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Rell OriginalCentered.jpg
Rell
Rell (Universe)Rell (Universe)
Rell (League of Legends)Rell (League of Legends)
Rell (Teamfight Tactics)Rell (Teamfight Tactics)
Rell (Development)Rell (Development)

Rell is a champion in League of Legends.[1]

Abilities

Edit

Break the Mold

Rell Break the Mold.png

Innate: Rell's basic attacks deal 8 − 16 (based on level) bonus magic damage and reduce the target's Armor penetration icon.png armor and Magic penetration icon.png magic resistance by 10% for 4 seconds, refreshing on subsequent attacks against them. Basic attacks against enemy champions will refresh the duration for all nearby afflicted enemies.

Rell gains Armor icon.png bonus armor and Magic resistance icon.png bonus magic resistance equal to the sum of the resistances reduced from all afflicted enemies, respectively, and Break the Mold's bonus damage is increased equal to the sum of the resistances reduced from the target.

Break the Mold will reduce the target's armor and magic resistance by a minimum of 5 − 12 (based on level), or 0.5 / 1.25 / 2 (based on level) versus Minion icon.png minions.

Rell's attack windup is reduced「 by 0% − 7.14% (based on level). 」「 to 42% − 39% (based on level). 」

Info
  • The resistances are stolen after the damage from the triggering attack is calculated, meaning only subsequent attacks will benefit from the reduction.
  • Rell's buff accumulates enemies with Break the Mold's debuff and she will consequently lose a portion of the bonus resistances gained as afflicted enemies die. This is contrary to other effects described as "thefts" (e.g. Seismic Shard Seismic Shard and Subjugate Subjugate) that are implemented by granting a buff to the caster that is proportionate, though independent, to the debuff applied to the target (i.e. in those instances, each persists for the full duration regardless).

Edit

Shattering Strike

Rell Shattering Strike.png

Active: Rell thrusts her lance in the target direction, completely destroying damage-mitigating Hybrid resistances icon.png shields of enemies hit before dealing them magic damage, reduced to 50% against enemies beyond the first. The first enemy hit is also afflicted with Break the Mold Break the Mold.

Magic Damage:
70 / 105 / 140 / 175 / 210 (+ 50% AP)
Secondary Damage:
35 / 52.5 / 70 / 87.5 / 105 (+ 25% AP)

If Rell is tethered with Attract and Repel Attract and Repel, she and the bound ally Heal power icon.png heal for each enemy champion hit.

Heal Per Champion:
10 / 15 / 20 / 25 / 30 (+ 30% AP) (+ 5% of missing health)

Info
  • Shattering Strike will cast from wherever Rell is at the end of the cast time.
  • Rell is Lockout icon 2.png locked out of moving, attacking, and casting any other ability except Attract and Repel Attract and Repel for 0.35 seconds after Shattering Strike is cast.
    • Casting Attract and Repel Attract and Repel will cancel Shattering Strike. The ability will not go on cooldown but will still expend mana.(bug)
  • Shattering Strike, while binded to an ally, will grant the Heal power icon.png heal from hitting Shaco Command- Hallucinate.png clones as well.

Edit

Ferromancy: Crash Down

Passive: While mounted, Rell gains 5% − 15% (based on level) Movement speed icon.png bonus movement speed, which is only 20% − 40% (based on level) as effective for 3 seconds when she takes damage from non-Minion icon.png minions and is removed for 4 seconds when she becomes Stun icon.png immobilized.

Rell Ferromancy- Crash Down.png

Active: Rell Dash.png leaps to the target location over the cast time, transforming her mount into durable armor and upon landing dealing magic damage to nearby enemies and Airborne icon.png knocking them up for 1 second. Rell keeps sliding forward another 300 units over 0.5 seconds, though not through terrain, affecting further enemies along her path.

Magic Damage:
70 / 105 / 140 / 175 / 210 (+ 60% AP)

While dismounted, she gains the ability to cast Ferromancy: Mount Up Ferromancy: Mount Up. Rell will automatically mount up without casting Ferromancy: Mount Up Ferromancy: Mount Up upon completing a Recall Recall channel.

