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Rell Build Guide by TheBlueImperial

Support Rell - The Angy Iron Maiden

Support Rell - The Angy Iron Maiden

Updated on January 17, 2023
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League of Legends Build Guide Author TheBlueImperial Build Guide By TheBlueImperial 216 3 270,390 Views 42 Comments
216 3 270,390 Views 42 Comments League of Legends Build Guide Author TheBlueImperial Rell Build Guide By TheBlueImperial Updated on January 17, 2023
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Runes: Standard Runes

1 2
Resolve
Aftershock
Font of Life
Conditioning
Unflinching

Inspiration
Hextech Flashtraption
Cosmic Insight
Bonus:

+8 Ability Haste
+6 Armor
+10% Tenacity/Slow Resist

Spells:

1 2 3
Flash + Ignite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Items

Start
Situational (Mandatory once Relic Shield upgrades)
First Back Goals
Boot Options
Against Heavy AD

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


TheBlueImperial
"I didn't outplay you, I killed you because you scared me and I accidentally hit my keyboard"
IGN: EmpressBlue (EUW)
Playing since: December of 2017, I joined preseason leading up to season 8
Favourite Role: Support and Mid equally.
Favourite Item: Zhonya's Hourglass so I can accidently press it walking to lane then die because I don't have it 10 seconds later.

Introduction: Hey! My name is Nathan but online I go by the name TheBlueImperial or Blue for short and I've been playing league for about four years now and haven't looked back since. I'm from the United Kingdom despite my abysmal spelling/grammar and training to get my Helicopter Licences!


The story of Rell, the Iron Maiden
Lore is important to many of us in League of Legends, it sometimes decides whether or not we will pick up a champion and give them a try. Rell is an unfortunate product of the Black Rose (and LeBlanc) and their harsh, unforgiving and merciless experiments to gain power. She's been dealt so many difficult cards in her life but still gets up, still fights for those who can't and refuses to back down. Her unbreakable spirit is even more powerful than her ferromancy, she is one of my favourite champions in the lore. Below is her trailer and under that is her bio for you to get a sample of who Rell is and whether you might like her.
Rell's Bio, read more Here
The product of brutal experimentation at the hands of the Black Rose (currently lead by LeBlanc), Rell is a defiant, living weapon determined to topple Noxus. Her childhood was one of misery and horror, enduring unspeakable procedures to perfect and weaponize her magical control over metal... until she made a violent escape, killing many of her captors in the process. Now branded as a criminal, Rell attacks Noxian soldiers on sight as she searches for survivors of her old “academy”, defending the meek while delivering merciless death to her former instructors.


Why YOU should play Rell
To start off this section, I want to first talk about why I love playing Rell. I personally picked up Rell because I fell in love with her thematic first, she's been hurt in the past but she uses it to push her forward, not to push her down. She protects those who cannot protect themselves and crushes those who dare prey on innocent and the weak. She's a walking wall of armour who has power over metal, which is abundant in Runeterra, to overpower her foes.

I then fell in love with her kit, Rell has little to no solo capabilities but she makes up for it significantly with the ability to synergise with so many champions and make game changing teamfights happen through the power of wombo combo's. She's tanky, has mountains of irreducible CC and has such a unique and interesting kit and playstyle due to the nature of her Ferromancy - Crash Down / Mount Up ability.

For a lot of people, looking at these guides are often a starting point for picking up a champion. For those that it applies to, Rell is someone you should pick up if you like her thematic, kit or both. I highly suggest ignoring the "she's too niche" or the "she has too many counters" comments, if you enjoy a champ, then play them. I will do my best to help guide you to making her work in every game.
Why her over other engage tanks?
This is a bit of a tough question to answer, as most champions perform better against certain matchups, so realistically the answer depends on who you're against. But to be brutally honest, if you prefer Rell over other engage tanks such as Leona or Alistar, then you should pick her. If you're looking for a more matchup based answer, then check out the matchups section here.


Passive - Break the Mold
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Q - Shattering Strike
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W1 - Ferromancy: Crash Down
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W2 - Ferromancy: Mount Up
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E - Attract and Repel
Click Here For More Information


R - Magnet Storm
Click Here For More Information


Rell is an incredibly fun champion with so much to offer. She's insanely good at initiating a teamfight, while being just as good at turning around an enemies engage. With tons of unique mechanics, synergies and playstyles you'll find it hard to get bored of the champion.

She does of course does come with her drawbacks, like any other champ. She's got a lot of hard counters, some popular champs. She is probably one of the most easily punished engage support when she misuses and ability like Ferromancy - Crash Down / Mount Up.

Despite all this, nothing beats the feeling of landing a 5 man engage with your Magnet Storm and setting up a game wombo combo. She's a rewarding champion to play and well worth picking up, even if its just as a counter pick to some of your matchups.
Incredibly durable from defensive stats being increased by a % while dismounted.
Quick at traversing the map due to % movement speed buff passive while mounted.
Huge teamfight setup with her Magnet Storm engage, can set up wombo combo's.
Provides a % of her defensive stats to her tethered ally from Full Tilt, making them more durable.
Her CC cannot be reduced by tenacity, due to it all being knock-ups or low duration stuns.
Has a shield breaker on a basic ability Shattering Strike. Incredibly useful against Sett, Tahm Kench and Immortal Shieldbow.
Incredibly slow while dismounted, leaving her vulnerable until her Ferromancy: Mount Up is available.
Very long cooldowns, meaning you're very easily punished for misusing an ability.
Has little to no agency, she relies on having an ally nearby to do anything.
Her ability Ferromancy - Crash Down can be cancelled by certain types of CC, leaving her incredibly vulnerable.
Difficult to pick up and learn due to how hard mistakes are punished.
A lot of medium-hard counters, they are still winnable though!
I do recommend taking all of these Pros and Cons with a pinch of salt. A lot of her disadvantages don't really apply to the lower elo's of league because they're less likely to punish mistakes. So don't take them as a warning sign to not play her or consider trying her out, they're just a warning to be careful and mindful of your strengths and weaknesses.


