League of Legends: Wild Rift RELL, role — Support / Tank. Use these guidelines to develop your Wild Rift champion play style. Study the recommended build of items, runes, spells and skill upgrade order. To see how RELL ranks against other champions, visit the Wild Rift Tier List.
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 over metal... until she staged a violent escape, killing many of her captors in the process. Now branded as a criminal, Rell attacks Noxian soldiers on sight as she searches for survivors of her old “academy,” defending the meek while delivering violent death to her former overseers.
CHAMPION GUIDE / BUILD
Support RELL Build
Recommended items, runes and spells for playing RELL in the Support lane.
BUILD NOT AVAILABLE YET
No published build has been assigned to this lane.
Support Item Build & Spells
TIPS: Start your build with Relic Shield (Kill minions to earn bonus gold). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed at an early stage.
SUMMONER SPELLS
FlashTeleport a short distance forward or towards the aimed direction.
Cooldown: 150sIgniteIgnites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
START
Relic ShieldKill minions to earn bonus gold
+125 Max Health
This item is for support players. When equipped, it will reduce the gold you receive from killing minions and monsters. If there are multiples of this item within the party, only one of them can take effect at any given time.
Tribute: Gain 1 encircling energy orb(s) every 30 seconds (max 3 orbs). While near an ally, the actions below will trigger Tribute, consuming 1 energy orb(s) to grant you 65 gold and restore your Health 20-80:
1. Using abilities or attacks to damage enemy champions or structures. 2. Attacking minions below 65% Health. This also executes them, and the gold generated from the minion kills is given to the ally nearest to you. 3. A nearby minion is killed while you have 3 orbs. Upon triggering Tribute, the ally nearest to you gains Tribute stacks. Sentry: Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. Restraint: You do not earn gold generated from minion kills, but you earn gold equal to 50% of the bounty. The gold generated from your minion kills will be given to the ally nearest to you. Gold earned from monster kills is reduced by 50%.
Quest: After earning 750 gold, this item upgrades into Bulwark of the Mountain and binds you and the ally with the most Tribute stacks as Perfect Partners.
500+Trinket: Control WardPlaces a visible ward that grants vision and reveals nearby wards, traps and camouflaged champions.
Tap castinbg prioritizes placing wards in brush you are within range of walking towards.
Cooldown: 100s
CORE
Bulwark of the MountainKill minions to earn bonus gold
+175 Max Health +10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.+Plated SteelcapsReduces damage from champion attacks
+150 Max Health +20 Armor +45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.+Zeke's ConvergenceDeals damage in an area and slows nearby enemies
+300 Max Health +25 Armor +25 Magic Resistance +10 Ability Haste
Converge: Gain 10 ultimate ability haste. Frostfire Tempest: Using your ultimate ability summons a storm around you for 5s. The storm deals 150 total magic damage to enemy champions within 350 units and slows them by 30%. If no enemy champions are in range when the ultimate is cast, the storm is delayed until an enemy champion comes within range, or for a maximum of 5s. (30s Cooldown)
2400Zeke's Convergence TIPS: This item combines Health, Armor, Magic Resistance, and Ability Haste, providing balanced defenses while allowing the ultimate ability to be used more frequently. After casting your ultimate, an area forms around you that deals magic damage to nearby enemies and slows them. An excellent choice for tanks and supports who initiate fights and stay close to enemy champions.
