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r/supportlol • … • u/DualSwordz_

Game-losing Rell bug

Hello, nice to meet you all! As some of you know I’m DualSwordz the rank 1 Rell OTP in NA. I've come across a game altering bug that can cause you to lose teamfights.

Whenever Rell does a Q>Crash down W combo, it should be a frame perfect CC combo where they barely just can't get out of the CC in time; however, I noticed a percentage of my engages failing when I know the enemy shouldn't be able to escape.

I experimented spamming W vs holding W (in the Q>W crash down combo), which resulted in a staggering 60% increase in the targets ability to flash away if the Rell user decides to hold W in their combo. I've also noticed that the Q>W itself is not guaranteed even though it should be.

To address the guaranteed 15% that the target is able to flash after a Q>W combo, this should not be possible due to the fact Q's CC duration is 0.65 and Crash down W animation 0.625. Theoretically, the entire W animation should play before the enemy is released from Q CC meaning they should be CC'd by W regardless of where they stand.

I attached my 200 trials testing this experiment (note that each experiment was taken after the target recovered from the last cc chain therefore tenacity increase with CC is eliminated). The experiment was conducted as followed:

• ⁠0 tenacity Vayne • ⁠Point-blank range • ⁠32 ms ping • ⁠Vayne begins spamming Flash after Q lands

[https://docs.google.com/spreadsheets/d/1pyIdx5TiMjePSTYRZyL8uozrVtcx93k1oEWBtm5Tbm8/edit?usp=sharing](https://docs.google.com/spreadsheets/d/1pyIdx5TiMjePSTYRZyL8uozrVtcx93k1oEWBtm5Tbm8/edit?usp=sharing)

My hypothesis is that due to League of Legends's server tick rate, which handles events every 0.033 seconds, Rell's Q CC can be shortened or extended by 0.033 seconds if played on the wrong tick. I welcome any discussion about this topic.

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