This ability can only be cast while mounted. Rell can cast Attract and Repel Attract and Repel and Magnet Storm Magnet Storm during the leap, and is not considered to be dismounted until after the leap ends.

 
   "Armoring up!"
Edit

Ferromancy: Mount Up

Passive: While dismounted, Rell gains Armor icon.png 10% bonus armor and Magic resistance icon.png 10% bonus magic resistance and a Hybrid resistances icon.png shield that lasts until destroyed or casting Ferromancy: Mount Up Ferromancy: Mount Up, but her base movement speed is modified to 250.

Shield:
40 / 70 / 100 / 130 / 160 (+ 13% of maximum health)
Rell Ferromancy- Mount Up.png

Active: Rell transforms her armor into a mount, gaining 15% bonus movement speed for 3.5 seconds, increased to an amount when moving towards enemy champions.

Increased Movement Speed:
25 / 30 / 35 / 40 / 45%

Rell's next basic attack during this time gains Range icon.png 100 bonus attack range and consumes the bonus movement speed to have a 0.2-second cast time during which she Dash.png charges at the target's location. At the end of the dash or upon premature collision, she deals them bonus magic damage, Stun icon.png stuns them for 1 second, and Airborne icon.png flings them 150 units over herself.

Bonus Magic Damage:
10 / 25 / 40 / 55 / 70 (+ 40% AP)

Ferromancy: Mount Up Fiora Bladework.png resets Rell's basic attack timer.

While mounted, she gains the ability to cast Ferromancy: Crash Down Ferromancy: Crash Down.

This ability can only be cast while dismounted.

 
   "Mount up!"

Notes
  • Rell Dash.png slides between 250 and 350 units in testing, depending on how far the spell was targeted. It is not known where this is intended.
  • If Rell dashes before a wall on the map, the slide will cover a shorter distance to the terrain over the same time, moving slower.
    • 𝐏𝐄𝐍𝐃𝐈𝐍𝐆 𝐅𝐎𝐑 𝐓𝐄𝐒𝐓 Interaction with player-made walls.
  • The following table refers for interactions while Rell is dashing/in cast time:
Attacking Disabled
Abilities Shattering Strike Shattering Strike is disabled. Attract and Repel Attract and Repel and Magnet Storm Magnet Storm are usable.
Movement Disabled
Items Usable All the other item-actives are usable
Disabled Hextech Rocketbelt Hextech Rocketbelt Galeforce Galeforce Stridebreaker Stridebreaker
Interrupted by N/A
Consumables Usable
Spells Usable Barrier Barrier Clarity Clarity Cleanse Cleanse Exhaust Exhaust Ghost Ghost Heal Heal Ignite Ignite Smite Smite
Disabled Flash Flash Teleport Teleport Recall Recall Hexflash Hexflash
Interrupted by N/A
Interrupted by
  • Death
  • Notes

    Edit

    Attract and Repel

    Passive: Rell forms a Karma Focused Resolve.png tether between her and the ally bound by Attract and Repel, granting the ally 10% of her total armor and 10% of her total magic resistance while they are nearby.

    Rell Attract and Repel.png

    Active: Rell magnetically binds herself and the allied champion nearest to the cursor with Attract and Repel. Rell can then recast Attract and Repel while the tether persists.

    Recast: Rell erupts the tether, dealing magic damage to and Stun icon.png stunning all enemies between and around her and the bound ally for 0.5 seconds.

    Magic Damage:
    80 / 120 / 160 / 200 / 240 (+ 30% AP)

    Rell can self-target to dispel the current bind if she has not casted an ability nor taken damage from or attacked enemy champions within the last 3 seconds. Only one ally can be bound at a time, and selecting a new ally overrides the previous bind.
    Attract and Repel will incur a 2.75-second Cooldown reduction icon.png cooldown with no cost if Rell binds to an ally and a 1-second Cooldown reduction icon.png cooldown with no cost if she self-targets.