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Like nearly every single champion in the game (excluding some rare cases) we want to max our ultimate Magnet Storm at every opportunity with no exceptions. It is our fight/game changing ability, having it up more often is too good to pass up.

Since Ferromancy - Crash Down / Mount Up is our bread and butter ability it is important for us to max this second. It increases our shield strength from Ferromancy - Crash Down and our movement speed while chasing during Ferromancy: Mount Up. You're essentially levelling two separate abilities when you level it, which just increases is value so much.

After maxing Ferromancy - Crash Down / Mount Up we max Shattering Strike, it has level scaling for damage, healing and cooldown whereas Full Tilt only scales with damage since 12.17.

Lastly, as mentioned before we max Full Tilt last because it now only scales with damage per level, this was done to allow for Rell to max Shattering Strike second over Full Tilt by giving it a static cooldown.


The bread and butter summoner for the majority of the champions in League, take this every single game without exception for Rell. It extends the range at which you're able to engage on an enemy and is required for Hextech Flashtraption. It's also useful for catching or escaping someone while you're waiting for Ferromancy: Mount Up to come off cooldown.

The most common summoner besides Flash for Rell, it synergies incredibly well with her playstyle. It boosts your kill pressure in lane, making you more likely to snowball and is incredibly strong against heal heavy opponents like Soraka, Nami and Yuumi. Try your best to use it when you expect them to use Heal to negate it's healing.

While Ignite is more often than not the better choice, in some cases Exhaust is an incredibly strong counter to assassin heavy comps that'll be aiming to burst your carry. It's also strong against ADC's like Tristana who get heavily screwed over by their abilities such as Explosive Charge's getting it's damage reduced, usually securing the win for you.

Their are only two scenarios where you'll take this summoner. When you're laning with an unusual lane partner such as Lissandra or Darius that wants to take Ignite themselves. The other scenario is when your ADC/APC takes Teleport and they request you take Heal, in this scenario you can still take Ignite if you believe it'll be more valuable.


Aftershock
Aftershock is just kind of the staple pick for support tanks, it's the most consistent and reliable keystone for the class as a whole. It's incredibly useful on Rell because when she commits to a fight she doesn't really have the option of leaving most of the time, you're kind of an all or nothing champ. Having the added survivability helps prevent many deaths when you engage, often changing the tides of battle.

Since our primary object as Rell is to throw our faces at the enemy team to initiate a fight we will need all the defensive stats we can get, especially since we'll be incredibly immobile for awhile after engaging. Aftershock provides a massive boost in these necessary stats which get further boost from our Ferromancy - Crash Down passive that grants a bonus 10% MR and Armour while we're dismounted.


Glacial Augment
With the rework to Glacial Augment in season 12 preseason, it is now a viable keystone for tanks like Rell. It's incredibly useful at helping lock down immobile teams from escaping your Magnet Storm because of the slow. It can also end up forcing flashes during the early game because of the slow keeping them in range of your ADC. It also reduces damage dealt to all allies by 15%, this does NOT apply to you though.

While it's incredibly fun, it's not in my opinion a beginner friendly keystone. You're significantly more squishy and more so in the early game, so I recommend using Aftershock until you're comfortable with Rell.


Resolve Runes
The amount of potential tower damage this minor rune provides is not to be underestimated, it does a noticeable amount for a support that'd normally not even dent a tower. It's incredibly useful in winning matchups to help snowball faster and secure more tower plates for bonus gold. Sometimes though you want to forfiet hitting tower for your ADC to get solo plates, so not always a good pick.
Since you bring mountains of CC to the table, you'll more often than not have this rune ticking in teamfights, it's not insane amounts of healing but will add up in the end and in some cases save someone from death. A worthy pickup for those who like to bring us much supportive power to their team as possible, even on an angy champ like Rell.
This rune should never be underestimated for how much damage it really gives you, especially on a champion like Rell who can proc every time she engages. You're capable of proccing on your Ferromancy - Crash Down shield and it'll even proc off of items such as Locket of the Iron Solari. It shines in aggressive lanes where you're trying to get early kills to help snowball your ADC.
When you're playing in an uneventful matchup, whether it be because of your ally or your lane opponents being impossible to jump on ( Ezreal + Yuumi). Conditioning will provide some extra scaling into the mid-late game to make up for being unable to do much during the laning phase of the game.[/color]
A very underrated rune in my opinion, Second Wind provides a ridiculous amount of sustain against poke heavy lane/comp. It's also incredibly strong against burn champions like Brand, I can't even count the amount of times second wind has saved me from a burn death. It wont make you immune to poke though, just more durable to it, so aim to avoid poke still!
Since Rell wants to throw her face at the enemy and survive their retaliation damage, she wants all the anti-burst she can get. Bone Plating can block 90-180 damage depending on level, which is incredibly strong and will save you from so many potential deaths during laning phase. Try your best to wait for it to be up before you engage in lane.
Probably my favourite rune in the resolve category. The ability to get tenacity AND slow resistance without having to get an item for it is so incredibly valuable, especially for an already snail paced champion during combat. It also means you'll be less likely to consider Mercury's Treads just because you need the tenacity.


