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Rell · Guide

Tank

Tank

Easy

Power Spike (Early, Mid, Late)

Playstyle

Damage Type

85% AP

15% AD

Top
Jungle
Mid
Bot
Support
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Rell Strengths & Weaknesses
Strengths

Rell can destroy shields thanks to her Shattering StrikeQ. This makes it a great tool against champions with a lot of shielding.

Rell’s Ultimate Magnet StormR is a great team fighting tool as it can allow her to CC multiple enemies at once. Try to use it on as many champions as possible: preferably when they’re grouped closely together.

You can look for sneaky engages with your Attract and RepelE. Put it on the frontline, let them engage and then Attract and RepelE and CC the enemy team!

Weaknesses

You will be unable to engage at all if the enemy has knock-ups or interrupts in the lane. To work around this, either look to roam or use your Ferromancy: Crash DownW from an unwarded bush to engage.

Rell is very immobile when she is dismounted. This makes her incredibly vulnerable when she is dismounted Ferromancy: Crash DownW.

If you’re behind, it’s going to be impossible for you to get a good Ultimate Magnet StormR or Ferromancy: Crash DownW off as you’ll be too squishy and die as soon as you go in.

Game plan
Early game
0 - 15 min
Rell is Weak

Rell has an incredibly strong level 2, make sure you hit level 2 first and look for an aggressive play.

Staying healthy is key when playing Rell. If you get poked down, you’ll never be able to engage. When you’re waiting on your cooldowns, play safe and out of auto-attack range.

Use Rell’s strong roaming ability to move around the map and help your allies. Good times to roam are straight from base or when your ADC will be safe and will not die.

Mid game
15 - 25 min
Rell is Average

Group and stay with your team. Go to ward when you know where the enemy is so you do not get picked off and killed before an objective spawns.

Look for picks with your Ultimate Magnet StormR. Rell can quickly force objectives or team fights with ease if she can catch someone who walks too far forward.

Peel and protect your allies as much as possible in mid-game team fights. If you let them die, it’s going to be difficult for your team to win the fight. After engaging, retreat and peel for your ADC.

Late game
25+ min
Rell is Strong

Stay grouped with your team. Do not leave your ADC’s side otherwise the enemy will capitalise on the fact that you’re not there to protect your ADC.

Peel for your carries in team fights. After using your Magnet StormR, fall back and protect your allies and focus the nearest champion.

Look for picks with your Ultimate Magnet StormR. If you can catch someone out when the enemy is unorganised, you’ll be able to force a team fight or an objective afterwards.

Power Spikes
Early game0 - 15 min

Her Shattering StrikeQ makes up for some meager amounts of poke in the lane. It is incredibly beneficial in all-ins as it gives her both resistances and health (depending on targets hit by it).

Getting her Ferromancy: Crash DownW and Attract and RepelE will unlock her true all-in potential. The Ferromancy: Crash DownW knockup is extremely potent and can be very useful against immobile champions.

Once she gets her Ultimate Magnet StormR, her all-in potential will be way more powerful. She will also be able to CC multiple targets with her Attract and RepelE.

Mid game15 - 25 min

She gets very tanky once she can get more items. That, combined with her Ferromancy: Crash DownW (unmounted) resistances, makes her very hard to kill.

To abuse her power spikes, she will need to use her Ferromancy: Crash DownW properly. Using it without timing the ability correctly will lead to Rell's demise.

Getting level eleven is another significant power spike. It will allow her to use her Ultimate Magnet StormR frequently, which ultimately bolsters her all-in potential.

Late game25+ min

Her ability to team fight in tight spaces makes her quite powerful during this stage of the game. Her Ferromancy: Crash DownW and Shattering StrikeQ will come in very handy during this game phase.

Looking for flanks on the enemy team while hiding in the fog of war should allow Rell to make power moves like a Flash Ferromancy: Crash DownW combo on the enemy team. This can enable her to CC the entire enemy team if done correctly.

She will be able to absorb a lot of damage for her allies. Her Attract and RepelE will come in very handy, and her Shattering StrikeQ and Ferromancy: Crash DownW (unmounted) resistances will prevent her from dying immediately.

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