Lane
50.0% Win Rate
0.0% Pick Rate
1.6% Ban Rate
1.29 KDA
5.5 CS/min
328.6 Gold/min
432.0 DMG/min
4 Games

Rune Page

53.0% 1277 champions
Resolve
Grasp of the Undying 0.3% 40.0% Grasp of the Undying Every 4s your next attack on a champion deals bonus magic damage, heals you, and permanently increases your health. Pick Rate0.3% Win Rate40.0% 5 games
Aftershock 88.0% 52.9% Aftershock After immobilizing an enemy champion gain defenses and later deal a burst of magic damage around you. Pick Rate88.0% Win Rate52.9% 1424 games
Guardian 0.6% 66.7% Guardian Guard allies you cast spells on and those that are very nearby. If you or a guarded ally would take damage based on level, you're both granted a shield. Pick Rate0.6% Win Rate66.7% 9 games
Strength
Demolish 0.4% 100.0% Demolish Strength Your third attack against turrets deals bonus damage. Pick Rate0.4% Win Rate100.0% 5 games
Font of Life 8.4% 52.9% Font of Life Strength Impairing the movement of an enemy champion heals nearby allied champions. Pick Rate8.4% Win Rate52.9% 119 games
Shield Bash 91.3% 52.8% Shield Bash Strength Whenever you gain a shield, your next basic attack against a champion deals bonus adaptive damage. Pick Rate91.3% Win Rate52.8% 1300 games
Resistance
Conditioning 1.8% 52.0% Conditioning Resistance After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%. Pick Rate1.8% Win Rate52.0% 25 games
Second Wind 15.1% 56.3% Second Wind Resistance After taking damage from an enemy champion heal back some missing health over time. Pick Rate15.1% Win Rate56.3% 215 games
Bone Plating 83.1% 52.4% Bone Plating Resistance After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 (based on level) less damage. Duration: 1.5s Cooldown: 55s Pick Rate83.1% Win Rate52.4% 1184 games
Vitality
Overgrowth 4.5% 57.8% Overgrowth Vitality Gain permanent max health when minions or monsters die near you. Pick Rate4.5% Win Rate57.8% 64 games
Revitalize 1.0% 50.0% Revitalize Vitality Gain 5% Heal and Shield Power. Heals and shields you cast or receive are 10% stronger on targets below 40% health. Pick Rate1.0% Win Rate50.0% 14 games
Unflinching 94.5% 52.7% Unflinching Vitality Gain Armor and Magic Resist when receiving crowd control. Pick Rate94.5% Win Rate52.7% 1346 games
Inspiration
Contraptions
Hextech Flashtraption 92.9% 53.0% Hextech Flashtraption Contraptions While Flash is on cooldown it is replaced by Hexflash. Hexflash: Channel, then blink to a new location. Pick Rate92.9% Win Rate53.0% 1186 games
Magical Footwear 5.0% 56.2% Magical Footwear Contraptions You get free boots at 12 min but you cannot buy boots before then. Each takedown you get makes your boots come 45s sooner. Pick Rate5.0% Win Rate56.2% 64 games
Cash Back 0.2% 50.0% Cash Back Contraptions Get some gold back when you purchase Legendary Items. Pick Rate0.2% Win Rate50.0% 2 games
Tomorrow
Triple Tonic 0.0% 0.0% Triple Tonic Tomorrow Upon reaching level 3, gain an Elixir of Avarice. Upon reaching level 6, gain an Elixir of Force. Upon reaching level 9, gain an Elixir of Skill.
Time Warp Tonic 0.0% 0.0% Time Warp Tonic Tomorrow Potions grant some restoration immediately.
Biscuit Delivery 3.3% 50.0% Biscuit Delivery Tomorrow Gain a free Biscuit every 2 min, until 6 min. Consuming or selling a Biscuit permanently increases your max health and restores health. Pick Rate3.3% Win Rate50.0% 42 games
Beyond
Cosmic Insight 98.4% 53.0% Cosmic Insight Beyond +18 Summoner Spell Haste +10 Item Haste Pick Rate98.4% Win Rate53.0% 1257 games
Approach Velocity 0.2% 50.0% Approach Velocity Beyond Bonus MS towards nearby enemy champions that are movement impaired, increased for enemy champions that you impair. Pick Rate0.2% Win Rate50.0% 2 games
Jack Of All Trades 0.1% 0.0% Jack Of All Trades Beyond For each different stat gained from items, gain one Jack stack. Each stack grants you 1 Ability Haste. Gain bonus Adaptive Force at 5 and 10 stacks. Pick Rate0.1% Win Rate0.0% 1 games
Stat Shards
Offense
Adaptive Force 0.9% 46.2% Adaptive Force Offense +9 Adaptive Force Pick Rate0.9% Win Rate46.2% 13 games
Attack Speed 8.3% 61.9% Attack Speed Offense +10% Attack Speed Pick Rate8.3% Win Rate61.9% 118 games
Ability Haste 90.8% 52.2% Ability Haste Offense +8 Ability Haste Pick Rate90.8% Win Rate52.2% 1293 games
Flex
Adaptive Force 0.7% 80.0% Adaptive Force Flex +9 Adaptive Force Pick Rate0.7% Win Rate80.0% 10 games
Move Speed 51.1% 52.4% Move Speed Flex +2.5% Move Speed Pick Rate51.1% Win Rate52.4% 727 games
Health Scaling 48.2% 53.1% Health Scaling Flex +10-180 Health (based on level) Pick Rate48.2% Win Rate53.1% 687 games
Defense
Health 53.2% 53.7% Health Defense +65 Health Pick Rate53.2% Win Rate53.7% 758 games
Tenacity and Slow Resist 2.9% 50.0% Tenacity and Slow Resist Defense +15% Tenacity and Slow Resist Pick Rate2.9% Win Rate50.0% 42 games
Health Scaling 43.8% 52.2% Health Scaling Defense +10-180 Health (based on level) Pick Rate43.8% Win Rate52.2% 624 games

