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Amumu may be small but his CC puts you in a bad spot since if you can't move, you're a sitting rock. Early game if he chases you down it's not easy to escape if he's a master at landing Qs and one of his laners comes to assist. I'd avoid fighting him without help early since your damage MIGHT scare him, but if his teammate comes he isn't gonna care. Later in the game as a Hybrid orTank, try to stay in front of him so he has a harder time grabbing the backline, even ult him if it needs the cost. As a full AP, try to avoid being the capture target for his CC otherwise you can't burst the enemy down with your own CC
Elise
Hate this champ. No question. If you can't hold her down she wins most fights with her AP build no matter what you play as.
Kindred
You're not catching Lamb anytime soon if she's a kite god. Her E slows and her Q just keeps her at a distance she wants if she's experienced enough. Even with a ton of MS you have to make sure to be ready for some annoying burst on her. When she ults, it is IMPERATIVE you save your Q for the end of it so that when it's over, she can't move and has to sit for at least 1-2 seconds. Hopefully by then you or your team killed her. Full AP has no chance against this.
Lillia
Even if you can CC her, the damage and MS she has outdoes yours by miles at a time. You need to avoid full AP. Even Hybrid/Tank is dangerous due to max health damage. Try your best to hold her still for your team. Most of the time she builds Zhonyas, so save your W [Mount or Crash] for the time she comes out so she's still stuck in place otherwise if you can't get hands on her she's winning everything.
Master Yi
Perma-Ban choice. With or without CC, he's going to screw you over and teach you the meaning of why he's called "The AFK farming god". In the unfortunate event you're stuck against him, try to save some type of CC for his W and wait for his Q to be used before using your crash-down W otherwise he just dodges it.
Olaf
Doesn't matter the build. He'll run you down and his ult is an entire counter to your kit. Good choice for a ban
Trundle
This is one of those champs where no matter what you build, you ain't winning simply because of his ult and that he builds mainly as a bruiser. If you're THAT concerned about Trundle you can ban him. If you're stuck against him, I'd just CC him with your team around and try to avoid unnecessary 1v1s
Viego
Man has every means to start a chase and better dueling engagement than you. Wouldn't recommend fighting him. Good ban choice.
Warwick
Can't escape his blood thirsty self. CCing him might definitely help against him, but once that's out if he's still alive he's gonna sustain himself back to full health just off an ult.
Bel'Veth
She's one of those champs that's hard to get away from but not impossible. If you can avoid her W for a dash reset you're in the clear most fights if you need to escape. Save your Q, W Remount or Ult for her E so she loses her damage reduction and healing. No matter the build though if you get too far into late game, it's over.
Nocturne
Hard, but not impossible. He's a hard threat for AP Rell but not an impossible one. As for Hybrid/Tank, he's more manageable but still dangerous. If he's good reflexed he'll save his spell shield for your Q so bait it out before using W or Ult if possible. Your job is to get him pinned down if he tries to backline ult your team. If he can't get fed, he's useless and goes to a minor threat in any build you choose
Rek'Sai
Run all you want, there's no escaping the sand queen when she wants you and has you marked at level 6+. Full AP has no chance since she thrives on squishy champs. Hybrid/Tank is different. If you can find her, try to hold her down for your team otherwise crash-down over a wall or flash if possible. That leaves her to either tunnel into a possible bad spot, ult in for damage or flash behind you. Either way if you can put her into a bad CC spot she's not a threat to you or your team
Shaco
AD Shaco is much scarier than AP since if he gets behind you, even as a tank, you're fodder. This more depends on what he builds and how he manages to get ahead against you guys. AP Shaco is still annoying especially if he has good box setups since it stops your W even mid-way through the ability.
Vi
Not impossible, but highly annoying seeing as how she shreds armor and most Vi players build lethality damage these days so she's hard to fully keep from building up at any build. You cant stop her ult, so if she engages with it past you, be ready to jump in and help your poor teammate.
Zac
Annoying sustain, better engage than you and a revive passive. He's not an impossible matchup but hard to beat. You CAN Q him out of his W before it lands but you need to be ready at all times for it. You can't avoid or ignore him but he can be slowed down if done right
Diana
Even if you stun her, if she lands her Q it doesn't matter since she has 3-4 dashes every time she lands a Q perfectly on you. I wouldn't try to fight her early without some kind of support. Most Dianas these days build Hybrid. As a Hybrid/Tank you MIGHT be able to do something to stop her engages briefly, but as a full AP Rell she one shots you.
Evelynn
If Evelynn gets ahead she's a nightmare, however she can be manageable if done right. Obviously avoid her full powered charm. If she cant proc it or it's on CD you can engage her as you see fit early since it's her weakest stage. In the late game it varies on who reacts to who better when the fights start. She will try for the backline, and if you're a Tank or Hybrid it'll be hard to handle her if your team can't do it for you.
