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Rell Build Guide by TheBlueImperial

Rell - Fanmade Midscope Update

Rell - Fanmade Midscope Update

Updated on June 20, 2022
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League of Legends Build Guide Author TheBlueImperial Build Guide By TheBlueImperial 1,535 Views 0 Comments
1,535 Views 0 Comments League of Legends Build Guide Author TheBlueImperial Rell Build Guide By TheBlueImperial Updated on June 20, 2022
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Rell - Fanmade Midscope Update

Passive - Break the Mold
Summary:
Rell's auto-attacks now deal double damage to Stealth Wards, Control Wards and deployables (such as Sentry, Prophet of an Elder God and H-28G Evolution Turret).
Rell's auto-attacks now apply Break the Mold in an AoE around the initial target, only the initial target recieves the on-hit damage.
Break the Mold now steals less defensive stats as a trade-off to it now being applied in an AoE around the initial target.

Context
Rell auto-attacks insanely slow meaning she has a very hard time dealing with wards and deployables, supports that cannot clear wards fast end up falling behind in the vision game compared to their counter wards that can. Doubling damage to Stealth Wards, Control Wards and deployables (such as Sentry, Prophet of an Elder God and H-28G Evolution Turret) means you don't have to touch her attack speed and keep the lance thematic of slow but methodical hits intact.

Giving Break the Mold an AoE pulse around the initial target means Rell can actually get some value out of her passive during teamfights, currently at most she will apply it to one or two people if she is lucky during an engagement. It's an incredibly forgettable passive because of how difficult it is to apply to multiple targets, giving Break the Mold an AoE means she still has to clump up enemies with her Magnet Storm to get good value out of the passive. This again means you don't have to touch her attack speed and keep the lance thematic of slow but methodical hits intact.

Q - Shattering Strike
Summary:
Shattering Strike's no longer applies Break the Mold.
Shattering Strike no longer requires a tethered ally with Full Tilt to heal Rell.
The heal from Shattering Strike now heals for a moderate amount off a single enemy hit, now heals for significantly less per target hit beyond the first target hit.
If the heal that Rell recieves from Shattering Strike is greater than the heal her ally would recieve from being tethered by Full Tilt, grant the ally the same healing value as Rell.
The damage from Shattering Strike is lowered, however it is no longer reduced by 50% past the initial target.

Context
Since Break the Mold is now applied in an AoE around the initial target hit from Rell's auto-attacks there is no longer a need for Shattering Strike to apply it, this means more useful and consistent power can be put into Shattering Strike rather than it being a niche shieldbreaker and Break the Mold applier (a bad one at that).

Rell no longer needing to be tethered to an ally for her to recieve a heal from Shattering Strike is mostly a quality of life change, you can lose your tethered target at such inconvenient times and it means you lose out on one of your only sustain sources. It's not powerful enough or game changing to have to be held behind this incredibly clunky and inconsistent mechanic that can drop at any second, having it completely in Rell's hands means no more "Oh, my ally died guess I can no longer heal myself a bit in this fight...", it's a great source of frustation.

The heal from Shattering Strike now heals for a moderate amount base when hitting a single target, when hitting enemies beyond the first target hit it will heal for slight bonus per target hit. This way the ability is a lot more consistent at healing Rell and her tethered ally but as a trade off she can no longer get large heals from very niche scenarios where she can hit 4-5 people (even then it's still not great). Rell in my opinion should favour healing and utility over damage, making the heal more impactful (and noticeable) would be a great way to differeniate her from other engage supports like Leona who already bring CC and damage to the table.

Currently Rell wants to tether (using Full Tilt) to non-tanks, usually aggressive dash/blink champions like Samira or squishy carries like Twitch, the issue is when Rell is tethered to these targets the heal from Shattering Strike does absolutely nothing to them. As a solution the heal from Shattering Strike will grant the tethered ally Rell's healing value if it is greater than theirs, now squishier champions will recieve a more noticeable heal from Rell without having to buff the flat value heal.

Shattering Strike now does less damage but no longer does 50% reduced damage past the initial target, it currently just feels very unsatisfying to use, especially when a random minion gets in the way. This way it doesn't feel frustrating to use near minions but still doesn't do too much damage, since Rell should favour utility over damage.

W1 - Ferromancy: Crash Down
Summary:
While dismounted after using Ferromancy - Crash Down Rell's movement speed is still reduced, but there is no longer a movement speed cap and you gain bonus movement while moving towards enemies.
Auto-attacking with Rell while dismounted will now reduced the cooldown of Ferromancy: Mount Up by a very small amount (up to a cap).
The dash/jump component of Ferromancy - Crash Down remains the same speed, but the slide part is greatly faster.
When Rell uses Ferromancy - Crash Down over a wall, it now has the same "if you can traverse over half of this wall, you go over it" protection that all other dashes and blinks have.

Context
Rell shouldn't be punished as hard is she is right now for doing her job, when you make aggressive engagements you should be able to continue them after landing. Having bonus movement speed while moving towards enemy champions (similar to Bailout and Night Hunter) means she can actually keep up with enemies during a fight, but can't freely run away with the bonus resistances and shield. Rell should still be punishable for misuse of Ferromancy - Crash Down, but she shouldn't be straight up punished for using it correctly.

