{"id":19852,"date":"2026-02-17T22:23:50","date_gmt":"2026-02-17T22:23:50","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/rell-the-iron-maiden\/"},"modified":"2026-02-17T22:23:50","modified_gmt":"2026-02-17T22:23:50","slug":"rell-the-iron-maiden","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/rell-the-iron-maiden\/","title":{"rendered":"Rell: The Iron Maiden"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><strong>Rell<\/strong> is a Support champion released on <strong>December 10, 2020<\/strong>. She is classified as a <strong>Vanguard<\/strong> (legacy classes: Tank, Support) and plays exclusively in the <strong>bottom lane<\/strong> as a support. She uses <strong>Mana<\/strong> and deals <strong>Magic damage<\/strong> as her adaptive type. Range type is <strong>Melee<\/strong> with a 175 attack range in Dismounted form. Base Movement Speed is <strong>315<\/strong> \u2013 one of the lowest in the game, compensated entirely by her Mounted form bonuses.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Last changed in patch <strong>V25.17<\/strong>. Store price: <strong>2400 Blue Essence \/ 880 RP<\/strong>. Rell has one of the highest mechanical ceilings in the Support role. Her dual-form system requires understanding which mode to be in at every stage of a fight \u2013 and her passive creates a permanent stat-stealing feedback loop that makes her genuinely stronger the more enemies are in range.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Rell: The Iron Maiden | Champion Trailer - League of Legends\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/nRWupmq97gI?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Base Statistics<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Statistic<\/strong><\/td><td><strong>Base Value<\/strong><\/td><td><strong>Max Value (lvl 20)<\/strong><\/td><\/tr><tr><td>HP<\/td><td>620<\/td><td>2665.16<\/td><\/tr><tr><td>Mana (MP)<\/td><td>320<\/td><td>1106.6<\/td><\/tr><tr><td>HP5<\/td><td>7.5<\/td><td>24.22<\/td><\/tr><tr><td>MP5<\/td><td>7<\/td><td>20.77<\/td><\/tr><tr><td>Armor (AR)<\/td><td>30<\/td><td>108.66<\/td><\/tr><tr><td>Attack Damage (AD)<\/td><td>55<\/td><td>~114<\/td><\/tr><tr><td>Magic Resist (MR)<\/td><td>28<\/td><td>63.4<\/td><\/tr><tr><td>Movement Speed (MS)<\/td><td>315<\/td><td>315 (fixed)<\/td><\/tr><tr><td>Attack Range<\/td><td>175 (Melee)<\/td><td>175 (fixed)<\/td><\/tr><tr><td>Base AS<\/td><td>0.625<\/td><td>Windup%: 21%<\/td><\/tr><tr><td>Bonus AS<\/td><td>0%<\/td><td>39.33%<\/td><\/tr><tr><td>Crit. DMG<\/td><td>200%<\/td><td>200%<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Key Note: <\/strong>Rell&#8217;s base stats look underwhelming on paper \u2013 315 MS and modest armor. What the numbers don&#8217;t show is how dramatically her <strong>Break the Mold passive and Dismounted form bonuses<\/strong> compound over a fight. In a 5v5, a fully-stacked Rell can be sitting on significantly higher effective resistances than her base stats suggest, all stolen directly from the enemies she&#8217;s trading with.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u26a1 Dual-Form System: Mounted vs. Dismounted<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Rell&#8217;s primary identity is built around switching between two combat states. Each form has specific advantages, and understanding <strong>when to be in which form<\/strong> is the single most important mechanical skill on this champion.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>State<\/strong><\/td><td><strong>Key Bonuses<\/strong><\/td><td><strong>W Ability<\/strong><\/td><td><strong>Best Used For<\/strong><\/td><\/tr><tr><td>MOUNTED<\/td><td>+20\/25\/30\/35\/40 bonus MS (passive)<\/td><td>Ferromancy: Crash Down \u2013 dive engage with stun + knockup<\/td><td>Gap closing, roaming, engage approach<\/td><\/tr><tr><td>DISMOUNTED<\/td><td>+15% bonus armor, +15% bonus MR, +20% bonus AS, +75 attack range<\/td><td>Ferromancy: Mount Up \u2013 charged attack with stun + fling<\/td><td>Extended fighting, peel, sustained damage<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Passive: