Champion sheet · Support

Rell

Patches 16.19 to 16.21 · NA
Tournament presence · pick + ban
13.8%#51 of 173 champions
Pick
9.8%picked in 285 of 2,915 games
Ban
4.0%86 bans over 2,127 games, against 1.1% in soloQ
Win rate as Support48.4% between 43.6% and 53.3% over 285 gamesSoloQ 52.6%: no clear gap
Median length29.9 minsoloQ 27.7 min

Amateur: 2,915 games from amateur tournaments, last 60 days, NA. SoloQ Master+: 233,241 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

4 clear gaps between soloQ and amateur tournaments as Support.

  • DraftPicked more often in amateur play
    Amateur
    4.9%
    SoloQ
    2.4%
    4.9% of the role's picks in amateur play, against 2.4% in soloQ.
  • DraftBanned more often in amateur play
    Amateur
    3.7%
    SoloQ
    1.1%
    3.7% ban rate in amateur play over 1,538 games, against 1.1% in soloQ over 99,904 games.
  • LengthLonger games in amateur play
    Amateur
    29.9 min
    SoloQ
    27.7 min
    Median of 29.9 min in amateur play, against 27.7 min in soloQ.
  • SpellsFlash + Heal instead of Flash + Ignite
    Amateur
    57%
    SoloQ
    47%
    Played in 57% of amateur games; soloQ sticks to Flash + Ignite (47%).

Not enough games to judge: core.

02 — How to play it

How to play it?

Aftershock, then Kaenic Rookern, Warmog's Armor, and Protoplasm Harness: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesAftershock87% · 11,015
Same in amateur play
SpellsFlash + Ignite47% · 5,886
≠ Amateur: Flash + Heal instead of Flash + Ignite. 57% · 303 games
SkillsWnot collected in soloQ
Amateur: 100% · 46 games
Core (3 legendaries)— · 1
  1. Kaenic Rookern
  2. Warmog's Armor
  3. Protoplasm Harness

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

Absorbs damage first: absorbs more than 93% of supports.

  1. Absorbs damagetop7%1,033 · supports: 393
  2. Plays teamfightstop10%58% · supports: 54%
  3. Map pressuretop21%5.2 · supports: 4.5

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other supports

What marks it

  • Map pressure
  • Frontline
  • Teamfight

Like other supports

  • Damage in mid game
  • Damage in late game
  • Gold at 15 min
  • Gold at 20 min
  • Lets allies carry kills
  • Crowd control (CC)
  • Team damage

What it is not

  • Few duels
  • No poke

Damage / min by phase · at equal gold

Rank 13 in lane, 35 in mid game and 35 in late game, out of 100 supports.

209-79 vs 288
290-52 vs 342
350-37 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Rellsupports

Gold vs. direct opponent

At 20 min, behind 64% of supports against the direct opponent.

supports
5.2takedowns outside its lane before 15 min; supports: 4.5.

Where it stands among supports · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 13 of 100 among supports209 · median 288
  • Damage in mid game · rank 35 of 100 among supports290 · median 342
  • Damage in late game · rank 35 of 100 among supports350 · median 388
  • Gold at 15 min · rank 36 of 100 among supports-21 · median +105
  • Gold at 20 min · rank 36 of 100 among supports-8 · median +193
  • Map pressure · rank 79 of 100 among supports5.2 · median 4.5
  • Absorbs damage · rank 93 of 100 among supports1,033 · median 393
  • Plays teamfights · rank 90 of 100 among supports58% · median 54%
  • Takes its kills in duels · rank 12 of 100 among supports13% · median 17%
  • Lets allies carry kills · rank 57 of 100 among supportsrank 57 of 100
  • Crowd control (CC) · rank 75 of 100 among supports1.3 · median 1
  • Team damage · rank 27 of 100 among supports8% · median 9%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

Topgap to expected

No positive gap in amateur play.

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected
Nautilus55.0% · expected 45.5% · 40 g+9.5 ptSoloQ +2.7

With

Topgap to expected

No positive gap in amateur play.

Junglegap to expected

No positive gap in amateur play.

Midgap to expected
Ahri70.0% · expected 49.7% · 30 g+20.3 ptSoloQ +1.5
ADCgap to expected
Kai'Sa50.0% · expected 45.3% · 32 g+4.7 ptSoloQ -0.2

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
Top19 champions
  • Ornn25 games
    —SoloQ: 52.6% · 293 g
  • Sion24 games
    —SoloQ: 60.1% · 223 g
  • Ambessa15 games
    —SoloQ: 56.5% · 331 g
  • Renekton15 games
    —SoloQ: 51.8% · 363 g
  • K'Sante13 games
    —SoloQ: 51.9% · 237 g
Jungle17 champions
  • Wukong23 games
    —SoloQ: 47.2% · 481 g
  • Jarvan IV21 games
    —SoloQ: 55.0% · 416 g
  • Xin Zhao17 games
    —SoloQ: 53.1% · 143 g
  • Lee Sin16 games
    —SoloQ: 57.6% · 571 g
  • Shyvana12 games
    —SoloQ: 51.3% · 265 g
Mid16 champions
  • Syndra29 games
    —SoloQ: 50.0% · 494 g
  • Viktor26 games
    —SoloQ: 56.8% · 595 g
  • Ahri24 games
    —SoloQ: 50.1% · 575 g
  • Orianna15 games
    —SoloQ: 58.3% · 240 g
  • Locke12 games
    —SoloQ: 55.5% · 427 g
ADC17 champions
  • Yunara28 games
    —SoloQ: 50.6% · 939 g
  • Ezreal23 games
    —SoloQ: 59.8% · 567 g
  • Jhin21 games
    —SoloQ: 55.8% · 1,141 g
  • Jinx20 games
    —SoloQ: 49.5% · 941 g
  • Ashe18 games
    —SoloQ: 51.1% · 311 g
Support16 champions
  • Nautilus40 games
    55.0%gap +9.5 ptsSoloQ: 56.4% · 801 g
  • Leona26 games
    —SoloQ: 52.1% · 545 g
  • Lulu25 games
    —SoloQ: 52.3% · 753 g
  • Karma24 games
    —SoloQ: 54.2% · 426 g
  • Alistar21 games
    —SoloQ: 48.8% · 740 g
05 — In draft

Ban it or pick it?

Fallback pick: comes out late in the series, once the pool has emptied.

Pick rate as Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+2.4%11,265 picks of 466,478ban 1.1% · patches 16.19 to 16.21
  • Amateur tournaments4.9%213 picks of 4,328ban 3.7% · patches 16.19 to 16.21
  • Pro5.3%118 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

14.5% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as Support
  • 10.4%G185 games of 817
  • 10.3%G284 games of 817
  • 15.3%G3+54 games of 354
Once picked, the series moves on toIn G2, over 85 series where it is played in G1 then replaced in the same role. Published from 30 series.
Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.