- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
- Matchup Walkthroughs
- Renekton Videos
Rune, Masteries, and Summoner Spells
Greater Quint of Attack Damage x3
Greater Mark of Armor Penetration x9
Greater Seal of Armor x9
Greater Glyph of Magic Resist x9
Use 9 flat attack damage marks, 9 flat armor seals, 9 flat Magic Resist or CDR glyphs, and 3 flat attack damage quintessences.
Attack Damage marks boost Renekton's already strong early game damage. Strongest levels 1-6
Armor Pen marks sacrifice some of Renekton's early game power in exchange for a stronger mid/late game. Strongest levels 6+
Flat Armor seals are 100% needed against an AD opponent, these also help against ad junglers.
Flat HP/HP per level work well against AP opponents but just remember AD junglers will be stronger against you.
Flat Magic Resist glyphs are 100% needed against an AP or Hybrid damage opponent. EX:
Magic Resist per level are great against AD top and jungle allowing for better scaling into mid/late game.
Cool Down Reduction works great against teams with no AP or a weak AP Mid laners.
Very much the same as our Marks get AD for early game or Armor Pen for mid/late game.
You Can also use a 21/9 19/11 or 17/13 build if you would like, but this guide will be covering a tanky Renekton play style in which 9/21 is best.
Flash is arguably the best summoner in the game because it offers an instant reposition which has countless applications. Using Flash in combination with Slice and Dice you have a possible 1200 range gap closer. Flash is so strong make sure not to waste it, only use Flash to secure kills or to escape certain death. Ignite adds to Renekton's total damaging increasing his kill potential in lane. The kill potential Ignite grants is a powerful tool and should be used to deny enemies last hits or experience. Make sure to only use Ignite to secure kills or reduce the effects of heals.
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