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Rell Build Guide by ZharMeny

Support [13.6] Rell the Iron Maiden In-Depth Guide

Support [13.6] Rell the Iron Maiden In-Depth Guide

Updated on March 23, 2023
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League of Legends Build Guide Author ZharMeny Build Guide By ZharMeny 6,842 Views 0 Comments
6,842 Views 0 Comments League of Legends Build Guide Author ZharMeny Rell Build Guide By ZharMeny Updated on March 23, 2023
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Runes: Aftershock

Resolve
Aftershock
Shield Bash
Bone Plating
Unflinching

Inspiration
Hextech Flashtraption
Cosmic Insight
Bonus:

+8 Ability Haste
+6 Armor
+65 Base Health

Spells:

1 2
Default
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[13.6] Rell the Iron Maiden In-Depth Guide

By ZharMeny
Early Game
If you are leashing don't forget to use your W – Ferromancy - Crash Down / Mount Up (Crash Down) and tank with the shield, and then use your W Mount Up to get in lane quickly.

Always remember that your passive Break the Mold steals resistances on your AAs, it may not seem like much but it will come in a clutch in many cases.

Your Relic Shield will execute minions under 50% HP when you AA them and have a charge available, consuming said charge and giving both you and nearest ally minion gold,and generating a charge every 35 seconds. It is recommended to not waste your charges on first wave of minions, and instead wipe out 3 melee minions of the second wave, not forgetting to take cannon on the third wave. It is not recommended to use your charges on caster minions unless your charges are maxed out.

It is very important to use your W – Ferromancy - Crash Down / Mount Up (Crash Down) to engage level 1, because of your shield and Aftershock it will be hard to not get a good trade out of it if you land it. When you get your level 2 you can engage another time with W Mount Up flipping enemy over yourself and stunning the with E – Full Tilt. When you get your Q – Shattering Strike you can use it to break enemy shields or for sustain if they don't have any shields, remember that if you hit two champions with your Q, heal will be twice as big. Also your Q – Shattering Strike applies your Passive Break the Mold to the first enemy hit.

Once you hit level 6 you unlock your R – Magnet Storm, which can be paired with W Ferromancy – Crash Down to pull enemies into your Knock Up, and then drag them in favorable direction. Remember that initial pull from your R also cancels dashes like Thresh's Flay does.
Objectives
Objectives are probably one of the, if not the most, important parts of the game. Baron Nashor and Rift Herald make pushing really easy, while Drakes make champions much stronger, especially the Elder Dragon, skyrocketing whole team's teamfighting power.

You need to work with your team to get these objectives, make sure you Recall pre-emptivly before an Objective spawns so you will be here in time. Rell is very useful for taking objectives, as she offers great zoning and CC tools for her team.
Elemental Drakes:
Drakes will spawn in the Dragon's Pit near Botlane, and since you are Support, you will be there helping your Jungler to contest the Dragon, either by keeping enemies in lane or fighting for it. It is recommended to slow push and crash a big wave into enemy tower to keep them Support and ADC in Botlane unless they want to exchange minion EXP and Gold for the Drake. If you see enemy Support leaving lane, do the same ti help on contesting the dragon.

Elemental Drakes ranked on raw power they give to Rell

Rift Herald: An objective that spawns in the Baron's pit near Toplane before 20 minutes, it will take high ammounts of damage if you hit it in the eye on the back, and generally it is taken by Toplaner and Jungler, when Rift Herald is slain, it will leave behind Eye of the Herald, picking it up will replace your trinket with it, allowing you to spawn a friendly Rift Herald that will go to the nearest lane and ram at the tower, at the cost of its own health. It is very useful in taking early plates, and is generally given to the Midlaner to help him snowball and to take Outter Midlane Turret faster.
Baron Nashor: Another objective that spawns in the Pit near Toplane, provides a large buff to your entire team that causes any minions you are near to get buffed in damage, durability and some special effects. Additionaly it provides an Empowered Recall, reducing its channel time to 4 seconds.
Elder Dragon: The least common objective, as it requires one of the teams to get an Elemental Drake Soul. It does DoT True Damage to the enmy when you damage them, and when brough below 20% health they will be executed. It's really important to get this objective, as the team that gets it will probably win the game. If enemy gets it though, try to not fight them and wait out the buff, you will lose the fight other way.
Main Combos
The classic combo consists of using Flash/Hexflash>W>(Optional Mid-Air E)>R, after landing you can use your AAs and Q in no particular order.

The second combo can help against more mobile enemies, it goes as follows: R>Flash>W>E(Mid-Air). This one is a little bit more complicated and costs you some CC duration, but is much more effective if enemy has some mobility spells or Galeforce up.

Both combos can be applied in variety of situations, be it engaging on enemy Botlane during Laning Phase, or engaging on enemy team from behind a wall during Late stages of the game.
Tips and Tricks for Begginers
Ferromancy - Crash Down / Mount Up (W): First of all, Crash Down is NOT an escape spell. Everyone who played Rell probably learned this the hard way. Even if you jump over a wall with it, you still will be slowed and even a dismounted Kled without boots will be able to catch up to you!

Second, Rell is able to force fights even level 1. She is not a Thresh or Leona, who need their level 2 to get things going.

And for Third, Mount Up is frequently is a better engage than a Crush Down, aspecially if you Flash into the enemy, allowing you to immediatly use your Mount Up AA and throw them into your Full Tilt E stun.
Attract and Repel(E): It's Rell's combo spell, on its own it's pretty useless. Its best use is inside a combo, for example to hit your Ferromancy - Crash Down / Mount Up (Crash Down) easier, or to keep enemies inside your Magnet Storm for longer - is the way you should use the spell.
Shattering Strike (Q): The 5% Missing Health healing actually matters. There were several occasions where Q healing left my ADC with barelly any HP alive, and don't forget that hitting several enemy champions with one Q increases healing you and your connected ally get.
Magnet Storm (R): Only the initial pull of Magnet Storm can interrupt abilities. Also remember that most enemies can just walk out of it, don't use it if you don't expect a big follow-up from your team, such as Inferno Trigger or Bullet Time.
Ward Tricks
Fast Ward Kill

All you need to do for this one is being Unmounted, hitting a ward, mounting up and hitting a ward two times, as your Mount Up AA is Auto Reset, kills on revealed Stealth Wards will be almost immediate.

Killing Wards Over Walls

For a Melee chamrion, Rell's AA Range is pretty decent, at a respectable 175. This range allows you to kill wards over some walls if they stand close enough to them. All you need to do is position yourself near the visible enemy ward and start blasting.

Pulling Self Over (W)all

Using the information above, you can apply the same strategy but using your Mount Up, as it will make Rell charge(AKA dash) at the target, making you able to hop over a wall attacking a Ward or Enemy Champion, additionaly making it easier because of increased AA range. Be aware though, doing so with Enemy Champion may flip them to your initial position.
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ZharMeny Rell Guide
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[13.6] Rell the Iron Maiden In-Depth Guide

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