Break the Mold<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>INNATE \u2013 Bonus Magic Damage: <\/strong>Rell&#8217;s basic attacks deal <strong>bonus magic damage on-hit<\/strong> equal to the sum of <strong>5% of her total armor<\/strong> and <strong>5% of her total magic resistance<\/strong>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>INNATE \u2013 Resistance Stealing: <\/strong>Rell&#8217;s basic attacks on-hit and abilities against non-minions apply a stack of <strong>Break The Mold<\/strong> for 5 seconds, refreshing on subsequent hits and stacking up to <strong>5 times<\/strong>. Each stack <strong>reduces the target&#8217;s armor and magic resistance by 3%<\/strong>, for a maximum of <strong>15% total reduction<\/strong>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Rell gains bonus armor and bonus magic resistance<\/strong> equal to the sum of resistances reduced from all afflicted enemies. Break the Mold will reduce the target&#8217;s armor and MR by a minimum of <strong>1.5 \u2013 3.18 (based on level)<\/strong>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Why This Passive Is Absurd in Teamfights: <\/strong>Against a full 5-man team, Rell stealing 15% armor and MR from <strong>each<\/strong> of 5 enemies translates to a massive compounding defensive buff on herself \u2013 while simultaneously making every enemy squishier. In a prolonged teamfight at maximum stacks, Rell becomes significantly harder to kill than her base stats suggest, and her magic damage on-hit scales with the stolen resistances. The passive rewards staying in the middle of fights rather than playing around the edges.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Q: Shattering Strike<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Cost: <\/strong>50 Mana&nbsp; |&nbsp; <strong>Cooldown: <\/strong>11 \/ 10.5 \/ 10 \/ 9.5 \/ 9 sec&nbsp; |&nbsp; <strong>Cast Time: <\/strong>0.4&nbsp; |&nbsp; <strong>Range: <\/strong>520 \/ -220&nbsp; |&nbsp; <strong>Width: <\/strong>150&nbsp; |&nbsp; <strong>Queue Threshold: <\/strong>0.25<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Rell thrusts her lance in the target direction, <strong>lunging forward 100 units<\/strong> and <strong>destroying the damage-mitigating shields<\/strong> of all enemies hit (excluding shields of monsters) before dealing them <strong>magic damage<\/strong> and <strong>stunning them for 0.65 seconds<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Magic Damage<\/td><td>60 \/ 100 \/ 140 \/ 180 \/ 220 (+60% AP)<\/td><\/tr><tr><td>Stun Duration<\/td><td>0.65 seconds<\/td><\/tr><tr><td>Shield Destruction<\/td><td>All damage-mitigating shields on hit enemies (not monsters)<\/td><\/tr><tr><td>Lunge Distance<\/td><td>100 units forward on cast<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Pro Tip: <\/strong>The shield destruction on Q is situationally one of the most impactful effects in the game. Against compositions with Lulu, Janna, Shields from items like Locket, or any shield-stacking support, Q completely negates their primary defensive tool before the stun even lands. Max Q second for sustained poke and stun frequency in lane.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u26a0\ufe0f Note: <\/strong>Q has a 0.4 cast time and a queue threshold of 0.25 \u2013 it can be pre-queued during other animations. The lunge is short (100 units) but enough to close the gap on an enemy sitting just outside melee range. The 520 range makes it one of the longer poke tools available to a melee support.