Renata Glasc: The Chem-Baroness

Renata Glasc is a Support champion released on February 17, 2022. She is classified as an Enchanter (legacy classes: Support, Mage) and plays in the bottom lane as a support. She is Ranged with an attack range of 550 and an adaptive type of Magic. Resource: Mana. Missile speed: 1800.

Last changed in patch V25.14. Store price: 2400 Blue Essence / 880 RP. Renata Glasc is one of the most mechanically interesting enchanters in the game. Where most enchanters are passive heal-and-shield bots, Renata actively disrupts teamfights with her R and creates offensive kill windows through Leverage mark coordination. She demands more active decision-making from the player than any other enchanter in her class.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP5452393.51
Mana (MP)3501333.25
HP55.516.32
MP511.521.33
Armor (AR)27119.43
Attack Damage (AD)49~108
Magic Resist (MR)3055.56
Movement Speed (MS)330330 (fixed)
Attack Range550 (Ranged)550 (fixed)
Missile Speed1800
Base AS0.625Windup%: 18.8%
Bonus AS0%41.49%
Crit. DMG200%200%

💡 Key Note: Renata has a relatively low base HP (545) and MR (30–55.56) compared to tankier supports. Her safety comes entirely from positioning and ability usage – she needs to stay at 550 range, firing Leverage-marked autos and abilities without overextending. Her MP5 of 11.5 base is one of the highest in the game, which matters because her abilities have high mana costs across the board.

Passive: Leverage

INNATE – Mark Application: Renata’s basic attacks are empowered to apply a mark that lasts 6 seconds, refreshes on subsequent hits, and expires when attacking a new enemy. If the enemy was unmarked, the attack also deals bonus magic damage equal to 1% – 2% (based on level) (+2% per 100 AP) of the target’s maximum health.

INNATE – Allied Proc: Allied champions’ damaging attacks and abilities against a marked target will consume the mark to deal additional bonus magic damage equal to 1% – 2% (based on level) (+2% per 100 AP) of the target’s maximum health. Leverage’s damage is capped at 150 against epic monsters.

💡 Why Leverage Changes How You Play: Leverage isn’t just a passive damage proc – it’s a communication tool. Marking a priority target with a basic attack signals to your ADC where to focus damage while simultaneously guaranteeing a max-health damage bonus on the first allied hit. Against tanks and high-HP carries, the percentage max-health scaling makes every marked trade significantly more efficient than a standard support auto. Maintain marks on the highest-HP target in range at all times.

Q: Handshake

Cost: 80 Mana  |  Cooldown: 16 sec  |  Cast Time: 0.25  |  Range: 900 / 275  |  Width: 140  |  Tether Radius: 1200  |  Speed: 1450  |  Queue Threshold: 0.5 / 0.3

ACTIVE: Renata fires a hook in the target direction that deals magic damage to the first enemy hit and roots them for 1 second, during which they are revealed.

If the root was applied, Renata forms a tether between her and the target for the same duration, causing Renata to become unable to declare attacks and have her movement speed reduced by 30%. Handshake can be recast while the tether is active.

ParameterValue
Magic Damage (Hook)80 / 125 / 170 / 215 / 260 (+80% AP)
Root Duration1 second
Tether Radius1200 units (break distance)
MS Reduction (Renata while tethered)-30%
Recast: Throw DirectionAny direction toward cursor
Recast: Knockback Secondary Stun0.5 seconds on enemy champions hit

RECAST: Renata breaks the tether to knock the target in the target direction, though not through terrain, dealing the same damage to enemies they pass through. If the thrown target is a champion, all secondary targets hit are stunned for 0.5 seconds.

💡 Pro Tip: The recast direction is fully free – Renata can hook an enemy and throw them any direction she chooses, including back into her own team for a guaranteed follow-up, or into a wall for extended CC duration. The most powerful use is throwing a hooked ADC directly into your frontline, ensuring 0.5-second stuns on everyone they pass through. This is Renata’s primary engage tool, not just a poke ability.

