Renekton Build Guide

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Lavish Brutality by Colten XVIII

written by Colten XVIII

Renekton Build

Table of Contents

  • Welcome to Colten XVIII's Renekton Guide!

    Greetings, one and all, to my Renekton guide.From what I've seen in League of Legends, Renekton, is a very underrated champion. I don't see him played that often, and when I see him played, it's not very good. People simply don't know how to play, or build him. 
    I will be helping many of you reach the true potential that is Renekton.
    Let's jump right into it.

  • The Pros and Crocs

    1. Amazing early game is runed properly.
    2. Very good at soloing.
    3. Can farm with ease.
    4. Good at escaping ganks.
    5. Good burst damage early to mid.
    6. Very good in teamfights.

    1. Bad late game.
    2. Hard to recover from if you didn't do good early.
    3. High skill cap
    4. Has problems with jumpy AP champions (ex. Fizz, Kassadin)

  • Abilities

    Reign of Anger
    When Renekton is below 50% health he generates 50% more fury from all sources.
    This passive, is...overlooked and is good yet nobody notices it. When you're low, you gain 50% more fury from ALL SOURCES.
    Including your Ultimate which gives you 5 fury a second, so under 50% health you'll be getting 7.5 fury a second. When all you need is 50 fury in order to do an Furized ability, its a pretty significant passive. All I can say is that it's overlooked and without it, Renekton would be far worse off.

    Cull the Meek
    (Active): Renekton swings his blade dealing physical damage to nearby enemies and healing for 5% of the damage dealt up to a cap. Heal amount is quadrupled against champions. Each target hit grants 5 Fury.
    When Renekton has 50 or more Fury he deals 50% additional damage and heals for 10% of the damage dealt, the healing cap is tripled. Consumes 50 Fury.
    Cooldown: 8 seconds
    Radius: 450 (estimate)

    Physical Damage: 60 / 90 / 120 / 150 / 180 (+0.8 per bonus attack damage)
    Healing Cap: 50 / 75 / 100 / 125 / 150

    Fury Empowered Physical Damage: 90 / 135 / 180 / 225 / 270 (+1.2 per bonus attack damage)

    Fury Empowered Healing Cap: 150 / 225 / 300 / 375 / 450
    This is going to be your main skill, you will spam this everytime it is up, and you will attempt to hit an enemy champion along with minions EVERYTIME it is up.

    Ruthless Predator
    (Active): Renekton’s next attack will swing twice dealing physical damage and stunning his target for 0.75 seconds. Each hit applies on-hit effects.
    When Renekton has 50 or more Fury his next attack will swing three times dealing physical damage and stunning his target for 1.5 seconds. Consumes 50 Fury.

    Cooldown: 13 / 12 / 11 / 10 / 9 seconds
    Physical Damage Per Swing: 5 / 15 / 25 / 35 / 45 (+0.75 per attack damage)
    This is a very, very nice high damaging stun, think about an AD version of [spell_text=Cryptic Gaze], its very good in combination with your Slice and Dice.

    Slice and Dice
    Slice (Active): Renekton dashes forward, dealing physical damage to targets along the way. If he hits a target he gains the ability to use Dice for 4 seconds.
    Range: 550 (estimate)

    Cooldown: 18 / 17 / 16 / 15 / 14 seconds
    Physical Damage: 30 / 60 / 90 / 120 / 150 (+0.9 per bonus attack damage)

    Dice (Active): Renekton dashes, dealing physical damage along the way.
    When Renekton has 50 or more Fury Dice deals 50% additional damage and reduces the armor of targets hit for 4 seconds. Consumes 50 Fury.
    Range: 550 (estimate)

    Physical Damage: 30 / 60 / 90 / 120 / 150 (+0.9 per bonus attack damage)
    Fury Empowered Physical Damage: 45 / 90 / 135 / 180 / 225 (+1.35 per bonus attack damage)

    Fury Empowered Armor Reduction: 15 / 17.5 / 20 / 22.5 / 25 %
    This spell is the key spell into making Renekton a force to be reckoned with, this spell, separates the good crocs from the bad crocs. Master this, when and where to use it, and you will be called OP all day.

    (Active): Renekton empowers himself with dark energies, gaining increased size and health for 15 seconds. While empowered, he deals magic damage to nearby enemies and generates 5 Fury per second.
    Cooldown: 120 seconds

    Health Gain: 300 / 450 / 600
    Magic Damage Per Second: 40 / 70 / 100 (+0.1 per ability power)
    Renektons Ultimate. Good in teamfights, good in 1v1s, will allow you to win lanes, survive ganks, surprise enemies, and overall do "tons of damage".

    Very very good, great for juking (will pick up on this later).

  • Masteries

    Masteries are pretty much up to the user, and you're own playstyle, but my personal Renekton mastery page is 19-2-9.