Inspiration Runes
This rune in unmatched in the amount of lane threat and kill pressure it provides, Hextech Flashtraption gives you an extension to your engage range and map traversal even when your Flash is down. It also allows you to avoid vision without having to burn your Ferromancy - Crash Down. Always take with an aggressive ally ADC like Draven.
Sometimes you're against an incredibly potent poke lane and Second Wind just isn't enough. Biscuit Delivery gives you a reasonable amount of sustain for the laning phase to help survive it and stay healthy enough to actually engage when the opportunity arises. It also provides some mana sustain in lane and increases your max mana by a total of 150.
The ability to use your active items such as Locket of the Iron Solari or Turbo Chemtank more frequently is incredibly satisfying and leaves you with less downtime in fights. It allow reduces the cooldown of your summoners, which for Rell is a blessing considering just how important and impactful a Flash engage is.


Precision Runes
Getting healed for 12% of your missing health for each takedown just skyrockets your survivability in a teamfight, especially since you're not the primary target. It will just continuously save you teamfight after teamfight, lane fight after lane fight. It also grants an extra 20 gold per takedown, which for a support is very much appreciated.
I personally don't use this use however, some people really struggle with their mana management. Which is especially noticeable on a champion like Rell doesn't buy into mana items with relatively high mana costs. So this one is completely down to your preference or while you're learning to manage your mana.
The main reason you go Precision for your secondary runes, Legend: Tenacity in conjunction with Unflinching means you don't have to buy Mercury's Treads against a CC heavy comp when Plated Steelcaps are more useful against them. Sometimes, you might just be against a particularly CC heavy comp and just want all the Tenacity you can get.


Standard Runes
The standard rune page for your games, take whenever you're planning on making large engages as often as possible and need every little bit of protection you can get. Aftershock just synergises with Rell incredibly well. It gives you a massive boost in defensive stats that are further amplified by 10% when unmounted after you use Ferromancy - Crash Down. It also gives a little bit of damage, which is always helpful when you're trying to secure kills bot lane.

All of the follow up runes are there to compliment Rell's play-style, by giving her more survivability and mobility for longer engage ranges. Some of the runes will provide sustain or cooldown reduction for better ability or summoner spell uptime. Essentially anything that can give Rell and edge in the middle of battle.

Click on the button below and it will explain indepth why you take each rune and the alternatives in each row, it will also explain what shards you will take depending on the enemies comp.
Click Here For More Information


Glacial Augment
A prewarning for this rune page, it is not beginner friendly at all. Not in my opinion anyway, since you're going to be a significant amount more squishy, so you're punished a lot more for misplays. Only take Glacial Augment when you're comfortable enough on Rell to deal with this, only then will you perform well with it.

The reason this rune is really strong though is because of it's giant AoE lines it leaves on the floor whenever your CC an enemy. These lines slow all enemies by a decent amount and make all affected enemies deal 15% less damage to your allies (this does not include you). In combination with your Magnet Storm, immobile champions will find it essentialy impossible to escape you.

Click on the button below and it will explain indepth why you take each rune and the alternatives in each row, it will also explain what shards you will take depending on the enemies comp.
Click Here For More Information


Support Item: Relic Shield
Pretty much the only viable support item for Rell in my eyes. Firstly, you're taking an AP support item because all her ratios scale with AP and she autos too slowly to make use of the AD support items. Secondly, you're not very good at proccing the passive for Spellthief's Edge because of how short range you are, you'll barely get to proc it in majority of matchups. Lastly, it gives much more health in comparison to the poke focused support items and Rell is aiming to be as tanky as possible.

At 500 gold gained it will transform into Targon's Buckler, it provides a decent amount of stats that Rell loves and allows you to carry 3 Stealth Wards on the item that refill everytime you base.

At 1000 gold gained it will be fully stacked and transform into Bulwark of the Mountain, it provides a decent amount of stats that Rell loves and allows you to carry 4 Stealth Wards on the item that refill everytime you base.


Mythic Option: Evenshroud
One of the biggest mistakes Riot made with the season 11 item rework was only giving tank supports a single Mythic item, it's annoying it took them a year to give us a second one but finally it's here and it's pretty good. It is sad though they ripped the passive off Abyssal Mask for it and left that item in a kind of useless spot.

Evenshroud increases damage enemies take when you CC them (or they CC you within a certain range), since Rell is pure CC it's always being triggered on engages. It's Mythic passive also grants a bunch of resistances, something Rell loves. It trades the ally protection Locket of the Iron Solari provides for team damage amplification and self protection.

It's pretty much the standard item for Rell but since it got quite a big nerf a patch after it's introduction (undeserved in my opinion) it's now more of a preference between Evenshroud and Locket of the Iron Solari. I personally prefer Evenshroud most games, but it's good to keep your options open to counter enemies if possible.

The place the item shines is with the "wombo combo" comps, like teams with Lissandra, Malphite, Yasuo or Yone. Being able to increase the damage of those wombo combo's is insanely useful and where it's most effective, I try to always take it when in those scenarios.
Synergises With:


Mythic Option: Locket of the Iron Solari
This is the more supportive Mythic item for Rell, you're giving up some of your own tankiness to provide more supportive protection and damage mitigation to your allies. It's incredibly strong with Redemption and Knight's Vow when you're playing a peel focused game, when your goal is to keep your carry alive at all costs.