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>W (Mounted): Ferromancy: Crash Down<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Cost: <\/strong>40 Mana&nbsp; |&nbsp; <strong>Cooldown: <\/strong>10 sec&nbsp; |&nbsp; <strong>Cast Time: <\/strong>0.625&nbsp; |&nbsp; <strong>Target Range: <\/strong>400 \/ 100&nbsp; |&nbsp; <strong>Collision Radius: <\/strong>200&nbsp; |&nbsp; <strong>Effect Radius: <\/strong>180<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>PASSIVE \u2013 Mounted Alacrity: <\/strong>While Rell is <strong>MOUNTED<\/strong>, she gains <strong>bonus movement speed<\/strong>:<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Rank<\/strong><\/td><td><strong>Bonus MS (Mounted)<\/strong><\/td><\/tr><tr><td>Rank 1<\/td><td>20<\/td><\/tr><tr><td>Rank 2<\/td><td>25<\/td><\/tr><tr><td>Rank 3<\/td><td>30<\/td><\/tr><tr><td>Rank 4<\/td><td>35<\/td><\/tr><tr><td>Rank 5<\/td><td>40<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Rell becomes <strong>DISMOUNTED<\/strong> and <strong>leaps to the target location<\/strong> over the cast time, granting herself a shield that lasts until destroyed or casting Ferromancy: Mount Up. Upon arrival, she deals <strong>magic damage<\/strong> to nearby enemies, <strong>stuns them for 0.8 seconds<\/strong>, and <strong>knocks them up for 0.4 seconds<\/strong>. She will continue <strong>sliding forward another 320 units over 0.5 seconds<\/strong>, though not through terrain, affecting further enemies along her path.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Shield Strength<\/td><td>20 \/ 40 \/ 60 \/ 80 \/ 100 (+11% maximum health)<\/td><\/tr><tr><td>Magic Damage<\/td><td>60 \/ 90 \/ 120 \/ 150 \/ 180 (+60% AP)<\/td><\/tr><tr><td>Stun Duration<\/td><td>0.8 seconds<\/td><\/tr><tr><td>Knock-Up Duration<\/td><td>0.4 seconds<\/td><\/tr><tr><td>Post-Arrival Slide<\/td><td>320 units forward over 0.5 seconds<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">While Rell is DISMOUNTED, she can cast <strong>Ferromancy: Mount Up<\/strong>. Upon completing a Recall channel or respawning, Rell will automatically revert to MOUNTED form without casting the ability and reset Ferromancy: Mount Up&#8217;s cooldown. This ability can be cast only while Rell is MOUNTED. Rell can cast <strong>Magnet Storm during the dash<\/strong>, and is considered to be dismounted at the start of the cast time.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Pro Tip: <\/strong>The stun + knockup combination on Crash Down landing is one of the longest total lockdown windows available to a support at 0.8s stun + 0.4s airborne. Casting <strong>Magnet Storm (R) during the Crash Down dash<\/strong> is Rell&#8217;s primary all-in combo \u2013 she arrives dismounted with R already active, immediately pulling everyone she just stunned back toward her. The slide extension also catches targets who Flash away at the last moment.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>W (Dismounted): Ferromancy: Mount Up<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Cooldown: <\/strong>10 sec&nbsp; |&nbsp; <strong>Cast Time: <\/strong>None<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>PASSIVE \u2013 Dismounted Bonuses: <\/strong>While Rell is <strong>DISMOUNTED<\/strong>, she gains:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>15% bonus armor<\/strong><\/li>\n\n\n\n<li><strong>15% bonus magic resistance<\/strong><\/li>\n\n\n\n<li><strong>20% bonus attack speed<\/strong><\/li>\n\n\n\n<li><strong>75 bonus attack range<\/strong><\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Rell becomes <strong>MOUNTED<\/strong>, gaining <strong>30% bonus movement speed decaying over 2 seconds<\/strong> and empowering her next basic attack within 3.5 seconds to have a <strong>0.2-second cast time<\/strong>, gain <strong>100 bonus attack range and 40% bonus attack speed<\/strong>, and cause her to <strong>charge at the target&#8217;s location<\/strong>. Upon arrival or collision of the charge, her basic attack deals <strong>bonus magic damage<\/strong>, <strong>stuns the target for 0.6 seconds<\/strong>, and <strong>flings them 150 units over herself<\/strong>, though not through terrain, over 0.4 seconds.