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Recommended Items
Runes: Icy Rell
+8 Ability Haste
+6 Armor
+6 Armor
Spells:
Flash
Ignite
Items
Threats & Synergies
Lulu
BAN THIS PURPLE DEMON. If she Rs, your engage is dead. If it's not enough for you, she slows you (and your engage is dead), can turn you into a freaking plushie (and your engage is dead) and shield her ADC (and your engage is dead)
Tristana
Simply my favorite ADC to comp with. She not only can follow our engage, but escape anything from the enemy support. You know when I say "whoever starts, dies"? So, with Tris this does another level, because she'll literally jump the engage, fall onto the enemy ADC and will explode them in less than two seconds
Tristana
Simply my favorite ADC to comp with. She not only can follow our engage, but escape anything from the enemy support. You know when I say "whoever starts, dies"? So, with Tris this does another level, because she'll literally jump the engage, fall onto the enemy ADC and will explode them in less than two seconds
Champion Build Guide
Welcome to my


Anyway, I'm PumpkinMatters, a casual brazilian player who enjoys studying builds, runes, synergies and so on. I'm a main support, but I like to have fun on toplane and as an ADC. No, you won't find a Grandmaster player experience here, but I hope you test this build and see how well she goes with Rell.
PROS
CONS

Break the Mold
Passive. "Rell attacks very slowly, but temporarily steals a portion of her target’s Armor and Magic Resist to deal bonus damage based on the amount stolen. Additionally, Rell can siphon resistances from multiple different foes to grow extremely tanky." Rell's passive turns her into a teamfight monster. First of all, the diminishing of resistantes of her targets allows her team to give a lot more damage to the enemies you auto attack or use your


Shattering Strike
Q. "Rell stabs forward with her lance, breaking any shields and damaging all enemies hit (damage decreases after the first target). If Rell has an ally bound with E - Attract and Repel, she and that ally recover health for each champion hit by this ability.". A very important skill, that can change the result of any fight, if used in the right time. There are two things to consider with
















Ferromancy - Crash Down/Mount Up
W1 - Crash Down: "(Can only cast while mounted) Rell leaps into the sky and transforms her mount into heavy armor, gaining a huge shield that lasts until destroyed or remounting. Upon landing, she knocks up all enemies around her. Rell can cast E - Attract and Repel and R - Magnet Storm during the transformation. Rell has increased durability, low movement speed, and a movement speed cap while in armored form. After the transformation, this ability changes to Ferromancy: Mount Up."
W2 - Mount Up: "(Can only cast while in armored form) Rell rushes forward and transforms her armor into a mount, gaining a burst of movement speed. During her next attack, she charges her target to deal bonus damage and flip them over her shoulder. Rell has increased movement speed while mounted. After the transformation, this ability changes to Ferromancy: Crash Down."
I consider


Attract and Repel
E. "Rell magnetically binds a piece of her armor to a target allied champion, granting them bonus Armor and Magic Resist while nearby.
Rell can recast this spell to break the bind and stun all enemies around and between her and her bound ally". Normally is what follows our W engage. What's the idea behind this ability? The ideal is for you to be always binded to someone. Till, more or less, the first 15 minutes, probably it's going to be your ADC, but when teamfights start the ideal is that your



Tempestade Magnética
Ult. "Rell erupts in magnetic fury, yanking nearby enemies toward her. She then creates a gravitational field around her, pulling nearby enemies in for a few seconds. The field doesn't interrupt her enemies’ other actions.". In my opinion, it's one of the most powerful ults from the game and also one of the hardest to land, because it doesn't actually stuns, provokes, roots or supresses, so it's quite possible to leave the area of influence. However, if caught off guard and without escape tools, it's almost certain death. The safest way to use





* Your binded allies from




* Be aware that

* The cure from



* Your skills areas, principally



The Basic



The simplest combo we have. It works with and without the ult, principally during laning phase pre-6. Because of the range and previsibility of our

The Flash Landing




Basically the same combo (it can also be done without the ult), but using

Lifting


A very important combo to take an enemy out of positioning, putting to use all of our additional move speed we get from mounting the horse again. The time the opponent takes to get back from the lift, and the stun, is enough for your team to help them go back to their base.
Flash Lifting



Same combo as before, but using an aggressive flash after mounting your horse. This makes escaping from all your CC almost impossible. You just have to choose your target and call their Uber back to base.
Flash Ult


This combo can be done in any order, but the idea is very simple. As I commented before, Rell's skills are very predictable, and that's why we use our

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For this guide, our primery rune will be ![]() ![]() ![]() ![]() ![]() For subrunes, we have ![]() ![]() ![]() ![]() ![]() ![]() ![]() On last two lines, we don't have many options, other than ![]() ![]() ![]() |
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To secondary, our main choice is going to be ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Other options
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As good as ![]() ![]() ![]() ![]() |
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Normally when we go ![]() ![]() ![]() ![]() ![]() ![]() |
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Another secondary option (after all, ![]() ![]() ![]() ![]() ![]() ![]() |
Core Items
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For this new Rell build, we are focusing on this DELICIOUS new support item, ![]() ![]() |
More Balanced Complements
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Thornmail is a pretty good item, principally against healing comps (![]() ![]() ![]() ![]() ![]() |
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Putting ![]() |
Other Mythic Options
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To be very honest, I would only recommend the Locket as an option here, and in very specific situations. In hard matches, those you already felt you'll lose lane; when your team is losing many fights and can't land their damage, ![]() |
Items to Replace Thornmail
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In pre-season, Riot kinda destroyed the item, but when you have AP carries in your team, it shines. "Pumpkin, but when the other team is almost full AP, it isn't a good option" - in a certain way, yes, but in this case ![]() ![]() ![]() |
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Force of Nature has a lot of MR, movespeed, 25% damage reduction, what else do you want? There are a lot of AP menaces in the other team? Don't even think about it, because ![]() |
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Not everybody respect what the Blessing can do (I included), but it is a pissed ![]() |
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Dead Man's Plate is a fantastic item to Rell, that works pretty well in case you need armor, but not the anti-hell ![]() ![]() |
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Do you know when you have a 20/10 ![]() ![]() ![]() |
Other Boots
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Tabis (everybody knows it's their real name), or Plated Steelcaps, are only chosen in one occasion: if the enemy team is full AD. That's it. Mercury's passive is way better. |
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