Rell
(Support)
9,248 matches (
Last 2 days )
3.7%
Popularity
50.7%
Winrate
1.2%
Ban Rate
Popularity History
Winrate History
Ban Rate History
Skill Orders
W
E
Q
|
|
||||||||||||||||||
|
|
Q | Q | Q | Q | Q | |||||||||||||
|
|
W | W | W | W | W | |||||||||||||
|
|
E | E | E | E | E | |||||||||||||
|
|
R | R | R |
Popularity: 68.3% -
Winrate: 50.8%
Starting Build
Popularity: 85.8%
Winrate: 51.1%
Winrate: 51.1%
Core Build
Popularity: 9.0%
Winrate: 59.8%
Winrate: 59.8%
Boots
Popularity: 54.0%
Winrate: 50.8%
Winrate: 50.8%
Final Item Options
Rell Pro Players Builds
|
Erdote
3 /
4 /
9
|
VS
|
|
|
W
E
Q
|
|
|
Denyk
3 /
7 /
25
|
VS
|
|
|
W
E
Q
|
|
|
Erdote
1 /
7 /
16
|
VS
|
|
|
W
E
Q
|
|
|
Doss
4 /
5 /
30
|
VS
|
|
|
W
E
Q
|
|
|
Doss
2 /
2 /
26
|
VS
|
|
|
W
E
Q
|
|
Recent changes
Patch 16.7
In addition to our nerfs to Karma and Nami,, we're buffing one of our tank supports. Our hope here is to provide our favorite iron steed rider with a buff that drives excitement during her high points, so we're making the horse go fast and further rewarding her clutch engages.
Patch 15.16
W shield decreased.
Last patch’s nerfs didn't phase Rell as much as we intended, so we're taking another swing by lowering how long she can stay in fights.
Patch 15.15
W shield decreased.
Rell is right up there with Alistar and Braum as one of the best tank supports in the game, and just like those two, we’re delivering some nerfs to make room for other supports to shine. We’re looking to make her durability a little less guaranteed with this change.
Patch 15.3
Base Health and Armor Growth decreased.
Rell’s power has swung a bit back and forth the last few months, but she’s currently the #1 support for most League players. Sure, she’s a bit of a loner, but that doesn’t mean she should be standing so far ahead of everyone else. We’re delivering some fairly simple durability nerfs as they were very effective last time when we overshot.
Patch 14.24
Base health increased. Passive resistances stolen and minimum steal increased. W shield increased.
Rell's changes last patch landed her weaker than we wanted so we're correcting that with some meaningful buffs in this patch. We'd like to make sure she feels like she can front-line as a low-income tank, so we're reinforcing that gameplay with a stronger passive.
Patch 14.23
Base stats, Passive, Q, W and E adjusted.
We're delivering a kit update to Rell this patch with a few goals to get us towards a similarly-balanced version of Rell that's more fun and engaging for her players and more interactive for her opponents. First, we'd like to significantly increase Rell's opponents' access to counter-play. Much of her kit perfectly combos into itself, meaning Q-Flash typically guarantees the entire rest of her kit landing, regardless of whom she's fighting. We're lowering her overall crowd control and ensuring that spells such as Crash Down properly interact with Tenacity, so that players itemizing against crowd control can succeed better against Rell. Second, we'd like to make her kit feel better to play. Her crowd control strength warped the rest of her kit around it, making her have low and unsatisfying damage values, a fairly miserable-feeling dismounted form, and an overall lack of differences between being mounted and unmounted. We're changing a whole bunch of numbers and re-introducing her passive's on-hit damage to reinforce dismounted Rell as a reasonably slow yet tanky duelist of a tank while ensuring her mounted flavor is fast but meaningfully squishier. We're also making her attacks smoother and bringing up power in several small areas such as cooldowns to make Rell a more fun experience all around. Third, we're delivering some simplifications to better match how players expect Rell to act. Her bonus move speed in mounted form is now based upon points in W and is listed in W's tooltip instead of E. Her active move speed on E is now straightforward instead of ramping up by very small amounts over the duration. W, which most players assumed was her most important skill, is now actually her best first-max instead of her worst one.
