Renekton
RENEKTONSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 7 | |||
| Base Damage | 80 | 130 | 180 | 230 |
| Empowered Damage | 120 | 195 | 270 | 345 |
| Heal | 4 | 6 | 8 | 10 |
| Heal from Champion Hits | 16 | 24 | 32 | 40 |
| Max Heal per Cast | 50 | 85 | 120 | 155 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 14 | 12 | 10 | 8 |
| Base Damage | 20 | 60 | 100 | 140 |
| Empowered Damage | 30 | 90 | 150 | 210 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 14.5 | 13 | 11.5 | 10 |
| Base Damage | 40 | 80 | 120 | 160 |
| Empowered Damage | 70 | 130 | 190 | 250 |
| Armor Reduction | 25% | 30% | 35% | 40% |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 75 | 70 | 65 |
| Health | 300 | 575 | 850 |
| Base Damage | 70 | 120 | 170 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+C← C48.6%4.7%0.5%
- Master+C← C48.8%4.5%0.3%
- ChallengerB← B49.1%4.5%0.2%
- LegendaryB← B48.8%4.9%0.3%
Tencent official (CN server) / Top / 2026-11-07
Tier moves C → B across ranks, a 0.4 point spread in win rate.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Top
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 3 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items3 patterns
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 52.5%
- 51.4%
- 57.6%
- 53.1%
- 52.2%
- 54.8%
- 48.1%
- 57.0%
- 53.8%
- 50.3%
- 50.8%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 48.1%
- 51.9%
- 48.5%
- 46.9%
- 48.9%
- 51.0%
- 45.2%
- 51.6%
- 45.5%
- 49.8%
- 47.6%
- 51.7%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 48.5%
- 50.8%
Official Tencent data (China server)Master+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 3 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items3 patterns
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 50.6%
- 52.3%
- 57.0%
- 53.0%
- 53.4%
- 53.6%
- 48.2%
- 57.5%
- 54.0%
- 50.0%
- 50.8%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 50.7%
- 53.2%
- 49.0%
- 50.0%
- 53.7%
- 49.3%
- 47.8%
- 48.4%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 48.5%
- 50.6%
Official Tencent data (China server)Challenger / TopAs of 2026-11-0611/06
Build patterns
Splits into 3 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items3 patterns
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 51.5%
- 52.8%
- 57.5%
- 52.0%
- 54.7%
- 56.3%
- 57.9%
- 47.2%
- 61.2%
- 44.2%
- 50.0%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 49.0%
- 52.3%
- 48.4%
- 48.3%
- 46.1%
- 51.5%
- 44.9%
- 50.9%
- 44.8%
- 53.1%
- 59.0%
- 48.0%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 49.2%
- 49.8%
Official Tencent data (China server)Legendary / TopAs of 2026-11-0611/06
Build patterns
Splits into 3 core · 3 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items3 patterns
Runes3 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)10 combos, by pick rateby win rate
- CombinationPickWin
- 51.2%
- 52.7%
- 44.7%
- 56.8%
- 52.6%
- 58.5%
- 46.5%
- 56.8%
- 53.1%
- 34.5%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 51.6%
- 48.0%
- 50.0%
- 47.1%
- 45.8%
- 52.5%
- 45.8%
- 53.3%
- 52.9%
- 48.1%
- 43.9%
- 53.9%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 48.1%
- 50.7%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds3 builds (1 pro)
- Streamer / proCore itemsKeystone, spells
- PRO
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Defense
Runes
Domination
Resolve
Sorcery
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3Changed
Base Stats
- Attack Speed Ratio: 0.665
- Base Attack Speed: 0.665
- Base Bonus Attack Speed: 0.2
- Attack Speed per Level: 0.024
7.2dBuff
Cull the Meek
- Bonus Attack Damage ratio for normal damage: 90% → 100%
Ruthless Predator
- Base Damage: 24/48/72/96 → 20/60/100/140
- Reign of Anger Base Damage: 36/72/108/144 → 30/90/150/210
7.1bChanged
Base Stats
- Attack Damage: 70 → 66
Ruthless Predator
- Cooldown: 12.5/11/9.5/8s → 14/12/10/8s
- Base Damage: 30/60/90/120 → 24/48/72/96
- Empowered Base Damage: 45/90/135/180 → 36/72/108/144
7.1Changed
Cull the Meek
- Healing on hit (non-champions): 5/7/9/11 → 4/6/8/10
- Healing on hit (Champions): 20/28/36/44 → 16/24/32/40
- Healing Cap: 75/100/125/150 → 50/85/120/155
- Enhanced state healing cap: 300/400/500/600 → 200/350/500/650
7.0Changed
Reign of Anger
- [New] Players can now check Renekton’s Fury in the status bar.
