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Rell Wild Rift icon

Rell Wild Rift Build — Patch 7.2e

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 Rell

Most-used builds on the China server (Master+)

Support

Core items
54.9% WR
19.11% use
Bulwark of the Mountain
Bulwark of the Mountain
Zeke's Convergence
Zeke's Convergence
Radiant Virtue
Radiant Virtue
50.4% WR
7.49% use
Bulwark of the Mountain
Bulwark of the Mountain
Warmog's Armor
Warmog's Armor
Frozen Heart
Frozen Heart
52.2% WR
6.88% use
Bulwark of the Mountain
Bulwark of the Mountain
Heartsteel
Heartsteel
Zeke's Convergence
Zeke's Convergence
Runes
50.6% WR
27.96% use
Ice Overlord
Ice Overlord
Unshakeable
Unshakeable
Bone Plating
Bone Plating
Unflinching
Unflinching
Hexflash
Hexflash
53.3% WR
11.39% use
Ice Overlord
Ice Overlord
Unshakeable
Unshakeable
Second Wind
Second Wind
Overgrowth
Overgrowth
Hexflash
Hexflash

Most-used items & runes · from our Top-30 screenshots

Counted on 24 real builds captured from the Chinese client, player by player. Independent from the official API above.

Items
Relic Shield
Relic Shield
100%
Zeke's Convergence
Zeke's Convergence
62%
Warmog's Armor
Warmog's Armor
62%
Armored Advance
Armored Advance
62%
Radiant Virtue
Radiant Virtue
54%
Amaranth Twinguard
Amaranth Twinguard
46%
Runes
Hexflash
Hexflash
92%
Unflinching
Unflinching
75%
Unshakeable
Unshakeable
67%
Second Wind
Second Wind
58%
Bone Plating
Bone Plating
42%
Courage of the Colossus
Courage of the Colossus
29%

Top 30 ranked players — real in-game builds📅 updated 2026-09-11

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.

2
player #2 name
summoner spells of rank 2 Rell player
runes of rank 2 Rell player
items of rank 2 Rell player
3
player #3 name
summoner spells of rank 3 Rell player
runes of rank 3 Rell player
items of rank 3 Rell player
7
player #7 name
summoner spells of rank 7 Rell player
runes of rank 7 Rell player
items of rank 7 Rell player
8
player #8 name
summoner spells of rank 8 Rell player
runes of rank 8 Rell player
items of rank 8 Rell player
10
player #10 name
summoner spells of rank 10 Rell player
runes of rank 10 Rell player
items of rank 10 Rell player
13
player #13 name
summoner spells of rank 13 Rell player
runes of rank 13 Rell player
items of rank 13 Rell player
14
player #14 name
summoner spells of rank 14 Rell player
runes of rank 14 Rell player
items of rank 14 Rell player
15
player #15 name
summoner spells of rank 15 Rell player
runes of rank 15 Rell player
items of rank 15 Rell player
16
player #16 name
summoner spells of rank 16 Rell player
runes of rank 16 Rell player
items of rank 16 Rell player
17
player #17 name
summoner spells of rank 17 Rell player
runes of rank 17 Rell player
items of rank 17 Rell player
18
player #18 name
summoner spells of rank 18 Rell player
runes of rank 18 Rell player
items of rank 18 Rell player
19
player #19 name
summoner spells of rank 19 Rell player
runes of rank 19 Rell player
items of rank 19 Rell player
20
player #20 name
summoner spells of rank 20 Rell player
runes of rank 20 Rell player
items of rank 20 Rell player
21
player #21 name
summoner spells of rank 21 Rell player
runes of rank 21 Rell player
items of rank 21 Rell player
23
player #23 name
summoner spells of rank 23 Rell player
runes of rank 23 Rell player
items of rank 23 Rell player
24
player #24 name
summoner spells of rank 24 Rell player
runes of rank 24 Rell player
items of rank 24 Rell player
25
player #25 name
summoner spells of rank 25 Rell player
runes of rank 25 Rell player
items of rank 25 Rell player
26
player #26 name
summoner spells of rank 26 Rell player
runes of rank 26 Rell player
items of rank 26 Rell player
27
player #27 name
summoner spells of rank 27 Rell player
runes of rank 27 Rell player
items of rank 27 Rell player
28
player #28 name
summoner spells of rank 28 Rell player
runes of rank 28 Rell player
items of rank 28 Rell player
29
player #29 name
summoner spells of rank 29 Rell player
runes of rank 29 Rell player
items of rank 29 Rell player
30
player #30 name
summoner spells of rank 30 Rell player
runes of rank 30 Rell player
items of rank 30 Rell player

Who counters Rell — hardest matchups & how to play them

The toughest lane matchups for Rell on the Wild Rift China server, with why each is hard and exactly how to play it.

