Tag: renekton (Page 1 of 2)

Where are all the Renekton players?

Renekton fighting his brother.

I’m actually not surprised to see so few Renekton players, but I’m wondering if you’ve seen the same thing. For the first couple days, as with most patches, he was picked pretty quickly. He’s fallen off the radar, though. In fact, I’ve had a couple games without a Renketon on my team or the other.

Part of that is probably the IP cost. I know I mentioned in a previous post that I don’t mind the IP cost – I think it’s a good way for Riot to encourage financial support for the game. I am surprised that it has taken so long for people to run out of IP.

The other part is no doubt that his playstyle is a bit underwhelming in lane. He’s great 1v1, he’s a solid ganker, but his heal is really lackluster in lane. Yes, he can be a strong lane partner, but without that he loses a lot of the survivability he needs to stay in lane. Think about Pantheon as a counter example. His primary harass combo is Spear Toss -> Aegis -> HSS -> Spear Toss. It’s targeted, reliable, and best of all, he builds up a shield when he does it so he doesn’t take too much return damage. He can even do that on a turret and soak two hits free of penalty. It’s kind of a sweet deal.

Renekton, by contrast, is wide open to return fire when he dashes in. Even if he dashes back out he has still been in range for quite some time, and his heal definitely won’t save him.

For now, the skill ceiling is probably high enough on Renekton that you won’t see him in many games. That is, of course, unless he gets buffed.

Renekton was stealth nerfed after his spotlight

Outback Renekton.

One of the readers here pointed me toward some very interesting information regarding the Renekton release. Apparently he was nerfed after the Champion Spotlight was recorded, but they still posted the video without mentioning the changes. Now I understand why he doesn’t feel quite right.

When I was watching the Spotlight, I was initially shocked by how much Renekton could heal with his Q. If you watch the video at the 3:30 counter, you’ll see Phreak hit level four, dash into a pack of minions, hit Cull the Meek to heal for something like 250 hp, and dash out. I’ve tried that same move probably 40 times in my games with him, and it has never healed for that much. Well, that’s because they nerfed it.

Here’s what Xypherous, an Associate Technical Designer, had to say about the change:

What happened was that, very late in development, we decided to take a gamble to make his kit more cohesive. It paid off, because his abilities are now better, but the normal process of balancing took a major hit so his numbers were in a state of super flux. 😡

So yeah, we decided to sacrifice a lot of things to make a solid champion a better one. I think I lost something like 40 hours of sleep the last week due to it. ~.~

While I don’t think the nerf killed Renekton – he seems okay for melee, but definitely not the beast he could be – I do think it bred some bad blood between Riot and a lot of the community. Obviously I play the game a decent bit, so I usually have enough IP to buy whatever champ releases without spending real cash. For a lot of players, though, that’s not an option, so they wait on what information Riot gives prior to the champion release to make a decision about spending Riot points. There’s a big difference between the way Renekton looks like he’ll play and how he actually plays. He requires a very cautious touch, or a strong lanemate to be successful. Without those things, he’s going to struggle to stay on top of a game. That’s definitely not a champion I would spend $8 on.

I’m not saying he should have been released as some crazy whirlwind of doom, rather that Riot should have either taken the time to change the Champion Spotlight, or delayed his release by a week in order to balance the champion. It would have been really easy to add a note to the YouTube video describing the changes in the appropriate place. Would it have looked as nice as the current video? Probably not, but it would have been an accurate representation of a product that people will spend money on. That’s really not so much to ask.

Renekton impressions – maybe he really is related to Nasus

Galactic Renekton.

I wrote that title as 75 percent joke, and to be fair, most of his problems are melee related, not champion related. Let’s forget all that and talk about the good stuff for a minute, shall we?

Renekton has the hyperactive playstyle that I love. He’s regularly casting, has a fun little dash, and he flourishes his blade when he swings. Also, he’s a damn crocodile, in case you didn’t notice. Renekton also brings a decent stun to your team, and once the skill is at max rank, he can use the stun pretty often. His ult isn’t bad, and if you couple him with a stunner, you could have a decent lane.

That said, I am just now having my first runaway game with him, and I don’t really feel like I’m dominating all that hard. A big part of the problem is his cooldowns. They are long, to the point that you better have some cooldown reduction items with you. I understand they sort of have to be this way because of the fury system – too short and he’s constantly using furious abilities – but it limits the regularity with which you get to use his skills, which are all pretty cool. No doubt, part of the issue is that the resource system is new, and it’s still tough to know what the best use of all that fury is in the moment.

The other problem is that Renekton seems to be balanced around 1v1 fights where he is at or above his opponent’s level. In that situation he is very strong, much like Xin Zhao. His stun really cuts people up, especially if you’ve used a furious Dice, and a furious heal can be enough to keep you up against one target. Against multiple targets, though, you’re taking too much damage to even notice that heal.

It’s as though he was designed specifically to take second solo, which, when he can get it, is great. In the six or seven games I’ve played with him, though, I haven’t been solo. More often than not, I’ve been against strong ranged harass with another melee. When you’re the same level as multiple opponents and lower than the people ganking you, Renekton suffers like every melee toon. He’s easily kited despite his dash (the range is very short because he can do it twice if he hits someone) and often subjected to chain CC before he can even reach a target (or safety).

As for build, I’ve tried several things, but the thing I liked most so far is a Bloodthirster -> Trinity. Trinity is a little strange on him, but the added movespeed, health, and slow proc make a big difference for his gameplay. His cooldowns are long enough that you usually aren’t wasting the bonus damage procs, either.

I’m sure I’ll have more to say about him in a few days. I’ve been pretty busy with work and starting up a Minecraft server so I haven’t put quite as much time into studying him. This weekend I should be able to get a few more games and let you know how he feels.