The movement speed cap is removed and the reason for this is so that when allies use team-wide mobility abilities such as On The Hunt Rell can still actually keep up to a degree, if required she can recieve movement speed bonuses at a reduced rate from items (such as Shurelya's Battlesong and Turbo Chemtank) and ally abilities.

Rell can now reduce the cooldown of Ferromancy: Mount Up by a very small amount per auto-attack while dismounted. However, this mechanic has a cap, which means there is no possibility for exploiting the mechanic and reducing the cooldown of Ferromancy: Mount Up too quickly. The reason for this mechanic is so Rell is rewarded for actively engaging in the fight after using Ferromancy - Crash Down, it also keeps her swapping between her forms more often when playing optimally, allowing for more engaging gameplay (Cooldown of Ferromancy: Mount Up can be adjusted if being reduced too quickly, meaning you're punished for doing nothing or running away and rewarded for being active and fighting).

The dash/jump section of Ferromancy - Crash Down remains the same, it's a fair and reactable speed currently. The sliding component of Ferromancy - Crash Down is now greatly faster, currently it's way too slow and easily avoided even without Boots. You're also locked out of control over Rell for a very long time because of how slow the sliding is, which can be incredibly frustrating at times. Every other engage support can quickly take control over the champion after using their engage tool, whereas Rell has to sit and wait for the "fun" slide to end.

Currently Rell doesn't have the same dash/blink protection over walls with Ferromancy - Crash Down that all other dash/blinks have, I've never really understood as to why she doesn't have it. Currently, even if the indicator shows the dash part of her Ferromancy - Crash Down will make it over 50% of the wall (not including the sliding indicator) it will not take her over the wall. This is very problematic for even small/thin walls across the summoners rift map, for some reason a lot of very easily jumped walls for every other dash of Ferromancy - Crash Downs length is not doable for Rell. Giving her the same dash/blink protection everyone else has is more of a consistency/QoL change than anything else, it's incredibly misleading and breaks off from how all other dashes interact work.

W2 - Ferromancy: Mount Up
Summary:
Bonus defensive stats and shield no longer removed immeditately when using Ferromancy: Mount Up, they now quickly decay over a short period.
Ferromancy: Mount Up now has smart targetting, it will look for a target in the following order: Nearest champion within 50 units of the cursor -> Nearest non-champion within 50 units of the cursor -> Nearest champion within 200 units of cursor -> Nearest non-champion within 200 units of cursor.

Context
While not a major issue for Rell, it is incredibly unsatisfying when you lose the entirity of your bonus defensive stats and shield from Ferromancy - Crash Down because you used Ferromancy: Mount Up. Having them decay over a short duration upon activating Ferromancy: Mount Up instead of vanishing instantly will feel a lot more satisfying and less punishing.

Ferromancy: Mount Up can sometimes just target really weirdly when charging at an enemy near minions, summoned units or turrets despite your mouse being closest to a champion. Having a smart targetting system similar to what other champions have and Prowler's Claw got during patch 11.9 would prevent this from happening completely. I'm aware of the champion only targetting toggle existing, I don't think abilities should be dependent on this feature to operate smoothly, especially for the more casual playerbase.

E - Attract and Repel
Summary:
While Full Tilt is on cooldown, the ability is replaced with "Tether". This allows you to change Rell's tethered ally while Full Tilt is on cooldown, the ability returns to Full Tilt once it's cooldown is over.
Full Tilt now only has a 1 second cooldown when tethering to an ally purely to prevent accidental use.
Rell can now use Full Tilt on ally turrets.
BUG FIXES FOR Full Tilt PLEASE

Context
A big source of frustration for Rell is not being able to change your tethered target for Full Tilt while it is on cooldown, it means you have insane amounts of downtime on the defensive stats and healing during a fight if your initial tethered ally happens to die. Having an ability replace Full Tilt when it's on cooldown that allows you to continue swapping allies would make the passive and healing a lot more consistent during fights and significantly less frustrating.

Full Tilt now only has a 1 second cooldown (compared to a 3 second cooldown) when tethering to an ally, this means you no longer need to wait 6 times the duration of the stun to use it when tethering to a new ally. Since this is incredibly infuriating mid-fight because you had to swap to a new target because your initial tethered ally died. Keeping a 1 second cooldown for Full Tilt is only to prevent any accidental double presses and using the ability by accident when swapping to a new ally.

Rell can now use Full Tilt on ally turrets, this means when her ally dies under tower and the enemy team is looking to dive you next you're not locked out of an entire ability. This will only help the laning phase while being forced under turrets, taking some of the pain out when you're being tower dived and your carry is exploding before you can do anything.

BUG FIXES PLEASE. I'm aware that no game is perfect, I can respect that. But Rell's Full Tilt has way too many bugs with it going on full cooldown when changing to a new target, you can fix it by going out of range and back but... can it just not be a bug in the first place please.

R - Magnet Storm
Summary:
Completely unchanged.

Context
The perfect ability on Rell, there is nothing I would change about it. It synergises perfectly with the rest of her kit (specifically her Ferromancy - Crash Down), it isn't too strong nor is it weak, it's perfect.
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League of Legends Build Guide Author TheBlueImperial
TheBlueImperial Rell Guide
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