BOOTS
Plated SteelcapsReduces damage from champion attacks
+150 Max Health +20 Armor +45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.↔Mercury's TreadsIncreases Magic resist
+150 Max Health +25 Magic Resistance +30 Tenacity +45 Move Speed
1200Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.→T3Armored AdvanceGrants Armor and a shield
+150 Max Health +30 Armor +45 Move Speed
Block: Reduce damage from champion attacks by 10%. Noxian Endurance: After taking physical damage from a champion grants a physical shield that absorbs damage equal to 10-140 plus 8% max Health . (12s Cooldown)
2200Armored Advance TIPS: These boots provide excellent protection against physical damage. They reduce damage taken from enemy champion attacks and grant a protective shield after taking physical damage from a champion, helping you survive extended trades and heavy bursts of physical damage. They are an excellent choice against marksmen, fighters, and other champions who rely primarily on physical attacks.↔T3Chainlaced CrushersGain a magic shield upon taking magic damage
+150 Max Health +30 Magic Resistance +30% Tenacity +45 Move Speed
Noxian Persistence: After taking magic damage from a champion, gain a magic shield that absorbs 10-120 plus 5% max for 5s. (12s Cooldown)
2200Chainlaced Crushers TIPS: These boots greatly improve your survivability against magic damage. After taking magic damage from an enemy champion, you gain a magic shield that helps absorb follow-up spells, while the bonus Magic Resistance and Tenacity make you far more resilient against AP threats and crowd control. They are an excellent choice against teams with heavy magic damage and strong CC.
TIPS: Finally, for your items, you should build Bulwark of the Mountain (Kill minions to earn bonus gold) as your first item, followed by Plated Steelcaps (Reduces damage from champion attacks) or Mercury's Treads (Reduces Magic Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Zeke's Convergence (Boosts allies Attack Damage).
Maybe now it's time to think about upgrading your boot, invest in Armored Advance (Grants Armor and a shield). You may want to replace it with Chainlaced Crushers (Gain a magic shield upon taking magic damage), it all depends on your playstyle and the situation on the battlefield.
The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
EXAMPLE BUILD
Bulwark of the MountainKill minions to earn bonus gold
+175 Max Health +10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.+Plated SteelcapsReduces damage from champion attacks
+150 Max Health +20 Armor +45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.+Zeke's ConvergenceDeals damage in an area and slows nearby enemies
+300 Max Health +25 Armor +25 Magic Resistance +10 Ability Haste
Converge: Gain 10 ultimate ability haste. Frostfire Tempest: Using your ultimate ability summons a storm around you for 5s. The storm deals 150 total magic damage to enemy champions within 350 units and slows them by 30%. If no enemy champions are in range when the ultimate is cast, the storm is delayed until an enemy champion comes within range, or for a maximum of 5s. (30s Cooldown)
2400Zeke's Convergence TIPS: This item combines Health, Armor, Magic Resistance, and Ability Haste, providing balanced defenses while allowing the ultimate ability to be used more frequently. After casting your ultimate, an area forms around you that deals magic damage to nearby enemies and slows them. An excellent choice for tanks and supports who initiate fights and stay close to enemy champions.Radiant VirtueHeal allies upon casting your ultimate ability.
+300 Max Health +30 Armor +30 Magic Resistance +10 Ability Haste
Guiding Light: Upon casting your ultimate ability, you Transcend, increasing your max Health by 10% for 6s. While Transcended, allied champions within 1,200 units of you heal for 2.5% of your max Health per second over the duration. (60s Cooldown) If you're a ranged champion, heals granted are reduced by 50%.
2650Radiant Virtue TIPS: This item boosts your durability by granting extra max health, armor, and ability haste. Its passive causes you to transcend after casting your ultimate: you temporarily raise your max health, and nearby allies are healed based on that boosted health. The healing is reduced for ranged champions. A strong pick for frontliners and supports who want to survive engages while providing teamwide sustain during fights.
ITEM ALTERNATIVES
Instead of Radiant Virtue
↔Knight's VowRedirect damage to yourself and restore Health
+200 Max Health +100% Health Regen +40 Armor +10 Ability Haste
Sacrifice: While your Worthy ally is nearby, redirect 12% of the damage they take to you and heal for 10% of the damage dealt by them to champions. Pledge: When you buy or re-buy this item, designate an ally who is Worthy.
2450Knight's Vow TIPS: This item combines Health, Health regeneration, Armor, and Ability Haste, improving durability and the ability to protect allies. A designated ally gains additional protection while nearby: part of the damage they take is redirected to the item holder, while damage they deal to champions restores the holder’s Health. An excellent choice for tanks and supports focused on protecting a key carry.
ITEM ALTERNATIVES
Instead of Knight's Vow
↔Amaranth's TwinguardIn-combat durability
+300 Max Health +50 Armor +50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.
