This meta overview presents RENEKTON’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where RENEKTON performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Solo Baron Line RENEKTON. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
Thirst:
+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7%
of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed
for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Trinity Force
Well-Rounded
+333 Max Health
+30 Attack Damage
+30% Attack Speed
+20 Ability Haste
Fervor:
+5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD
(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: This item provides a well-rounded set of stats and enhances damage through the combination of abilities and basic attacks. It is ideal for champions who frequently weave abilities between attacks and rely on consistent trading. It works best on fighters and some mobile carries where versatility, speed, and burst damage in short skirmishes are important.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Armored Advance
Grants Armor and a shield
+150 Max Health
+35 Armor
+45 Move Speed
Block: Reduce damage from champion attacks by 10%.
Noxian Endurance: After taking physical damage from a champion grants a physical shield that absorbs damage equal to 10-140 plus 8% max Health
. (12s Cooldown)
2200
Armored Advance TIPS: These boots provide excellent protection against physical damage. They reduce damage taken from enemy champion attacks and grant a protective shield after taking physical damage from a champion, helping you survive extended trades and heavy bursts of physical damage. They are an excellent choice against marksmen, fighters, and other champions who rely primarily on physical attacks.
Chainlaced Crushers
Gain a magic shield upon taking magic damage
+150 Max Health
+35 Magic Resistance
+30% Tenacity
+45 Move Speed
Noxian Persistence: After taking magic damage from a champion, gain a magic shield that absorbs 10-120 plus 5% max
for 5s. (12s Cooldown)
2200
Chainlaced Crushers TIPS: These boots greatly improve your survivability against magic damage. After taking magic damage from an enemy champion, you gain a magic shield that helps absorb follow-up spells, while the bonus Magic Resistance and Tenacity make you far more resilient against AP threats and crowd control. They are an excellent choice against teams with heavy magic damage and strong CC.
Blade of the Ruined King (Attacks deal bonus damage) as your first item, followed by
Plated Steelcaps (Reduces damage from champion attacks) or
Mercury's Treads (Reduces Magic Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Trinity Force (Well-Rounded).
Armored Advance (Grants Armor and a shield). You may want to replace it with
Chainlaced Crushers (Gain a magic shield upon taking magic damage), it all depends on your playstyle and the situation on the battlefield.
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
Thirst:
+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7%
of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed
for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Trinity Force
Well-Rounded
+333 Max Health
+30 Attack Damage
+30% Attack Speed
+20 Ability Haste
Fervor:
+5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD
(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: This item provides a well-rounded set of stats and enhances damage through the combination of abilities and basic attacks. It is ideal for champions who frequently weave abilities between attacks and rely on consistent trading. It works best on fighters and some mobile carries where versatility, speed, and burst damage in short skirmishes are important.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35%
Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (75s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Hullbreaker
Split-pushing power
+400 Max Health
+50 Attack Damage
Set Sail: Gain 5% Movement Speed.
Skipper: Every 4th attack against champions and epic monsters deals bonus physical damage equal to 160% base
plus 5%
(ranged champions deal 40% of the damage), increased to 240% base
plus 9%
against structures (ranged champions deal 40% of the damage).
Boarding Party: Nearby allied siege and super minions gain 20-130 Armor
(25% bonus if you're a ranged champion) and 10-120 Magic Resistance
(
) (25% bonus if you're a ranged champion).
3100
Hullbreaker TIPS: This item is the cornerstone of a powerful split‑push strategy. It provides significant health and attack damage, boosting both your survivability and tower‑breaking potential. The “Set Sail” passive steadily increases your movement speed, helping you rotate between lanes and avoid ganks. Every fifth attack on champions or epic monsters triggers “Skipper”, dealing hefty bonus physical damage—and even more against structures—making it indispensable for rapid turret takedowns. Additionally, “Boarding Party” buffs nearby allied siege and super minions with extra resistances, amplifying your split‑push threat. Perfect for solo laners who want to apply pressure on the map and force enemy responses without directly joining teamfights.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35%
Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (75s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper:
+30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Mortal Reminder — This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35%
Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (75s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Goredrinker
Deal damage in an area
+350 Max Health
+40 Attack Damage
+15 Ability Haste
Goredrink (Passive): Gain
8% Omni Vamp.
