The Story of Rell
Rell was assembled into a weapon before she was allowed to be a person.
The Black Rose, a faction inside Noxus, an aggressive empire that judges people only by how strong they are, put her through years of experiments aimed at turning her natural talent for shaping metal into a tool of war. Calling that “academy” is generous. It was torture in all but name, and it finally ended when she battled her way out, cutting down several of her former captors on the way.
A Fugitive’s War
Noxus has branded her a criminal ever since, and Rell is fine with that. She wants nothing to do with reconciling with the empire that shaped her this way. Wherever she runs into Noxian soldiers, she fights them. In between, she looks for other people who survived the same experiments and may still be out there, and she protects bystanders caught in the middle of her conflict with her old captors.
Rell can play two roles, either tanking in the top lane or supporting a bottom lane duo, and she fuels her kit with mana, a kit made almost entirely from defenses she took from others. Break the Mold, her passive, adds bonus magic damage to her attacks and abilities and steals Armor and Magic Resist on hit. Shattering Strike hits enemies in a line with magic damage, shatters their shields outright, then stuns them. Ferromancy: Crash Down has her leap off her armored horse in a crashing knockup that grants a large shield, and while she is on foot she gains extra Armor, Magic Resist, Attack Speed, and Attack Range. Full Tilt gives passive Move Speed outside of combat, and when activated it speeds up Rell and an ally toward whatever they are chasing, finishing with an attack that explodes for bonus damage. Her ultimate, Magnet Storm, drags nearby enemies toward her and then holds them in place for several seconds. It suits someone who spent her childhood being taken apart and rebuilt without ever getting a say.
GalleryRell Art