3200Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
ITEM ALTERNATIVES
Instead of Amaranth's Twinguard
Support Rune Build
For runes, you should pick Ice Overlord (Immobilizing an enemy champion causes beams to form around them, slowing them. After that, you gain defenses and later deal a burst of magic damage around you.) as your keystone, followed by Font of Life (Marks an enemy champion and grants healing upon attack.), Bone Plating (Reduces incoming damage.) and Overgrowth (Gains bonus scalable max Health.) in the primary tree, as well as Hextech Flashtraption (Able to dash multiple times even after using Flash.) in the secondary tree. Below you can see possible options for replacing runes.
Ice OverlordControl, Slow
Immobilizing an enemy champion causes beams to form around them, slowing them. After that, you gain defenses and later deal a burst of magic damage around you.
PRIMARY PATHResolve
Font of LifeTeam Heal
Marks an enemy champion and grants healing upon attack.
Bone PlatingAnti-Burst Damage
Reduces incoming damage.
OvergrowthIncrease max Health
Gains bonus scalable max Health.
SECONDARY PATHSorcery
Hextech FlashtraptionGain short-range movement while Flash is on cooldown
Able to dash multiple times even after using Flash.
Support Ability Order
Max: W→E→Q
123456789101112131415
QQQQ
WWWW
EEEE
RRR
CHAMPION GUIDE / COMMUNITY BUILDS
Support RELL Community Builds
Explore published community builds for playing RELL in the Support lane.
Explore the champion’s playstyle and base statistics. Select a level to preview how recorded starting values and growth change from level 1 to 15.
01 / BASE STATS / LEVEL SCALING
CHAMPION STATISTICS
BASE VALUES
Recorded attributes at the selected level. Numbers below the chart remain in their original units.
02 / CHAMPION IDENTITY / PLAYSTYLE
PLAYSTYLE PROFILE
4 AXES
Damage, toughness, utility and difficulty use the champion’s stored profile and do not change with level.
CHAMPION PROFILE / ABILITIES
RELL Ability and Tips
Explore each ability and its practical usage. Select a skill to view its description and available tips.
PASSIVE
BREAK THE MOLD
Attacks and abilities: Rell's attacks and abilities steal2.5% Armor and 2.5% Magic Resist from enemies hit for 5 second(s), up to an increase of 12.5%.
Max stacks: 5 per target. Her attacks additionally deal 4 magic damage (5% + 5%) on hit.
Rell steals at least 1.5-3 Armor and Magic Resist (). Does not steal from minions or epic monsters.
VIDEO
BREAK THE MOLD
ABILITY Q
SHATTERING STRIKE
COOLDOWN:11/10/9/8sMANA:50
Thrusts her lance, dealing 70 magic damage (70/130/190/250 + 50%), stunning for 0.65 second(s), and destroying all shields.
Does not break shields on monsters.
VIDEO
SHATTERING STRIKE
ABILITY W
FERROMANCY: CRASH DOWN
COOLDOWN:9sMANA:40
Mounted Form
Mounted Alacrity (Passive): Gains 20/25/30/35 Movement Speed while mounted.
Ferromancy: Crash Down (Active): Leaps off her mount, dealing 70 magic damage (70/100/130/160 + 50%). Enemies are also knocked up. Gains a shield that absorbs 116 damage (30/60/90/120 + 13% max), which lasts until she remounts.
Rell then enters Armored Form, which lets her cast Ferromancy: Mount Up.
Ferromancy: Mount Up (Active): Mounts up and gains 30% decaying Movement Speed for 2 seconds. Her next attack within 3.5 second(s) knocks up enemies and throws them behind her, dealing an additional 15 magic damage (15/30/45/60 + 35%).
She then enters Mounted Form, which lets her cast Ferromancy: Crash Down.
VIDEO
FERROMANCY: CRASH DOWN
ABILITY E
FULL TILT
COOLDOWN:13sMANA:40
Charges, granting herself and a target allied champion nearby 10% Movement Speed. If no target is selected, the nearest allied champion will receive the bonus. This bonus increases to 25% for 3 second(s) when facing enemy champions or each other.
