Review rerolls and the shared bench, then leave with an opening that fits this champion and the team around it.
ARAM · Howling AbyssMatchup guidePatch 16.20.1
Gwen vs Rell
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
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.
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.

You cannot Recall to buy. Plan components before leaving the shop and use each death timer deliberately.
A relic heals nearby allies after a short delay. Signal it and avoid taking the trigger when a lower-health teammate needs the area.
Minions create structure pressure and safer space. Clearing first can be more useful than forcing another low-health engage.
ARAM · Howling Abyss
ARAM fighter reference
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.

Guardian's Blade
950 goldAn ARAM attack-damage starter to compare with the current Recommended shop.

Plated Steelcaps
1,200 goldAdds movement and basic-attack defence against physical pressure.

Trinity Force
3,333 goldAdds health, haste and a flexible first fighting spike.

Black Cleaver
3,000 goldAdds armour shred for extended physical-damage fights.

Death's Dance
3,300 goldAdds physical-damage durability during committed fights.

Sterak's Gage
3,200 goldAdds health and a low-health shield after bonus health is established.

Ravenous Hydra
3,300 goldCompletes the permanent inventory with sustain and faster wave control after the fighting core is established.
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.
Physical-defence BootsPlated Steelcaps
First fighting itemTrinity Force
Chempunk Chainsword
Physical fight safetyDeath's Dance
Low-health safetySterak's Gage
Late sustainRavenous Hydra
Buy this only after selling the Guardian starter when all six permanent slots are needed.
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route▾
Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.
Physical-defence BootsPlated Steelcaps
First fighting itemTrinity Force
Armour shredBlack Cleaver
Kaenic Rookern
Low-health safetySterak's Gage
Late sustainRavenous Hydra
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
Runes and summoner spellsGwenHowling Abyss
ARAM rewards reliable access to clustered fights. Mark helps a melee front liner enter; Flash preserves a separate escape or reposition.
Resolve
Precision
Mark and Clarity are mode-specific choices. Do not copy this pair onto a Summoner's Rift page.
Choose the second spell around access, survival and team resources rather than treating every ARAM champion as a diver.
Matchup notes
What changes when Rell is opposite you?
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 firstRerolls, allied range, engage and protection can matter more than either champion in isolation.
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.
Gwen reminders
- Always be Attacking - In addition to dealing bonus damage, Gwen's Attacks empower or reset many of her Abilities.
- Gwen can still damage enemies outside her Hallowed Mists, especially with her Ultimate's range.
- Some of Gwen's Abilities can apply her passive to multiple enemies, so aim them at groups to get maximum damage and healing.
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.

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

Kaenic Rookern
Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

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 (s) / Cost / Listed range (units) Data Dragon 16.20.1
Gwen
- PA Thousand Cuts
Gwen's attacks deal bonus magic damage based on the targets health. She heals for a portion of the damage dealt to champions by this effect.
- QSnip Snip!
Gwen snips her scissors in a cone up to 6 times dealing magic damage. Gwen deals true damage to units in the center and applies her passive to them on each snip.
Cooldown (s) 6.5/5.75/5/4.25/3.5 · Cost 40 · Listed range (units) 450 - WHallowed Mist
Gwen summons mist that protects her from enemies outside of it. She can only be targeted by enemies who enter the mist.
Cooldown (s) 22/21/20/19/18 · Cost 60 - ESkip 'n Slash
Gwen dashes a short distance then gains Attack Speed, attack range, and magic damage On-Hit for a few seconds. If she hits an enemy during that time, this Ability's cooldown is partially refunded.
Cooldown (s) 13/12.5/12/11.5/11 · Cost 35 · Listed range (units) 400 - RNeedlework
Gwen hurls a needle that slows enemies hit, deals magic damage, and applies A Thousand Cuts to champions hit. This ability can be cast up to two more times, with each cast throwing additional needles and dealing more damage.
Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 1200
Rell
- PBreak the Mold
Rell's Attacks and Abilities deal additional magic damage and steal Armor and Magic Resist on hit.
- QShattering Strike
Rell deals magic damage to units in a line, breaking their shields and stunning them.
Aim through shielded enemies to break their shields and stun them.
Cooldown (s) 11/10.5/10/9.5/9 · Cost 50 · Listed range (units) 600 - WFerromancy: Crash Down
Mounted: Rell Dismounts, crashing down in her armor, Knocking enemies up and gaining a large Shield. While dismounted, she gains Armor, Magic Resist, Attack Speed, and Attack Range, but is Slowed. Dismounted: Rell forms her Mount, gaining a burst of speed and Knocking Up the next enemy she attacks.
Cooldown (s) 10 · Cost 40 · Listed range (units) 450 - EFull Tilt
Passive: Rell gains out of combat Move Speed. Active: Rell and an ally gain ramping Move Speed, doubled toward enemies and each other. Her next Attack explodes, dealing magic damage.
Cooldown (s) 14/13/12/11/10 · Cost 40 · Listed range (units) 1200 - RMagnet Storm
Rell explodes in a magnetic fury, violently Pulling nearby enemies toward herself. Then Rell constantly Drags nearby enemies toward herself for a short while, dealing magic damage over time.
Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 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.
Protect the lead while the lane stays shared
Clear together and keep enough health to use the next structure window.
Use brushes and the available healing safely; there are no side lanes to abandon.
Keep useful allies in reach and avoid giving away shutdowns through an isolated chase.
Trade around health, range and the next wave
Let the team clear without spending every important cooldown at once.
Track the shared lane, brush control and available relics rather than looking for a Rift rotation.
Use the champion's reliable range, protection or control before forcing a low-percentage engage.
Use structure space and coordinated clears
Clear from safety and avoid dying before the next minion wave reaches the structure.
Wait for teammates to respawn instead of walking into the shared lane alone.
Punish overextension and preserve the cooldown that can stop the first enemy commitment.
Shared-lane plan
Gwen 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.
Clear or escort the wave, check which allies are alive and preserve enough health to use the champion's reliable range, protection or engage.
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.
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.