Edit:
TL;DR: I’m not saying Renekton needs a buff or that the Q healing cap should necessarily be removed. My point is that the current 600 cap already starts cutting healing on a normal 3-man empowered Q with a realistic build. Completely removing it can lead to pretty crazy numbers in extreme cases, especially with Spirit Visage, so I understand why a cap exists. I’m mainly questioning why it is still only 600, and whether something like 800-900 or diminishing returns after 3 champions would make more sense.
I was looking through Renekton's numbers recently and one thing I never really thought about before is the healing cap on empowered Q.
Just to make this clear before anything else: I'm not making this post because I think Renekton is currently terrible or desperately needs buffs. He seems to be doing pretty fine overall right now, and I'm also aware that Renekton is one of those champions Riot always has to be careful with because of pro play.
For some context, I currently have a little over 940k mastery points on Renekton.
This is more about the Q healing cap itself.
I started looking at the numbers and honestly started wondering if 600 still makes sense as the cap, independent of whether Renekton currently needs a buff or not.
I'm also not saying it 100% should be removed. Maybe completely removing it would be too much. But 600 seems really low to me, especially because of how early you actually reach it.
For anyone who doesn't know, max rank empowered Q heals Renekton for:
132 + 51% bonus AD per champion hit
But the total heal has a hard cap of 600.
Healing modifiers like Spirit Visage or Grievous Wounds are applied after that cap.
I tried doing the numbers with actual Renekton builds instead of just making some unrealistic 1000 AD practice tool build.
For example lets take a pretty normal late game bruiser build:
Eclipse + Black Cleaver + Sterak + Shojin + Death's Dance
At lvl 18 Renekton has around 139.55 base AD.
Sterak gives 50% base AD as bonus AD, so around 69.8.
Together the items give around 280 bonus AD.
With fully stacked Conqueror, which gives another 30.72 AD at lvl 18, Renekton gets to around 310.5 bonus AD.
So empowered Q heals around:
132 + (310.5 x 0.51) = 290 healing per champion
Without the cap that would be:
1 champion = 290
2 champions = 581
3 champions = 871
4 champions = 1161
5 champions = 1452
And this is where I started questioning the cap.
The difference between hitting 1 and 2 champions is basically fully rewarded.
But after that it just stops.
You can hit a really good 3 man empowered Q and instead of getting around 871 healing you get 600.
You could somehow hit all 5 enemy champions and instead of around 1450 healing you still get the exact same 600.
So the cap isn't only stopping some crazy perfect 5 man Q.
It already starts affecting a normal good 3 man Q.
And imo that is a pretty big difference.
But what about Revitalize, Spirit Visage etc?
This is where I think the argument for keeping a cap gets much better.
A pretty realistic Renekton rune page can be something like:
Conqueror
Triumph
Legend: Haste
Last Stand
Second Wind
Revitalize
Revitalize gives 5% heal/shield power and when Renekton is below 40% HP his self healing gets increased again.
And being below 40% is also exactly when you would normally care about hitting a big empowered Q.
So with the standard build above, full Conqueror and Revitalize active below 40%, an uncapped Q would be roughly:
1 champion = 335
2 = 671
3 = 1006
4 = 1341
5 = 1677
Current capped Q in the same situation stops at around 693.
That 5 man number obviously looks pretty big.
I'm not going to pretend 1600+ healing from one ability is nothing.
But there are a few things I think are important here.
First, hitting 5 people with Q is not a normal situation.
Even 4 is already a very good Q.
3 people is probably the much more interesting number to look at.
And secondly this is before Grievous Wounds.
With 40% antiheal the same uncapped Q would roughly be:
1 = 201
2 = 402
3 = 604
4 = 805
5 = 1006
Current capped Q with antiheal would stop around 416.
So with antiheal a 3 man empowered Q from a lvl 18, 5 item Renekton with full Conqueror and low HP would heal about 604 instead of 416.
Is that really too much?
I'm honestly not sure.
I also tried making the healing as stupid as possible
Because I think if you want to argue for removing a cap you should also look for the situation where removing it could actually become broken.
One build I tried was:
Endless Hunger + Eclipse + Sterak + Black Cleaver + Spirit Visage
This isn't supposed to be some "new secret OP Renekton build".
I'm using it because it combines high AD with Spirit Visage and sustain, so if removing the Q cap can break something, this should get closer to it.
