Wild Rift Patch Notes 3.5a
ChromaCrash Samira, Jinx, and Ekko make their arrival. We also have balance updates across the Rift, including some for One For All—Welcome to Patch 3.5a!
CHAMPION CHANGES
AATROX
The Darkin Blade is performing better than we expect for a new champion, so we’re cutting some of his power across the board.
BASE STATS
- Attack Speed per level: 2.2% → 1.2%
DEATHBRINGER STANCE
- Maximum monster damage: 100 → 50
THE DARKIN BLADE
- Sweet spot damage bonus: 60% → 50%
- Cooldown: 12/10/8/6s → 13.5/11/8.5/6s
UMBRAL DASH
- Base healing ratio: 21/24/27/30% → 19/21/23/25%
- Enhanced healing ratio: 29/36/43/50% → 24/31/38/45%
DARIUS
We’re trying out buffing up this Noxian’s jungle clearspeed to see how he performs in the new jungle that has stronger early clearing power.
HEMORRHAGE
- Deals 200% dmg to monsters
DIANA
It’s been a moon-ute since we’ve had a look at Diana, and our recent systematic changes have not favored her. So we’re looking to give her a small boost in health and also reducing the cooldown on her Lunar Rush to lend her a hand.
BASE STATS
- Base health: 570 → 600
LUNAR RUSH
- Cooldown: 22/20/18/16s → 18/16/14/12s
FIZZ
This slippery Mid Laner is on the weak side, so we’re oh-fish-ially lending him a hand and giving Fizz a little extra damage on his main damage spell.
Playful / Trickster
- Base damage: 75/140/205/270 → 80/150/220/290
GRAVES
Recent changes have led to Graves rapidly rising in power in the jungle. But we’d like to help out lane Graves some, so we’re shifting some of his power around in ways that should bring the roles closer together.
End of the Line
- Cooldown: 11/10/9/8s → 13/11/9/7s
- Attack Damage ratio: 70% → 80%
- Monster mod: 120% → 90%
Collateral Damage
- Hit damage: 250/400/550 → 275/425/575
GWEN
Running with scissors is overly rewarding in the current game, so we’re making the refund on Skip ‘n Slash more important in the early stages of the game along with a small nerf to Gwen’s early dueling power.
BASE STATS
- Base Attack Damage: 64 → 58
SKIP 'N SLASH
- Cooldown: 12/11/10/9s → 16.5/14/11.5/9s
- Cooldown refund: 35/40/45/50% → 50%
IRELIA
The latest jungle changes have pushed Irelia’s jungle clearspeed to be far faster than we’d like, even with the monster mod on her passive, so we’re making some further adjustments.
IONIAN FERVOR
- Monster mod: 50% → 0%
- Base damage: 10~66 → 14~70
KAYN
Since his release onto the Rift, Kayn is performing well below where we’d like. To help him out, we’re increasing the passive gain rate to allow him to reach Darkin or Shadow Assassin faster, as well as giving him some general buffs to help out his overall performance.
BASE STATS
- Base Attack Damage: 66 → 70
THE DARKIN SCYTHE
- Passive gain amount: Game time² +15 → Game time² +25
- Note: This is a complex mechanic, but this is a strict buff to the rate at which Kayn passively fills his resource bars. This change increases the amount of resource that Kayn gets passively over time.
- Passive gain amount: Game time² +15 → Game time² +25
REAPING SLASH
- Bonus Attack Damage ratio: 65% → 60/65/70/75%
- Darkin Attack Damage ratio: 65% → 60/65/70/75%
SHADOW STEP
- Shadow Assassin cooldown: 9s → 8s
- Shadow Assassin bonus movement speed: 65% → 75%
UMBRAL TRESPASS
- Darkin base damage: 10% Target's maximum health → 15% Target's maximum health
- Darkin base heal: 7% Target's maximum health → 10% Target's maximum health
KHA'ZIX
Kha’Zix has been a powerful force in the jungle for quite some time. We believe he’s too powerful in the early game, so we’re taking some of his clearing and dueling strength away.
BASE STATS
- Base Attack Damage: 58 → 54
TASTE THEIR FEAR
- Cooldown: 4s → 5/4.5/4/3.5s
OLAF
Olaf continues to wreak havoc in the jungle, so we’re hitting the base damage on Undertow and the monster damage on Reckless Swing. To ensure this doesn’t hurt his skirmishing, we’re giving his Undertow armor reduction on enemy champions in return.
Undertow
- 70/130/190/250 → 60/120/180/240
- Inflict 20% armor reduction for 4 seconds on enemy champions.
Reckless Swing
- Deal 50% damage to monsters
RAMMUS
The armordillo has been strong for most players for a while, but recent jungle changes have favored him and pushed him over the line in terms of power. Arma gonna do what’s needed and take away some of his strength from his ultimate.
SOARING SLAM
- Slow per hit: 12/14/16% → 10/12/14%
- Maximum slow: 60/70/80% → 50/60/70%
- Base damage: 100/175/250 → 75/150/225
RENGAR
Rengar has many different builds, but investing in durability is currently under-rewarded compared to some of the higher damage build options. We’re focusing on giving a boost to Battle Roar as the skill that is highly important for those tankier builds but not as relevant for the high-damage setups.
