See Rell's counters
Patch 26.18support

Rell Support Build & Guide — Patch 26.18

Rell

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Tank / Vanguard
Patch
26.18

Core Abilities

Break the Mold
Rell's attacks and abilities deal bonus magic damage and steal a small amount of Armor and Magic Resist from the target on hit. Every poke makes the enemy slightly squishier and Rell slightly tankier.
Shattering Strike
Shattering Strike
Linear lance thrust that deals magic damage, briefly stuns all enemies hit, and destroys all shields it hits. Short range — pair with W engage. The shield break also wipes Riot shields from items like Locket.
Ferromancy: Crash Down
Ferromancy: Crash Down
Mounted form: leap forward, dismount, knock up enemies, and gain a large self-shield. Dismounted form: re-summon mount, gain a Movement Speed burst, and the next basic attack on a champion knocks them up. Main engage tool.
Full Tilt
Full Tilt
Passive: extra out-of-combat Move Speed. Active: target an ally and ramp up Move Speed for both (more toward enemy champions or each other). Rell's next attack also explodes for max-HP magic damage. The chain-engage and chase tool.
Magnet Storm
Magnet Storm
Rell explodes outward in a small AOE pulling nearby enemies toward her, then continuously drags them in for several seconds, dealing magic damage per tick. The fight-winning ultimate when paired with an AOE follow-up from your team.

Skill Order

1
W
2
E
3
Q
4
W
5
W
6
R
7
W
8
E
9
W
10
E
11
R
12
E
13
E
14
Q
15
Q
16
R
17
Q
18
Q

Primary Combo

WQAAR

Core Items

World Atlas
Mercury's Treads
Locket of the Iron Solari
Knight's Vow
Solstice Sleigh

Situational Items

Plated Steelcaps
Plated Steelcaps
swap from Mercury's vs auto-attack-heavy bot lanes (Caitlyn, Draven, Tristana) when AA harass hurts more than enemy CC
Zeke's Convergence
Zeke's Convergence
when you Magnet Storm into the enemy team — casting R summons a storm that damages and slows every enemy around you for 5 seconds
Kaenic Rookern
Kaenic Rookern
vs AP burst comps (double mage like Syndra mid + Brand support) — magic shield that returns after 15 seconds without magic damage
Redemption
Redemption
vs poke or wombo-combo comps (Xerath + Brand, Kennen + Sett) — heal-on-zone closes the HP gap before engage
Mikael's Blessing
Mikael's Blessing
vs single-target hard CC chains (Ashe R, Morgana Q, Leona R) — cleanse active rescues your ADC, but never from knock-ups or suppression

Runes

Primary · Resolve
Aftershock
KeystoneAftershock
Font of Life
Font of Life
Bone Plating
Bone Plating
Unflinching
Unflinching
Secondary · Inspiration
Hextech Flashtraption
Hextech Flashtraption
Cosmic Insight
Cosmic Insight
Stat shards
Adaptive ForceHealth ScalingHealth Scaling
Offense · Flex · Defense
Why these runes

Aftershock procs on every W knockup and Q stun, granting bonus Armor and Magic Resist exactly during the dive window. Font of Life heals Rell and her lowest-HP ally on that CC, Bone Plating cushions post-Crash Down burst, Unflinching gives 10 Armor and Magic Resist while CC'd.

Why secondary

Inspiration secondary: Hextech Flashtraption gives you a backup Flash on a long cooldown — invaluable for Flash-W angles when your real Flash is down. Cosmic Insight cuts Flash and item-active cooldowns: more Locket pops and faster summoner rotations.

When to switch secondary

vs hyper-mobility comps (Rakan + Yone, Bard + Akshan) swap Inspiration to Sorcery with Nimbus Cloak (post-Flash Movement Speed for the W follow-up) + Transcendence (ability haste). Aftershock plus Nimbus lets you flash-engage twice per teamfight.

Win Condition

Land W on the enemy carry to knock them up, chain Q for the second stun, ult Magnet Storm to drag their team into your AOE. Your ADC and jungler finish the kill before peel arrives.

Weakness

Mounted W is your only ranged engage and it's slow, telegraphed. If the enemy bot lane stays just outside its range you give up the lane. Dismounted form is slowed and short-range — no way to disengage.