    Info
    • The effects render before the cast time.
    • All units can see the effective area of the tether. Both conduits can see the tether range when within 600 units of it.
    • Attract and Repel can be cast on allies even if they are Fizz Playful.png untargetable.
      • Rell has an arrow indicator that points to the other conduit. Depending on the distance it glows blue (0–900), yellow (900–2020), and red (2020+)
    • Attract and Repel will be placed on a very short cooldown (less than 0.1 seconds) when the tether is reapplied to the bound ally after the two become in tether range again.

    Edit

    Magnet Storm

    Rell Magnet Storm.png

    Active: Rell erupts with magnetic fury, Airborne icon.png pulling all nearby enemies towards her and creating a field of gravitational force around her for the next 2 seconds that deals magic damage every 0.25 seconds to nearby enemies and continuously Kinematics icon.png drags them towards her.

    Magic Damage Per Tick:
    15 / 25 / 35 (+ 13.75% AP)
    Total Magic Damage Per Target:
    120 / 200 / 280 (+ 110% AP)
     
       "Nobody leaves!"

    Info

    Patch history

    For the expanded patch notes, see here.
    V11.15
    V11.7
    V11.5
    V11.4
    • Break the Mold Break the Mold
      • Bug Fix: Resistances shred icon has now been adjusted for afflicted minions and monsters.
    V11.3
    • Ferromancy: Crash Down Ferromancy: Crash Down
      • AP ratio increased to 60% AP from 40% AP.
    • Ferromancy: Mount Up Ferromancy: Mount Up
      • AP ratio increased to 40% AP from 30% AP.
    • Attract and Repel Attract and Repel
      • Unbinding cooldown reduced to 1 second from 2.75.
      • Bug Fix: Fixed a bug where the cooldown was scaling non-linearly.
      • Bug Fix: When cast from very long ranges, now properly path towards the target until in range to cast it.
    • Magnet Storm Magnet Storm
      • Total AP ratio increased to 110% AP from 70% AP.
    V11.1 - January 6th Hotfix
    • Attract and Repel Attract and Repel
      • Bug Fix: Bonded ally now properly keeps Attract and Repel's bonus stats even while the ability is on cooldown.
    V11.1
    • Stats
      • Base magic resistance reduced to 32 from 32.1.
    V10.25 - December 15th Hotfix
    • Attract and Repel Attract and Repel
      • New Effect: No longer targets herself within 3 seconds of taking damage from a champion, casting another ability, or basic attacking another champion.
    V10.25 - Added
    • Break the Mold Break the Mold (Innate)
      • Innate: Rell's basic attacks steal 10% of the target's Armor penetration icon.png armor and Magic penetration icon.png magic resistance for 4 seconds and deal bonus magic damage equal to 8 − 16 (based on level) plus the total amount of armor and magic resistance stolen. Enemies can only be stolen from once but multiple enemies can be stolen from at a time. Subsequent attacks against a target that is already stolen from will only refresh the duration of the effect and attacking an enemy champion refreshes the duration for all nearby afflicted enemies.
      • Break the Mold steals a minimum of 5 − 12 (based on level) armor and magic resistance, reduced to 0 / 1 / 2 (based on level) against Minion icon.png minions.
    • Shattering Strike Shattering Strike (Q)
      • Active: Rell thrusts her lance in the target direction, destroying damage-mitigating Hybrid resistances icon.png shields of enemies hit before dealing them 70 / 105 / 140 / 175 / 210 (+ 50% AP) magic damage, reduced to 50% against enemies beyond the first. The first enemy hit is also afflicted with Break the Mold Break the Mold.
      • If Rell is tethered with Attract and Repel Attract and Repel, she and the bound ally Heal power icon.png heal for 10 / 15 / 20 / 25 / 30 (+ 30% AP) (+ 5% of missing health) for each enemy champion hit.
      • Mana Cost: 50.
