Rell: The Iron Maiden

Rell is a Support champion released on December 10, 2020. She is classified as a Vanguard (legacy classes: Tank, Support) and plays exclusively in the bottom lane as a support. She uses Mana and deals Magic damage as her adaptive type. Range type is Melee with a 175 attack range in Dismounted form. Base Movement Speed is 315 – one of the lowest in the game, compensated entirely by her Mounted form bonuses.

Last changed in patch V25.17. Store price: 2400 Blue Essence / 880 RP. 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 – and her passive creates a permanent stat-stealing feedback loop that makes her genuinely stronger the more enemies are in range.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6202665.16
Mana (MP)3201106.6
HP57.524.22
MP5720.77
Armor (AR)30108.66
Attack Damage (AD)55~114
Magic Resist (MR)2863.4
Movement Speed (MS)315315 (fixed)
Attack Range175 (Melee)175 (fixed)
Base AS0.625Windup%: 21%
Bonus AS0%39.33%
Crit. DMG200%200%

💡 Key Note: Rell’s base stats look underwhelming on paper – 315 MS and modest armor. What the numbers don’t show is how dramatically her Break the Mold passive and Dismounted form bonuses 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’s trading with.

⚡ Dual-Form System: Mounted vs. Dismounted

Rell’s primary identity is built around switching between two combat states. Each form has specific advantages, and understanding when to be in which form is the single most important mechanical skill on this champion.

StateKey BonusesW AbilityBest Used For
MOUNTED+20/25/30/35/40 bonus MS (passive)Ferromancy: Crash Down – dive engage with stun + knockupGap closing, roaming, engage approach
DISMOUNTED+15% bonus armor, +15% bonus MR, +20% bonus AS, +75 attack rangeFerromancy: Mount Up – charged attack with stun + flingExtended fighting, peel, sustained damage

Passive: Break the Mold

INNATE – Bonus Magic Damage: Rell’s basic attacks deal bonus magic damage on-hit equal to the sum of 5% of her total armor and 5% of her total magic resistance.

INNATE – Resistance Stealing: Rell’s basic attacks on-hit and abilities against non-minions apply a stack of Break The Mold for 5 seconds, refreshing on subsequent hits and stacking up to 5 times. Each stack reduces the target’s armor and magic resistance by 3%, for a maximum of 15% total reduction.

Rell gains bonus armor and bonus magic resistance equal to the sum of resistances reduced from all afflicted enemies. Break the Mold will reduce the target’s armor and MR by a minimum of 1.5 – 3.18 (based on level).

💡 Why This Passive Is Absurd in Teamfights: Against a full 5-man team, Rell stealing 15% armor and MR from each of 5 enemies translates to a massive compounding defensive buff on herself – 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.

Q: Shattering Strike

Cost: 50 Mana  |  Cooldown: 11 / 10.5 / 10 / 9.5 / 9 sec  |  Cast Time: 0.4  |  Range: 520 / -220  |  Width: 150  |  Queue Threshold: 0.25

ACTIVE: Rell thrusts her lance in the target direction, lunging forward 100 units and destroying the damage-mitigating shields of all enemies hit (excluding shields of monsters) before dealing them magic damage and stunning them for 0.65 seconds.

ParameterValue
Magic Damage60 / 100 / 140 / 180 / 220 (+60% AP)
Stun Duration0.65 seconds
Shield DestructionAll damage-mitigating shields on hit enemies (not monsters)
Lunge Distance100 units forward on cast

💡 Pro Tip: 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.

⚠️ Note: Q has a 0.4 cast time and a queue threshold of 0.25 – 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.

