

Rell vs Seraphine Counter Pick
Matchup Summary
What the Data Means
In Support, this is Rell versus Seraphine — a tank/support hybrid against a support/mage hybrid. 2,050 tracked games on 16.13.1 put Rell at a 47.8% win rate into Seraphine. A deficit of 2.2 points is what earns Seraphine its counter flag in this matchup.
Neither profile surprises the other: Rell and Seraphine are both mixed threats. Level-one bases: Rell 620 HP / 30 armour / 28 MR, Seraphine 570 / 26 / 30. Late-game bases read 2388 health / 98 armour for Rell and 2185 / 97 for Seraphine. Rell also hits harder before items — 55 AD to 50. Speed reads 315 to 330, handing Seraphine the better rotations.
Track Ferromancy: Crash Down on Rell and Encore on Seraphine — the lane swings on those two. The pressure spikes when Magnet Storm and Encore come online together.
Seraphine holds a 350-unit range advantage (525 to 175), and that shapes how the lane is traded out. Rell has to create the opening before the trade maths turn around — a gap-closer, a freeze, or help from the jungle.
No hand-editing here — the Rell figures come straight from ranked play.
FAQ
No — current data marks this as a counter matchup: Seraphine has the statistical edge. Rell wins 47.8% of the recorded games.
47.8% from Rell's perspective, measured on patch 16.13.1.
2,050 ranked games at Emerald rank and above, across all regions.
The current Rell build — items, runes and skill order from the same data set — is on the Rell build page.