
the Iron Maiden
Rell
Roles and difficulty from the global official site, lane from the China-server official site
Latest Meta Stats
Popular Rell builds in game
Taken from the in-game loadout screen as of 2026-08-26. The pick count and win rate are shown exactly as the game reports them.
Armor-heavy body that absorbs hits for one ally
- Relic Shield
- Armored Advance
- Knight's Vow
- Thornmail
- Frozen Heart
- Amaranth's Twinguard
Enemy damage leans physical and attack-based, with one ally to guard
Totals land at +875 Max Health and +285 Armor, against +60 Magic Resistance. Armored Advance reduces damage from champion attacks by 10%, and Thornmail hits the attacker back for (20 + 6% bonus AR + 1% bonus HP) magic damage when struck by an attack. Frozen Heart's Chill stacks up to 4 times for a 36% attack speed reduction on the enemy champion. Knight's Vow redirects 12% of the damage your Worthy ally takes while that ally is nearby.
The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.
Skill Order (Lv 1 - 15)
Prioritize Skill 1, your shield breaker and damage source, then level Skill 2, your engage tool.
Rell Skills

Break the Mold
Rell's attacks and abilities steal 2.5% AR and 2.5% MR from enemies hit for 5 second(s), up to an increase of 12.5%. Max stacks: 5 per target.
Her attacks additionally deal 5 magic damage (5%AR + 5%MR) on hit.
Rell steals at least 1.5–3 AR and MR ((Lv)).
Does not steal from minions or epic monsters.

Shattering Strike
Does not break shields on monsters.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Cooldown | 11 | 10 | 9 | 8 |
| Base Damage | 70 | 130 | 190 | 250 |

Ferromancy: Crash Down
Mounted Alacrity (Passive):
Gains 15 Movement Speed while mounted.
Ferromancy: Crash Down (Active):
Leaps off her mount, dealing 70 magic damage (70 + 50%AP).
Enemies are also knocked up.
Gains a shield that absorbs 116 damage (30 + 13% max HP), which lasts until she remounts.
Rell then enters Armored Form, which lets her cast Ferromancy: Mount Up.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Base Damage | 70 | 100 | 130 | 160 |
| Shield | 30 | 60 | 90 | 120 |
| MS | 20 | 25 | 30 | 35 |

Full Tilt
This bonus increases to 25% for 3 second(s) when facing allied champions nearby or enemy champions.
Rell's next attack or Shattering Strike explodes in an area, dealing 5.5% (5.5% + 0.03%AP) of the target's max HP as magic damage.
Deals up to 150 damage (150–300) ((Lv)) against monsters and structures.
| Details | LVL 1 | LVL 2 | LVL 3 | LVL 4 |
|---|---|---|---|---|
| Base Damage | 5.5% | 6% | 6.5% | 7% |

Magnet Storm
Continuous Pull: While Magnet Storm is active, constantly pulls nearby enemies toward herself and deals 120 magic damage (120 + 100%AP) over 2 seconds.
| Details | LVL 1 | LVL 2 | LVL 3 |
|---|---|---|---|
| Cooldown | 75 | 70 | 65 |
| Base Damage | 120 | 200 | 280 |
Base Stats
League of Legends: Wild Rift (China) official champion library (patch 7.2, as of 2026-08-25)
The site's latest patch is 7.2d, but these figures come from 7.2. The 8 champions adjusted since then — Yone, Jinx, Leona, Rumble, Nasus, Ryze, Jayce, Nidalee — no longer match the live game.
A three-step guide set by the official champion library. For difficulty, a higher number means harder to play.
Critical damage is 175% for every champion. These figures exclude items and runes.
Rell Strengths
- ✓Shield break and wide-area CC that groups enemies
- ✓Passive that steals Armor and MR to toughen herself
Rell Weaknesses
- ×Movement speed drops after diving with Skill 2
- ×Little damage on her own; needs allied follow-up
Early Game
Diving in with Skill 2 from your mounted state is strong, but missing it is costly. Chain your CC to line up with your ADC's burst window. That is how you win 2v2 lane fights.
Mid Game
Use your mobility to roam to mid and the jungle. Look for surprise engages from out of vision with Hexflash. Chaining CC before the enemy can react widens your lead.
Late Game
As the team's main engage, watch for the moment enemies carelessly bunch up. Layer your engage with an allied AoE Ult (Miss Fortune or Kennen, for example) and the fight ends quickly.
Teamfights
Dive into the center of the enemy team with Skill 2 and immediately pull them together with Ult. Add the Skill 1 stun to keep them locked down. Hold on with your shields while your team's damage finishes them.
⚠️ Common Mistakes
Engaging without team follow-up
Rell does not deal damage on her own. Forcing an engage when your team cannot follow up is very dangerous. After diving with Skill 2 (Ferromancy: Crash Down), your movement speed drops. If your allies cannot catch up, you are focused and killed. Always check where your carries are, and from Lv5 set up teamfights with Ult-based AoE CC.
Rell Combos
Basic Engage
Leap in with Skill 2 for a shield, then add CC and damage with Skill 3 and Skill 1.
Teamfight Combo
Drag them together with Ult, then knock the whole group up with Skill 2.