Patch 14.18
E bonus movement speed decreased.
We’ll let you in on a little secret: Rell’s E has been her optimal first max for a while. Most players don’t know that while pros do, so her solo queue performance doesn’t accurately reflect her pro power levels. In an effort to reel her in for pros but keep her from looking much worse for everyone else, we’re bringing down the power of E-max a tad. Though these number changes are pretty small (and they’re meant to be), they’ll affect both Rell and her targeted teammate.
Patch 14.7
Base magic resist growth increased. Q bonus monster damage removed. W bonus monster damage removed. E bonus monster damage removed.
Rell has long held a spot in Pro play as a low-economy jungler who excels at securing objectives and succeeding on very little gold income. However, this specific set of strengths for this very small set of players have often prevented us from making adjustments that would be good for the 90% of Rell players who enjoy her in support. So we’re ripping off the bandage and removing all of Rell jungle’s monster modifiers, effectively removing her secondary role from the game. As these modifiers carried a little bit of power for her support gameplay, we’re giving her a small direct buff as compensation. If it’s not enough, we’re happy to give her a little more in two weeks' time.
Patch 13.18
E bonus movement speed decreased.
Rell has been quite strong recently. In Pro play, she's been played equally as a support and a jungler, while in solo queue she's primarily been a support. However, even if she’s not as popular in the jungle at the moment, we do plan on continuing to support her viability there. That said, she's deserving of nerfs right now and there's no way to lower her support power level without hitting the jungle as well. It's important to us that Rell lives up to her fantasy as the fastest support champion, but right now the counterplay is basically, "Do you have Headbutt or Flay?" and we'd like to soften that somewhat.
Patch 13.15
Multiple QoL adjustments made to Rell.
Rell's Midscope has been charging down bot and jungle for some time now. Some bugs, consistency issues, and quality of life opportunities have cropped up, which is what we're addressing this patch. Her Q + Flash used to work similarly to other skillshots like Ahri E, where after the flash it would go to the location you originally targeted, adjusting the angle as needed. This has its pros and cons, but leads to a number of instances where Rell ends up Qing backward or at an entirely different angle than expected, especially after flashing a wall, which could throw players off. Additionally, her W2 attack was feeling sluggish and a bit unresponsive, so we're smoothing that out a bit. Finally, there was some inconsistency in how her Passive was applied between her spells and auto attacks, which we're resolving now.
Patch 13.14
Base armor decreased. Passive Armor and Magic Resist steal decreased.
Our goal last patch was to increase the power of Rell jungle and decrease her strength as a support. While we achieved both of those goals, we didn't quite nerf Rell support enough. As many Pro leagues around the world are using 13.14 as their playoff patch, we want to dial in how powerful she is in Pro play before we’re able to collect data heading into Worlds. Our goal this patch is for Rell to still be a strong pick but to be less overbearing. We’re reducing Rell’s baseline armor so that she will have below-average tank stats for a support since both her passive and W give her more of them. Meanwhile, it's incredibly important that Rell feels like a fast horse rider and that each of her button presses carries enough damage to feel good. Each of her individual damage numbers are already quite low, so we're targeting another balance lever that is much less noticeable: her passive.
Patch 13.13
Health regeneration growth decreased, base MR decreased, MR growth decreased. Q damage to monsters increased. W shield decreased, dismounted attack speed adjusted. E monster damage increased.
Rell Support has been dominating recently. We’re targeting her durability here as we think her overall gameplay pattern is in a good place. Meanwhile, the updates to Rell’s jungle monster modifiers hit a bit too hard, and Rell Jungle (Rungle? Rungle.) is struggling, so we’re upping her mods on Q and E. This should make Q the clear best first max for Rungle (which was already true but many Rells weren’t running it). We’re also flattening out the attack speed buff from her dismounted form, so it’s not something junglers are wondering if they should max. We’re glad you’re enjoying Rell though and we’ll be continuing to keep an eye on her as her midscope settles into place.
Patch 13.12
Default adaptive stat changed. Q cast time decreased, damage decreased, monster damage adjusted. W Crash Down damage decreased, monster damage adjusted. W Mount Up monster damage adjusted. E damage decreased, monster damage adjusted, damage cap to monsters added.