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Bonus Movement Speed (Mount Up)<\/td><td>30% decaying over 2 seconds<\/td><\/tr><tr><td>Bonus Magic Damage (Charged Attack)<\/td><td>10 \/ 25 \/ 40 \/ 55 \/ 70 (+40% AP)<\/td><\/tr><tr><td>Stun Duration (Charged Attack)<\/td><td>0.6 seconds<\/td><\/tr><tr><td>Fling Distance<\/td><td>150 units over herself (0.4 seconds)<\/td><\/tr><tr><td>Dismounted Armor Bonus<\/td><td>+15% bonus armor<\/td><\/tr><tr><td>Dismounted MR Bonus<\/td><td>+15% bonus magic resistance<\/td><\/tr><tr><td>Dismounted AS Bonus<\/td><td>+20% bonus attack speed<\/td><\/tr><tr><td>Dismounted Range Bonus<\/td><td>+75 attack range<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Ferromancy: Mount Up resets Rell&#8217;s basic attack timer<\/strong>. This ability can be cast only while Rell is DISMOUNTED.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Pro Tip: <\/strong>The fling on Mount Up&#8217;s charged attack throws the target <strong>over Rell and behind her<\/strong> \u2013 which is excellent for separating a target from their team and setting up for your backline to follow up. In a dive scenario, Crash Down + fight on the carry + Mount Up to fling them into your team creates an instant reversal of position that most players don&#8217;t expect. The fling direction is predetermined by Rell&#8217;s position, so angle your attack carefully.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>E: Full Tilt<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Cost: <\/strong>40 Mana&nbsp; |&nbsp; <strong>Cooldown: <\/strong>14 \/ 13 \/ 12 \/ 11 \/ 10 sec&nbsp; |&nbsp; <strong>Cast Time: <\/strong>None&nbsp; |&nbsp; <strong>Target Range: <\/strong>1200&nbsp; |&nbsp; <strong>Effect Radius: <\/strong>300 \/ 2200 \/ 1600&nbsp; |&nbsp; <strong>Queue Threshold: <\/strong>0.5<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Rell powers up herself and the target allied champion for <strong>3 seconds<\/strong>, both gaining <strong>10% bonus movement speed<\/strong>, increased to <strong>25% while facing the empowered ally or a visible enemy champion<\/strong>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Additionally, Rell&#8217;s next basic attack or <strong>Shattering Strike within 5 seconds<\/strong> creates an <strong>explosion around the target<\/strong> that deals <strong>bonus magic damage<\/strong>, capped at 150 \u2013 317.65 (based on level) against monsters and structures.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Movement Speed Bonus<\/td><td>10% base, 25% while facing ally or visible enemy<\/td><\/tr><tr><td>Explosion Magic Damage<\/td><td>5 \/ 5.5 \/ 6 \/ 6.5 \/ 7% (+3% per 100 AP) of target&#8217;s max health<\/td><\/tr><tr><td>Damage Cap vs Monsters\/Structures<\/td><td>150 \u2013 317.65 (based on level)<\/td><\/tr><tr><td>Duration<\/td><td>3 seconds<\/td><\/tr><tr><td>Range<\/td><td>1200 units (long-range ally empowerment)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">If cast without a valid target, or self-cast, Full Tilt will automatically target the <strong>closest allied champion in range<\/strong>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Pro Tip: <\/strong>Full Tilt&#8217;s <strong>max-health percentage damage<\/strong> explosion scales with the target&#8217;s HP, making it exceptionally strong against tanks and high-HP frontliners. Use it during the Crash Down engage approach \u2013 activate E on your carry while Mounted for the movement speed boost during the gap-close, then let the Q or auto proc the explosion on arrival for a free chunk of max-health damage before the real fight even starts.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>R: Magnet Storm (Ultimate)<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Cost: <\/strong>100 Mana&nbsp; |&nbsp; <strong>Cooldown: <\/strong>120 \/ 100 \/ 80 sec&nbsp; |&nbsp; <strong>Cast Time: <\/strong>0.25&nbsp; |&nbsp; <strong>Effect Radius: <\/strong>450 (outer) \/ 375 (middle) \/ 225 (inner)&nbsp; |&nbsp; <strong>Speed: <\/strong>300<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Rell erupts with magnetic fury, <strong>pulling nearby enemies inward<\/strong> and creating a <strong>gravitational field around her<\/strong> for the next <strong>2 seconds<\/strong> that deals magic damage every 0.25 seconds to nearby enemies and <strong>drags them towards her<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Magic Damage Per Tick<\/td><td>15 \/ 25 \/ 35 (+13.75% AP)<\/td><\/tr><tr><td>Tick Rate<\/td><td>Every 0.25 seconds<\/td><\/tr><tr><td>Total Ticks Over 2s<\/td><td>8 ticks<\/td><\/tr><tr><td>Total Max Damage (8 ticks)<\/td><td>120 \/ 200 \/ 280 (+110% AP)<\/td><\/tr><tr><td>Duration<\/td><td>2 seconds<\/td><\/tr><tr><td>Initial Pull Radius<\/td><td>450 units (outer ring)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Pro Tip: <\/strong>Magnet Storm is designed to be cast <strong>during Ferromancy: Crash Down<\/strong> \u2013 Rell is considered Dismounted at the start of Crash Down&#8217;s cast time, which allows R activation during the airborne approach. This means she lands, immediately stuns\/knocks up the cluster, and Magnet Storm is already pulling everyone back if they attempt to walk away. The 2-second drag window is long enough that even mobile targets who Flash or dash out of range get pulled back in if they stay near Rell.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u26a0\ufe0f Note: <\/strong>Magnet Storm does <strong>not directly crowd control<\/strong> enemies in the traditional sense \u2013 it pulls them toward Rell rather than immobilizing them. Enemies can still use Flash, dash abilities, or movement abilities to escape the pull zone. The damage per tick is also moderate, not burst \u2013 the real value is the sustained disruption and combo extension with Crash Down stun and Q.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Strategies and Gameplay Tips<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Early Game (Levels 1\u20136)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Level 1 Passive Stacking: <\/strong>Rell&#8217;s Break the Mold resistance steal begins at level 1. In level 1 skirmishes and extended lane trades, she becomes progressively harder to kill and deals more damage the longer the exchange lasts. Never back down from extended trades when the passive is stacking.<\/li>\n\n\n\n<li><strong>Q Shield Destruction in Poke Lanes: <\/strong>Against Seraphine, Lulu, or any shield support, Q completely eliminates their primary defensive cooldown before dealing damage. Use Q as the opener on every trade to ensure their support&#8217;s shield is destroyed before your ADC starts attacking.<\/li>\n\n\n\n<li><strong>Mounted Lane Presence: <\/strong>Stay Mounted during laning phase for the bonus MS from Ferromancy: Crash Down&#8217;s passive. The 40 bonus MS at rank 5 (scales with E rank) keeps Rell mobile enough to track enemy positioning without the passive&#8217;s MS making her feel completely static.<\/li>\n\n\n\n<li><strong>Level 6 Power Spike: <\/strong>Magnet Storm at level 6 combined with Crash Down creates a full AoE engage combo that can end teamfights almost instantly at this point in the game. Coordinate with your ADC to chain auto-attacks during the 2-second pull window.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Mid Game (Levels 7\u201313)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Roam Windows: <\/strong>Rell&#8217;s Mounted form with Full Tilt activation gives her surprising roam speed for a melee support. After winning a bot lane trade, immediately activate E on yourself and roam mid with the combined MS boost from Mounted passive + Full Tilt.<\/li>\n\n\n\n<li><strong>Crash Down + R Combo Timing: <\/strong>The window to activate R during Crash Down&#8217;s cast is about 0.3 seconds wide. Practice the timing in normal games first. Once consistent, this combo becomes the most feared engage pattern in Rell&#8217;s kit \u2013 landing in the middle of a group with R already running gives zero counterplay.<\/li>\n\n\n\n<li><strong>Full Tilt on the Right Ally: <\/strong>E&#8217;s max-health explosion proc scales with the target&#8217;s HP. In mid game, target Full Tilt on your ADC who is auto-attacking the highest-HP enemy (typically a tank or bruiser) to maximize the explosion damage. Don&#8217;t reflexively E on yourself or the squishiest ally.