⚠️ Note: While the tether is active, Renata cannot basic attack and moves 30% slower. Never hold the tether longer than necessary in close-range fights. Snap-recast immediately if an enemy dives you while the tether is up.

W: Bailout

Cost: 80 Mana  |  Cooldown: 28 / 27 / 26 / 25 / 24 sec  |  Cast Time: None  |  Target Range: 800  |  Effect Radius: 1300

ACTIVE: Renata infuses herself or the target allied champion with a chemtech formula for 5 seconds, granting the target bonus attack speed and bonus movement speed while facing nearby visible enemy champions or minions, with both bonuses increasing by 0% – 100% (based on seconds elapsed). Bailout’s duration resets whenever the target scores a takedown against an enemy champion within 6 seconds of damaging them.

ParameterValue
Bonus Attack Speed10 / 15 / 20 / 25 / 30% (+1% per 100 AP)  →  scales to 2x over 5s
Bonus Movement Speed10 / 12.5 / 15 / 17.5 / 20% (+1% per 100 AP)  →  scales to 2x over 5s
Cheat-Death ThresholdFatal damage while Bailout is active
Restoration HP100% maximum health
Post-Revival Burn10% max health true damage every 0.264 seconds
Burn Cancellation ConditionTakedown within 6 seconds of damaging enemy champion
HP After Successful TakedownSet to 20% maximum health

If the target takes fatal damage while Bailout is active, they are restored to 100% of their maximum health but suffer a true damage burn equal to 10% of their maximum health every 0.264 seconds until they reach 0 health, during which Bailout’s duration is reset every 0.25 seconds. This effect may occur only once per application of Bailout while the target already has the buff and is not burning.

The burn will stop once the target scores a takedown against an enemy champion within 6 seconds of damaging them, setting their current health to 20% of their maximum health immediately afterwards.

💡 The Most Important Mechanic on Renata: Bailout’s cheat-death is one of the most powerful single-target protective abilities in the game – but it’s conditional. Restoring to full HP and then dying to the true damage burn is not a free second life. It’s a window. The target must get a kill or assist within 6 seconds to cancel the burn. This means Bailout should be placed on offensive, kill-hungry carries – not tanks who back off. An ADC in Bailout who goes ham and gets a kill doesn’t just survive – they reset the buff and keep going. Understanding this completely changes how you use W.

⚠️ Warning: Bailout placed on a target who cannot secure a kill will result in their death regardless – the burn is unavoidable without a takedown. In situations where your carry is heavily kited with no kill available, Bailout’s cheat-death is wasted. Use W before the carry gets into a kill position, not reactively after they’re already at 5% HP.

E: Loyalty Program

Cost: 70 / 80 / 90 / 100 / 110 Mana  |  Cooldown: 14 / 13 / 12 / 11 / 10 sec  |  Cast Time: 0.25  |  Target Range: 800  |  Effect Radius: 325 / 225  |  Width: 220  |  Speed: 1450  |  Queue Threshold: 0.5

ACTIVE: Renata sends out chemtech rockets from either side of her that instantly strike targets around her. After 0.429 seconds they converge and travel to the target location as a single missile, striking targets along its path and exploding upon reaching the target location.

Renata and allies struck are granted a shield for 3 seconds and enemies struck are dealt magic damage and slowed by 30% for 2 seconds.

ParameterValue
Magic Damage (enemies)65 / 95 / 125 / 155 / 185 (+55% AP)
Shield Strength (allies)50 / 65 / 80 / 95 / 110 (+50% AP)
Slow30% for 2 seconds
Shield Duration3 seconds
Convergence Time0.429 seconds (rockets merge before traveling)

💡 Pro Tip: Loyalty Program has a subtle but important dual-role: it shields allies in the path and at the destination, and damages enemies in both zones. In bot lane, fire E through your ADC toward the enemy – your ADC gets the shield, the enemy gets the damage and slow. The 0.429-second convergence window creates a brief moment where the rockets pass through a wide area around Renata, shielding any ally within the initial blast radius even before the missile has traveled. This near-instant shield component is often faster than a traditional point-and-click shield.

