Wild Rift Patch Notes 4.0a

We’re launching two new mechanics, base burning and inhibitor respawns as well as balance updates across the Rift! Welcome to Patch 4.0a!

Bases are burning and inhibitors are respawning—Welcome to Patch 4.0a! 

This patch we’re focusing on making adjustments to some champions that have been in need of a hand and to those that needed to be taken down a peg. We’re also launching base burning and inhibitor respawning, so there could be some new strategies and tactics that you try towards the later stages of your games. We know these are newer changes to the game, so we’ll be keeping a close eye on them and as always let us know what you think about them! 

Reminder: content will be released throughout the patch.

CHAMPION CHANGES

AATROX

Aatrox continues to see strong win rates and high ban rates. To combat this, we’re reducing the healing he gains from his World Ender, which is one of his more frustrating strengths.

WORLD ENDER

  • Increased Healing: 30/45/60% → 25/35/45%

Akshan

Riff raff, street rats, scoundrels, take that! We know that chasing Scoundrels without mana is no fun, so we’re lending you a hand and giving you a little more to have.

GOING ROGUE

  • Cooldown: 18/14/10/6s → 14/10/6/2s
  • [NEW]: Gain 2% missing mana regen per second when chasing Scoundrels.

ASHE

Support Ashe has been overperforming, so we’re shifting some of the power out of her Volley and into Ranger’s Focus. That way we can keep her role as a marksman on target.

Ranger's Focus

  • Base attack speed: 25/30/35/40% → 25/35/45/55%

Volley

  • Cooldown: 13/10/7/4s → 15/12/9/6s

BLITZCRANK

Landing Rocket Grab is harder at higher levels of play, so we’re cranking up the movespeed after Overdrive’s acceleration decay.

Overdrive

  • Movement speed after the first acceleration decay: 10% → 25%
  • Movement speed after the second acceleration decay: 25% → 50%

EKKO

It’s Jungle O'clock! We’ve noticed that jungle Ekko’s clear speed has been lackluster, so it’s time for a buff.

Z-DRIVE RESONANCE

  • Monster modification: 110% → 140%

KAYN

While we’re happy with the performance of Darkin Slayer Kayn, Shadow Assassin Kayn is struggling to hold his own against his alter ego. We’re giving Shadow Assassin a handful of buffs to make the choice between this form and the Darkin Slayer form a meaningful one.

THE DARKIN SCYTHE

  • Shadow Assassin passive reset time: 6s → 5s
  • Shadow Assassin passive bonus damage: 14%~42% → 32%~46%
  • Increased the quantity of charges that Shadow Assassin receives when damaging ranged champions.

SHADOW STEP

  • Shadow Assassin cooldown: 8s → 7s

UMBRAL TRESPASS

  • Shadow Assassin range increased slightly

LUCIAN

Lucian’s been under-target lately, so we’re making this marksman hit a little harder.

PIERCING LIGHT

  • Base damage: 95/140/185/230 → 110/150/190/230

LUX

Mid Lux is in a good spot, but support Lux is in a bit of a bind. We’re shifting some of the power out of her Ability Power ratios and into her base damage to help, since the support role won’t have as much Ability Power.

Prismatic Barrier

  • Shield: 40/70/100/130 + 15% Ability Power → 40/75/110/145 + 10% Ability Power
  • Return shield: 80/140/200/260 + 30% Ability Power → 80/150/220/290 + 20% Ability Power

Lucent Singularity

  • Damage: 60/120/180/240 + 60% Ability Power → 65/130/195/260 + 55% Ability Power

NAUTILUS

Nautilus win rates have been floating up under the radar, so we’re anchoring it back down with some Dredge Line nerfs.

DREDGE LINE

  • Cooldown: 11/10/9/8s → 12/11/10/9s
  • Base damage: 70/130/190/250 → 60/120/180/240

RAKAN

Rakan is still flying high despite recent nerfs, so we’re reducing the damage on Grand Entrance and increasing the cooldown of Battle Dance. This should ruffle some feathers.

GRAND ENTRANCE

  • Base damage: 80/150/220/290 → 70/140/210/280

BATTLE DANCE

  • Cooldown: 18/16/14/12s → 20/18/16/14s

SETT

Sett’s base Attack Damage is low especially when compared to other fighters, so we’re making him hit harder but slower. We want this boss to throw those heavy Haymakers, not fast jabs.

base_stats

  • Base Attack Damage: 52 → 58
  • Attack speed per level: 1.7% → 1.2%

YONE

Yone is on the strong side, and feedback from you all has been very clear that he’s extremely frustrating to play against in his current form. So, we’re slashing some of his waveclear and defensive capabilities to make sure that he exposes himself to proper risks.

SPIRIT CLEAVE

  • Minimum damage to minions: 50~400 → 60~200
  • Damage cap to monsters: 100~380 → 80~290
  • Base shield: 40 + 70% bonus Attack Damage → 30 + 70% bonus Attack Damage

ZOE

We’re big Zoe fans over here, and really hope she wins xd. But right now, she has a bug and those are no fun, so we’re fixing it this patch!

SPELL THIEF

  • [BUG FIX]: Fixed an issue that prevented this ability from applying on-hit effects.

GAMEPLAY CHANGES

ITEMS

AWAKENED SOULSTEALER

Now even more woke and giving you the refunds you deserve (unlike your upcoming taxes).

Unique passive:

  • Cooldown refund on kill: 20% → 25%

HORIZON FOCUS

We’ve been keeping a close eye on Horizon Focus and it looks like we’ve got some damage buffs on the horizon for this item. 

Unique passive:

  • Damage: 80 + 20% Ability Power → 90 + 25% Ability Power

LUDEN’S ECHO

We feel that Luden’s Echo can use a little boost to help it stand out amongst the other Ability Power items so we’re giving it a bit more damage…damage…damage…

Unique passive:

  • Lightning damage: 100 + 10% Ability Power → 110 + 10% Ability Power

SYSTEM

BASE BURNING

To limit turtling tactics in the later stages of the game and keep the overall length of games reasonable, we’re introducing the Base burning System. In the very late stages of the game, turrets will begin to burn, accelerating games to their conclusion.

  • At 25 minutes the outermost turret in each lane loses 25 magic resistance and 25 armor and starts to lose 3% max health every 3 seconds.
  • Inhibitor Turrets stop taking burning damage when their health drops below 25%.
  • Base burning has no effect on the Nexus.

INHIBITOR RESPAWN

To provide more opportunities for interesting comebacks in the mid to late game, Inhibitors can now respawn. When an Inhibitor respawns, the respawned Inhibitor cannot deal damage to enemy units. Inhibitor respawn time scales up with game time, so losing an Inhibitor in the early stages of the game will have less of an impact while taking an enemy Inhibitor in the late game remains a powerful tactic to close out games.

  • Inhibitors respawn after destruction based on game time.
    • If an Inhibitor is destroyed within the first 13 minutes of the game, it respawns after 4 minutes.
    • If an Inhibitor is destroyed between 13-18 minutes, it respawns after 5 minutes.
    • If an Inhibitor is destroyed after 18 minutes, it respawns after 6 minutes.
  • Respawned Inhibitors cannot attack.

FREE-TO-PLAY CHAMPION ROTATION

Feb 2 - Feb 8: Amumu, Braum, Caitlyn, Evelynn, Malphite, Pyke, Renekton, Tristana, Twisted Fate, Yasuo

Feb 9 - Feb 15: Galio, Karma, Kennen, Kha’Zix, Lucian, Kayle, Katarina, Senna, Samira, Xin Zhao