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Late Game (Level 14+)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Resistance Stack Priority: <\/strong>By late game with armor items, Break the Mold&#8217;s bonus on-hit magic damage from 5% total armor + 5% total MR becomes a meaningful addition to Rell&#8217;s auto-attack damage. In 5v5 teamfights, actively track which enemies have been hit 5 times \u2013 fully stacked targets are 15% squishier against all damage sources.<\/li>\n\n\n\n<li><strong>Magnet Storm as Fight Extender: <\/strong>Don&#8217;t use R as the opener in every situation. Sometimes R is more valuable as a <strong>peeling tool<\/strong> \u2013 activating it when enemies are trying to disengage after your team&#8217;s initial engage keeps them in range for the full follow-up. Pulling a fleeing carry back into your ADC&#8217;s range is equally as valuable as the initial pull.<\/li>\n\n\n\n<li><strong>Dismounted Form in Extended Fights: <\/strong>Late game, stay Dismounted as much as possible during fights. The +15% armor, +15% MR, and +20% attack speed passive bonuses compound significantly with full tank items. Rell Dismounted with Sunfire, Locket, and Thornmail is one of the tankiest supports in the game.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Core Combo Guide<\/strong><\/h2>\n\n\n\n<ol class=\"wp-block-list\">\n<li><strong>Primary All-In Engage (Full Combo): <\/strong>Full Tilt on self\/ally (MS boost) \u2192 Mounted approach \u2192 activate R during Crash Down cast \u2192 land (stun + knockup + R already pulling) \u2192 Q (shield break + stun extension) \u2192 auto-attack (Break the Mold stacking) \u2192 Mount Up (charged fling on priority target)<\/li>\n\n\n\n<li><strong>Lane Trade Combo: <\/strong>Q (shield break + stun 0.65s) \u2192 auto-attacks during stun (passive stack) \u2192 Full Tilt + auto for max-health explosion \u2192 back off with Mounted speed<\/li>\n\n\n\n<li><strong>Peel Combo: <\/strong>Crash Down on diving enemy \u2192 Q stun \u2192 Magnet Storm to keep them near Rell and away from carry \u2192 Mount Up fling to throw them behind Rell<\/li>\n\n\n\n<li><strong>Clean Teamfight Engage: <\/strong>Full Tilt on carry \u2192 Crash Down into enemy cluster \u2192 R mid-dive \u2192 land with stun\/knockup \u2192 Q forward into survivors \u2192 Mount Up on fleeing carry<\/li>\n<\/ol>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u274c Common Mistakes and How to Avoid Them<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Not Activating R During Crash Down: <\/strong>Casting Magnet Storm <strong>after<\/strong> landing instead of during the approach is a wasted opportunity. The R cast during the dive ensures the pull is already active on landing, giving enemies no reaction window. If you wait until you&#8217;re on the ground, the most mobile enemies are already flashing out of range.<\/li>\n\n\n\n<li><strong>Staying Mounted During Teamfights: <\/strong>Mounted form gives movement speed, but Dismounted form gives +15% armor, +15% MR, +20% AS, and +75 range. The moment you&#8217;ve closed the gap and the fight has started, switch to Dismounted to get the combat bonuses. Staying Mounted in a melee fight wastes all four of those passive stats.<\/li>\n\n\n\n<li><strong>Using Full Tilt on the Wrong Target: <\/strong>The explosion from E scales with the <strong>target&#8217;s<\/strong> maximum health. Using Full Tilt on your 1800 HP support does almost nothing. Prioritize Full Tilt on your highest-AD auto-attacker targeting the highest-HP enemy in the fight. The damage differential is significant.<\/li>\n\n\n\n<li><strong>Letting Break the Mold Stacks Expire: <\/strong>The passive stacks last 5 seconds and refresh on each hit. In trades, stay aggressive to keep stacks refreshed. If stacks expire mid-fight, you lose both the resistance reduction on the enemy and the stolen resistance bonus on yourself simultaneously.<\/li>\n\n\n\n<li><strong>Ignoring Shield Destruction on Q: <\/strong>Q&#8217;s shield destruction is only relevant if there are shields to destroy. Against shieldless compositions it&#8217;s just a stun. But against shield-heavy supports (Lulu, Janna, Shields from Moonstone), <strong>always Q first<\/strong> before your ADC fires a single auto-attack. Destroying a 400 HP Lulu shield before it absorbs 2 auto-attacks is equivalent to adding 2 free autos to your damage total.