Thirsting Slash (Active): Deal 175% base AD
as physical damage to nearby enemies. Restore Health equal to 20%
plus 10% missing
for each enemy champion hit. (12s cooldown)
3100
Goredrinker TIPS: This item is perfect for fighters who excel in extended combat. It grants Omni Vamp, while its active ability deals area physical damage and restores health based on the number of enemy champions hit. The more enemies you strike, the greater the healing, making it an excellent choice for diving into the middle of teamfights and surviving through heavy focus fire.
Goredrinker — This item is perfect for fighters who excel in extended combat. It grants Omni Vamp, while its active ability deals area physical damage and restores health based on the number of enemy champions hit. The more enemies you strike, the greater the healing, making it an excellent choice for diving into the middle of teamfights and surviving through heavy focus fire.
Hullbreaker
Split-pushing power
+400 Max Health
+50 Attack Damage
Set Sail: Gain 5% Movement Speed.
Skipper: Every 4th attack against champions and epic monsters deals bonus physical damage equal to 160% base
plus 5%
(ranged champions deal 40% of the damage), increased to 240% base
plus 9%
against structures (ranged champions deal 40% of the damage).
Boarding Party: Nearby allied siege and super minions gain 20-130 Armor
(25% bonus if you're a ranged champion) and 10-120 Magic Resistance
(
) (25% bonus if you're a ranged champion).
3100
Hullbreaker TIPS: This item is the cornerstone of a powerful split‑push strategy. It provides significant health and attack damage, boosting both your survivability and tower‑breaking potential. The “Set Sail” passive steadily increases your movement speed, helping you rotate between lanes and avoid ganks. Every fifth attack on champions or epic monsters triggers “Skipper”, dealing hefty bonus physical damage—and even more against structures—making it indispensable for rapid turret takedowns. Additionally, “Boarding Party” buffs nearby allied siege and super minions with extra resistances, amplifying your split‑push threat. Perfect for solo laners who want to apply pressure on the map and force enemy responses without directly joining teamfights.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Maw of Malmortius — This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Hullbreaker
Split-pushing power
+400 Max Health
+50 Attack Damage
Set Sail: Gain 5% Movement Speed.
Skipper: Every 4th attack against champions and epic monsters deals bonus physical damage equal to 160% base
plus 5%
(ranged champions deal 40% of the damage), increased to 240% base
plus 9%
against structures (ranged champions deal 40% of the damage).
Boarding Party: Nearby allied siege and super minions gain 20-130 Armor
(25% bonus if you're a ranged champion) and 10-120 Magic Resistance
(
) (25% bonus if you're a ranged champion).
3100
Hullbreaker TIPS: This item is the cornerstone of a powerful split‑push strategy. It provides significant health and attack damage, boosting both your survivability and tower‑breaking potential. The “Set Sail” passive steadily increases your movement speed, helping you rotate between lanes and avoid ganks. Every fifth attack on champions or epic monsters triggers “Skipper”, dealing hefty bonus physical damage—and even more against structures—making it indispensable for rapid turret takedowns. Additionally, “Boarding Party” buffs nearby allied siege and super minions with extra resistances, amplifying your split‑push threat. Perfect for solo laners who want to apply pressure on the map and force enemy responses without directly joining teamfights.
Death's Dance
Delays damage taken
+35 Attack Damage
+40 Armor
+15 Ability Haste
Defy: Champion takedowns cleanse Cauterize's remaining damage pool and restores 8% of your maximum health over 2 seconds.
Cauterize: 27% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.
3100
Death's Dance TIPS: This item converts incoming damage into a delayed effect, letting you stay in fights longer and smooth out damage spikes. It boosts your survivability with armor and ability haste, and successful takedowns cleanse the delayed damage while instantly healing you. — Perfect for bruisers and tanks who need to absorb bursts of damage and then quickly recover to keep fighting.
Death's Dance — This item converts incoming damage into a delayed effect, letting you stay in fights longer and smooth out damage spikes. It boosts your survivability with armor and ability haste, and successful takedowns cleanse the delayed damage while instantly healing you. — Perfect for bruisers and tanks who need to absorb bursts of damage and then quickly recover to keep fighting.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Guardian Angel — This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Randuin's Omen — This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Gargoyle Stoneplate
Shield
+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste
Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonus
and gain size, decayng over 2.5s. (60s Cooldown)
2900
Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.
Gargoyle Stoneplate — This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.
Flash (Teleport a short distance) and
Barrier (Gain a shield) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Barrier
Gain a shield that absorbs 120 (120–560
) damage for 2.5 seconds.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Conqueror (Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).) as your keystone, followed by
Demolish (Automatically charges up when you are near turrets. Once fully charged, your next attack deals massive amounts of damage to turrets.),
Second Wind (Heals you after taking damage.) and
Overgrowth (Gains bonus scalable max Health.) in the primary tree, as well as
Brutal (Attacks deal bonus damage to enemy champions.) in the secondary tree. Below you can see possible options for replacing runes.