Graves
He can beat you early game so no point in that engage without a teammates help. Late game he is a monster if he's fed up enough to do it in any way. If you can burst him down with full AP since he doesn't get MR off his E, you'll win most fights otherwise those are his wins. As a Hybrid you have better shots but I'd recommend having a teammate for these engages. Full Tank Rell needs to body block his shots and keep him CCed since his autos hit whatever is closest
Hecarim
Speedy horse boy. Yes you have CC but even if you hit him he still has plenty of ways to keep running around for the engage. He will always outspeed you even with full MS builds since that's just how he rolls. If you can manage to hold him down long enough for your team to kill him it's a win, but most of the time if he builds AD you won't be able to tenacity out of his problems he gives you
Jarvan IV
Jarvan also has armor reduction, but JUST armor reduction. It's a matter of you keeping out of his reach in the early game since he'll win. Late in the game though he doesn't have much of a chance against your Hybrid/Tank power. If he ults you and you're in mount stance, your crash down can easily jump out of his ult zone for a good escape. Depending on his build it's a game of who can adapt better
Kayn
For blue Kayn I'd put him as minor for Hybrid/Tank Rell, but Extreme for AP Rell. Red Kayn however will be a Major for all builds. His blue form is easier to handle if you went Hybrid/Tank if you can keep him from rushing around and off your backline. Red Kayn you need to keep him still and do your best to avoid his engage if possible. Your team NEEDS to focus a fed red Kayn or it's game over.
Kha'Zix
Early game, avoid fighting him due to his isolation damage. Mid-Late game varies on what you're building and if he's fed. As full AP, you're screwed and he's a major-extreme threat. As Hybrid he's even since if he built right or got fed even if you're beefy he still has heavy damage potential. Full tank puts him at minor since he needs squishy targets.
Lee Sin
The god of dash jukes. It's hard telling a Lee Sins potential threat level. If he's a god he's at Major however. Extreme at full AP. Your job needs to be to hold him down as a Hybrid or Tank Rell so that he has no choice but to respect or engage on you specifically to do much of anything. If you can predict it, try to Q his Q dash-in or ult it. This way he stops mid-way and has to rush out or ult you off of him so he can refresh his CDs
Poppy
Skilled matchup for sure and whoever is more patient holding their abilities. Poppy will try to hold her W for yours so try to bait it out by making her chase or hoping she uses it for other reasons. If she doesn't get fed you can hold her down pretty decently. Bursting her is not possible though since she's an off-tank, so at the very least making her regret trying to E into your face is a good start
Rengar
Full AP = Death. Would stray away from full AP against him. His damage gets nuts but if you can out-tank him long enough to hold him still off your team you have good shots. If he can't be fed he can't do his damage he needs early game to get ahead. Just know his W is a cleanse when empowered so watch for that when stunning.
Sejuani
Her CC is better than yours but it's more of a team based matter who does what here. She can outspeed you but it more relies on whos team is better on assisting: Yours or Hers
Udyr
Varies on his build, too much to explain but easy to understand what to do against whatever he builds
Xin Zhao
Not seen much but depends on the skill of the player overall. Just try to avoid him early as he has one of the best skirmishing kits for the early game. Late game you have better chances of keeping him from doing much but still be on your guard if he's good at juking around
Ekko
I don't see Ekko much of the time and when I do, not as a threat. If he misses his Q or he uses up his passive and does not enough damage he's pretty easy to deter away if you're smart enough with your damage. Later in the game he can one shot you if you went full AP, but as a Hybrid/Tank he has a right to be afraid of you seeing as how he can't do much to you if he isn't getting help
Karthus
He still has some threatening power against you but not much if you can get in his face. If you keep him CCed, he can't keep spamming Q. If he's able to kite you because of his wall, just run off until he makes the mistake of chasing. He'll have to tank it or flash. Your MS should keep you a hard target for his Qs so keep that in mind. In the VERY RARE CHANCE you catch him channeling ult, you're the best counter to stop it
Nunu & Willump
Full Tank isn't much of a challenge, even for AP. Full AP Nunu is a whole different challenge. As AP Rell, you can't burst him if he's a tank. If he's full AP save at least 1 CC ability for his ult to prematurely end it and avoid the full channel damage. As a Hybrid/Tank, your job is simple: Tank his W snowball, and be ready to pin him. If he lands his E and stuns you with it try to keep your Q ready if you can't avoid it, he may try to ult if he thinks you cant reach
Rammus
Not too scary. His job is to engage but once he does you're pretty much his superior in most cases. You're AP and he's meant to stop AD so even if he gets ahold of you, it wont amount to much. Try to Q if you feel like he wont ult in during his Q channel and if you're fast enough to do it. If his main engage is out then what chance is really going to have?
