VRC.LOL

Jungle · Normal DraftMatchup guidePatch 16.20.1

Lillia vs Rell

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

LilliaVSRell

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneJungle

Choose two champions from the list.

Role fit

JungleLillia

Lillia has an established clear and map plan that can function without lane income while contesting camps and objectives.

Primary role
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Jungle

AP skirmisher jungle

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

Gustwalker Hatchling

450 gold

Provides Smite progression and the movement-focused Jungle companion.

1
Sustained damage

Liandry's Torment

3,000 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

2
Magic penetration boots

Sorcerer's Shoes

1,100 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

3
Extended fights

Riftmaker

3,100 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

4
Commit safety

Zhonya's Hourglass

3,250 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

5
Late power

Rabadon's Deathcap

3,500 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

6
Repeated spell rotations

Cosmic Drive

3,000 gold

Completes the six-item inventory with movement speed and ability haste for repeated late-game spell rotations.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. Sustained damageLiandry's Torment
  2. Magic penetration bootsSorcerer's Shoes
  3. Morellonomicon
  4. Commit safetyZhonya's Hourglass
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive
AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. Sustained damageLiandry's Torment
  2. Magic penetration bootsSorcerer's Shoes
  3. Extended fightsRiftmaker
  4. Banshee's Veil
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive
AlternativeThey stack magic resistVoid Staff becomes valuable when the target has bought meaningful magic resistance.View full route

Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.

  1. Sustained damageLiandry's Torment
  2. Magic penetration bootsSorcerer's Shoes
  3. Extended fightsRiftmaker
  4. Void Staff
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. Sustained damageLiandry's Torment
  2. Magic penetration bootsSorcerer's Shoes
  3. Morellonomicon
  4. Commit safetyZhonya's Hourglass
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive
AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. Sustained damageLiandry's Torment
  2. Magic penetration bootsSorcerer's Shoes
  3. Extended fightsRiftmaker
  4. Banshee's Veil
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive
AlternativeThey stack magic resistVoid Staff becomes valuable when the target has bought meaningful magic resistance.View full route

Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.

  1. Sustained damageLiandry's Torment
  2. Magic penetration bootsSorcerer's Shoes
  3. Extended fightsRiftmaker
  4. Void Staff
  5. Late powerRabadon's Deathcap
  6. Repeated spell rotationsCosmic Drive

Runes and summoner spells

Runes and summoner spellsLilliaJungle

The AP Jungle page rewards completed spell-damage windows after a safe clear. Smite remains mandatory; the movement spell protects pathing and gank exits.

Normal Draft
Primary tree

Domination

Dark HarvestSudden ImpactGrisly MementosUltimate Hunter
Secondary tree

Sorcery

TranscendenceWaterwalking
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Matchup notes

What changes when Rell is opposite you?

Pre-game kit comparison
Strategic interaction

Sustained movement and damage

Movement speed and repeated magic damage can pressure durable targets over a longer fight.

Early to mid

Use trading, skirmishes and side-lane pressure before long-range grouped fights restrict access.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
One spell stops me

Banshee's Veil

Banshee's spell shield can protect the first important cast against you.

They stack magic resist

Void Staff

Void Staff becomes valuable when the target has bought meaningful magic resistance.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Lillia

  1. P
    Dream-Laden Bough

    Dream-Laden Bough is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Blooming Blows

    Blooming Blows contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 6/5.5/5/4.5/4 · Cost 65 · Listed range 450
  3. W
    Watch Out! Eep!

    Watch Out! Eep! contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 14/13/12/11/10 · Cost 50 · Listed range 500
  4. E
    Swirlseed

    Swirlseed contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 12 · Cost 70 · Listed range 700
  5. R
    Lilting Lullaby

    Lilting Lullaby contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 150/130/110 · Cost 50 · Listed range 1600

Rell

  1. P
    Break the Mold

    Break the Mold is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Shattering Strike

    Shattering Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 11/10.5/10/9.5/9 · Cost 50 · Listed range 600
  3. W
    Ferromancy: Crash Down

    Ferromancy: Crash Down contributes a slowing effect and protection or sustain. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 10 · Cost 40 · Listed range 450
  4. E
    Full Tilt

    Full Tilt contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 14/13/12/11/10 · Cost 40 · Listed range 1200
  5. R
    Magnet Storm

    Magnet Storm contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 120/100/80 · Cost 100 · Listed range 200

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Lillia Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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