[Tutorial] Rell Support, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode 5V5)

Champion Info (Rell support 5v5 )

Rell Rell Stats

Attack: 55

Defense: 0

Magic: 0

Difficulty: 0

Health: 610

Move Speed: 335

Armor: 32

Range: 175

Health Regen: 7

Critical Strike: 0

Attack Speed: 0.55

Rell

the Iron Maiden

Tank Tank Support Support


Rell 5v5 support

SUPPORT

  • Tier: Off Meta
  • Win: 44.60%
  • Role: 96.96%
  • Pick: 1.20%
  • Ban: 0.41%
  • Games: 96
  • KDA: 2.82
  • Score: 50.66

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.

Ignite Ignite

Consumable: 0

Cooldown: 180

Range: 600


Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.


Rell Masteries

Inspiration
Glacial Augment
Immobilizing an enemy champion will cause 3 glacial rays to emanate from them towards you and other nearby champions, creating frozen zones for 3 (+ 100% of the immobilizing effect's duration) seconds that slow enemies for 30% (+9% per 10% Heal and Shield Power) (+3% per 100 Ability Power) (+4% per 100 bonus Attack Damage) and reduce their damage by 15% against your allies (not including yourself).

Cooldown: 25s
Hextech Flashtraption
While Flash is on cooldown it is replaced by Hexflash.

Hexflash: Channel for 2s to blink to a new location.

Cooldown: 20s. Goes on a 10s cooldown when you enter champion combat.
Minion Dematerializer
Start the game with 3 Minion Dematerializers that kill and absorb lane minions instantly. Minion Dematerializers are on cooldown for the first 180s of the game.

Absorbing a minion increases your damage by +6% against that type of minion permanently, and an extra +3% for each additional minion of that type absorbed.
Cosmic Insight
+18 Summoner Spell Haste
+10 Item Haste
Resolve
Bone Plating
After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.


Duration: 1.5s
Cooldown: 55s
Unflinching
Gain 5% Tenacity and 5% Slow Resist. These values increase by up to an additional 20% Tenacity and 20% Slow Resist based on missing health. Maximum value achieved at 30% health.
Ability Haste
+8 Ability Haste
Armor
+6 Armor
Armor
+6 Armor

Rell Starting Items (PROBUILD)

Relic Shield Relic Shield

BUY: 400

SELL: 160

5 Ability Power
30 Health
25% Base Health Regen
2 Gold Per 10 Seconds
  • Spoils of War: While nearby an allied champion, Attacks execute minions below (50% for Melee Users | 30% for Ranged Users) of their max Health. Killing a minion grants the same kill gold to the nearest allied champion. These effects recharge every 35 seconds (Max 3 charges).
  • Quest: Earn 500 gold from this item to transform it into Targon's Buckler, gaining Active - Warding.

    This item grants reduced gold from minions if you kill excessive numbers of them.
  • 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.

    Stealth Ward Stealth Ward

    BUY: 0

    SELL: 0

    Active - Trinket: Place a Stealth Ward on the ground that is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards.

    Rell Recommended Items (PROBUILD)

    Plated Steelcaps Plated Steelcaps

    BUY: 1100

    SELL: 770

    20 Armor
    45 Move Speed

  • Reduces incoming damage from Attacks by 12%.
  • Evenshroud Evenshroud

    BUY: 2500

    SELL: 1750

    200 Health
    20 Ability Haste
    30 Armor
    30 Magic Resist

  • Coruscation: After Immobilizing champions or being Immobilized, cause that target and all nearby enemy Champions to take increased damage.

    Mythic Passive: Grants all other Legendary items Armor and Magic Resist
  • Zeke's Convergence Zeke's Convergence

    BUY: 2400

    SELL: 1680

    250 Health
    35 Armor
    250 Mana
    20 Ability Haste


    Active - Conduit: Designate an Accomplice.
  • Convergence: After you Immobilize an enemy, your Accomplice's Attacks and Ability hits apply additional damage to that enemy.

    Champions can only be linked by one Zeke's Convergence at a time.
  • Knight's Vow Knight's Vow

    BUY: 2300

    SELL: 1610

    400 Health
    20 Ability Haste
    200% Base Health Regen


    Active - Pledge: Designate an ally who is Worthy..
  • Sacrifice: While your Worthy ally is nearby, redirect damage they take to you and heal based on the damage dealt by your Worthy ally to Champions.

  • 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.
  • Bulwark of the Mountain Bulwark of the Mountain

    BUY: 400

    SELL: 160

    20 Ability Power
    250 Health
    100% Base Health Regen
    3 Gold Per 10 Seconds


    Active - Ward: Place a Stealth Ward on the ground that is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 0 Stealth Wards, which refill upon visiting the shop.

    Active - Ward: Place a Stealth Ward on the ground that is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 4 Stealth Wards, which refill upon visiting the shop.

    Oracle Lens Oracle Lens

    BUY: 0

    SELL: 0

    Active - Trinket: Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards.
    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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    RRR
    PassiveQWER
    Break the Mold Break the Mold

    Rell attacks slowly but steals her target's Armor and Magic Resist on hit, dealing bonus damage based on the amount stolen.

    Shattering Strike Shattering Strike

    Cooldown: 9/8/7/6/5

    Consumable: 50

    Range: 700

    Rell thrusts her lance to deal magic damage to units in a line, breaking their Shields. The first unit hit additionally suffers Break the Mold's defense steal.

    If Rell is bound to an ally with Attract and Repel, they both recover health for each enemy champion hit by this spell.

    Ferromancy: Crash Down Ferromancy: Crash Down

    Cooldown: 11

    Consumable: 40

    Range: 550

    Passive: Rell gains additional Move Speed while mounted and additional Armor and Magic Resist while armored.

    Active: Rell changes forms, casting a different spell based on form.

  • Mounted: Rell crashes down in her armor, knocking enemies up and gaining a large shield.
  • Armored: Rell forms her mount, gaining a burst of speed and flipping the next enemy she attacks.
  • Attract and Repel Attract and Repel

    Cooldown: 13

    Consumable: 40

    Range: 1500

    Rell binds a piece of her Armor to another allied champion to grant them Armor and Magic Resist while near.

    While she has an ally bound in this way, Rell can cast this ability without targeting an allied champion to snap the binding and Stun enemies caught in it.

    Magnet Storm Magnet Storm

    Cooldown: 120/100/80

    Consumable: 100

    Range: 200

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

    Rell SKINS

    Rell default
    Battle Queen Rell
    Star Guardian Rell