R: Hostile Takeover (Ultimate)

Cost: 100 Mana  |  Cooldown: 150 / 130 / 110 sec  |  Cast Time: 0.75  |  Range: 2000  |  Effect Radius: 750 / 1000  |  Width: 500  |  Angle: 14°  |  Speed: 650 – 1000

ACTIVE: Renata launches a cloud of potent chemicals that travels in the target direction, granting sight of its surroundings. Enemy champions and minions hit become Berserk for a duration.

ParameterValue
Berserk Duration1.25 / 1.75 / 2.25 seconds
Berserk Bonus Attack Speed100%
Berserk Size Increase25%
Range2000 units
Width500 units
Cloud Speed650 – 1000 (accelerates)

Berserked units gain 100% bonus attack speed and 25% increased size. Within their targeting radius, they prioritize attacking the closest unit by the following categories in descending order:

  1. Their allied champions
  2. Allied non-champions
  3. Allied wards
  4. Enemy units (including monsters)

💡 The Most Disruptive Ultimate in the Support Role: Hostile Takeover doesn’t deal damage directly – it weaponizes the enemy team against itself. A perfectly placed R on a grouped enemy team forces every affected unit to attack their own carries at 100% bonus attack speed for up to 2.25 seconds. An enemy ADC with 3 full items, Berserk, auto-attacking their own fed mid laner for 2.25 seconds is a fight-ending scenario that no amount of healing or shielding from the enemy support can counteract.

⚠️ Critical Execution Notes: 

  • The cloud travels at 650–1000 speed over 2000 range – it’s not instant. Enemies can Flash or dash out of the path if they see it coming. Aim for grouped, immobile targets or use Q to root a key target in the cloud’s path first.
  • Minions also become Berserk. A minion wave behind enemy champions can become an allied minion massacre that clears waves, which is more of a side effect than a benefit.
  • R does not affect towers or structures. Berserked units will attack allied units only – not enemy buildings.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Leverage Auto-Trading: Every Renata auto-attack marks a target. In lane, tag the enemy ADC with a basic attack, then let your own ADC fire one shot into the mark to proc the max-health bonus magic damage. This pattern makes each poke trade significantly more efficient than standard enchanter AA-AA exchanges.
  • W Timing in Level 2 All-Ins: Bailout placed before a level 2 all-in gives your ADC the cheat-death window plus ramping attack speed. If the enemy support is melee and your ADC is aggressive, this is often a free kill – they take lethal damage, revive, and the kill is within arm’s reach.
  • Q Hook Angle Practice: Handshake at 900 range is a long skillshot with a narrow 140-width. Practice aiming at the feet of the enemy rather than their body model to account for movement. The throw direction after a successful hook is where Renata truly earns her value – aim the throw toward your ADC’s position, not away from the fight.
  • E Timing in Lane: Loyalty Program’s near-instant near-Renata shield component means you can fire E through your ADC when an enemy engages and the shield lands before the first hit connects. It’s faster than most players expect – use it as a reactive shield, not just a proactive poke tool.

Mid Game (Levels 7–13)

  • Bailout on the Right Carry: In teamfights, Bailout’s value depends entirely on choosing the right target. A fed ADC who is diving in aggressively is the ideal target. A peeling support or a tank holding a point is the worst target. Track the fight flow before W – commit to the carry who is actively generating kill pressure.
  • Q + R Combo Setup: Handshake roots a target in place for 1 second. Hostile Takeover travels at 650–1000 speed over 2000 range. Rooting a key enemy in the cloud’s path removes their only reliable counter to R (dashing out). Q + R with proper aim is a near-guaranteed Berserk on the priority target.
  • Loyalty Program Shield Rotation: E has a 10-second cooldown at rank 5. Keep it on cooldown during sustained fights – the 50% AP scaling shield and simultaneous slow creates a constant shield-refresh loop when paired with Moonstone Renewer or other heal-amp items.

