Overview
Since her debut on Summoner’s Rift, Rell has been one of the premier engage support champions in the game, and her presence has extended even into pro play, where she has long been a staple for teams. Her ability to start off the fight and set up a wombo combo for your team is nearly unmatched for her role, and she’ll be a good pick for anyone looking for team fight power. Click here for the latest data on her best builds, including Runes, Items, Summoner Spells, and more.
Keys to Remember About Rell
Rell is one of the supports in the game when it comes to engaging on enemy clumps -- she's better when there are more opponents, but that doesn't mean you should only fish for multiple people. Sometimes it's fine to just ult one person, especially if they're a key target or if it ends up being a free pick for your team.
Full Tilt [E] makes it easy for both you and an ally to get into the action -- she pairs well with champions that need some help getting into the action.
Strengths
Her biggest strength is Magnet Storm [R], which is easily comboed with Ferromancy: Crash Down [W] -- used in a good spot, it can instantly pull all enemies into her and CC them. She’s a machine at locking down multiple people in fights, especially if they’re not careful. This means she’s especially good at closed off fights around the Baron Pit or Drakes, and she can turn around fights if the enemy team chases through tight entry points.
Weaknesses
When dismounted, she’s extremely slow and vulnerable to being killed, so you need to be careful with how you time your W. If you jump in and there are no enemies to be found, or you are only able to pull in tanks, then you’ll just be delivering yourself into the hands of the enemy carries. This means if they kite properly, it can be very difficult to find a good engage if you don’t have an ally to support you. She’ll die quickly because she typically won’t have the resources as a support to become a proper tank.
Game Plan
Early Game: As a melee support with engage options as early as level 1, you can look for opportunities to jump on enemies whenever they step up too far. She should be played aggressively if you want to assert yourself.
Mid Game: You’ll want to roam around the map and make use of your ability to start fights. Rell has a great kit, so even with a lack of resources, she should be able to get a fight started.
Late Game: Unless you can find a big engage onto the enemy carries, it’ll be easier to make sure you peel for your carries. You have a lot of CC that can ruin their dives.