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2699\ufe0f Recommended Build and Itemization<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Core Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/locket-of-the-iron-solari\/\">Locket of the Iron Solari<\/a>: <\/strong>AoE shield for your team right as you dive in via Crash Down. Activating Locket during the dive covers your carry with a damage-absorbing shield before the enemy can respond. The Heartsteel-like HP scaling also amplifies Break the Mold&#8217;s on-hit damage as total resistances increase.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/thornmail\/\">Thornmail<\/a>: <\/strong>Synergizes with Break the Mold&#8217;s resistance steal \u2013 more total armor means more bonus magic damage per auto. Against heavy auto-attack compositions, Thornmail + passive creates a genuine punishment loop that makes enemies who trade into Rell increasingly ineffective.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/sunfire-aegis\/\">Sunfire Aegis<\/a>: <\/strong>Immolate damage stacks during extended fights while Dismounted. Rell stays in range throughout a teamfight by design \u2013 Sunfire burns every enemy she&#8217;s holding with Magnet Storm. Pairs naturally with Break the Mold&#8217;s stackable resistance reduction.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Situational Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/warmogs-armor\/\">Warmog&#8217;s Armor<\/a>: <\/strong>Against poke-heavy compositions that whittle Rell down between engages. Warmog&#8217;s passive regeneration between fights keeps Rell&#8217;s health topped off so she can engage immediately rather than waiting for base recalls.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/knights-vow\/\">Knight&#8217;s Vow<\/a>: <\/strong>Redirect 12% of damage from your tethered ally to yourself. On a champion who is built to absorb punishment, Knight&#8217;s Vow makes Rell a genuine shield between the carry and the enemy team. The movement speed tether also keeps Rell positioned near her ADC during transitions between Mounted and Dismounted.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/zekes-convergence\/\">Zeke&#8217;s Convergence<\/a>: <\/strong>Slow field activates on enemy CC \u2013 Rell&#8217;s Q stun and Crash Down trigger it immediately. The tethered carry deals bonus damage to slowed targets. Combine with Full Tilt&#8217;s max-health explosion for a massive burst window when the slow field drops.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Counter Picks &amp; Matchups<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u2705 Rell Counters<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/seraphine-the-starry-eyed-songstress\/\">Seraphine<\/a><\/strong> \u2013 Rell&#8217;s Q destroys Seraphine&#8217;s shield before dealing damage and stunning. Seraphine has no mobility to escape Crash Down, and Magnet Storm completely negates her zone-control identity by pulling her team into Rell&#8217;s range.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/sona-maven-of-the-strings\/\">Sona<\/a><\/strong> \u2013 Zero mobility and shield-based sustain. Rell&#8217;s Q breaks Sona&#8217;s aura shields on contact. Crash Down into Sona&#8217;s position forces an immediate team response, and Sona&#8217;s lack of CC to interrupt the Crash Down approach makes her one of Rell&#8217;s easiest lanes.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/janna-the-storms-fury\/\">Janna<\/a><\/strong> \u2013 Heavy shield support with no engage tools. Rell&#8217;s Q shield destruction directly counters Janna&#8217;s primary defensive output. Crash Down&#8217;s approach is too fast for Janna&#8217;s slow Q tornado setup to reliably stop.