Renekton Wild Rift champion guide - Baron Lane

Baron Lane · Wild Rift Guide

Renekton Baron Lane

Renekton Baron Lane Guide

Updated for Patch 7.3E
A Tier

Renekton Baron Lane Wild Rift overview and best build snapshot

How to play

  • Build Fury before trading Attacks build Fury. When the bar is high enough, use your empowered 2nd ability for a longer stun or your empowered 1st ability for more healing.

  • Keep a dash to leave the trade Hit an enemy or minion with your 3rd ability to unlock a second dash. Keep that second cast to leave after dealing your damage.

  • Use your ultimate before you get too low Turn it on when committing to a fight so the extra health and Fury have time to help.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • One of the strongest early laners in the game, with empowered abilities that bully nearly every melee matchup.
  • A directional first dash, conditional second dash, and reliable empowered-attack stun give him strong control over trades when the wave supplies a target to hit.
  • Great sustain and dive potential: his heal and ultimate's bonus health let him fight long and finish kills under tower.

Weaknesses

  • Falls off hard: his advantage fades as the game goes on, and scaled enemies stop being afraid.
  • Easily kited, since with both dashes spent he has no way in and no way out.
  • Fury-dependent: with an empty bar he is a much weaker champion, so wasted trades cost double.
Advertisement

Renekton Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Renekton Baron Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage, since his whole plan is winning the first few levels outright.

BOOTS

Immortal Treads

The omnivamp adds to the healing his Q (1st) already gives him, keeping him in a lane he wins by never leaving.

CORE BUILD

Blade of the Ruined King

Percent current health damage, which keeps him relevant past the early game where a Renekton lead usually decays.

Experimental Hexplate

Ultimate haste. His ultimate is his power spike and his survivability at once, so more of them is more windows where he is unbeatable.

Hullbreaker

Health, attack damage and move speed, with every fourth attack landing heavy on a champion or a structure. Ruthless Predator (2nd) strikes twice, and three times once Fury empowers it, so his attack count climbs faster than most and that heavy fourth hit keeps coming around. The armor and magic resist go to his nearby siege and super minions, so the side wave keeps rolling into a duel his stun and sustain already make hard to lose.

Mortal Reminder

Build this against armor stackers or enemies who out-sustain a Renekton whose burst window has passed.

Guardian Angel

Revives him once after dying. His ultimate commits him into the middle of their team.

SITUATIONAL ITEMS

Trinity Force

His empowered attack can consume Spellblade and the movement speed helps him stick after Slice and Dice (3rd). Spellblade has its own cooldown, so a rapid full combo does not proc it after every cast.

Galeforce

Build this when Slice and Dice (3rd) keeps leaving you just short of the target. The dash covers the last stretch his own gap closer cannot, and the bolts fire at whoever is lowest where he lands.

Sterak's Gage

Dominus (Ult) adds health before he dives, which feeds the bonus-health scaling, and Lifeline fires if incoming damage drops him below its health threshold, buying the seconds his Q (1st) needs to heal back.

Radiant Virtue

His ultimate is a fixed cast, and this turns the moment he commits into a heal for everyone fighting alongside him.

Hollow Radiance

Clears the wave and gives magic durability, so he can hold a lane and still arrive at a fight able to take a rotation.

Mercurial Scimitar

Build this when crowd control interrupts Renekton between Slice and Dice (3rd) or before his empowered stun. The cleanse preserves the Fury-loaded combo he committed to.

Black Cleaver

Replace Mortal Reminder when enemy Armor matters more than healing and Renekton's team can follow his Armor reduction. Keep anti-heal elsewhere if it is still needed. Health and haste support longer fights, while repeated physical damage reduces Armor for your whole team.

Death's Dance

Replace Hullbreaker when Renekton must group and survive return damage after committing his empowered stun. Armor and delayed physical and magic damage buy time; a champion you recently damaged must die to clear the stored damage and trigger its heal.

Sundered Sky

Replace Hullbreaker when Renekton is rotating through several enemies in teamfights instead of pressuring the side lane. The first attack against each champion delivers an empowered hit and a heal, with a separate cooldown per target.

Maw of Malmortius

Replace Guardian Angel when magic burst kills Renekton before he can heal through a second rotation. Magic Resistance and a magic-damage Lifeline shield preserve offensive pressure against AP burst. Choose this or Sterak's Gage for your Lifeline slot.