W (Mounted): Ferromancy: Crash Down

Cost: 40 Mana  |  Cooldown: 10 sec  |  Cast Time: 0.625  |  Target Range: 400 / 100  |  Collision Radius: 200  |  Effect Radius: 180

PASSIVE – Mounted Alacrity: While Rell is MOUNTED, she gains bonus movement speed:

RankBonus MS (Mounted)
Rank 120
Rank 225
Rank 330
Rank 435
Rank 540

ACTIVE: Rell becomes DISMOUNTED and leaps to the target location over the cast time, granting herself a shield that lasts until destroyed or casting Ferromancy: Mount Up. Upon arrival, she deals magic damage to nearby enemies, stuns them for 0.8 seconds, and knocks them up for 0.4 seconds. She will continue sliding forward another 320 units over 0.5 seconds, though not through terrain, affecting further enemies along her path.

ParameterValue
Shield Strength20 / 40 / 60 / 80 / 100 (+11% maximum health)
Magic Damage60 / 90 / 120 / 150 / 180 (+60% AP)
Stun Duration0.8 seconds
Knock-Up Duration0.4 seconds
Post-Arrival Slide320 units forward over 0.5 seconds

While Rell is DISMOUNTED, she can cast Ferromancy: Mount Up. Upon completing a Recall channel or respawning, Rell will automatically revert to MOUNTED form without casting the ability and reset Ferromancy: Mount Up’s cooldown. This ability can be cast only while Rell is MOUNTED. Rell can cast Magnet Storm during the dash, and is considered to be dismounted at the start of the cast time.

💡 Pro Tip: 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 Magnet Storm (R) during the Crash Down dash is Rell’s primary all-in combo – 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.

W (Dismounted): Ferromancy: Mount Up

Cooldown: 10 sec  |  Cast Time: None

PASSIVE – Dismounted Bonuses: While Rell is DISMOUNTED, she gains:

  • 15% bonus armor
  • 15% bonus magic resistance
  • 20% bonus attack speed
  • 75 bonus attack range

ACTIVE: Rell becomes MOUNTED, gaining 30% bonus movement speed decaying over 2 seconds and empowering her next basic attack within 3.5 seconds to have a 0.2-second cast time, gain 100 bonus attack range and 40% bonus attack speed, and cause her to charge at the target’s location. Upon arrival or collision of the charge, her basic attack deals bonus magic damage, stuns the target for 0.6 seconds, and flings them 150 units over herself, though not through terrain, over 0.4 seconds.

ParameterValue
Bonus Movement Speed (Mount Up)30% decaying over 2 seconds
Bonus Magic Damage (Charged Attack)10 / 25 / 40 / 55 / 70 (+40% AP)
Stun Duration (Charged Attack)0.6 seconds
Fling Distance150 units over herself (0.4 seconds)
Dismounted Armor Bonus+15% bonus armor
Dismounted MR Bonus+15% bonus magic resistance
Dismounted AS Bonus+20% bonus attack speed
Dismounted Range Bonus+75 attack range

Ferromancy: Mount Up resets Rell’s basic attack timer. This ability can be cast only while Rell is DISMOUNTED.

💡 Pro Tip: The fling on Mount Up’s charged attack throws the target over Rell and behind her – 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’t expect. The fling direction is predetermined by Rell’s position, so angle your attack carefully.

E: Full Tilt

Cost: 40 Mana  |  Cooldown: 14 / 13 / 12 / 11 / 10 sec  |  Cast Time: None  |  Target Range: 1200  |  Effect Radius: 300 / 2200 / 1600  |  Queue Threshold: 0.5

ACTIVE: Rell powers up herself and the target allied champion for 3 seconds, both gaining 10% bonus movement speed, increased to 25% while facing the empowered ally or a visible enemy champion.

Additionally, Rell’s next basic attack or Shattering Strike within 5 seconds creates an explosion around the target that deals bonus magic damage, capped at 150 – 317.65 (based on level) against monsters and structures.

ParameterValue
Movement Speed Bonus10% base, 25% while facing ally or visible enemy
Explosion Magic Damage5 / 5.5 / 6 / 6.5 / 7% (+3% per 100 AP) of target’s max health
Damage Cap vs Monsters/Structures150 – 317.65 (based on level)
Duration3 seconds
Range1200 units (long-range ally empowerment)

If cast without a valid target, or self-cast, Full Tilt will automatically target the closest allied champion in range.

