Default order: R > W > E > Q.
Build recommandé
éléments / Taux de victoire / Taux de sélection
N/A
26.9Objets principaux
- Prix total
- 3,000
- Prix
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Prix total
- 1,250
- Prix
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Prix total
- 2,400
- Prix
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
- Prix total
- 3,000
- Prix
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Prix total
- 1,250
- Prix
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Prix total
- 2,450
- Prix
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
- Prix total
- 3,000
- Prix
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Prix total
- 1,250
- Prix
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Prix total
- 2,800
- Prix
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
Situationnelséléments
- Prix total
- 3,000
- Prix
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
54.53%- Prix total
- 1,250
- Prix
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
54.07%- Prix total
- 2,450
- Prix
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
52.67%- Prix total
- 2,400
- Prix
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
55.33%- Prix total
- 2,800
- Prix
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
55.12%- Prix total
- 2,900
- Prix
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
55.18%- Prix total
- 1,200
- Prix
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
56.02%- Prix total
- 2,200
- Prix
- 700
+300 Health +25 Armor +25 Magic Resist +10 Ability Haste Frostfire Tempest Casting your Ultimate summons a storm around you for 5 seconds. The storm deals 30 magic damage per second to enemy champions and Slows them by 30%.
56.34%- Prix total
- 3,100
- Prix
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
52.38%- Prix total
- 3,200
- Prix
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
54.88%- Prix total
- 2,700
- Prix
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
50.52%- Prix total
- 2,800
- Prix
- 650
+400 Health +40 Magic Resist +10 Ability Haste 100% Base Health Regen Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds. Desolate Killing an enemy deals magic damage around them.
58.30%Objets de départ
- Prix total
- 900
- Prix
- 500
+350 Health
53.73%- Prix total
- 400
- Prix
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
53.73%- Prix total
- 900
- Prix
- 500
+350 Health
58.55%- Prix total
- 400
- Prix
- 400
+150 Health
58.55%- Prix total
- 900
- Prix
- 500
+350 Health
56.29%- Prix total
- 50
- Prix
- 50
Consume Restores +120 Health over 15 seconds.
56.29%- Prix total
- 400
- Prix
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
56.29%Meilleures optimisations
Optimisations / Taux de victoire
| Nom | Rareté | Tier | Taux de sélection | Parties | |
|---|---|---|---|---|---|
Choisissez Shrink Engine lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T1 | 60.98% | 5.27% | 815 |
Choisissez Quest: Icathia's Fall lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T1 | 59.91% | 7.53% | 1,165 |
Choisissez Upgrade Thornmail lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T1 | 58.23% | 5.77% | 893 |
Choisissez Slow Cooker lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T1 | 57.47% | 8.91% | 1,378 |
Choisissez Transmute: Prismatic lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T1 | 57.20% | 6.19% | 958 |
Choisissez Heavy Hitter lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T1 | 56.20% | 10.89% | 1,685 |
Choisissez Slap Around lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T1 | 55.14% | 20.60% | 3,188 |
Choisissez Perseverance lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T1 | 54.88% | 14.37% | 2,223 |
Choisissez Dropkick lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T1 | 54.59% | 11.40% | 1,764 |
Choisissez Soul Eater lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T1 | 54.48% | 28.45% | 4,402 |
Choisissez Upgrade Immolate lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T1 | 54.32% | 5.69% | 880 |
Choisissez Quest: Steel Your Heart lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T1 | 54.14% | 23.65% | 3,659 |
Choisissez Cruelty lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T1 | 54.01% | 9.03% | 1,398 |
Choisissez Impassable lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T1 | 53.91% | 9.18% | 1,421 |
Choisissez Goliath lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T1 | 53.89% | 10.89% | 1,685 |
Choisissez Tank Engine lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T1 | 53.44% | 29.81% | 4,613 |
Choisissez Celestial Body lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T1 | 52.72% | 18.79% | 2,908 |
Choisissez Frost Wraith lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T1 | 52.63% | 5.91% | 914 |
Choisissez Guilty Pleasure lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T1 | 52.49% | 10.12% | 1,566 |
Choisissez Apex Inventor lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T1 | 52.31% | 4.48% | 694 |
Choisissez Tormentor lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T1 | 52.30% | 5.07% | 784 |
