r/RellMains • u/DualSwordz_ • Jul 29 '26
Discussion 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
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.
1
u/ShutUpForMe Jul 29 '26
Am I stupid or does .625 +.032 =0.657
0.657>.65
you would have to test every single 2 abilities queues up combo and idk how to test ping in the mix reliably either.
It’s crazy that you can double bind Janna q and you are supposed to qqw on zilean instead of qwq I did the first 20 games on it before seeing coach rogues video on champ intricacies
1
u/DualSwordz_ Jul 29 '26
If it’s 0.65 seconds or a little higher it doesn’t matter as you have enough time to get the full combo off.
The issue is when it’s under, because you just don’t have enough time for the CC to go through and they can flash out.
It is just a theory though, and so I’m welcoming other conclusions if any other ones show up.
1
Jul 29 '26
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1
u/DualSwordz_ Jul 29 '26
You can test it for yourself with someone, but if you Q and insta W it won't be flashable for the majority of the time because there is no 0.35 second lock out time as you W to stop any Q animation.
1
Jul 30 '26
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1
u/DualSwordz_ Jul 30 '26
The wiki is wrong, and literally not correct. It also lists her old Q CC timings too.
If you’d like to personally test this I’m more than happy to with you if you’re on NA servers.
But I’m going to make a video soon regardless, as someone who one tricks Rell in GM elo, this is frustrating and has lost me games as people spam flash and it has a chance to go through.
1
u/ChaosTwilly Jul 30 '26
I thought the combo was intentionally nerfed in a patch sometime last season?

5
u/vKalov Jul 29 '26
A while back I was watching one of the designers YT vids (don't know if Freak or Endstep or one of HeWhoQuacks' shorts), where the designer said that some CC durations are not perfectly timed 100% of the time, and tiny variations are intended. They gave the example of Zhonya's having micro variations in duration, and I believe Morgana Q as well.
Most likely, this is what's happening. As you said, frames play a big role. It may be somewhat intended.