Tenacity
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One of the most annoying lanes to play against. Like you he has infinite sustain and free harass and is naturally bulky. The silence gets really annoying because we are still a caster. BE very wary with his ultimate, it deals increased damage if you popped Dominus because it scales with missing health points and deals magic damage, means your armor is useless against it.

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Countered by: Health, Randuin's Omen, Sustain
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Irelia is a double edged sword. Until she reaches a decent amount of levels you can easily lane against her. However at level 9 her sustain and wave clear gets good and in combination with ganks you may die quite often. Make sure to shove and ward. You can run up to two Doran's Blades against this lane.

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6/10

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Irelia

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Jax

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/10

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Countered by: Randuin's Omen
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Jax is pretty much the same like Irelia. The longer the lane goes, the stronger he will be. Remember that Counter Strike has a really long cooldown. Use this window to harass him. Make sure there are no minions around or he will dodge your combo with his Leap Strike.

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Countered by: Randuin's Omen, Ninja Tabi, Sustain

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Jayce is a hit and run lane. His early poke is really strong but it also takes some mana. If he goes bruiser you can fight him in a head to head unless he disengages straight after and if he goes poke glass canon he's easy prey. Make sure to stay away from minions to dodge Shock Blast.

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6/10

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Jayce

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XVI) Two Builds Stats and usage

Burst Croc

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Health:


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AD:


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Crit:

ss3114


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ss389


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ss0%

spacespace

Armor:


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AS:


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CDR:

ss171


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ss1


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ss24%

spacespace

MR:


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ArP:


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MS:

ss149


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ss34 / 40 %


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ss390

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Main purpose: Assassinating carries, high damage to high armored targets, burst.
This build offers maximum armor penetration with tons of AD to nuke targets of all kinds. Still it is pretty tanky and almost immune vs crowd control. Use this if you have an initiator. Wait for the right moment and nuke their damage or force them back. It provides also the strongest laning power, as we can grab a lot of small items early.

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Tanky Croc

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Health:


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AD:


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Crit:

ss3390 / 4014


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ss342 - 381


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ss15%

spacespace

Armor:


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AS:


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CDR:

ss254


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ss1


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ss14%

spacespace

MR:


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ArP:


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MS:

ss208


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ss12 / 8 %


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ss408

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Main purpose: Initiation, soaking up damage, CC.
This build offers tons of health and resistances. But not only that, it got a lot of utility like Randuin's Omen - debuff, Runic Bulwark's team aura, a huge shield to prevent burst damage and finally advanced movement speed. Still, you can deal tons of damage. It's made for initiation, tanking damage and dealing enough damage to force their carries back.

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XVII) Summary

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Congratulations! If you have read the guide till here you are on your best way to master Renekton and have a lot of fun and of course victories with this champion.



However, remember: Only with practice and time you will be victorious! No master has fallen from heaven yet and there probably will none. Take your time to match different enemies and try different builds. The more variation the better!



I hope you enjoyed the guide, I have put a lot of effort into this. The reason is that I want to help other people playing this awesome champion. So if you want to support this guide, please leave a +1 below to make sure it can help other just like it has helped you :) Also if you have questions or suggestions, feel free to leave them below!

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XVIII) Special thx to:

Jhoijhoi: For her guide making guide!



Elkoalaconcasco: The picture in the summary!

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XIV) Changelog

26.12.2012 - Guide released!


04.04.2012 - Continuing to finish math up section :)

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