Rell Support: Excellence is Measured in Sacrifice [S12]
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Runes: Primary Runes: Crowd Control Synergy
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Standard Crowd Control
Threats & Synergies
Caitlyn is not much of a threat, as long as you can get to her. If you can get up and stun her, you or your teammate can usually kill her quickly. She is very squishy but her range can be problematic.
Ashe can be annoying because Rell already has problems with movement speed and Ashe can slow you consistently. Rell depends on getting up to an enemy's face to stun them and Ashe can slow that process with her own crowd control abilities.
Blitzcrank is annoying because he can pull you to him from a distance. While Rell likes to be up in enemy faces to stun them, this is really bad for Rell if her abilities aren't ready yet. Without your power to stun them, you might be a sitting duck.
Leona is very similar to Rell and is very tanky. She can do what you do, but in different ways. She can be trouble to deal with because she has a lot of crowd control and if you get crowd controlled at the wrong time, you are a sitting tanky duck who can't help your teammates.
Yi focuses on getting up close to you, but you have a lot of crowd control abilities to stun him or slow him. If you can catch him when he's still targetable, he's a squishy bullet magnet.
A good Evelynn will be invisible until she's able to charm you, then she'll get between you and your tower or teammates so you can't escape her execution. Be very aware of where she is and how to detect her, then have escape routes planned. If you avoid the charm, she is very squishy.
Soraka is not much of a threat as long as you can get up to her. If you can get in her face and stun her, she tends to die extremely quickly. She doesn't have much that naturally counters Rell, as long as you can help your teammate set the kill up.
Heimerdinger is annoying because he can set up Illuminati turrets to help keep you away from him, which counters your all-in dive combo.
Fiora can be a problem with her Riposte. If she blocks your crowd control abilities, she can turn the stun back on you. Try to bait her into using Riposte at the wrong time, then hit her with the all-in for your team.
Tryndamere is easy to catch and stun, but his true annoyance comes from his ultimate. When he becomes invincible and goes after your team, you may have to repeatedly stun him until his invincibility runs out in order to keep him from doing Tryndamere things... like backdoor tanking your Nexus when nobody can actually kill him. Keep him locked down in those situations until he can die.
Rammus is a tank and you're a tank. You're going to be crowd controlling each other until one either dies or tries to run away quickly. Just keep him locked down while your team kills him and your passive from Mythic burns him.
Lux is really annoying because her ranged crowd control and ultimate counter you. You need to get in their face but they are good at staying away from you.
Shaco can be annoying because his boxes can fear you away, which interferes with your job of diving the enemy team. If you try to go after the Shaco, good luck figuring out which one is real. You might find yourself burning all your crowd control on the clone while the real one laughs at you.
Seraphine tends to rely in indirect artillery shots that can be dodged. When you get in her face, she doesn't have as much of a counter. Try to all-in dive her after baiting her into wasting her abilities. Just don't get charmed by her ultimate or stunned by her empowered skill shot.
Rell depends on her team. She stuns the enemies for her team while her team kills them. Mordekaiser counters this by pulling Rell into a forced one-on-one fight. Try to stun him through the fight until you can get back to your team.
Fizz is really annoying because he can be really hard to catch. Rell depends on catching the enemy in stuns, but Fizz specializes in being annoying and dodgy.
Warwick likes to get in your face, and then you can just stun him with your ridiculous amount of crowd control. Warwick tends to set himself up for his own death by crashing into your wall of crowd control.
Katarina is very bursty, but she's also susceptible to crowd control. If you can catch her in a stun in the middle of her ultimate, you can cancel it out entirely and she's a sitting duck.
Ornn is really tanky and you'll probably require multiple teammates to follow up on your stuns to take him out, otherwise he's just going to survive and walk away.
Champion Build Guide
I like playing Rell because I love her ability to just get up in the faces of an opposing team, stun them and watch as her team wrecks their world. She is very powerful if played properly.
Pros for Rell:
➕ Able to engage from range, get quickly into enemy faces and stun entire teams.
➕ Specializes in team fights: Area-of-effect abilities and crowd control while breaking shields and stealing resistances.
➕ Strong crowd control including multiple stuns and a displacement.
➕ Very powerful shields and healing, especially when augmented by items.
➕ Low skill ceiling / Easy to learn.
➕ Able to excel at Support with most common ADC/Marksmen characters.
Cons for Rell:
❌ Very little built-in escape if you don't use your W right and you don't hit your crowd control.
❌ Very low movement speed without supplemental items.
❌ Very low attack speed without supplemental items.
❌ Relies on being around teammates to unlock her true potential.
Rell can be good for beginners because there aren't a lot of tricky combo mechanics to learn. You tether a teammate, jump on the enemy and spam your stuns until they die from your passive damage, your Shattering Strike and the attacks from your team.
Rell is basically a walking earthquake, you bait the enemy into getting close enough and then you slam down on top of them from a distance. Rell also teaches you teamwork and communication, because if your team isn't ready for the all-in, then you risk them not following up on it with you. They need to be ready because Rell heavily relies on their team damage.
|Riot Games intended for Rell to be a Support and it shows. You probably can't solo lane or jungle with her very well because she requires a teammate to truly capitalize on her abilities. Her Full Tilt specifically relies on having a teammate to tether, and without that, you don't have the signature stun. She is a wall of tanky crowd control but she doesn't make much impact on her own. She is awesome with a team to follow up on her attacks.|
|Ferromancy: Crash Down||
Rell's W allows her to jump from her horse and slam into the ground to immobilize enemies. It is the start of her combo, in which you spam all of your crowd control to keep opponents locked down.