Choisissez Courage of the Colossus lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T1 | 52.07% | 9.36% | 1,448 |
Choisissez Grandma's Chili Oil lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T1 | 51.72% | 6.93% | 1,073 |
Choisissez Adamant lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T1 | 50.74% | 7.40% | 1,145 |
Choisissez Self Destruct lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T1 | 49.93% | 4.45% | 689 |
Choisissez Rabble Rousing lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T1 | 49.08% | 5.99% | 927 |
Choisissez Infinite Recursion lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T2 | 59.08% | 1.96% | 303 |
Choisissez Transmute: Chaos lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T2 | 57.83% | 1.61% | 249 |
Choisissez Divine Intervention lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 57.45% | 2.69% | 416 |
Choisissez Tap Dancer lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T2 | 56.72% | 1.97% | 305 |
Choisissez Transmute: Gold lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T2 | 56.58% | 2.80% | 433 |
Choisissez Growth Spurt lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 56.50% | 2.29% | 354 |
Choisissez Stats! lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T2 | 56.48% | 1.40% | 216 |
Choisissez Nightstalking lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 56.21% | 1.87% | 290 |
Choisissez OK Boomerang lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 56.10% | 1.06% | 164 |
Choisissez Red Envelopes lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 55.87% | 1.60% | 247 |
Choisissez Mind to Matter lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T2 | 55.42% | 1.07% | 166 |
Choisissez Final Form lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T2 | 55.24% | 1.60% | 248 |
Choisissez Recursion lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 54.30% | 1.43% | 221 |
Choisissez Donation lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 53.20% | 1.31% | 203 |
Choisissez Erosion lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T2 | 53.14% | 1.75% | 271 |
Choisissez Prom Queen lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T2 | 52.90% | 2.57% | 397 |
Choisissez Dawnbringer's Resolve lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 52.26% | 2.00% | 310 |
Choisissez Protein Shake lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T2 | 52.09% | 1.70% | 263 |
Choisissez Stats on Stats! lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 52.03% | 2.38% | 369 |
Choisissez Cheating lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 52.02% | 1.60% | 248 |
Choisissez Bread And Jam lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 52.00% | 1.62% | 250 |
Choisissez Restless Restoration lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 51.52% | 1.49% | 231 |
Choisissez Snowball Roulette lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 50.84% | 1.92% | 297 |
Choisissez Pinball lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 50.35% | 1.82% | 282 |
Choisissez Dive Bomber lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T2 | 49.64% | 1.77% | 274 |
Choisissez Critical Healing lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 49.50% | 2.58% | 400 |
Choisissez Ocean Soul lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T2 | 49.10% | 1.08% | 167 |
Choisissez Phenomenal Evil lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 49.04% | 2.03% | 314 |
Choisissez Snowball Upgrade lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 48.94% | 2.43% | 376 |
Choisissez Speed Demon lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T2 | 48.91% | 1.19% | 184 |
Choisissez King Me lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T2 | 48.84% | 1.11% | 172 |
Choisissez Biggest Snowball Ever lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T2 | 48.54% | 1.54% | 239 |
Choisissez Gash lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T2 | 48.09% | 1.69% | 262 |
Choisissez Mountain Soul lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T2 | 47.40% | 2.86% | 443 |
Choisissez Bread And Butter lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T2 | 47.12% | 1.23% | 191 |
Choisissez Quantum Computing lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T2 | 44.38% | 1.09% | 169 |
Choisissez Void Rift lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 66.67% | 0.45% | 69 |
Choisissez Firefox lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T3 | 63.56% | 0.76% | 118 |
Choisissez Outlaw's Grit lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T3 | 62.11% | 0.61% | 95 |
Choisissez Swift and Safe lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T3 | 61.95% | 0.73% | 113 |
Choisissez Pandora's Box lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 60.15% | 0.86% | 133 |
Choisissez Spiritual Purification lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T3 | 59.46% | 0.48% | 74 |
Choisissez Demon's Dance lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T3 | 58.70% | 0.59% | 92 |