Rell's next attack or Shattering Strike explodes in an area, dealing 5.5% (5.5/6/6.5/7% + 0.03%) of the target's max Health as magic damage.
Deals up to 150-150 damage () against monsters and structures.
VIDEO
FULL TILT
ABILITY R
MAGNET STORM
COOLDOWN:75/70/65sMANA:100
Explodes in fury, pulling nearby enemy champions toward herself.
Continuous Pull: While Magnet Storm is active, constantly pulls nearby enemies toward herself and deals 120 magic damage (120/200/280 + 100%) over 2 seconds.
VIDEO
MAGNET STORM
CHAMPION PROFILE / BALANCE HISTORY
RELL Patch Changes
Explore the buffs, nerfs, adjustments and reworks recorded across previous Wild Rift patches. Expand a patch to see its detailed changes.
ADJUSTED 22 SEP 2026 (PATCH 7.3)
BASE STATS Critical Strike Damage: 175% → 200%. Attack Speed cap: 2.5 → 3 attacks per second. Attack Speed Ratio: 0.625. Base Attack Speed: 0.625. Base Bonus Attack Speed: 0.2. Attack Speed per Level: 0.01.
BUFFED 19 MAR 2026 (PATCH 7.0F)
(W) FERROMANCY: CRASH DOWN Cooldown: 10s → 9s.
BUFFED 05 MAR 2026 (PATCH 7.0D)
BASE STATS Base Armor: 40 → 46. Base Attack Damage: 58 → 62.
Explore champion matchups and synergies for RELL in the Support lane.
THREATS
Champions that can make this matchup difficult.
NO CHAMPIONS YET
No champions have been added to this category.
NO CHAMPIONS YET
No champions have been added to this category.
NO CHAMPIONS YET
No champions have been added to this category.
NO CHAMPIONS YET
No champions have been added to this category.
SYNERGIES
Champions that work well alongside this pick.
NO CHAMPIONS YET
No champions have been added to this category.
NO CHAMPIONS YET
No champions have been added to this category.
NO CHAMPIONS YET
No champions have been added to this category.
NO CHAMPIONS YET
No champions have been added to this category.
COUNTERS NOT AVAILABLE YET
No champion matchups have been added for this lane.
CHAMPION GUIDE / COUNTER ITEMS
Support RELL Counter Items
Discover items that help counter RELL in the Support lane.
REDUCE HEALING
Grievous Wounds help reduce healing effects.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+35 Ability Power
Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Chempunk Chainsword
Reduces enemy healing
+400 Max Health +45 Attack Damage +15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health +75 Ability Power +15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
PENETRATION
Armor and magic penetration help against this champion's resistances.
T3Spellslinger's Shoes
Deal bonus damage to minions
+35 Ability Power +18 Magic Penetration +8% Magic Penetration +100% Mana Regeneration +45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen. Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Armorcrusher Boots TIPS: These boots greatly increase your physical damage by providing bonus Attack Damage along with both flat and percentage armor penetration. The additional out-of-combat movement speed allows you to rotate around the map faster, chase enemies more effectively, and respond to fights more quickly. They are an excellent choice for marksmen, assassins, and fighters who value high mobility and maximum damage against armored targets.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Icy: Damaging active abilities and empowered attacks slow enemies below 60% current Health by 30% Movement Speed for 1 second.
3100
Serylda’s Grudge TIPS: This item significantly increases physical damage through percentage Armor Penetration while allowing you to use abilities more frequently. Damaging wounded enemies with active abilities or empowered attacks also slows them, making it easier to chase or keep targets at a distance. An excellent choice for AD champions who rely on abilities and need effective Armor Penetration combined with additional control.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+35 Attack Damage +35% Attack Speed
Shadow: Attacks deal 30 bonus magic damageon-hit. Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist() for 5 seconds on hit. Dark attacks grant 10% Armor Pen and 10% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus Armor Pen and Magic Pen granted by it is capped at 40%.
You cannot own this item concurrently with Void Staff.
