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Runes:
Resolve
Inspiration
+8 Ability Haste
+6 Armor
+6 Armor
Spells:
1
2
Default choice
Flash
Ignite
Items
Ability Order
Break the Mold (PASSIVE)
Rell Passive Ability
Champion Build Guide
Introduction
Hello. I am a Diamond Support player but frankly, neither you nor I care who I am so lets get on to the star of this show.
What Is
Rell?
She is a tank support champion. No surprise here. As with all new League champions, there will always be some comparison to other champions along with their abilities and playstyles so let's compare so you get an idea if you want to play her.
What Is

She is a tank support champion. No surprise here. As with all new League champions, there will always be some comparison to other champions along with their abilities and playstyles so let's compare so you get an idea if you want to play her.
Comparisons

With her charging in and having multiple forms, she is reminiscent of an older off-meta support,







Lets next discuss a fellow mineral tank,







Let's, once again, compare her engage. Her engage is her W which has two different forms. She either jumps for a knockup or she gets on her horse and flips her auto attack target behind her. She can also CC her opponent whilst they are in the air. Sound familiar? Indeed, pre-rework


With all those downsides, how could she be viable? Let's finally compare her to what I believe to be the most similar playstyle and kit, her fellow blond tank but with a helmet,





Why Play Rell (Pros and Cons)
With her being outmatched in every task by another champion, why would you play
Rell ?
Let's look at the pros and cons.
From this, you can see that
Rell is primarily a peel tank who can also have a place in making wombo combos. While she may have heavy deficiencies alone, her strengths lie elsewhere. So long as she has an ally by her side, any enemy that your group comes by will be sucked in and will never leave without either a flash or leaving their corpse.
Why is slow slow move speed both a pro and a con? This accounts for some mind games. As with the current state of League, if a champion is too slow, it simply feels bad to play.
Rell pushes this to the extreme with a 250 base move speed dismounted, 35 less than dismounted kled. Few players experience playing with or against this type of slowness that was not of their influence. The con is obviously the low move speed but the pro is that you bring your opponent to your tempo and have the opportunity to decide when to break it.
Ferromancy: Mount Up provides both the return to a normal base move speed as well as increased move speed topped off with further increasing when approaching enemies. Without any shiny animations, you suddenly gain approximately 200 move speed and are charging towards an enemy who overstepped feeling too confident from your dismounted hobbling. There's simply nothing better than catching someone unprepared and just going to town on them.
You want to play the hero that jumps in to save ally? Perhaps you want to charge into the enemy team and laugh with low health while the enemy corpses surround you sealed by your metallic storm. Then
Rell is the champion for you.

Let's look at the pros and cons.
PROS | CONS |
---|---|
+ Shield Breaker + Amazing peel + Good engage + Playmaking potential + Tanky and provides defensive stats to linked + Anti-Tank + Instant CC + Slow speed dismounted |
- All or nothing engage - Difficult to reposition if W is on cooldown - All forms of CC are a counter. - Low damage - May be the worst champion to move alone, rivaling ![]() - Slow speed dismounted |
From this, you can see that

Why is slow slow move speed both a pro and a con? This accounts for some mind games. As with the current state of League, if a champion is too slow, it simply feels bad to play.


You want to play the hero that jumps in to save ally? Perhaps you want to charge into the enemy team and laugh with low health while the enemy corpses surround you sealed by your metallic storm. Then

Runes





















Abilites

It shines around mid-late game when tanks start building some resistances. Early game, its lackluster stealing about 3-4 resistances on top of about 11-15 more damage per auto attack. This may be phenomenal if she didn't have the second slowest attack speed just after


This ability is, in a word, underwhelming. It can break shields which is great assuming the enemy team even has shields. It does 50% less damage to those after the first target and even then, it has very low base damage. Also, it applies


This should only be used to break shields in a fight or to lightly tickle your opponent when your linked ally is at about 50% health. Any other uses is a waste of mana.


This is your key ability as it will literally decide if you live or die whenever you use it. A well aimed

Dismounted


All this is not to say you shouldn't crash down to engage. If you have the opportunity and you're certain it lands, use it. My opinion here is based more on reliability as a failed mount charge is less disastrous than a failed crash down charge.

