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Renekton
Мясник из песков
Renekton — Мясник из песков. Роль: Барон. Сложность освоения: высокая.
Матчапы
Основные предметы

Immolate: While in combat, deal magic damage equal to 16–25 plus 0.8% bonus health to nearby enemies per second. Damaging champions or epic monsters with Immolate will increase the damage by 11% for 5 seconds, stacking up to 4 times for 44%
Flametouch: At max Immolate stacks, your basic attacks burn enemies around you for 50% of Immolate's damage over 3 seconds
Immolate deals 130% damage to monsters and 175-250% damage to minions.

Guiding Light: Upon casting your ultimate, you enter Transcended for 6 seconds, increasing your maximum health by 10%. Every second during this time, you and nearby allied champions heal for ( 2.5 \ 1.25%) of your maximum health, up to ( 17.5% \ 8.75%) of your maximum health (30 second cooldown; 1200 range).

Thorns: When Struck by an attack, deal (20 + 6% Bonus Armor + 2% Bonus Health) Magic Damage to the attacker
Entwine: Apply Grievous Wounds to enemy champions for 3s when struck by their attacks or dealing damage to them.

Set Sail: +5% bonus move speed
Skipper: Basic attacks against a certain target will generate a stack up to 4 times, upon which they are all consumed to deal bonus physical damage, reduced to 40% on ranged users. Champions or epic monsters: 160% base AD (+ 5% maximum health). Turrets: 240% base AD (+ 9% maximum health)
Boarding Party: Nearby allied siege and super minions gain 20 – 130 (based on level) AR and 10 – 120 (based on level) MR, reduced to「 25% of that amount 」「 20 – 130 (based on level) AR and 10 – 120 (based on level) MR 」on ranged users
Boarding Party: While no allied champions are within 1200 units, gain ( 4 – 50 / 2 – 25) bonus armor, ( 4 – 20 / 2 – 10) bonus magic resistance, and deal 20% bonus damage against turrets. Nearby allied siege and super minions gain ( 40 – 170 / 20 – 80) bonus armor, ( 20 – 85 / 10 – 40) bonus magic resistance, 10% bonus size and deal 200% bonus damage against turrets.

Thirst: +10% Omnivamp
Ruined Strikes: Basic attacks deal bonus physical damage on-hit equal to ( 10% / 7%) target's current health, with a minimum of 15 against all units, and a maximum of 60 against monsters
Drain: Hitting a champion with 3 basic attacks or abilities within 2 seconds will deal 30 – 100 (based on level) magic damage on-hit and slow the target by 25% for 2 seconds, while granting you 25% bonus move speed for the same duration (60 second cooldown).

Fervor: +5% move speed
Spellblade: After using an ability, your next basic attack within 10 seconds deals bonus physical damage on-hit equal to 200% base AD (1.5 (post-effect) second cooldown).The damage is reduced to 50% against structures.
Valor: Basic attacks on-hit grant ( 20 / 10) bonus move speed for 2 seconds. Bonuses do not stack.

Fervor: +5% move speed
Spellblade: After using an ability, your next basic attack within 10 seconds deals bonus physical damage on-hit equal to 200% base AD (1.5 (post-effect) second cooldown).The damage is reduced to 50% against structures.
Valor: Basic attacks on-hit grant ( 20 / 10) bonus move speed for 2 seconds. Bonuses do not stack.

Harbinger: Casting your ultimate ability will create a blizzard aura that damage nearby enemies, dealing「 Error: Variables are unmatched. magic damage 」「 16 – 30 (based on level) magic damage every 0.5 seconds 」over 10 seconds and slowing them by 25% for 1 second. You also leave behind a brief path that grants 40 bonus move speed to allied champions (30 (on-cast) second cooldown).

