芮尔
The champions Rell works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Fate Sealed (R) hits everything along its path and knocks grouped enemies together: Magnet Storm (R) vacuums their team into a single pile, which lines them up for him. And his page calls him very fragile if he is caught out of position, so you go in first.
The Equalizer (R) is a five-second zone you beat by walking out of it: Magnet Storm (R) drags enemies toward you, which puts them straight back into the fire. And his page says that with no gap-closer he reaches nobody: you bring the fight to him.
GNAR! (R) only turns into a full stun when it slams them into terrain, and against a spread team it catches one: Magnet Storm (R) squeezes them into a single block so the knockback takes all of them. Wallop (W) meanwhile adds 1.25 seconds on the same pile.
Vanguard's Edge (R) marks the enemies it hits and every mark refreshes Bladesurge (Q): on a group Magnet Storm (R) has just squeezed together, that dash chain does not stop at the first target. And Shattering Strike (Q) breaks the shields that would deny her reset.
Bellows Breath (W) applies Brittle, which stretches follow-up crowd control by 30%: your Shattering Strike (Q) stun and the Ferromancy: Crash Down (W) knock-up both last longer. But you are two frontliners with no damage: mid and bot must already have it.
His page says it plainly: against a team that refuses to group up, Curse of the Sad Mummy (R) is a wasted cooldown. Magnet Storm (R) builds that group on command, and Despair (W) meanwhile burns percent health off everything stuck inside it.
His page says Absolute Zero (R) is beaten by walking away or interrupting it: Magnet Storm (R) drags enemies toward you and holds them there for the whole channel, and Ferromancy: Crash Down (W) is the knock-up that opens the window for him.
Crowstorm (R) only unloads its five seconds of damage onto whoever stays in the circle, and his page says hard crowd control mid-channel just kills him: Magnet Storm (R) keeps them inside, and Ferromancy: Crash Down (W) soaks the counter-engage.
The outer blade of Decimate (Q) heals him in proportion to how many it catches: on a group Magnet Storm (R) has just vacuumed in, it heals off all of them at once. And his page says mobile champions stay outside Apprehend (E), which is what the pull cancels.
Infinite Duress (R) can be dodged or knocked out of the air, but not on someone Shattering Strike (Q) has just stunned. The catch is agreeing on a plan: you want their team packed together, his page tells him to hunt whoever is already under 35%.
Demonic Ascension (R) re-arms every six seconds for as long as enemies stay around him, and his page says that with zero mobility he cannot bring them there himself: Magnet Storm (R) delivers them inside the aura and holds them for two full seconds.
Unraveled Earth (E) stuns anyone forcibly displaced across its field of stones, and that is exactly what Magnet Storm (R) does to their whole team at once: two seconds of vacuum over her stones is worth five stuns.
Pyroclasm (R) bounces between nearby enemies and his page says that is where he ends teamfights: Magnet Storm (R) glues them to each other, so every bounce finds the next one instantly. And Shattering Strike (Q) breaks the shields that would smother Blaze (P).
Slicing Maelstrom (R) pulses every half second for three seconds and only reapplies its marks to whoever stays close: Magnet Storm (R) keeps them piled around him. And Ferromancy: Crash Down (W) goes in first, which is the one thing he cannot do.
Hero's Entrance (R) telegraphs its landing zone for 2.5 seconds and his page admits an alert team just walks out of it: Magnet Storm (R) sucks them right back to where he is landing. And Shattering Strike (Q) breaks the shields that would eat his burst.
Her page says Bullet Time (R) is a stationary three-second channel that anyone with a dash simply walks around: Magnet Storm (R) drags their team into the cone and keeps it there, so all twelve waves actually land.
Inferno Trigger (R) fires ten shots at everyone in range, so it wants enemies packed together: Magnet Storm (R) is the machine that packs them. And Shattering Strike (Q) breaks the shields that would steal her kill halfway through the burst.
Chain of Corruption (R) roots and spreads through nearby enemies: on a team Magnet Storm (R) has just vacuumed together, the chain almost never stops at the first one. And his page says charging Piercing Arrow (Q) roots him in place: you take the dive for him.
His page says any gap-closer that actually reaches him ends the fight, and that he needs a team that peels: Ferromancy: Crash Down (W) knocks up whoever jumped him and Shattering Strike (Q) stuns them. Living Artillery (R) then never misses a stationary pile.
Contaminate (E) detonates the venom on every poisoned target at once, and Magnet Storm (R) puts them all in one spot. But he is C tier and his page calls him close to useless until items arrive: for the first fifteen minutes it is all on you.