💡 Pro Tip: Full Tilt’s max-health percentage damage explosion scales with the target’s HP, making it exceptionally strong against tanks and high-HP frontliners. Use it during the Crash Down engage approach – 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.

R: Magnet Storm (Ultimate)

Cost: 100 Mana  |  Cooldown: 120 / 100 / 80 sec  |  Cast Time: 0.25  |  Effect Radius: 450 (outer) / 375 (middle) / 225 (inner)  |  Speed: 300

ACTIVE: Rell erupts with magnetic fury, pulling nearby enemies inward and creating a gravitational field around her for the next 2 seconds that deals magic damage every 0.25 seconds to nearby enemies and drags them towards her.

ParameterValue
Magic Damage Per Tick15 / 25 / 35 (+13.75% AP)
Tick RateEvery 0.25 seconds
Total Ticks Over 2s8 ticks
Total Max Damage (8 ticks)120 / 200 / 280 (+110% AP)
Duration2 seconds
Initial Pull Radius450 units (outer ring)

💡 Pro Tip: Magnet Storm is designed to be cast during Ferromancy: Crash Down – Rell is considered Dismounted at the start of Crash Down’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.

⚠️ Note: Magnet Storm does not directly crowd control enemies in the traditional sense – 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 – the real value is the sustained disruption and combo extension with Crash Down stun and Q.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Level 1 Passive Stacking: Rell’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.
  • Q Shield Destruction in Poke Lanes: 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’s shield is destroyed before your ADC starts attacking.
  • Mounted Lane Presence: Stay Mounted during laning phase for the bonus MS from Ferromancy: Crash Down’s passive. The 40 bonus MS at rank 5 (scales with E rank) keeps Rell mobile enough to track enemy positioning without the passive’s MS making her feel completely static.
  • Level 6 Power Spike: 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.

Mid Game (Levels 7–13)

  • Roam Windows: Rell’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.
  • Crash Down + R Combo Timing: The window to activate R during Crash Down’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’s kit – landing in the middle of a group with R already running gives zero counterplay.
  • Full Tilt on the Right Ally: E’s max-health explosion proc scales with the target’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’t reflexively E on yourself or the squishiest ally.

Late Game (Level 14+)

  • Resistance Stack Priority: By late game with armor items, Break the Mold’s bonus on-hit magic damage from 5% total armor + 5% total MR becomes a meaningful addition to Rell’s auto-attack damage. In 5v5 teamfights, actively track which enemies have been hit 5 times – fully stacked targets are 15% squishier against all damage sources.
  • Magnet Storm as Fight Extender: Don’t use R as the opener in every situation. Sometimes R is more valuable as a peeling tool – activating it when enemies are trying to disengage after your team’s initial engage keeps them in range for the full follow-up. Pulling a fleeing carry back into your ADC’s range is equally as valuable as the initial pull.
  • Dismounted Form in Extended Fights: 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.

⚔️ Core Combo Guide

  1. Primary All-In Engage (Full Combo): Full Tilt on self/ally (MS boost) → Mounted approach → activate R during Crash Down cast → land (stun + knockup + R already pulling) → Q (shield break + stun extension) → auto-attack (Break the Mold stacking) → Mount Up (charged fling on priority target)
  2. Lane Trade Combo: Q (shield break + stun 0.65s) → auto-attacks during stun (passive stack) → Full Tilt + auto for max-health explosion → back off with Mounted speed
  3. Peel Combo: Crash Down on diving enemy → Q stun → Magnet Storm to keep them near Rell and away from carry → Mount Up fling to throw them behind Rell
  4. Clean Teamfight Engage: Full Tilt on carry → Crash Down into enemy cluster → R mid-dive → land with stun/knockup → Q forward into survivors → Mount Up on fleeing carry

❌ Common Mistakes and How to Avoid Them

  • Not Activating R During Crash Down: Casting Magnet Storm after 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’re on the ground, the most mobile enemies are already flashing out of range.
  • Staying Mounted During Teamfights: Mounted form gives movement speed, but Dismounted form gives +15% armor, +15% MR, +20% AS, and +75 range. The moment you’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.
  • Using Full Tilt on the Wrong Target: The explosion from E scales with the target’s 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.
  • Letting Break the Mold Stacks Expire: 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.
  • Ignoring Shield Destruction on Q: Q’s shield destruction is only relevant if there are shields to destroy. Against shieldless compositions it’s just a stun. But against shield-heavy supports (Lulu, Janna, Shields from Moonstone), always Q first 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.