3000
Terminus TIPS: This item combines Attack Damage and Attack Speed while empowering basic attacks with additional magic damage. Consecutive attacks alternate between effects that gradually increase Armor and Magic Resistance or provide Armor and Magic Penetration. An excellent choice for champions focused on frequent basic attacks and on-hit effects who need both sustained damage and additional durability in extended fights.
Giant Slayer: Deal bonus damage based on the enemy champion's bonus Health, up to 12% bonus damage when the enemy champion has 1.200 bonus Health.
3300
Dominik’s Regards TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with durable enemies. Your damage is further increased against champions with large amounts of bonus Health. An excellent choice for marksmen and other AD champions against tanks and fighters who stack Armor and Health.
Void Staff
Magic Penetration (%)
+95 Ability Power +40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Cryptbloom
Restore health on champion kill
+75 Ability Power +30% Magic Penetration +20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%Health to allies. (60s Cooldown)
3000
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
HEALTH DAMAGE
Items that deal damage based on enemy maximum health.
Divine Sunderer
Anti-Health attacks
+425 Max Health +25 Attack Damage +25 Ability Haste
Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.
3300
Divine Sunderer TIPS: This item offers a strong blend of survivability and damage: after using an ability your next basic attack is empowered to deal bonus damage based on the target’s max health, and it heals you when used on enemy champions. Perfect for fighter-bruisiers and solo laners who weave abilities into autos and need sustain versus tanks and duelists.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health +70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Healthmagic damage for 3 seconds. Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Healthon-hit. (Melee attacks deal 8%). Minimum damage: 15. Max damage vs monsters: 100. Drain: Hitting a champion with 3 attacks or abilities slows them by 30% for 1.5s. (30s Cooldown)
3100
Blade of the Ruined King TIPS: This item combines Attack Damage, Attack Speed, and Lifesteal, providing strong sustained damage and additional survivability. Attacks deal bonus physical damage based on the target's current Health, making it especially effective against high-Health champions. Consecutive attacks or abilities also slow the target, helping you stick to enemies. An excellent choice for marksmen and fighters focused on extended fights and basic attacks.
CLEANSE OR BLOCK SPELLS
Items that cleanse or block negative spell effects.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds. Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor +35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor +110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s. Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health +50 Attack Damage
Gouge: +12 Armor Penetration. Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
CHAMPION GUIDE / COMBOS
RELL Skill Combos
Learn skill combinations from beginner to advanced. Choose a difficulty to explore execution steps, tips and videos.
COMBOS NOT AVAILABLE YET
Skill combos for this champion have not been added.
CHAMPION GUIDE / TIPS
Support RELL Tips
Practical laning tips, matchup decisions and tactical advice for playing RELL in the Support lane.
GUIDE NOT AVAILABLE YET
Advice for this lane has not been added.
CHAMPION GUIDE / STRENGTHS & WEAKNESSES
Support RELL Strengths and Weaknesses
Explore the strengths and weaknesses of RELL in the Support lane and prepare for favorable and difficult matchups.
GUIDE NOT AVAILABLE YET
Advice for this lane has not been added.
CHAMPION GUIDE / GAME PLAN
Support RELL Strategy and Tactics
Plan your early, mid and late game decisions for RELL in the Support lane.
GUIDE NOT AVAILABLE YET
Advice for this lane has not been added.
CHAMPION GUIDE / POWER SPIKES
Support RELL Power Spikes
Learn when RELL is strongest in the Support lane across early, mid and late game.
GUIDE NOT AVAILABLE YET
Advice for this lane has not been added.
CHAMPION GUIDE / JUNGLE PATH
RELL Jungle Path
Explore RELL jungle clear routes, camp orders and pathing tips for Wild Rift.
JUNGLE PATH NOT AVAILABLE YET
No jungle route has been published for this champion.
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 over metal... until she staged a violent escape, killing many of her captors in the process. Now branded as a criminal, Rell attacks Noxian soldiers on sight as she searches for survivors of her old “academy,” defending the meek while delivering violent death to her former overseers.
0 COMMENTS / COMMUNITY DISCUSSION
Your feedback helps other players
How useful was this page?
Leave a comment to share your experience, ask a question or suggest an improvement. Your feedback helps other Wild Rift players understand how useful this guide is and make better decisions.