IntroductionRenekton is a crocodile or alligator who's very strong from the early game to the mid game. Since Season 3, the new items have found a liking to Renekton which makes him much stronger than he was in Season 2. He does enormous single target damage and does exceptional AoE damage with his Q + ult. He tends to fall off late game but with the right itemization, he can do fine throughout the entire game. He's very underplayed in competitive play, but recently, he has been played much more often for the strong armour shred skill. After seeing a lot of LCS games where people are playing Renekton, people can see that he's a very strong champion.
- Adding match-up section
- Getting into more detail
- Currently adding and changing a few things a day since I have no time to do it at the moment.
- Redoing masteries [PRIORITY ATM]
Pros and ConsPros:
- Extremely strong early game.
- Strong mid game as well
- Very strong burst post level 3.
- Can get away from ganks quite easily if your is up.
- No Mana. Can use skills more often than Mana champions.
- Can follow up with ganks very easily with .
- Falls off late game if items aren't built right.
- Kited if no target for .
- Is he a crocodile or is he an alligator??
The main masteries I use for Renekton
Renekton has been recently played by everyone as a tank. After trying it and played Renekton much more than I used to, I come to a conclusion that building him as a tank is much better than playing him as a full on DPS champion. I like to use these masteries because it helps with early game damage with 8% armour penetration as well as scaling AD so you can deal more damage late game. Also gives you CDR since all your skills rely on CDR and you get Summoner`s Wrath which is just a bonus 5 AD and AP while your ignite is on cooldown. As for the 21 in defense, most of it is straight forward. 2 on hardiness and resistance if you're playing solo queue, you won't know whether your laner is AD or AP. Durability for scaling HP, Veteran Scars for extra HP, Juggernaut for bonus % HP, Safeguard to tower dive more easily, Reinforced Armour to stop crits from hurting, Tenacious for CC reduction, Defender for bonus armour/MR, and Honor Guard for 3% damage reduction.
RunesFlat AD Marks: Since all your skills except your ultimate scales off of AD, AD marks would be perfect for some extra early game damage. It could also help you cs better since you deal more damage. Makes your already strong early game even stronger.
Flat Armour Seals: Useful since there will always be an AD champion on the other team unless they're trolling with all AP. Helps you win trades against other AD champions.
MR per level Glyphs: Good because you will have to sustain some magic damage dealt by their AP carries later on in the game so MR per level are fine since you get more out of it than flat MR glyphs. You can use flat MR glyphs only if you know you're going up against an AP top laner.
Flat AD Quintessence: It's basically the same concept with the flat AD marks. Helps you deal more damage, CS more easily, and win trades.
- Does true damage (50+20 per level) - Good for finishing people off.
- Reduces healing effects and skills by 50% - Strong against people with any kind of heal and the list goes on...
- With the mastery Summoner's Wrath, you gain +5 AD/AP for just using ignite so it's always a plus for you.
- Good for running away(Ganks, 1v1s, etc).
- Can be used aggressively to flash onto someone to kill them.
- You can flash over walls to either run away/catch up to someone/cut someone off.
- Steal objectives(Baron/Dragon/Buffs).
- Dodging long range skillshots that can kill you.
- Flashing to taunt your enemies.
- Good for unkillable opponents - go gank another lane with TP.
- Good for getting back into lane quickly so you lose less cs.
- Can be used for split pushing.
- TP to a nearby ward to start a dragon fight.
- Counter gank a different lane.
Passive: Reign of Anger
This passive is pretty good in my opinion, although mostly used in the laning phase. It increases all your skills greatly and has other effects as well. It lets you heal more from your , it gives you double the stun duration of your , and it shreds armour off whoever is hit by the second dash of your . The thing is, you can only use this passive in teamfights whenever you pop your ult on and you have to take some time for it go up and that I find to be the downside of this passive. Other than that, it is a good passive.
Q: Cull The Meek
Your main damage source. A fairly large AoE skill with a neat healing effect to it. It deals a decent amount of damage and it clears waves very fast. It is a good skill for some easy harass and sometimes saves you because of the heal. I like this skill because you can chase people down and can whenever it is up and not have to stop to use it. The radius of the skill is fairly large so missing it wouldn't be too hard. At level 3, you could probably first blood the guy because the damage of this and his other skills are just so high with his fury. I recommend maxing this skill first because of the easy harass and the greater heal it would give you.