      • Cooldown: 9 / 8 / 7 / 6 / 5 seconds.
      • Cast Time: 0.35 seconds.
    • Ferromancy: Crash Down Ferromancy: Crash Down (W)
      • Passive: While mounted, Rell gains 5% − 15% (based on level) Movement speed icon.png bonus movement speed, which is only 25% − 38% (based on level) as effective for 3 seconds when she takes damage from non-Minion icon.png minions and is removed for 4 seconds when she becomes Stun icon.png immobilized.
      • Active: Rell Dash.png leaps to the target location over 1.5 seconds, transforming her mount into durable armor and upon impact dealing 70 / 105 / 140 / 175 / 210 (+ 40% AP) magic damage to nearby enemies and Airborne icon.png knocking them up for 1 second.
      • While dismounted, she gains the ability to cast Ferromancy: Mount Up Ferromancy: Mount Up.
      • This ability can only be cast while mounted. Rell can cast Attract and Repel Attract and Repel and Magnet Storm Magnet Storm during the transformation.
      • Mana Cost: 40.
      • Cooldown: 11 seconds.
      • Cast Time: None.
    • Ferromancy: Mount Up Ferromancy: Mount Up (W)
      • Passive: While dismounted, Rell gains 10% bonus armor and 10% bonus magic resistance and a Hybrid resistances icon.png shield for 40 / 70 / 100 / 130 / 160 (+ 13% of maximum health) that lasts until destroyed or casting Ferromancy: Mount Up Ferromancy: Mount Up, but her base movement speed is modified to 250.
      • Active: Rell transforms her armor into a mount, gaining 15% bonus movement speed for 3.5 seconds, increased to 25 / 30 / 35 / 40 / 45% when moving towards enemy champions, and empowering her next basic attack within the duration to have a 0.2-second cast time, gain Range icon.png 100 bonus attack range, deal 10 / 25 / 40 / 55 / 70 (+ 30% AP) bonus magic damage, Dash.png charge at the target, Stun icon.png stun them for 1 second, and Airborne icon.png fling them over herself, as well as end the effect early.
      • While mounted, she gains the ability to cast Ferromancy: Crash Down Ferromancy: Crash Down.
      • This ability can only be cast while dismounted.
      • Mana Cost: 40.
      • Cooldown: 11 seconds.
      • Cast Time: 0.25 seconds.
    • Attract and Repel Attract and Repel (E)
      • Passive: Rell forms a Karma Focused Resolve.png tether between her and the ally bound by Attract and Repel, which is disabled while the remaining cooldown is greater than 2.5 seconds. While the tether persists, the ally gains 10% bonus armor and 10% bonus magic resistance.
      • Active: Rell magnetically binds herself and the allied champion nearest to the cursor with Attract and Repel. Rell can then recast Attract and Repel while the tether persists.
      • Recast: Rell erupts the tether, dealing 80 / 120 / 160 / 200 / 240 (+ 30% AP) magic damage to and Stun icon.png stunning all enemies between and around her and the bound ally for 0.75 seconds.
      • Rell can self-target to dispel the current bind. Only one ally can be bound at a time, and selecting a new ally overrides the previous bind. Attract and Repel will incur a 2.5-second Cooldown reduction icon.png cooldown with no cost if Rell binds to an ally or self-targets.
      • Mana Cost: 40.
      • Cooldown: 18 / 16.25 / 14.5 / 12.75 / 11 seconds.
      • Cast Time: 0.35 / None seconds.
    • Magnet Storm Magnet Storm (R)
      • Active: Rell erupts with magnetic fury, Airborne icon.png pulling all nearby enemies towards her and creating a field of gravitational force around her for the next 2 seconds that deals 15 / 20 / 25 / 30 / 35 (+ 8.75% AP) magic damage to nearby enemies every 0.25 seconds over the duration and continuously Kinematics icon.png drags them towards her.
      • Mana Cost: 100.
      • Cooldown: 120 / 100 / 80 seconds.
      • Cast Time: 0.25 seconds.

    See also

    References

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