Rell, League of Legends champion
Win Rate
51.6%
Pick Rate
1.5%
Ban Rate
1.0%

Rellvs Brand

Rell A TierTankSupport
Patch26.19
Games1,385
LaneAll Lanes
TierAll Tiers
Last UpdatedOct 3, 2026 UTC
MethodologyData Methodology

Rell vs Brand is a decisive matchup in LoL patch 26.19. Rell wins with a 53.9% win rate (+7.7%) over Brand based on 26 games. Rell holds the advantage in both the early and late game. Below you'll find the best Rell build, runes, laning stats, and strategies for the Rell vs Brand matchup.

Rell Matchup Breakdown

Use the dropdown to select an opponent and see a detailed breakdown of how Rell performs against them. You'll get head-to-head win rates, laning stats, the best build and runes for the matchup, and early vs late game analysis — all based on real ranked data.

Compare against an opponent
Rell
Rell
56.1%
VS
Brand
43.9%
Brand

Who wins Rell vs Brand?

Slight Rell edgeLow confidence

Rell wins 56.1% of these games. With this many games the true rate is most likely between 43.3% and 68.2% (95% range).

Expected
51.4%
From both champions' overall Support win rates
Matchup effect
+4.8 pts
Observed minus expected
Sample
57 games
Lane: Support
vs patch 26.18
+6.1 pts
Within normal patch-to-patch noise

Lane: Support · Ranked Solo/Duo & Flex · North America server · All ranks · Patch 26.19 · Sep 24 – Sep 28

Key takeaways

  • Current data slightly favors Rell, but the sample is too limited for a strong conclusion: Rell wins 56.1% of 57 games (95% range 43.3–68.2%).
  • Both champions' overall Support win rates predict 51.4% for Rell; the result is within the margin of error of that, so this matchup mostly reflects the two champions' general strength.
  • Neither side reliably wins the lane: the average gold difference at 15 minutes is 184, within the margin of error (54 games).
  • Rell players pick Mercury's Treads far more often against Brand: 20.6% of their other Support games, 35.1% here.
How we calculate this

Games: ranked Solo/Duo and Flex games on the North America server from the patch shown. Remakes (games under 5 minutes) are excluded.

A game only counts when Rell and Brand played the same position on opposite teams, so roaming, lane swaps within a team or a champion merely being in the same game never count as this matchup.

The 95% range is a Wilson score interval. Confidence comes from how wide that range is: within ±3 points is very high, ±5 high, ±8 moderate, anything wider low. Below 20 games a matchup is not classified at all.

Expected win rate combines both champions’ win rates in this lane (same games and filters) with the log5 formula: E = A(1−B) / (A(1−B) + B(1−A)). Matchup effect = observed − expected.

"What changes" compares Rell's choices in this matchup with the same champion's other games in the same lane, and lists a change only when it is at least 3 points and statistically significant (two-proportion z-test, |z| ≥ 2, 20+ games).

Results are not split by rank: the sample per rank is too small for honest per-rank matchup numbers.

Rell vs Brand Laning Stats

RellBrand

At 15 minutes

Gold difference
−184
Within the margin of error
95% range −432 to +64
XP difference
−185
Within the margin of error
95% range −377 to +6
CS difference
−5.4
Brand ahead
95% range −8.6 to −2.3
1.52
Kills before 15 min
1.81
2.61
Deaths before 15 min
3.63
0.04
Solo kills before 15 min
0.11
12.3%
First blood
1.8%

Whole-game averages

1.0
CS / min
2.0
332
DMG / min
803
9,799
Gold / game
10,605
125
Heal / min
68
1,513
DMG Mitigated / min
287
1.3
CC / min
1.3

Rell vs Brand Win Rate by Game Length

Rell's win rate against Brand by game length. The dot is the win rate, the bar its 95% range and the dashed line the champion's usual win rate at that length. Lengths with fewer than 25 games are left blank.