W: Ruthless Predator
Renekton's only CC skill. The 0.75 second stun or the 1.5 second stun with fury. It does actually a lot of damage by itself and it does much more than your . The only reason why I would rather max my over the is because I'd rather have my up more often to use for it's easy harass and healing ability and that the cooldown for is much longer than . The only thing I find bad about this skill is that when you use it, you have to stop for it to work, so if you're trying to chase with this skill, you're gonna end up slowing down because you're going to be stopping to stun the guy. I max this skill second so my damage can stay bursty throughout the mid game.
E: Slice and Dice
The dash is very useful in the laning phase. It does meh damage but it is a great gap-closer especially when minions are around and it is a pretty good escape mechanism if you use it correctly. If you want to use it offensively, make sure you have fury because the only way you will win trades every time is if you have fury. If your opponent is hiding behind their minions, you can dash once to get up into his face or if they're already up in your face, you can use your combo onto him and then if he tries running away, you can go chase him down with this skill. If used defensively to try and get away from a gank, what you want to do is run straight into their jungler if he were coming from behind you. Once you get into his face, dash right through him which gives you a second dash to dash again to get farther away from them. The downside of this skill is that it has such a long cool down so if you use it to harass and the enemy jungler comes to gank a second later, you're basically screwed so don't bother using up any summoners unless you know you'll be able to get away.
If you guys know 's ultimate, you would probably guess that has the same ultimate except that 's ultimate does much more damage since it is by % and 's is flat magical damage. Not the greatest ultimate in the game but not the worst at the same time. Maybe the only times I would ever use this ultimate is when I'm getting dove at my turret or I'm diving my opponent at their turret. It heals you for a decent amount and gives you 5 fury per second. It takes some time to gather up some fury in a short amount of time and I don't think its worth it. If you want to want to dive someone, I suggest waiting until you have at least 50-75 fury because waiting on the fury isn't going to be worth it and going in with 0 fury hoping your ultimate will give you enough fury to finish him off isn't going to be enough unless they're already a hit or two away from death. The damage it provides is AoE magical damage. Kind of awkward since the rest of his skills all scale off of AD so the damage on it isn't very significant. I don't use the ultimate for damage, I use it for heal baits when it's needed.
Skill OrderLevel 1:
Taking your can be very beneficial to you as it has many different uses level 1. It can be used if your opponent for some reason tries trading with you level 1. Just him and back off. They will take more minion aggro and will probably waste more potions if they even bought any while you sustain part of what he done to you. Also can be used for when the enemy jungler comes to gank so you can get a q or 2 off so you would have more chances of surviving the gank.
Depending if the enemy jungler is known for level 2 ganks, you should go with your second to get away from ganks more easily. It can also help you for securing first blood as there are two gap closers. Also makes for okay level 2 harassment. Q + E combo will do a chunk with fury and take much less than what you would do to them.
Which ever you didn't get yet. It sets you up for all your great lane combo's. Your Q + W + E combo will do lots to them getting them scared to fight you. It stuns them for 1.5 seconds with fury and does a huge amount of damage regardless of level. Only downside to this skill is that it immobilizes you in one spot which is quite a pain.
Why max your first?
Maxing your will give it more damage obviously but the reason why you should be maxing your first is because of the sustain it will give you. Each time you hit an enemy with it, you would heal more than you would off of minions so maxing this skill first will help you trade more easily to other enemies and help you sustain more so you can stay in the lane much longer. Also can be used to quickly shove a lane as it is AoE and can one-shot a group of minions at some point of the game which I can forgotten.
Why max your second?
This skill is great as a gap closer as well as a armour shredder. It does 35% armour shred at max level so having armour pen items or runes/masteries, you will be doing a lot to them as well as keeping up with them.
Why max your last?
This skill does the second most amount of damage and provides a stun. With fury, this does a great amount of damage but it immobilizes you which handicaps you if you're trying to chase. Leveling it last will be more beneficial as that having your e up more often will allow you to keep up in chases much more easily than being stuck in 1 spot to stun them for .75 seconds or 1.5.
When do you level your ?
I level it at the levels you get it available for level ups which are 6, 11, and 16. Why? It's like every other ultimate in the game, no explanation should be needed for why your ultimate should maxed at the levels it's available.
Skill CombosLevel 2 combo: AUTO -> AUTO
Level 3 combo: -> AUTO -> AUTO -> AUTO
or AUTO -> AUTO -> AUTO -> AUTO
Killing combo: -> AUTO -> AUTO -> AUTO -> AUTO
TIP: Always auto-attacking in between skills will greatly increase your damage overall.
