LiveUpdated 7 hours ago26.22
Support

Rell Build 26.22

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Rell is all-in from the moment she picks a fight, crashing down onto a target with a knockup and shredding the resistances off whoever she hits. A premium pick at 53.3% and climbing, she snowballs hardest when her team follows the dive, because her ultimate drags scattered enemies into one tidy pile to be deleted. She has no poke and no safe pattern, so her whole game is landing that first commitment.

#8 of 84 support this patch · 2.1k games
Win rate53.3%+0.2Games2.1kPick rate5.1%Ban rate1.8%Last 8 patches+0.4 since 26.15Damage profilei
AP
AD
AP 73%AD 22%True 5%
DifficultyiModerateRewards fundamentals
ModernARAMCounter

When Is Rell Strongest?

The strong window is the later mid-game, once the build is mostly online, and games at this rank average around 27 minutes. Rell wins by starting fights her team can convert, so use the power window to roam for engages and force skirmishes where her stun, knockup, and pull ultimate lock multiple enemies down at once.

Game timeline · Rell drag or hover to scrub · space plays · ←/→ step
your power minute by minute · gold = item spikes · small = components · dashed = objectives
Camps1:30Drake / Grubs5:00Herald14:00Baron20:00Avg end27:23
Ambush zone2:48–4:18 Power spike 12:38
12:3815:0412:3821:59
0:00 10:00 20:00 30:00 40:00
At 12:00
Power 53/100 · Even
Core 0/3 items
Gold ~3.7k
Phase Lvl-6 window
Next spike Plated Steelcaps · 12:38

Rell Item Build

Rell is a lockdown tank support who chains crowd control and steals resistances off everyone she touches. Her build stacks health, armor, and magic resist so she can dive in, survive the focus, and hold enemies in place while her team cleans up the fight she started.

Standard loadout · Rell The consensus path — reliable spikes, no dead time.
Starting items 100g Health Potion×2Stealth Ward×1 Core path · click an item for its recipe ››› Boots Plated Steelcaps59% · 50.2%Ionian Boots of Lucidity41% · 56.9%
Situational items pick an opponent in the bar above — the right swaps light up
vs AP threatsbuy this gameTheir damage is mostly magic — stack magic resist before their second item.AAbyssal Mask6566.2%BBandlepipes15863.3%LLocket of the Iron Solari1.1k56.0%
vs AD threatsbuy this gamePhysical threats spike with lethality — armor answers buy the mid game back.BBandlepipes15863.3%FFrozen Heart6660.6%RRanduin's Omen3557.1%
vision controlbuy this gameFights are decided a minute earlier by the team that sees first.OOracle Lens2.0k53.4%SStealth Ward1020.0%

Best Rell Runes

Aftershock suits a champion who wants to walk in and stay there, spiking her durability the moment she makes contact. Her engage is committal by design, so the tree should double down on tankiness and the resistances her kit already strips from others. Build to survive the dive, because if she lives, the fight is usually won.

The pre-game page Aftershock · Resolve + Inspiration · keystone + 5 runes + 3 shards
Resolve Primary AftershockAfter immobilizing an enemy champion gain defenses and later deal a burst of magic damage around you. Shield Bash83% · 52.6%Bone Plating86% · 53.6%Unflinching92% · 53.1% Keystone plus three minors from Resolve, two from Inspiration, then three shards — no runebook, no masteries.
Inspiration Secondary Cosmic Insight87% · 53.6%Hextech Flashtraption82% · 53.8%
Stat shards OffenseAbility Haste+8 Ability HasteFlexHealth Scaling+10–180 Health (by level)DefenseHealth Scaling+10–180 Health (by level)
Shards give +8Ability Haste+20–180 Health (by level)
She wants to be an unkillable engage, so build toward Zeke's Convergence and then Knight's Vow to survive the dives she starts. A rough lane is survivable here, since the payoff is in scaling. Knight's Vow comes online around 22 minutes, which is when she can flip a fight, soaking a full commitment while her team cleans up behind her. Prioritize the resistances and utility that let her live long enough to matter.

Rell Skill Order

She can commit at level 1, since the first point goes into Ferromancy and the crash down knockup already shields her on landing. Level 2 adds the Shattering Strike stun behind it, which is when the two-part engage starts killing rather than scaring.

Skill order · Rell R at 6 / 11 / 16 — always
PriorityRR›WW›EE›QQ›Max W first; E at level 3.
Lv 123456789101112131415161718
Q2max 2
W14579max 9
E38101213max 13
R611max 11

Rell Abilities

Full Tilt is her missing gear, ramping move speed for her and a chosen ally that doubles when they close on an enemy, then finishing with an attack that explodes for magic damage. Shattering Strike does more than stun, popping enemy shields as it passes through the line.

Abilities · Rellpatch 26.22 base numbers · click an ability · all ranks shown
Break the MoldPassivePShattering StrikeMax lastQFerromancy: Crash DownMax 1stWFull TiltMax 2ndEMagnet StormUltRRank-up levels here match the skill order below.
Ferromancy: Crash DownMagic damageMax 1stStatLV 1rank 1LV 4rank 2LV 5rank 3LV 7rank 4LV 9MAXDismount Damage+30 per rank+60% APlv 160lv 490lv 5120lv 7150lv 9180Constant at every rankCost40same at all ranksCooldown10ssame at all ranks

Rell Base Stats

Base stats · RellPatch 26.22
Base statslevel 1 · +per levelAD55+3AS0.625+2%MS315Range175HP620+104HP57.5+0.85Armor30+4MR28+1.8MP320+40MP57+0.7

Rell Matchups

Rell thrives against grouped, immobile lanes she can pin with her stun and drag together, so clustered, low-escape teams suit her engage. She struggles against ranged pokers who wear her down before she reaches them and against mobile enemies who slip out of her slow, telegraphed engage before the crowd control lands.

Lane matchups · Rell click any opponent to retune the console
Hardest lanes · click to tune
Best hunting
How to lane vs supports 01W Crash Down onto the enchanter early to knock up and shred resists.02Roam with Mount Up speed; enchanters cannot punish your lane absence.03In fights use Q Shattering Strikes to break their shields, then R pull. Win rate by game lengthRell overall · all matchupsUnder 20 min50.5%20–28 min51.1%28–35 min56.4%Over 35 min54.4%
Champions who can disengage or punish a hard commit, like Vel'Koz, Neeko, and Xerath, force her to hold her engage far longer than she wants. She does best into Galio, Sylas, and Camille, immobile lineups that cannot scatter once her ultimate pulls them together. In a bad spot, treat your engage as precious and only spend it when your team is ready to pile on.
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