MorganaRell vs Morgana Unfavorable

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.

→ Morgana
JannaRell vs Janna Unfavorable

Why 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.

→ Janna
MilioRell vs Milio Skill matchup

Why 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.

→ Milio
BraumRell vs Braum Skill matchup

Why 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.

→ Braum
ThreshRell vs Thresh Skill matchup

Why 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.

→ Thresh

Who to play with Rell — best team synergies

The champions Rell works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.

Best Baron partners for Rell

Rell + Yone Best pairing

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.

Rell + Rumble Best pairing

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.

Rell + Gnar Strong

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.

Rell + Irelia Strong

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.

Rell + Ornn Situational

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.

Best Jungle partners for Rell

Rell + Amumu Best pairing

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.

Rell + Nunu & Willump Strong

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.

Rell + Fiddlesticks Strong

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.

Rell + Darius Strong

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.

Rell + Warwick Situational

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%.

Best Mid partners for Rell

Rell + Swain Best pairing

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.

Rell + Taliyah Best pairing

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.

Rell + Brand Strong

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).

Rell + Kennen Strong

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.

Rell + Galio Strong

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.

Best Duo (ADC) partners for Rell

Rell + Miss Fortune Best pairing

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.

Rell + Samira Strong

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.

Rell + Varus Strong

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.

Rell + Kog'Maw Strong

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.

Rell + Twitch Situational

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.

Stats by rank bracket & lane

Diamond+
LaneTierWin%Pick%Ban%Pos.
SupportB51.27%3.01%2.05%#20 / 34
Master+
LaneTierWin%Pick%Ban%Pos.
SupportB51.33%3.06%2.15%#19 / 34
Challenger
LaneTierWin%Pick%Ban%Pos.
SupportB50.96%3.11%2.08%#19 / 33
Sovereign
LaneTierWin%Pick%Ban%Pos.
SupportB48.42%3%1.21%#19 / 33

Abilities (original CN names)

Break the Mold
Passive
Break the Mold
溃敌沉力
Shattering Strike
Q
Shattering Strike
裂阵
Ferromancy: Crash Down
W
Ferromancy: Crash Down
驭铁术:轰落
Full Tilt
E
Full Tilt
全速冲锋
Magnet Storm
R
Magnet Storm
极涌

How to play Rell — Wild Rift guide, combos & tips

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.

Strengths

  • W, Ferromancy: Crash Down, turns her horse charge into a knock-up plus a personal shield, so she can dive first and still survive the return CC.
  • Q, Shattering Strike, both stuns and destroys shields, which shuts down barrier-style peel at exactly the moment the enemy needs it.
  • R, Magnet Storm, can single-handedly flip a losing teamfight by yanking multiple grouped enemies out of position and into her team's damage.
  • Her passive, Break the Mold, steals armor and magic resist on every hit, so she gets tankier and hits a little harder in the same fight she's tanking through.

Weaknesses

  • Base damage is low across the whole kit, so she can't threaten a duel and relies entirely on teammates converting her CC into kills.
  • W and R are commitment tools: whiff the crash or land Magnet Storm on the wrong target and she's spent her entire kit for nothing.
  • A cleanse, tenacity, or a well-timed shield on whoever she's targeting with Q can strip the stun her whole engage depends on.
  • Before her mounted engage is up, she's just a slow frontliner with no real poke, so a ranged lane bully can zone her off minions early.

Combos

  • W → Q — Crash down for the knock-up and shield, then chain Q immediately so the stun lands before the target can flash or blink out.
  • E → Q — Pop E for the speed burst and its mark, then land Q so it consumes the mark for bonus magic damage on top of the stun and shield-shred.
  • R → Q — Erupt Magnet Storm to drag the grouped enemy team in, then stun whichever priority target sits closest to your team's follow-up damage.
  • E on an ally → Q on the diver — When you're peeling instead of engaging, flick E onto a threatened teammate for the speed boost and stun the enemy chasing them.

Skill order: Q > W > E, leveling R whenever it's available.

Early game

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.

Mid & late game — teamfighting

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.

Pro tips

  • Auto-attack whenever it's safe, even outside all-ins; the passive's resistance steal and bonus magic damage add up over a whole fight, not just your combo.
  • Bait out cleanses, barriers, or displacement effects with Q before you commit W or R, since either one gets fully answered by a single defensive tool if it's still up.
  • Call out Magnet Storm before you cast it; it wins fights when your team is already moving to follow, and does nothing if you pull enemies into empty space.