Dragonforce: Gain 25 Basic Ability Haste
Focused Will: Dealing damage to monsters or enemies with abilities increases your champion’s ability and passive damage by 3% for 6s. (Stacks 4 times)

Set Sail: +5% bonus move speed
Skipper: Basic attacks against a certain target will generate a stack up to 4 times, upon which they are all consumed to deal bonus physical damage, reduced to 40% on ranged users. Champions or epic monsters: 160% base AD (+ 5% maximum health). Turrets: 240% base AD (+ 9% maximum health)
Boarding Party: Nearby allied siege and super minions gain 20 – 130 (based on level) AR and 10 – 120 (based on level) MR, reduced to「 25% of that amount 」「 20 – 130 (based on level) AR and 10 – 120 (based on level) MR 」on ranged users
Boarding Party: While no allied champions are within 1200 units, gain ( 4 – 50 / 2 – 25) bonus armor, ( 4 – 20 / 2 – 10) bonus magic resistance, and deal 20% bonus damage against turrets. Nearby allied siege and super minions gain ( 40 – 170 / 20 – 80) bonus armor, ( 20 – 85 / 10 – 40) bonus magic resistance, 10% bonus size and deal 200% bonus damage against turrets.

Thirst: +10% Omnivamp
Ruined Strikes: Basic attacks deal bonus physical damage on-hit equal to ( 10% / 7%) target's current health, with a minimum of 15 against all units, and a maximum of 60 against monsters
Drain: Hitting a champion with 3 basic attacks or abilities within 2 seconds will deal 30 – 100 (based on level) magic damage on-hit and slow the target by 25% for 2 seconds, while granting you 25% bonus move speed for the same duration (60 second cooldown).

Last Whisper: +30% armor penetration. Critical strikes gain 6% armor penetration
Sepsis: Dealing physical damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Set Sail: +5% bonus move speed
Skipper: Basic attacks against a certain target will generate a stack up to 4 times, upon which they are all consumed to deal bonus physical damage, reduced to 40% on ranged users. Champions or epic monsters: 160% base AD (+ 5% maximum health). Turrets: 240% base AD (+ 9% maximum health)
Boarding Party: Nearby allied siege and super minions gain 20 – 130 (based on level) AR and 10 – 120 (based on level) MR, reduced to「 25% of that amount 」「 20 – 130 (based on level) AR and 10 – 120 (based on level) MR 」on ranged users
Boarding Party: While no allied champions are within 1200 units, gain ( 4 – 50 / 2 – 25) bonus armor, ( 4 – 20 / 2 – 10) bonus magic resistance, and deal 20% bonus damage against turrets. Nearby allied siege and super minions gain ( 40 – 170 / 20 – 80) bonus armor, ( 20 – 85 / 10 – 40) bonus magic resistance, 10% bonus size and deal 200% bonus damage against turrets.

Guiding Light: Upon casting your ultimate, you enter Transcended for 6 seconds, increasing your maximum health by 10%. Every second during this time, you and nearby allied champions heal for ( 2.5 \ 1.25%) of your maximum health, up to ( 17.5% \ 8.75%) of your maximum health (30 second cooldown; 1200 range).

Immolate: While in combat, deal magic damage equal to 16–25 plus 0.8% bonus health to nearby enemies per second. Damaging champions or epic monsters with Immolate will increase the damage by 11% for 5 seconds, stacking up to 4 times for 44%
Flametouch: At max Immolate stacks, your basic attacks burn enemies around you for 50% of Immolate's damage over 3 seconds
Immolate deals 130% damage to monsters and 175-250% damage to minions.

Set Sail: +5% bonus move speed
Skipper: Basic attacks against a certain target will generate a stack up to 4 times, upon which they are all consumed to deal bonus physical damage, reduced to 40% on ranged users. Champions or epic monsters: 160% base AD (+ 5% maximum health). Turrets: 240% base AD (+ 9% maximum health)
Boarding Party: Nearby allied siege and super minions gain 20 – 130 (based on level) AR and 10 – 120 (based on level) MR, reduced to「 25% of that amount 」「 20 – 130 (based on level) AR and 10 – 120 (based on level) MR 」on ranged users
Boarding Party: While no allied champions are within 1200 units, gain ( 4 – 50 / 2 – 25) bonus armor, ( 4 – 20 / 2 – 10) bonus magic resistance, and deal 20% bonus damage against turrets. Nearby allied siege and super minions gain ( 40 – 170 / 20 – 80) bonus armor, ( 20 – 85 / 10 – 40) bonus magic resistance, 10% bonus size and deal 200% bonus damage against turrets.