Choisissez Executioner lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T3 | 55.13% | 0.50% | 78 |
Choisissez Poro King lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 54.92% | 0.79% | 122 |
Choisissez Stats on Stats on Stats! lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 54.72% | 0.69% | 106 |
Choisissez Leg Day lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T3 | 53.91% | 0.83% | 128 |
Choisissez Ultimate Unstoppable lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T3 | 53.85% | 0.67% | 104 |
Choisissez Escape Plan lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T3 | 52.74% | 0.94% | 146 |
Choisissez Buff Buddies lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T3 | 52.22% | 0.58% | 90 |
Choisissez Ethereal Weapon lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T3 | 52.07% | 0.78% | 121 |
Choisissez Laser Heal lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 51.92% | 1.01% | 156 |
Choisissez Ultimate Revolution lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 50.52% | 0.63% | 97 |
Choisissez Flashy lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T3 | 50.00% | 0.66% | 102 |
Choisissez Dashing lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 50.00% | 0.40% | 62 |
Choisissez Can't Touch This lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 50.00% | 0.35% | 54 |
Choisissez Overflow lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T3 | 49.09% | 0.36% | 55 |
Choisissez Stuck in Here With Me lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 48.82% | 0.82% | 127 |
Choisissez Weighted Popoffs lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T3 | 48.44% | 0.41% | 64 |
Choisissez Watch Out Grapefruit lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 48.33% | 0.39% | 60 |
Choisissez Clown College lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 48.31% | 0.58% | 89 |
Choisissez It's Killing Time lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T3 | 47.95% | 0.47% | 73 |
Choisissez Holy Snowball lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 47.46% | 0.76% | 118 |
Choisissez Mad Scientist lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 46.67% | 0.39% | 60 |
Choisissez Tank It Or Leave It lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T3 | 46.60% | 0.67% | 103 |
Choisissez Fey Magic lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 46.02% | 0.73% | 113 |
Choisissez Ultimate Awakening lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 45.95% | 0.48% | 74 |
Choisissez Searing Dawn lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T3 | 45.61% | 0.37% | 57 |
Choisissez Droppybara lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Prismatique | T3 | 44.30% | 0.51% | 79 |
Choisissez Hat on a Hat lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T3 | 43.01% | 0.60% | 93 |
Choisissez Veil of Warding lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Argent | T3 | 41.27% | 0.41% | 63 |
Choisissez Vulnerability lorsque son effet correspond au profil de dégâts, à la survie et au rôle en combat. Voir les détails de l’optimisation | Or | T4 | 55.77% | 0.34% | 52 |
Rell Skill Combos
Extracted from the skill order guide
Spell-hit, repeated-cast, poke, or shield-punish augments: consider R > Q > W > E or R > W > Q > E.
Spell-hit, repeated-cast, poke, or shield-punish augments: consider R > Q > W > E or R > W > Q > E.
Max W first, E second, and leave Q for last unless the game gives you a clear reason to change.
Rell Counters
Counters and threats extracted from the matchup guide
Counters
5Rell counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Rell is countered by these champions in ARAM: Mayhem.
Read counter detailsRell Team Comp Highlights
Partner patterns extracted from the team comp guide
Miss Fortune
Rell forces enemies to stand close together, and Miss Fortune punishes that with a channeled cone of damage. Rell is especially valuable because she can start from fog, Snowball, or a flank, then hold enemies in a predictable area long enough for Miss Fortune to commit.
Orianna
Orianna gives Rell a delivery system and a second layer of AoE control. Rell is already trying to stand in the middle of the enemy team, so placing the ball on her turns every engage into a threat that enemies must respect before it even starts.
Yasuo
Rell gives Yasuo the kind of airborne setup he wants, while Yasuo gives Rell a real kill threat after she commits. Rell can start the fight without needing Yasuo to be first, which matters on ARAM because Yasuo often gets punished if he dashes in blind.
Samira
Rell supplies the hard entry and crowd control Samira needs to start a reset-style fight. Samira does not want a fair front-to-back poke battle; she wants enemies damaged, locked down, and close enough that she can dash through the fight.
Brand
Brand loves enemies who are clumped, slowed by the fight, and too busy escaping to dodge spell chains. Rell creates that situation naturally. She does not need Brand to dive with her; she needs him close enough to throw damage into the pile the moment she connects.