Item BuildsItems that could/would be strong on Renekton:
Sucks now since it got nerfed. Shouldn't be a first item, could be an early game item if you want it although it isn't very strong as it was before. Price was raised by 120 and it gives barely anymore sustain than it used to.
I am starting to buy these items for the start as it gives a lot of sustain to begin off of and you get two wards for early ganks. Much more recommended than buying a flask now.
This is for strong AD bruisers or people with a lot of auto attacks:
Some people like to still get these items, which is fine by me. It is personal preference so if you enjoy having some extra movement speed over sustain, go right on ahead. I stopped getting boots + pots after the S3 patch because I don't feel like it's as needed anymore.
I wouldn't mind getting these to start with since it gives some damage and a bit of sustain but going flash/potions/ward gives much more sustain and stops pre-6 ganks which is why I would would choose the flash route over this one. You can get these on your first back if you're going even with your opponent or you're losing to them in trades. Since the "nerf" on it, it doesn't give as much sustain as before but early on, the doran's blade is actually pretty strong as it gives consistent sustain. Depending on how much money you got on your first back, get 1 or 2 of these.
LEAGUE OF CLEAVERS. I like to build this item first as it gives armour penetration and attack damage which is perfect for Renekton do burst people down. Since the black cleaver got reworked, it has been a standard item for just about every AD bruiser/caster in the game. It provides early to mid game damage and provides a slight bit of tankiness. I get this item first about every game I play with Renekton because it is such a great item for him.
Only time you should be getting this item is if you're wrecking your lane and you want to be able to deal additional damage. CDR is your friend since you are manaless.
Get these boots if there are three or more AP champions on the other team or they have a ton of CC on their team. This plus the tenacity reduction mastery, you will be blessed as the CC will run off so much faster.
Get these if there are three or more AD champions on the other team or the other top laner is AD and is wrecking you somehow. Or if you're going even with your opponent, get these and you will have the upper hand when trading.
Very strong item for AD casters/bruisers. You won't be as tanky as you would want to be but you would do a significant amount of damage plus having some sustain with the lifesteal it provides. You can also stack up your bloodthrister which would greatly increase your damage and increase your sustain as well. You should get this item if you're ahead in your lane. You shouldn't be getting this item if you're losing your lane because you will more vulnerable to death since you won't be so tanky.
Great item if you have troubles trying to chase people down. It gives a pretty crappy amount of AD but it gives such a strong slow and it makes you somewhat tankier since it gives a lot of health. If you're losing lane, you should get this item earlier in the game. It will make you tankier and the slow would help your team with small team fights that break out so you can be useful to your team even when you're losing your lane.
If you're the sole tank on your team which I hope to god you won't be, this is one of the early items you should be getting. It provides you with tankiness and some AoE damage which works well with your . You'll be able to deal SOME damage by just standing in the middle of the fight tanking all the damage for your team.
Very strong item especially if the other team is starting to stack armour. You should get this item if the other has over 100 armour, if not, the item doesn't do as much as you think it would. Very strong item for the mid to late game team fights.
AoE over AoE damage. Renekton does a decent amount of AoE and with this item, you would do much more damage especially in teamfights where you would want to be in the middle of the whole fight. Only get this item if you want to be trololololol
Very strong anti-AP item with some damage. It is very strong against teams with a lot of AP champions and your opponent is one of them. The thing about this item is that I HATE upgrading it to a . I don't feel like its worth it at all. It's expensive and it provides almost a decent amount of damage. The passive on it is unique and neat but I doubt you will be able to use it efficiently as Renekton.
One of the best Anti-AD items in the game. This would be a good item to get if you want to become tanky. The active on it hasn't changed so it's as great as it used to be. It makes diving the AD carry in team fights so much easier since they won't be able to do as much damage as they want to you and you can easily burst them down. If you plan on becoming tanky, this is the item to get for sure.
Decent MR item in the game. It is more expensive now but provides much more MR than it used to. It went from an early to mid game item to more of a mid to late game item. It gives some CDR which is nice and it gives you a nice passive. You heal for 20% more than you usually would which means your and would would heal you more. It's good for when they have a lot of ap on their team.
It isn't as great as it used to be in Season 2 but it's still a relatively cost efficient item. It gives decent hybrid defence and you get a second life. I wouldn't suggest getting this item until it is the last item because there could be better items for the situation for the moment. It could end up being a waste if it wasn't even used at all.
