See Renata's counters
Patch 26.18support

Renata Glasc Support Build & Guide — Patch 26.18

Renata

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Enchanter / Lockdown
Patch
26.18

Core Abilities

Leverage
Renata's basic attacks deal bonus magic damage and mark the target. The next ally to damage that marked enemy applies a second, larger burst of magic damage. Every auto in a trade is a free damage amp for your carry.
Handshake
Handshake
Linear missile that roots the first enemy hit. Recast to throw the rooted target in a direction: enemies they collide with take damage and are stunned for 1.25s. Range 900 — your primary engage and pick tool.
Bailout
Bailout
Target an ally: they gain Attack Speed and Move Speed toward enemies. If they would die during the buff they return to full HP that decays over 3s. A Takedown during decay sets them to 25% HP and stops the decay — a free second life.
Loyalty Program
Loyalty Program
Two chemtech missiles in a cone. Enemies hit take damage and are slowed 30% for 2s. Allies hit get a Shield. Wave-clear, peel, and short-range poke in one button — cast through your carry so they get the shield.
Hostile Takeover
Hostile Takeover
Long 2000-range cone that Berserks enemies hit for up to 2.5s — they auto-attack the nearest unit, allies first, with huge bonus Attack Speed. The enemy carries shred their own back line for you.

Skill Order

1
E
2
Q
3
W
4
E
5
E
6
R
7
E
8
Q
9
E
10
Q
11
R
12
Q
13
Q
14
W
15
W
16
R
17
W
18
W

Primary Combo

WQRecastAAE

Core Items

World Atlas
Ionian Boots of Lucidity
Dream Maker
Moonstone Renewer
Mikael's Blessing

Situational Items

Mercury's Treads
Mercury's Treads
vs heavy hard CC (Leona, Morgana, Lissandra) — tenacity shortens stuns and roots, the only stat that lets you finish a Q recast under fire
Locket of the Iron Solari
Locket of the Iron Solari
vs AOE wombo comps (Yone R, Kennen R, Orianna R) — instant team-wide shield right as their ult lands
Redemption
Redemption
for long objective fights (Drake, Baron) — big delayed AOE heal you can drop from across the map
Staff of Flowing Water
Staff of Flowing Water
into AP carries who scale with Ability Haste (Hwei, Viktor, Syndra) — buffs the ally you shield with extra Ability Power
Morellonomicon
Morellonomicon
vs healing-stacking comps (Soraka, Vladimir, Dr. Mundo) — your E and basic attacks apply Grievous Wounds to cap their sustain

Runes

Primary · Sorcery
Summon Aery
KeystoneSummon Aery
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Scorch
Scorch
Secondary · Inspiration
Biscuit Delivery
Biscuit Delivery
Cosmic Insight
Cosmic Insight
Stat shards
Ability HasteAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Sorcery primary: Aery rides every E shield and every Q for steady extra damage and shield value. Manaflow Band funds E spam in lane, Transcendence adds 5 ability haste at level 5 and 5 more at level 8 for a real second R, Scorch turns Leverage autos into chip damage.

Why secondary

Inspiration secondary: Biscuit Delivery solves your weak early mana pool (Q costs 80 mana, E climbs from 70 to 110), Cosmic Insight cuts the cooldown on Flash and Mikael's Blessing — the two actives that decide most engages.

When to switch secondary

Into hard engage supports (Leona, Nautilus, Rell), swap Inspiration to Resolve with Font of Life (Q root and recast stun heal you and the lowest-health nearby ally) and Revitalize (5% heal and shield power, plus 10% more on targets below 40% health).

Win Condition

Land a Q-recast knock onto a wall or the enemy back line (1.25s stun on collision), let your AD carry W-buffed second-life through their burst, and save R for the moment the enemy commits 3+ champions in a clumped line.

Weakness

Q is a slow skillshot you commit blind; a miss leaves you with no instant peel. Bailout is single-target — wrong ally dying, no save for the carry. R is a cone aimed through your own team, easy to throw.

Overview

Renata Glasc is an enchanter support (a healing- and buff-focused support whose job is to keep allies alive and stronger, not to engage) with one twist that sets her apart from Lulu and Milio: she also has hard CC (crowd control, meaning effects that lock the enemy in place — stuns, roots, knockups). Leverage is her passive: every basic attack marks the target, and the next ally to hit that target deals a chunk of free bonus magic damage. Handshake (Q) is a 900-range linear skillshot that roots the first enemy it hits; recast within a short window and Renata throws the rooted target in any direction — anyone they collide with takes damage and gets stunned for 1.25 seconds. Bailout (W) is the kit's signature: target an ally, give them Attack Speed plus Move Speed toward enemies, and if they would die during the buff they return to full HP and decay over 3 seconds — a Takedown (kill or assist) during the decay sets them to 25% HP and stops the timer. It's a free second life for one ally per cooldown. Loyalty Program (E) fires two chemtech missiles forward: enemies take damage and are slowed, allies get a shield. Hostile Takeover (R) is a 2000-range cone that Berserks enemies hit (forces them to auto-attack the nearest unit, allies first) for up to 2.5 seconds with massive bonus Attack Speed — the enemy ADC literally turns around and shreds their own front line (the tanks and bruisers standing between you and their carries).

