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Runes: Primary Runes: Crowd Control Synergy
Resolve
Domination
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Primary Summoner Spells
Flash
Ignite
Items
Ability Order Standard Crowd Control
Break the Mold (PASSIVE)
Rell Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Champion Build Guide
Introduction
I am AvengingAvacyn and I've been playing League of Legends since just before the release of Jinx. I play a lot of Rell Support and Seraphine Support, and I have guides for both. Even though I hover around Iron and Bronze, I'm ranked in the top 1200 Rell players on the North America server per League of Graphs.
I like playing Rell because I love her ability to just get up in the faces of an opposing team, stun them and watch as her team wrecks their world. She is very powerful if played properly.
I like playing Rell because I love her ability to just get up in the faces of an opposing team, stun them and watch as her team wrecks their world. She is very powerful if played properly.
Riot's Champion Spotlight
Here is Riot's original Champion Spotlight for Rell.
Pros / Cons
Pros for Rell: ➕ Able to engage from range, get quickly into enemy faces and stun entire teams. ➕ Specializes in team fights: Area-of-effect abilities and crowd control while breaking shields and stealing resistances. ➕ Strong crowd control including multiple stuns and a displacement. ➕ Very powerful shields and healing, especially when augmented by items. ➕ Low skill ceiling / Easy to learn. ➕ Able to excel at Support with most common ADC/Marksmen characters. Cons for Rell: ❌ Very little built-in escape if you don't use your W right and you don't hit your crowd control. ❌ Very low movement speed without supplemental items. ❌ Very low attack speed without supplemental items. ❌ Relies on being around teammates to unlock her true potential. |
Low Skill Ceiling
Rell can be good for beginners because there aren't a lot of tricky combo mechanics to learn. You tether a teammate, jump on the enemy and spam your stuns until they die from your passive damage, your Shattering Strike and the attacks from your team. Rell is basically a walking earthquake, you bait the enemy into getting close enough and then you slam down on top of them from a distance. Rell also teaches you teamwork and communication, because if your team isn't ready for the all-in, then you risk them not following up on it with you. They need to be ready because Rell heavily relies on their team damage. |
Why Support?
Riot Games intended for Rell to be a Support and it shows. You probably can't solo lane or jungle with her very well because she requires a teammate to truly capitalize on her abilities. Her Full Tilt specifically relies on having a teammate to tether, and without that, you don't have the signature stun. She is a wall of tanky crowd control but she doesn't make much impact on her own. She is awesome with a team to follow up on her attacks. |
Passive: Break the Mold
Q: Shattering Strike
W: Ferromancy: Crash Down
Ferromancy: Crash Down |
Rell's W allows her to jump from her horse and slam into the ground to immobilize enemies. It is the start of her combo, in which you spam all of your crowd control to keep opponents locked down. |
W: Ferromancy: Mount Up
R: Magnet Storm
Gameplay and Montages
Some gameplay and montages. All games featured are S-, S or S+ level.
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