Meta, tier list & top-player builds from the China server · live
芮尔 · 镕铁少女 Fighter B
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 22 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Rell: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Rell players, captured in-game.
📖 How to play RellCounted on 24 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
22 of the top 30 players have a public match history; the others keep theirs private.
























































































The toughest lane matchups for Rell on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Morgana counters Rell: Black Shield on your crash and your W: the cavalier charging into a wall of black rubber.
How to play Rell into Morgana: Engage whoever is NOT shielded and make her waste it with mounted feints. Save the R for AFTER: with the shield down, the magnet wins fights.
→ MorganaWhy Janna counters Rell: Tornado and R on your dismount-and-crash: every entrance of yours comes back with wind in its hair.
How to play Rell into Janna: Charge ONLY once the tornado is spent. Your W crash is a near-instant knock-up from fog of war: enter from where the wind is not looking.
→ JannaWhy Milio counters Rell: The cleanse strips the stun off your grab: your iron train loses a car at every station.
How to play Rell into Milio: CC in sequence, not in one block: W crash, wait out the cleanse, THEN the R magnet. Three waves cannot be wiped by one button.
→ MilioWhy Braum counters Rell: He jumps in front of your crash and freezes the follow-up: iron against ice, and the ice is more patient.
How to play Rell into Braum: Your R magnet drags him OUT of position: without the wall in front, his ADC is naked. Engage from the angle he cannot cover.
→ BraumWhy Thresh counters Rell: Flay on your crash and Lantern on your target: the jailer moves the cell before the iron lands.
How to play Rell into Thresh: R magnet BEFORE the crash: it drags everyone in, and whoever already clicked the Lantern stays anyway.
→ ThreshThe 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.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | B | 51.27% | 3.01% | 2.05% | #20 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | B | 51.33% | 3.06% | 2.15% | #19 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | B | 50.96% | 3.11% | 2.08% | #19 / 33 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Support | B | 48.42% | 3% | 1.21% | #19 / 33 |
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.
Skill order: Q > W > E, leveling R whenever it's available.
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.
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.