Immolate: While in combat, deal magic damage equal to 16–25 plus 0.8% bonus health to nearby enemies per second. Damaging champions or epic monsters with Immolate will increase the damage by 11% for 5 seconds, stacking up to 4 times for 44%
Flametouch: At max Immolate stacks, your basic attacks burn enemies around you for 50% of Immolate's damage over 3 seconds
Immolate deals 130% damage to monsters and 175-250% damage to minions.

Guiding Light: Upon casting your ultimate, you enter Transcended for 6 seconds, increasing your maximum health by 10%. Every second during this time, you and nearby allied champions heal for ( 2.5 \ 1.25%) of your maximum health, up to ( 17.5% \ 8.75%) of your maximum health (30 second cooldown; 1200 range).

Immolate: While in combat, deal magic damage equal to 16–25 plus 0.8% bonus health to nearby enemies per second. Damaging champions or epic monsters with Immolate will increase the damage by 11% for 5 seconds, stacking up to 4 times for 44%
Flametouch: At max Immolate stacks, your basic attacks burn enemies around you for 50% of Immolate's damage over 3 seconds
Immolate deals 130% damage to monsters and 175-250% damage to minions.

Guiding Light: Upon casting your ultimate, you enter Transcended for 6 seconds, increasing your maximum health by 10%. Every second during this time, you and nearby allied champions heal for ( 2.5 \ 1.25%) of your maximum health, up to ( 17.5% \ 8.75%) of your maximum health (30 second cooldown; 1200 range).

Unique: Grants Warmog's Heart if you have at least 950 bonus health
Warmog's Heart: After 5 seconds without taking damage, you regenerate 3.5% maximum health every second
Blessed: Increases all healing and shielding effects on you by 30%.
Руны

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

When within 550 range of a turret, change an attack over 3 seconds. Attacking the turret discharges the attack dealing 200 (+ 30% maximum health) bonus Adaptive Damage. (30 second cooldown)

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Every 8 seconds, the next attack will be empowered, dealing 35 - 50 bonus adaptive damage. Ranged champions deal 80% damage.

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

When within 550 range of a turret, change an attack over 3 seconds. Attacking the turret discharges the attack dealing 200 (+ 30% maximum health) bonus Adaptive Damage. (30 second cooldown)

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Gain 10% tenacity.
While immobilized, gain 16-30 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.

Damaging an enemy champion deals a bonus 10–80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s. (10s cooldown)
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

When within 550 range of a turret, change an attack over 3 seconds. Attacking the turret discharges the attack dealing 200 (+ 30% maximum health) bonus Adaptive Damage. (30 second cooldown)

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Casting a Summoner Spell grants 10% - 40% (based on Summoner Spell cooldown) bonus movement speed for 3 seconds.

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

When within 550 range of a turret, change an attack over 3 seconds. Attacking the turret discharges the attack dealing 200 (+ 30% maximum health) bonus Adaptive Damage. (30 second cooldown)

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Gain 10% tenacity.
While immobilized, gain 16-30 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.

Attacks deal (6 + 8% bonus AD) bonus adaptive damage to enemy champions.

Entering combat generates one stack every second for the next 3 seconds. Additional stacks may be generated by re-entering combat after 2 seconds. After reaching 4 stacks, your next basic attack within 6 seconds against an enemy champion consumes all stacks to deal 2% of your maximum health in bonus magic damage, restore 2.5% of your maximum health, and permanently grant 10 bonus health. The empowered attack duration refreshes whenever going in combat.
On ranged champions, all effects are reduced by 40%.

Gains a shield that absorbs up to 25-45+1% max health for 3 seconds when immobilizing an enemy. (10 seconds cooldown)

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

Gain 10% tenacity.
While immobilized, gain 16-30 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.

Attacks deal (6 + 8% bonus AD) bonus adaptive damage to enemy champions.