Game plan: in lane, poke (chip damage at distance to wear down HP) with E and use auto-attacks to apply Leverage marks so your ADC's last-hits double as champion harass. Look for Q on a stepped-up enemy — even a missed Q is fine if the recast is up, because the threat alone zones them off the wave. Mid-game, your job pivots to two tasks: keep one priority carry permanently W-buffed in fights so they survive the first burst, and aim R as a fight-ender when the enemy clumps into a teamfight or stacks behind a wall on an objective. Late-game, your R is the single most impactful spell on the map — wait for the enemy ADC to be alive and in range, and turn their own auto-attacks into your team's win condition.

Recommended Build

Starting items: World Atlas World Atlas (the unified support starter) plus 2 Health Potions. World Atlas pays you 18 gold per Shared Riches charge, and one of the ways to spend a charge is killing a minion, which also hands the nearest ally the normal kill gold. Use the charges on minions your AD carry cannot reach; do not stand in the wave stealing every last hit, because that costs your AD carry tempo, not because the item punishes you.

Core items (in order):

  1. World Atlas World Atlas — starter. It evolves automatically as you accumulate quest progress through Runic Compass Runic Compass and Bounty of Worlds Bounty of Worlds, ending in the endgame upgrade you choose.
  2. Ionian Boots of Lucidity Ionian Boots of Lucidity — boots that give Ability Haste (a stat that reduces how long you wait between casting each ability). Renata wants more Q recasts and more R chances per fight; cheap boots that stack with her runes is the right call most games. Swap to Mercury's Treads Mercury's Treads when the enemy team has 2+ hard crowd-control champions.
  3. Dream Maker Dream Maker — the enchanter finish of your support item (Bounty of Worlds transforms into it for free). Healing or shielding another ally blows Dream Bubbles onto them for 3 seconds: their next attack deals bonus magic damage on-hit, and the next damage they take is reduced. Renata re-shields the same carry over and over in a fight, so the bubbles are almost always up on the ally that matters.
  4. Moonstone Renewer Moonstone Renewer — passive that chains heals and shields to nearby allies in extended fights. Stacking sustain on top of W's second-life means a single Renata can absorb 2-3 enemy ults of pressure on the back line.
  5. Mikael's Blessing Mikael's Blessing — active that cleanses crowd control off an ally and heals them. Renata's W saves them from dying, Mikael's saves them from the lock-down that's keeping them from playing the game. Burn it on your ADC the instant a Morgana root or Leona stun lands.

Situational items:

  • Mercury's Treads Mercury's Treads — magic resist plus tenacity (a stat that shortens the duration of crowd control on you). Pick over Ionian Boots when the enemy team has 2+ hard-CC champions (Leona, Morgana, Lissandra). You need the tenacity to finish a Q recast or a Mikael's cast under enemy lockdown.
  • Locket of the Iron Solari Locket of the Iron Solari — active that shields all nearby allies for a few seconds. Pop it the instant the enemy commits an AOE ult (Yone R, Kennen R, Orianna R) so your team eats the burst (the high damage they dump in the first 1-2 seconds of a fight) at half value.
  • Redemption Redemption — global AOE heal-and-damage active with a 2.5-second telegraph. Drop it on the Drake or Baron pit from across the map during long objective fights; the heal value alone is often the difference on a 50-50 fight.
  • Staff of Flowing Water Staff of Flowing Water — shielding or healing an ally grants both of you 40 Ability Power and 15 Ability Haste for 6 seconds. Pick into AP carries who scale with Ability Haste (Hwei, Viktor, Syndra) — they get to cast more during the W-buffed second life.
  • Morellonomicon Morellonomicon — applies Grievous Wounds (reduces enemy healing for 3 seconds) on damaging spells. Build it against healing-stacking comps (Soraka, Vladimir, Dr. Mundo) where your E and basic-attack Leverage damage are the only AOE (area of effect) anti-heal application on your team.

Boots: Default Ionian Boots of Lucidity Ionian Boots of Lucidity for the Ability Haste — your R is the highest-impact spell in your kit and you want more of them per game. Swap to Mercury's Treads Mercury's Treads when the enemy has 2+ hard-CC champions and your problem is staying alive long enough to cast, not casting more.

