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

Champion Info (Rell top 5v5 )

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

TOP

  • Tier: Off Meta
  • Win: 35.13%
  • Role: 0.40%
  • Pick: 0.02%
  • Ban: 1.23%
  • Games: 133
  • KDA: 2.24
  • Score: 32.44

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.

Teleport Teleport

Consumable: 0

Cooldown: 360

Range: 25000


After channeling for 4 seconds, teleports your champion to target allied structure. Upgrades to Unleashed Teleport at 10 minutes, which teleports your champion to target allied structure, minion, or ward.


Rell Masteries

Resolve
Grasp of the Undying
Every 4s in combat, your next basic attack on a champion will:
  • Deal bonus magic damage equal to 3.5% of your max health
  • Heals you for 3 + 1.2% of your max health
  • Permanently increase your health by 7

  • Ranged Champions: Damage, healing, and permanent health gained reduced by 40%.
    Shield Bash
    While shielded, gain 1 - 10 Armor and Magic Resist based on Level.

    Whenever you gain a new shield, your next basic attack against a champion deals 5 - 30 (+1.5% Bonus Health) (+8.5% New Shield Amount) bonus adaptive damage.

    You have up to 2s after the shield expires to use this effect.
    Second Wind
    After taking damage from an enemy champion, heal for 4% of your missing health +3 over 10s.
    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.
    Inspiration
    Cosmic Insight
    +18 Summoner Spell Haste
    +10 Item Haste
    Biscuit Delivery
    Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min.

    Biscuits restore 8% of your missing health and mana. Consuming or selling a Biscuit permanently increases your mana cap by 40.

    Manaless: Champions without mana restore 12% missing health instead.
    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)

    Doran's Shield Doran's Shield

    BUY: 450

    SELL: 180

    110 Health

    Enduring Focus
  • Attacks deal an additional 5 physical damage to minions.
  • Regenerate 4 Health every 5 seconds. After taking damage from a champion, large or epic jungle monster, restores up to 45 Health over 8 seconds. Restoration increases when you are low Health.
  • 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: Places 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%.
    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).
  • 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.

    Randuin's Omen Randuin's Omen

    BUY: 2700

    SELL: 1890

    400 Health
    55 Armor


    Rock Solid
    Reduce incoming damage from attacks.

    Critical Resilience
    Critical Strikes deal less damage to you.

    ACTIVE
    Humility
    Slow nearby enemies.
    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.

    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.
    Stealth Ward Stealth Ward

    BUY: 0

    SELL: 0



    Active - Trinket: Places 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.
    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

    123456789101112131415161718
    QQQQQ
    WWWWW
    EEEEE
    RRR
    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)