How to play Rell — Wild Rift guide, combos & tips
Rell, the Iron Maiden, is a frontline Fighter in Wild Rift who wins fights by crashing in and locking a target down rather than out-damaging anyone. Her whole kit hits for magic damage, but the real value is disruption: a knock-up and self-shield from her mounted charge, a shield-shredding stun, and an area pull that can drag an entire enemy team into her own frontline. She won't top the damage charts, but few champions start a fight as violently, or as safely, as she does.
Strengths
- W, Ferromancy: Crash Down, turns her horse charge into a knock-up plus a personal shield, so she can dive first and still survive the return CC.
- Q, Shattering Strike, both stuns and destroys shields, which shuts down barrier-style peel at exactly the moment the enemy needs it.
- R, Magnet Storm, can single-handedly flip a losing teamfight by yanking multiple grouped enemies out of position and into her team's damage.
- Her passive, Break the Mold, steals armor and magic resist on every hit, so she gets tankier and hits a little harder in the same fight she's tanking through.
Weaknesses
- Base damage is low across the whole kit, so she can't threaten a duel and relies entirely on teammates converting her CC into kills.
- W and R are commitment tools: whiff the crash or land Magnet Storm on the wrong target and she's spent her entire kit for nothing.
- A cleanse, tenacity, or a well-timed shield on whoever she's targeting with Q can strip the stun her whole engage depends on.
- Before her mounted engage is up, she's just a slow frontliner with no real poke, so a ranged lane bully can zone her off minions early.
Combos
- W → Q — Crash down for the knock-up and shield, then chain Q immediately so the stun lands before the target can flash or blink out.
- E → Q — Pop E for the speed burst and its mark, then land Q so it consumes the mark for bonus magic damage on top of the stun and shield-shred.
- R → Q — Erupt Magnet Storm to drag the grouped enemy team in, then stun whichever priority target sits closest to your team's follow-up damage.
- E on an ally → Q on the diver — When you're peeling instead of engaging, flick E onto a threatened teammate for the speed boost and stun the enemy chasing them.
Skill order: Q > W > E, leveling R whenever it's available.
Early game
Play for short, sharp trades: poke in with Q for the stun and shield-shred, weave in a couple of autos to stack your passive's resistance steal, then reset, since your raw damage is too low to win a straight fight before items. Save the mount-and-crash engage (W) for punishing an overextension or joining your jungler's gank rather than burning it just to start a trade, because you lose the shield and knock-up until you remount. Farm safely and hold off on forcing anything until you've got the levels and at least one defensive item, like Frozen Heart, to actually survive what you dive into.
Mid & late game — teamfighting
From the mid-game on, your job is to open the fight on your own terms: crash W onto an isolated carry or a clumped group, stun with Q to cancel whatever they're about to do, then use R to vacuum the rest of their team in behind them instead of letting them fight you at range. Time Magnet Storm for the moment the enemy is grouped, not scattered; pulling in a lone tank wastes the whole ultimate. Once your engage lands, most of your job is done: hold position, tank on the resistances your passive just stole, and let your carries clean up the target you isolated. Commit only when your team is already moving to follow, since Magnet Storm has a wind-up that punishes a lonely engage.
Pro tips
- Auto-attack whenever it's safe, even outside all-ins; the passive's resistance steal and bonus magic damage add up over a whole fight, not just your combo.
- Bait out cleanses, barriers, or displacement effects with Q before you commit W or R, since either one gets fully answered by a single defensive tool if it's still up.
- Call out Magnet Storm before you cast it; it wins fights when your team is already moving to follow, and does nothing if you pull enemies into empty space.