Skill order: Max E (Loyalty Program) first — it's your wave-clear, your poke, and your shield. Lower cooldown means more shields and slows per fight. Max Q second — lower cooldown on Handshake means more pick attempts and more recast stuns. Max W last — the rank-ups mostly add Attack Speed and Move Speed, which matter less than the death-delay that you get at rank 1. Take R at levels 6, 11, 16.

Runes: Primary Sorcery (the magic-damage rune tree, full of mana and Ability Power scaling) with Summon Aery (a small companion that flies out on every ability you cast — damages enemies you hit, shields allies you heal or buff), Manaflow Band (mana refunds for hitting champions with spells; solves your weak early mana pool), Transcendence (5 Ability Haste at level 5 and 5 more at level 8; from level 11 every champion takedown refunds 20% of your basic ability cooldowns) and Scorch (your auto-attack Leverage marks the target, then Scorch adds a small DOT — damage over time — making lane harass actually hurt). Secondary Inspiration (utility tree) with Biscuit Delivery (free mana-and-HP biscuits in the first 6 minutes — Renata's worst phase) and Cosmic Insight (lower cooldowns on Flash and item actives — Mikael's especially). Stat shards (the three small stat boosts at the bottom of the rune page): Ability Haste / Adaptive Force / Health Scaling.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Renata beats

  • Sunlight chain-CC tank support

    Leona's Zenith Blade dash commits her on a fixed line — Handshake Q recast catches her mid-engage and throws her back into her own team, flipping the fight before Shield of Daybreak stun can land on Renata's ADC.

    Leona
  • Single-target hook tank support

    Nautilus's Dredge Line commits him on a fixed hook line — Handshake Q recast catches him mid-pull and throws him back into his own team, flipping the fight before Riptide's slow can follow up.

    Nautilus
  • Knock-up engage cavalry support

    Rell's Ferromancy: Crash Down commits her on a fixed leap line — Handshake Q recast catches her mid-engage and throws her back into her own team, flipping the fight before Magnet Storm R can pull.

    Rell
  • Long-range hook engage support

    Bailout W on the ADC means Blitzcrank's Rocket Grab Q charge-pull no longer kills the carry — they return to full HP after the burst. Handshake Q out-ranges the Rocket Grab recast, throwing Blitzcrank back into his own team mid-engage.

    Blitzcrank
  • Long-range hook engage support

    Bailout W on the ADC means Thresh's Death Sentence Q hook no longer kills the carry — they return to full HP after the burst. Handshake Q out-ranges the Death Sentence pull-back, throwing Thresh back into his own team mid-engage.

    Thresh

Champions that beat Renata

  • Polymorph enchanter support

    Lulu's Whimsy W polymorphs Renata's ADC mid-Bailout buff, cancelling the second life before it triggers — the W save target loses auto-attacks during the polymorph so the Takedown timer cannot lock.

    Lulu
  • Cleanse enchanter support

    Milio's Breath of Life R cleanses the Handshake Q-recast stun and applies Tenacity, removing Renata's only hard crowd control chain. Warm Hugs E speed-shield pulls the ADC out of Hostile Takeover R cone before the berserk lands.

    Milio
  • Anti-CC AP burst support

    Morgana's Black Shield E blocks Handshake's initial root outright — no recast becomes available because the Q never connects. Dark Binding root locks Renata during the Hostile Takeover R cast windup, and Soul Shackles tether ult chains a stun during the Handshake recast attempt.

    Morgana
  • Late-scaling ranged ascending support

    Kayle's Divine Judgment R makes the ally invulnerable, cancelling Bailout's death-delay since they cannot be damaged to trigger the save — the second-life passive never procs.

    Kayle
  • Long-range artillery poke mage support

    Xerath's Arcanopulse Q out-ranges Loyalty Program E shield, chipping HP for free past 1200 units. Handshake Q is too slow vs instant Shocking Orb stun skillshot, and Rite of the Arcane R channel executes Renata's ADC from across the map after the lane phase.