After the hotfix in 13.11, Rell is looking very strong in both Support and Jungle. Her Q is still feeling a bit on the slow side which isn't meeting our goals of smoothing out her kit's rough edges. So we're looking to help the reliability and feel of the Q, while still overall lowering her power in both of her roles. We're also looking to get her epic monster damage to more reasonable numbers while making sure she'll still have a very powerful smite secure with E and Q. These jungle changes should impact her midgame clear mostly while avoiding hitting her early clear too hard.
Patch 13.11
Midscope, all abilities (except ultimate) adjusted.
We think Rell’s fantasy of being a mounted lancer on horseback who transforms into heavy infantry by literally metalbending her horse into armor is compelling and exciting, but unfortunately she hasn’t fully lived up to that fantasy. In a Dev Blog back in March, we outlined the following goals: Lean into the Mounted/Dismounted fantasy: Let Rell feel fast—like she can charge enemies down while mounted—and let her feel like a formidable fighter while dismounted. Increase Play Pattern Variance: Give Rell more options in lane and teamfights besides landing W, and make sure that while she’s dismounted, there are useful things she can do. Sand off some QoL issues: We’ve heard your feedback on some of the more frustrating parts of Rell’s kit, so we wanted to help alleviate some of them. We want to smooth out things like poor ward clearing, not being able to use E while alone, and Q having reduced power on subsequent enemies. Rell’s new E should provide the giddyup she needs to charge down her enemies and proactively start fights, and the extra range and attack speed while dismounted let her participate more in the fight. Adding a stun to her Q will let her have a more varied combat pattern that's not just looking for engages with W. Now she can fish with Q and follow up with a Crash Down if she lands it. With some new combos in her saddlebags, she should be feeling less binary and more flexible. And finally, we’ve given her a normal attack speed, and removed the cap on how fast she can go while dismounted, which goes a long way to help improve how she feels to play (ward clearing is also much faster now!).
Patch 12.17
W dismounted movement speed increased. E cooldown now flat.
Rell has been out of the spotlight for quite some time now so we’re giving her some small quality of life buffs to help her get back on her iron steed.
Patch 11.15
W cooldown decreased.
Rell is a champion who brings disruption and fury to her foes, especially when she’s able to pull out her full combo in extended fights, but she’s been weak across all levels of play. We’re reverting her 11.5 nerf so that she’ll be able to crash down on her opponents, tough out the fight, and mount up—and be able to do it all over again.
Patch 11.7
E stun duration decreased.
Rell brings strong peel and lockdown power that sets up her team a bit too well. We're taking a swing at the duration of her highly reliable CC to keep her and her allies from constantly and consistently pulling off CC chains.
Patch 11.5
Base armor decreased. W1 and W2 cooldown increased.
Rell is dominating the pro scene, so we’re giving her opponents a fighting chance by making her more vulnerable to harass.
Patch 11.3
W1 and W2 damage ratio increased. E damage ratio increased; unbind cooldown decreased; cooldown bug fixed; long distance pathing bug fixed. R damage ratio increased.
So far so good for Rell, so no meaningful balance adjustments here. These changes are light usability work and bugfixes, sprinkled with a bit of love for the very-much-not-a-thing AP Rell builds.
Runes
|
|
|||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
|
|
|||||||||
|
|
|
|
|||||||||
|
|
|
|
|||||||||
|
|
|
|
|||||||||
|
|
|||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
|
|
|
|
|||||||||
|
|
|
|
|||||||||
|
|
|
|
|||||||||
|
|
|
|
|||||||||
|
|
|
|
|||||||||
|
|
|
|
|||||||||
Popularity: 67.1% -
Winrate: 49.2%
Best Rell players
|
CrabLord#TOP1
EUW (#1) |
66.2% | ||||
|
Patient#BOTH
EUW (#2) |
65.8% | ||||
|
AbsolutneZero#REAL
EUW (#3) |
65.8% | ||||
|
Candy#SRB
EUW (#4) |
64.7% | ||||
|
LéoLeCargo#YI7
EUW (#5) |
65.4% | ||||