What Rell threatens, which cooldowns open your safe window, and Riot's own notes on beating it.
Rell is a tank that wants to start the fight on your terms and be the most costly thing to ignore. At 175 attack range Rell has to walk into damage to deal it, so every trade begins with a decision about whether you can afford the walk.
That shapes the lane more than any item choice: you are deciding, every wave, whether to stand where it does its job.

Rell's Attacks and Abilities deal additional magic damage and steal Armor and Magic Resist on hit.
Rell deals magic damage to units in a line, breaking their shields and stunning them.
Mounted: Rell Dismounts, crashing down in her armor, Knocking enemies up and gaining a large Shield. While dismounted, she gains Armor, Magic Resist, Attack Speed, and Attack Range, but is Slowed. Dismounted: Rell forms her Mount, gaining a burst of speed and Knocking Up the next enemy she attacks.
Passive: Rell gains out of combat Move Speed. Active: Rell and an ally gain ramping Move Speed, doubled toward enemies and each other. Her next Attack explodes, dealing magic damage.
Rell explodes in a magnetic fury, violently Pulling nearby enemies toward herself. Then Rell constantly Drags nearby enemies toward herself for a short while, dealing magic damage over time.
Each of those numbers is a window. With its defining ability down, Rell is a tank without the tool the whole kit is built around — that is when the lane is yours.
Rell is mana-gated, which is the real limit on how often you can contest a wave early.
| Stat | Level 1 | Level 18 |
|---|---|---|
| Health | 620 | 2388 |
| Attack damage | 55 | 55 |
| Armour | 30 | 98 |
| Magic resist | 28 | 58.6 |
Movement speed 315 and attack range 175 do not grow with levels — they are the two numbers that stay true all game.
Full Rell page — abilities, stats and every skin →