Rell Support has trouble against Xerath (48.1% win rate) based on 459 games. This is a tough matchup for Rell players.
View detailed statistics below: items, runes, and counter builds for Rell Support vs Xerath Support in patch 15.15 (25.15), including win rates and pick rates. With proper study, this can improve your chances of victory up to 64.0% in this matchup.
Balanced meta clash: Rell (4.6%, 18th place out of 51 Support champions) regularly faces Xerath (3.0%, 23rd place). Both champions hold solid meta positions, making this matchup knowledge a direct path to climbing and improving your win rate. Surprising upset: Despite Rell's higher tier rating, Xerath wins 51.9% of encounters. This suggests Xerath's kit specifically counters Rell's playstyle, overriding general meta strength - approach this matchup with extra caution. Every edge matters: In this tough matchup, the proven Aftershock + Shield Bash combination (66.2% win rate) plus optimal itemization Locket of the Iron Solari, Knight's Vow, Zeke's Convergence, and Plated Steelcaps boosts your chances from 48.1% to 64.0% - potentially game-changing.
Vision advantage: Despite losing the direct matchup, Rell's superior warding (1.05 wards/min, 2nd among supports) can swing team fights and objectives in your favor. Outclassed across the board: Xerath leads in both matchup win rate (51.9%) and damage (667 vs 312/min). Rell must seek alternative win conditions through macro play and team coordination. Strong individual performance: Rell maintains better KDA (2.90, 11th place vs 20th for Xerath), but loses the matchup overall. High KDA without wins suggests difficulty translating individual advantages into victory conditions.
Rell Support | Versus | Xerath Support |
---|---|---|
A+ | Tier | B |
48.1% | Matchup Winrate | 51.9% |
50.46% | Role Winrate | 48.96% |
#17 | Winrate Rank | #35 |
4.6% | Pickrate | 3.0% |
2.9 | Average KDA | 2.6 |
302 | Gold per Minute | 340 |
1.05 | Wards per Minute | 0.78 |
312 | Damage per Minute | 667 |
Despite the slight difference in effectiveness, in the Rell versus Xerath matchup as support, neither champion has an overwhelming advantage. The winner is determined by player skill and understanding the intricacies of the confrontation. Studying this guide will improve your chances of success.
The magic damage that Rell deals remains relevant in the late game. Look for opportunities to initiate or counter-initiate. Meanwhile, Xerath deals primarily magic damage (93.64%), additional magic resistance may be required.
An important advantage of Rell is superior vision control (ranked 2nd among supports) (versus 45th for Xerath), which provides better map control and safety for the team in important map areas. Meanwhile, their lower KDA (2.6 versus 2.9) suggests they are less effective in team fights.
In this difficult confrontation, it is critically important for the Rell player to avoid attempts to force trades and all-ins with the Xerath player, as the matchup requires a patient and calculated approach. Extended trades without clear tactical advantage often lead to unfavorable consequences, and ignoring opportunities to receive team support can be a fatal mistake for game progression.
After immobilizing an enemy champion, increase your Armor and Magic Resist by 35 + 80% of…
Whenever you gain a new shield, your next basic attack against a champion deal…
After taking damage from an enemy champion, the next 3 spells or attacks you re…
Gain 6 - 12 (level scaling) Armor and Magic Resist when crowd controlled and fo…
While Flash is on cooldown it is replaced by Hexflash.Hexflash: Channel for 2s …
+18 Summoner Spell Haste+10 Item Haste
+8 Ability Haste
Increases health from 10 to 180 HP across levels 1-18
Increases health from 10 to 180 HP across levels 1-18
After immobilizing an enemy champion, increase your Armor and Magic Resist by 35 + 80% of…
Whenever you gain a new shield, your next basic attack against a champion deal…
After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magi…
Damaging basic attacks and abilities deal a bonus 20 - 80 True Damage based on …
Your wards in the enemy jungle are Deep. Deep wards gain +1 extra Health and +[…
+8 Ability Haste
Increases health from 10 to 180 HP across levels 1-18
+65 Health
+10% Tenacity and Slow Resist
Increases health from 10 to 180 HP across levels 1-18