Skill Order

Q Shattering Strike Shattering Strike Q Cost50 Cooldown11/10.5/10/9.5/9 Range600 Rell deals magic damage to units in a line, breaking their shields and stunning them. W Ferromancy: Crash Down Ferromancy: Crash Down W Cost40 Cooldown10 Range450 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. E Full Tilt Full Tilt E Cost40 Cooldown14/13/12/11/10 Range1200 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. R Magnet Storm Magnet Storm R Cost100 Cooldown120/100/80 Range200 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.

Max priority

Ferromancy: Crash Down W Ferromancy: Crash Down W Cost40 Cooldown10 Range450 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. Full Tilt E Full Tilt E Cost40 Cooldown14/13/12/11/10 Range1200 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. Shattering Strike Q Shattering Strike Q Cost50 Cooldown11/10.5/10/9.5/9 Range600 Rell deals magic damage to units in a line, breaking their shields and stunning them. 86.2% 54.0% 50
Ferromancy: Crash Down W Ferromancy: Crash Down W Cost40 Cooldown10 Range450 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. Shattering Strike Q Shattering Strike Q Cost50 Cooldown11/10.5/10/9.5/9 Range600 Rell deals magic damage to units in a line, breaking their shields and stunning them. Full Tilt E Full Tilt E Cost40 Cooldown14/13/12/11/10 Range1200 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. 10.3% 50.0% 6

