Health
660
Health Reg. (5s)
8
Mana
380
Mana Reg. (5s)
10
Armor
40
Magic Res.
36
Move Speed
335
Attack Dmg.
58
Attack Spd.
0.80
Break the Mold (Passive)

Rell is a tank who can play in the Duo Lane as a support. Rell has everything you could want in a support. She has tons of crowd control, making it hard for the enemy team to dive your carry's while still being able to make a difference with her engage options in teamfights. Rell is also one of the only champions that has a shield break from Shattering Strike, making her incredibly strong against enchanter support that want to shield their carry's or tanks that have built-in shields.

Rell's attacks and abilities steal Armor and Magic Resist from enemies hit for a few seconds. Rell's attacks also deal additional damage on hit.
Break the Mold makes Rell tankier while also making the enemy squishier. It's excellent for peeling against tanks in teamfights or for engaging onto the enemy backline.
Rell thrusts her lance in a straight line, dealing magic damage, stunning the enemy and destroying all shields. In teamfights, it's good to hold onto Shattering Strike to destroy shields since the rest of her kit already has so much crowd control. Also, Shattering Strike deals bonus damage after using Full Tilt.
Ferromancy: Crash Down - Rell leaps off her mount, dealing magic damage and knocking up enemies in her path. After casting Crash Down, Rell enters Armoured Form. While in Armoured Form, Rell becomes extremely slow and gains a shield, which lasts until she remounts. Rell can also cast Mount Up
Ferromancy: Mount Up - Rell Mounts up and gains Movement Speed for a few seconds. Her next attack, within a few seconds, will knock up enemies and throws them behind her. While in Mounted Form, Rell gains movement speed and can also cast Crash Down.
Rell grants herself and a target allied champion nearby Movement Speed. This bonus increases for a few seconds when facing enemy champions or each other. Rell's next attack or Shattering Strike explodes in an area, dealing bonus damage.
Rell explodes in fury, pulling nearby enemy champions toward herself. While Magnet Storm is active, Rell constantly pulls nearby enemies toward herself, dealing magic damage over a few seconds. Enemies can still use spells and Flash to escape Magnet Storm, so it's essential to keep track of these dashes and spells.







Zeke's Convergence synergizes well with Rell's Magnet Storm. It's already difficult for enemies to escape Magnet Storm, and on top of that, Zeke's allows you to deal more damage.
Radiant Virtue heals Rell and nearby allies when using Magnet Storm. This improves Rell's survivability, making her unkillable when engaging with her combo. When peeling for your carry's the healing can also help them survive burst damage.
Dawnshroud synergises great with Rell's crowd control allowing her to deal more damage and become more tanky.
For runes we have the following:
Glacial Augment synergises well with Rell's Crowd Control to slow enemies and reduce their damage. It also makes it easier for Rell and her allies to follow up with other abilities to deal more damage.
Most of Rell's basic abilities can immobilize enemies, giving her a shield to help her absorb more damage when engaging.
This row depends on your lane matchup. Bone Plating is a solid rune in melee matchups that can do a lot of burst damage. Second Wind is excellent in poke lanes, which is good for Rell as she suffers in these matchups.
Overgrowth's extra health will help Rell survive longer, which is important when playing as a front-line tank for your team. When vs Crowd Control Perseverance works great with Rell, giving her more tank stats to survive.
Hexflash gives Rell a surprise element to her game when out of vision. She can use Hexflash in bushes or behind a wall to get close to enemies and use her combos.

Rell's early game can be tricky to play. As a melee champion, you can get poked a lot during the laning phase. Your goal is to survive the first few levels whilst also helping your Marksman to farm. However, when you find a good opportunity, you can use Rell's Crash Down to dive in and gain a shield, which will be difficult for enemies to break early on.
Remember that bushes can be used to your advantage to surprise enemies if they overstep. When there is nothing to do in the lane, Rell can look to roam because of her amazing crowd control and combos. Going to the mid-lane to help your midlaner can give them a huge advantage.

In the late game as Rell, you want to find engages or picks by roaming around the map and looking for flanks. In teamfights, Rell has one of the best engage tools in the game; however, managing her engage and picking the right target is crucial the later the game goes. However, engaging is not always the best option. Sometimes you want to use Magnet Storm on the enemy's front line to reduce their Armor and Magic Resist and to peel for your Marksman to keep them alive.

Overall, Rell is an excellent tank support with important crowd-control abilities that can make a huge difference in teamfights. Her Shield Breaking also makes her a strong pick against any champions that have a lot of shielding.
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