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.
Who Beats Rell on Patches 26.21-26.22
Best Picks Into Rell
Taric521 games · 26.2153.5%
Zyra1,116 games · 26.2152.4%
Renata Glasc770 games · 26.2152.1%
Milio407 games51.6%
Soraka1,185 games · 26.2151.4%
Picks Rell Beats
Sylas411 games · 26.2136.7%
Blitzcrank701 games44.8%
Tahm Kench1,292 games · 26.2145.6%
Yuumi544 games45.6%
Every Support matchup for Rell →
Win rates are for the champion listed, playing support against Rell. They come from Nerfplz's own ranked solo queue games on Patches 26.21-26.22, Silver and above, 28,775 Rell games in all. Only matchups that show up in at least 1% of those games are listed. A row marked 26.21 is last patch's number for that matchup, kept until Patch 26.22 has as many games of it.
- A cleanse for the stuns that follow her landing
- A way to stop her leap, or to move her once she's landed
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 a Bad Rell Matchup
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.
Janna Blows the Pile Apart
Magnet Storm [R] pulls Rell's targets in and then keeps dragging them toward her. Monsoon [R] throws every enemy near Janna back out (moving ends it early, so the heal that follows wants her standing still). Cast it on the pile and the engage loses its shape.
Howling Gale [Q] knocks up everything in its path, which catches Rell as Full Tilt [E] carries her in. Eye of the Storm [E] then shields whoever she landed on.
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.
Next step
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 Actually 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