    Xerath

Key matchups

  • Leona: Pick into her. Her engage tools (Zenith Blade dash-stun, Solar Flare ult) commit her on fixed lines; once she throws Zenith Blade, your Q-recast picks her up mid-flight and throws her back into your wave. Don't try to trade (a short exchange of damage in lane) before level 6; play far back, farm with E, and look for the punish on her cooldowns.
  • Nautilus: Skill matchup — no clear edge on paper. His Dredge Line (Q) hook out-ranges both your Q first cast and your auto-attacks: 1150 against 900 and 550. Stand behind your minion line so the hook hits a creep first; once it's on cooldown, step up and trade with E + auto Leverage marks. At level 6 his ult chains 3 hits; if he commits onto your ADC, your W keeps them alive long enough for your R to flip the fight.
  • Morgana: Counterpick to you. Her Black Shield (E) is a magic-damage spell shield: it blocks your Q's first cast outright. With no Q landed there is no recast, and you have no other hard CC. Don't waste mana firing Q at her or anyone she shields. Hold Q for the moment her E is on cooldown; track her cooldown religiously (26 seconds at rank 1, down to 16 at rank 5).
  • Lulu: Hard counter into your all-in (full kill commitment). Her Whimsy (W) polymorphs your ADC mid-Bailout, cancelling the buff before the death-delay triggers — your second life never fires. Don't W on your ADC when her Whimsy is up; force trades only in the 18-second window where it's down.
  • Soraka: Pure-peel enchanter (a healing-focused support whose job is to keep her ADC alive, not start fights) you can bully. She has no point-and-click stop for your engage. Once you have W-Q levels, step up with your ADC and look for Q on her stepped position — root, recast, throw her back into your team's range, dead before her ADC can react.

Power spikes & win conditions

  • Level 3 (E + Q + W): First spike. The full kit is online; you can E-poke into Q-engage with W as the safety net if your ADC overcommits. An over-extending enemy ADC (one who has pushed too far past their first wave — the row of incoming minions) is a free pick if you land Q on a wall and recast.
  • Level 6 (R unlocks): Engage potential explodes. Hostile Takeover turns Renata from a setup support into a fight-flipper. Two clumped enemies caught in the cone effectively become a 2v3 against their own team for 2.5 seconds. Coordinate with your jungler for the first dragon: aim R through the enemy team as they pile onto the objective.
  • Dream Maker Dream Maker completion (~ minute 12-14): First teamfight item online. Every E-shield now arms your carry as well: bonus on-hit magic damage on their next attack and a cut on the next damage they take. Group for Drake (the dragon objective in the bottom river — kills give your team permanent stat buffs) or Voidgrubs (small monsters in the top river — the team that kills them earns bonus damage to enemy structures).
  • 3 items + level 11 (~ minute 22-26): Two R points and Mikael's Blessing Mikael's Blessing online. Your kit can save the ADC from one death, cleanse them from one hard CC chain, and Berserk 2-3 enemies in a teamfight — all in the same fight. This is the window where Renata's win rate spikes hardest.

Common mistakes

  • Firing Q at long range without an angle. Handshake's value is the recast, not the first cast. A Q hit in open ground throws the target however you want — but if there's no wall, no enemy line, and your team isn't in position, you root someone for free damage and that's it. Always cast Q with the recast destination already chosen: a wall to slam them into, an enemy carry to pinball off of, or your team's path of advance.
  • Bailout on the wrong ally. W is single-target and on a 24-28 second cooldown. Use it on the carry whose damage decides the fight, not the tank diving in. A W-buffed front-line bruiser (a durable melee fighter with damage, like Sett or Renekton) does less for your win condition than a W-buffed ADC who keeps shooting through their burst.
  • Hostile Takeover into a 1v1. R's value scales with the number of enemies in the cone, and the Berserked enemies must have allies nearby to attack. R on a solo Yasuo who has split-pushed top does almost nothing — he turns and auto-attacks a minion. R into 3 clumped champions in a teamfight is a guaranteed kill. Save it for the clump, never spend it on the picker.
  • Using E only as a shield. Loyalty Program is two missiles, and they hit allies AND enemies on the same cast. If you only ever fire it sideways for the shield, you're wasting the damage, the slow, and your wave-clear. Cast E through your ADC: they get the shield, the wave gets the damage, the enemy gets the slow.
  • Auto-attacking minions in lane. Leverage's bonus damage and mark only matter when applied to enemy champions. Hitting minions stacks no marks and pushes your wave forward, which is bad for support positioning. Spend your auto-attacks on the enemy ADC or support whenever you can step up safely — every Leverage mark is free damage your ADC then converts.

Advanced tip

The Q-recast flank ult. Walk into the side brush of the river before a teamfight starts (deep enough that the enemy support's ward doesn't catch you). When the fight begins, fire Q from behind their line onto their backline ADC or mage — the root sets up your recast, and you throw them sideways through their own team into yours. The instant the recast stun connects, fire R in the same cone direction: every enemy near the thrown target eats the Berserk on top of the stun. The whole thing reads to the enemy as their carry suddenly walking sideways into a wall of CC while their front line turns around and auto-attacks them. The drill is muscle memory (the automatic finger reflex): bind your spells so Q + recast + R are within reach of the same hand, and practice the flank lines in Practice Tool until you can hit Q, recast, and R inside two seconds. This is the play that turns Renata from "support that helps" into "support that ends fights".

Past patches

No previous versions available.

Related support guides