Something to consider is when you're against lethality assassins, they will often buy Serpent's Fang, which drastically cuts down the value of the shield and how much it will protect someone. It doesn't mean it's useless against them but you will need to be a bit more efficient with it's uses, getting as much value as possible out of it. This is where Knight's Vow comes into use to try and mitigate that items affect on your ability to peel for your carry.

It's Rell's second most popular item and since Evenshroud got quite a big nerf a patch after it's introduction (undeserved in my opinion) it's now more of a preference between Evenshroud and Locket of the Iron Solari. I personally prefer Evenshroud most games, but it's good to keep your options open to counter enemies if possible.
Strong Against:


Mythic Option: Everfrost
A lot of people will see Everfrost and think it is a troll item, you might even get people ping the item once you've built it. I can assure you though Everfrost is incredibly strong on Rell, you can use it to fish for engages without risking your life by commiting to a fight. You're capable of using Everfrost mid Ferromancy - Crash Down, making it significantly harder to dodge. In the end, you can also just use it to extend your CC lock duration after you've hit your initial CC.

It's also very support friednly, it has a decent build path as you can go Kindlegem first item. Everfrost also only costs 2800 gold, which is incredibly cheap compared to most non-support Mythics. It might be an AP item, but the amount of utility, ability haste and health it provides is worth it for the cost.

For some proof of the build working, here are some of the high elo Rell Mains Discord that introduced me to this build: Modern and Spectre. Both have been very informative with this build and helped answer questions I had with the build, so a big thanks to both of them!


Legendary Items
While Rell doesn't have mana issues, she can get insane value out of this item against slow moving melee comps. It provides shield after shield during long drawn out teamfights, it's a niche item but it's quite strong in it's niche scenarios.
This item is incredibly powerful against comps which have a solo carry comp, you stick it onto them and become a pain to kill. Another time you can pick this up is if they have only 1 AP/AD champ, stick it on them and stack defencive items against the rest.
Redemption has insane amounts of synergy with Locket of the Iron Solari, they both greatly increase the durability of your team. Redemption provides 20% heal and shield power which makes both Locket of the Iron Solari and Ferromancy - Crash Down shield stronger.
Knight's Vow fits into the protection build very well, it allows you to make your carry a lot more durable so they can get more damage off before dying or potentially saving them. It gives a decent amount of health, some health regen and a lot of ability haste, which Rell loves stat wise.
Probably the most underrated support item, no one seems to want to build it which is bonkers. It allows you to carry 3 Control Wards which already is incredibly useful. It also provides a 12% stat boost to your Health, Ability Haste, AP and AD at level 13 and all for just 1100 gold!
Armour Items
Unfortunately this item has been nerfed repeatedly making it less of a viable option across majority of champions that previously used it. However, it is still incredibly useful against fast moving enemy comps that are impossible to catch with just your normal movement speed.
Thornmail is a great item against auto-attack heavy comps at the moment thanks to the buff to it's reflection damage. While the grievous wounds is insanely nerfed, it can still be a very impactful item against specific comps with healing and auto-attack focused damage.
A pretty niche item in my opinion, I don't really see any real use of the item outside of countering crit heavy comps. But man does it shine against those crit heavy comps, especially since the active slows them and reduces their attack damage and crit damage.
Usually built with the Everfrost build, it is still pretty viable outside of that. It's picked by both pros and onetricks because Rell leaves herself super vulnerable after using Ferromancy - Crash Down, delaying your death can give you enough time to get Ferromancy: Mount Up back in time.
A pretty decent item, gives good stats and relatively cheap. A lot more viable now that Thornmail isn't madatory for it's anti-heal. It's great against on-hit comps that auto a lot and synergies well with Fimbulwinter thanks to the bonus mana increasing it's shield.
MR Items
Probably the best MR item against AP heavy comps due it giving the most amount of MR, especially when you're being targeted by the enemy. So if you ever find yourself against a 4/5 AP comp, pick this item up and save yourself from being blown up.
A pretty strong MR item for Rell due to the new passive on this item, it provides a 25% increase to all healing and shielding you receive. This makes your Ferromancy - Crash Down's shield even larger than it can already get. It also has pretty strong stats for Rell.
A more niche item but still very impactful against the right comps, if they only have 1-2 CC abilities to shutdown your carry, take this item. The ability to remove the enemies only CC ability against your carry is insanely strong, being able to remove an ultimate like Lilting Lullaby can be game changing.
Boots
By far the best option for Rell without any debate, they provide insane amounts of Ability Haste for a cooldown reliant champion and gives shorter cooldowns on Flash (Which Rell is super reliant on) and Ignite. It consistently hits a significant higher winrate than any of the other options for Rell.
The other viable option boots wise for Rell is Plated Steelcaps, they're only really taken though when the enemy team is majority AD damage and have multiple auto-attack focused damage dealers. An example would be Akshan Mid, Kindred Jungle and Caitlyn Bot.


Support Item: Relic Shield
Pretty much the only viable support item for Rell in my eyes. Firstly, you're taking an AP support item because all her ratios scale with AP and she autos too slowly to make use of the AD support items. Secondly, you're not very good at proccing the passive for Spellthief's Edge because of how short range you are, you'll barely get to proc it in majority of matchups. Lastly, it gives much more health in comparison to the poke focused support items and Rell is aiming to be as tanky as possible.

I would also like to mention something here in view of all potential build paths you might go, which is "Never. Sell. Your. Support. Item". I can not stress this enough, losing one of your most valuable tools as a support (which is vision control) for the hopes of surviving a little bit longer is a terrible idea, do not do it.


