
Emerald+ ranked · Updated hourly
Abilities





Optimal Builds










Standard tank engage build. Bandlepipes provides early tankiness and map mobility, Zeke's enables ADC synergy with damage amplification, and Locket protects team in teamfights. Plated Steelcaps for armor against AD-heavy compositions.
Pick rate: 8.0%
Stats via OP.GG
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Runes & Summoners
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Matchup Database

Favorable matchup for Rell.

Skill matchup that requires respecting Thresh's hook threat.

Nami's poke and sustain can be annoying, but she's squishy and vulnerable to all-ins.
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Win Conditions
Early Game
Level 2 is Rell's first major power spike with Q and W available for full engage combo. The mounted W dash into Q knockup provides strong all-in potential to bully lane and secure early kills. Level 3 adds E for complete CC chain.
Mid Game
Level 6 ultimate transforms teamfights with massive ally shields, movement speed buff, and additional knockup potential. First item completion (Bandlepipes around 14 minutes) enables roaming and significantly increases tankiness for extended fights and objective control.
Late Game
Full tank build makes Rell nearly unkillable in frontline, allowing her to absorb damage while repeatedly engaging with short cooldowns. Multiple utility items like Zeke's and Locket provide massive value in 5v5 teamfights. Excels at protecting carries while controlling enemy positioning.
Power Spike Timeline
Early Game
Level 2 is Rell's first major power spike with Q and W available for full engage combo. The mounted W dash into Q knockup provides strong all-in potential to bully lane and secure early kills. Level 3 adds E for complete CC chain.
Mid Game
Level 6 ultimate transforms teamfights with massive ally shields, movement speed buff, and additional knockup potential. First item completion (Bandlepipes around 14 minutes) enables roaming and significantly increases tankiness for extended fights and objective control.
Late Game
Full tank build makes Rell nearly unkillable in frontline, allowing her to absorb damage while repeatedly engaging with short cooldowns. Multiple utility items like Zeke's and Locket provide massive value in 5v5 teamfights. Excels at protecting carries while controlling enemy positioning.
Early Game
Level 2 is Rell's first major power spike with Q and W available for full engage combo. The mounted W dash into Q knockup provides strong all-in potential to bully lane and secure early kills. Level 3 adds E for complete CC chain.
Mid Game
Level 6 ultimate transforms teamfights with massive ally shields, movement speed buff, and additional knockup potential. First item completion (Bandlepipes around 14 minutes) enables roaming and significantly increases tankiness for extended fights and objective control.
Late Game
Full tank build makes Rell nearly unkillable in frontline, allowing her to absorb damage while repeatedly engaging with short cooldowns. Multiple utility items like Zeke's and Locket provide massive value in 5v5 teamfights. Excels at protecting carries while controlling enemy positioning.
Enemy Comp Analysis
Scanning...Key Threats
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