Synergy mechanism: Rell forces enemies to stand close together, and Miss Fortune punishes that with a channeled cone of damage. Rell is especially valuable because she can start from fog, Snowball, or a flank, then hold enemies in a predictable area long enough for Miss Fortune to commit. Combo: Rell waits until enemy mobility or major disengage is used, then dives onto the main clump and pulls them inward. Miss Fortune should not start too early. She steps up after Rell has already made contact, angles her ultimate across the trapped targets, and uses her slow or autos to finish anyone walking out. Best scenario: This pairing is strongest when the enemy team has two or more short-range champions trying to hit the wave together. If they walk into the middle of the lane or stack behind a minion wave, Rell can make the fight happen before they spread. Enemy answer: Smart enemies will hold interrupts, shields, or dashes specifically for Miss Fortune. They may also split wide so Rell can only catch one side of the formation. If they keep a tank in front and carries far back, Rell has to be patient instead of forcing onto the first body. Failure risk and recovery: The biggest failure is Miss Fortune channeling into a counter-engage or Rell going in while Miss Fortune is too far away. If the engage misses, Rell should peel backward through her team and threaten a second crowd control chain rather than chasing. Miss Fortune can recover by using range to clear the wave and waiting for Rell’s next real angle. 2. Orianna Synergy mechanism: Orianna gives Rell a delivery system and a second layer of AoE control. Rell is already trying to stand in the middle of the enemy team, so placing the ball on her turns every engage into a threat that enemies must respect before it even starts. Combo: Orianna shields or positions the ball on Rell before Rell commits. Rell enters with Snowball, mount engage, or a brush angle, then groups enemies with her own crowd control. Orianna immediately follows with Shockwave when targets are pulled together or when they burn movement trying to escape. Best scenario: This is best against teams that kite backward in a straight line. Rell can force them to choose between walking through her frontline or eating Orianna’s follow-up. If Rell catches even two priority targets, Orianna’s damage and control usually make the fight easy for the rest of the team. Enemy answer: Enemies will watch the ball. If they see it sitting on Rell, they may refuse to group or bait Rell into diving too deep. Long-range poke comps can also hit Orianna before she is close enough to follow. Failure risk and recovery: The combo fails when Rell engages before the ball is attached, or when Orianna uses her burst on a tank that Rell cannot finish. If that happens, Rell should stop chasing and mark the enemy diver trying to punish Orianna. Orianna can reset the lane by clearing safely, then hide ball position behind minions or terrain before the next attempt. 3. Yasuo Synergy mechanism: Rell gives Yasuo the kind of airborne setup he wants, while Yasuo gives Rell a real kill threat after she commits. Rell can start the fight without needing Yasuo to be first, which matters on ARAM because Yasuo often gets punished if he dashes in blind. Combo: Rell looks for a clean knock-up on carries or a multi-target clump. Yasuo should hover just outside the danger zone, then enter when the airborne target is guaranteed. After Yasuo follows, Rell stays attached to the fight and uses her remaining control to stop peelers from knocking him away or bursting him during his exit. Best scenario: This duo is strongest into medium-range teams that must walk up to deal damage. If the enemy backline is standing behind one frontline champion, Rell can go past the tank or drag the fight sideways, giving Yasuo access to the actual damage dealers. Enemy answer: The enemy will try to space Rell’s first engage and hold point-and-click control for Yasuo after he enters. Exhaust effects, instant knockbacks, and layered disengage are annoying because Yasuo may arrive but not get to finish the target. Failure risk and recovery: The common mistake is Rell engaging one isolated tank and Yasuo using his follow-up anyway. If the target will not die, Yasuo should save entry and Rell should disengage toward the wave. Recovery comes from playing slower: let Yasuo stack pressure on minions, force the enemy to step up, then Rell re-engages when a carry is actually reachable. 4. Samira Synergy mechanism: Rell supplies the hard entry and crowd control Samira needs to start a reset-style fight. Samira does not want a fair front-to-back poke battle; she wants enemies damaged, locked down, and close enough that she can dash through the fight. Combo: Rell starts only when Samira is in range to follow within a beat. Rell dives the enemy damage cluster, absorbs the first counter-hit, and keeps bodies grouped. Samira then dashes in after the enemy’s first defensive tools are spent, builds momentum with attacks and abilities, and uses her burst when the fight is already messy. Best scenario: This pairing shines against squishy teams with limited instant lockdown. If Rell catches two carries and Samira enters after the first wave of spells, the enemy usually has to choose between hitting Rell, running from Samira, or splitting in panic. Enemy answer: The clean answer is to save hard crowd control for Samira, not Rell. Enemies may also stand far enough apart that Samira cannot chain through multiple targets, or they may poke Rell low before she can safely start. Failure risk and recovery: If Samira goes in at the same time as Rell, she can eat every defensive spell and die before the reset window opens. If the first engage fails, Rell should turn into peel mode and block the champions chasing Samira. Samira can recover by farming safely behind the wave until Rell forces another cooldown trade. 5. Brand Synergy mechanism: Brand loves enemies who are clumped, slowed by the fight, and too busy escaping to dodge spell chains. Rell creates that situation naturally. She does not need Brand to dive with her; she needs him close enough to throw damage into the pile the moment she connects. Combo: Brand should soften the enemy with poke first, especially if Rell is waiting for Snowball or a brush angle. Once Rell commits and pulls enemies together, Brand drops his AoE into the locked area and follows with his highest-value spread damage. Rell then stays between Brand and the enemy divers instead of chasing low-health targets too far. Best scenario: This is best into teams that group around tanks or melee champions. Rell engages the frontline and nearby carries together, and Brand turns that clump into a burn zone the enemy cannot comfortably walk through. Enemy answer: Enemies can reduce the value by spreading wide, poking Brand before the fight, or forcing Rell to engage without Brand in casting range. Champions with strong shields or sustain can also survive the first combo if Brand’s damage is split poorly. Failure risk and recovery: The risk is overcommitting into a tank while Brand’s spells are down. Rell should track whether Brand is ready before starting. If the fight fizzles, Rell backs up and protects Brand while he clears the next wave; once the enemy has to group again, the same setup becomes dangerous.