Overview

Rell is a vanguard support (a tank-class support whose job is to start fights, not heal allies) with one of the most punishing engage kits in the game. Her Ferromancy: Crash Down (W) is a leap-knockup that lands her squarely in the middle of the enemy team, Shattering Strike (Q) is a follow-up stun that also destroys all shields, and Magnet Storm (R) explodes outward to drag everyone nearby into a single point — perfect for a teammate AOE follow-up like Miss Fortune R or Orianna R. Her passive Break the Mold steals Armor and Magic Resist on every hit, so every poke makes Rell tankier and the enemy squishier.

Game plan: in lane, look for Flash-W all-ins on the enemy ADC the moment a wave is pushing into your side (your minions cover the trade). Mid-game, roam (leave bot lane to help mid or jungle) with Full Tilt (E) burst Move Speed to chain dives across the map. Late-game, you are the engage tool — your team must follow Magnet Storm within 1-2 seconds or you die alone in the enemy backline.

Recommended Build

Starting items: World Atlas World Atlas + Stealth Ward Stealth Ward + Health Potion Health Potion. World Atlas pays you 18 gold per Shared Riches charge, and one of the ways to spend a charge is killing a minion, which also hands the nearest ally the normal kill gold. Use the charges on minions your ADC cannot reach; do not stand in the wave stealing every last hit, because that costs your ADC tempo, not because the item punishes you. World Atlas upgrades into Runic Compass Runic Compass once it has generated 400 gold, and Runic Compass into Bounty of Worlds Bounty of Worlds after another 800.

Core items (in order):

  1. World Atlas World Atlas — starter. Evolves through Runic Compass Runic Compass and Bounty of Worlds Bounty of Worlds, finishing as your chosen endgame support upgrade.
  2. Mercury's Treads Mercury's Treads — magic resist plus tenacity (a stat that shortens the duration of crowd control on you). Shorter stun on you means you get to land Shattering Strike (Q) after the enemy support tries to interrupt your dive.
  3. Locket of the Iron Solari Locket of the Iron Solari — armor, magic resist, plus an active that shields all nearby allies. Pop it the instant you W-engage so your team soaks the enemy's first burst (high damage in the first 1-2 seconds).
  4. Knight's Vow Knight's Vow — bonds you to your ADC (Attack Damage Carry — the auto-attacking bot lane teammate): 14% of the damage they take is redirected to you, and you heal for 12% of the damage they deal to champions. Force-multiplies your peel after the engage.
  5. Solstice Sleigh Solstice Sleigh — the engage-focused endgame upgrade of your support item. Slowing or immobilising an enemy champion near allies (any W knockup or Q stun procs it) restores HP and grants 20% decaying Move Speed to nearby allies. Perfect for chain-engaging.

Situational items:

  • Plated Steelcaps Plated Steelcaps — armor boots that reduce basic-attack damage. Swap from Mercury's Treads when the enemy bot lane is auto-attack heavy (Caitlyn, Draven, Tristana) and their harass (poke and chip damage) hurts more than late crowd control will.
  • Zeke's Convergence Zeke's Convergence — casting Magnet Storm summons a storm around you for 5 seconds that deals magic damage per second to enemy champions and slows them by 30%. It pays you for ulting into the middle of them, which is where Rell wants to be anyway.
  • Kaenic Rookern Kaenic Rookern — a magic shield that comes back after 15 seconds without taking magic damage. Pick into AP-burst comps (double mage like Syndra mid + Brand support) — the shield eats one full ult before it cracks.
  • Redemption Redemption — active heal-on-zone with a 2.5-second cast delay. Buy when the enemy team is poke heavy (Xerath + Brand, Karma + Kennen) — drop the zone pre-engage to top off your team's HP before you R.
  • Mikael's Blessing Mikael's Blessing — late-game cleanse active for an ally. Removes hard CC (Ashe R, Morgana Q, Leona R) the moment it lands on your carry, but never a knock-up and never Skarner's suppression.

Boots: Default Mercury's Treads Mercury's Treads for the 30% tenacity — a 1.25s Thresh hook drops to about 0.88s, enough to still cast your Q after. Tenacity does nothing against knock-ups or suppression. Swap to Plated Steelcaps Plated Steelcaps only against basic-attack-heavy bot lanes.