I don't suggest getting this item at all but there would be some certain situations where you have to. Like for example, if the other team has three or more auto-attackers on their team, I think it would be a nice idea to grab a thorn mail. Other than that, you wouldn't need this item as there are better like the .
One of the new items for Season 3. Almost like a bloodthrister but with a neat passive to it. A mini bloodthrister I guess you can call it with a nice passive that can be used offensively and defensively as well. The item basically has a passive that allows you to do 4% of their maximum health and heals you for it. The active damages them for 150 + 50% of your AD and steals 30% of their movement speed. I probably would replace bloodthrister for this item instead if im facing someone who likes to build health like.
Do you hate dealing with people like ? With this new item, you can qss all your problems away and you would still get some damage out of it since it builds off a B.F. sword. I wouldn't normally get this because these champs are very underplayed and if i know I am going to face them , I would go 9-21-0 masteries for the tenacity reduction. can burst you down from 100% to nothing if you're stunned. So this would be the ideal item if that were the situation, other than that, this item isn't very good on Renekton.
Very strong tank item recently picked up by many players. Giving only health, it makes for great early resistance against AP and even AD champs. It's strong on almost every champion and should be bought if you're going to be building tanky. It's very cheap for the tankiness throughout the game so buying this will be a good investment even if it stops Renekton from dealing as much damage as he would want to. This would probably be my second or third item depending on the situation but i would get this item almost every game.
Strong item for teamfights and should be picked up by at least one person on your team. Gives a shield to you and the rest of your team if they're near you. Item can potentially game-breaking if used properly. I don't suggest getting this item every game but you end up having to be the only tank on your team, this is a very strong item to build.
Items that aren't very strong on Renekton:
Although it makes you somewhat tankier, what else does it do for you that could be beneficial? Since this item was nerfed, it was no longer considered a strong item. You may say Fratmas or Atmogs is a good build but since when is Renekton going to be needing critical chance? He doesn't rely on criticals to deal damage. Renekton doesn't even build that much health to begin with and if he was, he'd be going tank items so why would he need damage with an atma's? I don't feel like it's a strong item and I feel that a sun fire cape gives you better stats and can potentially deal more damage over time.
Very strong AD item but kind of wasted gold on this item for Renekton. You're paying and extra 800-ish for the critical chance and without it, it is about the same price as a bloodthrister. Full stacks on a bloodthrister gives more AD than an infinity edge and it gives sustain where the infinity edge does not. Basically what I'm trying to say is that, buying an infinity edge just makes you pay extra for a useless stat that you won't be using.
Whether you're on purple side or blue side, these should be the main places that you should be warding.
I personally like to ward in the corner beside the tri-brush and the other brush for ganks from tri-brush or ganks from mid laner but it's all up to you. The ward in the tri-brush is for the enemy jungler who would most likely come through there for a gank and the one nearest to baron is usually for mid laners that want to roam top.
Early GameIn the laning phase, you should be very aggressive starting at level 3. Starting level 1, you should just farm creeps and trade an auto-attack or two with your combo until you hit three. What you want to do when you hit level 3 is whenever you get at least 50 fury, use your combo. If done properly, your opponent will be 50% health most likely. If you do the same combo with 100 fury, you could probably kill your opponent if they were around 50% health and you have ignite. Since Renekton's early game is so strong, put it to your advantage and you will come up ahead. Just don't forget to farm creeps because around 10-15 creeps is about one kill. Whenever your opponent goes up for a cs, go do a combo and then back off. Always keep pressure on your opponent, don't let him farm freely. If you can, try to zone your opponent from his creeps. If you're dominating your lane, your opponent is going to ask for a gank from his jungler or mid laner so be careful when using your . Once it's on cooldown, and you get ganked, there won't be much hope that you'll survive unless you pull some fancy stuff with your flash. Everytime you back, try to make sure you have a ward or two so you will always have vision on the river or tri-bush area.
GanksHow would you help your jungler secure the kill on a gank?
Well for one, depending on who is going to be initiating it, you should have ALL your skills off of cool down. If you're going to initiate it, you should do your normal combo so then your jungler knows when to follow up. When you're jungler is initiating the gank, depending on how far your enemy is, you can either do your combo then chase with your or you're going to have to do your combo. Why should you have your skills up whenever a gank comes by? Your skills can either be your gap closer or damage or CC you will need to kill him. For example, if you didn't have your up and your jungler goes in first and you can't reach to them fast enough, guess what? The enemy got away and you wasted your jungler's time.
What do I do when I get ganked?