Best team shape for Rell: one high-damage AoE carry, one reliable waveclear champion, one secondary engage or peel tool, and at least one champion who can hit structures after a won fight. Rell can create the opening, but she should not be the only threat. If her team can damage grouped enemies immediately and survive the enemy’s counter-engage, she turns ARAM: Mayhem fights into short, brutal collapses instead of long coin flips.
Rell ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Engage Patience | Rell can spend a long time waiting near the wave for one clean Snowball or enemy misstep before committing her full crowd control chain. | Fights break open faster and slow engages get punished before your team is ready. You must create fights with a clearer target plan. | Do not engage just because you can reach. Engage only when your team can follow up. |
| Crowd Control Sequencing | Her ability chain is often linear: enter, lock down, pull enemies together, then survive through the fight. | Separate engage from follow-up. Force a dash response with one piece, then save the next for the real target. | Stagger your control so the enemy's first escape does not end the fight. |
| Snowball Discipline | Landing Snowball on a carry often means you can take it and trust the narrow lane to keep enemies nearby. | Taking Snowball into five ready opponents can be a trap if they have extra displacement, burst, or movement effects. | A landed mark is information, not an obligation. Check ally range before committing. |
| Teamfight Positioning | Rell can often stand directly in front and wait for the right moment to engage without immediate pressure. | Standing too far forward gives enemies a free target while standing too far back removes your engage threat entirely. | Stay just ahead of carries, close enough to punish but not so deep that teammates cannot follow. |
| Augment Selection | Rell can often build straightforward tank items and trust her base crowd control to matter in fights. | Pick augments that solve the lobby problem: reach and stick tools against mobile enemies, durability when your team lacks frontline. | Some games you are the starter, some games the bodyguard. Pick augments for the actual job. |
Champion Analysis
Rôle / Taux de victoire
In Hextech Mayhem mode, Rell the Iron Maiden operates as a melee tank-support defined by her mounted and dismounted state switching, which governs her entire damage and utility pattern. While mounted, her passive Steadfast grants bonus armor and magic resistance; while dismounted, she deals bonus damage. This dual identity makes her both resilient and threatening depending on her stance. Rell’s most important engage tool is her W, Mount/Dismount: while mounted she gains bonus movement speed and can dash to allies to grant shields, and dismounting deals area-of-effect damage and knocks up nearby enemies. That AoE knock-up is the core of her initiation, allowing her to disrupt opponents and set up fights in the narrow corridors of the Mayhem map. Her Q changes with state—mounted she uses Shattering Strike to dash forward and pull enemies, while dismounted she fires a magical projectile called Ferromancy: Crash Down. Her E also transforms: mounted Full Tilt grants movement speed to nearby allies, and dismounted Attract and Repel tethers an enemy to Rell. Her ultimate, Magnet Storm, is her most devastating ability; she mounts her iron horse and charges forward, pulling all enemies in her path to the destination. Because of the map’s restricted space, this ability consistently grabs multiple champions, making it one of the most powerful engage tools in the entire mode. Rell’s identity as a Noxian iron rider who broke free from the Black Rose organization is reflected in her protective playstyle—she shares a sense of duty with champions like Leona. In practice, her high-skill-cap engage potential makes her a game-changing tank who can single-handedly decide teamfights with well-timed W knock-ups and her ultimate’s mass displacement. Her positioning is frontline and aggressive: she needs to find openings to dismount onto grouped enemies, then use Magnet Storm to extend the lockdown. The utility pattern revolves around peeling for allies mounted and locking down enemies dismounted. Strategic value stems from her ability to initiate from relative safety thanks to her mounted speed and ally-dash shield, then commit to a fight with her dismounted crowd control. Her damage is secondary—the bonus damage while dismounted helps in skirmishes, but her true power lies in disables and forced positioning. She is not a carry but a enabler whose engage can win games outright if timed correctly in Mayhem’s chaotic brawls.
