Tank · Support

Rell

Hardest matchups for Rell in Support (Emerald, patch 16.20): Seraphine, Poppy, Nami. Easiest: Mel, Ashe, Camille.

Try it in a draftCountersPower curvesIn the tier listWho wins into RellOn the pro tier list

Rell on patch 16.22

  • Support52.0%#5 of 77S8,673 games
  • steady since 16.21

Rell’s main role on patch 16.22 is Support: a 52.0% win rate across 8,673 Emerald games, #5 of 77 Support champions on the tier list (grade S), picked in 3.6% of games. Since patch 16.21, Rell Support has not moved by more than chance explains: 0.7 points across 53,562 games in 8 ranks.

Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list

Region

Patch 16.20, the current one

LaneGradeWin rateGamesPickedMains
Support99% of its gamesS52.0%52.1% raw ±0.722,3593.2%1.0% banned53.8%50.8% first time
Top1% of its gamestoo few games49.7%47.8% raw ±8.31380.0%1.1% banned51.4%46.9% first time
Mid0% of its gamestoo few games49.3%29.0% raw ±17.6310.0%1.1% banned51.1%47.2% first time
Jungle0% of its gamestoo few games49.7%30.8% raw ±27.2130.0%1.1% banned51.5%47.0% first time
Bot0% of its gamestoo few games50.1%80.0% raw ±43.850.0%1.1% banned51.5%47.4% first time
How to read this

Rell’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Rell, the part not explained by either champion’s strength.

Lane leads and team bans

What Rell’s team bans

Champions a team bans more often when it has Rell than the other team does in the same games (160,966 games). The other team banned before Rell was picked, so the gap is the ban spent because Rell was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.

How to read this

How Rell is built in this lane, most common first, with the items those builds finish and how they win.

  • TankZeke's ConvergenceLocket of the Iron SolariKnight's Vow55.2%20,014 games
  • EnchanterImperial MandateZeke's ConvergenceLocket of the Iron Solari56.2%130 games
  • AP sustainedZeke's ConvergenceHextech RocketbeltLiandry's Torment56.0%36 games
  • AP burstZeke's ConvergenceZhonya's HourglassShadowflame55.3%10 games
  • AD bruiserZeke's ConvergenceBlack CleaverTitanic Hydra55.3%2 games

Runes and summoner spells

How to read this

How Rell does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.

24,573 games · patches 16.20, 16.21 · Sep 10 – Oct 21

Summoner spellsFlashHealFlash + Heal53.7% · 6,917 games
KeystoneAftershockPrecisionAftershockResolve + Precision · 52.1%
RunesShield BashBone PlatingUnflinchingTriumphLegend: HasteShield Bash · Bone Plating · Unflinching · Triumph · Legend: HasteShards: Ability Haste · Move Speed · Health
BuildCelestial OppositionSupport item: Celestial Opposition · 51.8%Zeke's ConvergenceKnight's VowKey items: Zeke's Convergence → Knight's Vow · 58.8%Ionian Boots of LucidityBoots: Ionian Boots of Lucidity · 56.9%
Every option, with its numbers

Summoner spells

  • FlashHealFlash + Heal53.7%6,917 games · 28% pick rate · same players: +0.3 pts vs the usualRecommended
  • FlashIgniteFlash + Ignite51.4%13,035 games · 53% pick rate · the usual choice
  • ExhaustFlashExhaust + Flash50.1%4,583 games · 19% pick rate · same players: −0.3 pts vs the usual

Keystones

  • AftershockPrecisionAftershock + Precision52.1%4,030 games · 16% pick rate · same players: +2.9 pts vs the usualRecommended
  • AftershockInspirationAftershock + Inspiration52.0%17,678 games · 72% pick rate · the usual choice
  • Glacial AugmentResolveGlacial Augment + Resolve48.6%1,639 games · 6.7% pick rate · same players: −0.5 pts vs the usualRare: not recommended

Minor runes with Aftershock

Row 1
  • Shield Bash52.2%94% take it
  • Font of Life50.7%5.8% take it
Row 2
  • Bone Plating52.0%89% take it
  • Second Wind54.2%8.8% take it
  • Conditioning50.4%2.3% take it
Row 3
  • Unflinching52.1%94% take it
  • Overgrowth52.4%4.1% take it
Secondary: Precision
  • Triumph52.2%99% take it
  • Legend: Haste52.2%99% take it
Shard row 1
  • Ability Haste51.8%95% take it
  • Attack Speed53.4%4.1% take it
Shard row 2
  • Move Speed53.2%27% take it
  • Health Scaling51.4%72% take it
Shard row 3
  • Health52.5%26% take it
  • Health Scaling51.5%71% take it
  • Tenacity and Slow Resist54.3%3.2% take it

These numbers describe, they do not prove. Each rate is Rell’s record when its player chose that option, pulled toward Rell’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Rell does when built that way.

Champions like Rell

The champion map

Two different questions: which champions share its toolkit, and which ones the players who play it also play.

The learning curve

Champion pool

On a first game Rell wins 50.0%; in the hands of players with the most mastery on it, 53.2%. That gap ranks it 143 of 173 for how much practice pays. It crosses 50% at about 800 mastery points.

  1. 50%First Time
  2. 51%Newbie
  3. 51%Casual
  4. 52%Experienced
  5. 53%Advanced
  6. 53%Mastery

Pro play

On the pro tier list

Rell in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.

LaneWin ratePriorityBlind / counterLane @15Best pro
Support47.3%155W 190L12%12% in any lane73% counter−56 gold—

How much knowing Rell pays

Players on their Mastery band win 3.2 points more on Rell than first-timers do: #143 of 173 champions for how much mastery pays.

At 300k+ mastery points, Rell players win 53.2%: #23 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 53.7% lies beyond the data and is an estimate, not a measurement.

50%<5k5–20k20–50k50–150k150–300k300k+First Time (<5k MP): 49.99% over 60,940 seatsNewbie (5k-20k MP): 50.79% over 103,910 seatsCasual (20k-50k MP): 51.37% over 104,741 seatsExperienced (50k-150k MP): 52.31% over 126,919 seatsAdvanced (150k-300k MP): 53.20% over 60,615 seatsMastery (> 300k MP): 53.20% over 67,504 seats

Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.

This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.

Text summary of this page as it stood on Nov 9, 2026. The live tables on this page are current.

Rell ranked-play summary

Most similar champions: Renata Glasc, Rakan, Karma.

Anonymous public figures recorded on Nov 9, 2026, when this page was built. The interactive tables on this page load current data.

Take Rell Into ActionPick in live draft, view lane counterpicks, or practice in solo arena.