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Rell Build Guide by Flooyd

Support [11.4] Three ways to RELL by Flooyd

Support [11.4] Three ways to RELL by Flooyd

Updated on March 2, 2021
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League of Legends Build Guide Author Flooyd Build Guide By Flooyd 45 5 117,592 Views 4 Comments
45 5 117,592 Views 4 Comments League of Legends Build Guide Author Flooyd Rell Build Guide By Flooyd Updated on March 2, 2021
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Choose Champion Build:

  • LoL Champion: Rell
    1st WAY
  • LoL Champion: Rell
    2nd WAY
  • LoL Champion: Rell
    3rd WAY

Runes: 1ST WAY - STANDARD

Resolve
Guardian
Shield Bash
Bone Plating
Overgrowth

Inspiration
Hextech Flashtraption
Cosmic Insight
Bonus:

+8 Ability Haste
+6 Armor
+6 Armor

Spells:

1 2
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



My name is Flooyd. I am ADC EUNE player who's spending most time on playing Jhin but I believe that getting to know other champions in-depth will allow you to improve skills in your favorite one, that's why I try to play every hero. I love to test new things in game so this guide will be updated every time I'll find something interesting.




+ Great peel and engage
+ Strong shield break
+ Tanky herself
- Very slow in dismounted form
- Hard to play without communication
- Easy to doge spells






Rell's basic attacks steal 10% of the target's armor and magic resistance for 4 seconds and deal bonus magic damage equal to 8−16 (depending on level) plus the total amount of armor and magic resistance stolen. Enemies can only be stolen from once but multiple enemies can be stolen from at a time. Subsequent attacks against a target that is already stolen from will only refresh the duration of the effect and attacking an enemy champion refreshes the duration for all nearby afflicted enemies.

Break the Mold steals a minimum of 5−12 (depending on level) armor and magic resistance, reduced to 0 / 1 / 2 (levels 1 / 2 / 13) against minions.



Rell thrusts her lance in the target direction, destroying damage-mitigating shields of enemies hit before dealing them 70 / 105 / 140 / 175 / 210 (+50% of ability power) magic damage, reduced to 50% against enemies beyond the first. The first enemy hit is also afflicted with Break the Mold.

If Rell is tethered with Full Tilt, she and the bound ally heal for 10 / 15 / 20 / 25 / 30 (+30% of ability power) (+5% of missing health) for each enemy champion hit.




Armor Up: Rell gains 5−15% bonus movement speed while mounted (depending on level), which is only 25−38% (depending on level) as effective for 3 seconds when she takes damage from non-minions and is removed for 4 seconds when she becomes immobilized.

Active: Rell leaps to the target location over 1.5 seconds and upon impact, she transforms her mount into durable armor, dealing 70 / 105 / 140 / 175 / 210 (+40% of ability power) magic damage to nearby enemies and knocking them up for 1 second, as well as gaining a 40 / 70 / 100 / 130 / 160 (+13% of maximum health) shield that lasts until destroyed or mounting up.

Mount Up: Rell gains 10% bonus armor and magic resistance while dismounted, but her base movement speed is modified to 250.

Rell transforms her armor into a mount, gaining 15% bonus movement speed for 3.5 seconds, increased when moving towards enemy champions for a total of 25 / 30 / 35 / 40 / 45%, and empowering her next basic attack within the duration to have a 0.2-second cast time, gain 100 bonus attack range, deal 10 / 25 / 40 / 55 / 70 (+30% of ability power) bonus magic damage, charge at the target, stun them for 1 second, and fling them over her shoulder, as well as end the effect early.


Rell forms a tether between her and the ally bound by Full Tilt, which is disabled while the remaining cooldown is greater than 2.5 seconds. While the tether persists, the ally gains 10% bonus armor and bonus magic resistance.

ACTIVE: Rell binds herself and the allied champion nearest to the cursor with Full Tilt. Rell can then recast while the tether persists.

RECAST: Rell erupts the tether to deal 80 / 120 / 160 / 200 / 240 (+30% of ability power) magic damage to all enemies between and around her and the bound ally, stunning affected enemies for 1 second.

Rell can self-target to dispel the current bind. Only one ally can be bound at a time, and selecting a new ally overrides the previous bind. Full Tilt will incur a 3-second cooldown with no cost if Rell binds to an ally or self-targets, this does not disable the tether.


Rell erupts with magnetic fury, pulling all nearby enemies towards her and creating a field of gravitational force around her for the next 2 seconds that deals 15 / 25 / 35 (+8.75% of ability power) magic damage to nearby enemies every 0.25 seconds over the duration and continuously drags them towards her.

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Flooyd Rell Guide
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[11.4] Three ways to RELL by Flooyd

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