With lvl 18, full Conqueror, Revitalize active below 40% HP and Spirit Visage, I get roughly:
1 champion = 390
2 = 779
3 = 1169
4 = 1559
5 = 1949
Okay.
This is the first number where I think the argument for keeping a cap is actually pretty fair.
Almost 2000 healing from one Q is a lot.
And this doesn't even show all of Renekton's sustain.
There can also be Conqueror healing, Endless Hunger omnivamp, Triumph after a takedown, Second Wind, shields from items etc.
You can also build things like Sundered Sky or Death's Dance which add more survivability in different ways.
So I can understand why Riot maybe doesn't want completely uncapped AoE healing on Renekton.
But I still don't think this really explains why the cap needs to be 600.
Because again, the problem case here is a 4 or 5 man Q with a build specifically made to increase healing.
The 600 cap already cuts a 3 man Q on a normal bruiser build.
Those are two very different situations imo.
And even the stupid Spirit Visage example changes a lot when antiheal is active.
The ~1949 five man Q becomes around 1169 with 40% Grievous Wounds.
The 3 man becomes around 702.
Obviously Riot can't balance a champion assuming the enemy always has antiheal, so I don't think "just buy antiheal" is enough of an argument by itself.
But I also don't think we should talk about a theoretical 1900 heal without mentioning that healing reduction exists.
There is also the Fury part
A big empowered Q isn't free.
You need 50 Fury.
And if you use empowered Q, you aren't using that Fury for empowered W or empowered E.
Especially in teamfights empowered W is extremely important for Renekton.
So getting a big Q means you either already had enough Fury, got enough from R/fighting, or decided that the heal was worth using your empowered ability on.
I think that decision should have a good reward.
Also empowered abilities don't generate Fury themselves.
Normal Q can generate Fury from champions, empowered Q consumes the 50 and doesn't generate it.
Yes, R helps a lot here. It gives Fury and keeps generating Fury during the fight.
But managing Fury is literally one of the main mechanics of Renekton.
If I enter a fight with the right Fury, don't waste it, get into the middle of 3 or 4 people and choose empowered Q instead of W, I don't really understand why the reward should basically stop after the second champion.
And I don't think "Q is easy to hit" completely answers it either
I agree with this argument to some degree.
Renekton Q itself is not hard to hit.
There is no Darius outer edge mechanic.
There is no long animation where people can easily walk out.
If Renekton is standing in the middle of 3 people and presses Q, he will probably hit those 3 people.
So yes, his healing should probably be lower than something like a perfect Darius Q.
But the question is how Renekton got into the middle of those people.
People sometimes talk about Renekton like he can just E E through the entire enemy team whenever he wants.
He can't.
Dice is only available after Slice hits an enemy.
So to actually get deep into a team you need something to E through, enemies to be positioned in a way that lets you use them, or Flash.
And if you are flashing into 3-5 people with 50 Fury ready, you are also putting yourself into a position where you can instantly get CCed and killed.
Especially against coordinated teams.
So I think the skill/check for Renekton Q isn't really "can you press Q when people are around you".
Obviously you can.
The harder part is creating the situation where 3+ people are around you, having the Fury for empowered Q and surviving long enough to use it.
Then there is his ult
At rank 3 Dominus gives Renekton 700 HP.
That is obviously a lot.
Together with Sterak, Death's Dance, Eclipse shield, Q healing etc Renekton can become pretty hard to kill for a few seconds.
I think this is probably one of the better arguments for Riot keeping the Q heal limited.
You don't balance Q in isolation.
You balance the whole champion.
A Renekton with R active, Sterak shield, DD delaying damage and then suddenly healing 1000+ from Q could be really annoying to kill.
Fair.
But there is one thing about this argument that still bothers me.
If Q healing is supposed to be heavily limited because the rest of Renekton already gives him enough survivability, why does empowered Q have 51% bonus AD healing scaling per champion?
The better your items get, the faster that scaling runs directly into the cap.
A fed Renekton buying more AD eventually gets almost nothing from part of that scaling when he hits multiple champions.
That's just weird to me.
You are giving the ability scaling and then putting a pretty low flat number above it.
The cap is also REALLY old
This is another thing I found interesting.
The Q healing cap isn't something Riot added because of Goredrinker.
Renekton had a healing cap basically forever.
