[Tutorial] Rell Aram, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode Aram)

Champion Info (Rell lane aram )

Rell Rell Stats

Attack: 55

Defense: 0

Magic: 0

Difficulty: 0

Health: 610

Move Speed: 330

Armor: 36

Range: 175

Health Regen: 7.5

Critical Strike: 0

Attack Speed: 0.625

Rell

the Iron Maiden

Tank Tank Support Support


Rell aram lane

LANE

  • Tier: D
  • Win: 51.63%
  • Pick: 2.72%
  • Games: 13553
  • KDA: 3.81
  • Score: 37.21

The product of brutal experimentation at the hands of the Black Rose, Rell is a defiant, living weapon determined to topple Noxus. Her childhood was one of misery and horror, enduring unspeakable procedures to perfect and weaponize her magical control over metal... until she staged a violent escape, killing many of her captors in the process. Now branded as a criminal, Rell attacks Noxian soldiers on sight as she searches for survivors of her old “academy,” defending the meek while delivering violent death to her former overseers.

Rell Tips (Ally)

  • NA

Rell Tips (Enemy)

  • NA

Summoner Spells

Flash Flash

Consumable: 0

Cooldown: 300

Range: 425


Teleports your champion a short distance toward your cursor's location.

Mark Mark

Consumable: 0

Cooldown: 80

Range: 1600


Throw a snowball in a straight line at your enemies. If it hits an enemy, they become marked, granting True Sight, and your champion can quickly travel to the marked target as a follow up.


Rell Masteries

Resolve
Aftershock
After immobilizing an enemy champion, increase your Armor and Magic Resist by 35 + 80% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies.

Damage: 25 - 120 (+8% of your bonus health)
Cooldown: 20s

Resistance bonus from Aftershock capped at: 80-150 (based on level)
Font of Life
Impairing the movement of an enemy champion marks them for 4s.

Ally champions who attack marked enemies heal for 5 + 0.9% of your max health over 2s.
Conditioning
After 12 min gain +8 Armor and +8 Magic Resist and increase your bonus Armor and Magic Resist by 3%.
Overgrowth
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.

When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.
Precision
Triumph
Takedowns restore 5% of your missing health, 2.5% of your max health, and grant an additional 20 gold.



'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
Legend: Tenacity
Gain 5% tenacity plus an additional 1.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Ability Haste
+8 Ability Haste
Health Scaling
+10-180 Health (based on level)
Health Scaling
+10-180 Health (based on level)

Rell Starting Items (PROBUILD)

Guardian's Horn Guardian's Horn

BUY: 950

SELL: 665

150 Health


  • Recovery: Restores Health over time.
  • Undaunted: Blocks damage from attacks and spells from champions.
  • Legendary: This item counts as a Legendary item.
  • Tear of the Goddess Tear of the Goddess

    BUY: 400

    SELL: 280

    240 Mana


  • Focus: Attacks deal additional physical damage to Minions.
  • Manaflow: Strike a target with an Ability to consume a charge and gain 3 bonus Mana, doubled if the target is a champion. Grants a maximum of 360 Mana.

    Gain a new Mana Charge every 8 seconds (max 4).
  • Health Potion Health Potion

    BUY: 50

    SELL: 20



    Active - Consume: Drink the potion to restore 120 Health over 15 seconds.

    You may carry up to 5 Health Potions.

    Rell Recommended Items (PROBUILD)

    Mercury's Treads Mercury's Treads

    BUY: 1100

    SELL: 770

    25 Magic Resist
    45 Move Speed
    30% Tenacity


    Tenacity reduces the duration of Stun, Slow, Taunt, Fear, Silence, Blind, Polymorph and Immobilizing effects. It has no effect on Airborne or Suppression.
    Jak'Sho, The Protean Jak'Sho, The Protean

    BUY: 3200

    SELL: 2240

    300 Health
    50 Armor
    50 Magic Resist


    Voidborn Resilience
    During combat with champions become empowered, increasing your bonus Armor and Magic Resist until end of combat.
    Sunfire Aegis Sunfire Aegis

    BUY: 2700

    SELL: 1890

    450 Health
    50 Armor



  • Immolate: Taking or dealing damage causes you to begin dealing (12 + 1.75% bonus Health) magic damage per second to nearby enemies (increased by 25% against minions) for 3 seconds. Damaging Champions or Epic Monsters with this effect adds a stack, increasing subsequent Immolate damage by 10% for 5 seconds (max stacks 6).
  • Winter's Approach Winter's Approach

    BUY: 2400

    SELL: 1680

    400 Health
    500 Mana
    15 Ability Haste


    Awe
    Gain bonus Health equal to 0.

    Manaflow
    Strike a target with an Ability or Attack to consume a charge and gain bonus Mana. Grants a maximum of Mana at which point this item transforms into Fimbulwinter.
    Kaenic Rookern Kaenic Rookern

    BUY: 2900

    SELL: 2030

    400 Health
    80 Magic Resist
    150% Base Health Regen


    Magebane
    After not taking magic damage for 15 seconds, gain a magic shield for 0.

    Thornmail Thornmail

    BUY: 2700

    SELL: 1890

    350 Health
    70 Armor


    Thorns
    When struck by an Attack, deal damage to the attacker and apply 40% Grievous Wounds if they are a champion.

    Grievous Wounds reduces the effectiveness of Healing and Regeneration effects on the target.

    Elixir of Iron Elixir of Iron

    BUY: 500

    SELL: 200



    Active - Consume: Drink to gain 300 Health, 25% Tenacity, and increased champion size for 3 minutes. While active, moving leaves a path behind that boosts allied champions' Move Speed by 15%.

    Drinking a different Elixir will replace the existing one's effects.

    Rell Active Abilities

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    PassiveQWER
    Break the Mold Break the Mold

    Rell's Attacks and Abilities steal Armor and Magic Resist on hit.

    Shattering Strike Shattering Strike

    Cooldown: 11/10.5/10/9.5/9

    Consumable: 50

    Range: 600

    Rell deals magic damage to units in a line, breaking their shields and stunning them.

    Ferromancy: Crash Down Ferromancy: Crash Down

    Cooldown: 11

    Consumable: 40

    Range: 450

    Mounted: Rell Dismounts, crashing down in her armor, Knocking enemies up and gaining a large Shield. While dismounted, she gains Armor, Magic Resist, Attack Speed, and Attack Range, but is Slowed.

    Dismounted: Rell forms her Mount, gaining a burst of speed and Knocking Up the next enemy she attacks.

    Full Tilt Full Tilt

    Cooldown: 15

    Consumable: 40

    Range: 1200

    Passive: Rell gains out of combat Move Speed.

    Active: Rell and an ally gain ramping Move Speed, doubled toward enemies and each other. Her next Attack explodes, dealing magic damage.

    Magnet Storm Magnet Storm

    Cooldown: 120/100/80

    Consumable: 100

    Range: 200

    Rell explodes in a magnetic fury, violently Pulling nearby enemies toward herself. Then Rell constantly Drags nearby enemies toward herself for a short while, dealing magic damage over time.

    Rell SKINS

    Rell default
    Battle Queen Rell
    Star Guardian Rell

    Rell Counters (Over 50% win rate)

    Rell Countered By (Under 50% win rate)