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

When within 550 range of a turret, change an attack over 3 seconds. Attacking the turret discharges the attack dealing 200 (+ 30% maximum health) bonus Adaptive Damage. (30 second cooldown)

Gain 5 health every 5 seconds. After taking damage from an enemy champion regenerate 6 (+2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.

When 1 monster or 2 minions are killed nearby, permanently gain 3 Max Health. Max Health can be increased indefinitely. Gains bonus 3% Max Health upon reaching 30 stacks.

Attacks deal (6 + 8% bonus AD) bonus adaptive damage to enemy champions.

Basic attacks and abilities generate stacks of Conqueror on enemy champions hit, up to one per attack or cast. Each stack of Conqueror lasts 6 seconds and grants 3 - 7 (based on level) bonus (Adaptive) Attack Damage 4 - 12 (based on level) or Ability Power 4 - 11 (based on level), stacking up to 6 times, for a maximum of 12 - 36 (based on level) bonus Attack Damage or 18 - 54 (based on level) Ability Power (Adaptive).
While fully stacked, gain 8 % melle ( 5% ranged) Physical Vamp and Magical Vamp.
Adaptive Damage: Deals either physical or magic damage depending on your bonus stats, defaulting based on the origin of the effect.

Attacks deal (6 + 8% bonus AD) bonus adaptive damage to enemy champions.

When health is lower that 60%, attacks launched at enemy champions deal 5-11% bonus adaptive damage.

Gain 3% tenacity and 3% slow resist, up to bonus 15% tenacity and 20% slow resist when engaging in taking down monsters, enemy champions and minions.

Gain 10% tenacity.
While immobilized, gain 16-30 armor and magic resistance for 1.5 seconds. Refresh duration when immobilized multiple times.
Заклинания

Blink your champion a short distance forward or towards the target direction.
Flash is disabled while you are unable to cast abilities.

Active: After channeling for 3 seconds, remove any homestart or homeguard buff and blink to the target champion or ward. Your destination will be visibly marked.
Passive - [0–6:00 elapse]: You can also target allied turrets.

Blink your champion a short distance forward or towards the target direction.
Flash is disabled while you are unable to cast abilities.

Ignite the target enemy champion for 5 seconds, revealing them, inflicting 60% Grievous Wounds, and dealing 72 to 380 for 15 true damage over the duration.
The first tick of damage occurs briefly after the cast, then subsequent ticks occur every 1.056 seconds.
Сборки WildRiftFire
Вариант 1




UNIQUE - SET SAIL: +5% Movement Speed. UNIQUE - BOARDING PARTY: Nearby allied siege and super minions gain 20~130 Armor and 10~120 Magic Resist (25% if you are a ranged champion) UNIQUE - SKIPPER: Every 4th attack against champions and epic monsters deals bonus physical damage equal to 160% base Attack Damage + 5% max Health (ranged champions deal 40% of the damage), increased to 240% Attack Damage + 9% Max Health Bonus as Physical Damage against structures (ranged champions deal 40% of the damage).


UNIQUE - THIRST: +10% Omni Vamp UNIQUE - RUINED STRIKES: Basic attacks deal (10% Melee / 8.5% Ranged) of target's current health bonus physical damage. Deals a minimum of 15 damage, and against monsters deals a maximum of 60 damage. UNIQUE - DRAIN: Hitting a champion with 3 basic attacks or abilities deals 30 - 100 (based on level) magic damage and steals 25% of their movement speed for 3 seconds. (60 second cooldown)


UNIQUE - LAST WHISPER: +30% Armor Penetration, Attacks that Critically Strike gain an additional 6% Armor Penetration. UNIQUE - Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.


UNIQUE - Conversion: +7% Omnivamp. Limited to 1 Boots item.