Too few games
Under 20 min
5 games
Too few games
20–25 min
7 games
Too few games
25–30 min
10 games
Too few games
30–35 min
21 games
Too few games
35+ min
14 games
Rell vs Brand95% rangeRell usual (Support)

No game length stands out: Rell's results against Brand in short and long games are within the margin of error of each other.

Rell vs Brand Power Spikes

Who is ahead at each stage, measured from these games. A stage reads "Even" when the difference is inside the margin of error, and "Insufficient data" when there are too few games to tell.

  1. Lane (15 min)EvenRell gold at 15: −184
  2. First itemRellRell: 12.1 min · Brand: 14.3 min
  3. Games under 20 minInsufficient data
  4. 20–30 min gamesInsufficient data
  5. 30+ min gamesInsufficient data

What Rell Changes Against Brand

Choices Rell players make noticeably more or less often in this matchup than in their other Support games.

Best Rell Build vs Brand

Usual Rell build (Support)

63.8% win rate · 218 games

Against Brand

Not enough matchup-specific build data: only 6 of 35 Rell games against Brand carried a complete build, which is too few to recommend an item path from. Use Rell's standard build instead.

  • Rell usually completes Zeke's Convergence first, at 12.1 min (median of 28 games).
  • Brand usually completes Liandry's Torment first, at 14.3 min (median of 21 games).
  • Skill priority: W > E > Q — the same as usual.

Builds are ranked by the lower edge of their win rate range, not the raw win rate, so a build seen in a handful of wins never outranks a proven one.

Best Rell Runes vs Brand

Usual Rell runes (Support)

AftershockAftershock
Resolve
Shield BashBone PlatingUnflinching
Precision
Legend: HasteTriumph
Ability Haste (offense)Health Scaling (flex)Health Scaling (defense)

53.1% win rate · 764 games

Against Brand

Too few games for a matchup-specific rune page yet — use the usual page.

MetaBot Desktop

Plan your Rell draft in Draft Lab

Draft Lab lays out both teams lane by lane with live matchup win rates, damage profiles and game-phase lean, and suggests picks and bans from current meta data.

  • Full 5v5 draft board
  • Lane matchup win rates
  • Pick and ban suggestions
Draft Lab in MetaBot Desktop

Rell matchup data for League of Legends patch 26.19. The table below shows Rell's win rate, gold difference, and performance stats against every champion in the current meta. Click any champion name to see a detailed head-to-head breakdown including the best Rell build, runes, laning stats, and early vs late game analysis for that specific matchup.

Other Rell Matchups

Win rate and games for each matchup. Lists are ranked by the edge of the 95% range so small samples cannot top them; matchups with at least 50 games only.

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Rell vs Brand FAQ - Patch 26.19

Who wins Rell vs Brand?

Current data slightly favors Rell, but the sample is too limited for a strong conclusion: Rell wins 56.1% of 57 games (95% range 43.3–68.2%).

What is Rell's win rate against Brand?

Rell wins 56.1% of 57 Support games against Brand on patch 26.19 (95% range 43.3–68.2%). Based on both champions' overall Support win rates, 51.4% would be expected.

Does Rell counter Brand?

Not clearly. Rell wins 56.1% of 57 games against Brand, and the 95% range (43.3–68.2%) includes 50%, so neither champion reliably counters the other on current data.

Who wins lane, Rell or Brand?

Neither side reliably wins the lane: the average gold difference at 15 minutes is 184, within the margin of error (54 games).

Does Rell outscale Brand?

There are too few games of each length to tell yet.

When is Brand strongest against Rell?

On current data there is no stage of the game where Brand is ahead of Rell beyond the margin of error.

What should Rell build against Brand?

There are not enough games for a matchup-specific core, so use Rell's usual Support core: Locket of the Iron Solari, Knight's Vow, Zeke's Convergence. The biggest change against Brand: Mercury's Treads (20.6% usually, 35.1% here).

What runes should Rell use against Brand?

Use Rell's usual Aftershock page (Resolve + Precision); there are too few games for a matchup-specific page.