Late Game (Level 14+)

  • R as Teamfight Win Condition: A 2.25-second Berserk duration at rank 3 R on 3+ enemies is a teamfight-ending event. The key is landing it on the enemy’s highest-damage units – their ADC and AP carry attacking each other for 2.25 seconds at 100% bonus attack speed can eliminate one of them entirely without Renata’s team doing anything.
  • Bailout Cheat-Death Coordination: In late game where one fight decides the game, coordinate W timing verbally or with pings. The carry needs to know they’re in Bailout before going in – not after. A carry who gets Bailout unexpectedly sometimes doesn’t take the risk needed to capitalize on the burn window.
  • Leverage Mark Priority in 5v5: Mark the enemy with the highest maximum HP – typically the enemy tank or frontliner. Every marked auto your team fires procs additional max-health magic damage that cuts through their defensive stacking. In late game against full-tank compositions, Leverage marks can contribute 400–600 bonus magic damage per marked trade.

⚔️ Core Combo Guide

  1. Primary Engage Combo: Q hook → E through ally (shield + slow enemy) → recast Q throw toward your team (secondary stuns) → W on carry who is following up → auto-attack marked targets
  2. R Setup Combo: Q to root priority target in R path → immediately R (cloud catches rooted target before they can dash) → E shield your team during the chaos → W on your carry to capitalize on Berserk window
  3. Lane Poke Pattern: Basic attack to apply Leverage mark → ping marked target for ADC → ADC consumes mark for double max-health proc → E forward to shield ADC and slow enemy retaliation
  4. Defensive Peel Combo: Q hook on diver → throw them away from carry (recast toward wall or behind Renata) → E shield on carry → W on carry if still in danger for cheat-death window

❌ Common Mistakes and How to Avoid Them

  • Using Bailout Reactively: Bailout placed on a champion who is already at 10% HP with no kill available does nothing useful except delay death by 1–2 seconds. W must go on a champion who has active kill pressure when applied. If your carry is retreating, W is wasted. If they’re diving, W is a win condition.
  • Throwing Q in the Wrong Direction: The Handshake recast direction is fully free. Throwing a hooked target away from your team just sends them to safety. Throw them toward your frontline, into a wall, or across terrain to maximize lockdown time and follow-up damage.
  • Holding Leverage Marks on the Wrong Target: Marks expire if Renata attacks a new enemy. In chaotic fights, randomly auto-attacking resets the mark to a lower-priority target. Identify the highest-HP target, apply the mark, and stick to that target until the mark is consumed by an ally.
  • R into Spread Enemy Teams: Hostile Takeover has a 500-width cone and travels 2000 range. Against a team that is spread across the map, it hits 1–2 targets at most. R should never be used unless 3+ enemies are clustered in a 500-unit wide corridor. Force grouping with Q + E first, or wait for objective contests where enemies are naturally stacked.
  • Not Accounting for E’s Dual-Zone: Many Renata players fire E only toward enemies for the damage. The near-Renata explosion shields allies around Renata instantly. In fights where your carry is next to you, E is a near-instant shield on them regardless of where the missile is aimed – use this as a panic button, not just a directional slow.

⚙️ Recommended Build and Itemization

Core Items

  • Moonstone Renewer: Heals and shields on ability use. Renata’s E provides shields on a 10-second cooldown and her W generates constant ally activity during the fight. Every Loyalty Program cast stacks Moonstone. Amplifies Bailout’s cheat-death window with passive healing throughout.
  • Shurelya’s Battlesong: Movement speed active for your team during the engage setup. Activating Shurelya’s while using E forward creates a double-layer of speed and shielding that allows your team to close the gap before the enemy can respond to the R cloud.
  • Staff of Flowing Water: AP and bonus AP grant on shielding. Renata’s E shields both herself and allies – every cast triggers Staff’s passive, giving your entire team bonus AP and MS. On ability-dependent carries, this passive can add meaningful damage for each E rotation.

