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Rell

Rell

the Iron Maiden
Tank Support

The product of brutal experimentation at the hands of the Black Rose, Rell is a defiant, living weapon determined to topple Noxus. Her childhood was one of misery and horror, enduring unspeakable procedures to perfect and weaponize her magical control...

Win Rate
pending
Pick Rate
pending
Ban Rate
 
Tier
 
TOP
available
JUNGLE
no data
MID
available
ADC
available
SUPPORT
active
// BUILD · SUPPORT
Start Item #3859 Item #2003 Core Item #3877 Item #3111 Item #3190 Item #3109 Item #3050 Item #3193
Spells #4 #14
Skills
W Q E W W R W Q W Q R Q Q E E R E E
// LANE PERFORMANCE

Weak Against

HARD
01
Rengar
Rengar
6 games
0%
02
Jarvan IV
Jarvan IV
4 games
0%
03
Cho'Gath
Cho'Gath
2 games
0%
04
Qiyana
Qiyana
2 games
0%
05
Lee Sin
Lee Sin
2 games
0%

Strong Against

EASY
01
Nidalee
Nidalee
4 games
100%
02
Taliyah
Taliyah
4 games
100%
03
Ezreal
Ezreal
4 games
100%
04
Singed
Singed
4 games
100%
05
Fiora
Fiora
4 games
100%

Synergy With

DUO
01
Akali
Akali
3 games
100%
02
Yasuo
Yasuo
3 games
100%
03
Irelia
Irelia
2 games
100%
04
Kog'Maw
Kog'Maw
1 games
100%
05
Master Yi
Master Yi
1 games
100%
// MATCHUP LOOKUP

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// HOW TO PLAY · RELL

Early Game

Rell early lane is engage-or-disengage. Start Relic Shield + Refillable. Trade only when your engage ability is up — wait for ADC sync.

Level 2 spike is huge: full CC chain unlocked. Look for early Flash + engage all-ins on ADCs without escape. Ward tri-brush at 0:30 — gank danger high.

Mid Game

Bloodsong (quest complete) + Mercury's Treads + Locket of the Iron Solari is your spike. Engage = win teamfights. Rell initiates, frontlines, soaks damage.

Roam to objectives 30s before spawn — engage on enemy team while jungler smites. Knight's Vow at 3rd item links you to ADC for shared damage.

Late Game

Frontline engager. Rell starts every teamfight. Land your CC chain on a priority target (ADC or mid), peel back for your team's follow-up.

Gargoyle Stoneplate active = 100% bonus HP when 5 enemies near. Use it during dives. Build Anathema's Chains vs fed enemy hyper-carry to halve their damage to you.

Win Condition

Find 1 pick → snowball lane → engage every teamfight. Rell wins by initiating; lose by waiting too long.

Win: 3+ kill participation from engage CC + 2+ towers from snowball. Lose to: poke comps that out-range you (Lux + Caitlyn) — build Mercury's Treads + Banshee's earlier.

Power Spikes

Level 2 — second ability + full CC unlocked. Level 6 — R for guaranteed all-in. Bloodsong (quest complete) — gold income lets you build tank items early. Locket of the Iron Solari (2nd item) — team shield in fight. Level 11 — R rank 2 + 3 items = unkillable initiator. Knight's Vow (3-4th item) — share damage with ADC.

Tips & Combos

Combos:

  • Engage ability -> CC chain -> R (extended CC) -> peel back for follow-up
  • Pre-flash through wall to bypass minion block, then engage on unsuspecting ADC
  • Use ult as anti-engage (Locket + R) when enemy ult priority is on you

Anti-tips:

  • Don't engage 1v5 — wait for full team setup
  • Don't blow Flash + R for non-priority target (e.g. tank engage)
  • Don't tunnel — peel back to ADC after first engage CC

Pro tricks:

  • Aftershock keystone gives 80+ armor/MR for 2.5s on first CC — guaranteed survival window
  • Ult ADC's Flash range to predict engage angles
  • Stand 500 behind ADC pre-fight to engage from unexpected angle
// SIMILAR · TANK

// lanelore · patch — · stats aggregated daily from solo queue ladder