Wild Rift Patch Notes 3.0b
Welcome to the last balance patch of the 3.0 cycle! We’re throwing a fish to our latest cuddly addition, Yuumi, who's been struggling since her release, and nerfing and buffing runes across the board. Those fluffy little Poros are also going on another adventure, this time to Ionia! We’ll be back later this month when 3.1 releases!
Reminder: content will be released throughout the patch.
NEW
SKINS
Releasing March 3 @ 00:01 UTC:
- Obsidian Malphite
- Zombie Slayer Pantheon
ACCESSORIES
You can earn or purchase accessories from a bunch of different sources. Please check the relevant page in game for more information on how to get ‘em!
Baubles: In Bloom
Icons: Wild Rift Season 5
All accessories will be released throughout the patch.
EVENTS
JOIN THE FLUFT (IONIA)
Join the poros on another flufftastic adventure, this time in Ionia!
The Join the Fluft (Ionia) event begins March 10 at 00:01 UTC
FIZZ
Playful / Trickster
- Damage: 85/150/215/280 → 75/140/205/270
Chum the Waters
- Maximum base damage: 350/450/550 → 300/400/500
JAX
Relentless Assault
- Attack Speed gained per stack: 3/5.5/8/10.5% → 2.5/4.5/6.5/8.5%
LULU
WHIMSY
- Cooldown: 16/15/14/13s → 17/16/15/14s
HELP, PIX!
- Shield value: 70/115/160/205 → 75/110/145/180
YUUMI
base_stats
- Mana regeneration growth: 0.9 → 1.3
BOP 'N' BLOCK
- Cooldown: 12/10/8/6s → 10/8.5/7/5.5s
PROWLING PROJECTILE
- Mana cost: 90 → 70
- Current percent health damage: 2/3.5/5/6.5/8% → 2/4/6/8/10%
- Base damage: 40/80/120/160/200 → 60/100/140/180/220
- Empowered base damage: 60/110/160/210/260 → 80/130/180/230/280
YOU AND ME!
- Attached adaptive force ratio (AD:AP): 1:1.67 → 1:2
FINAL CHAPTER
- Base damage per wave: 60/80/100 → 80/100/120
GAMEPLAY CHANGES
ITEMS
MAW OF MALMORTIUS
Maw of Malmortius is a niche item that should be the premiere pick when facing multiple magic damage threats, but right now it’s not. We hope by reducing Maw’s cost, it will help it become that premiere item of choice when facing multiple enemies dealing magic damage.
- Combine cost: 600g → 400g
- Total cost: 3000g → 2800g
RUNE CHANGES
DOMINATION: ELECTROCUTE
Electrocute is meant to be the keystone for burst and quick trades, but for many champions, Conqueror has just been a better choice. We’re giving it a couple small buffs to help it compete with the other options, particularly for assassins and mages.
- Base damage: 30-184 → 35-189
- Cooldown: 25s → 20s
DOMINATION: TRIUMPH
Triumph is a rune that can allow champions who do high damage, kill multiple enemies in a teamfight and stay healthy while doing it. However; it’s lately been struggling to find its place in this meta, so we’re increasing the damage it provides when attacking lower health champions so that it can better compete with the other Domination runes.
- Bonus damage to enemies below 35% health: 3% → 5%
INSPIRATION: HUNTER- GENIUS
Hunter - Genius isn’t performing as well as we’d like. We’re increasing its starting ability haste and the ability haste that it provides per stack in order to make it a more competitive minor rune pick.
- Starting ability haste: 2.5 → 3
- Ability haste per stack: 15 → 18 at max stacks
INSPIRATION: PHASE RUSH
We know that Phase Rush has the potential to invalidate counterplay for some champions, which is why we’ve been careful when making adjustments to it. However; it's clear this keystone is weak compared to others. This buff should help champions that value the extra mobility over the course of longer fights, while also maintaining its current power level for champions that just want to use Phase Rush to execute a specific combo every once in a while.
- Cooldown: 15s → 12s
INSPIRATION: SWEET TOOTH
Sweet Tooth has been a dominant pick compared to the other minor Inspiration runes. We’re reducing the bonus healing and gold gained from Honeyfruit to hopefully allow for some other minor runes to shine.
- Bonus Honeyfruit healing: 25% → 20%
- Bonus gold per Honeyfruit: 20g → 15g
RESOLVE: BONE PLATING
Compared to the other Resolve runes, Bone Plating has been underperforming. We’re reducing its cooldown to better fit the faster gameplay in Wild Rift.
- Cooldown: 45s → 35s
RESOLVE: CONDITIONING
Despite it being a competitive pick, we believe that Conditioning could also better fit the faster gameplay of Wild Rift. We’re reducing how long its bonus armor and magic resist stats take to come online, while also reducing its starting resistances to keep it in line with its fellow minor runes.
- Initial wait time to gain bonus resistances: 5m → 3m
- Starting bonus armor and magic resistances: 8 → 5
RESOLVE: HUNTER - TITAN
Hunter - Titan provides survivability and strong resistance against crowd control, because of this it has felt like a must-pick rune lately. To make room for some of the other Resolve runes to shine, we’re reducing the tenacity gained per unique champion takedown.
- Tenacity gained per unique champion takedown: 4% → 3%
- Max stacks: 20% → 15%
RESOLVE: SECOND WIND
Second Wind hasn’t been living up to its promise of mitigating lane poke and harass, so we’re cutting the amount of time needed to recover health to make it a stronger pick against consistent poke damage.
- Regeneration time after taking champion damage: 10s → 5s
FREE-TO-PLAY CHAMPION ROTATION
Mar 3- Mar 9: Camille, Jax, Nunu & Willump, Rammus, Senna, Thresh, Tristana, Veigar, Xayah, Zed
Mar 10 - Mar 16: Evelynn, Fiora, Gragas, Katarina, Morgana, Nami, Orianna, Tryndamere, Varus, Vayne