About Renekton
http://champion.gg/champion/Renekton/Top he has a 46% win rate does he need a buff
http://champion.gg/champion/Renekton/Top he has a 46% win rate does he need a buff
Win rates are not indicative of performance.
Renekton is an early-game bully. If he does not force the enemy to surrender by 20 minutes, he's failed his job. With the advent of Marksman everywhere, Renekton is able to be bullied out of his own territory by ranged characters, and the late-game is reached a lot sooner for his enemies, meaning he get's outscaled.
Buffing Renekton is not the answer, as that would cause him to become overbearing for any melee top laners he may run into. Buffing every melee top champion is also not the answer, as that could cause them to become overpowered in other roles (If they increased J4's Armor to make him better against ranged top laners, his jungle sustain would increase, and he would become a better jungler. Just an example).
Rather, the Marksman need to be brought back in line. It's fine that they're played in other places than bot, but they're too strong in places other than bot. So, buffing Renekton, or any other melee top laner, is not the answer, no.
yeah they are
Idk I'm destroying people with him. A buff to help me do that better would be awesome tho.
lol, one damage item and he'll 100-0 you within his stun frame.
Nope he's balanced.
late game is happening sooner than ever now. and hes not a late game champion. the only buff he needs is to make the heal on his Q actually. DOES SOMETHING.
Looking at champion.gg, i don't think people are building him right... at all. Fervor of battle? Don't get me wrong, it's strong in lane, but it doesn't transfer to late well at all. Why are we not getting Grasp? Much stronger. We deal so much mixed damage on Renek that I really don't understand taking the Ferocity tree at all past the 12 point level. Battering blows isn't very good for us because of how much magic damage we do (and our physical damage is really directed at squishies), and as I said Fervor is pretty bad come late game. Further, even the lower points aren't that great- Sorcery is kinda a noob trap (W damage is not increased, which is a LOT of your damage, especially with the build I'm going to propose), Double-Edged is okay but less than ideal (we're a tank- a tank that hits hard, but PRIMARILY A TANK), vampirism/natural talent aren't that strong in general and don't really benefit us that well (meh AP scaling, already have good sustain when able to hit minions and don't need more), and bounty hunter is really bad. Oppressor is definitely good, but not worth that many points.
What I would suggest taking is 0/12/18. This gets you Assassin which is amazing for a top laner, Dangerous Game which increases healing in successful teamfights and early all-ins, and Merciless, which is nice but not awesome. In Resolve, we get Runic Armor which is fantastic both in teamfights and in lane, sustain that doesn't require us to hit minions in Perseverance, the option for better early sustain or better late tankiness at Tier 1, Tenacity which is super valuable due to Merc Treads nerfs, and Grasp- which is both damage AND healing, and strong throughout the game.
With this setup, we're going to build something like this:

This build is far tankier than the options presented from champion.gg, and is actually about equally good at killing squishy targets. Additionally, remember that where champion.gg seems to be building a bruiser, I am building a TANK... that happens to still deal enough damage to kill squishies in a few seconds. An empowered W will be dealing some 800+ damage, your Q will be doing some 400 damage, you'll get tons of burn damage from Sunfire+your ult, you'll get ~150 damage per 4 seconds from Grasp as well as ~165 healing from the same. The only thing we're giving up is the armor shred of black cleaver- which we don't really care about, because we only need enough damage to force enemy squishies to pay attention to/respect us. Sunfire can be freely replaced with Omen if desired, although this will reduce teamfight damage (and pushing power by a fairly negligible amount, you already push quite hard).
The build overall ends up giving you more resistances, comparable health, and more healing than either build option given from champion.gg, with damage that isn't far behind in either the lane phase or the late game.
Also, you can see his counterpicks- Quinn, Graves, Jax. Jax should not be a counterpick to renekton, it really should be the other way around. That speaks to an issue with their relative power. And Quinn and GRaves should not win THAT hard vs him, which means they likely need to be nerfed relative to Renek.
Anyway, I don't really think that win rate is indicative of Renekton's power; it reflects poor choices on the part of his players and excessively strong counter picks.
TL;DR: Renekton is played wrong and his counterpicks need nerfed.