23-08-2023Game Updates

Wild Rift Patch Notes 4.3b

We’re taking a look at the meta since our overhaul of the rune system and making some adjustments to some champions who needed some help to find their footing, and those who have been toeing the line. We also have the addition of the Mecha skinline, the return of the Stargazers, and a new Wild Pass! Welcome to Patch 4.3b!

AUTHOR
  • Wild Rift Game Design Team

CHAMPION CHANGES

AATROX Image

AATROX

Aatrox has been performing well in the jungle, but struggling in the Baron Lane. So we’re granting him some more health when he hits minions, which should give him some more sustain in lane.


  • Ability Icon

    DEATHBRINGER STANCE

    • Healing effect from hitting minions: 50% → 60%

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    THE DARKIN BLADE

    • Damage ratio to minions: 55% → 65%
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AKALI

This Rogue Assassin has been struggling to adapt since our changes to boots and runes. So we’re reducing some of her energy costs to help her out in the laning phase, while also adjusting some of Akali’s other abilities to make her more flexible during teamfights.


  • Ability Icon

    ASSASSIN'S MARK

    • Moving towards the outside of the ring of energy grants you bonus movement speed: 30% → 30/40/50/60%
    • Exiting the ring of energy towards enemy champions grants you bonus movement speed: 30% → 30/40/50/60%

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    FIVE POINT STRIKE

    • Energy consumption: 120/100/80/60 → 105/90/75/60
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Akshan

Akshan is struggling to find his place in the meta, and we think he could be doing more damage, especially in the later stages of the game. So we’re giving this Rogue Sentinel some much needed buffs to boost his damage in the late game.


  • BASE STATS

    • Attack per level: 4.55 → 5.5

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    COMEUPPANCE

    • Minimum damage: 20/25/30 + 10% Attack Damage → 20/30/40 + 10% Attack Damage
    • Maximum damage: 80/100/120 + 40% Attack Damage → 80/120/160 + 40% Attack Damage
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FIORA

Recently we made changes to Hullbreaker, and those changes ended up impacting Fiora’s ability to solo push lanes in the later stages of the game. So we’re adjusting her first ability and giving it a new mechanic so that she can be a bigger split-pushing threat.


  • Ability Icon

    Lunge

    • [NEW] Lunge now does damage to turrets.
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IRELIA

It requires a lot of time to master Irelia’s abilities, and we want to make sure that players who have put in the time to master her can have more highlight moments in-game. So we’re buffing some of her abilities so that she can better survive during her duels.


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    DEFIANT DANCE

    • Damage reduction: (50 + 7% Ability Power)% → (60 + 7% Ability Power)%
    • Base damage: 10/30/50/70 → 20/35/50/65
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JARVAN IV

While Jarvan can flex as both a tank and fighter, we’ve recently seen that he’s been predominantly picked and built as a fighter. We want to make sure it still feels good to build and play him as the main tank for your team so we’re making some adjustments to his kit to make him beefer.


  • Ability Icon

    Martial Cadence

    • Cooldown of acting on the same target: 6s → 5s

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    Golden Aegis

    • Basic shield value: 80/120/160/200 → 80/120/160/200 + 4% Maximum health

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    Cataclysm

    • [NEW]: Damage from enemies is reduced by 12/16/20% inside Cataclysm, the effect will be removed when leaving Cataclysm or the barrier surrounding the terrain collapses.
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JAYCE

Jayce has been struggling to perform in lane, but has recently started to shine in the jungle. We’ve made some adjustments to his hammer form, which should make his opponents think twice before stepping up to The Defender of Tomorrow. We’re also adjusting the damage he does to monsters so he isn’t as efficient at hammering away at the jungle camps.