Skill order: Max W (Ferromancy: Crash Down) first — its cooldown is a flat 10 seconds at every rank, so the points buy engage damage and a bigger self-shield rather than uptime. Max E (Full Tilt) second for the longer Move Speed window and bigger AA explosion. Max Q (Shattering Strike) last (rank-up barely changes the stun, mostly just damage). Take R at levels 6, 11, 16.

Runes: Primary Resolve with Aftershock (free Armor and Magic Resist when you crowd-control someone — fires on every W knockup and Q stun), Font of Life (each time you impair an enemy's movement, you and the lowest-health ally nearby heal), Bone Plating vs early burst lanes, Unflinching (10 armor and 10 magic resist while you are crowd-controlled, and for 2 seconds after). Secondary Inspiration with Hextech Flashtraption (backup Flash on a long cooldown) and Cosmic Insight (lower cooldowns on summoners and item actives). Stat shards: Adaptive Force / Health Scaling / Health Scaling.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Rell beats

  • Pure-sustain healer enchanter support

    Soraka has no stun or knock-up to interrupt Ferromancy: Crash Down landing on her ADC. Once W knocks up the carry, Full Tilt speed-up chains a follow-up stun on the Crash Down target — she can only Astral Infusion heal, and the carry dies before her heal rotation matters.

    Soraka
  • Squishy aura enchanter support

    Sona has no stun or knock-up to interrupt Ferromancy: Crash Down landing on her ADC until Crescendo R at level 6 — and Crescendo is a slow skillshot Rell sidesteps. Aria of Perseverance heal cannot outpace the Crash Down knock-up plus Full Tilt chain damage.

    Sona
  • Untargetable attached enchanter support

    Yuumi has no stun or knock-up and her You and Me! attach mechanic forces her ADC to stand still — perfect setup for Ferromancy: Crash Down landing. Final Chapter R requires standing still, which Magnet Storm pulls the channel out of.

    Yuumi
  • AoE burn AP mage support

    Brand casts long poke skillshots from a fixed spot — Sear stun and Pillar of Flame both root him in place during the windup. Flash plus Ferromancy: Crash Down closes the gap onto his cast position, and Magnet Storm R drags him in for the kill.

    Brand
  • Plant-summoning ranged AP support

    Zyra casts Grasping Roots E from a fixed cast position and her plants cannot reach the W landing point. Flash plus Ferromancy: Crash Down closes the gap onto her cast position, and Magnet Storm R drags her in for the kill.

    Zyra

Champions that beat Rell

  • Anti-CC AP burst support

    Morgana's Black Shield blocks the Ferromancy: Crash Down knock-up and the Magnet Storm pull entirely — Rell flashes in for nothing. Dark Binding root locks Rell during Mounted Up transformation cast.

    Morgana
  • Cleanse enchanter support

    Milio's Breath of Life R cleanses the Ferromancy: Crash Down chain stun and grants a buff that lets the ADC walk out of Magnet Storm's drag zone. Warm Hugs speed-shield peels the carry out of the W landing zone.

    Milio
  • Dash-engage enchanter support

    Rakan's Battle Dance E carries one free recast, so two ally-to-ally dashes in a few seconds pull him and a carry out of Magnet Storm's 200-unit pull radius before it ticks. Grand Entrance dash launches the ADC over Rell's Ferromancy: Crash Down landing zone.

    Rakan
  • Roam-portal utility enchanter support

    Bard's Magical Journey E opens a wall portal that bypasses Crash Down's landing position, neutralising Rell's only ranged engage path. Tempered Fate R stasis freezes the pulled targets out of Magnet Storm ticks.

    Bard
  • Long-range root AP poke support

    Lux's Light Binding Q roots Rell mid-Mounted form before Ferromancy: Crash Down W can launch, cancelling the leap entirely. Lucent Singularity slow zones the ADC out of Magnet Storm pull radius.