⚙️ Recommended Build and Itemization

Core Items

  • Locket of the Iron Solari: 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’s on-hit damage as total resistances increase.
  • Thornmail: Synergizes with Break the Mold’s resistance steal – 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.
  • Sunfire Aegis: Immolate damage stacks during extended fights while Dismounted. Rell stays in range throughout a teamfight by design – Sunfire burns every enemy she’s holding with Magnet Storm. Pairs naturally with Break the Mold’s stackable resistance reduction.

Situational Items

  • Warmog’s Armor: Against poke-heavy compositions that whittle Rell down between engages. Warmog’s passive regeneration between fights keeps Rell’s health topped off so she can engage immediately rather than waiting for base recalls.
  • Knight’s Vow: Redirect 12% of damage from your tethered ally to yourself. On a champion who is built to absorb punishment, Knight’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.
  • Zeke’s Convergence: Slow field activates on enemy CC – Rell’s Q stun and Crash Down trigger it immediately. The tethered carry deals bonus damage to slowed targets. Combine with Full Tilt’s max-health explosion for a massive burst window when the slow field drops.

⚔️ Counter Picks & Matchups

✅ Rell Counters

1. Seraphine – Rell’s Q destroys Seraphine’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’s range.

2. Sona – Zero mobility and shield-based sustain. Rell’s Q breaks Sona’s aura shields on contact. Crash Down into Sona’s position forces an immediate team response, and Sona’s lack of CC to interrupt the Crash Down approach makes her one of Rell’s easiest lanes.

3. Janna – Heavy shield support with no engage tools. Rell’s Q shield destruction directly counters Janna’s primary defensive output. Crash Down’s approach is too fast for Janna’s slow Q tornado setup to reliably stop.

❌ Rell is Countered By

1. Morgana – Black Shield negates Crash Down’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’s close-range positioning.

2. Lulu – Polymorph cancels Crash Down’s cast entirely if timed correctly. Lulu’s shields (even after Q break) regenerate on short cooldowns. Wild Growth on a carry makes them temporarily too large for Magnet Storm’s drag to be effective.

3. Nautilus – Rell’s weaker early game loses to Nautilus’s hook-based all-in at level 2. His Titan’s Wrath shield absorbs Q’s shield break (it’s a different shield type), and he outperforms Rell at initiating before she has Crash Down or Magnet Storm online.

FAQ

Q: Can Rell cast Magnet Storm while airborne during Crash Down?

A: Yes – this is her signature combo. Rell is considered Dismounted at the start of Crash Down’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.

Q: Does Break the Mold steal resistances permanently?

A: No. Stacks last 5 seconds and refresh on each hit. The resistance reduction and Rell’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.

Q: Is Rell Mounted or Dismounted better for lane trades?

A: Dismounted is superior for trading – the +15% armor, +15% MR, +20% attack speed, and +75 range passive bonuses all activate while Dismounted. The Mounted form’s only advantage is movement speed. Crash Down to initiate a trade, then stay Dismounted for the entire duration.

Q: Does Full Tilt’s explosion deal more damage to tanky enemies?

A: Yes. The explosion scales with the target’s maximum health at 5–7% (+ 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 200–280 HP from the explosion at rank 5 with 0 AP – significantly more than the 160–224 HP it would deal to a 3200 HP carry.

Q: Why does Rell have such low movement speed?

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’t need to escape – she needs to stay in range.

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