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Generating matchup guide for Nautilus vs Rell...
Analyzing champion abilities and cooldowns...




The goal is to survive lane without giving Rell a lead. Win the game by using to lock down their carries in teamfights before Rell can find a multi-man engage.
This is a difficult counter-matchup for you because Rell's kit specifically nullifies your primary defense. It is a battle of 'who engages second,' as Rell can easily interrupt your follow-up or destroy your shield. Focus on peeling your ADC or catching the enemy ADC rather than engaging directly onto Rell.
instantly breaks the shield from , and her provides more reliable AoE crowd control in a 2v2 engage.
| Ability | Threat | What It Means For You |
|---|---|---|
| Med | steals your Armor and MR. Longer trades favor her as she gets tankier while you get squishier. | |
| High | This stuns AND breaks shields. Do not activate until AFTER she uses , or she will delete your shield instantly. | |
| High | Mounted: She leaps and knocks you up. Dismounted: She is slow but will flip you. Interrupt her leap with if you have god-like timing. | |
| Med | Gives her and her ally move speed. If she glows orange, sheβs looking to run you down and stun you with her next auto. | |
| High | An AoE pull that drags you. It cancels your dash if you hit terrain while being pulled. |
Let them push the first two waves. You want to be near your tower so Rell cannot use the long lane to chase you down while you are slowed.
Keep the wave in the middle. You need space to use on walls for mobility, but you want to stay close enough to follow up on ganks with .