Situational Items

  • Redemption: AoE healing during the chaos of Hostile Takeover. Enemies are attacking each other – your team is doing nothing for 2.25 seconds. Activating Redemption mid-R restores HP to your team while the enemy implodes. This combination is one of the most one-sided teamfight outcomes possible.
  • Mikael’s Blessing: Against CC-heavy compositions that target your carry before they can use Bailout’s kill window. Cleansing a root or stun on a Bailout-active carry who is burning gives them the mobility needed to reach a kill and cancel the burn.
  • Chemtech Putrifier: Grievous Wounds on enemy champions hit by shields. Since Renata’s E shields allies while hitting enemies, the Putrifier passive applies Grievous Wounds to every enemy the missile passes through or explodes on. Exceptionally strong against healing compositions.

⚔️ Counter Picks & Matchups

✅ Renata Glasc Counters

1. Seraphine – No CC to interrupt Handshake. Renata’s Q hook into throw sends Seraphine into the enemy team for stunning secondary hits. Bailout neutralizes Seraphine’s poke-to-burst pattern, and Hostile Takeover forces Seraphine to attack her own carry with full attack speed.

2. Soraka – Renata’s Leverage mark damage is magic and percentage-based, bypassing Soraka’s armor-stacking irrelevance. Hostile Takeover turns Soraka’s Silence into a non-factor – she can’t stop enemies attacking their own team. Bailout gives Renata’s carry an extra life that Soraka’s healing can’t match for raw HP restoration value.

3. Lulu – Lulu’s Polymorph has a cast time. Renata’s Q at 900 range fires before Lulu can consistently react to interrupt it. Hostile Takeover’s Berserk bypasses Lulu’s Wild Growth knock-up (the target is Berserked, they just immediately attack their carry after landing).

❌ Renata Glasc is Countered By

1. Thresh – Death Sentence outranges Handshake and can hook Renata out of position before she can apply Leverage marks consistently. Lantern positioning allows the ADC to retreat from Bailout fights. Thresh’s CC chain interrupts Renata’s Q hook setup for R.

2. Nautilus – Dredge Line’s hook range matches Handshake’s. Nautilus’s point-and-click kit doesn’t care about Renata’s shield values. Riptide slows prevent Renata from repositioning when her tether is active and she’s at -30% MS.

3. Blitzcrank – Rocket Grab’s grab speed (1800 missile speed) is faster than most players can react to at max range. A grabbed Renata with active tether is effectively dead. Her defensive toolkit is ally-facing, not self-facing – once displaced, she has no escape options.

FAQ

Q: Does Bailout guarantee survival if your carry is 1v5?

A: No. Bailout provides one cheat-death window followed by a true damage burn. If the carry cannot get a takedown within 6 seconds of damaging an enemy champion, the burn kills them regardless. In a 1v5 with no kill available, Bailout just adds 2–3 seconds before death. Use W only on carries who have an active kill opportunity nearby.

Q: Can Handshake throw enemies in any direction?

A: Yes. The recast direction is fully cursor-dependent, not locked to any axis. This is the most important mechanical skill on Renata – practice throwing hooked targets toward your team, into walls, or across terrain to maximize CC duration and follow-up damage.

Q: Does Hostile Takeover affect allies?

A: No. The cloud only affects enemy champions and minions. Berserked units attack allied units, not each other. The effect is entirely one-directional – enemies attack their own team while your team is unaffected by the cloud.

Q: How does Leverage mark interaction work in teamfights?

A: Renata marks one enemy at a time – attacking a new target removes the old mark. In teamfights, the mark stacks on the current target. Any ally who damages that target consumes the mark for bonus max-health magic damage. Coordinate with your team to focus the marked target for maximum proc frequency.

Q: Is Renata Glasc difficult to play?

A: Her basic kit is accessible, but her ceiling is high. Standard E-shield and Q-hook usage is learnable quickly. Advanced Renata play involves precise Q throw directions, optimal Bailout timing relative to fight stage, and R placement that maximizes Berserk targets. The gap between a casual Renata and a coordinated one is significant.

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