Free Rell coaching still available
I’m still coaching for free, and I was just looking to help people. If you want it to be off stream that’s perfectly fine too. I do 1 on 1 VOD coaching, but can do live if you prefer that.
I’m still coaching for free, and I was just looking to help people. If you want it to be off stream that’s perfectly fine too. I do 1 on 1 VOD coaching, but can do live if you prefer that.
Genuinely going into a game and seeing either Poppy, Camile, or Pantheon feels so terrible. These toplanners that can abuse HOB / electrocute and can go support make for such an unfun meta.
Like with Rell, Braum, Thresh, Blitz, Lulu, Nami, bard, pyke, and etc you know what they can and are going to do. They are honest supports that don’t have toplane stat lines.
But with those 3 they force plays and early skerishes knowing they can win and dominate the map no matter if you match it or not. Like a Rell isn’t going to take 70% of your hp instantly.
It’s just so frustrating to play against these supports.
Video is of two trials back to back of being able to flash and not being able to flash.
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:
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.
Just DM me :D
Hope to see you soon!
I’m a player in Na who is Gm, if you’re looking for coaching dm me!