Standard Engage Build
Rell is a pretty simple champion in the grand scheme of things, she wants to jump in and cause as much trouble as possible, to do so you need to be tanky enough to survive your initial engage. This is the standard build path which you will build majority of your games for Rell since it does exactly that for her, on top of that you're gaining Grievous Wounds from Thornmail and vision control with Vigilant Wardstone.

Click on the button below and it will explain indepth why you take each item and the alternatives to each item, example builds are more of a rough guide on what to build, remember to experiment with builds yourself.
Click Here For More Information


Protection Build
Rell doesn't have many games where she is incapable of jumping on an enemy team but they do happen, when you're against those sort of teams it's best to switch to a peel focused role. This build is focused around that role, giving you every possible resource available to protect your carry and keep them from dying. This build also doesn't just need to be used when you're against a difficult team to jump on, sometimes they have a ton of divers that want to blow up your carry and that is also a good time to bring out this build.

Click on the button below and it will explain indepth why you take each item and the alternatives to each item, example builds are more of a rough guide on what to build, remember to experiment with builds yourself.
Click Here For More Information


Everfrost Build
The less popular Rell build, the use of Everfrost might get you some questionable looks but I can assure you it's incredibly strong. It's incredibly versatile in helping you lock down hypermobile champions or making it impossible for immobile champions to play the game, there isn't many scenarios where the build isn't at least viable. It will take some getting used to though compared to the standard build as you're considerably less tanky.

Click on the button below and it will explain indepth why you take each item and the alternatives to each item, example builds are more of a rough guide on what to build, remember to experiment with builds yourself.
Click Here For More Information


Game Start
The start of the game is an incredibly important time where things can either go incredibly well for your team or set your team up for failure. Knowing what to do during the start of the game as Rell and what decisions to make is a learning experience, over time you'll begin to learn what invades and fights you win and which ones you don't. In this section though I will run through some of the basics, my thought processes on why I did certain things and not others while including some useful tips for the start of the game.
Watching For Invades
Blue Side: When you're watching for invades on this side of the map you're usually going to sit in tri-bush bot lane, your Mid/Jungle watch the entrance from the other side of the bot-side jungle. If you're caught you should have ample time to run to the wall and Ferromancy - Crash Down over the wall to the safety of your turret.
Red Side: When you're watching for invades on this side of the map you're usually going to wait at the river entrance to your blue buff, your Mid/Jungle should normally watch the entrance slightly above you. Watching for invades on this side of the map is a lot more dangerous in my opinion, so pay attention at all times or you'll quickly find yourself dead or burning Flash.
Leashing For Jungler
Rell is a junglers best friend when it comes to leashing, she reduces the defensive stats of the Blue Sentinel/ Red Brambleback jungle monsters. On top of this Rell can also tank at least two hits with the shield from Ferromancy - Crash Down before flipping them with Ferromancy: Mount Up for some extra damage and CC. Make sure you're standing behind the buff before using Ferromancy: Mount Up otherwise you will get stuck behind it after and body blocked, slowing down getting back to lane.
Invading Placeholder Clip
Rell has Ferromancy - Crash Down / Mount Up which counts as two separate abilities, making her pretty good for invades. She has AoE CC from Ferromancy - Crash Down and then shortly after can transform to use single target CC with Ferromancy: Mount Up for those trying to run. However, invading isn't something that will happen every game and is only really done when your team decide as a whole to do it. Never try to force an invade if people are refusing to turn up.

To help increasing your chances of successful invades, you'll just need to follow this simple checklist:
Does your team have the stronger level 1? If not invading probably isn't the best idea as they might be waiting to invade themselves or counter-invade.
Is your whole team present and willing to join the invade? If you have someone AFK (from running to the toliet, it happens) or against invading, you have to respect that and not invade.
Will invading really be benefical to your team or just purely a risk? If you have a scaling/late-game comp then even if you have a decent level 1, it's usually not worth the risk of invading as it could allow the enemy to snowball and nullify your scaling.
Counter Invading
Sometimes you will be playing against enemy teams that scream "We're going to invade", they will usually be teams with champions like Blitzcrank, Pyke, Nautilus or Thresh. When you're against them and notice they'll probably invade you can group with your team to hide in a normal invade route to catch them off guard and completely shutdown their invade, this gives you the advantage since you're capable of hitting a big multi-target stun with Ferromancy - Crash Down as they huddle together to find you.
Click Here For More Information


Rell's Laning Style
Rell is best and most efficiently played as an aggressive engage support, looking for every opportunity to jump on the enemy laners and secure kills for your ADC/APC. She excels at holding enemies still for long periods of time and surviving large amounts of damage, especially in the early game. She is best paired with aggressive laners such as Lucian, Tristana and Samira.

However, since Rell is probably one of the best "wombo combo" engage supports in the game, she is more than capable of playing less aggressive lanes to scale heavily into the mid-late game. Champions like Varus, Seraphine and Jinx are good examples of this, they need time to scale but when they do, they complement your kit so incredibly well with large amounts of CC and AoE damage.

Since Rell is an engage support, she's pretty capable of roaming, less potent compared to her fellow engage supports like Rakan and Leona, but strong never the less. Roaming however is still not something you want to spam as a support, leaving your ADC/APC vulnerable in the lane by themselves and leeching XP off your laners repeatedly is not always the best call.

Her playstyle and how to execute these playstyles varies from game to game, I've done my best to explain the thought process behind them during my games. Hopefully, they'll be a useful insight in how to make the right decisions during your Rell games.


Support Item Useage
Relic Shield grants a charge every 35 seconds, up to 3 charges. Basic attacks will execute minions below 50% health (since Rell is melee). Killing a minion by any means with a charge grants you and the nearest allied champion gold as if you both killed the minion. These effects require an allied champion to be nearby and will always prioritise the closest ally.