BATTLE ROAR
- Base damage: 50/90/130/170 → 60/100/140/180
- Damage taken as healing: 50% → 60%
- Empowered damage taken as healing: 50% → 60%
SHEN
Baron Lane Shen is performing well, but we’re looking to give his jungle a bit of a boost so we’re bumping up his primary damage method against monsters.
TWILIGHT ASSAULT
- Deals 200% damage to monsters
- Monster Cap: 125/150/175/200 → 250
SORAKA
Soraka’s performance later in the game is higher than we believe is appropriate, so we’re cutting down on her higher than normal levels of durability for an enchanter.
BASE STATS
- Health per level: 115 → 104
THRESH
Players in higher skill levels can take advantage of Flay’s powerful early ranks while putting points into other skills. We don’t mind optimizations around skill order, but we think the tradeoff for not putting points into Flay isn’t currently meaningful enough, so we’re bumping up the early cooldown.
FLAY
- Cooldown: 10.5/10/9.5/9s → 12/11/10/9s
VARUS
Varus hasn’t been hitting the mark as of late. We’re buffing Hail of Arrows and the Attack Speed on Living Vengeance to reward him even more when he gets kills and assists.
Living Vengeance
- Champion kill or assist Attack Speed increase: 40% → 60%
- Non-Champion kill Attack Speed increase: 20% → 30%
Hail of Arrows
- Bonus Attack Damage ratio: 60% → 90%
VEIGAR
Veigar’s laning phase is a bit worse than we’d like. We’re making some small adjustments to his stats to help him out early, but won’t affect his scaling.
BASE STATS
- Base Attack Damage: 52 → 58
- Base mana regeneration: 12 → 16
WARWICK
We’re happy with how Warwick’s performance has improved as players have learned the champion’s ins and outs, but we think his ultimate can be a little difficult to land at times, so we’re making it wider.
INFINITE DURESS
- Width: 100 → 150
- Bugfix: Warwick will now only heal for 100% of damage dealt by his ultimate, not 100% of all damage dealt during his ultimate
EXPAND TO SEE MORE
NERFS
We're adjusting a few very strong champions to shake up the champs played in One For All, and fixing a few bugs that led to unfair games.
ASHE
- Damage dealt: 0% → -8%
- Damage received: 0% → +5%
CAITLYN
- Damage dealt: 0% → -8%
- Damage received: 0% → +8%
DARIUS
- Damage dealt: 0% → -8%
- Damage received: 0% → +10%
EZREAL
- Damage dealt: 0% → -5%
- Damage received: 0% → +5%
KAYLE
- Damage dealt: 0% → -10%
- Damage received: 0% → +10%
SION
- Bug fix: Fixed an issue where under certain circumstances Sion permanently does extra damage in the One For All mode.
- Damage dealt: 0% → -15%
TRISTANA
- Damage dealt: 0% → -8%
- Damage received: 0% → +8%
TWISTED FATE
- Bug Fix: Fixed an issue where Twisted Fate could gain permanent vision of opponents after using (Ultimate) Destiny
- Damage dealt: 0% → -5%
- Damage received: 0% → +5%
VARUS
- Damage dealt: 0% → -5%
- Damage received: 0% → +5%
VEX
- Bug fix: Fixed an issue where enemies feared by several Vex could be slowed permanently.
- Damage dealt: 0% → -8%
- Damage received: 0% → +10%
BUFFS
We're also buffing a few melee characters that have a difficult time dealing damage in lopsided matchups, and helping Yuumi unstick from her allies with a bug fix and a significant buff.
ALISTAR
- Damage dealt: 0% → +10%
- Damage received: 0% → -5%
BLITZCRANK
- Damage dealt: 0% → +10%
- Damage received: 0% → -10%
KATARINA
- Damage dealt: 0% → +10%
- Damage received: 0% → -10%
KAYN
- Damage dealt: 0% → +5%
- Damage received: 0% → -5%
LEE SIN
- Damage dealt: 0% → +5%
- Damage received: 0% → -5%
PYKE
- Damage dealt: 0% → +15%
- Damage received: 0% → -10%
SINGED
- Damage dealt: 0% → +15%
- Damage received: 0% → -10%
YUUMI
- Bug fix: Fixed an issue where a Yuumi attached to someone could not switch to another player.
- Damage dealt: 0% → +15%
- Damage received: 0% → -15%
- Healing given: 0% → +20%
MINIONS & STRUCTURES
We've seen a lot of data about Mage v. Mage matchups leading to exceptionally long game times. We're making a few adjustments to how Minions and the Nexus scale into the later stages of the game to remove the outliers of 30 minute long Brand vs. Lux games.
MINIONS
Movement Speed Growth
- Old: 330 at 7 minutes → 420 at 15 minutes
- New: 330 at 7 minutes → 450 at 16 minutes
NEXUS
- [NEW]: After 15 minutes, the Nexus will no longer gain health regeneration when out of combat.
SIEGE MINIONS
- Health growth per 25 seconds: 20 → 25
- [NEW]: Siege minions will now gain 5 MR every 30 seconds starting at 12 minutes. This maxes out at 50 MR at 17 minutes.
SUPER MINIONS
- Health growth per 25 seconds: 45 → 55