    Lux

Key matchups

  • Nautilus: Mirror engage matchup. His Dredge Line (Q) hook out-ranges your Mounted W (1150 vs 450). Don't walk forward while his hook is up — dodge it, then Flash-W his ADC during the 10-to-14-second cooldown window.
  • Pyke: Skill matchup. He out-pokes you with Bone Skewer (Q) and out-roams you on Ghostwater Dive (W) stealth. Keep vision deep in the river and force fights in lane where Death from Below (R) doesn't reset on the kill.
  • Morgana: Hard counter into your all-in (full kill commit). Black Shield (E) blocks Magnet Storm's pull and your Q stun entirely — you flash in for nothing. Track its cooldown, 26 seconds at rank 1 down to 16 at rank 5, and force fights only in the window where it's down.
  • Soraka: Pure sustain enchanter (healing-focused support that wins by keeping her ADC alive, not by starting fights). Flash-W on her ADC any time her Flash is down — they die in the W knockup + Q stun chain before Astral Infusion (W) can react.
  • Caitlyn: Long-range poke matchup (chip damage at distance). She bullies your HP under tower with 90 Caliber Net (E) escape and Piltover Peacemaker (Q) range. Don't fight back, take the bad lane, roam mid or invade on Boots of Swiftness Boots of Swiftness — Rell's lane loses but her macro game wins.

Power spikes & win conditions

  • Level 2 (W + E unlocked): First spike. Ferromancy: Crash Down plus Full Tilt's Move Speed lets you all-in any overextended ADC. Wait for the enemy carry to push past their first wave (the row of incoming minions), then Flash-W into Q stun for a guaranteed kill.
  • Level 6 (R unlocks): Engage potential explodes. Magnet Storm dragging 2+ enemies into a single point lets your jungler ult on top for a 2-for-0 trade. Force a fight on Drake (the dragon objective in the bottom river — kills give permanent stat buffs) the moment the cooldown is up.
  • Locket of the Iron Solari Locket of the Iron Solari completion (~ minute 14-16): First teamfight item. Your W-engage drops a free AOE team shield. Group for objectives — every fight, the Locket active soaks the enemy carry's full burst rotation.
  • Solstice Sleigh Solstice Sleigh endgame (~ minute 24-30): Engage spike. The heal + Move Speed proc on hard CC means every W knockup is now a team chase. Force-engage on Baron and chain Q stun → R pull → team follow-up for the ace.

Common mistakes

  • W-engaging with no follow-up. Ferromancy: Crash Down commits you forward and your Dismounted form is slowed — you can't retreat without a teammate. If your ADC is back at base or your jungler is on the other side of the map, hold W. A solo engage at 4v5 just feeds you and burns your R cooldown for nothing.
  • Using R from max range on a single target. Magnet Storm's initial explosion only pulls enemies within ~200 units. If you ult and only the closest enemy is in range, you've wasted the team-pull. Walk forward 1-2 steps before R so 2+ enemies are caught in the initial explosion radius.
  • Forgetting Shattering Strike breaks shields. Q strips all shields it hits — including the enemy support's Locket, Janna Eye of the Storm (E), Lulu Help, Pix! (E), Riven Valor (E), and Yasuo Wind Wall (W is a separate mechanic but Q can be used right after to wipe the bubble underneath). Use Q to clear shields, then Q again for the stun if the enemy stacked layers.
  • E-engaging instead of W-engaging. Full Tilt is the chain-engage tool, not the opening engage — it has no CC on its own, only the AA explosion at max ramp. Always W first to lock the target, then E to chase a fleeing second target or close the gap on Magnet Storm follow-up.
  • Dismounting on the wave to push. Mounted form Q is the lane-clear tool, not Dismounted form. Crashing down into a minion wave just to chip them with the W knockup wastes the engage cooldown for ~10 seconds, leaving you defenceless if the enemy support flips it on you.

Advanced tip

The Flash-W cancel trick. While Ferromancy: Crash Down (W) is mid-leap, you can press Flash a fraction of a second before the knockup lands. Rell teleports forward and the dismount knockup fires from the new location, so the enemy ADC eats the W from an angle they couldn't pre-flash. Combined with Full Tilt's Move Speed and Magnet Storm dragging them back in, this is a guaranteed engage that starts from wherever Flash put you and ignores walls and skill-shot warning lines. Practice the timing in Practice Tool until Flash-W-Q-AA-R is one fluid sequence inside two seconds — it's the single mechanic that separates plat-and-up Rell players from gold-and-below ones.

Past patches

No previous versions available.

Related support guides