Having your up when you get ganked is essential to whether or not you will survive the gank. Whenever you get ganked from behind, having your up will allow you to dash through the jungler then dash a second time to get further away from them. If you don't have it up, you might have to end up burning your flash. Whenever you're getting ganked and you're literally right behind you, use your whenever it's up so you can heal a bit as you are running. NEVER when you're getting chased as it will stop your whole movement letting them catch up to you. Using your isn't a bad idea either, it will heal you and will deal damage to them over time as they try to chase you. You will get fury and your will heal more so you have more chances of living. So remember, never waste your because it has a very LONG cool down.
Mid GameBy now, you should at least have your first finished item. During this time, your team is going to want to start the first dragon, but why would you care since you're all the way in top lane. If you took the teleport summoner instead of the ignite summoner, you can easily pop in through a ward and do a 4v5 fight. If not, you can always do it the old fashion way by shoving the lane to the enemy turret and walking down through the river to group with your team. The enemy team will be scared to engage on your team now since it would be a 4v5 so it would almost be an uncontested dragon for your team. Taking dragon will grant the team global gold and will put down more pressure onto the enemy. Depending on your team composition, you could choose to take down all their outer turrets so your team will be granted more map control and as well as their jungle. If it's more of a late game composition, you can always leave the turret and farm up creeps until told otherwise. Trading goes the same as the early game. combo will be very strong especially if you have gotten a black cleaver or blood thrister. But just be careful for ganks because there will be more roaming and ganking in the mid game so buy wards frequently.
Late GameGetting into the late game is quite scary as Renekton. Maybe you've gone the all damage build, now you're squishy as hell and you get shredded in fights before getting anyone low. Here is where Renekton starts to fall off. Not building right will most likely screw you up during team fights so seeing at what kind of items the team needds, you should get those items especially if they're defensive items. By around 25-30 mins into the game, you should have taken down some turrets so you're able to ward up their jungle. Everyone on the team not only the supports should be buying wards at this point. If you have an empty slot, a ward or two should be filling that up. A can be the game changer as it can provide vision of your enemy so you can get baron or you can have vision of bushes during an essential team fight. Whatever it may be, wards are very important and not buying a ward will make you a baddie. During the late game your team should hopefully be grouped up by now and would be pressuring objectives like turrets and stealing buffs. Right now, dragon isn't as important as it once was 10-15 mins ago. Dragon is just a bonus you get after putting some pressure and everyone wants to go back. What is important right now are turrets, buffs, and baron. Turrets bring global gold and map vision where stealing buffs will handicap their AD carry and AP carry making them less useful than your own AP and AD carry. Baron of course is most important as it grants a buff to every member alive and makes everyone stronger. Getting baron is the grand prize and it will cause the enemy team to turtle. No one likes to fight a team with baron buff on them so grouping up afterwards to take turrets and even inhibitors as a team will greatly increase your chances of winning. I've seen teams get baron and do nothing with it causing them to lose because they're wasting the pressure the baron buff gives. In my opinion, the late game is all about team fights and pressure. If one person messes up, it could screw up the entire game. One easy win can turn into a devastating loss by just one person throwing the game whether it was intentional or accidental.
Team FightsTeamfights are so important especially in the late game period. As Renekton, what is your role in a team fight you may ask? What I find Renekton's role to be depends all on the game itself. If your whole teams feeding except your AD carry and he/she is "big", then it's all about the peel. Peeling for the AD carry so he/she can clean up the rest of their team with ease. Or if you're "big" enough, you can dive their AD carry and hopefully kill him/her before they can do anything in a fight. During the late game, the AD carry is maybe 70%-90% of all the damage in a team fight and killing the AD carry first will servilely cripple the team. As Renekton, diving the AD carry isn't so hard since you have your to dash through the tanks and into their AD carry. Your combo won't be able to kill their AD carry without a doubt but it could possibly bring them so low they would be too scared to contribute anything to the fight. What I don't like about Renekton is that you have to rely on too much for damage so when the fight breaks out, you have to turn on your right away for your fury to start stacking up. Don't forget to use your actives in fights because it could either win you the fight or cause you to lose your fight especially if you bought a .
Final CommentsI hope you enjoyed my guide, this is my second one I've ever made. Still learning how to make a good guide and still learning more about Renekton. Leave some comments below and tell me you liked and didn't like about my guide. If you find something you think would be good on Renekton, tell me in the comments below and give me a brief explanation to why you think it would be a good item. If I think it's a valid enough answer, I will add it to the guide giving credit to whoever had suggested it to me.