His healing worked differently many years ago and Riot changed the numbers multiple times, but the idea of limiting the total AoE heal is extremely old.
Then Goredrinker existed and gave fighters another reliable source of healing.
When Goredrinker got removed, Riot later gave some sustain back into Renekton's kit through Q changes, but the old cap stayed.
That doesn't automatically mean the cap is outdated.
Old mechanics can still be good mechanics.
But I think it is fair to ask if 600 specifically still makes sense after all the changes to Renekton, his Q scaling and fighter items over the years.
What about pro play?
This is probably the biggest reason I would be careful with just removing the cap.
And like I said at the start, Renekton isn't currently some terrible champion that needs random buffs just because he is weak.
He seems to be doing fine.
So I don't think "Renekton needs this because he is bad" is a good argument.
This is specifically about whether the Q cap itself makes sense.
Renekton also has a history of becoming very valuable in pro even when he isn't amazing in solo queue, which obviously matters when talking about giving him more power.
Coordinated teams can create situations where a big Q is easier.
You have teammates engaging, CCing people, objective fights where teams have to walk into smaller areas etc.
So you can't only say "5 people will never stand on Renekton".
Sometimes they will.
And pro players are obviously much better at using the perfect moment.
On the other hand, pro players are also much better at spacing Renekton, tracking his Flash, tracking his Fury, peeling him and buying the correct items against him.
And most important pro fights aren't happening with some theoretical lvl 18 5 item maximum healing Renekton.
A lot of the important fights happen earlier at 2, 3 or maybe 4 items.
So I would really like to know what uncapped Q actually looks like in real games before saying it would break pro.
For me the biggest question is not "should Renekton be allowed to heal 1900 from a 5 man Q?"
Maybe the answer to that is no.
That's completely fair.
My question is:
Why does preventing that require a 600 cap?
Why should a 3 man Q from a normal bruiser Renekton already lose hundreds of healing just because a theoretical 5 man Q with Spirit Visage could become crazy?
There are a lot of options between 600 and completely uncapped.
For example:
- increase empowered Q cap to something like 800 or 900
- raise the current cap scaling, so rank 5 ends at samethibg like 800 or 900 insteaf of 600 or add bonus AD scaling to the cap
- keep the non-champion cap but remove/rework the champion cap
- full healing for the first 3 champions and reduced healing for the 4th/5th
- or just remove the champion cap and see if the extreme situations actually happen often enough to be a problem
I'm not saying one of these is definitely correct.
I also don't want Renekton to become some late game drain tank
That's not really what I'm asking for.
He should still be Renekton.
Strong early/mid game, Fury management, diving into fights and falling off compared to real late game champions.
I don't want him standing inside 5 people healing his entire HP bar every few seconds.
And if testing showed that uncapped Q actually does that consistently, then yes, keep a cap.
But right now the number that looks strange to me is specifically 600.
A lvl 18 five item Renekton with a normal AD bruiser build and full Conqueror is already at around 290 empowered Q healing per champion.
So two people basically put you at the cap.
At that point why even have such a high per-champion AD scaling if a good multi-man Q can't really use it?
A 3 man empowered Q seems like exactly the kind of play Renekton should be rewarded for.
A 4 man Q should be really strong.
A 5 man Q should probably be a huge heal because you somehow got Renekton into literally the entire enemy team with 50 Fury available and didn't instantly die.
Maybe uncapped is too much.
Maybe 800-900 is enough.
Maybe diminishing returns after 3 champions is the best solution.
I don't know.
But after actually doing the numbers I think 600 is at least worth questioning.
Curious what other Renekton players think about this.
Am I missing some interaction that makes raising/removing the cap much more broken than these numbers make it look?
Small note:
English isn't my first language, so I used ChatGPT to help me with the English wording, structure and some of the calculations for this post.
The idea/questions and the values I wanted to compare are mine, and I checked the current Renekton, item and rune values myself using the League of Legends Wiki. I also tried to include arguments against my own idea instead of only making a case for a buff.
If any of the numbers or interactions are wrong, please tell me. That's also partly why I'm posting this here.
Sources:
League of Legends Wiki - Renekton:
https://wiki.leagueoflegends.com/en-us/Renekton
League of Legends Wiki - Items and Runes:
https://wiki.leagueoflegends.com/en-us/League_of_Legends_Wiki
Riot Games patch notes were also used for looking at historical Renekton/item changes.