Counter Guide
How to Beat Rell
Rell crashes down on your marksman, your shield breaks on her lance, and then the magnet pulls everyone else in with them.
She's an engage support built to punish a team that bunches up. The mounted run-up gets her there fast, the landing knocks you up, and Magnet Storm [R] drags the whole fight into a circle around her. Your shields don't save you either (her lance breaks them). It's miserable to face. It's also a fight that happens in one small place over about two seconds, and the supports who beat her are the ones built to undo that exact moment. For her overall standing, our solo queue tier list is kept up to date.
- A cleanse for the stuns that follow her landing
- A way to stop her leap, or to move her once she's landed
Who Beats Rell on Patch 26.18
Best Picks Into Rell
Milio1,035 games53.7%
Alistar1,627 games51.7%
Poppy852 games51.6%
Swain912 games51.5%
Senna1,246 games50.8%
Picks Rell Beats
Nautilus3,174 games44.9%
Pyke1,442 games45.2%
Yuumi1,103 games45.4%
Xerath699 games45.4%
Win rates are for the champion listed, playing support against Rell. They come from Nerfplz's own ranked solo queue games on Patch 26.18, Silver and above, 41,032 Rell games in all. Only matchups that show up in at least 1% of those games are listed.
Rell Overview
Strengths: What Makes Her Dangerous
- Ferromancy: Crash Down [W] is her engage. She leaps off her mount, knocks up everyone she lands on and keeps a shield until she remounts.
- Shattering Strike [Q] breaks shields. It stuns everyone in a line and destroys any shield they have before dealing damage.
- Magnet Storm [R] pulls and keeps pulling. The first burst yanks nearby enemies in, then she drags them toward her for two seconds.
- She gets tougher the more she hits you. Break the Mold [Passive] steals armor and magic resist from everyone she's hitting.
Weaknesses: Where You Get In
- Once she's dismounted, she's slow. She trades her speed for defenses after Crash Down [W], and getting back on the mount takes another cast.
- Her engage is one dash. Stop it and she's standing in front of you with nothing else to reach you (Full Tilt [E] only makes her faster).
- Magnet Storm [R] doesn't reach far (450 units around her), and it's on a 120-second cooldown at rank one.
- She doesn't deal much damage herself. She sets up the kill for the rest of her team, and if they can't follow, she's the one who's stranded.
Countering Rell
You only need one of these:
- Cleanse what she lands. The stuns are what her team follows up on.
- Block the leap. Anything that stops a dash stops her whole engage.
- Spread out. Magnet Storm [R] that catches two people isn't the same threat as one that catches five.
If none of those fit your champion, don't panic. You can still play the lane.
Playing Into Rell Without a Counter
Keep some distance from your marksman when she's mounted and close. If you're next to each other, one landing turns into two knock-ups.
Save shields for after Shattering Strike [Q] has gone (anything cast before it just breaks). And when she dismounts, walk away. She's a bit slower on foot, and her team's follow-up is the only thing that makes jumping in worth it.
Best Rell Counters
Three supports, and each one undoes a different part of her engage.
Milio Cleanses the Pile
Breath of Life [R] cleanses every nearby ally of stuns and roots, heals them and gives them 65% tenacity for three seconds. Rell's whole engage lands at once, so one well-timed cast answers all of it (the lance stun included). It can't be cast while Milio himself is stunned, though, so he wants to stand just outside her landing.
Ultra Mega Fire Kick [Q] knocks back the first enemy it hits, which moves Rell off the carry she just jumped on. Warm Hugs [E] stacks two shields on one ally (throw them after her lance has gone).
Poppy Stops the Leap
Steadfast Presence [W] puts a field around Poppy for two seconds that stops enemy dashes. Crash Down [W] counts as a dash, and when Rell leaps into it, she's knocked up, grounded and slowed, and her engage is over before it started.
If the fight still turns, Keeper's Verdict [R] knocks Rell back toward her own Nexus (fully charged, it's a long way). That's the end of Magnet Storm [R] for this fight.
Alistar Shoves Her Out
Headbutt [W] knocks Rell 700 units away, which moves the center of her pull away from his carry. Unbreakable Will [R] cleanses him of everything she lands and cuts his damage taken for seven seconds, and he still has Pulverize [Q] to knock her up right back.
Itemizing Against Rell
Mercury's Treads bring 30% tenacity and magic resist, and both matter here. On a support, Mikael's Blessing removes crowd control from an ally (knock-ups excepted, so aim it at the stun that follows). A carry can get the same effect on themselves from Quicksilver Sash. Her damage is magic, so Kaenic Rookern suits a frontline player she keeps landing on.
Where Rell Sits Right Now
Counter picks shift with the patch, so check the current numbers before you trust a matchup:
- League of Legends Solo Queue Tier List, updated every patch
- Tier List Changelog, for what moved and why
- How to Beat Every Champion, for every other matchup guide



