Wild Rift Patch Notes 7.1h
We're wrapping up Patch 7.2 with a final set of balance changes aimed at smoothing out a few outliers across the roster. From reigning in dominant picks to bolstering champions and items that need a boost, these adjustments should help keep matches competitive as we head into the next patch.
Reminder: content will be released throughout the patch.
THRESH
Thresh has felt slightly underpowered in most matches. We’re strengthening several of his core numbers to give him more room to compete with other support champions.
Damnation
- Soul Spawn range: 12 → 15
Death Sentence
- Cooldown: 17/15/13/11s → 18/15/12/9s
- Damage: 80/130/180/230 + 50% Ability Power → 100/160/220/280 + 80% Ability Power
Dark Passage
- Cooldown: 22/20/18/16s → 21/19/17/15s
- Shield: 65/115/165/215 → 50/90/130/170
Flay
- Bonus damage for enhanced attack: 80%/100%/120%/140% → 80%/120%/160%/200%
- Active Damage: 65/105/145/185 + 40% Ability Power → 75/115/155/195 + 60% Ability Power
Nunu & Willump
Nunu & Willump are bringing a bit too much to the Rift, pairing strong roaming and gank pressure with high durability and damage. We're keeping their snowballing identity intact while dialing back their damage and sustain.
Consume
- Damage Ratio based on Bonus Health: 6% → 5%
- Health Regen Ratio based on Bonus Health: 12% → 10%
Snowball Barrage
- Snowball: 10/14/18/22 → 8/12/16/20
SERAPHINE
Seraphine's performance has been lagging behind for a while following the removal of Glacial Augment and broader cooldown reduction changes. We're boosting the healing on her second ability and increasing the charm duration on her fourth ability to strengthen her teamfight utility and help her hit all the right notes once again.
Surround Sound
- Healing Ratio: 5% → 6%
Encore
- Charm Duration: 1/1.25/1.5 → 1.25/1.5/1.75
SKARNER
Skarner has been underperforming across the board, leaving him without the impact we'd expect from the Primordial Sovereign. We're increasing his power to help him clear the jungle more effectively and maintain stronger pressure from the early game through the late stages of a match.
Base Stats
- Attack Damage per level: 3.5 → 4
- Health per level: 120 → 128
- Health Regen: 6 → 9
Shattered Earth / Upheaval
- Third attack / throw max Health percentage damage: 9% → 10%
- Slow: 40% → 45%
Seismic Bastion
- Slow: 20% → 25%
NAUTILUS
Nautilus has been making waves in the jungle, combining top-tier clear speeds with impressive durability. His bonus damage against monsters lets him clear camps too efficiently, and the shield on his second ability provides more resilience than we'd like without requiring tank itemization. We're trimming both to keep him in line with the rest of the jungle roster.
Titan's Wrath
- Damage ratio against jungle monsters: 200% → 125%
- Shield based max Health ratio: 13%/14%/15%/16% → 9%/10%/11%/12%
Riptide
- Damage ratio against jungle monsters: 175% → 125%
GNAR
Gnar's pick rate has remained lower than we'd like across all ranks. To make him a more competitive Baron lane option, we're increasing his base stats and strengthening the damage on his second ability, giving him more bite in lane and greater impact as the game progresses.
Rage Gene
- Stats gained while transformed
- Health: 100 - 850 (Based on Level) → 100 - 900 (Based on Level)
- Armor: 4 - 55 (Based on Level) → 5 - 60 (Based on Level)
- Magic Resistance: 4 - 65 (Based on Level) → 5 - 70 (Based on Level)
Hyper
- Damage based on Maximum Health: 6%/8%/10%/12% → 7%/9%/11%/13%
TALIYAH
Taliyah's ability to quickly move around the map and efficiently clear waves and jungle camps has been creating too much early and mid-game pressure. We're reducing the movement speed from her passive and lowering the clear power of her first ability to give opponents more opportunities to play around her strengths.
Base Stats
- Movement Speed: 355 → 350
Rock Surfing
- Movement Speed: 10%/15%/25%/40% → 5%/10%/20%/35%
Threaded Volley
- Cooldown reduction on Worked Ground: 50% → 30%
SONA
Sona's performance has been falling short of expectations across all ranks. To help her better fulfill her role as a scaling enchanter, we're increasing the base healing on her second ability and boosting the self-movement speed from her third ability, improving both her survivability and ability to stay alongside her team in fights.
Aria of Perseverance
- Healing: 25/40/55/70 → 45/60/75/90
Song of Celerity
- Base Movement Speed granted to self: 10/11/12/13% → 15/16/17/18%
GAMEPLAY CHANGES
ITEMS
Chemtech Chainsword has been underperforming for a while and rarely stands out against competing items in its class. We're increasing its Health to make it a more attractive option while keeping its power focused on durability and utility rather than additional damage.
Base Stats
- Base Health: 250 → 400
BUG FIXES
- Fixed an issue where Quicksilver Enchant could not remove the crowd control effects from Thresh’s (1) ability and Nami’s (1) ability.
GAME MODE CHANGES
Howling Abyss
The time at which a standard surrender vote can be initiated has been moved forward from 9 minutes to 7 minutes. Early surrender remains unchanged.This change applies to ARAM, AAA ARAM, and Spellbook ARAM.
A standard surrender vote now requires 70% or more approval votes to pass.