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Runes: Glacial - Main Runes
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Leverage (PASSIVE)
Renata Glasc Passive Ability
Threats & Synergies
Nautilus
High all in engage supports like naut are a huge threat. Renata is an enchanter after all!
Aphelios
Hard carries such as aphelios and jinx benefit insane from Renata buffs. She is paired very well with hyper carries.
Aphelios
Hard carries such as aphelios and jinx benefit insane from Renata buffs. She is paired very well with hyper carries.
Champion Build Guide
According to League of Graphs I am one of the best Renata Glasc's. I have played many games of her and feel confident on that champion.
you guys can come watch this build live and see how to use it and see how it works. Come enjoy and learn something as I am also a masters plus support player. I also play in amateur and proving grounds so if you would like to check those games out you can follow me on twitch.
Leverage : Renata Glasc's basic attacks mark her enemies and deal 1−5.25% (+1% per 100 ability power) of the target's maximum health in bonus magic damage.
Damage from Renata's allies consumes the mark, dealing the same amount as additional magic damage.
Q: Handshake
Renata Glasc sends out a missile from her robotic arm that roots the first enemy hit for a second and damaging them for 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage.
She can reactivate the ability to throw the enemy in a target direction, damaging enemies hit for the same amount and stunning them if the thrown target is a champion.
W: Bailout
Renata Glasc grants an allied champion or herself 10 / 15 / 20 / 25 / 30% (+1% per 100 ability power) ramping Attack Speed and 10 / 12.5 / 15 / 17.5 / 20% (+1% per 100 ability power) Move Speed toward enemies.
If the ally gets a takedown on an enemy champion, the buff duration resets.
If the ally would die while Bailout is still active, their health is set back to full but they begin burning to death over 3 seconds. The ally can stop the burn by getting a champion takedown before they die.
E: Loyalty Program
Renata Glasc sends out chemtech rockets that shield allies for 50 / 70 / 90 / 110 / 130 (+50% of ability power) as well as damaging enemies for 65 / 95 / 125 / 155 / 185 (+55% of ability power) magic damage and slowing them for 30% for 2 seconds that they pass through.
The rockets also apply their effects around her on cast and in an explosion at max range.
R: Hostile Takeover
Renata Glasc sends out a cloud of chemicals that causes enemies to go Berserk for 1.25 / 1.75 / 2.25 seconds. Increasing their Attack Speed by 100% and forcing them to basic attack anything around them.
Berserk enemies prioritize attacking their own allies, then neutral units, then Renata Glasc's team, then Renata Glasc herself.
Damaging an enemy champion with an ability hurls a comet at their location, or if Arcane Comet is on cooldown, reduces its remaining cooldown.
Adaptive Damage: 30-100 (based on level) (+ 20% AP) (+ 35% bonus AD)
Cooldown: 20-8 seconds
Cooldown Reduction:
Single Target: 20%
Area of Effect: 10%
Damage over Time: 5%
Manaflow Band:
Hitting enemy champions with a spell grants 25 maximum mana, up to 250 mana.
Cooldown: 15 seconds
Upon earning 250 mana, Manaflow Band restores 1% of your missing mana every 5 seconds.
Transcendence:
Gain bonuses upon reaching the following levels:
Level 5: 5 ability haste.
Level 8: 5 ability haste.
Level 11: On champion takedowns, reduce the remaining cooldown of your basic abilities by 20%.
Scorch:
Your next damaging ability hit sets champions on fire, dealing 15-35 bonus magic damage based on level after 1 second.
Cooldown: 10 seconds
Secondary Tree would be inspiration and most supports go biscuits cosmic insight. Approach velocity can work because your E slows but I do not find high value in the rune.
Also gives a little bonus damage on each skill, and even more damage when an ally procs it. It has a relatively short cooldown too (6s per champion). You can win most trades with your standard combo in lane, and is possible for you to 2-3 shot squishy champs.
Shurelya's battlesong:
New Shurelyas is actually pretty good, the motivate passive makes it even harder for your carries to get jumped on, and lets them kite better. The active movespeed buff is great for engaging (especially when you have lots of melee in your team) and disengaging to prevent getting dived on.
Ionian Boots of Lucidity:
Ability haste is now uncapped, so it would make sense to just stack up on cdr as it is a very important stat for Renata
Ardent Censer:
Go for ardents early only if your ADC/Attack speed teammate is doing well.
Staff of Flowing Water:
10 less AP than Ardent Censer, but the passive is better suited for APCs like Syndra, Swain, Veigar, or non attack speed based ADCs like Ezreal or Jhin. Also gives 20 AH when the rapids passive is up, which should be permanent in teamfights.
Redemption:
This item can just turn teamfights around. The range on the active is also pretty long, so you can give your team heals from across the map! Always find an opportunity to use this item even after you're dead. Don't hold it for that "perfect teamwide heal", it's still fine if you use it on 2-3 people. I also like to use this item to check the status of baron/dragon, when it's not safe to walk in or you have no vision.
Once you generate 500 gold on the item, it will convert into a Frostfang and will give you 1 ward charge on the item if you are out of the starting fountain. Anytime you recall you will receive 3 fresh new ward charges on the item. At this point you should look to replace your stealth ward trinket with the oracles trinket as you will be unable to plant more than 3 wards on the map at one time (with the exception of having a Vigilant Wardstone late game).
The full completion of the item at 1000 gold will allow you to have 4 ward charges, however you are unable to generate further gold from the item.
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