This provides resistances for your ally as well as a safe aoe CC for them. This is reliable in that it stuns both the area between you two *** well as in a circle around both of you
Used aggressively, this is a nice CC to ensure your ally, who is chasing, can freely hit their target for a little bit. The stunning part being basically an instant cast is very helpful to get things done then and there. The biggest downside to this ability is that when switching linked ally, there is a non-reduceable 2.75 second cooldown. When it comes to assassins, this time frame may be deadly for your backline so pre-emptively prepare for that if the situation seems likely to occur.

Very much your "You shall not pass" move. While the first activation counts as 1 proc of immobilization, the drag portion does not. The drag also does not mitigate any gap closer abilities like dashes or blinks so it should not be relied on to lock down targets. The main use will be for the activation pull as a light knockup CC with a very small cast time.
Why you should never be alone
Why is there a section for this? It is to highlight some of the core weaknesses in her abilities that dramatically hinders her ability to perform and should be avoided if there is even the possibility of other things happening on the map.
Most consistent builds of
Rell are some tank variant and as such, her AP scaling on her abilities are, for the most part, irrelevant. While the scaling ranges mostly between 30%-50%, the most important part of part of any skill is the ability to have it hit it's target.
When solo shoving a wave,
Rell has 2 abilities,
Shattering Strike Q and
Ferromancy - Crash Down W. Furthermore, ferromancy only does AOE damage when your crashing down so you need to wait for twice the cooldown before using it again. Why not
Full Tilt? You cannot activate
Full Tilt alone. You cannot activate the stun damage portion without being linked to an ally and she cannot link to herself. This renders the ability useless as you literally cannot use it alone. In addition, her Q
Shattering Strike deals reduced damage to all but 1 target which hinders her pushing ability. To top it off, she has low attack speed.
All this culminates in terrible pushing power that other champions laugh at. Not only do these weaknesses hinder pushing, she also cannot duel any champion that may come to stop her. There are very few champions that would lose to her 1v1 on even terms. Off the top of my head, the only champion she has a chance of beating is
Yuumi and if she does not die from the initial combo of W auto R Q,
Yuumi will very easily escape with her CC abilities and her significantly higher movespeed compared to dismounted
Rell
Most consistent builds of

When solo shoving a wave,






All this culminates in terrible pushing power that other champions laugh at. Not only do these weaknesses hinder pushing, she also cannot duel any champion that may come to stop her. There are very few champions that would lose to her 1v1 on even terms. Off the top of my head, the only champion she has a chance of beating is



Items
Boots
Not much to say about the defensive boots as it's pretty self explanatory. TLDWrite, you want more defense of that type. This bit will talk about why Mobility boots






Mythic








Core




ADC AMP








Resistances














Honorable mentions




Early Game
Laning Phase
To start at level 1, look for an opportunity to land a

During laning phase, it is best to remain dismounted. Although you will have incredibly low movement, it's not like your going to be doing insane mechanical plays at level 1-3 with no items. There are 2 reasons to be dismounted.
The first is that you maintain a shield that stays on until it either breaks from damage or until you remount. You may take a lot of poke in lane and that's ok. It is, unfortunately, a big weakness in Rell so use the shield to soak up what you can and refresh it if nothing is happening.
The second is that






If you see the opponent is vulnerable to a

This pattern of engage and push continues even past level 6. At level 6, you have

To summarize

Mid-Late Game
This will depend on game flow. But more often than not, you'll be following your ADC or your jungler around the map to capture objectives.
Going with a jungler? Chain up that CC and lock down your victim.
Paired up with your ADC? Ready that E key if they ever get jumped on and prepare to dive in to hold off aggressors while your ADC goes to town on them.
Who you pair with depends on who you believe can carry the game so it could be any role.
Going with a jungler? Chain up that CC and lock down your victim.
Paired up with your ADC? Ready that E key if they ever get jumped on and prepare to dive in to hold off aggressors while your ADC goes to town on them.
Who you pair with depends on who you believe can carry the game so it could be any role.
Acknowledgement
Thanks for reading.
I'll update this if there are any significant changes to the champion or items or if there is some new build that completely blows our understanding of
Rell out of the water.
Good Luck on your Path.
I'll update this if there are any significant changes to the champion or items or if there is some new build that completely blows our understanding of

Good Luck on your Path.
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