3 Rell combos explained key by key: in which order to cast the abilities, when to use them and what each step does. The main combo is W › Q › AA. Further down: every ability's cooldown, cost and range, and the skill max order measured over ranked games.
When: Your team is ready to follow up.
Ferromancy has you dismount, knocks nearby enemies up and gives you a shield; Shattering Strike stuns along the line.
When: An ally is nearby.
Full Tilt gives Rell and the ally rising movement speed, doubled toward enemies; your next attack causes an explosion of magic damage.
When: Enemies are spread around you.
Magnet Storm violently pulls them toward you then keeps pulling them for a brief moment while damaging them: your team can then target them.
A combo only comes back once its abilities are off cooldown: these values (rank 1 to max rank, in seconds) tell how long to wait between two combos. Source: Data Dragon 16.19.1.
| Ability | Cooldown (s) | Cost | Range |
|---|---|---|---|
| 11/10.5/10/9.5/9 | 50 Mana | 600 | |
| 10 | 40 Mana | 450 | |
| 14/13/12/11/10 | 40 Mana | 1200 | |
| 120/100/80 | 100 Mana | 200 |
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ● | ● | ● | |||||||||||||
| ● | ● | ● | ● | ● | |||||||||||
| ● | ● | ● | ● | ● | |||||||||||
| ● | ● |
The order shows which abilities reach rank 5 first; the grid shows the most-played level-up sequence with that order (measured over 110 games).
The classic engage: W › Q › AA. Your team is ready to follow up. Ferromancy has you dismount, knocks nearby enemies up and gives you a shield; Shattering Strike stuns along the line.
The most-played max order is W > E > Q (42 games, 57.1% win rate).
Magnet Storm has a 120/100/80 second cooldown depending on its rank.
Build, runes and counters: full Rell guide · every champion's combos · tier list