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Counter Guide

How to Beat Rell

Matchup Guide · Patch 26.22 · 3 Counter Picks

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.

Patches 26.21-26.22 Matchup Data

Who Beats Rell on Patches 26.21-26.22

Best Picks Into Rell

  • Taric champion iconTaric521 games · 26.2153.5%
  • Zyra champion iconZyra1,116 games · 26.2152.4%
  • Renata Glasc champion iconRenata Glasc770 games · 26.2152.1%
  • Milio champion iconMilio407 games51.6%
  • Soraka champion iconSoraka1,185 games · 26.2151.4%

Picks Rell Beats

  • Sylas champion iconSylas411 games · 26.2136.7%
  • Blitzcrank champion iconBlitzcrank701 games44.8%
  • Tahm Kench champion iconTahm Kench1,292 games · 26.2145.6%
  • Yuumi champion iconYuumi544 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.

Matchup Snapshot Rell, the Iron Maiden
Where You Meet HerSupport
Damage TypeMagic
Why She Is FrustratingShe drags your team into one pile
MobilityA leap, and a fast mount
Biggest ThreatMagnet Storm [R]
Hardest CounterTaric champion portraitTaric
What a Counter Needs
  • 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 champion icon

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 champion icon

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 champion icon

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 Mikael's Blessing Quicksilver Sash Kaenic Rookern

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.

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