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 3-5 bonus
or 4-8
for 6s.
Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp
.
Demolish
Destroy turrets faster
When within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times.
When fully charged, your next attack against the turret deals an additional (100 + 22% max Health
) physical damage.
Cooldown: 30s
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 3-5 bonus
or 4-8
for 6s.
Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp
.
Empowerment
Increased damage against champions
Hitting an enemy champion with 3 consecutive attacks deals bonus adaptive damage and amplifies your damage dealt by 8% until you leave combat with champions.
Adaptive Damage: 40-165 (
)
Cooldown: 4s.
Damage amplification will only take effect against champions.
Empowerment — This rune is designed for aggressive play and increasing damage during extended fights. It works best on champions who can consistently land multiple hits to quickly activate the effect. It is especially effective on fighters, assassins, and some marksmen who rely on sustained damage and want to dominate trades and skirmishes.
Demolish
Destroy turrets faster
When within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times.
When fully charged, your next attack against the turret deals an additional (100 + 22% max Health
) physical damage.
Cooldown: 30s
Unshakeable
Increase Armor, Magic Resist, and Slow Resist
Gain 3% Armor and Magic Resistance. For every 1 enemy champion(s) nearby, gain an additional 2% Armor and Magic Resistance. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.
Unshakeable — This rune makes you tougher in fights: it raises your armor and magic resist, and the bonus grows as more enemy champions are nearby. When you’re fully surrounded, you also gain enhanced slow resistance. A great pick for frontliners and anyone who spends time in the thick of combat — it helps you soak focus, hold ground, and initiate with more confidence.
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Perseverance
Increase survivability when crowd controlled
Gain 10% Tenacity. Gain 10-15 Armor and Magic Resistance (
) for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.
Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.
(Q) CULL THE MEEK
7s
Deal 80 physical damage (80/130/180/230 + 90% bonus
) to nearby enemies.
Feral Regeneration:
- Restores 4 Health (4/6/8/10 + 5% bonus
) and gains 5 Fury per enemy hit.
- If the enemy hit is a champion, he restores 16 Health (16/24/32/40 + 20% bonus
) and gains 10 Fury instead.
- Each cast restores a maximum of 50 Health (50/85/120/155 + 25% bonus
).
This ability generates up to 30 Fury per cast.
Reign of Anger:
- Damage is increased to 120 physical damage (120/195/270/345 + 185% bonus
).
- Restores 15 Health (15/21/27/33 + 15% bonus
) per enemy hit.
- If the enemy hit is a champion, he restores 60 Health (60/84/108/132 + 60% bonus
) instead.
- Each cast restores a maximum of 200 Health (200/350/500/650 + 100% bonus
).
(W) RUTHLESS PREDATOR
14/12/10/8s
Empowers the next attack to strike twice, stunning for 0.75 seconds and dealing 123 physical damage (24/48/72/96 + 150%
).
If he hits at least one enemy champion, he also gains 10 Fury.
Reign of Anger: Strikes three times, destroying shields, stunning for 1.5 seconds, and dealing 194 physical damage (36/72/108/144 + 225%
).
(E) SLICE AND DICE
14.5/13/11.5/10s
Dashes, dealing 40 physical damage (40/80/120/160 + 90% bonus
) to enemies along the way.
He generates 5 Fury per non-champion hit and 10 Fury per champion hit.
Hitting at least one enemy allows him to recast this ability once for 4 seconds.
This ability generates up 30 Fury per cast.
Reign of Anger:
- The recast dash deals 70 physical damage (70/130/190/250 + 135% bonus
) instead.
- Enemy champions hit have their Armor shredded by 25/30/35/40% for 4 seconds.
- If he hits at least one enemy champion, he gains an additional 20 Fury for 2 seconds.
(R) DOMINUS
75/70/65s
Gain 20 Fury and 300/575/850 Health for 12 seconds. Every second after casting, gain 5 Fury and deal 70 magic damage (70/120/170 + 20%
) to nearby enemies.
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron RENEKTON. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Solo Baron RENEKTON in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
Relentless:
+5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+35 Ability Power
Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Bramble Vest
Reflects damage and reduces enemy healing
+30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor
to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper:
+30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Chempunk Chainsword
Reduces enemy healing
+400 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Divine Sunderer
Anti-Health attacks
+425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.