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u274c Rell is Countered By<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/morgana-the-fallen\/\">Morgana<\/a><\/strong> \u2013 Black Shield negates Crash Down&#8217;s stun and knockup entirely. A Morgana who Black Shields her carry just before Rell lands reduces the entire engage combo to zero CC. Root into Soul Shackles also punishes Rell&#8217;s close-range positioning.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/lulu-the-fae-sorceress\/\">Lulu<\/a><\/strong> \u2013 Polymorph cancels Crash Down&#8217;s cast entirely if timed correctly. Lulu&#8217;s shields (even after Q break) regenerate on short cooldowns. Wild Growth on a carry makes them temporarily too large for Magnet Storm&#8217;s drag to be effective.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/nautilus-the-titan-of-the-depths\/\">Nautilus<\/a><\/strong> \u2013 Rell&#8217;s weaker early game loses to Nautilus&#8217;s hook-based all-in at level 2. His Titan&#8217;s Wrath shield absorbs Q&#8217;s shield break (it&#8217;s a different shield type), and he outperforms Rell at initiating before she has Crash Down or Magnet Storm online.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Can Rell cast Magnet Storm while airborne during Crash Down?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: Yes \u2013 this is her signature combo. Rell is considered Dismounted at the start of Crash Down&#8217;s cast time, not on landing. This creates a brief window where R can be activated during the approach, ensuring Magnet Storm is already active when she hits the ground.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Does Break the Mold steal resistances permanently?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: No. Stacks last 5 seconds and refresh on each hit. The resistance reduction and Rell&#8217;s bonus stats are active only while stacks are maintained. In prolonged fights where Rell stays in range, the stacks remain essentially permanent. In trades where she disengages, the stacks decay and the stolen stats return to the enemy.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Is Rell Mounted or Dismounted better for lane trades?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: Dismounted is superior for trading \u2013 the +15% armor, +15% MR, +20% attack speed, and +75 range passive bonuses all activate while Dismounted. The Mounted form&#8217;s only advantage is movement speed. Crash Down to initiate a trade, then stay Dismounted for the entire duration.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Does Full Tilt&#8217;s explosion deal more damage to tanky enemies?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: Yes. The explosion scales with the <strong>target&#8217;s maximum health<\/strong> at 5\u20137% (+ 3% per 100 AP). This means it deals proportionally equal or greater damage to high-HP tanks than to squishies. A 4000 HP tank takes 200\u2013280 HP from the explosion at rank 5 with 0 AP \u2013 significantly more than the 160\u2013224 HP it would deal to a 3200 HP carry.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Why does Rell have such low movement speed?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: 315 base MS is intentionally low to balance her extreme tankiness and CC output. The design trades mobility for durability and AoE lockdown. Mounted form passive (up to 40 bonus MS) and Full Tilt (25% MS when active) compensate during approach phases. Once in the fight, her durability means she doesn&#8217;t need to escape \u2013 she needs to stay in range.<\/p>\n","protected":false},"featured_media":0,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-19852","wiki","type-wiki","status-publish","hentry","wiki-category-champions-lol-en"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Rell: The Iron Maiden - MagicStark<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/magicstark.cz\/en\/wiki\/rell-the-iron-maiden\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Rell: The Iron Maiden - MagicStark\" \/>\n<meta property=\"og:description\" content=\"Rell is a Support champion released on December 10, 2020. 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