Conseils clés
Blog guides / N/A
Rell is at her best when she turns a cramped lane into a bad decision for the enemy. In ARAM: Mayhem, every fight is already compressed, so her job is to control the exact moment it becomes impossible for the enemy backline to play safely. She should engage with a purpose, not just a bounce: go when the enemy is fixed in place—last-hitting, throwing poke, or standing on a narrow angle—and commit when their movement is already committed. Snowball is strongest when it forces the target to choose between eating the follow-up or burning away from their own team, so throw it after they use a mobility spell or when they are near a wall. Never engage from the front if the team has no follow-up ready; a half-second delay is better than diving first and getting peeled off. The cleanest engage often comes after both teams have traded poke and used defensive tools, allowing Rell to punish one player still too close to the center line. Counter-engage is where she wins messy fights. Hold crowd control when the enemy jumps the backline; step into the path to stop the follow-up instead of chasing their front line. Let bruisers and assassins stack into a small space before crashing them together. Even when low, standing between the enemy carry and their peel can break their formation and create the narrow angle needed for a clean turn. For escape, do not run in a straight line—cut behind minions, angle toward terrain, or move toward the damage zone to force the enemy to spend extra time chasing through bad space. Save movement tools for the moment the enemy commits, and if low and unable to re-enter, stall by body-blocking skillshots and threatening a re-engage. Spacing in a narrow lane decides whether Rell is a tank or a free kill. Stand at an angle rather than directly in front to make the enemy guess whether she is engaging or zoning. Use the edges of the lane to cut off escape paths, and avoid over-stacking with the team before the fight—stay a step apart until commitment. Target priority should be simple: hit the target the team can actually kill first. If the enemy carry is protected and their front line is exposed, punish the front line only if it opens the carry immediately. Go straight for immobile backliners when they step too far, and do not tunnel on tanks if the fight is already split—one wrong step can become a dead carry. Snowball timing is about forcing panic, not just reaching them. Use it when the target has started a cast or auto pattern, making it hardest to reposition. Save it for the carry if the team has a front-to-back fight, or use it defensively to reposition out of danger and threaten re-entry. Augment trigger windows matter more than raw stats: take the fight when the augment is easiest to activate, match the engage to its real window, and do not force a bad angle just because an augment is available. The push and pull rhythm is Rell’s real control tool: push when the enemy is weak, pull back when they have big answers, and use short pressure bursts to burn their patience. Dive only after the enemy has used the tools that punish, pick a target that dies before the tower or team can respond, and if ahead, dive to break the enemy’s only safe player. When behind, stop thinking about highlight engages. Play for one clean punish, not constant forcing.
Read full guideGuide de style
N/A / Optimisations
Rell the Iron Maiden’s playstyle in Mayhem relies on patience and precise timing rather than constant aggression. In early levels one to six, her first job is to make the lane playable by standing slightly in front of her carries but not so far forward that the enemy can tag her for free before her team is ready. She is not a poke tank, so walking up without minion cover or follow-up invites chip damage that forces her first engage to happen at bad health. Her position should be near the front edge of the minion wave, angled toward the side brush when possible, and she should stand between her backline and threats like hooks or assassins. Trading is reserved for when an enemy steps past their wave, burns a key movement spell, or clumps with another target. She wins early by making the enemy hesitate, not by eating every projectile. Snowball should not be thrown just because it is available; it is best used when the target is already slowed, trapped by minions, or positioned where her team can hit them. Early augments should support her first real engage, and defensive triggers should be saved for the moment she commits rather than for random poke. When her team has better waveclear, she helps guard the wave while carries push; if being poked out, she stalls and looks for an overextended enemy. When ahead, she moves up to control space around brushes and relic paths without diving prematurely. When behind, she sits closer to carries and punishes enemies who walk past minions to poke, looking for counter-engage after the enemy overreaches. From level seven to eleven, Rell enters her best window. Teams have enough damage to kill whoever she catches but not everyone has the durability to survive a clean multi-target engage. She hovers just outside the enemy’s comfortable poke range, close enough to threaten Snowball or a mounted engage but able to retreat behind minions when cooldowns are thrown. She looks for enemy clumps after they clear a wave, walk toward a relic, or chase a low-health ally. A perfect five-man engage is unnecessary; catching two priority targets or one carry with their support is often enough. Snowball becomes a fight starter and spacing test, and she should only take it when her team wants a full brawl and the enemy backline is close enough for follow-up. Mid-game augments should sharpen her role, either adding engage, durability, or peel depending on team needs. Pushing is best when her team has ultimates and health; stalling when key damage is dead or low. When ahead, she controls where the enemy wants to walk next; when behind, she hides her angle and punishes overstepping poke champions. In late levels twelve and beyond, one engage can end the game but one mistake can too. Rell starts fights from fog, brush edges, or behind minion cover. Late trades are not casual; every chunk matters, so she uses pressure in bursts and retreats before the enemy can unload poke. Snowball is a commitment button and should only be taken if her team can follow instantly or she can survive long enough. Augments should be held for the decisive fight, not the first skirmish. Pushing is correct when the enemy is missing a key champion or lacks waveclear; stalling when her team is waiting on respawns. When ahead, she walks the wave in and forces the enemy to split attention; when behind, she lets the enemy overcommit into her backline then turns with crowd control.
