Statistics Lvl 1
Lvl 15
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Level 1 Rell Stats

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

Rell's Abilities

PBreak the Mold

Rell's attacks and abilities steal 2.5% Armor and 2.5% Magic Resist from enemies hit for 5 seconds, up to an increase of 12.5%. Max stacks: 5 per target. Her attacks additional deal 4 (5% Armor + 5% Magic Resist) magic damage on hit.

Rell steals at least 1.5 - 3 Armor and Magic Resist. Does not steal from minions or epic monsters.

1Shattering Strike
Cooldown: 11 / 10 / 9 / 8
Cost: 50 / 50 / 50 / 50

Thrusts her lance, dealing 70 / 125 / 180 / 235 (+50% AP) magic damage, stunning for 0.65 seconds, and destroying all shields.

Does not break shields on monsters.

2Ferromancy - Crash Down / Mount Up
Cooldown: 10 / 10 / 10 / 10
Cost: 40 / 40 / 40 / 40

Mounted Alacrity (Passive):

Gains 15 Movement Speed while mounted.

Ferromancy: Crash Down (Active):

Leaps off her mount, dealing 70 / 100 / 130 / 160 (+50% AP) magic damage. Enemies are also knocked up. Gains a shield that absorbs 30 / 60 / 90 / 120 (+13% max Health) damage, which lasts until she remounts.

Rell then enters Armored Form, which lets her cast Ferromancy: Mount up.

Armored Form

Dismounted Resilience (Passive):

Gains 12% Armor and 12% Magic Resist. Gains 20% Attack Speed. Gains 75 Attack Range.

Ferromancy Mount Up (Active):

Mounts up and gains 30% decaying Movement Speed for 2 seconds. Her next attack within 3.5 seconds knocks up enemies and throws them behind her, dealing an additional 15 / 30 / 45 / 60 (+35% AP) magic damage.

She then enters Mounted Form, which lets her cast Ferromancy: Crash Down.

3Full Tilt
Cooldown: 13 / 13 / 13 / 13
Cost: 40 / 40 / 40 / 40

Charges, granting herself and a target allied champion nearby 10% Movement Speed. If no target is selected, the nearest allied champion will receive the bonus. This bonus increases to 25% for 3 seconds when facing enemy champions or each other.

Rell's next attack or Shattering Strike explodes in an area, dealing 5.5% / 6% / 6.5% / 7% (+0.03 AP) of the target's max Health as magic damage.

Deals up to 150 damage against monsters and structures.

4Magnet Storm
Cooldown: 75 / 70 / 65
Cost: 100 / 100 / 100

Explodes in fury, pulling nearby enemy champions toward herself.

Continuous Pull: While Magnet Storm is active, constantly pulls nearby enemies toward herself and deals 120 / 200 / 280 (+100% AP) magic damage over 2 seconds.

Rell Build Guide for Wild Rift

Build Rell with confidence with the help of WildRiftFire's build guides. Whether you are completely new to Rell or looking to refine your playstyle, we will help you take your Wild Rift game to the next level. Learn Rell's abilities in detail, the best items to build, which skills to level first, and more. Rell is ranked Tier A (Support Lane) in our Champion Tier List
Rell
Rell Support
The Iron Maiden
Show Champ Stats
Patch 6.3f
Recommended Role Support Lane

Rell's Item Build

Starting Item
Relic Shield
Relic Shield
Core Items
Bulwark of the Mountain
Bulwark of the Mountain
Zeke's Convergence
Zeke's Convergence
Radiant Virtue
Radiant Virtue
Boots
Plated Steelcaps
Plated Steelcaps
Gargoyle
Gargoyle
Final Build
Bulwark of the Mountain
Bulwark of the Mountain
Zeke's Convergence
Zeke's Convergence
Radiant Virtue
Radiant Virtue
Dawnshroud
Dawnshroud
Force of Nature
Force of Nature
Plated Steelcaps
Plated Steelcaps
Gargoyle
Gargoyle

Rell's Spells & Runes

Summoner Spells
Flash
Flash
Ignite
Ignite
Runes
Glacial Augment
Glacial Augment
Courage of the Colossus
Courage of the Colossus
Bone Plating
Bone Plating
Overgrowth
Overgrowth
Hextech Flashtraption
Hextech Flashtraption

Rell's Situational Items

vs Healing
Warmog's Armor
Thornmail
vs Critical Strike Damage
Warmog's Armor
Randuin's Omen
vs Attack Speed
Warmog's Armor
Frozen Heart
vs Ability Power
Plated Steelcaps
Mercury's Treads

Rell's Situational Runes

vs Poke
Bone Plating
Second Wind
vs Crowd Control
Overgrowth
Perseverance

Rell's Skill Order

Break the Mold Break the Mold (Passive)
Shattering Strike
  • Shattering Strike
Ferromancy - Crash Down / Mount Up
  • Ferromancy - Crash Down / Mount Up
Full Tilt
  • Full Tilt
Magnet Storm
  • Magnet Storm
Quick Skill Order
Ferromancy - Crash Down / Mount Up
Full Tilt
Shattering Strike

How to play Rell


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.


Flash
2
4
1

Rell's Abilities


Break the Mold
(Passive)

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.

Shattering Strike
(1)

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 / Mount Up
(2)

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.

Full Tilt
(3)

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.

Magnet Storm
(Ultimate)

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.

Rell Build Breakdown


Bulwark of the Mountain
Zeke's Convergence
Radiant Virtue
Dawnshroud
Force of Nature
Plated Steelcaps - Gargoyle

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

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.

Courage of the Colossus

Most of Rell's basic abilities can immobilize enemies, giving her a shield to help her absorb more damage when engaging.

Bone Plating

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

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.

Hextech Flashtraption

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.

Flash
Ignite

ou must take Flash in all your games, as you can use it to engage and surprise the enemy or use it to escape bad situations. Also, you need Flash to use Hexflash.

Ignite helps Rell with her all-in threat throughout the game. It's also good to use in early fights when vs some healing supports to reduce their healing.

Early Game


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.

Late Game


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.

Conclusion


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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Good luck on the rift summoners!

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