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ARAM · Howling AbyssMatchup guidePatch 16.20.1

Rell vs Vex

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

RellVSVex

Matchup guide

Choose the matchup

Search any two champions. ARAM uses one shared lane, so no Rift role selection is required.

VS
FormatOne shared lane

Choose two champions from the list.

ARAM context

One shared lane, one champion-specific plan

The page uses ARAM starting, shopping and teamfight rules. Its internal build source is not shown as a Rift assignment.

Howling Abyss
Review patch unknownRecommendation review pending

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

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

Howling Abyss rules

Prepare for one shared lane

ARAM removes the normal Rift role map. Build around the champion, the five-player team and the next fight instead.

01
Start together

Review rerolls and the shared bench, then leave with an opening that fits this champion and the team around it.

02
Shop while dead

You cannot Recall to buy. Plan components before leaving the shop and use each death timer deliberately.

03
Share health relics

A relic heals nearby allies after a short delay. Signal it and avoid taking the trigger when a lower-health teammate needs the area.

04
Fight with the wave

Minions create structure pressure and safer space. Clearing first can be more useful than forcing another low-health engage.

ARAM · Howling Abyss

ARAM engage support

Compare the opening with Riot's ARAM Recommended shop before leaving base. After that, purchases happen only while dead; the six usable inventory slots do not increase.

Death-only shopping
S
ARAM opening · separate from item 1

Guardian's Horn

950 gold

An ARAM health and regeneration starter to compare with the current Recommended shop.

1
Control defence

Mercury's Treads

1,250 gold

Adds magic resistance and tenacity against reducible crowd control.

2
Team shield

Locket of the Iron Solari

2,200 gold

Adds an immediate shield for nearby allies after a team commit.

3
Protect one ally

Knight's Vow

2,300 gold

Redirects protection toward one priority ally.

4
Against repeated attacks

Frozen Heart

2,500 gold

Adds armour and attack-speed reduction against repeated basic attacks.

5
Against magic damage

Kaenic Rookern

2,900 gold

Adds dedicated magic resistance against sustained spell damage.

6
Mixed resistance

Jak'Sho, The Protean

3,200 gold

Completes the permanent inventory with mixed resistance for extended front-line contact.

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Chempunk Chainsword
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Death's Dance
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Black Cleaver
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Chempunk Chainsword
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Death's Dance
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. Control defenceMercury's Treads
  2. Team shieldLocket of the Iron Solari
  3. Black Cleaver
  4. Against repeated attacksFrozen Heart
  5. Against magic damageKaenic Rookern
  6. Mixed resistanceJak'Sho, The Protean

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Runes and summoner spells

Runes and summoner spellsRellHowling Abyss

ARAM rewards reliable access to clustered fights. Mark helps a melee front liner enter; Flash preserves a separate escape or reposition.

ARAM
Primary tree

Resolve

Grasp of the UndyingFont of LifeConditioningOvergrowth
Secondary tree

Precision

TriumphLegend: Haste
Summoner spells
FlashMark
Howling Abyss only

Mark and Clarity are mode-specific choices. Do not copy this pair onto a Summoner's Rift page.

Protect the next fight

Choose the second spell around access, survival and team resources rather than treating every ARAM champion as a diver.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Shared-lane interaction

Compare reliable reach and repeatable value

Track which champion can apply damage, control or protection without crossing the enemy team's safe space. ARAM does not turn this kit comparison into a lane-counter claim.

Team context first

Rerolls, allied range, engage and protection can matter more than either champion in isolation.

Your plan

Use the route you prepared

Use the champion-specific ARAM build as a starting reference, then check the current Recommended shop, your five-player composition and the next available death shop.

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.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise the fight.

They stack armour

Black Cleaver

Black Cleaver shreds armour during extended fights.

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.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

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

Vex

  1. P
    Doom 'n Gloom

    Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Mistral Bolt

    Mistral Bolt is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200
  3. W
    Personal Space

    Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475
  4. E
    Looming Darkness

    Looming Darkness creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.

    Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800
  5. R
    Shadow Surge

    Shadow Surge is a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000

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

Trade around health, range and the next wave

1
Wave

Let the team clear without spending every important cooldown at once.

2
Map play

Track the shared lane, brush control and available relics rather than looking for a Rift rotation.

3
Fights

Use the champion's reliable range, protection or control before forcing a low-percentage engage.

Shared-lane plan

Rell on Howling Abyss

Read health, range, wave position and respawn timing together. ARAM has no side-lane rotation, neutral-objective setup or normal ward-control loop.

ARAM only
1
Before the fight

Clear or escort the wave, check which allies are alive and preserve enough health to use the champion's reliable range, protection or engage.

2
During the fight

Use the nearest safe target and the team's reachable follow-up. Do not cross the whole enemy formation for a single low-health champion.

3
After the fight

Push with surviving minions, take the safe structure damage available and reset only through a real death rather than donating one alone.

Keep preparing

Stay with Howling Abyss information

Open the complete ARAM build or compare another champion. Rift role counters are intentionally kept out of this page.

Open full ARAM buildCompare another pair