Something to note, only your basic attacks execute minions below 50% health while abillites will not. However, your abilities can still proc the stack if it kills the minion, the only issue is that Rell's only ranged ability is Shattering Strike which does very minimal damage. This doesn't mean you can get the odd minion kill with it, it's saved me from missing the odd cannon.


When To Make Engages
Since Rell is an engage tank, you'll mostly be wanting to engage in majority of your games. However, picking the right time to engage is incredibly important for any engage tank, but most important for Rell. Since her Ferromancy - Crash Down is essentially a self root with how much it slows you, making a poor engage is almost a guaranteed death sentence.

In this section I will be explaining the step-by-step process of when and how to engage, from map awareness to cooldown management. Hopefully, it'll help you with making the right choices in your Rell games.
Map Awareness
Before you make any real decision, you need to pay attention to your mini-map, usually long before you make an actual engage. Tracking where all your enemies and allies are is the make or break for any engage.

In the above example, we have to enemies out of view, Leona and Kayn. In this example, we recently just saw Leona run into the bush bot lane. Kayn is still unknown but in this context we tracked him ganking Mid lane and heading top side jungle about 15 seconds ago. Meaning, he shouldn't realistically be anywhere near our lane at the moment.

Now we've tracked all our enemies, we need to look at the position of our allies. We can see Diana coming down from tri-bush, which we've recently cleared for wards and the enemy is unaware. This means we want to make an engage, we have the advantage in numbers for this fight.
Cooldown Tracking
Tracking the cooldowns of enemy champions and their summoners is incredibly important. An Ezreal without Arcane Shift or a Tristana without her Rocket Jump is extremely vulnerable. On top fo this, if they're lacking Flash it's just a huge opportunity for you to engage them.

This applies to enemy supports as well, tracking when a support like Morgana lasted used her Black Shield can often be the difference between a successful or failed engage. Another example is when enemy engage tanks mess up their own engages and burn all their cooldowns, they're exposing themselves and their ADC because they'll have no peel anymore.

A huge part of playing any engage tank is knowing what abilities will mess up your engages, baiting them out or waited for them be used and then exploiting those gaps in their cooldowns to secure kills. Especially for immobile champs like Senna when her Flash is down, she is usually just free kills for Rell and her ADC.
Ally Jungle/Lane Ganks
Having any ally Jungler or even laner come and gank your lane is incredibly helpful, it can set both your lane and their lane up for success and snowballing a win. Whenever you see an ally Jungler/Laner making their way to your lane, try to assess whether or not it'd be a good idea to make the play, if you find it too risky just ping them off and more often than not they'll listen.

Another thing to be mindful of is Teleport ganks, if your enemy lane is pushed up to your tower, sometimes your Top or Mid laner will teleport to an available ward behind them. If you see this, make an engage and sandwich them between both you and your allies teleporting in. Be vigilant of enemy laners doing the same to you or countering a Teleport gank.
Understanding your ADC/APC
One very important thing to remember is that this isn't a solo lane, it's a duo lane. You're not the sole participant of this lane making decisions, you'll have to learn to understand the ADC/APC's you'll end up playing with and how they'll most likely want to play.

Some might be playing early game strength champions, but feel too uncomfortable in the matchup to make aggressive plays, especially if they're new to the champion or role. So be mindful of that, it can be annoying sometimes to give up some opportunities to engage, but if your ADC/APC isn't willing to follow them up, going in will be a death sentence. In these scenarios I highly recommend just playing out the laning phase safely, roaming if possible and then making impactful engages during the mid-late game.
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When To Peel/Play Safe
Peeling/Playing Safe is a much shorter explanation over when to engage, due to it being a lot more simple in execution. Peeling is a much more passive playstyle in which you're not being proactive, you're being reactive. Your job is to essentially nullifying any engages or plays that the enemy makes on your laner, this is most useful when playing against other engage supports.

Usually, this play style will be used when laning with ADC/APC's that have incredibly weak early games or little to no self peel and you're against a lane with tons of aggressive engages. An example of this is when you're laning with a Kog'Maw or a Senna, they're both quite immobile and lack self peel, nor is their sustained damage strong during the early game, they need to scale to function properly. As Rell, you'll just be protecting them from champions like Leona and Pantheon that want to dive onto them and kill them.

Using this playstyle is usually more damaging than helpful if you're laning with an ADC/APC that excels in early game trades/all-ins. As those champions usually do not scale as heavily as the champions mentioned previously, so they get no value out of playing super safe. The exception to this is if you've lost one or two fights are are now behind, playing safe and waiting for either mistake to be made by them or a gank from your Jungler is the best call.
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When To Roam
Roaming is incredibly powerful, the ability to snowball your allies in multiple lanes can sometimes secure a win for a game. Roaming successfully is dependent on both the ally and the enemy composition, especially for Rell.

To help increasing your chances of successful roams, you'll just need to follow this simple checklist:
Is your ADC/APC relatively safe if you leave them to roam? Will they likely die if you leave them, if so, stay with them.
Does the lane you're roaming to possess either initial CC for you to follow up or the mobility to follow your engage? if not it's probably not worth ganking them as the enemy will be able to escape before you both get on them.
It it actually beneficial to be roaming to this lane? If they're a a champion that wants to passively lane and scale up, roaming to them could potentially backfire and ruin their ability to scale quickly.
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Objectives
Objectives are an incredibly important part of Summoners Rift, they're what can make or break your games. Objectives like Baron Nashor/ Rift Herald make your pushing power almost unstoppable, the Drakes like infernal drake make champions themselves a lot stronger with helpful buffs and Elder Dragon makes your teamfighting power a truly terrifying sight to see.