Cull the Meek
- Gain 5 Fury per enemy hit. → Gain 5 Fury per enemy hit, gain 10 Fury instead if the enemy hit is a champion.
- Restore (10/14/18/22 + 20% Bonus Attack Damage) Health per enemy hit. → Restore (5/7/9/11 + 5% Bonus Attack Damage) Health per enemy hit, if the enemy hit is a champion, restore (20/28/36/44 + 20% Bonus Attack Damage) Health.
- [New] A single ability cast can grant up to 30 Fury.
- [New] A single ability cast can restore up to (75/100/125/150 + 25% Bonus Attack Damage) Health.
- [New] Reign of Anger: A single ability cast can restore up to (300/400/500/600 + 100% Bonus Attack Damage) Health.
Ruthless Predator
- Cooldown: 13/12/11/10s → 12.5/11/9.5/8s
- [New] Gain an additional 10 Fury when an enemy champion is hit.
Slice and Dice
- Cooldown: 15/14/13/12s → 14.5/13/11.5/10s
- Gain 5 fury per enemy hit → Gain 5 Fury per enemy hit, gain 10 Fury instead if the enemy hit is a champion.
- [New]Reign of Anger: when an enemy champion is hit, restore 20 Fury in 2s.
- [New] A single ability cast can grant up to 30 Fury.
Analysis
Nothing equippedCombat Power at Lv15 is 14,688 (#2 of 142, #1 of 37 Fighter). Up from #18 at Lv1: it grows with levels.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Fighter median | Rank |
|---|---|---|---|---|
| 1 | 6,519 | 5,897 | 6,196 | 18 |
| 2 | 7,320 | 6,459 | 6,866 | 9 |
| 3 | 7,749 | 6,934 | 7,443 | 19 |
| 4 | 8,445 | 7,485 | 8,023 | 15 |
| 5 | 9,458 | 7,899 | 8,416 | 3 |
| 6 | 9,835 | 8,244 | 8,734 | 4 |
| 7 | 10,198 | 8,552 | 9,099 | 5 |
| 8 | 10,646 | 8,948 | 9,505 | 6 |
| 9 | 11,642 | 9,378 | 10,013 | 3 |
| 10 | 12,034 | 9,716 | 10,319 | 3 |
| 11 | 12,441 | 10,018 | 10,657 | 3 |
| 12 | 12,977 | 10,461 | 11,188 | 3 |
| 13 | 13,804 | 10,786 | 11,518 | 2 |
| 14 | 14,263 | 11,138 | 11,829 | 2 |
| 15 | 14,688 | 11,462 | 12,217 | 2 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
This ability's effect is already counted elsewhere (another ability, the stack estimate, or base stats), so it is not counted here to avoid double counting.
- Physical damage1,135G
- Heal (on hitting a champion)197G
- Bonus physical damage (Reign of Anger)284G
- Bonus heal (Reign of Anger, on hitting a champion)197G
Combat only: 50%At most once per 8sDamage valued like healingFury at half fullSkill ranks from level- Physical damage1,653G
- Crowd control (stun)605G
- Bonus physical damage (Reign of Anger, triple strike)414G
- Bonus crowd control (Reign of Anger, 1.5 s stun)302G
Combat only: 50%At most once per 8sOne fight per 90sFight length: 10 sChampion medianFury at half fullSkill ranks from level- Physical damage1,263G
- Bonus physical damage (Reign of Anger, second dash)178G
- Armor shred (Reign of Anger, priced as own armor pen)267G
Combat only: 50%Fury at half fullSkill ranks from level- Temporary max health2,831G
- Magic damage1,239G
One fight per 90sChampion medianCombat only: 50%Skill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Fury at half full
Resources that build up in combat (Fury, Heat, Ferocity, Grit) are assumed to sit at 50% of full on average. Effects that scale with the amount count at half their full value, and empowered casts unlocked at full count as half of all casts. Energy isn't counted.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
| Lv 15 | Renekton | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,482 | 1,832 | 2,422 | 2,732 |
| Armor | 112 | 34 | 104 | 127 |
| Magic Resist | 66 | 45 | 60 | 80 |
| Attack | 130 | 50 | 109.5 | 147 |
| Attack Speed | 1.021 | 0.735 | 0.951 | 1.252 |
| Move Speed | 355 | 335 | 350 | 360 |
| HP regen | 20 | 14 | 19 | 29 |
| MP | — | 802 | 1,080 | 1,390 |
| MP regen | — | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