3400
Divine Sunderer TIPS: This item offers a strong blend of survivability and damage: after using an ability your next basic attack is empowered to deal bonus damage based on the target’s max health, and it heals you when used on enemy champions. Perfect for fighter-bruisiers and solo laners who weave abilities into autos and need sustain versus tanks and duelists.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
Thirst:
+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7%
of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed
for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda’s Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: Gain
+33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (5 + 1-15 (
) + 15% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
3300
Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+65 Ability Power
Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD
+ 25% Bonus Armor
) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Stridebreaker
Slows enemies nearby after a short dash
+400 Max Health
+40 Attack Damage
+15% Attack Speed
Breaking Shockwave (Active): Activate to dash a short distance, dealing 100% AD
as Physical Damage to nearby enemies and slowing them by 40% for 3s (25s cooldown)
Stride (Passive): Gain 20 Movement Speed for 2 second(s) when you deal physical damage.
3100
Stridebreaker TIPS: This item combines mobility, damage, and crowd control, making it easier to stick to your targets. Its active lets you dash a short distance, damage nearby enemies, and heavily slow them, while the passive grants bonus movement speed whenever you deal physical damage. It is an excellent choice for fighters and bruisers who want to engage quickly, chase down opponents, and keep enemies within melee range.
REIGN OF ANGER
CULL THE MEEK
RUTHLESS PREDATOR
SLICE AND DICE
DOMINUS

Casting abilities with 50 Fury or more consumes that Fury for enhanced effects. Enhanced abilities do not generate any Fury.
Attacks generate 5 Fury. Fury gains are increased by 50% when under 50% Health. Out of combat, 4 Fury dissipates every second.

7s
Deal 80 physical damage (80/130/180/230 + 90% bonus
) to nearby enemies.
Feral Regeneration:
- Restores 4 Health (4/6/8/10 + 5% bonus
) and gains 5 Fury per enemy hit.
- If the enemy hit is a champion, he restores 16 Health (16/24/32/40 + 20% bonus
) and gains 10 Fury instead.
- Each cast restores a maximum of 50 Health (50/85/120/155 + 25% bonus
).
This ability generates up to 30 Fury per cast.
Reign of Anger:
- Damage is increased to 120 physical damage (120/195/270/345 + 185% bonus
).
- Restores 15 Health (15/21/27/33 + 15% bonus
) per enemy hit.
- If the enemy hit is a champion, he restores 60 Health (60/84/108/132 + 60% bonus
) instead.
- Each cast restores a maximum of 200 Health (200/350/500/650 + 100% bonus
).

14/12/10/8s
Empowers the next attack to strike twice, stunning for 0.75 seconds and dealing 123 physical damage (24/48/72/96 + 150%
).
If he hits at least one enemy champion, he also gains 10 Fury.
Reign of Anger: Strikes three times, destroying shields, stunning for 1.5 seconds, and dealing 194 physical damage (36/72/108/144 + 225%
).

14.5/13/11.5/10s
Dashes, dealing 40 physical damage (40/80/120/160 + 90% bonus
) to enemies along the way.
He generates 5 Fury per non-champion hit and 10 Fury per champion hit.
Hitting at least one enemy allows him to recast this ability once for 4 seconds.
This ability generates up 30 Fury per cast.
Reign of Anger:
- The recast dash deals 70 physical damage (70/130/190/250 + 135% bonus
) instead.
- Enemy champions hit have their Armor shredded by 25/30/35/40% for 4 seconds.
- If he hits at least one enemy champion, he gains an additional 20 Fury for 2 seconds.
Use this combo to assassinate a high priority target.
Use (W) RUTHLESS PREDATOR, then FLASH into AA range to stun the enemy. Immediately (R) DOMINUS to shorten the end of (W's) animation followed by (E1) SLICE AND DICE to cancel (R's) animation. Quickly (Q) CULL THE MEEK and AA to burst the enemy before using (E2) REIGN OF ANGER to stick to the target.
Renekton is a terrifying, rage-fueled Ascended being from the scorched deserts of Shurima. Once, he was his empire's most esteemed warrior, leading the nation's armies to countless victories. However, after the empire's fall, Renekton was entombed beneath the sands, and slowly, as the world turned and changed, he succumbed to insanity. Now free once more, he is utterly consumed with finding and killing his brother, Nasus, who he blames, in his madness, for the centuries he spent in darkness.