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Rell
the Iron Maiden

Rell

Passiva · Break the Mold

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

DanoDurabilidadeMagiaDificuldadeMobilidadeCC
Perfil do campeão (Riot)
  • Dano0
  • Durabilidade0
  • Magia0
  • Dificuldade0
  • Mobilidade3
  • CC3
Counters por laneCada lane tem counters + dicas
Top

Como jogar de Rell

Top: segura o CS, leva TP ou Ghost dependendo do matchup.

Como vencer Rell

Top: pune wave-states e warda river/jungle pra desviar de ganks.

Selva

Como jogar de Rell

Jungle: trackeia o Scuttle, ganka lanes fracas e escala pros objectives.

Como vencer Rell

Jungle: warda objectives e nunca entra no mato sem visão.

Forte contra

Sem dados ainda

Fraco contra

Sem dados ainda

Meio

Como jogar de Rell

Mid: empurra a wave rápido e roma pras side lanes.

Como vencer Rell

Mid: fica de olho nos roams e guarda Flash pro próximo gank.

Forte contra

Sem dados ainda

Fraco contra

Sem dados ainda

ADC

Como jogar de Rell

ADC: kita a frontline, bate no tank mais perto e depois nas carries.

Como vencer Rell

ADC: fica atrás dos minions e foca no ADC inimigo nas team fights.

Forte contra

Sem dados ainda

Fraco contra

Sem dados ainda

Suporte
Principal

Como jogar de Rell

Support: mantém visão + peel pro ADC, sobe Locket Enchant + Knight's Vow.

Como vencer Rell

Support: desvia de hooks/engages e compra Mikael's contra muito CC.

Habilidades

Break the Mold

PC
Passiva

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%.

Recarga|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.

Recarga11 to 9Alcance520 / -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.

Recarga11

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.

Recarga15Alcance1200

Magnet Storm

PC
Ulti

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.

Recarga120 to 80