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Rell
the Iron Maiden

Rell

Passive · Break the Mold

Rell steals armor and magic resist from enemies she hits and gains it herself.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage0
  • Durability0
  • Magic0
  • Difficulty0
  • Mobility3
  • CC3
Counters by laneEach lane has counters + tips
Top

How to play as Rell

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Rell

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle

How to play as Rell

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Rell

Jungle: ward objectives, never walk blind into brush.

Strong against

No data yet

Weak against

No data yet

Mid

How to play as Rell

Mid: shove wave fast and roam to side lanes.

How to beat Rell

Mid: watch for roams and save Flash for the next gank.

Strong against

No data yet

Weak against

No data yet

ADC

How to play as Rell

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Rell

ADC: stay behind minions and focus the enemy ADC in fights.

Strong against

No data yet

Weak against

No data yet

Support
Primary

How to play as Rell

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Rell

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Abilities

Break the Mold

PC
Passive

Innate: Rell's basic attacks and abilities against non-minions reduce the target's armor and magic resistance by 2% for 5 seconds, refreshing on subsequent hits and stacking up to 5 times for a maximum of 10% reduction.

Rell gains bonus armor and bonus magic resistance equal to the sum resistances reduced from all afflicted enemies.

Break the Mold will reduce the target's armor and magic resistance by a minimum of 0.8 to 2 for 8%.

Cooldown|target range =

Shattering Strike

PC
Q

Active: Rell thrusts her lance in the target direction, lunge forward 100 units and destroying the damage-mitigating shield of all enemies hit (excluding the shields of monsters) before dealing them magic damage and stun them for 0.75 seconds.

Cooldown11 to 9Range520 / -220

Ferromancy: Crash Down

PC
W

Active: Rell becomes Dismounted and dash 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 and airborne for 1 second. She will continue dash forward another 320 units over 0.5 seconds, though not through terrain, affecting further enemies along her path.

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 cooldown.

This ability can be cast only while Rell is Mounted. Rell can cast Magnet Storm during the dash, and is not considered to be dismounted until after the leap ends. Ferromancy: Crash Down will cast at max range if cast beyond that.

Cooldown11

Full Tilt

PC
E

Passive - Mounted Alacrity: Rell gains 5 to 20 for 6;24 to 40 for 5;45;50% bonus movement speed, reducedwhile in combat.

Active: Rell powers up herself and the target allied champion for 3 seconds, both gaining bonus movement speed which doubles while moving within 1200 units of the empowered ally or an enemy. The bonus movement speed ramps up linearly from 75% of its maximum value over the first 2 seconds.

Additionally, Rell's next basic attack or Shattering Strike within 5 seconds creates an explosion that deals bonus magic damage. The damage based on the target's health ratio is capped at 150 against monsters.

Cooldown15Range1200

Magnet Storm

PC
Ultimate

Active: Rell erupts with magnetic fury, airborne nearby enemies inward. She then creates a gravitational field around her for the next 2 seconds that deals magic damage every 0.25 seconds to nearby enemies and kinematics them towards her.

Cooldown120 to 80