Patch Day 1/18: So, about that Eve remake…

Outback Renekton.

It’s patch day once again folks, and though the changes have been less and less radical over the past few patches, there is still a decent bit to talk about today. The big point of contention will doubtlessly be Evelynn. She’s had a remake rumored for months, but today she’s getting a heavy swat from the nerf bat. Hopefully that means something about her development in the near future.

Caitlyn’s getting a buff, though I still think her skillset is to confused to be taken too seriously. Piltover Peacemaker is getting a little nerf at low levels and a buff at higher levels, both to base damage and damage scaling. That should make one of her skills worth casting one she has Infinity Edge, but still in limited situations. Her ultimate has also received a base damage increase at ranks two and three, is now treated like a spell (still physical damage, I’m guessing, but blocked by Banshee’s Veil, unable to be dodged, and no longer mitigated by Pantheon’s Aegis Protection). It also loses the ability to apply on-hit effects.

Evelynn. Poor, poor Evelynn. I’ve never been much of an Eve supporter – the stealth mechanic in this game just sucks, and giving a stealther a long, targeted stun that’s usable from stealth and that ridiculous heal on her ult is admittedly too much. Still, this nerf should pretty much ruin Eve back to her pre-jungle days. Her base mana, base armor, and base damage all took a serious hit that, when coupled with the 33 percent damage nerf to the first two ranks of Hate Spike will effectively ruin her jungling. Shadow Walk also got a 10 second duration nerf at all ranks, which I think is a good thing. It’s definitely too easy to stand around setting up ganks, and the old duration allowed her to take one rank and forget the skill, ranking her damage instead. Overall, though, this is one of the biggest across-the-board nerfs I’ve seen. The only thing I can think is that the remake is nearly done, but we’ve been waiting an awfully long time – might be more waiting ahead.

Heimerdinger’s getting a little love this patch. His turrets now work on an ammo system similar to Teemo mushrooms, which I think will be good. Heimer’s problem has always been the time to set up a lane, it just wasn’t as big a deal when he had lots of turrets that did lots of damage. Since the turret nerfs, it’s been even harder to justify playing him. The turret AI has also caught some improvements so that it will be more effective against champions attacking Heimer. Upgrade now increases the number of missiles he fires to five and increases the travel speed of his grenade. I’m not sure if the latter is a good thing or not. People have suggested that as a base buff for him, but to only have it some of the time could actually make it tough to land. Still, this stuff should help him out overall.

Kennen’s Mark of the Storm is getting a long overdue duration nerf, down from 12 seconds to 8. I don’t really know why this took so long. Kennen has always had strong lane harass, due in large part to the length a mark will stay on a target. His primary form of using the mark, Electrical Surge, also got a minimal range nerf. He’s still going to be one of the best lane partners in the game, but it’s something.

Pantheon’s Aegis of Zeonia (his stun) got a serious duration nerf, down to 0.7/0.9/1.1/1.3/1.5 from 1/1.25/1.5/1.75/2. While I like the fact that this makes Heartseeker damage at least partially avoidable, it’s not the fix Pantheon needs. The problem is Heartseeker itself. Granted, the stun is what made Heartseeker good, but like most melee, Pantheon needs a way to stick to his target. If the target has merc Treads, he’s only getting a .9 second stun. That’s not gonna cut it. Heartseeker needs to be remade. It’s a cool idea, but it doesn’t work in a practical setting. It’s either too much damage or too little. There is no reasonable median.

Rammus got a taunt nerf. Ok.

Twitch got a range buff and a similar stealth duration nerf to Evelynn. It seems like Riot is taking steps to prepare people for a change to the stealth system, which I’m ready for. As it stands, the nerf will help, but a couple ranks in and players won’t notice a difference. Will we see the maximum duration for stealthing characters reduced to 10 seconds with successive ranks adding different functionality to the spells?

Zilean’s ult got a duration nerf, down from 13 seconds to 10. Personally, I don’t think this is a big nerf. The best Zileans I see use their ult carefully, landing it just before a target dies so that it doesn’t get wasted. Hopefully this will train up and coming Zilean players to do the same.

That’s it for the major changes. I do want to mention a small Nasus buff – Siphon Strike bonus damage went up from 2 damage per kill to to 3. It’s interesting that this is the only buff he gets when his brother releases, but it is a pretty sweet buff. That’s a LOT of damage if he can get farmed. He still suffers from his other problems, but this will give him a little more burst.

As for general changes, there aren’t many. Critical strikes and dodge chances have been normalized to prevent lucky/unlucky streaks. My guess is that it’s coded to calculate those chances in small groups of, say, seven attacks, so that you see a more consistent benefit from those stats. This should be a good thing.

Check back later today for my Renekton impressions – I’m sure I’m going to love him. Mobile melee champions are always a good time.

Renekton Champion Spotlight is live

If you’ve been wondering just how Renekton will feel in game, check out his Champion Spotlight above. He’s definitely looking very strong, with a playstyle a bit like Xin Zhao but with more mobility. That’s right, I said more mobility. Expect to get crushed by him today.

At one point, Phreak addresses an apparently OP little chain of events by saying, ‘remember that I have 2-5 levels on all my opponents and 6000 gold worth of items at 18 minutes.’ So…his farming potential is not overpowered? Remember when you said, ‘because you should always be able to heal yourself, you should be farming minions very quickly,’ at the middle of the video? I’m fine with the existence of melee carries, but we’re talking about a melee champion that got 110 minion kills in 12 minutes.

All of this really belongs in my impression post for later today, so I’ll leave you with this. I think Renekton is going to be exactly like Xin Zhao – extremely powerful, able to jungle, but much better in lane because he’s such a huge threat to his opponents.

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