  • BASE STATS

    • Base Attack Damage: 52 → 54

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    LIGHTNING FIELD / HYPER CHARGE

    • [NEW] Damage ratio to monsters: 70%

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    THUNDERING BLOW / ACCELERATION GATE

    • Damage ratio: 8/11/14/17/20% Targets maximum health + 100% Bonus Attack Damage → 10/12.5/15/17.5/20% Targets maximum health + 100% Bonus Attack Damage
    • Maximum damage to monsters: 200/325/450/575/700 → 150/275/400/525/650

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    MERCURY CANNON / MERCURY HAMMER

    • Gains bonus armor and magic resistance in hammer stance: 3 + 2 × Level → 3+2 × Level + 9% Bonus Attack Damage
Karma Image

Karma

When compared to other Mid Lane and support mages, Karma is struggling to keep up with them in both the damage and protection department. So, we’re adjusting her main source of damage, and buffing the amount of shields she can give her allies in the later stages of the game.


  • Ability Icon

    INNER FLAME

    • Base damage: 60/100/140/180 → 70/110/150/190
    • Mantra bonus damage: 60/140/220/300 → 70/150/230/310

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    INSPIRE

    • Shield value: 60/90/120/150 + 50% Ability Power → 70/100/130/160 + 65% Ability Power
    • Mantra bonus shield: 120/180/240/300 + 50% Ability Power → 140/200/260/320 + 65% Ability Power
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MISS FORTUNE

When picked, Miss Fortune usually becomes the focus for the enemy team, since it’s easy to catch and kill her. We’re lending her a hand and now when you pick her, you should have a better experience positioning and dealing damage during team fights.


  • BASE STATS

    • Base armor: 30 → 34
    • Armor per level: 3.5 → 4

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    Double Up

    • Critical hit damage after doubling up: 150% → 130/140/150/160%

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    Strut

    • [OLD] Passive: If Miss Fortune does not take damage for 5s, she gains 25 bonus movement speed. Then, 5s later movement speed bonus increases to 60/70/80/90 → [NEW] Passive: If Miss Fortune does not take damage for 4s, she gains 25 bonus movement speed. 3s later, movement speed bonus increases to 80/85/90/95
    • Active bonus attack speed: 30/50/70/90% → 45/60/75/90%
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PYKE

Since the update to support items, Pyke has struggled to be that deadly threat to other supports. We’re buffing some of his damage so we can continue to position him as that assassin support who can strike at any moment. We also are adjusting his overall damage to monsters and minions so that these changes don’t make him too strong in other roles.


  • BASE STATS

    • Attack Damage per level: 2.65 → 3.5

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    BONE SKEWER

    • Basic damage: 120/185/250/315 → 130/195/260/325
    • Damage ratio to minions: 80% → 50%
    • Damage ratio to monsters: 90% → 50%

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    PHANTOM UNDERTOW

    • Base damage: 110/160/210/260 → 120/170/220/270
    • Base stun duration: 1.25s → 1.5s
    • Damage ratio to monsters: 100% → 50%
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RIVEN

We’ve noticed that Riven is struggling during the laning phase in the Baron Lane. To lend her a hand we’re giving her damage and boost, while also adjusting her damage to monsters so that she doesn’t become too strong in the jungle.


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    RUNIC BLADE

    • [NEW] Damage ratio to monsters: 50%

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    BROKEN WINGS

    • Damage: 15/40/65/90+50/55/60/65% Attack Damage → 20/45/70/95+55/60/65/70% Attack Damage

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    VALOR

    • Cooldown: 10/9/8/7s → 9/8/7/6s
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SION

We’ve seen that Sion has been struggling in the laning phase, so we’re adjusting the damage and cost of his third ability, which should make him more of an “unstoppable force” against his lane opponents.


  • Ability Icon

    ROAR OF THE SLAYER

    • Basic damage: 65/110/155/200 → 75/120/165/210
    • Mana consumption: 40/45/50/55 → 35/40/45/50
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ZED

We’re reducing the cooldown of Zed’s second ability, which should give him more flexibility to maneuver around lane and team fights so he can juke out his opponents.


  • Ability Icon

    Living Shadow

    • Cooldown: 20/18/16/14s → 17/16/15/14s
  • WRDesignTeamAuthorImage.jpg

    Wild Rift Game Design Team

    The Wild Rift Design team is a collective hivemind cursed with credit card debt and bad puns. People always message us about our outstanding balance.