Force of Nature

Replace Guardian Angel when repeated magic damage wears Renekton down during his ultimate. Repeated champion magic damage stacks extra Magic Resistance and movement speed, making it a sustained-magic-damage answer.

Randuin's Omen

Replace Guardian Angel when crit carries punish Renekton after his stun expires. Reduces physical critical-strike damage, so prioritize it against fed crit carries rather than purely on-hit damage.

RUNES

KEYSTONE

Conqueror

His empowered Q (1st) keeps him hitting through a long trade, so he stacks fast and the healing adds to his own.

PRIMARY

Demolish

His early lane dominance only matters if the tower follows, and his dash makes reaching it easy. Three attacks trigger the bonus turret damage.

Second Wind

His fury only builds in melee, and this keeps him healthy through the poke he takes getting there.

Overgrowth

He has to stay in melee to spend fury, and the health is what keeps him there.

SECONDARY

Brutal

Bonus damage on every autoattack, which sharpens exactly the levels where Renekton is supposed to win outright.

SITUATIONAL RUNES

Bone Plating

Take this over Second Wind against an all-in lane. The reduced opening hits preserve Renekton's health while he builds Fury for an empowered stun or heal.

Perseverance

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable preserves Renekton's Fury-loaded dash and stun window before the resource or target position changes.

Grasp of the Undying

Take this over Conqueror when the lane is short walk-up trades rather than the extended fights his Fury wants.

Sudden Impact

Take this over Brutal when his dash is opening fights, since the bonus true damage is ready the moment he arrives.

Legend: Haste

Take this over Brutal against durable melee opponents when the plan is repeated trades. Shorter Cull the Meek (1st) and Slice and Dice (3rd) cooldowns help Renekton sustain, reposition, and prepare another Fury-powered rotation.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Slice (3rd) is a free directional dash, but Dice (3rd) becomes available only if the first cast hits an enemy. Flash gives Renekton unconditional terrain crossing when that second cast was never unlocked or both casts are spent.

Ignite

Ignite

Take this for early kill pressure in the solo lane, since one kill is usually enough to start snowballing it. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Teleport

Teleport

Take this over Ignite when you are not winning the lane. He falls off later, so keeping farm and tempo is the next best thing to a kill.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
Advertisement

Renekton Baron Lane Wild Rift matchups and counters

Wild Rift matchup guide for Renekton Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Renekton Baron Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Renekton Baron Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Build Fury without shoving farther than your vision allows. Use Slice (3rd) through a unit to unlock Dice (3rd), then decide whether the second dash is part of the trade or the retreat before committing. Empower Ruthless Predator (2nd) when the shield dispel and longer stun create the kill, Cull the Meek (1st) when the healing wins a crowded trade, or Dice (3rd) when the armor reduction matters for the follow-up. At level 5, Dominus (Ult) gives enough health and Fury generation to extend an all-in, but it does not rescue a bad wave position from a jungle collapse.

Mid / Late Game

Levels 9+
Use your early lead before other champions finish scaling. At six minutes, crash the wave and move first toward Herald, which usually converts Renekton's strong skirmish into more immediate map value than the first dragon. Play for dragon instead when your composition is built to win repeated teamfights and has a realistic soul plan. Enter river with Fury prepared, use Slice and Dice (3rd) to reach a priority target, and hold the empowered stun long enough for teammates to follow rather than spending it on the first tank in range. Late-game Renekton has less burst relative to enemy health bars, so choose between disruption and peel. A flank can still reach a carry if their defensive cooldowns are down, but a direct charge through the frontline usually wastes both dashes. When your own carry is stronger, stay close enough to stun the assassin or bruiser entering the backline. Keep a side wave managed between objectives, then group early, because Renekton is much better in the first seconds of a fight than arriving after Dominus (Ult) and Fury would have mattered.

Teamfights

5v5 Combat
Decide before the fight whether you are diving or protecting. For a dive, build Fury in advance, use the first dash to reach the angle, and keep Dice (3rd) available until you know whether the target can be finished. For peel, stand beside your carry and use empowered Ruthless Predator (2nd) on the threat that enters. Activate Dominus (Ult) as damage begins so the bonus health absorbs a real rotation and the Fury feeds another empowered spell. If the backline remains unreachable, control the frontline rather than crossing the whole enemy team alone.
Advertisement

Explore more