Arel

The Ticking Phase

## Base Stats

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700

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40

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55

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1.80

## Abilities

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Icon

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Description

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Cooldown

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J

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**Passive:** Using an ability **charges**  Arel's next basic attack (up to 2 times), and he will shoot twice or thrice the amount of bullets (depending on the number of charges) for (100% of Attack) with a double charged basic attack dealing 120 - 228 damage (300% of Attack).
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K

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L

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The bomb can detonate faster by **activating** all three marks to do 140 - 266 AoE damage (350% of Attack) with the addition of also **stunning** the enemy for 1 second after exploding.
If the bomb explodes on the ground, on a minion, or on an enemy champion with no stacked marks, the bomb does 80 - 152 AoE damage (200% of Attack) to surrounding enemies.

## Tips and Tricks

Arel is sometimes known as the "One-Shot King" because in any phase of the game, be it early game, mid game, or late game, his 3-marked bomb can deal heavy damage that would leave an enemy champion shocked, stunned, dazed, and confused.

Arel, together with  Foxy, has the highest base health among the ranged champions. However, his base 55 Movement Speed stat, and the fact that he has to stop for every basic attack makes him pretty vulnerable against face-to-face AND long-range matchups.

### As Arel

At the start of the match, buy an item, then use K until you reach the jump pad. Jump up and use K again. You'll have 2 stacks of J ready and waiting to be unleashed against the enemy that tries to contest you for the Gold Shrine charge.

#### Ranged Matchup

This is going to be pretty tough because you'll have to rely on your L to trade some damage if the enemy just stays behind their minion wave. You can angle L by jumping and throwing it to reach the back row, but this requires some practice to pull it off consistently.

Just like Veil's L, Arel's dash isn't affected by gravity, so this can help you avoid abilities like Belle's K and Flin's K if you mistime your jump. You can also jump, use K, then use L to maximize the range that the bomb will be thrown.

#### Melee Matchup

As a ranged champion, you obviously have an advantage. But, you have more kill pressure because of Arel's L, so don't be afraid to use it if the enemy decides to engage and trade. However, if L is on cooldown, take note that melee champions have dashes and gap closers, so they can capitalize on that knowledge and take you by surprise.

You'd want to push the minion wave as fast as you can while staying cautious of an ambush, especially from  Hazel and  Alvar. You have the highest base health out of other ranged champions, so you can still trade a decent amount of damage if the enemy decides to dash at you.

### Vs Arel

Don't be fooled because Arel doesn't have any abilities that can hit through minions. In the hands of someone who knows how to utilize his kit, Arel is quite scary if you don't respect your distance.

Ambush tactics are very useful for Arel, so if he is nowhere to be found, he might be hiding in a brush waiting for you, or above in the upper area of the map. Stay alert and be prepared if he jumps out of nowhere.

#### As a Ranged Champion

Look to zone Arel away from the minion wave with your attacks and abilities. He needs to get closer to deal a good amount of damage, so, as a ranged champion, maintain a safe distance away.

If he is zoning you with his L and your ranged minion is about to die, fall back. His K may seem like a short dash, but it's enough to close the gap between you and him. Also, don't stay too close to your ranged minion because, if he successfully attaches his bomb to you, he will definitely attempt to stack marks on the bomb by getting closer.

#### As a Melee Champion

Arel is pretty slow, with K as his ability to get around the map quicker. Use your ranged attacks or abilities to poke him or to safely push the minion wave. He might wait for you inside a brush, so be careful.

You're only counter play against him is when his L is on cooldown. This doesn't mean that there's no counter play when he has it, it's just safer to trade if he doesn't have it.

## Advanced Techniques

Arel doesn't really have any notable "advanced" technique because his skill set is pretty simple. There are some techniques that provide useful tips when you're in a match.

If the enemy really just likes to stick with their minion wave even if their minions are close to dying, you can surprise them with an L just after the minion protecting them dies.

Spawn camping doesn't really exist because the enemy can NEVER DIE inside their spawn, but it does significantly disrupt them from reaching your minion wave as it destroys their base. Be careful when doing this as Arel because the enemy can simply jump right as they spawn, and you miss all your shots.

## Suggested build

Arel relies on his ranged basic attacks as his primary source of damage. However, he can deal an insane amount of burst damage with his L if played correctly.

### Standard Damage Build

  →
↓

   or
This build allows Arel to be very aggressive, and it gives him Early Game priority with that +12 Bonus Damage from Sword + Staff combo. Because of this, there will be a 6 Bonus Damage difference, and not many champions rush Shadow Katana first without a 2nd item.

For your last item, go for Vampiric Wand when the enemy decides to buy Wooden Coin; otherwise, if the enemy doesn't, and they are also pretty tanky, go for Burning Rod.

### Anti-Burning Rod Build

 →  or  →
↓

   or
This is the standard counter to an enemy that builds  Burning Rod. Go for Apprentice Staff to build into Vampiric Wand to sustain against ranged champions, or go for Training Bow to build into Hunting Crossbow to keep your distance against melee champions.

## Update History

AFTER STEAM RELEASE

**Update 4.0.5 - Control Rework, Big Shop Update, and Match History**

Stat Changes

* Base Health: 750 → **700**

**Update 4.0.0**

Stat Changes

* Base Health: 800 → **750**

Ability Changes

* J

Damage: 80% → **100%**

* L

Damage: 150% → **200%**

Cooldown: 6 sec → **9 sec**

Slow Duration: 1 sec → **0.5 sec**

**Update 3.4.9**

Stat Changes

* Base Health: 85 → **80**

Ability Changes

* L

Cooldown: 5 sec → **6 sec**

**Update 3.4.8**

Ability Changes

* L

Stun Duration: 1.25 sec → **1 sec**

Slow upon Impact: 45 Speed → **30 Speed**

Slow Duration: 1.25 sec → **1 sec**

**Update 3.4.4**

Ability Changes

* J

Delay between Attacks: 0.3 sec → **0.4 sec**

**Update 3.4.1**

Ability Changes

* J

Bullets decay faster

* L

Stun Duration: 1.5 sec → **1.25 sec**

**Update 3.4.0**

Ability Changes

* L

Cooldown: 8 sec → **5 sec**

BEFORE STEAM RELEASE

**Update 3.3.2**

Ability Changes

* J

Damage: 75% → **80%**

* L

Slow Duration: 1 sec → **1.25 sec**

**Update 3.2.8**

Ability Changes

* L

Damage: 200% → **150%**

Bonus Damage per Stack: 25% → **50%**

**Update 3.2.2**

Ability Changes

* J

Damage: 100% → **75%**

**Update 11.09.2019**

General Mechanics

* Reworked from a clunky trap and bomb thrower to become a hyper mobile burst gunner

Stat Changes

* Base Health: 100 → **85**

Ability Reworks

* J

His gun now shoots multiple bullets

**Passive**: Stores up to 2 Charges when casting an ability

* K

~~Bomb~~ → **Dash**

Dashes a short distance, and has a low cooldown

* K

~~Trap~~ → **Sticky Bomb**

Attaching the bomb to an enemy champion marks them, and basic attacks increase the bomb's damage

Activating all 3 marks detonates the bomb immediately

**Update 27.04.2019**

Ability Changes

* K

Bomb's slow duration got increased

* L

Traps now have a 10 second duration before disappearing

**May 5, 2017**

* Arel, together with Foxy, was introduced in a video to League of Pixels