ACTIVE - THIRSTING SLASH: Deal 230% Base Attack Damage as physical damage to nearby enemies. Restore Health equal to (20% Attack Damage + 12% missing Health) for each enemy champion hit. (15s Cooldown)


UNIQUE - SET SAIL: +5% Movement Speed. UNIQUE - BOARDING PARTY: Nearby allied siege and super minions gain 20~130 Armor and 10~120 Magic Resist (25% if you are a ranged champion) UNIQUE - SKIPPER: Every 4th attack against champions and epic monsters deals bonus physical damage equal to 160% base Attack Damage + 5% max Health (ranged champions deal 40% of the damage), increased to 240% Attack Damage + 9% Max Health Bonus as Physical Damage against structures (ranged champions deal 40% of the damage).


UNIQUE - THIRST: +10% Omni Vamp UNIQUE - RUINED STRIKES: Basic attacks deal (10% Melee / 8.5% Ranged) of target's current health bonus physical damage. Deals a minimum of 15 damage, and against monsters deals a maximum of 60 damage. UNIQUE - DRAIN: Hitting a champion with 3 basic attacks or abilities deals 30 - 100 (based on level) magic damage and steals 25% of their movement speed for 3 seconds. (60 second cooldown)


UNIQUE - LAST WHISPER: +30% Armor Penetration, Attacks that Critically Strike gain an additional 6% Armor Penetration. UNIQUE - Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.


UNIQUE - FERVOR: +5% movement speed UNIQUE - SPELLBLADE: After using an ability, your next basic attack within 10 seconds deals 200% base AD bonus physical damage on-hit. (1.5 second cooldown which begins after using the empowered attack) UNIQUE - Valor: Basic attacks (on-hit) grant +(20 Melee / 10 Ranged) flat movement speed for 2 seconds. Bonuses do not stack.


UNIQUE - RESURRECT: Upon taking lethal damage, resurrects and restores 50% of base health and 30% of maximum mana after 4 seconds of stasis. (210 second cooldown)


ACTIVE - THIRSTING SLASH: Deal 230% Base Attack Damage as physical damage to nearby enemies. Restore Health equal to (20% Attack Damage + 12% missing Health) for each enemy champion hit. (15s Cooldown)
Способности

При каждой автоатаке Ренектон увеличивает запас ярости, которая способна усиливать его умения. Кроме того, Ренектон получает дополнительную ярость, когда у него мало здоровья.
При каждой автоатаке Ренектон увеличивает запас ярости, которая способна усиливать его умения. Кроме того, Ренектон получает дополнительную ярость, когда у него мало здоровья.

Ренектон рассекает всех врагов вокруг себя, нанося им умеренный физический урон и восстанавливая себе здоровье на долю от этого урона. Если запас ярости Ренектона составляет 50 или более, урон и восстановление здоровья увеличиваются.
Ренектон рассекает всех врагов вокруг себя, нанося им умеренный физический урон и восстанавливая себе здоровье на долю от этого урона. Если запас ярости Ренектона составляет 50 или более, урон и восстановление здоровья увеличиваются.

При следующей автоатаке Ренектон бьет дважды, нанося умеренный физический урон цели и оглушая ее. Если запас ярости Ренектона составляет 50 или более, он бьет трижды, нанося цели большой физический урон и оглушая ее на некоторое время.
При следующей автоатаке Ренектон бьет дважды, нанося умеренный физический урон цели и оглушая ее. Если запас ярости Ренектона составляет 50 или более, он бьет трижды, нанося цели большой физический урон и оглушая ее на некоторое время.

Ренектон совершает рывок, нанося урон всем врагам на своем пути. Если запас ярости Ренектона составляет 50 или более, он наносит дополнительный урон и уменьшает броню пораженных врагов.
Ренектон совершает рывок, нанося урон всем врагам на своем пути. Если запас ярости Ренектона составляет 50 или более, он наносит дополнительный урон и уменьшает броню пораженных врагов.

Ренектон принимает обличье великого тирана, увеличивая свой запас здоровья и нанося периодический магический урон всем окружающим врагам. Кроме того, текущий запас ярости Ренектона во время действия умения постоянно увеличивается.
Ренектон принимает обличье великого тирана, увеличивая свой запас здоровья и нанося периодический магический урон всем окружающим врагам. Кроме того, текущий запас ярости Ренектона во время действия умения постоянно увеличивается.