    Offensive Tree
    Summoners Wrath - 1
    Brute Force - 3
    Alacrity - 4
    Sorcery - 4
    Weapon Expertise - 1
    Havoc - 3
    Sunder - 3
    Defensive Tree
    Resistance - 1
    Utility Tree
    Good Hands - 3
    Improved Recall - 1
    Swiftness - 4
    Runic Affinity - 1

  • Runes

    I've tried a couple different Rune Combinations and I'm still tweaking them, because it's always nice to explore all the options. 
    Right now I have
    I've tried Greater Quintessence of Swiftness and I think they work alright, but I also think that early AD helps get a bit more burst damage out in early scuffles. 

  • Different Skill Orders

    General Skill Order
    Solo Top
    Duo Bottom
    The General Skill Order is an array of ability levels, leveling them up for the most part, equally. It retains the priority of R>Q>W>E.
    The Solo Top Skill Order is focused on keeping a lane presence, and maxing Q first in order to have the most sustain that you can in the lane. It retains the priority of Q>R>W>E
    The Duo Bottom lane is focused on stunning your opponents and dealing large amounts of damage. It retains the priority of R>W>Q>E

  • Summoners

    Exhaust is a very good spell, and I always carry it with Renekton, because it fits so well with shutting down the enemy carry and it can be very good for winning 1v1s or even 1v2s.
    Ghost is the other ability that I carry on Renekton about 90% of the time, simply because I have the [mastery_icon=summoner's wrath] mastery and it gives me an extra 30% movement speed. It's really good paired with for getting away and/or for ganking. 
    Heal is a good spell. It isn't the BEST spell, but it saves lives, I've seen it. I don't care if you are in high ELO with a stupid high rank, if you tower dive, and you die, you'll wish that you had heal for that one last tower hit that killed you. It has great synergy with your ultimate at level 6 you will heal 465 health, and at level 18, you'll heal 1190. That's not something to laugh about. 
    Flash, is.... flash. You can get away with it easier then Ghost, but it's harder to initiate with it as Renekton. I mean, you can Flash then Slice and Dice to gain a lot of distance, but you can Slice and Dice over some walls, and Ghost gives you a longer duration, and you can aim your better. I use SmartCast so I have occasionally used it on a minion when I've flashed. :(
    Those are pretty much the only spells that I would think about on Renekton.

  • Builds

    Renekton can be built a myriad of ways from AD Carry to Tank to Bruiser to Burst AD Caster. I build him AD Caster because it fits his toolbox and my playstyle very well. 

    Solo Top Core Build (AD Caster)
    What is Armor?
    Beefy AD

    As you can see plenty of builds work for Renekton.
    •I really like because you get all three stacks with one making your do pretty much true damage to squishies. I don't usually get it, but when I do, it's great. 
    •The items that I get 95% of my games are and a , because they work so well with Renekton. 
    is an item that you get when you feel like you're either doing really good in a lane and have the gold to afford it, you find yourself getting ganked often, or you need more sustainability. The free ward comes in more then handy when you are soloing top.
    •I've played Atmog's Renekton and it's not as good as a pure AD/CDR simply because you don't have CDR, you don't have the spammability in your spells that makes Renekton so mobile and bothersome. 
    •Playing straight AD carry Renekton isn't a good idea because he does so much better with max CDR, which I obviously cannot stress enough. It works, of course it works, and the reason it works is because you are facerolling the enemy team like the Tryndamere you wish you were.
    •The Beefy AD Build works better then Atmogs because you still get the CDR and survivability but at the lack of damage.
    •There are plenty of ways to build Renekton.
    •If the enemy team is mostly AP try investing in a or a
    •If the enemy team is mostly AD try investing in a or a
    •I'm really not a fan of because it doesn't really give you much. YES it stacks with your but it really doesn't give that much bang for your buck. 


  • Items

    Okay now... Items...
    It can be trick with Renekton because there are several item paths. Lets start off by saying... Cooldown Reduction and Attack Damage are positive. While.. Attack Speed and Critical Chance are negative.
    You need to balance CDR/AD/Armor/MR/ArmP.
    The best way to do this is with the following items:
    The way I usually build, is... I start with and x3.For my first trip back I usually wait until I have 415g + 75g for a and a .
    If I can afford it, (say I got a kill) I get my as soon as possible, followed by a .
    A thing that I've learned, is.. either calculate the money it requires to buy your next item + 75g to buy a ward, or when you go back, buy a ward before you buy your other items that way you ALWAYS get a ward before you head back out into your lane and you don't have the "didn't have enough money" excuse... 
    Pretty sure you kill 5-6 minions = ward. 

    Items grouped by Tier on Renekton
    Tier A
    (Items that are almost mandatory on Renekton)

    Tier B
    (Items that are very good but not always needed on Renekton)
    Tier C
    (Items that can be used on Renekton in situational cases)
    3. [item_icon=Force of Nature]
    Items that I didn't mention, are probably not worth mentioning. 

