https://twitter.com/RiotRaptorr/status/1664714099530534917
Rell's winrate has been quite low since her midscope, so targeting a number of changes to add power back to her kit. If this doesn't get her to a good place, we'll look to add more (either in a micropatch or for 13.12).
Base Stats - Starting out, we're looking to bring her up to parity with other engage tanks with her defensive stats, and bumping up her regen to keep her from getting poked out of lane. Overall she's now baseline tankier than old Rell.
Health Regen:
1.4 + .11/level>> 1.7 + .17/levelArmor:
32 + 3/level>> 39 +4.2/levelMR:
32 + 1/level>> 32 + 2.05/level
P - Adding a bit more steal per stack
- Steal Percent per stack: ~~ 2.5%~~ >> 3% (Max
12.5%>> 15%)
Q - Giving her some of her base and scaling damage back to her Q, AP ratio should help jungle out a bit, but also gives a boost to some support builds.
Damage:
60/95/130/165/200 + 50% AP>> 70/110/150/190/230 + 60% APJungle Damage: ~~ 250%~~ >> 300%
W - Reverting some of the nerfs to W that came with the midscope. Her W1 > Q combo should be much more reliable, and her overall CC duration is now higher than old Rell.
Knockup Duration:
.75s>> 1sShield Power:
30/55/80/105/130 + 10% Max Health>> 35/60/85/110/135 + 12% Max HealthSelf Slow:
15%>> 10%Jungle Damage:
250%>> 300%
E - Adding a bit more kick to the E damage, especially early game, and increasing the starting speed of her ramping E movement to help her cover more distance and feel the speed earlier. This isn't getting a buff to the jungle mod because the boost to the max health damage should be a pretty big win there.
Speed ramps up from
50% of total speed to 100% over the first 2 seconds>>> 75% of total speed to 100% over the first 2 seconds.Damage from
25/35/45/55/65 + 2/2.5/3/3.5/4% Max Health + 30% AP>> 35/50/65/80/95 + 4% Max Health + 50% AP