Wild Rift Guides
Rell Support Wild Rift Guide
Rell support counters include Janna, Rakan, and Morgana. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Engage when your teammate can follow While mounted, use your 2nd ability to leap onto enemies and knock them up when your teammate is close enough to deal damage.
- Save your shield-breaking strike for the right moment Your 1st ability breaks shields and stuns enemies. Use it after an enemy gains a shield, or to stop someone reaching your damage dealer.
- Catch a group with your ultimate Pull nearby enemies together while your teammates use their damage.
Strengths
- Premier hard engage: her leap, lockdown, and magnetic pull start fights on her terms and gather multiple targets.
- Full Tilt (3rd) speeds Rell and one ally, while every attack and ability hit builds Break the Mold's (Passive) stacking resistance shred.
- Naturally durable, she dives the backline and survives the counter-engage that kills squishier supports.
Weaknesses
- Almost no poke and no disengage, so a lane built to kite or peel her gives her nothing to do.
- Missing Crash Down (2nd) leaves Rell committed without an immediate free-target exit.
- Mobile enemies can dodge her entry, and well-timed disengage can separate her from allied follow-up.
Build Snapshot
Rune Setup
Summoner Spells
Rell Support Counters
Who counters Rell Support in Wild Rift (WR)? These champions beat Rell in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Janna: Janna's tornado interrupts your leap mid-animation and her ultimate blows your whole engage back out of the fight, so the game's cleanest disengage cancels your best button.
- Rakan: He is mobile where you are committed: he dashes out of your lockdown, out-engages your slower leap, and disengages the all-ins you do land.
- Morgana: Black Shield (3rd) grants crowd-control immunity while its magic shield holds, so it can initially deny Crash Down (2nd) or Magnet Storm (Ult). Shattering Strike (1st) destroys champion damage shields before dealing damage and stunning, giving Rell a direct way to remove Black Shield (3rd) before the rest of her engage.
- Veigar: Event Horizon (3rd) can stun Rell when Crash Down (2nd) crosses its edge, but dismounted form grants 15% bonus armor and magic resistance immediately and the leap grants a lasting shield. Bait the cage or use Full Tilt's (3rd) approach before committing the leap.
Champions Rell Is Strong Against
Rell's best matchups in Wild Rift. Rell holds an edge against these picks in the support role, so look to press the advantage and contest objectives.
- Yuumi: Yuumi casts most abilities while attached and untargetable, so she does not offer a detach window on every spell. Use Full Tilt (3rd) to reach the host, then layer Crash Down (2nd) and Magnet Storm (Ult); punish Yuumi only if she voluntarily detaches or the host dies.
- Sona: Crash Down (2nd) crosses Sona's short Hymn of Valor (1st) range and Magnet Storm (Ult) keeps her inside the follow-up, while her small shields do not stop a committed two-target engage. Track her three-cast Power Chord (Passive) stun and Crescendo (Ult), then engage after one is spent so she cannot interrupt Rell before the carry is locked down.
- Lux: Lux has no dash, but Light Binding (1st) passes through and damages minions in Wild Rift and Lucent Singularity (3rd) slows before automatically detonating. Approach from outside the binding line, then use Shattering Strike (1st) to destroy Prismatic Barrier's (2nd) damage shield before stunning.
- Nautilus: The engage mirror goes your way: your dismount crash lands before his walk-up hook, your W (2nd) bulk out-trades his shield, and your shred strips the armor his tank plan leans on.
Rell Support Synergies
The best duo partners for Rell in the Wild Rift support role. The Dragon lane is a 2v2, so queue with one of these picks to make the lane and the mid game much easier.
- Samira: Your knockups feed her passive launcher, chaining airborne CC while she stacks style. The hard-engage lane that never stops swinging.
- Kai'Sa: Crashing through the duo stacks Plasma for her, and your lockdown holds the target her ultimate isolates. Engage, stack, detonate.
- Miss Fortune: Your engage flips and holds the clump, and Bullet Time (Ult) does the rest. Two ultimates that ask for exactly the same fight.
Early Game
Laning is a patience game until your engage is online. Put Full Tilt (3rd) on your ADC before committing so both of you gain approach speed, then use Crash Down's (2nd) stun and knockup to begin stacking Break the Mold (Passive). Full Tilt (3rd) empowers Rell's own next attack or Shattering Strike (1st), so spend that explosion inside the caught duo. When shields appear, Shattering Strike (1st) removes them before its damage and stun. Track the enemy jungler because Crash Down (2nd) has no immediate free-target return dash.
Mid Game
Leave Dragon lane after a crash or recall timer and move with your jungler to establish river vision. A pull or knockup on an isolated mid laner or jungler can create a numbers advantage before dragon or Herald, but engage only when allies are close enough to continue the control chain. When no pick is available, return to your carry rather than waiting in fog while the lane becomes a 1v2.
Late Game
You are the fight starter and the body that survives the dive. Group with your team, hold the leap and the pull for the angle that catches more than one target, and let your durability buy the deep position other supports cannot reach. Your shred makes the enemy tanks killable for your carries, and Full Tilt (3rd) keeps your most important teammate moving through the chaos. The one real mistake is throwing the engage early: a Rell who leaped at nothing is a slow body the enemy walks around, so wait for the clean angle even when you want to force it.
Teamfights
Your job is to pick the angle and gather the enemy into one spot for your team to kill. The best case is an ultimate that drags two or more of their backline together, followed instantly by the leap and your shred so your team kills them while they are stacked. If the flank does not exist, frontline straight: peel divers off your carry with the knock-up, body-block the engage, and keep Full Tilt (3rd) on whoever the enemy most wants dead. You are the difference between a scrappy even fight and a one-sided collapse, so spend your cooldowns on the carry, not the tank in your face.