  • Playstyle

    Renekton has a different playstyle throughout each phase of the game.
    I will attempt to break these

    Laning Phase
    If you are solo laning, you can start with +x3 or you can start with +x5. Either is acceptable, and if you know that you're going against an AD champion go with the and if you know you are going against a ranged champion go with the . That's simple.
    You want to play Aggressively Defensive, meaning that... if they move on you, you retaliate with such force that they leave you alone, and it puts them in the mindset that, "If I hit him, I get hit back harder". People will leave you alone when you put them below half with a single combo. 
    DO NOT CHASE ANYONE.Unless you can kill both people in the lane by yourself, DO. NOT. CHASE. ONE. OF. THEM.
    If you die in your lane, you lost the lane. You gave them gold, and your tower gets destroyed and that lets them gank the other lanes to their hearts content. If you kill both of them and die, its not that big of a loss. But if one of them survive, you better hope to SOBEK that it is the support.
    You should start harassing at level 1 with your if you feel it is safe to do so. If you feel like the champions you are going against will be able to put more damage on you then you can on them, do not do it. 
    Say you are facing a lane of Sona and Brand in the top lane, you can easily harass them without much damage being done to you because they are squishy and there for get the mindset previously mentioned. 
    If you are in a lane vs a Jax and a Xin Zhao. Good luck, I salute you and I'm proud to have fought by your side. Don't harass them until they tower dive you which they probably will. Then you stun one of them, and exhaust the other one. You target the person being hit by the turret and kill them off first, because when you kill them off, if the surviving champion even does 1 damage to you, the turret will lock onto them, and they will be taking turret shots as well.
    Winning a 1v2 lane is very advantageous to your entire team, because you are probably outleveling the entire enemy team if your mid did anything right. 
    If you start being harassed out of lane, ask your jungler or your mid to gank, because if you can ALMOST kill both of the people you are fighting against, then with a gank, you can secure both kills giving you a great experience advantage.
    Your combo should consist of > > > .
    Items you should be aiming for are and .

    Ganking Phase/Mid-game
    Mid game, peoples mindset changes and everyone is out looking for blood. You are going to use this to your advantage.
    People are very greedy during this part of the game, because this is when people get ahead, and when people get their ultimates. 
    You have two choices:
    1. Go gank your mid lane.
    2. Stay in your lane, and help your mid lane if it gets gank by your enemy lane.

    By ganking mid lane you give your carry the opportunity to either gank another lane or get ahead in experience. 
    By staying in your lane you give yourself the opportunity to get more experience and kill your enemy laners when they come back from ganking a different lane.
    This is where your comes into the game as a "teamfight changer". It does 40 damage a second at level 1 and 70 at level 2. Level 2 you get at level 11, which is when teamfights start pretty much, if the game goes normally. 
    In a teamfight, your job, is to dive into the enemy team with you're ultimate on, and stun the enemy carry (ex. Annie, Ezreal, Ashe). You're team can mop up the kills while you come out with a kill or two, and a mouthful of assists.
    Make sure that everytime you go back, you buy a ward, and ask your teamates to do so as well. During this time you plant wards at each of the buff locations and in front of dragon. 
    Your combo should consist of > > .
    You go in first, and leave last.
    Items you should be aiming for are , , .

    End Game
    The weak part of Renekton, his only flaw, is his late game. His damage drops off as people get armor, which is why we have a ton of armor penetration. You can still demolish squishies, but hopefully you don't get stun locked and bursted down. You are kitable if you don't have off of cooldown. 
    Your role here, is to be a stunbot and an AOE damage dealer in all the teamfights. You stun whoever runs away, and you always use your AOE abilities in everyfight. Make sure you spam in any fight you happen to come across. 
    At this point of the game, you ward entry points into the jungle, you ward Baron Nashor and dragon as well. 
    Your combo stays the same as it was mid-game, just use your stun more often.
    Items you should be aiming for are , , , or if your opponents are stacking armor against you .

  • Cool Tips

    •After you get you can jungle rather quickly because has a chance to proc each time you hit with it.
    •If you are laning against a single champion and you know it is safe to go on the offensive. Walk up to them and hit them with , then and then out. 
    External Image These are the walls you can use Slice and Dice across.

  • Closing

    This is my guide and I hope you thoroughly enjoyed it, I would appreciate constructive criticism, AND trolling as long as its intelligent, I could use a laugh.
    If you would like to quote my guide or use anything from it, please ask for permission, I'd be glad to help you in anyway that I can.
    If you have any specific questions regarding Renekton or anything about it, I would be happy to assist you in your endeavors. 
    Thank you for reading my guide.
    And always remember, that your enemies are next on the chopping block!
    -Colten XVIII

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