Read full guideForces et faiblesses
Taux de victoire / Taux de sélection
When ahead, Rell controls the next fight before it starts by moving up with the healthiest damage dealer to take forward brush, side angles, or choke points first. Mounted, she threatens the first enemy who steps too far, forcing them to give space or clump for her engage. The key trigger is an enemy carry walking past their frontline or using a mobility spell—attack immediately to remove their clean response window. If two or more enemies stack in a narrow lane section, hard commit with crowd control and ultimate after pinging intent, compressing the enemy so they cannot kite and area damage lands. When carries are strong but fragile, play one screen ahead instead of diving deep; hold engage until assassins or hook champions show their angle, then use a defensive engage to protect the fed carry after first burst. Convert kills into denial: block skillshots, force enemy wave clear from bad angles for tower damage and health relic access. Avoid chasing low-value kills deep under enemy protection, as that separates Rell and gives shutdown tempo. For augments when ahead, choose engage access (movement speed, dash assistance, range, Snowball synergy) if reaching carries is the problem; choose durability or damage reduction if the enemy punishes first commit; choose peel or utility augments if the team already has engage; choose ability haste or reset-style augments if fights end fast, holding one control piece for the second target. Avoid the ahead throw after two easy wins when every engage seems good—wait if damage dealers are clearing, shopping, dead, or zoned; wait if the enemy has all defensive cooldowns ready and your team is split; back out and reset angle if your entry tool misses instead of walking forward into five players. When behind, stop hero engaging every wave. Your health bar is a resource that may not be protected, so diving first while carries are occupied gives the enemy free damage and numbers advantage. If your team is low health or missing a damage dealer, give ground—stand between the enemy and carries without committing, using threat to stop dives while collecting health relics safely. If the enemy frontline walks in alone to zone, collapse on that target if carries can hit them; take guaranteed numbers fights, not fantasy backline dives. If an enemy carry uses mobility forward or stands inside tower threat, commit fast with layered crowd control for a comeback, but only if burst follow-up is ready. Play around counter-engage instead of blind engage: let the enemy make the first greedy move, then turn with crowd control and ultimate to trap them in your team’s damage after they have spent movement and cooldowns. For augments when behind, prioritize tank, shield, healing, or damage reduction if dying before crowd control matters—the weakness is time, not damage. Take mobility or engage augments only when the team can follow to punish overextension or protect carries, not to force desperate dives. Utility augments often beat selfish ones if the team lacks damage, helping allies survive or hit controlled targets. Against heavy poke, look for sustain or mitigation to keep enough health to threaten engage. Before committing, check three things: can the main damage dealer hit the target, has the enemy used at least one important escape or peel tool, and can you survive long enough for follow-up. If any answer is no, hold. Use Snowball and side angles carefully—a mark can be a threat itself, so only take it when the target is isolated and allies are in range or enemy disengage is spent.
Read full guideHistoire du champion
Champions / Rôle
Rell the Iron Maiden thrives in ARAM: Mayhem by punishing clumped enemies and turning chaotic fights into losing positions for the opposing team. Her passive, Break the Mold, steals defensive stats from every champion she damages, making her harder to kill while softening multiple targets for her carries. The key is touching several enemies rather than tunneling one frontliner, especially during crowded engage windows where a single W can tag three or more champions. If she lands a multi-target engage, her durability spikes while the enemy team becomes increasingly fragile. Rell’s identity revolves around her W, Ferromancy: Crash Down / Mount Up, which is her main commitment button. Mounted, she crashes down to knock up enemies and shift into her armored dismounted form; once dismounted, she can remount for a burst of movement and another engage threat. In Mayhem, using Crash Down requires your team to be close enough to follow immediately. A bad W is her biggest throw window, leaving her slow and exposed with no clean escape. Snowball can help deliver her into range, but she still needs allies ready to convert the catch. Her Q, Shattering Strike, is a line-based thrust that punishes shields and provides safe passive application before fully committing. Holding Q for key shield moments can flip kill windows, but missing it tells shield users and divers they can act freely. E, Full Tilt, accelerates Rell and an ally into the fight, best used on a bruiser or diver who actually wants to go in rather than a backliner kiting away. Proper E timing synchronizes the frontline and forces enemies to choose between burning mobility or eating the engage. R, Magnet Storm, creates a magnetic pull around Rell that drags nearby enemies into a dangerous area. It is her fight-winning clump tool, turning allied AoE from hitting one target to hitting the entire enemy team. The clean sequence is entering with W or Snowball, then activating R when enemies are close enough to drag carries into the kill zone, then following up with Q and E. Holding R can also deter enemies from grouping, because they know Rell can punish any tight formation. If R is wasted on a single tank or used after allies have backed away, the enemy can re-engage while her biggest clump threat is gone. Throughout the fight, Rell must stay alive in the middle of the action to keep passive value active and buy time for allied damage. She does not need to walk through everyone; hitting the nearest target while staying durable is more valuable than flashy deep engages. Enemies counter her by spacing apart, kiting after her first entry, and forcing her to hit only one champion. Isolated engages with no follow-up turn her defensive swing into a slow, vulnerable position. In Mayhem, the difference between a winning Rell engage and a disastrous one is often whether she tags the right clump at the right moment, with her team ready to collapse.