First 5 points

Ferromancy: Crash Down W Ferromancy: Crash Down W Cost40 Cooldown10 Range450 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. Shattering Strike Q Shattering Strike Q Cost50 Cooldown11/10.5/10/9.5/9 Range600 Rell deals magic damage to units in a line, breaking their shields and stunning them. Full Tilt E Full Tilt E Cost40 Cooldown14/13/12/11/10 Range1200 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. Ferromancy: Crash Down W Ferromancy: Crash Down W Cost40 Cooldown10 Range450 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. Ferromancy: Crash Down W Ferromancy: Crash Down W Cost40 Cooldown10 Range450 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. 93.9% 46.7% 107
Ferromancy: Crash Down W Ferromancy: Crash Down W Cost40 Cooldown10 Range450 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. Full Tilt E Full Tilt E Cost40 Cooldown14/13/12/11/10 Range1200 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. Shattering Strike Q Shattering Strike Q Cost50 Cooldown11/10.5/10/9.5/9 Range600 Rell deals magic damage to units in a line, breaking their shields and stunning them. Ferromancy: Crash Down W Ferromancy: Crash Down W Cost40 Cooldown10 Range450 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. Ferromancy: Crash Down W Ferromancy: Crash Down W Cost40 Cooldown10 Range450 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. 4.4% 60.0% 5

Build Order

Percentages are the win rate of players who bought that item.
1st ItemZeke's ConvergenceZeke's Convergence 2200 +300 Health+25 Armor+25 Magic Resist+10 Ability Haste Frostfire TempestCasting your Ultimate summons a storm around you for 5 seconds. The storm deals 30 magic damage per second to enemy champions and Slows them by 30%.Zeke's Convergence
2nd ItemLocket of the Iron SolariLocket of the Iron Solari 2200 +200 Health+30 Armor+30 Magic Resist+10 Ability Haste DevotionGrant nearby allies a 290 - 360 Shield that decays over 2.5 seconds.Locket of the Iron Solari
3rd ItemProtoplasm HarnessProtoplasm Harness 2600 +600 Health+20 Ability Haste Lifeline (0s)Taking damage that would reduce your Health below 30% causes you to gain maximum Health for 5 seconds, then heal Health over the duration. While regenerating Health, you gain 15% increased Size, 10% Move Speed, and 25% Tenacity.Protoplasm Harness
1st ItemZeke's ConvergenceZeke's Convergence 2200 +300 Health+25 Armor+25 Magic Resist+10 Ability Haste Frostfire TempestCasting your Ultimate summons a storm around you for 5 seconds. The storm deals 30 magic damage per second to enemy champions and Slows them by 30%.Zeke's Convergence
2nd ItemLocket of the Iron SolariLocket of the Iron Solari 2200 +200 Health+30 Armor+30 Magic Resist+10 Ability Haste DevotionGrant nearby allies a 290 - 360 Shield that decays over 2.5 seconds.Locket of the Iron Solari
3rd ItemBandlepipesBandlepipes 2300 +200 Health+15 Ability Haste+20 Armor+20 Magic Resist FanfareSlowing or Immobilizing an enemy champion grants Fanfare for seconds. Fanfare grants you 20 Move Speed. While you have Fanfare, nearby allies, including yourself, gain Attack Speed.Bandlepipes
1st ItemZeke's ConvergenceZeke's Convergence 2200 +300 Health+25 Armor+25 Magic Resist+10 Ability Haste Frostfire TempestCasting your Ultimate summons a storm around you for 5 seconds. The storm deals 30 magic damage per second to enemy champions and Slows them by 30%.Zeke's Convergence
2nd ItemKnight's VowKnight's Vow 2300 +200 Health+40 Armor+10 Ability Haste+100% Base Health Regen SacrificeWhile near your Worthy ally, take 14% of the damage they receive and heal for 12% of the damage they deal to champions.Pledge (0s)Designate an ally as Worthy.Knight's Vow
3rd ItemProtoplasm HarnessProtoplasm Harness 2600 +600 Health+20 Ability Haste Lifeline (0s)Taking damage that would reduce your Health below 30% causes you to gain maximum Health for 5 seconds, then heal Health over the duration. While regenerating Health, you gain 15% increased Size, 10% Move Speed, and 25% Tenacity.Protoplasm Harness