It's incredibly important to work with your team to capture these objectives, make sure you're not backing or dying just before an important objective comes up. Rell is incredibly useful in capturing objectives because of how much zoning power and threat she produces due to her strong teamfighting CC.
Baron Nashor
The lovely Baron nashor is an objective that provides a pretty large buff to your entire team and causes any minions you stand near to get significantly stronger in damage and durability. Getting this objective just allows you to push enemy towers without the enemy being able to really stop the waves since the minions are a lot tankier, very useful against a champion like Anivia.
Elder Dragon
Elder dragon is the objective you will see least, it only spawns once a team has gained the Elemental Drake Soul which can take a very long time to do. It's for good reason though, the buff it grants causes enemies you hit to gain a true damage DoT, if they're brought below 20% maximum health they're executed. Getting this objective is high priority because it will often lead to the team that gets it winning the game. If the enemy gets it, do not fight them and wait out the buff because you will often just lose the fight if the enemy has it.
Rift Herald
Rift Herald (also known as "Shelly") is the objective that spawns in the Baron Nashor's pit before 20 minutes have passed, meaning it is purely an early-mid game objective but worth mentioning. Killing the rift herald will drop Eye of the Herald, when picked up it will replace your Stealth Ward slot and can be used to place a Rift Herald for your team. The Rift Herald will then go to the nearest lane and will charge down any towers it comes into contact with, dealing massive amounts of damage but at the cost of it's own health bar. It's amazing for early game because it can take towers down quickly to cash in on the plates.
Elemental Drakes
The Elemental Drakes of Summoners Rift are incredibly powerful, they have the ability to sway the game in your favour. Each game will have a different order of drakes and choice of map alteration alongside their respective drake souls. Since Rell is played bot lane as a support, you're going to often be there fighting for these drakes in the early game so it's best to understand what they do and whether or not they're worth fighting over.

For more information on Elemental Drakes please open the spoiler below, it will explain the buffs they provide, the map alterations they make and what the Drake Soul does.
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Teamfighting on Rell
A champion that truly shines in teamfights, it is what makes Rell such a valuable asset to teams. She has so much AoE CC with Ferromancy - Crash Down, Full Tilt and Magnet Storm she can lock down entire teams by herself, allowing her team to very easily clean up and kill the entire enemy team.

Something to always remember is that even if you have a rough lane as Rell you can still provide so much impact compared to other engage supports like Thresh who will just get blown up if they're behind. You only need to land one good engagement for your team to clean up, you might die for it but you're a support, it's somewhat your job to die for you team.
Identifying Your Teams Strengths
Every game you will have to identify your win conditions for the game, this wont always be your lane partner. You need to identify on your team who will be the right target focus on synergising with, you will usually prefer to fight alongside a Yone than a Singed during a game. Once you've identified your teams carry (or win condition) you will do everything in your power to enable them in teamfights and protect them from dying or setting up an combo for Miss Fortune's Bullet Time or a Yasuo's Last Breath will be what wins you games.
Making An Engagement
As Rell your true strength is making enagements in teamfights because of how strong your Magnet Storm and Ferromancy - Crash Down enagement is. The amount of fights you automatically win for just hitting 2-3 people with your combo is just insanely strong, hitting 4-5? thats just a game winning engagement usually with the right follow up.

Making an engagement is dependent on many thing, but the two most important rules are "Do I have my teammates nearby" and "Do they have cooldowns up". You're purely setup as Rell, you have no damage yourself and rely purely on your allies to kill people you engage on. If you engage when no one is nearby or still waiting for important cooldowns you will get absolutely no value out of it and will often die and waste your cooldowns.

I personally try to save my Magnet Storm for when objectives are coming up, enemy teams will often funnel onto objectives to contest them and this is where Rell truly shines. It also allows you to make some sneaky plays as you know they will want to contest the objective, allowing you to hide in a nearby bush and make a flank engagement.
Peeling Over Engagement
When you're against enemy comps that will just refuse to let you engage on them (with champions like Vayne, Janna and Poppy), it's usually beneficial to just protect your carry instead. Whenever the enemy team jumps onto your carry just dump all of your CC onto the, shutting down an engagement on your carry will mean your carry survives and you now have number advantage. You're also then using your abilities without them being interrupted or nullified, it's a win-win for you and your team. This form of playstyle is best used when you're using the Protection build with Locket of the Iron Solari and Redemption, but isn't compulsory to work.
Counter-Engagement
Sometimes the enemy team wont wait for you to engage on them, they will instead engage on you when they have champions like Hecarim, Udyr, Malphite, Alistar and similar engage champs. When this happens and peeling isn't an option or beneficial, jumping on their backline (now that their front line is on yours) will usually allow your team to wipe the enemy teams carries. If anything it will delay the carries from getting into the fight, allowing your carries to kill their front line and very easily fight the enemy carries with no interruptions.
Tracking Ally/Enemy Cooldowns
A lot of Rell's strength is setting up teamfights for your allies to pile on their abilities onto the enemy team, to do this properly you need to make sure you're paying attention to your allies ultimate cooldowns. Imagine making an amazing 5 man engagement but Miss Fortune's Bullet Time isn't up for 7 more seconds, imagine if you'd waited a little longer before burning your Magnet Storm!