Fiddlesticks
Literally everything you do interrupts his W, his main damage dealer. You'll have alot of Tenacity so his fears wont last long regardless if he lands them or not. If you get hit as full AP, it's bye for you, but as a Hybrid or Tank you have a better shot at sitting him down. Any type of CC interrupts his W meaning he has to Zhonyas, run away or hope his team will do the damage he now lacks without it
Ivern
Even with his rework you're still a better matchup. His Q is his only CC [and now daisy if he hasn't already rushed her out]. If he goes back in, it's his funeral since his damage even full AP is lackluster and not useful at all. Your engage and burst is better and he needs a team to do much. Avoid fighting Daisy and letting her hit you if possible since that's his main damage source and most fights at most stages you win if he isn't a kite god
Nidalee
I'd only call her a threat, even for full AP Rell, if she's a god at landing her spears. Without them she can't do much damage in her cougar form. Juke her Qs and most fights are yours in any stage of the game.
Rell has always been known to be a support and I actually enjoyed playing her alot during those old pre-adjustment days. Now she's become a stronger Support/Jungler who I personally am addicted to playing in the Jungle now.
The guide is meant to give you at least a simple idea how Rell works in the Jungle and the best times to play certain builds with her
Why Rell Jungle?
Rell Jungle may seem like an odd pick even after the fact she had jungle monster damage added to her abilities, but it's actually a very fun and versatile pick for any team that can fit into most comps given the right situations
From being a Hybrid whos able to fight 1v1s while tanking most of the damage, to a full on tank who CCs to living hell in the middle of a fight to even a full AP burst fighter, Rell fills many spots in the community to provide
Pros & Cons
Pros
Great CC:
Rell has some amazing CC chains that make her viable for ganking and engaging the enemy in a way that forces them to be scared to take a fight with her CDs up and ready to lump you down like a rock
Great Engage:
Especially now after her rework, Rell has some incredible engage potential that makes her able to start a fight with full power that's hard to ignore
Fast Jungle Clear:
Rell has some really great jungle clearing due to her adjustment, making it actually one of the fastest league has to offer currently
Table Turner:
Believe it or not alot of people misjudge Rell thinking once she's dismounted or misses something she's toughed down. If you chase her too long, she can actually show you JUST how bad it was to think this with great potential to do more than you'd imagine for a team
Cons
Long Cooldowns:
While Rell has some great abilities, they all have pretty decently long cooldowns for long fights making her have to rely on her team or tank power to sustain herself long enough to have anything come back up to continue fighting
Good CC Counters HER:
Rell needs movement and without it, she's pretty easy to toss around. Granted she has 2 abilites that don't need her to move but she needs to get close to use them, and her W is interruptable even mid-animation with Crash-Down making it hard to really STAY interested in an engage if you happen to just sit there looking dumbfounded
Underwhelming Epic Monster Clear
While on normal camps she's got fast clears, against epic monsters she needs her E and Q to do alot of damage otherwise you have to rely on her weak autos making it very hard to solo take an objective without someone possibly finding you right away first
Why Rell Hybrid?
Obviously, AP/Tank Rell Hybrid seems like a weird choice. It's not at all bad in any way, in fact it brings out a secret strength side to her that most Rell players wouldn't get out of the entire "Full Tank" build
Her Damage remains just as strong as her tank power
The items seem weird, Lich Bane especially on top of cosmic but it has a purpose besides AP.
Yes, you will be able to do chunk damage and defend yourself but that's not the main point.
The main point behind it is each item gives Ability Haste and Movement Speed. You'll stack constantly both so that you're able to keep up with most enemies while also being able to escape, have a better chance for ability usage and be a more overall use to your team.
It's a great strategy and I'd recommend trying it once you feel comfy on Rell
When To Go What Build
Build Choices
Each build has its own strengths and weaknesses, so I'll attempt to explain them as best as possible and when to build each
Hybrid
Hybrid is easily the most versatile of the 3 build path choices and provides benefits from both the Tank and AP build. There's no going wrong with this build and is always the go-to in general if you aren't sure what to follow in terms of build path of Tank or AP. I'd only avoid this if your team is majorly lacking any powerhouse damage being too beefy to do damage, or your team will be mainly AP with 3+ AP champs
Tank
Tank is the 2nd better choice of the 3 and still fun and viable to play regardless of what you might have going on. Being able to frontline and get into the enemy team as the center of attention, Tank Rell is going to provide your team with protection, CC and engage all at once. You should avoid building this however if your team lacks any damage to be able to afford going full tank, and should switch to Hybrid or AP Instead
AP Rell
I make it sound like it's a bad choice, but really it isn't. AP Rell does hurt, ALOT, when engaging in the later stages. The only real problem with AP Rell is the fact you need a good frontline to back you up when you go in since once you commit, you either die or you get that kill. AP Rell needs avoided if you already have alot of damage dealers on your team. She's a great burst engage capable of finishing off enemies or helping your team finish them off whatever she couldn't do
Conclusion
Overall, Rell is not a game changing Jungler but she's definitely a fun experience to play and a great peel champ overall for your team. There are some better Junglers than her, but also some worse ones.
She's a great pick for the Jungle now and once you learn her properly you're not gonna have any reason to doubt why I took the Metal Jungle into my hands in the first place
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