Read full guideErreurs à éviter
Blog guides / Tier
Rell the Iron Maiden is a front-line initiator whose mechanical and decision mistakes can lose fights before they begin. Mechanically, forcing a full engage from the front while already exposed and low on patience leads to getting peeled, blown up, or stranded. The correct action is to start fights only when the team can hit the same target or the enemy has used key peel and dashes. If already in alone, stop chasing the back line, turn into a bodyguard, soak space, and stall for carries to reset. Another common error is burning the engage tool the moment it is available, even when the team is still clearing waves or walking up. This lets the enemy step aside and removes Rell's threat. She should hold the commit until allies are in range to punish crowd control. If the engage misses timing, switch to zone control—stand on the angle blocking the enemy advance rather than forcing another bad dive. Moving in a straight line when repositioning makes the approach easy to read, allowing skilled enemies to sidestep and punish. Instead, approach from awkward angles and threaten different lanes of space. If tracked, reset and walk out of vision before coming from a new line. Overusing crowd control on the first visible target often locks a low-value champion while enemy damage dealers free-hit. Save lockup for the champion who can swing the fight and whom the team can reach after engage. If committed on the wrong target, immediately pivot to body-block for carries and reset the front line. Staying in the thick of the fight after initial crowd control leaves Rell eating free damage and dying before the second wave arrives. She should use her body like a wall, repositioning step by step to keep enemies from damage dealers. If stuck too deep, turn back to cut off pursuers and make the fight smaller. Decision mistakes include engaging just because the enemy is close, even if the team is not ready to follow or the wave state gives no room to finish kills. This results in a messy fight the enemy can disengage and turn. Commit only when allies can instantly threaten the locked-down target. If engaged too early, back up into a defensive line and slow the enemy counterpush. Another error is treating every fight as a hard engage when peeling for carries is better, leaving the back line open to divers. Read the enemy composition: if they want to dive carries, stand near them and punish the jump. If the enemy slips through, cut off their exit and force them to fight inside your zone. A clean stop matters more than a perfect engage. Chasing low-health targets into bad space pulls Rell away from the team and loses map control. Chase only if the path is safe and the team can collapse; otherwise, stay on the angle that keeps the fight centered. If overchased, cut it immediately and re-establish front line presence. Engaging into a crowd-control chain or burst window that punishes straight-in commits results in getting locked down and losing the frontline. Respect punish tools, wait for the enemy to spend their stop button, or force them to use it on someone else first. If punished, back off and wait for a second, cleaner engage after they waste the answer. On the opposite end, holding back too long because of fear costs the fight—carries get jumped while Rell watches. When the team has a real opening, commit with purpose.
Read full guideFAQ
Rell
Is Rell a good pick in ARAM: Mayhem? Yes, if your team needs someone to start fights and hold enemies in place long enough for follow-up damage. Pick her when you have ranged carries, area damage, or teammates who can immediately hit the targets you catch. The tradeoff is that Rell is much weaker when your team refuses to walk up after you engage, because she spends her safety to create the fight. What is Rell’s main job in Mayhem fights? Rell’s job is to force a messy fight on your terms, not to poke or slowly chip people down. When an enemy carry steps too far forward or several enemies stack in the lane, go in and make them deal with you first. If you engage without a damage dealer nearby, you usually just donate your health bar and lose tempo. When should I engage as Rell? Engage when at least one enemy has used a dash, defensive tool, or key crowd control, because that lowers the chance they escape or punish you instantly. Ping or move forward first so your team can read the play before you commit. If your carries are clearing a wave, dead, or zoned away, wait; a delayed engage is better than a clean suicide.
Read full guideGuides récents
Blog guides / Mis à jour