It's not just abilities and ultimates you need to track, it's important to make sure you're paying attention to when your enemies burned Flash and if you're able to make an aggressive engagment on them. An Aphelios without Flash or Galeforce up is as good as dead against Rell with some follow-up. It's important to play smart not hard, use every advantage you can get against your opponents, abusing their cooldowns is one of those things.
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"Guess we're doing this!"
A more niche mechanic for Rell, buffering abilities is nothing new to league. Many champions are capable of doing this with abilities that have long animations/windups, the application of Rell's is less useful but still important to know. It can sometimes secure a kill on someone who is about to escape and is out of auto-attack range.
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"I'll fight to the end!"
This will be the standard combo for Rell in most of the early stages of the game, it's usually best to try and make use of the small animation cancels that are possible with Rell, due to how insanely long her auto-attack windups are.
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"Let's do this for real!"
The same as the above combo, but with the use of Hextech Flashtraption (or Flash if it's up). It allows you to do some pretty undodgeable engagements from the bot side bushes, it's incredibly strong with Ferromancy - Crash Down because they wont expect you engaging from as far as you normally would.
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"Let's crush 'em underhoof!"
This will be the second most used combo for Rell in the early stages of the game, it's a lot more consistent and cannot be cancelled (amazing against champs like Vayne) but only works on a single target unlike Ferromancy - Crash Down. It's usually best to try and make use of the small animation cancels that are possible with Rell, due to how insanely long her auto-attack windups are.
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"Don't fall behind!"
The same as the above combo, but with the use of Hextech Flashtraption (or Flash if it's up). It allows you to do some pretty undodgeable engagements from the bot side bushes, especially since Ferromancy: Mount Up cannot be cancelled once you've made contact with the enemy.
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"Nobody leaves!"
You unlock an insane amount of teamfight power once you hit level 6 on Rell and unlock Magnet Storm. It's Rell's most important combo, jumping in and locking down an enemy team to set up your allies abilities, if you have to drop the autos you can, you're not prioritising damage since you're just setting up for your allies now.
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"Do not walk away!"
The same as the above combo but with the addition of Flash (works with Hextech Flashtraption just slower and not as fast). It allows you to extend the range in which you can engage on the enemy, allowing you to make some insanely big engagements because the enemy don't expect your engage range.
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"Iron body, iron will!"
Example of an Everfrost combo. This is my favourite part of Everfrost, it allows you to fish for engages without actually having to commit to a fight by throwing your body into the enemy. You can simply use a short item cooldown, if it hits you can usually just engage straight away with Ferromancy - Crash Down and if it doesn't root them you don't really risk or lose much.
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"This'll shut you up"
Example of an Everfrost combo. Simply extends your CC duration by rooting them after you have landed your intial CC with Ferromancy - Crash Down, making escaping your engagements as a hypermobile champion incredibly difficult.
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"Out of my way!"
Example of an Everfrost combo. The replay system isn't showing the combo correctly, however it will normally flip the enemy over your shoulders with Ferromancy: Mount Up and you just simply Everfrost behind you so they land in the root. Makes escaping near enough impossible for the enemy, especially since they can't dodge Ferromancy: Mount Up since it's activated with an auto-attack.
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Warding is relatively the same for every support champion, I would rather direct you to useful sources of material and guides on warding itself. That way it will be more frequently updated. I will have some Rell specific warding information below though, there isn't enough though to justify a whole section made for it.

Jovy's Warding Guide
I highly recommend checking out this Warding Guide made by the amazing Jovy, everything they make is super high quality, perfectly laid out and incredibly informative. It has everything any support could want for warding!


Mobalytics' Warding Guide
An in-depth but less beginner friendly Warding Guide made and maintained by Mobalytics. It contains a large amount of information but unlike Jovy's guide this is aimed at all lanes not just support, but still useful information.


Fast Ward Kill
Rell is incredibly slow at killing Stealth Ward's and even slower at taking Control Ward's, it's painful but there is sometimes a way to speed this up. Since Ferromancy: Mount Up is an auto-attack reset, we can use this to kill wards a lot faster than usual. It's uses are few and it wont happen all that often, but I feel like it's worth mentioning because it happens enough.


Killing Wards Over Walls
For a melee champ Rell has a decent auto-attack range, sitting at an impressive 175 range. This range is the threshhold for being able to hit wards over the smaller walls on Summoners Rift, if the ward is close enough to the wall you can position yourself to hit it over the wall.


Pulling Yourself Over Walls
Using the information above about hitting wards over smaller wards thanks to our 175 auto-attack range, this can be used to get over some walls. Since Ferromancy: Mount Up will cause her to charge (essentially dash) at the target, this means she can target a wall over a ward in range and get over said wall. This is a lot easier though thanks to the extended range from Ferromancy: Mount Up, bringing Rell up to an impressive auto-attack range of 275. This mechanic also works on a champions, it will however often make you and your target swap places, bringing you over the wall and them to your original location.


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Thank You For Reading!
To close off the guide, I'd like to thank everyone that helped with the making of this guide. Everyone little bit of advice, feedback and assistance really helped make the guide what it is a reality. As always, like with every guide I've produced, a huge thanks has to be given to Katasandra. My guides would be nowhere near the quality they are without her guidance and help. I'd also like to thank Jovy for the banners she made for this guide, they're absolutely incredible.

If you have any feedback, questions or requests for the guide, please feel free to either leave a comment here on the guide or contact me via the MobaFire Discord server, I'm pretty active there!


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Lots of clips need adding or replacing
Matchups and Synergies will just take awhile to build up, if you have any specific ones you want let me know
For any spelling/grammar mistakes you spot, please report them to me and I'll get them fixed ASAP.

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